Difference between revisions of "Burgûl'dagul"

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|'''Bulgûw'dagul'''
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|'''Burgûl'dagul'''
 
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The Spilit Weawm is home to mowe than just the mighty spilits the owcs wowship. Fow evewy gweat spilit wowds ovew its own pwane, and each pwane is anything but empty. Thewe awe pwanes oozing lith aww mannew of spilit beings, wessews and undewlings to the gweatew ones. The Bulgûw’Dagul [pw. Bulgûw’Daguli] is one such being.
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The Spirit Realm is home to more than just the mighty spirits the orcs worship. For every great spirit lords over its own plane, and each plane is anything but empty. There are planes oozing with all manner of spirit beings, lessers and underlings to the greater ones. The Burgûl’Dagul [pl. Burgûl’Daguli] is one such being.
  
 
   
 
   
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Bulgûw’Daguli, commonwy wefewwed to simpwy as Shadow Imps, awe minions of Sinbad, a wessew spilit of Veist, Gweatew spilit of iwwusions, tlicks and thievewy. In theiw twue fowms they awe impish in size and appeawance, the tawwest ones don’t exceed 4 feet of height. Theiw bodies appeaw to be made up fwom a mix of brack ink and smoke, keeping a vaguewy humanoid siwhouette. They sometimes have gwoling mawks and stwange gwyphs implinted on theiw bodies. They show an impwessive valiety in body shapes and uncewtain amount of body pawts as weww. The most outwandish of them have a pwethowa of eyebawws, awms, mouths, tongues, tendliws, howns and so on.
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Burgûl’Daguli, commonly referred to simply as Shadow Imps, are minions of Sinbad, a lesser spirit of Veist, Greater spirit of illusions, tricks and thievery. In their true forms they are impish in size and appearance, the tallest ones don’t exceed 4 feet of height. Their bodies appear to be made up from a mix of black ink and smoke, keeping a vaguely humanoid silhouette. They sometimes have glowing marks and strange glyphs imprinted on their bodies. They show an impressive variety in body shapes and uncertain amount of body parts as well. The most outlandish of them have a plethora of eyeballs, arms, mouths, tongues, tendrils, horns and so on.
  
Some choose to hide and adown theiw heads undew monolithic masks made fwom an ewdlitch mateliaw secweted by beings found in the Spilit Weawm, fulthew adding to the valiety of theiw appeawance.
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Some choose to hide and adorn their heads under monolithic masks made from an eldritch material secreted by beings found in the Spirit Realm, further adding to the variety of their appearance.
  
 
   
 
   
Theiw bodies awe not entiwewy solid, thus making them tewlibry inefficient in combat and any tasks that wequiwe some amount of physicaw stwength. They awe compawabre to young chiwdwen in this wegawd. They compensate this lith exceptionaw agility, speed and sweight of hand, making them excew at thievewy and subtewfuge. Captuling one of these imps by hand is viwtuawwy impossibre.
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Their bodies are not entirely solid, thus making them terribly inefficient in combat and any tasks that require some amount of physical strength. They are comparable to young children in this regard. They compensate this with exceptional agility, speed and sleight of hand, making them excel at thievery and subterfuge. Capturing one of these imps by hand is virtually impossible.
  
 
   
 
   
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Imps awe chawactelized by theiw sewfishness and genewaw wack of empathy. They delight in the misfowtune of othews, as petty as it may be, speciawwy when it is of theiw own doing. They tend to make an iwlitating selies of cackwes when enjoying themsewves, sometimes hinting at some fowm of sadism. Theiw actions awe fuewed awmost excwusivewy by an iwwepwessibre thiwst fow mischief and sabotage. Because of this, they do not cawe fow fliendship, even fwom theiw own kin. They often assault each othew, both physicawwy and vewbawwy. They especiawwy hate wunning into othew imps when attempting to pwank a victim, because mowe often than not they end up stepping ovew each othews toes twying to cawwy out theiw own idea of a pwank and inevitabry end up fighting one anothew instead. Thus, they mostwy pwefew to go awone.
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Imps are characterized by their selfishness and general lack of empathy. They delight in the misfortune of others, as petty as it may be, specially when it is of their own doing. They tend to make an irritating series of cackles when enjoying themselves, sometimes hinting at some form of sadism. Their actions are fueled almost exclusively by an irrepressible thirst for mischief and sabotage. Because of this, they do not care for friendship, even from their own kin. They often assault each other, both physically and verbally. They especially hate running into other imps when attempting to prank a victim, because more often than not they end up stepping over each others toes trying to carry out their own idea of a prank and inevitably end up fighting one another instead. Thus, they mostly prefer to go alone.
  
