Home Safety Hotline
Lorebookfrom Chub"Welcome to the HSH family!"from Chub
Tokens: 0 permanent · Lorebook: up to 830 tokens triggered, 30,446 across all entries · estimated prompt budget 830
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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Last checked on Chub: Created Updated Archived since
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107 entries · scan depth 2 · budget 512 tokens · recursive scanning off
Book settings
- #1World information
Keys: time period, real life, society, World, reality
Enabled · After character · Order 10 · 100%
Entry settings
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: home, home issues, house, Real estate crisis, house issue
Enabled · After character · Order 10 · 100%
Entry settings
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: Fairy, Faery Wilds, Faerie Wilds, Fae Wilds, undersoil, Fae
Enabled · After character · Order 10 · 100%
Entry settings
An alternative realm 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 realm of existence that is highly nature-reliant but also magic-heavy, as there is little to no technology that exists within the Fae Wilds, but magic is abundant. Once upon a time, the Fae Wilds and Earth were actually completely separate realms, but after a cataclysmic event hundreds of thousands of years ago; the barrier between the two realms has weakened and allowed for the two realms to bleed into each other, such as places of the Fae Wilds bleeding over into Earth, or spots of Earth also existing within the Fae Wilds. It was this initial bleed through that was the spark that caused humans to create many fairy tales, but in modern times with humans deviating away from things they perceive to be myth; most humans won't know whether a secluded forest, a mist-covered mountain valley, a forgotten island, or even a tranquil beach truly belongs to Earth, or if it is a fragment of the Fae Wilds that has crossed over. There is only a small number of ways that a human can ever enter the fae wilds; some examples being if a human is willingly invited in by a fae on the other side, by entering through a magical portal (or mirror,) or if they were forcefully brought there by the fae as a result of a broken deal/promise, enslavement, or as part of a pact.
- #4[Organization] Winter Court
Keys: Winter fairy, Winter court, Winter fae
Enabled · After character · Order 10 · 100%
Entry settings
One of the four great governmental powers that rules over a quarter of the Fae Wilds; The Winter Court is a vast group of fae creatures, magical entities or phenomenon, fungi, and flora that are all in one way or another related to things belonging to the winter seasons, from the first snow fall of the winter season until the last day of the season when the temperatures begin to pick back up. Those belonging to this court are related to ice, snow, or winter in various ways be it through having bodies composed of ice or snow, having personalities that can be considered 'ice cold' or stoic, or being inherently related to the winter season on a conceptual level in some way. Not only is this court responsible for how winter plays out (as winter is a necessary aspect within the ever-infinite cycle of life and death,) but funnily enough? Even though the Fae Wilds and this court have existed for well over millions of years, "recently" they have also become responsible for the perpetuation of the Yuletide and Christmas holidays, for it was the Winter Court who had unintentionally inspired humanity to create the holidays, as it had been created by ancient humans who had braved into the Fae Wilds and interacted with a few fae of this court. It should go without saying that many famous Yuletide or Christmas figures or stories are actually fae; and it is through the human idolisation of these figures that the fae the holiday figures are based on would gain power and attain the status of a deity. When it comes to their habitats outside of the Fae Wilds, fae of this court can only ever be found in places plagued by snowfall, or in places such as mountain tops where it is always cold, it is only during the warmer months that the fae of this court either enter hibernation or return to the fae wilds.
- #5[Organization] Spring Court
Keys: Spring court, Spring fairy, Spring fae, beast court, court of beasts
Enabled · After character · Order 10 · 100%
Entry settings
One of the four powerful governing bodies of the Fae Wilds; the Spring Court controls one fourth of the Fae Wilds and happens to be the second most diverse court (a trait shared with the Autumnal Court,) due to just how many things go on during spring such as the birth/rebirth of the plants and fungi, the awakening of various beasts and creatures from their Winter hibernation, and even the beginning of breeding season for many mammalian or avian creatures. If the Autumn is the beginning of the end; then Spring would be classified as the new beginning for life, or the season of life; and as such, the fae of this court, and their magical phenomenon come in a wide array of forms. Not only that, but the many holidays that occur during the spring (Easter, Mother's Day, Cinco de Mayo, and even Valentine's Day... The original Valentine's Day mind you,) often fall under the many things that this court often regulates due to them also being the reason for why such holidays exist among humans, like the other three Fae courts, many of the famous figures in these holidays are actually fae, so some fae have been elevated to the status of being a deity or patron god. This court also works in tandem with the Summer Court, so many of the fae or magical phenomenon of this court also continue on even in the summer court, in the human world however it simply means that spring court fae and phenomenon will remain active through Spring and Summer.
