Name: Brailld’fae Umbricana Naritoloth (Brah-eey-dah-fay Oom-brick-ann-ah Na-ri-tol-oth ; all R's rolled)
Goes By: Brandy Narito
Age: 3000+
Appears As: Mid-to-Late Twenties
Birthday: Mid-winter, sometime
Gender: Female
Species: Frost Dragon
Sexuality: Panseuxal Panromantic Polyamorous, leaning towards women
Religion: “All hail Mother Yylsyngandreidraken and Father [Growling Noise] (aka Mal)!”
Category: Staff
Class: Draconology (Magic Studies), Dance (Performing Arts)
Appearance:
Powers:
Species Traits:
Known Family:
Father: Emperor Ysmir Naritoloth [Fire Dragon; Deceased]
Mother: Amelaiyah Naritoloth [Telekinetic Frost Dragon; Deceased]
Siblings: Malek Guiller Naritoloth
Cousins:
Other Relatives:
History:
Additional Information:
I am very excited.
Goes By: Brandy Narito
Age: 3000+
Appears As: Mid-to-Late Twenties
Birthday: Mid-winter, sometime
Gender: Female
Species: Frost Dragon
Sexuality: Panseuxal Panromantic Polyamorous, leaning towards women
Religion: “All hail Mother Yylsyngandreidraken and Father [Growling Noise] (aka Mal)!”
Category: Staff
Class: Draconology (Magic Studies), Dance (Performing Arts)
Appearance:

- Tall; 5’9” flatfooted
- Eyes shift between various shades of blue, from an excited electric to a dark cobalt. Depends on her mood.
- Plump lips, long lashes, large eyes
- Likes to wear makeup, but nothing extreme
- Hair seems to feel like silk and trails to her waist. Naturally wavy with loose curls, is thick and styled with layers and side bangs
- Hair is also naturally light blue and grows this way from the roots.
- Very beautiful; extremely so. It is almost unearthly.
- Very pale, albino-esque skin. Completely unflawed (freckles, moles, etc).
- Only blemishes on her body are scars, and they are scattered all across her. Largest scars are dotted about her back and abdomen
- Fit, toned, curvaceous in a way that makes her entire body seem as if it flows from one area to the next
- Almost seems to glow in a faint white light, but this is much more noticeable at night
- In the dark, she really does glow. It is enough to illuminate the ground a foot or two all around her, but is a soft enough light so as not to be blinding.
- Generally has a keen sense of fashion and rarely just throws on clothes, even if lazing about. Style can be kind of unique at times, but Brandy usually makes it work.
- Very much enjoys accessories, especially dangly earrings and hats
Brandy is strong-willed, stubborn and feisty, so much like a firecracker that her natural affinity is ironic. She possesses a natural confidence in everything about herself, lest it be her powers, her appearance, or her personality, that most likely stems from the grandiosity of her heritage and species. Alongside this confidence is a very solid, tangible amount of personal pride. Her morals can only be shaken by the worst of the worst, and even then, she will never abandon them completely. Brandy does not tolerate insults. She believes in herself and knows she is powerful, and will not stand for anyone trying to bring her down. However, that is not to say that Brandy is arrogant, either. Though she takes pride in herself, Brandy also is quick to pay respect to others whom are worthy, and rarely sees herself as above anyone else.
In times of tension and teasing, Brandy is just as easily annoyed as anyone else, though she has a tendency to maintain a carefree and playful attitude if possible. When she does get annoyed, she is often loud, sarcastic and even somewhat rude, but could hardly be considered nasty. However, like anyone else, Brandy has her anger triggers. When rightfully mad, Brandy will “tear a motherfucker down” with a mix of violent verbal and physical assaults. The quickest way to get on her bad side is to go after her family, whether they are blood-related or figuratively adopted, and god forbid anyone physically hurts them.
Brandy has an intense sense of loyalty to her family and friends. She stands by her precious people through anything and everything, never abandoning them. Family is the most important thing in the world to Brandy. If she loses them, she loses everything, and she will stop at nothing to make sure this never happens again.
In her general demeanor, Brandy is something of a whirlwind. She lives her life to the fullest, unafraid to take risks and throw herself into the thick of it all. Brandy is a generally happy, upbeat person. She is very outgoing and really just loves to have fun. Brandy has a strong sense of humor, even if it may be a bit off kilter at times, and is not afraid to laugh at things she finds funny. When she sets her sights on something, she goes after it, whether that be an object or a person, and she believes that anything worth having is worth working for. Brandy is the girl that heads straight to the tallest, fastest roller coaster in the park, just to feel the wind in her face. Centuries spent locked away have left her with an unquenchable thirst for life and every sensation it brings.
However, for all that living, Brandy really loves to flirt with death. Her lust for adventure transcends into recklessness, and she often puts herself in dangerous, even deadly situations. It is almost as though Brandy has no sense of self-preservation. She's the girl who would swim with sharks, her fists as her only defense, or fly a mini jet without learning more than the basics. Though she's a relatively responsible adult in most situations, when Brandy's interest is piqued, there's no ending it - not when an adventure is at stake, and especially not when it may put her life on the line. She can honestly be an adrenaline junkie at these times.