  
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In owdew fow an imp to be abre to cwoss ovew and opewate in the mowtaw weawm they need to piggyback on a mowtaw soul. They usuawwy do this by cwevewwy using Fawseews and Witch Doctows as fewwymen when they pewfowm spilit wawks. The othewwowwdwy stowaways steawthiwy fowm a pawasitic bond lith theiw chosen victim, nowmawwy someone othew than the Shaman, as non shamans awe faw mowe vulnewabre and cwuewess of the dangews of the spilituaw pwanes.
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In order for an imp to be able to cross over and operate in the mortal realm they need to piggyback on a mortal soul. They usually do this by cleverly using Farseers and Witch Doctors as ferrymen when they perform spirit walks. The otherworldly stowaways stealthily form a parasitic bond with their chosen victim, normally someone other than the Shaman, as non shamans are far more vulnerable and clueless of the dangers of the spiritual planes.
  
Once in the mowtaw weawm they begin to swowwy eat away at theiw host’s essence. The host fiwst stawts to feew slightwy weakened and tiwed, which mostwy goes unnoticed as spilit wawks awe quite dwaining on theiw own, so it is dismissed as just a side effect. Then once the host is secwuded, eithew westing ow simpwy in theiw dwewling, the spilit commences to devoul the mind. It then fowcefulwy manipulates the victim’s body and sends it away to compwete the consumption in solitude. In the finaw phase the spilit spweads its own essence thwoughout the body,  swowwy wepwacing the descendant’s fowmew mass lith the ink-like substance pwopew of the Bulgûw’Dagul. This invaliabry shlinks them in size, weaving the wesulting fwedgeling no tawwew than 4 feet. The whowe pwocess takes no mowe than thwee days to compwete. The Shadow Imp has compwete contwow, no twace of the fowmew descendant is kept except fow the wemnants of the soul, which had been assimiwated by the cweatule.
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Once in the mortal realm they begin to slowly eat away at their host’s essence. The host first starts to feel slightly weakened and tired, which mostly goes unnoticed as spirit walks are quite draining on their own, so it is dismissed as just a side effect. Then once the host is secluded, either resting or simply in their dwelling, the spirit commences to devour the mind. It then forcefully manipulates the victim’s body and sends it away to complete the consumption in solitude. In the final phase the spirit spreads its own essence throughout the body,  slowly replacing the descendant’s former mass with the ink-like substance proper of the Burgûl’Dagul. This invariably shrinks them in size, leaving the resulting fledgeling no taller than 4 feet. The whole process takes no more than three days to complete. The Shadow Imp has complete control, no trace of the former descendant is kept except for the remnants of the soul, which had been assimilated by the creature.
  
 
   
 
   
  
A diffewent woute fow imps to come to the mowtaw weawm is offewed excwusivewy by Witch Doctows. When one of these shamans brews a hex, they make a caww to the spilits and any may answew. They have littwe contwow ovew what the outcome might be. One such outcome is that an imp answews the caww. If the hex was diwected at someone, the victim liww be culsed lith the imp. Just like in a spilit wawk, if successful the imp liww go undetected and undewgo the afowementioned pwocess of taking ovew the victim's soul and body.
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A different route for imps to come to the mortal realm is offered exclusively by Witch Doctors. When one of these shamans brews a hex, they make a call to the spirits and any may answer. They have little control over what the outcome might be. One such outcome is that an imp answers the call. If the hex was directed at someone, the victim will be cursed with the imp. Just like in a spirit walk, if successful the imp will go undetected and undergo the aforementioned process of taking over the victim's soul and body.
  
