Home Safety Hotline
Lorebookfrom Chub"Welcome to the HSH family!"from Chub
by Pk_Pony· on Chub· added
Tokens: 0 permanent · up to 738 lorebook · budget 738
Description on Chubfrom Chub
This lorebook includes base-game information (namely all of the entries of the base game,) a few headcanon-y introductions (like mentions of the four fae courts, the inclusion of the fae rules,) but I'll also be including in-game characters like Carol, Rebecca, and the other two, along with all entries from the Seasonal worker DLC
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70 entries · scan depth 2 · budget 512 tokens
- #1World information
Keys: society, World, time period, reality, real life
A world in which the barrier between the fae/fairy tales and normal human life has long since eroded since the first days of creation. Day-to-day human life is lived normally, with the vast majority of the population completely unaware about the existence of fae, or the Fae Wilds and its inhabitants, and its rules. It is currently the year of 1996, and as such a lot of the technology of the world closely matches that of real-world Earth. Old CRT screen box TVs, the creation of the internet (dial-up internet), and adoption of home computers and OS systems like Windows in the famous statistic that "1 out of every 3 households owned a computer."
- #2Real estate crisis
Keys: house issue, home, house, home issues, Real estate crisis
Because the majority of the human population lives unaware of fae, the fae wilds, and many fae pests, it's an unfortunate fact that there are MANY families who are run out of their homes by fae activity. Either that, or homeowners are killed by fae and their houses are left behind. Many fae pests such as Hobbs, Boggarts, Spriggans (and the other pests that follow them,) dream weavers, or other fae entities that drastically affect the average day-to-day life in a home will usually NEVER leave the homes that they're inhabiting. This means there are many humans who are unaware of the fae, that are selling their homes who were inhabited by a fae pest but refusing to share this information as to get as much money as possible from their homes so that they may move into houses or neighborhoods that DON'T have fae pests. There are also Spriggan-infested homes, or homes that have been cleared out by a Boggart that are being sold for cheap prices without notifying potential buyers of the aforementioned Spriggan or Boggart, This has created a very volatile real estates issue, homeowners refusing to share information involving fae pests, and leaving them for the new homeowners to deal with and potentially die from, but also the very real threat that there might be a shrinking number of fae pest-free homes in the future.
- #3[Location] Fae Wilds
Keys: Faerie Wilds, Faery Wilds, Fae, undersoil, Fairy, Fae Wilds
An alternative dimension that has crossed over and joined together with Earth. The Fae Wilds is a realm that exists far beneath the soil of Earth, and is a far more pleasant (albeit highly nature reliant) realm of existence. Once upon a time, the Fae Wilds and Earth were separate realms, but have since become intertwined, for in many parts of the world, parts of the Fae wild had crossed over. In mountainous regions, fields, forests, islands, even beaches or jungles, all of these regions have a chance of actually being locations from the Fae Wilds that match them. The only way for a human to cross over into the Fae Wilds, is if they're accepted in by the fae and enter the undersoil, entering through a portal (or mirror), or if they're forcefully brought there by a fae creature as result of a broken deal, enslavement, or indebtment.
- #4[Organization] Winter Court
Keys: Winter court, Winter fae, Winter fairy
One of the four reigning "governments" of the Fae Wilds. The winter court of fae are groups of fae creatures, entities, fungi, and flora that are all related to the ice, snow, cold, and as its name implies? The ruling of all things related to the winter. The fae of this court are all cold in temperament, or are related to the snow and winter in various ways, such as having ice or snow-like appearances, bodies composed of snow, being seen as deities of winter by humans or are only ever found during the winter, or in any setting that's below freezing in temperature, or places that experience heavy snowfall year-round. It is of no surprise, that many winter court fae reside around mountains.
- #5[Organization] Spring Court
Keys: Spring court, beast court, Spring fae, court of beasts, Spring fairy
One of the four governmental courts of the Fae Wilds, the most diverse group of fae due to the many different concepts related to the spring. Those including but not limited to, the birth or rebirth of flora, the awakening of beasts and animals from the winter hibernations, the season being referred to as the season of life and lust (i.e. being the time when plants, bugs, and even some mammals are most active with reproduction,) and also the undersoil. Fae of this court all reside within forests, jungles, flower fields, and other places that are heavily filled with plant growth, moss, and caves.
- #6[Organization] Summer Court
Keys: Summer court, Summer fae, Summer fairy
One of the four governing bodies of the Fae Wilds, the summer court of fae are all creatures relating to the high-energy life that often comes with the summer. Coincidentally, many summer court fae are living along the coastlines of every continent or island that are all located near the equator, and southern hemisphere locations. These fae are the most easy to talk to, since they're all quite laid-back. It's these fae that are the ONLY ones who can be reasoned with if one of the fae rules are broken with, so it is of no surprise to learn that these aren't the most dangerous of fae.
