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Contrary to popular belief, an imp is very different from a demon.
Both are beings forged deep below the Nether, in the underlands, beyond even where the blazeborns and ghastlings rule, but not quite beyond the bedrock (the void is a place where no being, imp or not, can exist. Entering is a death sentence.).
Both are powerful, able to change forms and influence the world in subtle ways, and are recognized by their faint sulphuric smell, a smell that doesn’t exist anywhere else, and horns that grow to various lengths.
The difference is in the deals.
Demons, much like vexes and the like, are tricky, and thrive off deals and trades. They are trustworthy, up until they can find a way to slide out of a trade and manipulate it to their liking. A properly made contract will bind a demon forever, with no way to escape.
Meanwhile, deals and contracts, paperwork in general, holds no power over imps. Sure, they may respect it, but their code is not bound like a demon’s is. Many a summoner has made a mistake and brought their doom upon them by trying to trick an imp.
An imp can be tricky, can be kind, can be impulsive or childish, much like any other player, but they lack that which makes demons demonic; a term difficult to define, but which is known implicitly by all demons and imps (leading to a fair amount of strife between them. The Demonic War lasted many years, and ended with an uneasy treaty of peace).
Imps are also far rarer, or perhaps just more elusive and shyer than demons. They are almost never seen on the overworld, and if they are, it is likely due to an unfortunate summon.
Imps love order and preparedness, with a strong sense of individuality causing them to forge off on their own and make sure they can survive with no outside help.
Only one imp has ever been seen partaking in a community, and that imp is called ImpulseSV.
He came from the underlands as a favor to his friend, it is rumored, a young blazeborn. Impulse was, like all imps, amazing at what he does, even pioneering several unique redstone techniques still used today.
And he stayed, stayed, and stayed, going against an imp’s nature and forging his own colony.
Hermitcraft, they call it, a group who build, redstone, live, thrive together, for millennia. And Impulse has been with them for many, many years, longer even than he existed alone in the underlands.
He lives close to them, it is said, works with them, depends on them and the strange ways of the overfolk.
Perhaps he is simply foolhardy, to stick with others in such a way; perhaps a player managed to bind his code in some way. Perhaps Impulse is more demonic than he seemed, the last time I saw him all those years ago.
But I can tell you this, Impulse is a very generous and kind being. It would not be surprising if he just enjoyed being around others, and being able to use his abilities for good for a change.
If you ever enter the overworld, young impling, seek out Impulse. The SV name is strong, and I am sure, however he might have changed, that he will be of service.