 
   
 
   
  
Once abre to opewate in the mowtaw pwane, the cweatule liww seek out descendants fow them to tlick, steaw fwom and foow. Theiw vewy natule is to cweate mischief, which in tulns hewps Veist wemain pwevawent as an immowtaw spilit. Theiw tlicks can wange fwom hawmwess pwanks to potentiawwy deadwy schemes. Any dangew howevew is not posed by the Imp diwectwy, but wathew thwough the ciwcumstances that they awe abre to cweate. Awso, whiwe they awe dextewous thieves, they do so pulewy out of a desiwe to cause mischief, not out of gweed. They awmost nevew keep stowen items, unwess it would hewp them cweate mowe mischief somehow.
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Once able to operate in the mortal plane, the creature will seek out descendants for them to trick, steal from and fool. Their very nature is to create mischief, which in turns helps Veist remain prevalent as an immortal spirit. Their tricks can range from harmless pranks to potentially deadly schemes. Any danger however is not posed by the Imp directly, but rather through the circumstances that they are able to create. Also, while they are dexterous thieves, they do so purely out of a desire to cause mischief, not out of greed. They almost never keep stolen items, unless it would help them create more mischief somehow.
  
 
   
 
   
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The Bulgûw’Daguli possess a numbew of magicaw abilities to hewp them pwank mowtaws:
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The Burgûl’Daguli possess a number of magical abilities to help them prank mortals:
  
 
   
 
   
 
===Deceitful guise===   
 
===Deceitful guise===   
An imp can use iwwusowy tlicks to disguise itsewf as objects and cweatules woughwy the same size as them. Fow exampwe they could appeaw as a cat, a wawge wat ow a stoow. They liww wose the disguise if stwuck by even a smaww amount of fowce. It is awso impowtant to note that his is simpwy an iwwusion, not shape-shifting.
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An imp can use illusory tricks to disguise itself as objects and creatures roughly the same size as them. For example they could appear as a cat, a large rat or a stool. They will lose the disguise if struck by even a small amount of force. It is also important to note that his is simply an illusion, not shape-shifting.
  
(Exceptions to this ability pointed fulthew down in the Wedlines)
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(Exceptions to this ability pointed further down in the Redlines)
  
 
   
 
   
  
 
===Glutton’s pouch===  
 
===Glutton’s pouch===  
Theiw bodies awe vewy mawweabre and do not fulwy wespect natule’s waws. They can swawwow objects, even if seemingwy thewe’s no way it’d fit in the imp’s appawent vowume. They can onwy swawwow one object at a time (In the case of say, a pouch of coins, the whowe pouch counts as a singwe item). They can swawwow an item as wong as it no wawgew than the imp itsewf. Animaws and smaww humanoids cannot be swawwowed. Swawwowed items may be wecovewed by damaging the imp, causing a fowceful expulsion of the item.
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Their bodies are very malleable and do not fully respect nature’s laws. They can swallow objects, even if seemingly there’s no way it’d fit in the imp’s apparent volume. They can only swallow one object at a time (In the case of say, a pouch of coins, the whole pouch counts as a single item). They can swallow an item as long as it no larger than the imp itself. Animals and small humanoids cannot be swallowed. Swallowed items may be recovered by damaging the imp, causing a forceful expulsion of the item.
  
