The Mystwood Masquerade is a drifting court of fae enchantment, whimsy, and eerie delight, its grove forever cloaked in twilight and masked illusions. To mortals, it is a carnival of delight and dread, where every guest becomes part of the performance and every wager may cost more than gold. They worship no god but honor the primal forces of secrecy, transformation, and revelry. The grove itself is no fixed place — it weaves through Breythalen on a whim, appearing where the veil is thin. Furniture is shaped from hedges and vines into couches and candelabras, trees hang chandeliers of bioluminescent blossoms, and the music never truly stops. Names are currency. Masks are identity. To dance is to speak, and to wager is to live.

Goals and Motivations

  • Preserve the eternal revelry of the Masquerade across Breythalen.

  • Collect names, secrets, and powerful oaths through wagers and performances.

  • Challenge and destabilize traditions like the Dunscaith Harvest Festival by offering irresistible alternatives.

  • Warp and convert guests into loyal courtiers through prolonged presence within the grove.

  • Influence politics in Breythalen subtly through favors, temptations, and masked intrigues.

History

The Mystwood Masquerade first bloomed from a schism within an older fae court, whose members rebelled against the rigid seasonal roles and rituals of the Faewild. Drawing upon the untethered wild magic of Breythalen’s heartwood, they created the first grove—a place of endless celebration where masks could hide sin, truth, and fate itself. The grove gained sentience, becoming an ever-shifting stage, drawing in mortals and fae alike. Over time, the masquerade attracted hundreds of wayward souls and courtly fae, each assuming a new identity behind the mask, forgetting who they once were.

The Host, known only as Laeruvian of the Painted Smile, has led the Masquerade for over a thousand masked seasons. Rumors say Laeruvian made a wager with the first Dreaming Moon and won — though at the cost of ever removing their own mask. Since then, the Masquerade has been an endless carnival of intrigue, luring in nobles, adventurers, and spirits with its promise of freedom and fantasy.

Rules and Tenents

  • Never remove a mask within the grove. Identity is sacred and hidden.

  • All bargains must be honored. Wagers define the hierarchy; broken oaths warp the grove and invite punishment.

  • One must not speak their true name aloud. To do so is to give power to the listener.

  • All who enter the Masquerade are guests — but all guests must perform. Whether dance, duel, tale, or wager, participation is required.

  • Servants may rise, and nobles may fall. Roles are mutable, often determined by mask and merit, not blood or history.

  • Rule-breakers are unmasked. The fate of the unmasked is to be absorbed into the grove or transformed into décor, music, or mask-bound creatures.

Membership

What does faction membership look like?

  • Aptitudes: Enchantment, illusion, performance, manipulation, ritual magic, dancing, and deal-making.

  • Allegiance: Members swear masked oaths to the Masquerade itself, enforced by sentient masks and the will of the grove.

  • Compensation: Power over glamour, access to ancient secrets, potential immortality within the grove, and influence over the flow of Breythalen’s wild magic.

Hierarchy

  • The Host (Laeruvian of the Painted Smile): Eternal master of ceremonies, weaver of the grove’s will, arbiter of all wagers.

  • The Court of Masks (Inner 12): High nobles of the Masquerade, each representing an archetypal mask (e.g., The Thorned Jester, The Cracked Mirror, The Weeping Bride).

  • The Maskwrights: Crafters of masks that bestow identity, memory, and magical power; they enforce mask laws.

  • The Chorus: A shifting body of minor nobles and performers who serve as the voices and drama of the Masquerade.

  • The Maskfallen: Former guests turned servants, jesters, musicians, and dancers — their masks have fused with their being, they are lost beneath them and cannot remove them.