FAE INDEX

Types of Fae / The Hidden Ones Field Catalogue / Changeling Phenomena

Subtitle: The part everyone skips until it’s midnight, the woods go quiet, and something starts negotiating.


The Fae are not one “species.” They’re a classification: a spectrum of liminal intelligences that interact with humans through territory, etiquette, exchange, implication, and consequence. This entry is the Codex “Index,” built for practical use: identifying likely types, understanding behavior patterns, and not accidentally agreeing to something you’ll regret for the next seven winters.

Codex Reminder: A “type” is a field grouping. Many reports blur categories. Some entities present as one class to lure you into treating them wrong.


To keep this sane, the Codex sorts Fae into Orders (what they are), Roles (what they’re doing), and Domains (where they rule).

OrderSummaryPrimary Threat
Courtly (Gentry / Noble-aligned)Hierarchical, legalistic, contract-drivenOaths, bindings, favors, “permission”
Household (Hearth-Kin)Attached to homes, farms, workplacesDomestic sabotage, luck, escalating vendettas
Wild (Green / Thorn / Root)Territorial, nature-bonded, ancientGetting “lost,” loop paths, engineered accidents
Waterbound (Spring / River / Bog)Lures tied to water thresholdsCompulsion, drowning, trade traps
Trickster (Mask / Mirror / Mimic)Shapeshifters, humiliation gamesIdentity hooks, bait-acceptance, misdirection
Predatory (Hunt / Host / Riders)Pursuit logic, violent escalationAbduction, injury, disappearance
Omen (Keening / Herald)Associated with death, illness, warningsPsychological collapse, obsession, targeted haunt
Craftbound (Smith / Weaver)Rules of making, trade, and craftBargains, cursed gifts, skill theft
RoleWhat it Means in the Field
ObserverWatching you. Testing boundaries. Waiting for your mistake.
Envoy/HeraldDelivering terms, warnings, or invitations.
CollectorHere for something owed: name, favor, object, time.
WardenEnforcing territorial law. You trespassed.
LurerMusic, lights, familiar voices, “helpful” strangers.
HunterYou became prey (often by running, chasing, or agreeing).
  • Thresholds: doors, bridges, gates, crossroads, fence lines
  • Rings/Mounds: mushroom rings, barrows, “too-perfect” hills
  • Waters: springs, bogs, river bends, still ponds
  • Old Ways: ruins, abandoned roads, forgotten cemeteries
  • Liminal Times: dusk, pre-dawn, solstices, storms, harvest turning

This is a field-first index: name(s), domain, tells, risk, and the one rule you need most.

TypeDomainTellsRiskDon’t
The Gentry (High Fae / Nobles)Thin places, mounds, old roads“Perfect” beauty, stillness, layered speechExtremeDon’t give your name
Heralds / EnvoysCrossroads, doorwaysFormal language, “terms,” repeated phrasesHighDon’t bargain tired
CollectorsAfter a breachTokens, marks, ledgers, “reminders”HighDon’t accept “leniency”
WardensTerritory edgesSudden silence, blocked paths, pressureHighDon’t argue jurisdiction
Masquers (Masked Court)Night roads, gatheringsMasks, processions, music-with-no-sourceExtremeDon’t join a “party”
TypeDomainTellsRiskDon’t
Brownie / Hearth-KinHomes, barns, shopsHelp with chores, missing items returnedModerate→HighDon’t “pay” with money
Domovoi-Analog (House Guardian)Old homesFootsteps, warnings, protective pranksModerateDon’t disrespect the house
Hob / Farm-KinFarms, millsTools moved, work “done,” boundary obsessionModerateDon’t remodel sacred corners
Boggart (Turned Hearth-Kin)Same as aboveHelp becomes sabotageHighDon’t mock, don’t escalate
TypeDomainTellsRiskDon’t
Púca/Pooka-AnalogRoads, fieldsAnimal form with human intentHighDon’t accept a “ride”
Mimic / Voice-CallerWoods near pathsFamiliar voice “off-trail”HighDon’t answer your name
Maskers (Face-Thieves)Crowds, liminal urbanWrong details, too-smooth interactionHighDon’t volunteer identity facts
Mirror-KinWater, reflective thresholdsReflections lag or leadHighDon’t stare long
TypeDomainTellsRiskDon’t
Kelpie-AnalogRivers, lochs, pondsBeautiful horse, wet mane, sticky hideExtremeDon’t touch
Spring-Guest / Well-KinSprings, wellsOfferings present, “clean” feelingHighDon’t take coins
Bog-Wives / Mire-KinBogsLights, humming, sudden sinkExtremeDon’t follow lights
River-CallersRiver bendsSinging, whispers, “lost” objectsHighDon’t retrieve bait
TypeDomainTellsRiskDon’t
Wild Hunt / The HostStorm nights, winterHorns, hounds, rushing airExtremeDon’t run
Hounds (Otherworld Dogs)Roads, edgesFootsteps, panting, no animal visibleExtremeDon’t look back repeatedly
Night RidersOld roadsHooves, procession, pressure waveExtremeDon’t step into the road center
TypeDomainTellsRiskDon’t
Keening Woman (Banshee-adjacent)Family lines, old placesWail/cry, hair, lamentHighDon’t chase the sound
Grief-HeraldsHospitals, graveyards, bridgesPresence feels “already happened”HighDon’t invite conversation

Below are full Codex profiles: behaviors, rules, and survival notes.