Still, even so, her recklessness has some darker connotations. Brandy actually goes out of her way to put herself in danger. In her own words, "I love living. I do. In fact, I try to live every day of my life as though its my last - because, you never know. It just might. With the way I live, it just might." Brandy has her vices, and they play a large role in how she expresses herself. Many nights, Brandy can be found smoking her second pack while binge drinking herself into a stupor, She uses the comfort of nicotine and alcohol to keep herself afloat, irresponsibly drowning her sorrows and locking them away. After all, a woman like Brandy can't possibly be without her demons. Even after centuries, Brandy carries the weight of her family's slaughter on her shoulders, especially as one of the sole survivors. She also fights against the guilt that plagues her, guilt that stems from her actions towards the humans of the world. In a way, Brandy's wild behavior isn't just to satisfy the wanderlust ingrained into her bones. It is also her means of repaying her sins... for in the back of her mind, Brandy hopes sometimes that she might just slip up on that bike ramp, or that the rope on that cliff might start to fray. Brandy doesn't want to die, don't get her wrong. She just hates that she's had no consequence.
When it comes to the way that Brandy carries herself, she can actually be quite conflicting - but in an ironic, fairly amusing way. She claims to be elegant, and honestly, she is. Brandy moves herself with an obvious and practiced grace. She lifts her pinky when she sips her tea, articulates every syllable in her words and has a wonderful sense of fashion, even if she is only dressing for a rave. Brandy has even been trained in a variety of arts, from dance to music to even traditional painting.
However, modesty? Soft voices? Submission? These are not part of Brandy’s definition of a true lady. In her mind, a lady has a strong will and a fire in her eyes like any other. A lady should live for herself and fight for what she believes in, oppressing her light for no one. As such, alongside her elegance is a rough and tumble, firework quality. Brandy is vulgar and feisty, punctuating otherwise ladylike, elegant, or generally clean statements with various words from her very, very colorful vocabulary.
Brandy is blunt with a unique tactless charm about here that, really, is often quite endearing, though it may also be a turnoff to many. Though Brandy knows what to say and when to say it, she often ignores these gut instincts and just acts as she sees fit, disregarding those pesky social cues. Such a quality may imply that Brandy is harsh or mean, but the opposite is actually quite true. Brandy doesn’t go out of her way to bring others down. Rather, she is kind in her own unique way, and is actually a very friendly and extroverted individual - even if socially inappropriate, on occasion,
Despite her adventurous, quack-all disposition, Brandy is very sharp - though this is a more emotional and streetsmart way. When it comes to hitting the books, Brandy would much rather just throw them out the window, as she often doesn't get the complicated material anyway. However, though she is hardly a math genius, Brandy does take a deep interest in historical and societal areas, and is also very committed to her Draconology class. Still, Brandy rarely teaches from the textbook. She is a woman who hates having to conform to anyone and anything, and this hatred extends to traditional means of learning. As such, Brandy is the teacher who stands on her desk and yells to make a point, or shifts into her draconic form in the middle of class to show how a real wing looks. She likes to lecture, but she tries to make her lectures fun, and really enjoys creating tangible relationships with her students. Brandy is the teacher who cares more about the well-being of her students than their grades, and is not afraid to show it, even at the cost of professionalism.
Her biggest intelligence is in her ability to deduce the emotion in people and situations. She can read her surroundings quickly, and is very skillful at detecting subtle changes in voice and facial expression. However, despite her natural emotional IQ, Brandy is hardly empathetic. She is often insensitive, really, more likely to say “suck it up, buttercup” than to sit down and hold someone in her arms - unless, of course, the problem is legitimate, and unless, of course, the person is one of her precious handful. Brandy does try to comfort people when she feels the problem is worth it, but petty problems? These often annoy her more than anything. They may prompt snappy replies and sarcastic remarks, biting despite her intent not to cause anymore harm. Brandy really is a caring individual, even if not the most empathetic. She doesn’t mean to be rude to a hurting person… But at times, she just can’t help her aggravation.
As far as hobbies go, it has already been stated that Brandy enjoys activities such as dancing, painting and producing music. She also loves the more extravagant activities, from ramping four-wheelers to skydiving if possible, and will try just about everything she finds to be entertaining.
In times of tension and teasing, Brandy is just as easily annoyed as anyone else, though she has a tendency to maintain a carefree and playful attitude if possible. When she does get annoyed, she is often loud, sarcastic and even somewhat rude, but could hardly be considered nasty. However, like anyone else, Brandy has her anger triggers. When rightfully mad, Brandy will “tear a motherfucker down” with a mix of violent verbal and physical assaults. The quickest way to get on her bad side is to go after her family, whether they are blood-related or figuratively adopted, and god forbid anyone physically hurts them.
Brandy has an intense sense of loyalty to her family and friends. She stands by her precious people through anything and everything, never abandoning them. Family is the most important thing in the world to Brandy. If she loses them, she loses everything, and she will stop at nothing to make sure this never happens again.
In her general demeanor, Brandy is something of a whirlwind. She lives her life to the fullest, unafraid to take risks and throw herself into the thick of it all. Brandy is a generally happy, upbeat person. She is very outgoing and really just loves to have fun. Brandy has a strong sense of humor, even if it may be a bit off kilter at times, and is not afraid to laugh at things she finds funny. When she sets her sights on something, she goes after it, whether that be an object or a person, and she believes that anything worth having is worth working for. Brandy is the girl that heads straight to the tallest, fastest roller coaster in the park, just to feel the wind in her face. Centuries spent locked away have left her with an unquenchable thirst for life and every sensation it brings.
