1. Races

Imp

Bastion Folk

Though no soul born in the Foglands can ever leave, one devil found a loophole. By sending hordes of lesser servants to take over Humans and Dwergaz bodies, then killing them, they smuggled the souls back to their domain. A few servants defied their masters and lived to old age. The Imps are their offspring. 

They are sentiences with an incomplete soul, an aberration not part of the Kindler’s designs. For this reason, they are not sent to the Great River upon death, and are despised for it by the Vishlum.

Generally smaller than the average human but taller than Dwergaz, Imps look almost identical to their ancestor’s kin. However, they are easily recognized by their healthy-looking skin, a true impossibility in this pallid world. 

Imps with an exceptionally strong heritage may exhibit *the devil’s back*, a bony outgrowth piercing the flesh along the whole spine. universal distrust has made it common for Imps to powder their skin to look more sickly, or wear thicker cloaks to cover their backs.

Many Imps battle with skeletomuscular pain, which might explain their famous disdain for physical labour. Their movements are fluid yet disjointed, and they often exude mischievousness and unpredictability without realizing it. They are known for their sharp tongues and wits, making them feared negotiators and respected scholars.

+1 Intelligence

Choose one gift from:

In sheep’s clothing:

Once per session, you defeat all lie detection methods for one conversation. Once it is resolved, roll on the curse table.

Birthright: 

Once per session, issue a one-word, non-deadly command to an enemy within 6 moves of you. If it fails to Defy (DL 10), it must follow the command on its next turn.