Classification: Courtly Order
Threat Level: Extreme
Primary Mechanism: Contractual binding through courtesy and implication

Presentation:

  • Beauty that reads as engineered, not natural
  • Clothing too clean for the environment
  • Stillness in the face and eyes like a portrait

Behavioral Pattern:

  • Opens with a compliment or curiosity (“You look tired,” “You’re far from home.”)
  • Asks “small” questions that are actually hooks: name, where you’re headed, what you want
  • Offers a gift or “help” that creates obligation

Survival Rules:

  • Minimal speech. Flat tone. No names.
  • Never say: I swear / I promise / anything / deal / you have my word.
  • Refusal script (repeatable): “No.” “Not invited.” “I’m leaving.”

Common Trap: “Can I ask you something?”
If you answer yes, the question becomes the contract.


Classification: Courtly Order, Agent Role
Threat Level: High
Primary Mechanism: Enforcement after breach

When They Appear:

  • After you crossed a ring/mound/threshold
  • After you accepted something “found”
  • After you spoke a binding phrase

Tells:

  • Formal language, repetition, a feeling of “procedure”
  • Tokens placed where you’ll find them (coins, strings, feathers, small marks)

Survival Rules:

  • Do not negotiate on the spot. Leave the zone.
  • Do not accept “leniency” or “a smaller price.” Those are still prices.
  • Document exact wording later. Most damage comes from what you said, not what you saw.

Classification: Courtly or Wild Order
Threat Level: High
Primary Mechanism: Territorial pressure, path denial

Tells:

  • A path that “won’t let you through” without physical obstruction
  • Sudden silence and a sense of being evaluated
  • Repeated landmarks, forced loops

Survival Rules:

  • Backtrack exactly. Don’t “push deeper.”
  • Don’t argue or demand explanation. Jurisdiction debates end poorly.

Classification: Courtly Order, Predatory overlap
Threat Level: Extreme
Primary Mechanism: Social lures, music-trance, group-binding

Signs:

  • Music with no source
  • Laughter too distant to be real and too clear to be echo
  • “Party lights” in places that should be dark

Survival Rules:

  • Do not approach the sound.
  • Do not mirror their rhythm (humming, tapping, dancing).
  • Do not step into a circle of light in the woods. You’re not in a movie. You don’t have plot armor.

Household types are the most misunderstood because they’re often helpful first.

Threat Level: Moderate (can escalate)
Behavior:

  • Tidies, repairs, arranges, returns missing items
  • Reacts strongly to disrespect, mess, loud mocking

Offerings:

  • Traditional offerings are small and symbolic (food, cream in lore).
    Codex Warning: Money is not a “gift.” It’s a wage. Many traditions treat wages as insult.

Rules:

  • Don’t brag about them
  • Don’t “test” them
  • Don’t leave out a gift and then demand results

Threat Level: High
Often what household spirits become after prolonged disrespect, conflict, or attention-feeding.

Signs of Turn:

  • Help becomes sabotage
  • Small pranks become frightening escalation
  • You start feeling watched in private areas of the home

Protocol:

  • Stop reacting dramatically (attention can be fuel)
  • Restore order and respect
  • Avoid challenge language (“Show yourself,” “Prove it”)

This category ruins people because it uses your own patterns against you.

Threat Level: High
Presentation: Horse, goat, dog, rabbit, or “wrong” animal on roads/fields.

Core Pattern:
Offers transport, companionship, or curiosity bait. The “ride” is a contract.

Rules:

  • Don’t touch unknown animals that behave like they’re waiting for you
  • Don’t climb on, follow, or accept “leading”

Threat Level: High
Signature: You hear a familiar voice off-trail calling your name.

Rules:

  • Do not answer your name.
  • Don’t go toward it.
  • If you must speak: “No.” “Not invited.” Then leave.

Threat Level: High
Notes: Often reported in crowds, fairs, festivals, or liminal urban zones (abandoned malls, dead downtown streets).
Tells: Too-smooth conversation, wrong micro-details, eyes that don’t “track” normally.

Rules:

  • Don’t volunteer personal facts
  • Don’t accept offers that require identity confirmation

Water is a threshold. That’s why it’s always involved.

Threat Level: Extreme
Tells: Beautiful horse near water, mane wet, behavior unnervingly calm.

Rule: Don’t touch. Touch is agreement.