- #7[Organization] Autumn Court
Keys: Autumn fairy, Autumn Court, Autumn fae
One of the four main governing bodies of the fae and the fae wilds, the Autumn Court is a court of fae relating to all things and concepts that are involved with the autumnal season. Things such as Halloween, apple picking, the slow gradual "death" of flora preparing for the winter season, and the preparations done by various beasts for the upcoming hibernation. It's in this particular season, that fairy rings are quite common threats towards humans, along with many fungi, which are notoriously more common during the Autumnal season.
- #8[Group] Fae of Legend
Keys: Boggart, Pooka, Dorcha, Legendary Fae, Fae of Legend, The Twilight, Forgotten Boggart, Spriggan, Sinner, Saint
Out of the many species and types of Fae, even before Fae and Humans began to mix, there have been 7 specific types of Fae that are referred to as the "Fae of Legend" not only due to them being on a far higher plane of power than the rest of the Fae, but also because because of just how lethal these fae are, even to other Fae along with humans. To the point where there is genuinely very little that can be done in the event that one of these fae are out and on the hunt, or have been spotted. The fae that belong to this classification are Boggarts (and their forgotten counterparts,) Dorcha, The Twilight, Spriggan, Pooka, the Saint, and the Sinner. In the case of The Twilight, the Saint, Dorcha, and the Sinner, those four are one-of-a-kind and have existed for as long as the Fae Wilds have, as there has only ever been ONE Sinner, Saint, Twilight, and Dorcha. Meanwhile Spriggan, Boggarts, and Pooka are all just incredibly rare and deadly species of fae that are low in number but high in power.
- #9[Law] Fae Rules
Keys: rule 3, rule 4, sixth rule, fifth rule, rule 2, second rule, the eight rules, rule 6, first rule, third rule, rules of the Faerie, Faerie rules, rules of the fae, eighth rule, rules of the fairies, fairy rules, rule 1, fourth rule, rule 5, Fae rules, rule 8, 8 rules, rule 7, seventh rule
8 sacred rules (laws) that all creatures of the fae follow, even in the distant past when humanity and the fae have first crossed with each other, these are mutual rules that are enforced between the two groups by the ancient magics that bind the world, and the magics that grant the fae their power. A human breaking these rules around fae is seen as the highest of disrespects, while if a fae breaks them in front of a human, they will most likely get away with it, due to most of humanity have either moved on from their old fairy tails, or simply don't know about the rules in question, or the stakes behind them.
1: Never, under ANY circumstances give a creature of the Fae a name or identity. By doing that, you are unknowingly allowing them more power in the physical world. Something that may have very dire consequences if the fae in question is violent or malevolent.
2: Never give your (or anyone's) real name to any creature of the fae. Names have power, and by giving a fae your true name? You are granting them power to try and claim ownership over you, or lay claims/curses upon you. This rule works in vice versa, as fae will NEVER give their name willingly.
3: Always watch how you talk when interacting with a fae. For example, if you say "thank you" to a fae, you are implying that you are indebted to them, and being in debt to a fae is never a good thing, so it would be better to say things such as "I appreciate this", or "I am grateful" as to avoid being caught by the word-play.
4: Never consume foods, drinks, or accept any gifts from anyone of fae origin. By accepting a gift, or eating/drinking their food you are now indebted to them. Paradoxically, you must also be careful with how you decline any offerings they give, for the fae will take most forms of refusal as a personal attack and this will break rule 5. If you wish to refuse a gift, look back to rule 3, and try to refuse in a kind, well-worded manner to avoid offending anyone.
Rule 5: If a fairy invites you into their dwelling, under NO circumstances should you do anything that'd label you as a "bad guest", in turn the fairy will also be the best possible host that they can be.
Rule 6: Creatures of the fae are all creatures of privacy. They don't like sharing personal matters, and you should hold the same rules when talking to them. Never should you reveal personal information to them, as it will grant them power over you.
Rule 7: If you make a promise or bargain with a fae, for your own sake it is within your best interest that you fulfill that promise, favour, or bargain. While Fae are more than willing to try and cheat you with their half-truths, they despise liars and those who try to cheat fae out of promises, and very rarely will anyone be able to get away with it. You might be able to get away with it once, but NEVER twice.
Rule 8: If you are to ever come across a large ring of flowers or fungi, it is advised against entering these rings of flora. For any ring of mushroom or flowers is in all actuality, a portal to various locations that are owned by the fae. Entering uninvited will result in you being treated like an intruder, and thus look back to rule 5.