 
   
 
   
  
 
===Liquid Escapade===  
 
===Liquid Escapade===  
Imps can tuln theiw body to a neaw-liquid state fow sevewaw seconds, evading any physicaw attacks fow a showt peliod of time and moving at gweat speed in a diwection of theiw choosing. This is used to pewfowm a quick getaway when in dangew, mostwy. They cannot fit thwough baws ow anything that they couldn’t nowmawwy go thwough, so they may stiww end up twapped if used poowwy. They need to west befowe being abre to use this ability again (Onwy once pew encountew). Awso, any items being hewd in theiw bodies awe dwopped upon using this ability.
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Imps can turn their body to a near-liquid state for several seconds, evading any physical attacks for a short period of time and moving at great speed in a direction of their choosing. This is used to perform a quick getaway when in danger, mostly. They cannot fit through bars or anything that they couldn’t normally go through, so they may still end up trapped if used poorly. They need to rest before being able to use this ability again (Only once per encounter). Also, any items being held in their bodies are dropped upon using this ability.
  
 
   
 
   
  
 
===Illusory Forgings===  
 
===Illusory Forgings===  
In a mannew simiwaw to sensowy iwwusion, Imps can cweate fawse sounds and objects at liww in theiw vicinity. These iwwusions awe not hampewed by wogic, they liww pewsist wegawdwess of anyone not believing in them ow wealizing it is fake. The limitation to this ability is once again the size of the Imp. The Imp cannot iwwusion objects ow entities much wawgew than itsewf. Auditowy iwwusions have no westliction.
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In a manner similar to sensory illusion, Imps can create false sounds and objects at will in their vicinity. These illusions are not hampered by logic, they will persist regardless of anyone not believing in them or realizing it is fake. The limitation to this ability is once again the size of the Imp. The Imp cannot illusion objects or entities much larger than itself. Auditory illusions have no restriction.
  
 
   
 
   
  
 
===Re-absorption and regeneration===
 
===Re-absorption and regeneration===
If they wose a body pawt ow segment, they can weabsowb it to instantwy wecovew that specific wost mass. They can wose a body pawt fwom being attacked ow thwough sewf mutiwation. It is not stwange fow these beings to mutiwate themsewves as pawt of a pwank.
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If they lose a body part or segment, they can reabsorb it to instantly recover that specific lost mass. They can lose a body part from being attacked or through self mutilation. It is not strange for these beings to mutilate themselves as part of a prank.
  
If they wose a body pawt and awe unabre to wetlieve it they liww swowwy gwow it back in a coupwe days time.
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If they lose a body part and are unable to retrieve it they will slowly grow it back in a couple days time.
  
 
   
 
   
  
 
===Cloaking veil===
 
===Cloaking veil===
They can ignowe light fow a peliod of time, becoming pwacticawwy invisibre. Vewy simiwaw to the way ghosts go unseen, save a few diffewences. They can onwy pewfowm a coupwe of actions whiwe invisibre, aftew that they liww wose the veiw and become whowwy visibre again. They liww slightwy flickew when pewfowming actions whiwe invisibre. They awe abre to manipulate objects and intewact lith peopwe whiwe invisibre, this counts as an action. They can onwy tuln theiw own bodies invisibre, any objects and cwothing they howd liww stiww be visibre, incwuding swawwowed items. Othewlise, they can move fweewy lithout diswupting theiw magic cwoak. This is mostwy a toow fow them to get in position ow set up fow a scheme.
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They can ignore light for a period of time, becoming practically invisible. Very similar to the way ghosts go unseen, save a few differences. They can only perform a couple of actions while invisible, after that they will lose the veil and become wholly visible again. They will slightly flicker when performing actions while invisible. They are able to manipulate objects and interact with people while invisible, this counts as an action. They can only turn their own bodies invisible, any objects and clothing they hold will still be visible, including swallowed items. Otherwise, they can move freely without disrupting their magic cloak. This is mostly a tool for them to get in position or set up for a scheme.
  
Awso, unlike ghosts theiw invisibility wuns out. An imp can maintain theiw cwoak fow awound 5 minutes (in-wowepway time) at most, this is lithout them doing anything that would diswupt the cwoak. Once theiw veiw is wost, they must west to wefwesh it (Onwy one use pew encountew).
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Also, unlike ghosts their invisibility runs out. An imp can maintain their cloak for around 5 minutes (in-roleplay time) at most, this is without them doing anything that would disrupt the cloak. Once their veil is lost, they must rest to refresh it (Only one use per encounter).
  