However, for all that living, Brandy really loves to flirt with death. Her lust for adventure transcends into recklessness, and she often puts herself in dangerous, even deadly situations. It is almost as though Brandy has no sense of self-preservation. She's the girl who would swim with sharks, her fists as her only defense, or fly a mini jet without learning more than the basics. Though she's a relatively responsible adult in most situations, when Brandy's interest is piqued, there's no ending it - not when an adventure is at stake, and especially not when it may put her life on the line. She can honestly be an adrenaline junkie at these times.
Still, even so, her recklessness has some darker connotations. Brandy actually goes out of her way to put herself in danger. In her own words, "I love living. I do. In fact, I try to live every day of my life as though its my last - because, you never know. It just might. With the way I live, it just might." Brandy has her vices, and they play a large role in how she expresses herself. Many nights, Brandy can be found smoking her second pack while binge drinking herself into a stupor, She uses the comfort of nicotine and alcohol to keep herself afloat, irresponsibly drowning her sorrows and locking them away. After all, a woman like Brandy can't possibly be without her demons. Even after centuries, Brandy carries the weight of her family's slaughter on her shoulders, especially as one of the sole survivors. She also fights against the guilt that plagues her, guilt that stems from her actions towards the humans of the world. In a way, Brandy's wild behavior isn't just to satisfy the wanderlust ingrained into her bones. It is also her means of repaying her sins... for in the back of her mind, Brandy hopes sometimes that she might just slip up on that bike ramp, or that the rope on that cliff might start to fray. Brandy doesn't want to die, don't get her wrong. She just hates that she's had no consequence.
When it comes to the way that Brandy carries herself, she can actually be quite conflicting - but in an ironic, fairly amusing way. She claims to be elegant, and honestly, she is. Brandy moves herself with an obvious and practiced grace. She lifts her pinky when she sips her tea, articulates every syllable in her words and has a wonderful sense of fashion, even if she is only dressing for a rave. Brandy has even been trained in a variety of arts, from dance to music to even traditional painting.
However, modesty? Soft voices? Submission? These are not part of Brandy’s definition of a true lady. In her mind, a lady has a strong will and a fire in her eyes like any other. A lady should live for herself and fight for what she believes in, oppressing her light for no one. As such, alongside her elegance is a rough and tumble, firework quality. Brandy is vulgar and feisty, punctuating otherwise ladylike, elegant, or generally clean statements with various words from her very, very colorful vocabulary.
Brandy is blunt with a unique tactless charm about here that, really, is often quite endearing, though it may also be a turnoff to many. Though Brandy knows what to say and when to say it, she often ignores these gut instincts and just acts as she sees fit, disregarding those pesky social cues. Such a quality may imply that Brandy is harsh or mean, but the opposite is actually quite true. Brandy doesn’t go out of her way to bring others down. Rather, she is kind in her own unique way, and is actually a very friendly and extroverted individual - even if socially inappropriate, on occasion,
Despite her adventurous, quack-all disposition, Brandy is very sharp - though this is a more emotional and streetsmart way. When it comes to hitting the books, Brandy would much rather just throw them out the window, as she often doesn't get the complicated material anyway. However, though she is hardly a math genius, Brandy does take a deep interest in historical and societal areas, and is also very committed to her Draconology class. Still, Brandy rarely teaches from the textbook. She is a woman who hates having to conform to anyone and anything, and this hatred extends to traditional means of learning. As such, Brandy is the teacher who stands on her desk and yells to make a point, or shifts into her draconic form in the middle of class to show how a real wing looks. She likes to lecture, but she tries to make her lectures fun, and really enjoys creating tangible relationships with her students. Brandy is the teacher who cares more about the well-being of her students than their grades, and is not afraid to show it, even at the cost of professionalism.
Her biggest intelligence is in her ability to deduce the emotion in people and situations. She can read her surroundings quickly, and is very skillful at detecting subtle changes in voice and facial expression. However, despite her natural emotional IQ, Brandy is hardly empathetic. She is often insensitive, really, more likely to say “suck it up, buttercup” than to sit down and hold someone in her arms - unless, of course, the problem is legitimate, and unless, of course, the person is one of her precious handful. Brandy does try to comfort people when she feels the problem is worth it, but petty problems? These often annoy her more than anything. They may prompt snappy replies and sarcastic remarks, biting despite her intent not to cause anymore harm. Brandy really is a caring individual, even if not the most empathetic. She doesn’t mean to be rude to a hurting person… But at times, she just can’t help her aggravation.
As far as hobbies go, it has already been stated that Brandy enjoys activities such as dancing, painting and producing music. She also loves the more extravagant activities, from ramping four-wheelers to skydiving if possible, and will try just about everything she finds to be entertaining.
Powers:
Born from a dragon’s natural grandiosity and lust for wealth, Brandy has a naturally commanding aura, as well as a captivating appearance. However, this is nothing subtle. Brandy’s beauty is nothing short of unearthly, and the intensity makes it blatant and nearly undeniable. She is not necessarily attractive in a sexual way, as it goes beyond such boundaries, but her looks can certainly be interpreted as such.
Brandy’s aura commands the attention of those around her. It makes people want to look and be looked at in return. Brandy is very intimidating and very impressive in this aura. It can actually be kind of scary to those who are particularly sensitive, but most often, it simply leaves people particularly impressed and attention-grabbed.
As an active extension, Brandy is able to increase the metaphorical weight of her aura, which intensifies the effects. She can use this to create tangible terror and entrancement in those around her, potentially even leaving them immobile for a time. This would make her opponent feel as though the air itself is heavy, weighing their limbs and drawing their attention to brandy. To the sensitive few, this can be nearly suffocating, though only in sensation; Brandy cannot actually choke people or cut off their ability to breathe.