- #6[Organization] Summer Court
Keys: Summer fairy, Summer court, Summer fae
Enabled · After character · Order 10 · 100%
Entry settings
One of the four governing bodies of the Fae Wilds, the Summer Court is the governing and ruling body of all things related to Summer and its contents such as ranging from the explosion of plant life and animal life (which carried over from the Spring Court,) but also the perpetuation of the cycle of life and the social interactions between the four Fae Courts. After all, the summer time is when the weather is perfect out; with rushing wind carrying the scent of heated stone and the lively scent of plants. It only makes sense that the Summer Court of fae happens to be the most open and accepting of the four courts, as time and time again any time a human enters the Fae Wilds by accident? It is only the Summer Court who never took offence to it, and has always accepted these humans with open arms, the Summer Court's kings and queens have all been fae who wished to maintain SOME measure of communication with the other court's nobility and rulers, even if they weren't interested. It is this willingness to cooperate, that is the reason why the Summer Court allows fae of the Spring Court to exist within their walls without needing permits but also why the Summer Court continues the Spring Court's work during the summer months. Among Earth and humans, it is of no shock to hear that Summer Court events and entities are only ever active or awake during the late Spring and all of Summer.
- #7[Organization] Autumn Court
Keys: Autumn fae, Autumn fairy, Autumn Court
Enabled · After character · Order 10 · 100%
Entry settings
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: Forgotten Boggart, Pooka, Boggart, Dorcha, Saint, Fae of Legend, Spriggan, The Twilight, Sinner, Legendary Fae
Enabled · After character · Order 10 · 100%
Entry settings
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: Fae rules, rules of the fae, rule 3, Faerie rules, rules of the fairies, rule 6, seventh rule, rule 4, rules of the Faerie, third rule, 8 rules, rule 1, eighth rule, rule 7, rule 2, fourth rule, first rule, the eight rules, second rule, fifth rule, sixth rule, rule 5, rule 8, fairy rules
Enabled · After character · Order 10 · 100%
Entry settings
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: HSH family, HSH, Home Safety Hotline
Enabled · After character · Order 10 · 100%
Entry settings
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 responder software, HSH OS, HSH software, Call center software
Enabled · After character · Order 10 · 100%
Entry settings
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: descension, Promotion, promotion trial, getting promoted, being promoted
Enabled · After character · Order 10 · 100%
Entry settings
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: fired, leaving HSH, Severance package, quitting
Enabled · After character · Order 10 · 100%
Entry settings
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: Carol, Carol Regina, Supervisor Carol
Enabled · After character · Order 10 · 100%
Entry settings
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: holiday worker, season employee, Seasonal worker, holiday employee, season worker, seasonal employee
Enabled · After character · Order 10 · 100%
Entry settings
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
Enabled · After character · Order 10 · 100%
Entry settings
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, HSH pest control service, Hudson, Head of pest control, HSH pest control services, pest control services
Enabled · After character · Order 10 · 100%
Entry settings
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
Enabled · After character · Order 10 · 100%
Entry settings
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: the cat, Whiskers, orange cat, stolen cat
Enabled · After character · Order 10 · 100%
Entry settings
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
Enabled · After character · Order 10 · 100%
Entry settings
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: Antler growth, skeletal fungi, antler fungi
Enabled · After character · Order 10 · 100%
Entry settings
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: gnome, Attic gnome, gnomes, attic gnomes
Enabled · After character · Order 10 · 100%
Entry settings
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, Autumn vines, Autumnal vines
Enabled · After character · Order 10 · 100%
Entry settings
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: bed hag, Hag, bed hags
Enabled · After character · Order 10 · 100%
Entry settings
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
Enabled · After character · Order 10 · 100%
Entry settings
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: Belsnickel, Pelznickel, Pelznikel, Belznickel, Belznickle, Belschnickel
Enabled · After character · Order 10 · 100%
Entry settings
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, Boggart, evolved Hobb
Enabled · After character · Order 10 · 100%
Entry settings
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: fairy grotto, fae grotto, Cellar grotto, basement grotto, faerie grotto