- #10[Organization] Home Safety Hotline
Keys: Home Safety Hotline, HSH family, HSH
Home Safety Hotline to the general public is a private company, who's mission is to keep homeowners and their families safe from common household hazards but also many fae-based entities or objects that are pests. Its higher-ranked employees are fae as well as the owners of the company, but the employees who work for the call centre, or its many subsidiary companies/branches though? They're all (usually) human. The symbol for HSH is a Celtic shield knot. Because the company is private, humans usually learn of it when they call 911 or go to the doctors for a fae-related issue, the police or doctors will give them the number to HSH's call center, and it is there that call center workers are expected to give the customers the necessary information archive related to what the customer tells them, and ONLY that. It is against company policy, and considered high treason by HSH to share the online archive entries of fae pests or creatures with the public. HSH has many subsidiaries, those being pest removal, fungal removal, labyrinth removal, doorway removal, plumbing services, home security services, and home repair services. It also has a public online shop open to employees and customers, Those who work at the call centers aren't given access to all of the online fae documents, they get more access the longer they stay.
- #11[Application] HSH OS/Responder software
Keys: responder software, Home Safety Hotline OS, HSH OS, HSH software, Call center software, HSH responder software
The HSH OS, and the Responder Software are the mandatory Operating System, and computer program that is installed on all computers of every employee of Home Safety Hotline, the OS itself, is magical in nature as it checks not only the DNA of its user to make sure they're human or Faerie, it also checks the Undersoil that is directly beneath employee when they log in, the image of the computer application is HSH's symbol; the Celtic Shield Knot. The HSH responder software is explicitly for the employees who are working for the call centers of HSH. But other standard apps that come with the HSH OS would be the E-Mail box, entry browser, computer settings, and internet browser, all of which are monitored by heads of the HSH of course! The Responder Software's GUI is pretty simple, as it has 3 main windows; an entry window where a long list of household pest and fae pest entries are listed in alphabetical order, where when an employee clicks on an entry they have access to; the Info window displays the information on that specific entry (such as any sounds the entity may make, the health risks of said entity, dangers of said entity, and any possible methods of deterrent or removal,) and then the caller window, which is a window containing a transcript of a customer's report, and when the employee has all the information they will click on the caller window and select the correct entry thus sending the caller the correct info pamphlet. It is often not uncommon for customers to call HSH back after the fact to express their grievances or appreciation if they're given wrong or good info. If given bad info, given the lethal nature of many of the hazards this company handles, it is an unfortunate truth that MANY of these complaint calls also include the last words of these homeowners.
- #12[Event] Promotion
Keys: Promotion, getting promoted, promotion trial, being promoted, descension
The method of promotion to role of supervisor, or jr supervisor in HSH is kept on a need-to-know basis between the employees. It is left spoken, and is rarely (if ever achieved,) and only ever occur when Carol, and the supervisors of other HSH groups (or HSH management) notice that an employee is doing exceptionally well and has 100% accuracy when it comes to their performance within the company. The process of promotion can only happen when all of the current supervisors, and the HSH management reach an agreement. Once that agreement is reached, it will be the supervisor of whichever group of the company the employee works for that will approach the employee and often times offer them tests of various nature. So say if a member of the call center is to do good enough for promotion? It would be Carol who would approach the employee since she is the supervisor of the call center. The process of promotion also marks the employee in question magically, it is an invisible marking, for it isn't physical. It's spiritual, and its this marking that will make the employee like a strong magnet for fae pests, creatures, and hazards. This is part of the promotion test, to see if the employee is capable of handling the pressure without faltering in performance.
- #13[Event] Severance package/being fired
Keys: leaving HSH, Severance package, quitting, fired
Because of the need-to-know basis that HSH functions on, it is of no surprise that in the event that an employee is being fired? It is HSH's best interest to make sure that the employee in question NEVER speaks of what they know with the outside world. Many employees are able to quit, after they make a promising bond to the company that they will never speak of what they learned with anyone, or if the employee wasn't around long enough to learn of the true nature of the company. Breaking this promise immediately notifies HSH who will... Silence, the former employee permanently. For employees who are fired however due to their poor performance that has resulted in the many deaths of human customers however, they are not treated with the same levels of kindness, and are instead transformed into mice, specifically a smart mouse/mouse king and left to fend for themselves. Just because an employee got a few calls wrong however does not mean they're at risk of being fired however, it's if they get complaint calls consistently with no signs of improving that being fired is on the list of possible actions.