The weaker the mental state and the higher the natural attraction to Brandy (romantic or otherwise), the harsher the effects of the people, though all characters should be affected (if only slightly, to some). The only exception would be if a character possesses a specific power-type resistance to this sort of ability, or is able to come up with some other legitimate reason for immunity or sure-fire resistance. The more time a character spends around Brandy, the more the initial shock of her aura wears away, but there is always a constant tickle. The shock would also renew itself after a lengthy period of separation. As far as the range goes, the active aura has a distance limit of about 50ft, with the intensity of the effect diminishing the closer one gets to the boundary line.
In appearance, the passive aura manifests as a faint glow around Brandy. It is very vague in the light, but is obvious in the dark, as Brandy seems to be engulfed in a white light that radiates from all over. The aura is strong enough to illuminate the ground about a foot or two away from Brandy (most obvious in the dark) but is soft enough that it isn’t too bright (unless one has a sensitivity to light). It fluctuates depending on her emotions, growing dimmer and brighter as they vary.
Most of the time, Brandy cannot turn the passive aura off, which makes for poor sneaking abilities. It dulls considerably when she is asleep or weakened, however, which helps her to conserve energy and prevents her from waking herself (and others). The glow is also consistent in dragon form.
Brandy’s active aura is considerably brighter than her passive, becoming slightly uncomfortable to those with normal eyesight. It has enough power to make her hair flow slightly, as though blown by a personal breeze. The aura seems to be almost tangible and may begin to take the shape of a dragon, vague and ghostly, though this is only aesthetic. The dragon would be no more than a foot all around her as far as dimensions go, and the strength of the light’s illumination would expand to about 10 ft in all directions. Brandy’s eyes also begin to glow white here.
Brandy’s aura commands the attention of those around her. It makes people want to look and be looked at in return. Brandy is very intimidating and very impressive in this aura. It can actually be kind of scary to those who are particularly sensitive, but most often, it simply leaves people particularly impressed and attention-grabbed.
As an active extension, Brandy is able to increase the metaphorical weight of her aura, which intensifies the effects. She can use this to create tangible terror and entrancement in those around her, potentially even leaving them immobile for a time. This would make her opponent feel as though the air itself is heavy, weighing their limbs and drawing their attention to brandy. To the sensitive few, this can be nearly suffocating, though only in sensation; Brandy cannot actually choke people or cut off their ability to breathe.
The weaker the mental state and the higher the natural attraction to Brandy (romantic or otherwise), the harsher the effects of the people, though all characters should be affected (if only slightly, to some). The only exception would be if a character possesses a specific power-type resistance to this sort of ability, or is able to come up with some other legitimate reason for immunity or sure-fire resistance. The more time a character spends around Brandy, the more the initial shock of her aura wears away, but there is always a constant tickle. The shock would also renew itself after a lengthy period of separation. As far as the range goes, the active aura has a distance limit of about 50ft, with the intensity of the effect diminishing the closer one gets to the boundary line.
In appearance, the passive aura manifests as a faint glow around Brandy. It is very vague in the light, but is obvious in the dark, as Brandy seems to be engulfed in a white light that radiates from all over. The aura is strong enough to illuminate the ground about a foot or two away from Brandy (most obvious in the dark) but is soft enough that it isn’t too bright (unless one has a sensitivity to light). It fluctuates depending on her emotions, growing dimmer and brighter as they vary.
Most of the time, Brandy cannot turn the passive aura off, which makes for poor sneaking abilities. It dulls considerably when she is asleep or weakened, however, which helps her to conserve energy and prevents her from waking herself (and others). The glow is also consistent in dragon form.
Brandy’s active aura is considerably brighter than her passive, becoming slightly uncomfortable to those with normal eyesight. It has enough power to make her hair flow slightly, as though blown by a personal breeze. The aura seems to be almost tangible and may begin to take the shape of a dragon, vague and ghostly, though this is only aesthetic. The dragon would be no more than a foot all around her as far as dimensions go, and the strength of the light’s illumination would expand to about 10 ft in all directions. Brandy’s eyes also begin to glow white here.
As a frost dragon, Brandy has the ability to create and manipulate water into ice. In order to create actual ice, there must be existing water (she cannot create her own) though Brandy can freeze items and create light, dusty frost by herself. Brandy also cannot manipulate liquid of gaseous water, and must freeze it before using it actively.
As for frozen items, Brandy can unfreeze them almost instantly, and freezes things at the same rate. Her items stay frozen until she is done using them, in which case they revert back to liquid or remain frozen depending on the temperature outside. Cannot exceed one topic of use. Melting times vary between average time and near-instant, depending on if Brandy chooses to speed it up or not.
Brandy can manipulate up to 10 cubic feet (10ft x 10ft block, essentially) of ice and water. Her range of manipulation is 50 feet in all directions, and a shot projectile will melt instantly if it exceeds this range. When it comes to collecting water, Brandy cannot draw it out of humid air. She also cannot draw water from creatures (ex. No drawing water from grass, no freezing someone’s blood from within them, etc).