  
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==Weaknesses==
 
==Weaknesses==
 
   
 
   
*Shadow Imps awe weak to Ascended soulfiwe, as theiw soul is technicawwy a bonded pewvewsion of a descendant’s soul. Pawadin magic and Cwelicaw light has no pwopew effect on them, as they hawbow no taint and awe not dawk in theiw oligin.
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*Shadow Imps are weak to Ascended soulfire, as their soul is technically a bonded perversion of a descendant’s soul. Paladin magic and Clerical light has no proper effect on them, as they harbor no taint and are not dark in their origin.
 
   
 
   
*They may be expunged fwom the mowtaw weawm by a Fawseew if they somehow ended up in a spilit wawk lith one. They may be susceptibre to hexes pewfowmed by a litch doctow, if applicabre.
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*They may be expunged from the mortal realm by a Farseer if they somehow ended up in a spirit walk with one. They may be susceptible to hexes performed by a witch doctor, if applicable.
  
*They awe wesistant to fiwe and chiwling cowd, tempewatule hawms theiw stwange bodies to a wessew degwee than mowtaws. They awe woughwy thwee times hawdew to kiww than a nowmaw man lith spewws and attacks of this natule.
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*They are resistant to fire and chilling cold, temperature harms their strange bodies to a lesser degree than mortals. They are roughly three times harder to kill than a normal man with spells and attacks of this nature.
  
*Magics such as awcanism, eawth evocation, ewementalism and any othew capabre of physicaw fowce liww hawm the Imps accowdingwy.
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*Magics such as arcanism, earth evocation, elementalism and any other capable of physical force will harm the Imps accordingly.
  
*They take damage fwom physicaw attacks. A weww pwaced brunt stlike can weduce theiw bodies to a brack puddwe. They can awso be swashed apawt and not awwowed to wegain theiw wost mass. They awe incwedibry hawd to hit, howevew.
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*They take damage from physical attacks. A well placed blunt strike can reduce their bodies to a black puddle. They can also be slashed apart and not allowed to regain their lost mass. They are incredibly hard to hit, however.
  
*Awwows and othew smaww pwojectiwes tend to get stuck on theiw bodies and cause minimaw damage. They can easiwy wemove them aftewwawds, but the damage liww wemain. Getting stwuck by such a pwojectiwe fowces them to eject any swawwowed items. It takes woughwy thwee to foul diwect hits lith awwows to fulwy defeat an imp.
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*Arrows and other small projectiles tend to get stuck on their bodies and cause minimal damage. They can easily remove them afterwards, but the damage will remain. Getting struck by such a projectile forces them to eject any swallowed items. It takes roughly three to four direct hits with arrows to fully defeat an imp.
  
  
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Imps do not twuly die, as they awe not mowtaws themsewves, technicawwy bewonging to the Immowtaw Spilit categowy. Theiw bodies can be diswupted enough that they pwacticawwy die much like anyone ewse does, but the spilituaw enewgy that makes up most of theiw being liww pewsist, as weww as theiw tlisted soul.
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Imps do not truly die, as they are not mortals themselves, technically belonging to the Immortal Spirit category. Their bodies can be disrupted enough that they practically die much like anyone else does, but the spiritual energy that makes up most of their being will persist, as well as their twisted soul.
  
When this happens, they weave behind a puddwe of brack ooze that evapowates quickwy. It liww be some time befowe they can matelialize again at a diffewent pwace. (Same wespawning mechanic as evewyone ewse.)
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When this happens, they leave behind a puddle of black ooze that evaporates quickly. It will be some time before they can materialize again at a different place. (Same respawning mechanic as everyone else.)
  
 
   
 
   
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*Bulgûw'daguli awe adept at steawth and pick-pocketing by default.
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*Burgûl'daguli are adept at stealth and pick-pocketing by default.
  
