Aug 14, 2009 21:59
was awesome, to say the least. Dawn led me up to the 8th floor and let me loose, more or less. (I kind of wish she'd stuck around... you know, because she knows the place... but she had somewhere to be.) I found a lot of good more-in-depth information on this leprechaun business than just the surface lore.
They tend to run alone, who knew? But yeah, pranks and practical are their thing, and they're "neither wholly good nor evil." Self-serving is probably an accurate description. They tend to do whatever they want, so long as they get what they want, and don't really work for anyone.
Regina was throwing around the word clurichaun, so I looked that up too. Essentially it's a leprechaun on a bender. That might be more what we're dealing with, although some sources I looked into mentioned that the clurichaun are the night "form" of leprechauns that go out after the day's work. They're surly, and always drunk.
The lore says that the clurichaun are like guardians of the liquor cabinet, which is exactly what a brewery would seem like to them. If they're treated well, they guard the wine or beer, and protect against theives or vandals, but if you piss them off, they ruin the stock. So we have to do something about them before they get cranky and ruin a whole brewery's business.
Maybe they're worried about theivery? Is there someone trying to steal something, like a famous recipe?
There's not a lot of info on how to catch a leprechaun or a clurichaun, but I'm thinking gold may be a place to start. Or a shoe box? Or good beer. Definitely good beer. I think we've got to catch it and get it to tell us what it's doing there, and we can work with that. Our best source is our original source.
leprechauns,
dawn,
the foundation,
case 2,
the library