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{Revision} Annwn of Earth // Breuddwyd Ffynnon Caffal

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Sara Draconia


Wheezing Loiterer

PostPosted: Sat Aug 22, 2026 5:31 pm


Name: Breuddwyd Ffynnon Caffal

Nickname: Breu, Fyn, Fynny, Ben

Gender/Pronoun: He/Him

Age: 26

Birthday: 12/05/1999

Sign: Sagittarius

Gemstone: Tanzanite
Blood Type: O-
Fav. Food: Hearty soups and savory pies

Hated Food: Tacos and late-night fast food; he's had one too many bad experiences with either and actively avoids Taco Tuesday especially.

School/Occupation: Odd volunteering jobs with Various sports clubs and outdoors clubs


Hobbies: What does your character do outside of school/work during their civilian life? This should be an activity that they do on a regular basis, and should be something they could reasonably do in the setting and within their financial means. At least two hobbies are required, but up to five are welcome. Each hobby should be described with at least two sentences. Hobbies should be something that can encourage roleplay or be used to inspire roleplay, however players are allowed to have solitary hobbies as well.

Painting: – Focusing on painting while traveling or outdoors, Breu always has a small paint kit on him. Sometimes they lean towards reality; sometimes he leans more into what the scene feels like. Sprawling green forests with embellishments of the fantastical or changing up the colors to change the feeling of a place even if everything else is technically the same.

Hiking/Camping: -- While the city has a certain lack of mountains to climb, Breu still enjoys going out in the summer and finding his way through nature to get away from things. While he doesn’t always go solo, he prefers going with people who have experience so he doesn’t have to try and babysit or watch out for others the whole time.

Equestrian: – Breu has been riding since the first time he could balance on a saddle. He simply took to it, not to say that he hasn't had his share of times when he has flown free of the saddle, but he has a comfort and a presence with horses. His favorite, he will admit, is an older black mare called 'Night'. Despite being known for her dark temperament, there is an uneasy sort of peace between them. He says they're 'kindred souls' - if she could speak, she might just say it's the occasional promise of sugar cubes.
He uses her both in solo rides, group rides, and when he practices with the other members of his drill team if she's available, but he is willing to work with another if need be.

Reading: -- Whether he's sitting on a bench waiting for a bus to come or spending time in a library looking for something else to read, Breu always fills those waiting periods of time with a book and another fictional world. With how often new books come out, he stops at the library or a bookstore at least once a week between his daily goings-on. It's one of the few routine aspects of his life, and he's spent the time to recognize the people who work there or end up there just as often as he does.

Virtues: These are positive aspects about your character's personality that affect them on a daily basis, and are things your character could be praised and admired for. These traits shouldn’t be too specific or only manifest in specific situations (such as ‘likes animals’), shouldn’t be overpowered (such as ‘Perfect’), and shouldn’t be based on their physical appearance (such as ‘pretty’). Virtues are things that are directly related to how your character behaves. Traits should be balanced, so all profiles need an equal number of Virtues and Flaws and should not contradict each other.

Patient: – More so with others than himself, he lets people take their time or forgives their mistakes. It’s alright if someone forgets something, or if maybe they're running late. It’s only when repeat offenses come up or when something goes really south that he’ll point it out, but it takes time to get to that point with most people for him.

Observant: -- Breu tries to take note of things about people, the way they talk, what they wear, context fo rthings so he doesn’t forget. Even outside of talking to people this applies as well, he’s always watching the world around him, seeing what’s there to be seen even if he prefers a more fantastical view on things. It can come across as being thoughtful when he sees something and comments on a favourite perfume or color for a person as well.

Flexible: – Willing to work with others and change plans on the fly, Breu tries to look at things from different angles and doesn’t mind if things need to be scrapped to move forward. It’s also nice to have a change in the regular run of things, always keeping things fresh and moving, as he says.

Chivalrous: -- Letting people go ahead or just generally trying to be polite, Breu has always been the picture of someone with manners even if he might not look it. Staying late to make sure a coworker can get home safely or holding a door and waiting until everyone is through, he does his best to make sure people get the respect they need in a situation.