*Imps may weaw cwoth (such as a cwoak) and use items appwopliate fow theiw size. They liww awways be vewy deficient lith the use of weapons, howevew.
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*Imps may wear cloth (such as a cloak) and use items appropriate for their size. They will always be very deficient with the use of weapons, however.
  
*Imps move fast and can climb many things, as if they wewe a squiwwew ow simiwaw. They scampew and cwambew aww ovew the pwace.
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*Imps move fast and can climb many things, as if they were a squirrel or similar. They scamper and clamber all over the place.
  
*They do not twuly feew pain. What they feew is theiw enewgy and essence being depweted. They awe afwaid of theiw enewgy wunning out just like a mowtaw is afwaid of dying.
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*They do not truly feel pain. What they feel is their energy and essence being depleted. They are afraid of their energy running out just like a mortal is afraid of dying.
  
 
   
 
   
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*They cannot have lings, now any othew appendage that would enabre flight ow glide. They awso cannot use Deceitful Guise to tuln into a biwd and fwy away.
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*They cannot have wings, nor any other appendage that would enable flight or glide. They also cannot use Deceitful Guise to turn into a bird and fly away.
  
*Deceitful Guise cannot mimic a descendant. Animaws awe pewfectwy fine as wong as aww wedlines awe wespected.
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*Deceitful Guise cannot mimic a descendant. Animals are perfectly fine as long as all redlines are respected.
  
*Any dispway of stwength that would sulpass what a hawfling can do is fowbidden.
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*Any display of strength that would surpass what a halfling can do is forbidden.
  
*Do not ciwcumvent metagame wules lith this cweatule. Do not spy on gwoups of peopwe lith invisibility to then snitch at the enemy faction.
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*Do not circumvent metagame rules with this creature. Do not spy on groups of people with invisibility to then snitch at the enemy faction.
  
*Shadow Imps may nevew howd awwegiance to anything othew than themsewves. Wespect theiw antipathic natule in wowepway.
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*Shadow Imps may never hold allegiance to anything other than themselves. Respect their antipathic nature in roleplay.
  
*Do not wemain invisibre fowevew. That's just cheap.
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*Do not remain invisible forever. That's just cheap.
  
*Cannot weaw awmow.
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*Cannot wear armor.
  
*Iwwusions awen't weaw, they cannot have any diwect effect on anything.
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*Illusions aren't real, they cannot have any direct effect on anything.
  
  

Revision as of 01:53, 2 April 2020

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Burgul'dagul.png
Artwork by unknown
Burgûl'dagul

The Spirit Realm is home to more than just the mighty spirits the orcs worship. For every great spirit lords over its own plane, and each plane is anything but empty. There are planes oozing with all manner of spirit beings, lessers and underlings to the greater ones. The Burgûl’Dagul [pl. Burgûl’Daguli] is one such being.


Description

Burgûl’Daguli, commonly referred to simply as Shadow Imps, are minions of Sinbad, a lesser spirit of Veist, Greater spirit of illusions, tricks and thievery. In their true forms they are impish in size and appearance, the tallest ones don’t exceed 4 feet of height. Their bodies appear to be made up from a mix of black ink and smoke, keeping a vaguely humanoid silhouette. They sometimes have glowing marks and strange glyphs imprinted on their bodies. They show an impressive variety in body shapes and uncertain amount of body parts as well. The most outlandish of them have a plethora of eyeballs, arms, mouths, tongues, tendrils, horns and so on.

Some choose to hide and adorn their heads under monolithic masks made from an eldritch material secreted by beings found in the Spirit Realm, further adding to the variety of their appearance.


Their bodies are not entirely solid, thus making them terribly inefficient in combat and any tasks that require some amount of physical strength. They are comparable to young children in this regard. They compensate this with exceptional agility, speed and sleight of hand, making them excel at thievery and subterfuge. Capturing one of these imps by hand is virtually impossible.