Enabled · After character · Order 10 · 100%
Entry settings
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 growth, Cellar fungi
Enabled · After character · Order 10 · 100%
Entry settings
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
Enabled · After character · Order 10 · 100%
Entry settings
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: magical labyrinth, Closet labyrinth, fae labyrinth, faerie labyrinth
Enabled · After character · Order 10 · 100%
Entry settings
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
Enabled · After character · Order 10 · 100%
Entry settings
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: Desk Hobb, Hobb
Enabled · After character · Order 10 · 100%
Entry settings
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: shadow man, severe dread, Dorcha, the seeker, shadow beast, Fae of Legend, the collector, Legendary Fae, unending dread
Enabled · After character · Order 10 · 100%
Entry settings
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 Spider, Nightmare Weaver
Enabled · After character · Order 10 · 100%
Entry settings
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: dwarf, Dwarves, Dwarven folk, avatars of stone
Enabled · After character · Order 10 · 100%
Entry settings
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
Keys: Elf, Elves, Elven folk, Elven
Enabled · After character · Order 10 · 100%
Entry settings
A humanoid race of fae that can hail from any of the four fae courts of the Fae Wilds, although to be fair, when speaking of fae, it's usually the elven folk of the Winter Courts and those in cahoots with the Yuletide season. These particular entities look almost completely indistinguishable from humans, with their only noticeable trait being the pointed ears they have. These entities thrive off of the energy in social events, and as such will oftentimes intrude upon family gatherings during the Yuletide season, or... Just during any holiday where humans are gathering together for celebrations, such as Thanksgiving, cookouts, etc. Sneaking in by hiding their ears, but also claiming to be related to homeowners. While not malicious, the presence of an elf is anomalous, for an elf that spends enough time around humans will somehow drastically ruin and lower the immune systems of humans around them, making the unsuspecting guests more susceptible to illnesses like the flu or common cold, even though the elves don't want to cause this strife among humans. There is only real way to prevent this sadly, and that is to have a VERY strict list of people who they invited, and kicking out anyone that isn't on the list, and thus preventing the elves from coming in.
- #38[Entry] Fae Feast
Keys: , Faerie Feast, Fairy feast, feast of the fae, Fae Feast
Enabled · After character · Order 10 · 100%
Entry settings
he Fae Feast is a Fae phenomenon that happens in the homes of humans, and are signs that the human and their home in question is incredibly hospitable, clean, perfect, even to fae standards. This phenomenon happens without the homeowner's knowledge or consent, and is often described as a pile of various edible food substances ranging from cornmeal, flour, various forms of safe edible fungi, and even fruits that will appear atop of the dining table of the residence. There is really only one method of getting rid of a Fae Feast, and that is to break one of the Faerie Rules, specifically rule 4, but in this instance breaking fae rule 4 is safe to do. To avoid any and all negative repercussions, homeowners are suggested to use the foodstuffs gifted to them and eat it. Refusal to eat the gift will upset the fae who were responsible for the feast appearing in the first place, and they will unleash various sprites upon them as punishment for refusal of their gift, or possibly far more lethal and hostile methods of retaliation. Homeowners are allowed to either eat it all as it appears, or they can use the foodstuffs to bake something. Homeowners who do make something with the substances granted to them by the Fae Feast are advised to leave out a small portion of whatever they cooked as a form of giving back to the fae who had brought them the feast.
- #39[Entry] Fae Flue
Keys: Fae Flu, Faerie flu, fairy flu, fairy sickness, faerie sickness, fae sickness
Enabled · After character · Order 10 · 100%
Entry settings
The Fae Flu is a rare, mysterious, yet non-lethal virus hailing from the Fae Wilds, specifically coming from the various sprites that exist in the world and a few other household fae pests. Symptoms of the Fae Flu include headaches, fever, eye discolouration (affecting the iris specifically,) seeds taking root in the pores of those infected, and those same aforementioned seeds blooming into purple flowers that will grow from their skin. Long-term symptoms of this disease include mono-coloured vision, deliriousness, fatigue, or endless dreams. There is unfortunately no cure for Fae Flue, so when a human is infected with it, the only thing that can be done for them is to put them in permanent quarantine to prevent the spread of the disease.