Flaws: These are negative aspects about your character's personality that affect them on a daily basis, and are things your character could be disliked or criticized. These traits shouldn’t be too specific or only manifest in specific situations (such as ‘hates kids’), shouldn’t be based on fears (such as ‘afraid of the dark’), and shouldn’t be based on anything that manifests physically (such as ‘clumsy’). Phobias and illnesses (physical or mental) are not viable flaws. Flaws are things that are directly related to how your character behaves. Traits should be balanced, so all profiles need an equal number of Virtues and Flaws and should not contradict each other.

Escapist: – Breu would much rather be off in the woods or out in the field with Night, letting his thoughts drift away from the daily grind and the real world. More often than not, he leans into this to avoid tackling big issues or problems that arise in his life.

Forgetful: – Whether it’s names, faces, or times, Breu seems to always have something slipping through the cracks. Post-it notes or notifications on his phone sometimes help, but really it’s just like trying to bail out a sinking ship. Some days are better than others, but it leads to a lot of strain on relationships and any connections with people.

Self-Critical: – While he tries to be kind and respectful to others, that doesn’t apply much to himself. Constantly focusing on the small mistakes until they seem monumental, Breu finds himself having a hard time easing up on the standards he holds himself to. This can lead to hesitancy to act, as he might think his plan or viewpoint might not be as good as someone else's.

Aimless: – Time ticks by, but Breu seems to float through it, never exactly moving in a direction with any real purpose. He does things, of course, but never really puts his roots down and settles on anything for long. Nothing ever seems to fit just right, and he tends to move through things without real long-term goals.

PHYSICAL DESCRIPTION

Hair and eye colors cannot change from civilian to powered form, nor can tattoos or piercings. If your character has a tattoo as a civilian it will appear on the powered art, though will have a glamour to prevent people who have seen both from identifying civilian identities. Hairstyles can change between civilian and powered form; only Corrupted Senshi have vastly different hair between civilian and powered forms (their hair grows extensively in length!) Unnatural hair and eye color are perfectly fine, and there is no need to say they use hair dye or wear contacts - your character is free to have been born with blue hair if you want. Genetic heterochromia is allowed, but please consider that this is still considered an oddity in our game environment; you are free to play with it but we encourage players to be considerate of this fact! If your character is intended to have different colored eyes due to injury, please make sure you have done adequate research and include relevant information when you post a quest, or PM the shop mule, The Space Cauldron, for help! Because civilian art isn’t required for play, this part of the form will be helpful in making sure others know how your character appears if you don’t yet have art for them. Please make sure you are describing your character's civilian appearance! If they are an alien (such as a Vanguardian or Deep Space Senshi) or a youma/half youma, the below information should only describe them as they appear while in their 'human glamour'. You can describe their true, unglamoured appearance in the appropriate powered section of their quest!

Eyes: Greyish brown

Hair: Deep Aubourn with some darker brown roots and strands

Face: Severe, sharp cheekbones, harsh jawline and a rather distinct -nose- that is of a kind, it should be attributed its own personality, not a traditional 'handsome' but not hideous either. A thick scar runs up from just under one side of his chin, over the bridge of his nose. Origin: a car crash when he was young.

He may also be missing the tip of one of his pinky fingers from the same accident.

Skin Tone: If possible, a hex code may be helpful for the artist’s purposes, here!

Body Type: Tall and Lanky 6’2 ish give or take inches with various shoes

Clothes: If you are getting student art, your character will be drawn in the school uniform. If you are getting a civilian outfit, this will discuss the general style of your character! This doesn’t have to be the only type of outfit your character wears, but filling out this part of the form can be helpful for others to imagine what your character looks like.
PostPosted: Sat Aug 22, 2026 5:32 pm


Knight Title: Annwn Page of Earth

Challenge: The Hunt is On.

Uniform: ELEMENTS TO THINK ABOUT FOR UNIFORM

PLEASE THINK OF YOUR PLANET THEME(S) BEFORE GOING INSANE~!