Brandy can freeze and manipulate water and/or substances that are primarily water (juice, alcohol, etc) without physical contact. However, she needs physical contact to freeze items and/or create frost patterns across them. Touch-based abilities include giving organic beings frostbite, refreezing ice cream and creating frost patterns on windows/trees without existing water. Brandy cannot do anything like separate blood cells from plasma, but due to the amount of water in it, she can somewhat freeze it (along with sap etc) - though she cannot control it. It must be used in the form it was frozen into initially, and cannot exceed 1 cubic foot. To clarify, these do not stack with her 10 cubic foot capacity.
Specific abilities include, but are not entirely limited to: (Removed blood/sap area)
As for frozen items, Brandy can unfreeze them almost instantly, and freezes things at the same rate. Her items stay frozen until she is done using them, in which case they revert back to liquid or remain frozen depending on the temperature outside. Cannot exceed one topic of use. Melting times vary between average time and near-instant, depending on if Brandy chooses to speed it up or not.
Brandy can manipulate up to 10 cubic feet (10ft x 10ft block, essentially) of ice and water. Her range of manipulation is 50 feet in all directions, and a shot projectile will melt instantly if it exceeds this range. When it comes to collecting water, Brandy cannot draw it out of humid air. She also cannot draw water from creatures (ex. No drawing water from grass, no freezing someone’s blood from within them, etc).
Brandy can freeze and manipulate water and/or substances that are primarily water (juice, alcohol, etc) without physical contact. However, she needs physical contact to freeze items and/or create frost patterns across them. Touch-based abilities include giving organic beings frostbite, refreezing ice cream and creating frost patterns on windows/trees without existing water. Brandy cannot do anything like separate blood cells from plasma, but due to the amount of water in it, she can somewhat freeze it (along with sap etc) - though she cannot control it. It must be used in the form it was frozen into initially, and cannot exceed 1 cubic foot. To clarify, these do not stack with her 10 cubic foot capacity.
Specific abilities include, but are not entirely limited to: (Removed blood/sap area)
- Walking/Running on water, due to her feet freezing the surface
- Creating ice sculptures and frost designs
- Breathing cool, frosty air - or even straight up snow and frost
- Creating projectiles and weapons from ice (for active, non-enchanted use)
- Freezing open wounds to temporarily stop bleeding (which could backfire terribly if she isn’t careful)
Possesses two forms and two forms only - dragon and human. The appearances and dimensions are listed in the appearances section. In this power section, only advantages and disadvantages are listed.
Advantages:
In both forms, Brandy is very durable. In human form, her skin is about as tough as quality wallet-grade leather, while her hair is as tough as steel. This persists in dragon form, in which her entire body is covered in leathery skin and a thick mane of steel-tough fur.
In dragon form, brandy possesses strong, retractable claws on each of her four paw-like feet, as a single well as thumb-like clawed digit on each wing. These are sharp, but are more blunt than the two rows of serrated teeth in her mouth. Also in dragon form, Brandy has a pair of large wings that enable her to fly.
Weaknesses:
Brandy’s eyes are very sensitive, more so than ordinary eyes. She is very vulnerable to attacks in this area. Her belly, throat, and wrists/underarms/thighs (human form) are all more sensitive as well. Her skin is softer here and, in dragon form, the fur is softer and weaker.
Brandy’s wings are a major weakness as, if they are broken, they take considerable healing time, keep her from flying, and keep her locked in her draconic shift. Her wing bones are also more brittle than the rest of her bones and take much less force to break (think snapping a thin tree without the flexibility, rather than a thin steel pole).
Finally, her wing membranes are very vulnerable. They are thin, with few nerve endings and blood vessels. They are also only about as strong as thin wallet-grade leather, more vulnerable than her normal skin. Though Brandy feels pain here very dully, tears in the wing membranes are serious, and holes even more so. They take a long while to heal completely, if they do at all; large holes may only heal around the opening unless assisted and repaired, meaning her flight could be hindered long-term or even permanently.
Advantages:
In both forms, Brandy is very durable. In human form, her skin is about as tough as quality wallet-grade leather, while her hair is as tough as steel. This persists in dragon form, in which her entire body is covered in leathery skin and a thick mane of steel-tough fur.
In dragon form, brandy possesses strong, retractable claws on each of her four paw-like feet, as a single well as thumb-like clawed digit on each wing. These are sharp, but are more blunt than the two rows of serrated teeth in her mouth. Also in dragon form, Brandy has a pair of large wings that enable her to fly.
Weaknesses:
Brandy’s eyes are very sensitive, more so than ordinary eyes. She is very vulnerable to attacks in this area. Her belly, throat, and wrists/underarms/thighs (human form) are all more sensitive as well. Her skin is softer here and, in dragon form, the fur is softer and weaker.
Brandy’s wings are a major weakness as, if they are broken, they take considerable healing time, keep her from flying, and keep her locked in her draconic shift. Her wing bones are also more brittle than the rest of her bones and take much less force to break (think snapping a thin tree without the flexibility, rather than a thin steel pole).
Finally, her wing membranes are very vulnerable. They are thin, with few nerve endings and blood vessels. They are also only about as strong as thin wallet-grade leather, more vulnerable than her normal skin. Though Brandy feels pain here very dully, tears in the wing membranes are serious, and holes even more so. They take a long while to heal completely, if they do at all; large holes may only heal around the opening unless assisted and repaired, meaning her flight could be hindered long-term or even permanently.
Species Traits:
Brandy’s specific breed of dragon is one that, like most, ages much differently than regular humans. For every year that Brandy ages, a mortal human ages 100. This means that, at age 1,000, Brandy would appear to be 10, while at age 2,000, she would appear to be 20. Her species also stops aging between their early twenties and early thirties, usually. Overall, Brandy’s life expectancy is unknown, but she should easily be able to live until 10,000 years old.