Threat Level: High
Pattern: Exchanges for “blessing,” “health,” or “luck.”

Rules:

  • Don’t take offerings (coins, ribbons)
  • Don’t drink unless it’s clearly a human-maintained source

Threat Level: Extreme
Pattern: Lights, humming, feeling of being guided. Ground turns treacherous.

Rule: Never follow lights in a bog. Ever.


Not all Fae are predators, but predators exist in the ecosystem. Pretending otherwise is how people vanish.

Threat Level: Extreme
Signs: Weather shift, horns, hounds, pressure in the air, sudden dread without source.

Rule:

  • Do not run. Running is consent to pursuit logic.
  • Break line-of-sight calmly. Seek shelter behind a threshold if you can.

Threat Level: Extreme
Signs: Footsteps, panting, nails on rock, but no animal visible.

Rule: Don’t look back repeatedly. Don’t call out. Leave.


This deserves its own section because it’s one of the oldest, ugliest human stories tied to the Fae, and historically it led to cruelty. The Codex treats it as phenomenology (patterns people report), not as justification for harm.

A Changeling Event is a reported phenomenon where a human (often a child) is believed to be replaced or altered after proximity to fae territory, rings, thresholds, or extended exposure to liminal influence.

CategoryReported Signs
Behavioral ShiftSudden coldness, “not recognizing” family, unusual calm or fury
Sleep/DreamNight terrors, speaking unknown words, staring at corners
AppetiteRefusal of food, obsession with strange tastes, never satisfied
PhysicalPaleness, odd stillness, eyes “too old,” uncanny strength (rare claims)
SocialAversion to certain rooms/objects, fixation on thresholds/windows
EnvironmentalElectronics glitching, animals avoiding, sudden cold pockets

Codex Note: Many of these overlap with real-world medical, developmental, and mental health issues. Folklore is clear about signs but historically terrible about responses. We keep the record. We don’t repeat the mistakes.

  • Child left near a ring, mound, or water threshold
  • Naming rituals performed carelessly (naming is leverage)
  • Parent makes a desperate bargain (explicit or implied)
  • Household offerings withheld or insult given

If someone in your world insists a changeling event occurred, the Codex “survival” approach is de-escalation and boundary restoration, not punishment.

  1. Remove from suspected threshold zone (don’t keep returning “to check”).
  2. Restore routine and stability (liminal events cluster around exhaustion and chaos).
  3. Avoid aggressive “tests” (historically led to harm).
  4. Document timing and context (what changed, when, what exposure happened).
  5. If real-world danger exists, treat it as real-world danger first.

Traditional stories include symbolic acts: iron near cradles, salt thresholds, protective prayers/charms, and public naming ceremonies. The Codex records these as cultural responses, not guaranteed methods.


Offerings are context-dependent and dangerous when done ignorantly. Many “offerings” function like opening a tab at a bar you can’t afford.

Safer Rule: If you don’t know local tradition, don’t start trading.
Best “offering” in unknown territory is respect and departure.

  • Coins that weren’t there before
  • Feathers placed deliberately
  • Twine/threads tied on branches
  • Small piles of stones
  • A single object centered on a path like bait

Rule: Don’t pick up tokens. Photograph from distance, note location, leave.


Use this when you’re trying to categorize an encounter quickly.

  1. Is it tied to a home/farm/workplace?
    → Household order (Brownie/Hob/Boggart pattern)
  2. Is the encounter centered on water?
    → Waterbound (Kelpie/Spring/Bog pattern)
  3. Are you being lured by music/lights/voices?
    → Trickster/Masquer/Mimic pattern
  4. Do you feel “procedure,” terms, or negotiation?
    → Courtly agent (Herald/Collector/Warden)
  5. Do you hear pursuit sounds (hounds, horns) or feel hunted?
    → Predatory/Hunt pattern
  6. Is time behaving wrong (loops, missing hours) with territorial pressure?
    → Warden/Wild domain overlap

Humans talk themselves into traps. Here are phrases that show up in bad outcomes.

  • “I promise.”
  • “I swear.”
  • “Deal.”
  • “Anything.”
  • “You have my word.”
  • “I’ll do whatever you want.”
  • “My name is…” (in a suspect zone)
  • “Can you help me?” (open-ended request is open-ended debt)
  • “No.”
  • “Not invited.”
  • “I’m leaving.”
  • “I don’t consent.”
  • “This conversation is over.”

(Yes, it feels dramatic. That’s because humans are built to be socially compliant, and the Fae exploit that.)


This Index exists because “Fae” is too broad to be useful in the field. If you learn the orders and roles, you stop treating everything like the same kind of threat.

Key Takeaways:

  • Courtly types weaponize etiquette and contracts.
  • Household types escalate based on respect and attention.
  • Tricksters target identity and curiosity.
  • Waterbound types trade safety for compulsion.
  • Predatory types punish pursuit logic, and fear is how you volunteer.