Top -- Tunic style Top - (Earthy tones Brown or Charcoal?) See a sort of Druidic theme which fits the 'old earth' of well...Earth.
Bottoms -- Pants, not too tight please.
Gloves -- Hunting Gauntlets, heavy leather cuffs.
Belt -- Heavy leather sword belt, one to two wraps but no sword. Belt buckle the Planet symbol?
Shoes -- Knee high boots with a flipped over top.
Shoulders --Cloak? Theme - barn owl - else... a sort of hood attachment but rather than fur could it be a flurry of different colored feathers (mostly owls)
Accessories -- Torc Knecklace - maybe wolves or boar heads
A bird skull pendant around his neck.. perhaps keys at his belt for show and nothing more?
A mask - sort of beastial with nub horns at the tops of his brows and feathers around the eyes in brighter colors - something to make him look sort of alien/fey despite human.
Weapon -- 3 prong stag antler (young buck) - older and dry so not of great use for stabbing (think more like Ares Torch, you'd have to be very very lucky to make such use of it)

Brown, Green or Grey. for Secondary.

Black, Brown or White for primary


Weapon & Magic

Knights fight with a magical artifact that they can channel magic through once they reach their second stage. This artifact is called a ‘weapon’, though it cannot be bladed or lethal, cannot be anything that could not be reasonably held, and must be a single item. They cannot be a pair of items (such as a pair of gloves) ; magic can only be channeled through one item. As they grow in power, their weapon will grow, and their magic will as well. Knight weapons will have three forms and should always be timeless. These are ancient antiques that have been passed down through each incarnation. At second stage, a weapon can have magic themed on the planetary powers of the world their Wonder is located on. Tips about writing magic can be found below the form!

Page Weapon: A piece of antler worn down on the points and cracked at the end.

Squire: At this stage the weapon grows into something more useful. It can do damage but it should not be immensely powerful or lethal. From the examples above, a Squire Weapon might evolve into a heavy chain, a dull ceremonial sword, and a pretty flute.You gain access to your magic pool at this stage. Magic is channeled from a pool of energy and can be turned on and off at will. Magic must reflect the power themes of the world the Knight serves. The casting time for Squire magic pool is typically between 30-45 seconds at this stage depending on effects; offensive and debilitating magic will generally have a smaller magic pool, but healing magic, shields, and illusion magic usually have a larger magic pool. Most magic will typically have a range of about ten to fifteen feet at this stage but this may vary depending on effects.

A gnarled branch wraps around the antler, turning it into a 3 foot long short staff.

Magic: Drawing on his pool of magic, ethereal green nectar drips down his staff and spreads out around him, creating an illusion that brings nature to life. Greenery and other-wordly plants bloom and tangle up those in the area, slowing them down. Those with virtue in their heart, and who mean no harm can traverse more easily, but others may find themself tangled and getting lost in the illusion of that otherworldly garden. Shrubbery can cause the sensation of small to moderate scratches, but all plants and damage will disappear when the magic is no longer channeled; players can choose to take lasting damage if they like.

Range: 15 feet
Time: 45 seconds

Knight Weapon: At this stage the weapon grows into its final, most useful stage. It can do damage but it should not be immensely powerful or lethal. The weapon can become more ornate, or capable of doing more damage. From the examples above, a Knight Weapon might evolve into a heavy chain with a lantern at the end, a dull, but extravagant ceremonial sword, and an ornate flute.Your magic may become more powerful at this stage, and you gain a longer channeling time. Magic is channeled from a pool of energy and can be turned on and off at will. Magic must reflect the power themes of the world the Knight serves. The casting time for a Knight’s magic pool is typically between 45-60 seconds at this stage depending on effects; offensive and debilitating magic will generally have a smaller magic pool, but healing magic, shields, and illusion magic usually have a larger magic pool. Most magic will typically have a range of about fifteen to twenty feet at this stage but this may vary depending on effects.

A 6 foot tall staff with gnarled wood and a skull atop it:X

Knight Magic: Drawing on his pool of magic, ethereal green nectar drips down his staff and spreads out around him, creating an illusion that brings nature to life. Greenery and other wordly plants bloom and tangle up those in the area, slowing them down. Those with virtue in their heart, and who mean no harm can traverse more easily, but others may find themself tangled and getting lost in the illusion of that otherworldly garden. Shrubbery can cause the sensation of medium-sized lacerations, but all plants and damage will disappear when the magic is no longer channeled; players can choose to take lasting damage if they like.
Range: 20 feet
Time: 60 seconds

Range: 15 feet
Time: 50 seconds


Sara Draconia


Wheezing Loiterer

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