Also accompanying her longevity is a natural heightened immune system. Brandy is much less susceptible to illnesses, from colds to cancers, and retains few health hindrances when drinking or smoking. Of course, she gets drunk as easily as any other, but it would be hard-pressed for her to get alcohol poisoning etc.
Also accompanying her longevity is a natural heightened immune system. Brandy is much less susceptible to illnesses, from colds to cancers, and retains few health hindrances when drinking or smoking. Of course, she gets drunk as easily as any other, but it would be hard-pressed for her to get alcohol poisoning etc.
Like most dragons, Brandy possesses the power of flight. This can only occur when she has wings. Max speed is 50 mph. Brandy is usually agile in flight, but she gradually loses agility as she speeds up.
As a dragon, Brandy possesses heightened strength. The maximum she can do is lifting a minivan over her head, but this is strenuous and requires considerable effort and concentration. She would also only be able to lift the car for about a minute, tops, before her body completely gave out from fatigue.
Brandy has the instinct of both a predator and a prey, due to her species and its history. As such, she often has very strong, generally accurate gut feelings about things, and is a good natural judge of character. Brandy has an instinctual knack for figuring out lies and manipulations, but nothing to the extreme of metagame.
Brandy’s fur, alongside being tough, is naturally resistant to frost- and ice-type attacks. This toughness extends to her skin and hair when in human form. Frost-based attacks only do about 1/2 of their usual damage, assuming they get passed the skin/fur durability too.
Meanwhile, fire-type attacks not only completely nullify Brandy’s natural armor, but they do 3x the usual damage, as well as 3x the usual pain. Her fur also burns like paper when exposed to flames, and her skin offers none of its natural durability when exposed to flames. As such, fire is a major weakness to Brandy.
In the cold, Brandy is extremely energetic and lively. Her powers receive a x2 boost (potency wise - ranges are not affected) in temperatures below freezing. She also tires more slowly, her wounds heal faster, her blood clots more quickly, and she generally has a higher pain tolerance.
However, the opposite effect can be said for the heat, if not even more extreme. The potency of Brandy’s attacks is decreased to about ½ the usual in temperatures over 70 degrees Fahrenheit, 1/3 in those over 80, 1/4 over 90, and nearly null in anything over 100. She tires more quickly, her wounds heal slower, her blood is thinner, and pain feels more intense.
In general, Brandy becomes lethargic, ill and uncomfortable in these temperatures, her body weaker and all of her powers suffering. The degree of her discomfort depends on the intensity of the heat and her time spent in it. If the day is particularly hot or Brandy spends a considerable amount of time without cooling off, she may go as far as getting physically ill (nausea, dizziness, body pain, and even serious symptoms such as coughing blood, fainting, and death in extreme cases).
It should also be noted that Brandy is unable to tan. She sunburns easily, and these are far more severe than usual, just as with any burn.
Meanwhile, fire-type attacks not only completely nullify Brandy’s natural armor, but they do 3x the usual damage, as well as 3x the usual pain. Her fur also burns like paper when exposed to flames, and her skin offers none of its natural durability when exposed to flames. As such, fire is a major weakness to Brandy.
In the cold, Brandy is extremely energetic and lively. Her powers receive a x2 boost (potency wise - ranges are not affected) in temperatures below freezing. She also tires more slowly, her wounds heal faster, her blood clots more quickly, and she generally has a higher pain tolerance.
However, the opposite effect can be said for the heat, if not even more extreme. The potency of Brandy’s attacks is decreased to about ½ the usual in temperatures over 70 degrees Fahrenheit, 1/3 in those over 80, 1/4 over 90, and nearly null in anything over 100. She tires more quickly, her wounds heal slower, her blood is thinner, and pain feels more intense.
In general, Brandy becomes lethargic, ill and uncomfortable in these temperatures, her body weaker and all of her powers suffering. The degree of her discomfort depends on the intensity of the heat and her time spent in it. If the day is particularly hot or Brandy spends a considerable amount of time without cooling off, she may go as far as getting physically ill (nausea, dizziness, body pain, and even serious symptoms such as coughing blood, fainting, and death in extreme cases).
It should also be noted that Brandy is unable to tan. She sunburns easily, and these are far more severe than usual, just as with any burn.
Known Family:
Father: Emperor Ysmir Naritoloth [Fire Dragon; Deceased]
Mother: Amelaiyah Naritoloth [Telekinetic Frost Dragon; Deceased]
Siblings: Malek Guiller Naritoloth
Cousins:
Other Relatives:
History:
Brailld’fae Umbricana Naritoloth was born to an ancient dragon clan roughly 3000+ years ago. Her father was the Emperor, a fire-affinitive dragon named Ysmir, while her mother was his mate of the time, Amelaiyah, a telekinetic frost-affinitive. Amelaiyah died in a raid on their main camp when Brailld’fae was about 400 years old, or 4 in human equivalency. Emperor Ysmir continued to take other mates after the death of Amelaiyah, and Brailld’fae held no grudges as he continued to father more children. It was their way of life, and she cherished the family she was given.
The heirs of the throne were not chosen by birthright, but were instead decided through signs given by the Mother Yylsyngandreidraken and the Father [Growling Noise]. Though Brailld’fae was widely respected for her power potential, she was not chosen for leadership - which was actually quite relieving. Though she cared for her people, Brailld’fae felt she was not made to be a leader, and would inevitably cause something to go wrong.
