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[[File:Glassman.png|thumb]]Fingerkings are snake-like entities that swim in the dreams of the denizens of the Neath. They swim in a river of memory and dreams, which can be accessed via several locations scattered around the Neath ([[Hunter's Keep]] and [[Irem]] are examples). Little is known of their origins or purpose, but they occasionally help individuals understand lost knowledge and secrets. Even [[The Echo Bazaar|the Bazaar]] itself is not safe from the Fingerkings' influence. If one makes a deal with them it is possible to peer into the deepest secrets of the world, but that's not advisable. (Look at what happened to poor July, a member of [[Revolutionaries: the Calendar Council|the Calendar Council]].) | |||
Fingerkings are snake-like entities that swim in the dreams of the denizens of the | |||
== Catching | == Catching Dream-Snakes == | ||
Should | Should one ever happen to get on the bad side of a Fingerking, it's advised that the unfortunate individual never sleep, ever, lest they be killed permanently by furious dream-snakes. ([[The Haunted Doctor]] is in this situation.) These are the last thing many people want to meet, but many knowledge-craving madmen have double-crossed Fingerkings in order to discover forbidden secrets. For one who has done so, they can stave off sleep for only so long; if they do want to rest, they will have to build a serpent trap. It's a clever creation that allows its snake-plagued maker at least one night of sleep. It uses a [[Clay Men|Clay Man]] as a decoy to draw the Fingerkings' attention away from oneself; the snakes eat the Clay Man's soul, and the trap becomes one of the few sources of the elusive Neathy green called [[The Neathbow|viric]]. |
Revision as of 18:23, 6 March 2016
Fingerkings are snake-like entities that swim in the dreams of the denizens of the Neath. They swim in a river of memory and dreams, which can be accessed via several locations scattered around the Neath (Hunter's Keep and Irem are examples). Little is known of their origins or purpose, but they occasionally help individuals understand lost knowledge and secrets. Even the Bazaar itself is not safe from the Fingerkings' influence. If one makes a deal with them it is possible to peer into the deepest secrets of the world, but that's not advisable. (Look at what happened to poor July, a member of the Calendar Council.)
Catching Dream-Snakes
Should one ever happen to get on the bad side of a Fingerking, it's advised that the unfortunate individual never sleep, ever, lest they be killed permanently by furious dream-snakes. (The Haunted Doctor is in this situation.) These are the last thing many people want to meet, but many knowledge-craving madmen have double-crossed Fingerkings in order to discover forbidden secrets. For one who has done so, they can stave off sleep for only so long; if they do want to rest, they will have to build a serpent trap. It's a clever creation that allows its snake-plagued maker at least one night of sleep. It uses a Clay Man as a decoy to draw the Fingerkings' attention away from oneself; the snakes eat the Clay Man's soul, and the trap becomes one of the few sources of the elusive Neathy green called viric.