Brandi Kankor I

Brandi Kankor is proclaimed the second legitimate child of Seban Kankor and Fernea Kankor. She seeks to expound upon House Kankor's exploits in slavery and trafficking. However despite her young age, she often is the attraction of many pirates or soldiers, most of which she humors as long as she can be in control the entire time.
Following footsteps in multiple aspects, Brandi has recently assumed the Kankor seat of the Wharf Mistress to some conflicted public opinion. She is rumored to handle slaves with an iron fist and boast every ostentatious luxury in the Kankor fashion.
== Appearance & Personality ==
Domineering and brash, Brandi is a Kankor who wishes to abolisih the slave trade that leaves her body thick with muscle and an even thicker wallet. Broad shoulders are balanced by wide, curvy hips that are often on display in a myriad of cloth and leather wear. Skin is bronzed by the sun, complimenting the gradient of her reddish brown hair. Whether pinned up or slicked back neatly, her locks are routinely dyed to mimic the fickle nature of her moods. The newly appointed Reaper of the Marshes in her brother makes her carry an unabashed pride, pierced throughout and painted vainly across her fierce brown stare. Through wicked grins and entitled merrymaking she acts a supplementary role to the one told via whip.
Much travel ensued during the time of her thirteenth nameday, leaving Brandi in the trusted hands of the Kankor guard and the ladies of Court. Only in her teens, the girl had exhibited a steady hand and understanding for the inner workings of their trade, assisting her caretakers with attainable duties. Waiting patiently for her father, she least expected the gift received upon his return, a ship that she fashioned: The Pattern.
The time came for her Father to cast a tutoring hand, indoctrinating his spawn wholly into his world, along with this new direction of faith. Fatalistic reasoning struck a chord within the roguish devil, inspiring Seban to adopt the Pattern's teachings into his previous life. His obsessive belief ran so strong, a maze was built in the garden to walk with Brandi while he is not planning for war, retelling fanciful tales of his misadventures. She had always been prone to play games though not traditional whims like tying flowers or tag. These were games alike throwing a knife, sneaking upon (and ambushing) the slave masters when they were unawares, or sending them through the maze. As she neared close to age, the games became a days work, learning knots to bind lesser men and the cunning to make them adorn the rope. In her, he found a legacy that would carry on in name, talent and religion.