However, despite the fact that she was not destined, Brailld’fae was extremely powerful. She had much potential and was trained as the heir would be, her father expecting great things if put through the motions. Great things did indeed occur, and Brailld’fae discovered her affinities early on.
Brailld’fae was about 1600 years old (or 16) when her half-brother, Malek, was born. The blessing of the gods was bestowed upon him, and with this, the dragon clan had their heir. Once again, Brailld’fae was not displeased by this. She supported her kid brother and pledged to help him train, despite their opposite elemental affinities.
It was not long after Malek was born that the Great Raid happened. Most of the clan was slaughtered by powerful humans and those who lived were captured or sent into hiding. Brailld’fae fought with everything she had, but she was unable to prevent the slaughter. She watched her family perish before her eyes, and stuck in place, she was unable to flee before the humans captured her.
Brailld’fae is unsure what exactly happened, but after the Great Raid, the first thing she remembers is a dark room. There was a magic-negation device around her neck that changed with her size, and her only ability left was table to be controlled as the human’s saw fit. This was her shifting ability. As technology was primitive during this time, it was not done through scientific means, but instead controlled through the powers of a prestigious mage… One with a grudge against all dragons.
Brailld’fae was kept for hundreds of years in this facility and its outer courts. She was hurt, experimented on, neglected and isolated from all but her captors. They told her that all of her remaining relatives had been vanquished and that she was the last of the Naritoloth line, as well as the last of her clan overall. Through the years, Brailld’fae experienced it all.
Though he liked to tell Brailld’fae that he was immortal, the mage’s magic eventually ran out. He had lived many hundreds of years and had expired his longevity. On his deathbed, he demanded Brailld’fae be brought to his quarters. When she arrived, the mage announced that he felt she had suffered enough. Her family was gone, the world had changed, and his descendents had disappeared long ago. With no one left to continue his work and his mind slowly falling apart, he finally set Brailld’fae free in the early 1400s.
At first, Brailld’fae was a nasty, vile creature. She was the classic monster. Brailld’fae raided villages for no other reason than to watch them burn. She massacred humans, destroyed their crops and livestock, froze their water supplies and ruined entire establishments. More than once, Brailld’fae attacked a castle, and destroyed them after years of constant barrage. She hated humans. She hated them with everything she had, for they had taken her entire life away, and had broken her from the inside out.
However, as the world continued to change, Brailld’fae found herself changing as well. Humans became more open-minded. Technology improved, castles were abandoned, and society changed in a decidedly positive way. Brailld’fae found herself slowly intrigued by their world, watching them rather than killing them all. Finally, towards the beginning of the 1700s, Brailld’fae put an end to her raids.
That is not to say she was not a hostile creature. She created her home in a cave, one situated high up in the mountains. She would occasionally steal from the towns around the base of the mountain, and her lair became local legend. Those who dared to approach Brailld’fae were frozen solid and tossed off the mountain, an example for those around her. However, she did not pointlessly destroy anything after she gave up her destruction.
Times continued to change and Brailld’fae found her dragon form was becoming a threat to her safety. She could not stay sullen and shifted, especially when greater weapons were being created, and especially when it was easier than ever to reach her. So, for the first time since the days of her captivity, Brailld’fae began to make use of her human form. She adapted herself to the ways of humans, creating an image of herself under the name of Brandy Narita, though it was hard to mask her aura.
As soon as people would catch on that she was different, Brandy would move again, abandoning her current lair for greener pastures. She lived the life of a nomad, blending herself into the humans she hated and masking her draconic identity.
For a long while, she loathed this. Brandy hated the fact that she had to live amongst these… these monsters that had taken so much from her. However, with time, Brandy developed bonds - the first she had made since the death of her family so long ago. She made bonds with the very beings she vowed to destroy, and it was terrifying. Still, despite her best efforts, Brandy found herself even falling in love with humans. Though she far outlasted her mortal lovers, Brandy devoted herself to people she had sworn to hate, until eventually… Eventually, she came to abandon her hatred altogether.
When Brandy finally moved past her prejudice against the mortals, her entire world seemed to brighten. She had finally let go of her vendetta against the human race and could simply live life as she saw fit, able to love whom she wanted to love without guilt weighing on her every move. Of course, it took decades for her to move past her distaste even after she let go of hatred, but by the mid-1900s, Brandy was more accepting and open-minded than most humans around her.
Of course, it was only a given that Brandy would learn of Starlight Academy. She first heard word of the island and academy in the 1940s, and it immediately spiked her interest. She searched for all the information she could find before, out of the blue, a letter arrived at her then-place of residence. Brandy accepted the offer immediately.
Though she had a bit of academic knowledge, it had been a long while since it was refreshed, and the world had also progressed considerably. Brandy thus decided to take a few special classes and a high school equivalency test, which she passed on her second try; she had been too cocky on the first go-round.
With the equivalency passed, Brandy began to work for a degree. She earned her teaching certification as well as degrees in dance and draconology in the later 1950s. With these under her belt, Brandy immediately applied for a job in the staff-short Starlight Academy, and was hired. It only took until halfway through her first year as a teacher to decide that she loved the job, and it was one of the best things that had ever happened to her.