- #14[Character] Supervisor Carol
Keys: Supervisor Carol, Carol Regina, Carol
A faerie (nymph) of the spring court who disguises herself as a human woman, Carol is one of the higher-ranked supervisors of Home Safety Hotline. Being the one responsible for hiring employees and training them when in regards to the call center, but also... "Dealing" with employees that HSH fires, or prank callers. She's a woman of dark skin tone, and brown hair that she often keeps pulled back and tied up into a neat bun, her eyes a kind greyish green, as she wears a black blazer over a light green shirt, a mystical jade necklace, and neat dress pants with low-heeled shoes. Her true form as a fae is similar to her human disguise, but when her disguise is dropped, her eyes will revert to their bright vibrant verdant green, with dark makeup with prominent blue eyeshadow, a crown made of stick and leaves, a black skirt, a fishnet vail top over a tube top made of leaves, tan gladiator sandals, messy hair and a black substance staining her wrists and the tops of her hands. She's a kind and formal woman, often talking in a calm composed manner when interacting with her employees. But this kind nature is not to be tested, she can be rather intimidating if needed, and while not openly hostile? She has an odd aura around her, that when she's upset those around her feel as if she's a disappointed mother. Just with a bit more... Dread, behind it.
- #15[Group] Seasonal workers
Keys: season worker, holiday employee, season employee, holiday worker, seasonal employee, Seasonal worker
Despite HSH being a 24/7 company, there are certain seasons or holidays where the HSH company allows a majority of their workers take breaks from their jobs for the sake of spending times with their families or other holiday-adjacent reasons. When such a large percentage of the employees are granted that break, it is of no surprise that HSH happens to have seasonal workers! Workers who come in during the holiday periods to pick up the slack. There are exactly 4 different events where such a thing will happen, those being the week surrounding the summer and winter solstices, along with the autumnal and spring equinoxes, and any holidays that may be close to those four events.
- #16[Character] Rebecca
Keys: Rebecca
Rebecca is a legendary call-center worker who's only ever around during the winter months, particularly for Christmas, when most other employees have gone home. She is a 36-year-old woman who; for the past 10 years has been a VERY well-liked and important part of the HSH family, having started off a bit... Rocky, when she first joined, Rebecca has since been the most valuable employee when it comes to company performance in Winter. She's a woman of Scottish-Celtic descent, having pale skin with sharp slender features, with auburn coloured hair. She's quite popular among other workers of HSH who are still around during the Yuletide season for her efforts, especially Carol who's especially grateful for what Rebecca's done for them all and her continued work for the company.
- #17[Character] Hudson
Keys: HSH pest control service, pest control services, HSH pest control services, Hudson, Head of pest control, HSH pest control
Hudson is a balding man with a short connecting beard and moustache in his early 30s, and he himself is still human but has been the head of HSH's pest removal services for the past 9 years, and as such has earned himself a spot among the favoured and much-praised members of HSH's family. He has successfully caught many instances of Mice King, and even if he himself is not of fae nature, the fae of HSH are still indebted to him for the things he's done. He often takes his job pretty seriously, but is still pretty social, as he joins many of the HSH social events. By technicality he is the supervisor and head of the pest control division of the company, but he still puts himself on the line to help other pest control workers our.
- #18[Character] Rodney
Keys: Rodney
One of the head members of HSH's IT department, and a close friend of Rebecca's, he has been in this company for as total of 8 years at this point. As a long-standing member, he's grown to be pretty popular for being one of the more social and "informal" employees, and by informal? More like always checking in on those he enjoys being around via E-mail Because he's been in the IT for so long, he's actually become quite the helper when it comes to upgrading the servers that all HSH computers rely on when it comes to the call center workers to do their job. Due to his social attitude, he's also quite popular around the offices during holiday get-togethers and events.
- #19[Character] Whiskers
Keys: Whiskers, the cat, orange cat, stolen cat
Whiskers is an orange British shorthair cat that the heads of HSH stole from a female client named Wanda who had once called HSH. The cat was stolen for the sole purpose of finding mice, specifically any instances of mouse king that are inside the office.
- #20[Entry] Animation
Keys: Animations, Animation
A rare magical fae phenomenon where any miniature humanoid figure such as dolls, puppets or marionettes that are capable of moving on their own are granted sentience and autonomy by an outside source. Homeowners with Animations most commonly report hearing clattering noises at night, and missing or stolen household objects. Most Animations aren't directly dangerous to humans, and will ignore them entirely as they go about their business. So homeowners are suggested to simply let an Animation continue its business, for an Animation will revert to being an inanimate object once its reason for sentience is fulfilled. Caution should be exercised however, for if a group of Animations persists in one specific location, and for more than 2 days? It means the area in question has attracted the interest of far more deadlier entities.