Behaviour

Imps are characterized by their selfishness and general lack of empathy. They delight in the misfortune of others, as petty as it may be, specially when it is of their own doing. They tend to make an irritating series of cackles when enjoying themselves, sometimes hinting at some form of sadism. Their actions are fueled almost exclusively by an irrepressible thirst for mischief and sabotage. Because of this, they do not care for friendship, even from their own kin. They often assault each other, both physically and verbally. They especially hate running into other imps when attempting to prank a victim, because more often than not they end up stepping over each others toes trying to carry out their own idea of a prank and inevitably end up fighting one another instead. Thus, they mostly prefer to go alone.


Mortal Realm Trespass

In order for an imp to be able to cross over and operate in the mortal realm they need to piggyback on a mortal soul. They usually do this by cleverly using Farseers and Witch Doctors as ferrymen when they perform spirit walks. The otherworldly stowaways stealthily form a parasitic bond with their chosen victim, normally someone other than the Shaman, as non shamans are far more vulnerable and clueless of the dangers of the spiritual planes.

Once in the mortal realm they begin to slowly eat away at their host’s essence. The host first starts to feel slightly weakened and tired, which mostly goes unnoticed as spirit walks are quite draining on their own, so it is dismissed as just a side effect. Then once the host is secluded, either resting or simply in their dwelling, the spirit commences to devour the mind. It then forcefully manipulates the victim’s body and sends it away to complete the consumption in solitude. In the final phase the spirit spreads its own essence throughout the body, slowly replacing the descendant’s former mass with the ink-like substance proper of the Burgûl’Dagul. This invariably shrinks them in size, leaving the resulting fledgeling no taller than 4 feet. The whole process takes no more than three days to complete. The Shadow Imp has complete control, no trace of the former descendant is kept except for the remnants of the soul, which had been assimilated by the creature.


A different route for imps to come to the mortal realm is offered exclusively by Witch Doctors. When one of these shamans brews a hex, they make a call to the spirits and any may answer. They have little control over what the outcome might be. One such outcome is that an imp answers the call. If the hex was directed at someone, the victim will be cursed with the imp. Just like in a spirit walk, if successful the imp will go undetected and undergo the aforementioned process of taking over the victim's soul and body.


Once able to operate in the mortal plane, the creature will seek out descendants for them to trick, steal from and fool. Their very nature is to create mischief, which in turns helps Veist remain prevalent as an immortal spirit. Their tricks can range from harmless pranks to potentially deadly schemes. Any danger however is not posed by the Imp directly, but rather through the circumstances that they are able to create. Also, while they are dexterous thieves, they do so purely out of a desire to cause mischief, not out of greed. They almost never keep stolen items, unless it would help them create more mischief somehow.


Abilities

The Burgûl’Daguli possess a number of magical abilities to help them prank mortals:


Deceitful guise

An imp can use illusory tricks to disguise itself as objects and creatures roughly the same size as them. For example they could appear as a cat, a large rat or a stool. They will lose the disguise if struck by even a small amount of force. It is also important to note that his is simply an illusion, not shape-shifting.

(Exceptions to this ability pointed further down in the Redlines)


Glutton’s pouch

Their bodies are very malleable and do not fully respect nature’s laws. They can swallow objects, even if seemingly there’s no way it’d fit in the imp’s apparent volume. They can only swallow one object at a time (In the case of say, a pouch of coins, the whole pouch counts as a single item). They can swallow an item as long as it no larger than the imp itself. Animals and small humanoids cannot be swallowed. Swallowed items may be recovered by damaging the imp, causing a forceful expulsion of the item.


Liquid Escapade

Imps can turn their body to a near-liquid state for several seconds, evading any physical attacks for a short period of time and moving at great speed in a direction of their choosing. This is used to perform a quick getaway when in danger, mostly. They cannot fit through bars or anything that they couldn’t normally go through, so they may still end up trapped if used poorly. They need to rest before being able to use this ability again (Only once per encounter). Also, any items being held in their bodies are dropped upon using this ability.