The heirs of the throne were not chosen by birthright, but were instead decided through signs given by the Mother Yylsyngandreidraken and the Father [Growling Noise]. Though Brailld’fae was widely respected for her power potential, she was not chosen for leadership - which was actually quite relieving. Though she cared for her people, Brailld’fae felt she was not made to be a leader, and would inevitably cause something to go wrong.
However, despite the fact that she was not destined, Brailld’fae was extremely powerful. She had much potential and was trained as the heir would be, her father expecting great things if put through the motions. Great things did indeed occur, and Brailld’fae discovered her affinities early on.
Brailld’fae was about 1600 years old (or 16) when her half-brother, Malek, was born. The blessing of the gods was bestowed upon him, and with this, the dragon clan had their heir. Once again, Brailld’fae was not displeased by this. She supported her kid brother and pledged to help him train, despite their opposite elemental affinities.
It was not long after Malek was born that the Great Raid happened. Most of the clan was slaughtered by powerful humans and those who lived were captured or sent into hiding. Brailld’fae fought with everything she had, but she was unable to prevent the slaughter. She watched her family perish before her eyes, and stuck in place, she was unable to flee before the humans captured her.
Brailld’fae is unsure what exactly happened, but after the Great Raid, the first thing she remembers is a dark room. There was a magic-negation device around her neck that changed with her size, and her only ability left was table to be controlled as the human’s saw fit. This was her shifting ability. As technology was primitive during this time, it was not done through scientific means, but instead controlled through the powers of a prestigious mage… One with a grudge against all dragons.
Brailld’fae was kept for hundreds of years in this facility and its outer courts. She was hurt, experimented on, neglected and isolated from all but her captors. They told her that all of her remaining relatives had been vanquished and that she was the last of the Naritoloth line, as well as the last of her clan overall. Through the years, Brailld’fae experienced it all.
Though he liked to tell Brailld’fae that he was immortal, the mage’s magic eventually ran out. He had lived many hundreds of years and had expired his longevity. On his deathbed, he demanded Brailld’fae be brought to his quarters. When she arrived, the mage announced that he felt she had suffered enough. Her family was gone, the world had changed, and his descendents had disappeared long ago. With no one left to continue his work and his mind slowly falling apart, he finally set Brailld’fae free in the early 1400s.
At first, Brailld’fae was a nasty, vile creature. She was the classic monster. Brailld’fae raided villages for no other reason than to watch them burn. She massacred humans, destroyed their crops and livestock, froze their water supplies and ruined entire establishments. More than once, Brailld’fae attacked a castle, and destroyed them after years of constant barrage. She hated humans. She hated them with everything she had, for they had taken her entire life away, and had broken her from the inside out.
However, as the world continued to change, Brailld’fae found herself changing as well. Humans became more open-minded. Technology improved, castles were abandoned, and society changed in a decidedly positive way. Brailld’fae found herself slowly intrigued by their world, watching them rather than killing them all. Finally, towards the beginning of the 1700s, Brailld’fae put an end to her raids.
That is not to say she was not a hostile creature. She created her home in a cave, one situated high up in the mountains. She would occasionally steal from the towns around the base of the mountain, and her lair became local legend. Those who dared to approach Brailld’fae were frozen solid and tossed off the mountain, an example for those around her. However, she did not pointlessly destroy anything after she gave up her destruction.
Times continued to change and Brailld’fae found her dragon form was becoming a threat to her safety. She could not stay sullen and shifted, especially when greater weapons were being created, and especially when it was easier than ever to reach her. So, for the first time since the days of her captivity, Brailld’fae began to make use of her human form. She adapted herself to the ways of humans, creating an image of herself under the name of Brandy Narita, though it was hard to mask her aura.
As soon as people would catch on that she was different, Brandy would move again, abandoning her current lair for greener pastures. She lived the life of a nomad, blending herself into the humans she hated and masking her draconic identity.
For a long while, she loathed this. Brandy hated the fact that she had to live amongst these… these monsters that had taken so much from her. However, with time, Brandy developed bonds - the first she had made since the death of her family so long ago. She made bonds with the very beings she vowed to destroy, and it was terrifying. Still, despite her best efforts, Brandy found herself even falling in love with humans. Though she far outlasted her mortal lovers, Brandy devoted herself to people she had sworn to hate, until eventually… Eventually, she came to abandon her hatred altogether.
When Brandy finally moved past her prejudice against the mortals, her entire world seemed to brighten. She had finally let go of her vendetta against the human race and could simply live life as she saw fit, able to love whom she wanted to love without guilt weighing on her every move. Of course, it took decades for her to move past her distaste even after she let go of hatred, but by the mid-1900s, Brandy was more accepting and open-minded than most humans around her.
Of course, it was only a given that Brandy would learn of Starlight Academy. She first heard word of the island and academy in the 1940s, and it immediately spiked her interest. She searched for all the information she could find before, out of the blue, a letter arrived at her then-place of residence. Brandy accepted the offer immediately.
Though she had a bit of academic knowledge, it had been a long while since it was refreshed, and the world had also progressed considerably. Brandy thus decided to take a few special classes and a high school equivalency test, which she passed on her second try; she had been too cocky on the first go-round.
With the equivalency passed, Brandy began to work for a degree. She earned her teaching certification as well as degrees in dance and draconology in the later 1950s. With these under her belt, Brandy immediately applied for a job in the staff-short Starlight Academy, and was hired. It only took until halfway through her first year as a teacher to decide that she loved the job, and it was one of the best things that had ever happened to her.
Additional Information:
I am very excited.