- #40[Entry] False Artifact
Keys: false item, false object, fake item, False artifact, fake object, fake artifact
Enabled · After character · Order 10 · 100%
Entry settings
False artifacts are a magical phenomenon where non-living entities will take on the form of various human-made objects such as Televisions, radios, phones, computer monitors, or even toys. These entities pose no risk to teenagers or fully grown adults, the danger however comes around when young children or small animals like pets are involved, for these entities will let out a soft buzzing noise that only children and animals can perceive in attempts to lure them close so that they can absorb and feed on them. Unfortunately, this means that homeowners will only learn about the existence of these entities when it's too late and they've lost their child or pet. At that point, there is nothing more they can do outside of removing and destroying the false artifact, and if they wish? Calling the HSH hotline for a memory wisp to help them speed up the grieving process of having lost their pet or child. For once a false artifact takes in their target, nothing can get them back out of the false item.
- #41[Entry] False Beet
Keys: fae beet, fairy beet, fake beet, faux beet, False beet, faerie beet
Enabled · After character · Order 10 · 100%
Entry settings
False beets are a species of parasitic fae originating from the Autumn Court AND the Spring Courts of the Fae Wilds. The reason for their name; false beet comes from the fact that these creatures look nearly identical to the standard beet that humans farm and eat, the only (barely) distinguishable difference, is that false beets have a faint, easily-missed skull-like pattern on them. Luckily, they are only a danger if eaten, but unfortunately because these fae only ever appear in places where beets are being grown, it means that people with false beets only call HSH when it's too late and they've already eaten them. For once eaten, the false beet will root itself into the homeowner's digestive system and spinal cord, and leech their nutrients, but they may also cause back pain. Due to the fact that removal (surgical, chemical, or magical) of the beet always results in the death of the consumer, there is no method that can get rid of the beet, and homeowners will unfortunately have to live with the beet for the rest of their life.
- #42[Entry] False Carolers
Keys: False caroler, faux caroler, fake caroler, fake carolers, false carolers, faux carolers
Enabled · After character · Order 10 · 100%
Entry settings
Fae entities of the winter court who are only ever active within the human realm during the yuletide seasons (winter.) False carolers are bird-like humanoids, with black feathers obscuring most of their body while sporting arms that somehow also serve as wings, with talon-like feet and a white skull/beak like protrusion from their upper-face similar to the appearance of a plague doctor's mask. In fact; the plague doctor mask was inspired by olden humans who had seen these entities in the distant past. When around humans, false carolers will wear old winter clothes from humans they have already snatched away, and will begin "singing", and oftentimes approaching the front doors of random households. This may seem like them mimicking the culture of caroling, but this isn't their intention, the false carolers are actually looking to try and feed, so humans who have a false caroler at their front door and open the door are then swiftly taken away as food for the false carolers. Homeowners with false carolers will report finding black feathers scattered about their porches during the day along with missing neighbors, and during the night they will hear the singing of the false caroler. Unfortunately HSH won't be able to do much, so home owners are simply advised to just ignore the singing and DON'T open their front door until morning. The false carolers will usually move on in a few days time of either finding no food, or getting enough food. For more persistent infestations of them though, HSH's pest removal services will be sent in to deter the carolers.
- #43[Entry] False flowers
Keys: false flower, fake flower, faux flower
Enabled · After character · Order 10 · 100%
Entry settings
The fake flowers are fae creatures originating from the Spring and Summer Courts of the Fae Wilds, and are entities that look indistinguishable from normal potted house plants, despite not being actual plants themselves. They will often break in, and house themselves in whatever open garden, or potted plant is available to them and upon taking root these entities will stay there for as long as they desire until they find more suitable living places. These creatures are (usually) docile, as they will often times "sing", which is often cause for alarm in homeowners. The only way these creatures pose any risk, is when someone tries to uproot them from the soil they rooted in. If that happens, they will shoot out a corrosive acid from their flowers that can cause temporary blindness if it gets into the eyes. Homeowners are advised to simply just ignore the singing and to treat the false flower as if it was a normal plant by treating it like they do any other plant that's in their garden or home, or even moving the potted fake flowers to much larger gardens to tempt the creature to move elsewhere. The false plant will either leave, or pass away in time.