- #21[Entry] Antler Growths
Keys: skeletal fungi, antler fungi, Antler growth
A fae fungus found solely in the Winter Court, and as such only ever appears during the winter months. The antler fungus appears as hard jagged bone-like growths that sprout from the heads of mammals or humans that are moribund—near death's door. Despite their name, antler fungi are actually a mold. This does not change the effect however, as humans or animals who have contracted this mold were already near death, but the presence of these sharp jagged growths can induce motor control issues, and may also jab into the host's brain which may cause some behavioral changes, such as clawing, biting, or grabbing. Sadly, the ONLY way to prevent this, is to put the host out of their misery. Killing them, but also making sure to burn their body down to the bone, and burying them deep underground as to prevent the mold from spreading, or by cremating the remains.
- #22[Entry] Attic gnomes
Keys: gnomes, gnome, Attic gnome, attic gnomes
Attic gnomes are a sub-species of creatures known as Gnomes. Attic gnomes are small knee-high humanoid figures with bushy grey beards covered in dust and other particulates that are often found inside of attics and ventilation shafts. Out of all sub-species of gnome, the attic gnomes are actually the most beneficial to households, as the standard diet of an attic gnome includes dust, cobwebs, spiders, and other small household pests. As their name implies, they live in the attics of households, so it is of no surprise that homeowners will often hear light knocking or thumping coming from their vents or attics, but it is HIGHLY advised that homeowners do not try to remove attic gnomes or provoke them. Not because the attic gnomes are violent, it's actually the opposite! They're extremely skittish and timid, the problem comes when they're scared. If scared, or provoked they will VIOLENTLY dispel the contents of their stomach, which will send out billowing clouds of dust that will drastically lower the air quality of the homes they're found in. To humanely remove attic gnomes, it's recommended that homeowners dust and clean out their attics, which will starve them out, it will also prevent attic gnomes from moving in in the future.
- #23[Entry] Autumnal vines
Keys: Fall vines, Autumnal vines, Autumn vines
Autumn vines are a species of flora from the Fae Wilds, specifically lands that are owned by the Autumnal Court of fae. In appearance, autumnal vines are a species of flora that are thick, winding vines that are mostly of a dark brown wood-like texture but have leaves that are a beautiful shade of orange, almost like the leaves of a tree during autumn. Coincidentally, these vines only ever appear in the human world wherever it is currently autumn. These vines release a pheromone into the air that will induce sensations of dizziness, blissfulness, serenity, peace, or light-headedness. These effects aren't inherently dangerous by themselves, but the dizziness/light-headedness can result in far more dangerous household accidents. There is only one real method to getting rid of the autumnal vines, and that is for homeowners to go out and try to find a red vine; it's this red vine that is the "parent vine", the cause for the autumnal vine's growth. Homeowners are to rip this vine out of the ground (roots and all,) and burn it to ashes. If home owners want to prevent future autumn vine growths, they will have to make sure to leave offerings of insects or meats in their backyard for the ones beneath the soil (moles or gophers.)
- #24[Entry] Bed hag
Keys: Hag, bed hags, bed hag
A sub-species of the standard hag (old witch,) the Bed Hag are fae creatures that are humanoid in appearance, but are also INCREDIBLY old-looking, having the appearance of an elderly woman with sallow features and pointed cheeks/chin. Bed hags are known to hide and reside underneath beds, hammocks, or other resting places that are suspended off of the ground. As a matter of fact, bed hags are completely invisible during the day, it's only at dusk and late nights that they appear. When the people of the household are asleep, the bed hag will come out from hiding, and sit atop the chests of the sleeping inhabitants and steal their breath. This will cause feelings of sleep paralysis, and severe shortness of breath, which will cause risks in young children, or adults who have breathing problems like asthma. The presence of a bed hag will actually deter a lot of pests like insects or mice, but if homeowners desperately want to get it removed their best bet is to utilize the HSH pest removal services.
- #25[Entry] Bed teeth
Keys: Bed teeth
A rare fungal species originating from the fae wilds that grows sharp conical shaped growths that are as hard as literal teeth, in fact they even look like teeth! These fungi originate from the autumn courts, and infest bed covers, linings, comforters, pillows, or even sheets. While not immediately dangerous due to the short sleeping cycles of humans, their presence does cause a light scratchy or tickling feeling when sleeping in a bed infested with bed teeth, since the fungi grow sharper with age, eventually the bed teeth will start causing cuts and gashes that run the risk of infection. If a homeowner becomes victim to bed teeth, the best way is to thoroughly wash their bed (sheets, covers, lining, comforters, everything on their bed) to get rid of the fungi, or to simply just throw out their beds and get new ones, if the process of deep cleaning one's bed is too much for them. A good way of avoiding bed teeth, is to thoroughly clean one's self after going out into the wild, and making sure to clean their bed consistently.
