Pyram
  1. Characters

Pyram

Master of Mischief
Archfey

Pyram, the Master of Mischief and Archfey patron of Satyr, is a trickster of immense power and influence. Known for his wild charm and unpredictable nature, Pyram embodies the spirit of the untamed and chaotic aspects of the Faewyld. Though he is technically a member of the Court of Verdance, his allegiance is often tenuous, as his penchant for folly and self-interest frequently leads him to roam far from the court’s domain.

Appearance and Personality

Pyram is strikingly handsome, with a devil-may-care grin, a mane of untamed curly hair, and piercing, playful eyes that seem to hold an ancient wisdom hidden behind layers of humor. His clothing is a blend of simplicity and extravagance—practical when wandering the wilds, yet flamboyant when appearing at the Court of Verdance. While he thrives on mischief, Pyram is also deeply intelligent and cunning, capable of orchestrating elaborate schemes to achieve his goals.

Despite his allegiance to the Court of Verdance, Pyram's actions often seem self-serving or chaotic. He is rarely present at court meetings, preferring to explore the Plane of Fae or influence the mortal world through dreams and chance encounters. His actions, however, are not without purpose; they often reflect a deeper understanding of the delicate balance that sustains the plane.

Influence and Lucid Dreams

Pyram’s influence often manifests through vivid, almost lucid dreams. Those he chooses to guide—or manipulate—experience surreal visions of fey revelries, enigmatic riddles, and fleeting glimpses of the Satyr Archfey himself. Through these dreams, Pyram inspires both creativity and chaos, planting ideas and nudging mortals or fey alike toward unpredictable outcomes.

After the Conjunction of the Realms, Pyram’s dream visions extended beyond the Faewyld into the Prime Plane, where his influence became instrumental. He appeared to The Sunsations in a dream, offering cryptic guidance and mischief-laden assistance as they prepared to face Prometheus. While his intentions were never fully revealed, his aid proved invaluable in tipping the scales of their ultimate confrontation.

The Hyrule of Pyram

Following the Conjunction of the Realms and the Sunsations' victory over Prometheus, Pyram’s Satyr followers established a new domain on the Prime Plane, where the collision of the Faewyld and The Sands of Serrakhan created a lush, surreal oasis. This realm, known as the Hyrule of Pyram, became a sanctuary for Satyrs and other Fae displaced by the Conjunction.

The Hyrule of Pyram reflects the Satyr Archfey’s whimsical nature, filled with shifting groves, endless revelries, and ancient ruins entwined with vines. Within its borders, the line between the Prime Plane and the Plane of Fae blurs, creating a realm of heightened emotions, magic, and untamed wilderness. Pyram himself visits the Hyrule sporadically, often through dreams or brief appearances, leaving his followers to govern in his absence.

Legacy of Mischief

Though Pyram’s allegiances and motives are as fleeting as the wind, his actions often leave lasting impacts. His mischief, while often disruptive, carries an undercurrent of wisdom and a respect for the chaotic balance of life. For Satyrs and fey alike, Pyram represents freedom, creativity, and the power of embracing the unexpected.

As the Master of Mischief, Pyram’s story is one of contradictions: a being of chaos within the structured Court of Verdance, a trickster who sows disorder but ultimately preserves harmony, and an Archfey who stands as both a force of disruption and a symbol of boundless possibility.

Title
Master of Mischief

Type
Archfey

Race
Satyr

Race
Archfey

Age
?

Gender
Male