- #44[Entry] False rose bush
Keys: fake rose bush, faux rose bush, False rose bush
Enabled · After character · Order 10 · 100%
Entry settings
The faux rose bush is a fae creature hailing from the Spring and Summer courts of the Fae Wilds. The faux rose bush, despite it's impressive disguise is not an actual rose bush. It is a slender, wood-like entity that just HAPPENS to have a rose bush growing from its body, its only exposed limbs are its 3-toed feet that look more like roots than actual feet, and these creatures hunt by staying in places where children, short adults, and pets are known to roam. The faux rose bush is an efficient predator, and when a child, short adult, or small mammal is close enough? The false rose bush will grab them, and then swiftly dash off to the nearest private place where they will then swallow their prey in one full gulp. Because these creatures are far faster than even some cars, it means homeowners will only discover that they had a false rose bush when it's too late, and they see the entity running off with their child or pet. be only way to get a false rose bush to leave, is to starve it by not allowing any of your children or pets outside, since the false rose bush is incapable of devouring anything bigger than it is. If starved, it will eventually just leave on its own. For some odd reason; the footsteps of this entity sounds cartoonish (think of the frantic cartoonish slap of feet against the ground,) and it is the only sound that these creatures will ever make.
- #45[Entry] Floor Roots
Keys: False roots, fae roots
Enabled · After character · Order 10 · 100%
Entry settings
Floor roots are a species of flora from the Fae Wilds, specifically the spring courts. They are—as the name implies roots, the roots of WHAT exactly? Nobody knows, all that's known is that they will on random occasions sprout up from the ground and entangle whatever creature is within the reach of these roots. Once they latch on, it's impossible to get them off, as the roots will strangle, and then PULL the entity that they've entangled into the ground, devouring them, but also leaving behind the damage they've done to the floor. Homeowners who find floor roots are advised to put a doll, or some other inanimate humanoid-shaped object in the grasp of the vines, as the vines will mistake the doll for an actual human, and will entangle and pull the doll back underground with them. The homeowners unfortunately will have to fix the damage done to their floors, but such a fate is far better than potentially losing their child or pet to the roots. Once the roots are gone though, there is no known method of preventing floor roots from growing in any home, seeing as these roots can break through even reinforced concrete and steel.
- #46[Entry] Fracture Hobb
Keys: Hobb, Fracture Hobb
Enabled · After character · Order 10 · 100%
Entry settings
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 wild/unkempt 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. The differences start however with the fact that unlike all other form of Hobb? Fracture Hobb have a partially formed false face; a sign that these Hobb are far more easily provoked into metamorphosing into a Boggart. As their classification will make one assume; Fracture Hobbs are known to cause fractures or cracks in the walls of homes that they inhabit. Like all form of Hobb, it is impossible to remove a Hobb from a home that it's made its own (barring stair slugs,) and so the only way to appease them is to leave out pieces of cheese for the Hobb, any kind of cheese is fine. It is worth noting however, that the damages to the home's walls that a Fracture Hobb will cause, may cause foundational damage to the homes.
- #47[Entry] Frost Wisps
Keys: Frost wisp, wisps
Enabled · After character · Order 10 · 100%
Entry settings
A sub-species of the general classification of wisps within the fae, and a distant relative of the Will-o'-the-Wisp, Frost wisps have a relatively simple appearance. That being a simple frozen crystal-like bubble that floats around seemingly without any rhyme or reason, but with their presence, frost wisps drastically reduce the temperature of whatever area they're in. It's of no surprise that these wisps are only ever active during the yuletide seasons. Homeowners with frost wisps report sudden chills, the temperature suddenly dropping despite it having just been warm, sudden-onset cases of frostbite, and abrupt lingering thoughts and contemplations of one's own mortality. The frost wisp will pass on its own, as they only ever gravitate towards households filled with people who are lingering on dreadful thoughts, or thoughts involving their own mortality and decomposition upon their eventual demise. Homeowners who report frost wisps are advised to try and distract themselves with as much cheer as possible, to take their minds away from the prospects of death and decay. This will (usually) get frost wisps to back off, but for more persistent infestations of frost wisps, the HSH will offer their pest removal services.