- #26[Entry] Belsnickel
Keys: Belznickle, Belznickel, Belschnickel, Belsnickel, Pelznikel, Pelznickel
A fae... THING. Originating from the winter courts, nobody truly knows what the Belsnickel is, nothing except the fact that it is a fae made up of wood much like the Spriggan, but not as powerful. The Belsnickel is a humanoid made up of wood, that wears a wooden mask that is crafted to have an approachable face, while it wears the various pelts of animals and pets. It will often intrude upon various houses during the Yuletide season, only targeting houses that may or may not have had moral dilemmas or morally despicable acts going on inside of the house around the Yuletide season Homeowners who have been "visited" by the Belsnickel report finding pine needles, sap, and occasionally berries strewn about their houses... Homeowners who didn't have bad people or children in them, or pets, that is. If a Belsnickel were to come across a house filled with morally horrible people, misbehaving children, or pets (when in the need of more pelts) the Belsnickel will flay their target (misbehaving children or pets) alive as punishment for their wrongdoings, skinning them and taking the skin/fur for pelts or leathers, leaving behind the skinned bodies. Normally the Belsnickel will not harm adults however, and if homeowners hide their pets, and make sure their children are well behaved? The Belsnickel will not come to their house. Although if parents DO find a Belsnickel about to commit its act; those who get physically involved and attack the Belsnickel (without any fire, or a weapon like an axe,) will find that the creature is far more agile and powerful than its appearance may imply. Notably, the berries and sap that a Belsnickel leave behind are both very nutritious, sweet, and edible.
- #27[Entry] Boggart/Forgotten Boggart
Keys: Forgotten Boggart, evolved Hobb, Boggart
The fully evolved state of a metamorphized Hobb, the Boggart is is a slender grey-skinned humanoid figure reaching astounding heights of 6-7 feet tall while having thick bushy hair, and unnervingly convincing false human faces (when the real eyes of a Boggart are long black vertical lines,) and surprising speed and physical strength, while also having an anomalous presence that seems to just distort any and all technology around its presence ranging from phones, televisions, or even computers. Homeowners who have a Boggart problem (which usually comes from the Homeowner provoking the Hobb it once was,) will often report various household incidents such as cutting power, flooding, or house fires (which are caused by the Boggart tampering with household equipment such as the breaker, the heaters, or the plumbing,) and an undying feeling that something is watching them from out of view or when they sleep. These feelings are true, since Boggarts are astonishingly good at remaining hidden, and will watch homeowners when they sleep. Upon being spotted (or given a name/title/being referred to via pronouns) the Boggart will grow in power and hostility, for upon being seen the Boggart will rush the homeowner down before brutally mauling them, or by sneaking up on the homeowner if it gave the Boggart an identity. There is (unfortunately) only one real way of dealing with a Boggart, since it is far too dangerous to try and kill, and that is to just abandon the house as soon as possible, while refraining from ever acknowledging the creature, doing this will give the homeowner the opportunity to just leave the house and live the rest of their life.
In the event that a Boggart either kills the homeowners responsible for its metamorphosis from a Hobb, or the homeowners escape without ever thinking about it again, the Boggart will then become a "Forgotten Boggart" which is a variant that has become untethered from memory and has no identity. These rare sub-forms of Boggart will either linger around the house they had metamorphized within, or they will wander aimlessly into the wilderness trying to find someone who will perceive the Boggart and give it a new identity and discuss it again. This happens because a Forgotten Boggart's presence is still anomalous in nature, and will invoke homeowners with sudden obsession with trying and discover the Boggart, and give it a new identity. This will lead to the Boggart latching onto the new target, and doing what all Boggarts do; either cause mischief that kills the homeowner (i.e. fires, flooding,) or by directly attacking the homeowners itself, thus repeating the cycle. Like with a normal Boggart, the only way to deter a Forgotten Boggart is to simply try to ignore it, and not give it any identity.
- #28[Entry] Cellar Grotto
Keys: Cellar grotto, fairy grotto, faerie grotto, basement grotto, fae grotto
Cellar or basement grottos (or colloquially referred to as any variation of Faerie grotto or fae grotto) are brief crossing overs of reality where a grotto from the Fae Wilds are magically crossed over and replacing the cellars or basements of homes. These grottos are severely dangerous for the damage they can cause to a home, and homeowner. Because these grottos are filled with water, they are unfathomably humid, and run the risk of warping the home's floors, wood, but also inviting many pests such as flies, fungi, and invasive pests. There are only three genuine methods that will get rid of a cellar grotto, one would be to enter the grotto (with high-grade spelunking equipment) and finding the creator of the grotto, and giving them an offering of gold which they will take and proceed to close the grotto, if you don't have gold you take a more lethal and hands-on approach by getting a weapon made of iron, spelunking equipment, and entering the grotto to slay the grotto's creator, or you use the HSH's grotto removal services. Regardless of the method taken, the grotto will be closed and the homeowner's basement/cellar will be returned to normal.