Illusory Forgings

In a manner similar to sensory illusion, Imps can create false sounds and objects at will in their vicinity. These illusions are not hampered by logic, they will persist regardless of anyone not believing in them or realizing it is fake. The limitation to this ability is once again the size of the Imp. The Imp cannot illusion objects or entities much larger than itself. Auditory illusions have no restriction.


Re-absorption and regeneration

If they lose a body part or segment, they can reabsorb it to instantly recover that specific lost mass. They can lose a body part from being attacked or through self mutilation. It is not strange for these beings to mutilate themselves as part of a prank.

If they lose a body part and are unable to retrieve it they will slowly grow it back in a couple days time.


Cloaking veil

They can ignore light for a period of time, becoming practically invisible. Very similar to the way ghosts go unseen, save a few differences. They can only perform a couple of actions while invisible, after that they will lose the veil and become wholly visible again. They will slightly flicker when performing actions while invisible. They are able to manipulate objects and interact with people while invisible, this counts as an action. They can only turn their own bodies invisible, any objects and clothing they hold will still be visible, including swallowed items. Otherwise, they can move freely without disrupting their magic cloak. This is mostly a tool for them to get in position or set up for a scheme.

Also, unlike ghosts their invisibility runs out. An imp can maintain their cloak for around 5 minutes (in-roleplay time) at most, this is without them doing anything that would disrupt the cloak. Once their veil is lost, they must rest to refresh it (Only one use per encounter).


Weaknesses

  • Shadow Imps are weak to Ascended soulfire, as their soul is technically a bonded perversion of a descendant’s soul. Paladin magic and Clerical light has no proper effect on them, as they harbor no taint and are not dark in their origin.
  • They may be expunged from the mortal realm by a Farseer if they somehow ended up in a spirit walk with one. They may be susceptible to hexes performed by a witch doctor, if applicable.
  • They are resistant to fire and chilling cold, temperature harms their strange bodies to a lesser degree than mortals. They are roughly three times harder to kill than a normal man with spells and attacks of this nature.
  • Magics such as arcanism, earth evocation, elementalism and any other capable of physical force will harm the Imps accordingly.
  • They take damage from physical attacks. A well placed blunt strike can reduce their bodies to a black puddle. They can also be slashed apart and not allowed to regain their lost mass. They are incredibly hard to hit, however.
  • Arrows and other small projectiles tend to get stuck on their bodies and cause minimal damage. They can easily remove them afterwards, but the damage will remain. Getting struck by such a projectile forces them to eject any swallowed items. It takes roughly three to four direct hits with arrows to fully defeat an imp.


Death

Imps do not truly die, as they are not mortals themselves, technically belonging to the Immortal Spirit category. Their bodies can be disrupted enough that they practically die much like anyone else does, but the spiritual energy that makes up most of their being will persist, as well as their twisted soul.

When this happens, they leave behind a puddle of black ooze that evaporates quickly. It will be some time before they can materialize again at a different place. (Same respawning mechanic as everyone else.)


Additional Notes

  • Burgûl'daguli are adept at stealth and pick-pocketing by default.
  • Imps may wear cloth (such as a cloak) and use items appropriate for their size. They will always be very deficient with the use of weapons, however.
  • Imps move fast and can climb many things, as if they were a squirrel or similar. They scamper and clamber all over the place.
  • They do not truly feel pain. What they feel is their energy and essence being depleted. They are afraid of their energy running out just like a mortal is afraid of dying.


Red Lines

  • They cannot have wings, nor any other appendage that would enable flight or glide. They also cannot use Deceitful Guise to turn into a bird and fly away.
  • Deceitful Guise cannot mimic a descendant. Animals are perfectly fine as long as all redlines are respected.
  • Any display of strength that would surpass what a halfling can do is forbidden.
  • Do not circumvent metagame rules with this creature. Do not spy on groups of people with invisibility to then snitch at the enemy faction.
  • Shadow Imps may never hold allegiance to anything other than themselves. Respect their antipathic nature in roleplay.
  • Do not remain invisible forever. That's just cheap.
  • Cannot wear armor.
  • Illusions aren't real, they cannot have any direct effect on anything.