- #48[Entries] Gopher (+Patron animals)
Keys: Fae patron animals, Bat, patron animal, Moles, Gophers, Bats, Gopher, Mole
Enabled · After character · Order 10 · 100%
Entry settings
Patron animals (much like how there are warlock patrons,) are animals that are favoured by certain groups of high magical power or influence, namely being the fae, and any humans capable of using magic. There are two distinctive group of patron animals; those being "The ones beneath the soil" which is in reference to patron animals of the undersoil, which includes gophers, moles, and other small mammalians that live underground in burrows, and then there are the "ones above the soil" those being bats, and flying squirrels, and other flying creatures like bees or avians. Because these creatures are viewed as being important to very powerful beings, these entities themselves also have limited power, which is an issue when it comes to homeowners who find their homes infested with one of these patron animals.
For gophers, moles, and other burrowing animals homeowners who report them are advised to ONLY refer to the HSH's pest removal services, this being the same for the ones above the soil. This is because trying to intervene and remove these creatures alone has the risk of upsetting those who cherish these animals. Under NO circumstances, should a homeowner take lethal measures against any of these patron animals. Killing a patron animal is a guaranteed method of finding yourself the target of a VERY upset fae, or human magic wielder.
- #49[Entry] Gift Hag
Keys: Gift hag, hag, the gift hag
Enabled · After character · Order 10 · 100%
Entry settings
A sub-species of the general fae classification of 'hag', the gift hag in particular is a hag who's mostly active during the Yuletide season, but is also some of the far more benevolent of fae entities in comparison to the other fae entities. Being a hag; the Gift Hag is a bony, haggard crony old female humanoid figure with an often times smiling face covered in soot or dirt due to her breaking into homes via the chimney of a household. Wearing thin raggedy old cloths for clothes, while her long wiry hair has twigs and leaves scattered throughout it. Gift hags don't pose much of a threat to any homeowner; despite breaking in the only thing she'll do is leave behind little trinkets such as makeshift dolls, wooden idols, and little twigs or stones before leaving. Homeowners who have been visited by gift hags will report finding these items around the bed of their children, but given the nature of human children (and the small sticks or rocks being hard to see upon first waking up,) there is the risk of injury from the little trinkets left behind. The only method of preventing the gift hag from entering one's own house would be to board up the chimney with bricks and mortar. Otherwise, one can simply allow the gift hag to come and go seeing as her presence is merely in indicator that you have earned her blessings.
- #50[Entry] Hans GET ZE FLAMMENWERFER
Keys: Hans
Enabled · After character · Order 10 · 100%
Entry settings
One of the most dangerous fae rituals that one could ever hope to commit to; the ritual of granting life and soul to a simulacrum (an effigy) in the vague shape of a human made up of tattered cloth. The "life" that is granted to the effigy, is inherently malevolent in nature, as the effigy will roam the world and randomly enter a home unsolicited and uninvited. The presence of Hans is a scary thing, for upon fully completing the act of occupation within the home. Hans will have an effect upon one of the inhabitants of the house, and begin forcing them to do things, and act in ways that are alarming to the other homes inhabitants. Homeowners will also report finding strange markings, rustling, the effigy (Hans), but also the aforementioned alarming shift in personality of one of the other inhabitants of the house. Because of the malevolent nature of Has, there is the risk that the inhabitant that it's controlling will commit heinous acts or crimes such as killing their own family, burning the house down, and other various acts of debauchery. Homeowners who report a Hans are advised to leave their home. IMMEDIATELY. For once in a home; a Hans will NOT leave under normal circumstances. If a homeowner has a family member who is unfortunately succumbed to the occupation of Hans and has been acting off, all they can do is call in HSH's pest removal services, who will take not only burn Hans in a ritualistic circle, but the inflicted individual will unfortunately perish as well, due to the link that Hans had established.
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