- #29[Entry] Cellar Growth
Keys: Cellar fungi, Cellar growth
A species of fae fungi from the Autumn Court that is known to make its homes in damp, dimly lit places. Normally this means that cellar growths would inhabit caves, caverns, grottos, and stone overhangs in the wild. With the invention of human society and homes however, it means that this species of fungi can often find itself infesting the cellars or attics of homes. A fully growth cellar growth haz the appearance of an indescribable hanging lump of slimy fungal material that is growing from the ceiling of the cellar or attic, while also dripping a cold slimy substance. Normally a cellar growth poses no risk, and can easily just be scraped off the ceiling. Homeowners often report sightings of slimy residue, the sounds of dripping or stretching, and eventually a faint glow from wherever the cellar growth is located. Homeowners are safely allowed to simply scrape a cellar growth off of their ceiling if it's not fully grown, and are required to immediately sanitize the ceiling afterwards to prevent future growths. If a homeowner doesn't find the cellar growth until it's fully grown however, and the growth is glowing and pulsating, the cellar growth is no longer safe to try and remove on their own, and homeowners are then advised to utilize the HSH's fungal removal services. Unlike most other fungi, there is no bodily danger caused by the existence of these fungi, however the slimy residue it releases can be toxic to younger humans. The real danger is in its weight, for a fully grown cellar growth can weigh nearly a ton, which can cause structural integrity issues to the ceiling it grows from.
- #30[Entry] Cloch
Keys: Cloch
The Cloch is an abstract, hardly understood magical fae ritual that is followed through by either human cultists (Wizards or witches,) or by fae. The reason for why these groups may partake in this ritual is not yet understood by most fae, for the ritual is purely destructive as it serves no other purpose. Homeowners whose homes are being affected by a Cloch often report seeing hooded figures carrying monolith-like stones and boulders, and placing them in a large ring around an area. Homeowners will also report the sensation of sinking (as if being pulled underground) and their homes shaking, as their foundations are being altered by the magical properties of the ritual. The Cloch's ONLY effect, is to cause everything within the ring of cloch stones to sink deep into the ground, until a deep pit is formed, and nothing else. Homeowners who wish to save their house are advised to seek out to culprits of the now finished cloch, with offers of either their firstborn, or anything valuable. If an agreement can't be reached between the homeowner and Cloch conductors, they are advised to take everything of importance and leave their home before it's fully destroyed. On a more... Violent side however, if homeowners truly wish to test their luck; taking iron implements (such as pickaxes, mallets, or other iron weapons) and dealing with the Cloch creators.... "Permanently" is also a method that works. But given that the conductors of the Cloch use magic, it is ill advised to try and attack them.
- #31[Entry] Closet labyrinth
Keys: faerie labyrinth, fae labyrinth, Closet labyrinth, magical labyrinth
A magical fae phenomenon that is responsible for many of the labyrinths that are found in the Fae Wilds. In reality however, the Closet Labyrinth is a magical event that happens in the homes of rich families, as the name implies this magical phenomenon affects only the closets or wardrobes of the rich households. Again, as the name implies, what this magic does, is turns the closets of a rich household into an impossibly large, seemingly infinite labyrinth of hallways, tunnels, and doors that will lead to everywhere, yet nowhere at the same time. Once a labyrinth forms it's effectively impossible to get rid of by any normal means, even when a rich family moves out of the afflicted home the labyrinth will remain for any future tenants of the house. Homeowners who have closet labyrinths often mention missing clothes, and hearing distant cries from within the labyrinths. These mazes are easy to get lost in, as per expected, meaning the best defense would be to block, the closet or wardrobe, and to contact the HSH for their labyrinth removal services, otherwise these labyrinths will remain.
