Imp/Earth imp



Earth Imps are a type of imp present in SocksCraft 2.

Characteristics
Earth imps emerge from the depths of the nether; literally. They are formed near underground lava flows, oftentimes by large deposits of ore or ancient debris that serve as the imp’s first source of food. In fact, earth imps are probably the most likely reason that imps are known to eat rocks- it’s because they do! Their dentition is uniquely suited for grinding and crushing rocks, ore, metal, and crystal with ease to fully extract the compounds within. The teeth resemble that of a human but with some important differences, such as the prevalence of molar-like and incisor-like teeth to chip away at rock and to crush it simultaneously. Their canines are not as pronounced due to the importance of their mineral-based diet. However, this should not be taken to mean that their teeth are not sharp. If anything, they may be sharper than most other imps’ teeth because the grinding of the rock inadvertently shines and polishes them. This is nullified by the fact that rock is hard! Chipped or missing teeth are not uncommon sights.

The harsh (yet secluded) conditions present in early life also predispose earth imps to developing an acute sense of night vision. Earth imps possess the ability to dilate their eyes at will to suit changing light levels, and do not suffer the customary adjustment period that humans do when venturing underground. Likewise, they are also much more likely to adjust faster when emerging. Of course, staring directly into light sources still hurts if unprepared- be careful when sneaking up onto an earth imp with a flashlight. Additionally, their mineral-based diet and tunnel-based lifestyle means they are very good at finding and boring holes in the earth. Earth imps are often found burrowing in the soft netherrack to make large interconnected networks of tunnels that serve as their home. The subtractive nature of their home also gives the imp a ready supply of food, as they often just eat the netherrack that they’re digging out. They also do not often develop strong wings unless they happen across an unusually large cave to fly around in, as their wings would get caught and damaged by the rocks they’re crawling on. Earth imps born with wings (rare but not impossible) may have severely atrophied flight muscles unless given the chance to practice flight.

As an imp develops and digs more tunnels, hard plating develops on their joints (e.g., elbows, knees, etc.) and soft tissues (e.g., neck, chest, etc.) to protect them from external threats and to cushion them from falling rocks and detritus. The plating in question resembles the mineral that they have most recently been consuming; most commonly, it is netherrack, but gold, quartz, and even ancient debris (if the imp dares dig deep enough) have been sighted. They also develop keratinous/chitinous claws to aid in digging, and their skin becomes very tough. If they have not been digging or eating much rock, the plating and the claws eventually flake off in large swaths and the skin begins to soften somewhat. The presence of plating and claws (or lack thereof) may also signify status; if an imp does not have to eat rocks, it indicates that they don’t have to worry about food or have the ability to choose from more exclusive food groups (i.e., meat).

After emerging, earth imps tend to stay close to cave openings or Nether Wastes where they can safely retreat if needed. It is not uncommon for feral earth imps to sport a quadrupedal gait until integrating into a community. That said, bipedal gaits are not exclusive to integration; nor are quadrupedal gaits exclusive to being feral. When reaching maturity, the imp often stays with whatever gait they feel more comfortable with. In communities, earth imps are said to be impressive metalworkers due to their familiarity and attunement with their element. As jewelry plays an important part in imp culture, they are never out of a job! Skills that would take other imps years to learn are second nature to earth imps; as such, they are open to taking apprentices. They are also accomplished blacksmiths, and forge weapons and armor for bands of piglins passing by or for their fellow imps. Earth imps tend not to leave communities once they join one; an earth imp choosing to leave often signifies to others that something serious has happened.

Earth imps are not known for their minimalism; their living environments are rife with tchotchkes, knick-knacks, keepsakes, kitsch, etc. Richly decorated with even the smallest items, anything given to them will be kept for as long as possible. Even when emerging, they often have an assortment of personal belongings with them to carry throughout the Nether. Most commonly, it’s a piece of jewelry -a necklace or a bracelet fashioned themselves as they explore their skills- or a cool rock they found. However, all imps emerge from heat; portable heat sources are personally important for reminding them of their roots. A still-warm chunk of igneous rock may be kept in a pouch or satchel on their hip or as the centerpiece of a necklace worn by their heart. If two earth imps are in a relationship, they may trade this remnant of their birthplace to one another.

Earth imps are also known for being relatively even-tempered compared to other imps. While they are capable of being very passionate about certain topics (never ask a group of earth imps what carat of gold makes for the best midnight snack), they often let things wash over them. They’re dependable, easygoing, unbothered, and most importantly, resilient. Thick-skinned both rhetorically and literally, they are known to live for very long times. The older the imp, the slower it tends to move, but gains the capacity to hit like a brick shithouse. Legend has it that the Nether is just the back plating of the first earth imp (though what does it eat…?).

However, never bother a feral earth imp without good reason.

Magma
Magma imps (a subtype of earth imps and commonly mistaken for pure lava imps) have several distinguishing features. When consuming large amounts of minerals, the plating formed tends to be more jagged and pointed. This may confer an increased digging prowess as they are not solely relying on their hands. Alternatively, the jagged plating can be used offensively as a bludgeoning weapon or pure blunt force. It’s the difference between a hammer and a mace. The plating also features prominent lines of magma that pulse brightly (if awake) or dimly (if asleep). They also exclusively eat rocks, so feature the sharp teeth found in almost all earth imps. More fiery (again, both rhetorically and literally) than earth imps, they have a pronounced affinity for adventure and danger. Where earth imps specialize in metalworking and jewelry, magma imps dare to venture deep beneath the surface to procure the finest specimens of gold, quartz, and netherite. They are still long-lived, but are more prone to falling victim to their own hubris than earth imps.

Metal
Metal imps are special in that they were born right next to deposits of Netherite scrap! Their skin is extremely tough and difficult to penetrate with conventional weapons. They are also known for being skilled blacksmiths and jewelers due to their deep connection to metal. You won't find a finer piece of art than that wrought by a metal imp anywhere. Some metal imps choose to work in tandem with lightning imps for purposes of power production and power plant construction. There are a lot of power plants in the nether as a result, which begs the question as to what all the power is even for, anyway. Maybe they enjoy it? Perhaps most interesting is their apparent ability to directly control metal; young (or particularly persistent, or both) metal imps are often found attempting to conjure up metal. This is such a common phenomenon that an imp colloquialism roughly translates to "trying to get metal from nothing" (as in, squeeze water from a stone).