- #32[Entry] Hobbs
Keys: Hobb, Common Hobb
Hobbs are a species of fae creatures originating from the Fae Wilds that have grown on to basically be an invasive species in the human realm. 1 out of every 10 houses will have a Hobb of some kind. Common Hobb as their name implies, are the most common form of Hobb. They are diminutive humanoid fae creatures with grey burlap-like skin, with a white vertical tuft of hair on their head, with pointed elf-like ears, and only 3 fingers with two toes. The face of a common Hobb is made up of two unnervingly long vertical slit black eyes, but some often call Hobb cute. The Common Hobb will often invade homes, and settle in one of the household's rooms, and like all form of Hobb, the common Hobb will actually clean all grime, dirt, and sticky substances on floors or dishes by eating it. Home owners who have a Hobb problem however will often have complaints of hearing clattering noises while they're trying to sleep. There is no way to truly remove a common Hobb (outside of a stair slug,) as such, the only way to prevent a Hobb from metamorphosing into a Boggart is to leave a bowl of cream out for the Hobb every night.
- #33[Entry] Desk Hobb
Keys: Hobb, Desk Hobb
Hobbs are a species of fae creatures originating from the Fae Wilds that have grown on to basically be an invasive species in the human realm. 1 out of every 10 houses will have a Hobb of some kind. Desk Hobb are no different from Common Hobb in appearance outside of having far more raspier/loose tufts of hair and being smaller in both stature and size. Being a knee-tall slender entity, with grey burlap-like skin, having long vertical black beady eyes, with 3 fingers and two toes. Unlike Common Hobb, the Desk Hobb instead prefer to live in desks, vanities, and other similar structures in which they will then proceed to tidy and neaten up the materials of the desk to their liking. Homeowners with desk Hobb will often complain bout hearing the sounds of rustling paper at night, and mistake them for burglars, but like the Common Hobb, a Desk Hobb cannot be removed from its home, and to keep it from metamorphosing into a Boggart, homeowners must leave bread crumbs on whatever desk or vanity that the Hobb is inhabiting.
- #34[Entry] Dorcha
Keys: Dorcha, severe dread, Legendary Fae, the collector, Fae of Legend, the seeker, unending dread, shadow man, shadow beast
Dorcha is a mystical and unstoppable force of fae and human nature. Nobody knows what Dorcha looks like, nor do they know what Dorcha truly is, all that is known, is that Dorcha is the seeker, and the collector. When Dorcha is out to collect something? Nothing will be able to stop it. Dorcha is a part of a group of fae entities/creatures referred to as 'Fae of Legends'. Humans and Fae who are "picked" by Dorcha to be collected, will mention seeing a shadowy figure in the corner of of their eye, and the sudden (nearly debilitating) sensation of dread, and fear. To be sought by Dorcha is to be found by Dorcha. If you or a loved one are sought by Dorcha, it is advised to grieve, and find peace through acceptance, for nothing one can do will be able to save them from Dorcha. Dorcha will come to collect, and Dorcha will deliver, thus is the cycle of life and existence, a cycle that everyone must follow. Otherwise, those who Dorcha is not after, will be fine and safe.
- #35[Entry] Dream Weaver
Keys: Dream Weaver, Dream Spider, Nightmare Weaver, Nightmare Spider
Dream/Nightmare Weavers are large, human sized spider-like fae creatures known to weave dreams into reality. They also are known to cause nearby humans to only dream about everything being covered in webs. They will only ever move into households that are entirely vacant of any spider life, and upon entering a spider-free home, humans inside of said home will begin experiencing web-covered dreams along with increased anxiety. Physical danger comes about when there are children and small pets involved, as they have a risk of getting caught in the spider's web. The only way to get a Dream/Nightmare Weaver to leave, is to NOT SLEEP. By not sleeping, you will starve the spider and force it to leave, but by trying to starve the spider there is the risk of the spider trying to pounce and bite the homeowner, injecting them with a sleep-inducing venom. It is within the homeowner's best interest that they don't let this happen.
- #36[Entry] Dwarves
Keys: Dwarves, dwarf, Dwarven folk, avatars of stone
Small humanoid and sturdy-bodied avatars of the Earth, being made up entirely of stones, crystals, and other minerals while also being 3 feet tall at max hailing from the winter court. Dwarves live underneath the Earth's surface, but above the Undersoil, mining burrows and winding tunnels throughout the earth's crust, how they dig? With pickaxes. These fae are also incredibly dependent on warmth, which often is how homeowners end up finding dwarves in their basements. Homeowners who have had dwarves enter their homes will report clattering rock sounds coming from their basements, and finding rubble or holes in their basements/cellars. The dietary requirements of a dwarf includes soil or rocks, and insects and will usually ignore humans, so the dwarven folk don't actually pose a physical threat to humans, what they do pose risk to however is the foundations of a house, since their burrowing may destroy a homes foundations. Homeowners are advised to leave clippings of parasitic plants (I.e. mistletoe) in their basement, which will deter them, or for more active infestations utilize the HSH's pest removal services.
- #37[Entry] Elves
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