Signet Westwind (The Outlander)

**Signet Westwind** is an Arctic Fox Beastkin who hails from Port Lesicia and prides herself on being a capable barmaid and wilderness survivalist.

## Biography

### Early Life

Signet was born into a well-off family who ran a tavern within the port city of Lesicia. "The Song of the West" was a fairly well known tavern and winery, attracting people from all walks of life for its uniquely flavored brand of wine and its relaxing atmosphere. Westwind Wine was by no means a major name or producer, but they made just enough of it to attract many who appreciated the unique blend of flavors. For those who didn't appreciate wine, they were instead greeted with jovial tenders and energetic bards, always looking to please their patrons and help them forget their woes for a few hours.

Understanding the dangers of the world and the near constant war between the major factions, Signet's parents became very over-protective of their daughter to the point of sheltering her, shutting her away from the world in all but her parents would teach her, what information she could get from under the table (and without her parents' knowledge), and from the drunken ramblings of the more rambunctious lot. Rather than allow her to go out into the world and endanger herself, Signet's parents raised her with the goal of her taking over the family business, but keeping her experience of the world limited so she wouldn't hurt herself. She had no reason to go out and adventure anyway, so why worry about it!

Sadly, there was much to worry about. Her parents had good intentions, but they failed to consider how Signet would take to a life like that. During her childhood, she struggled with depression and loneliness because the only friends she had were the workers in the tavern and winery, but they were all there to do a job, so their contact with her was minimal. This led to a lot of tantrums, behavioral problems and property damage as she found ways to act out. Her parents struggled for a while to find a way to distract her, still firmly believing their plan was the right one. After a while though, they discovered she had a fascination with dragons and tales of adventure... so they started buying her books to read that spoke of many tales involving adventures, dragons, and more stories of fantasy and fiction. They did their best to avoid getting her any material related to the world itself however, believing it was best to nurture her imagination rather than living in fear of the world (as her parents apparently did).

By the time she became a teenager, Signet was all the way up in imagination land, writing tales of her own and telling stories to anyone who would lend an ear. She started to help out more around the tavern, bringing food out to patrons, telling tales to keep people entertained, and as she grew, so too did her abilities and responsibilities. By the time she was seventeen, she was working with the local bards to play songs, to dance, to sing, to tell stories, and on top of all the entertaining she did, she was making drinks, cooking food, and serving patrons. She'd been raised to help others to the best of her ability, to always be pleasant, and to keep rudeness to herself. She had her rebellious moments as a teenager, of course, but for the most part, she found ways to deal with her life by learning about the world from adventurers. The allure of adventure was extremely appealing to her, and she thought maybe one day she'd get her chance to do it herself! But with her parents always watching her, she figured she'd either need to make a break for it or do something to get her parents to throw her out. In her youth, the latter sounded like a good idea... but every time she started to make a plan to leave, she realized how much it would hurt her parents and she couldn't bring herself to do it. Frustrated with her life? Sure, who wouldn't be? But she wasn't so frustrated that she would willingly and knowingly hurt her parents in a way that would have her leave them in the dust while she pursued a life of adventure.

When she turned eighteen, her family finally allowed her to leave the tavern and help with retrieving food from the markets. What she saw of Lesicia was limited, but she couldn't help but notice that the people out on the streets were... a lot meaner than the people in the tavern! Everyone wanted to cheat one another out of zill by selling some kind of ridiculous product, or insisted that they deserved something for some invisible reason. On top of everything, random strangers in the street were making rude, crass remarks at her about her appearance. She put on a brave face and tried to pretend it didn't bother her, using the experience she had from dealing with obnoxious patrons to help her deal with people out in the streets. After seeing what one trip to the market was like, she no longer wanted to see the rest of the world... she was content staying where everything was familiar. However, the life of adventure called to her. In a year's time, whether she liked it or not, it would be forced upon her.

### The Battle of Port Lesicia

It was only a few nights after Signet's nineteenth birthday. She'd been given magical tattoos from some tribal fellows who'd grown to appreciate her stories, her singing, her dancing and the way she plays her music. The tattoos would grant her the ability to tell much more vivid tales or play more complex melodies. She was preparing to make use of the magic when the city was attacked by monsters! They seemed to appear out of nowhere, and it didn't take long for the city to be set ablaze. Panic set in as helpless villagers fled for their lives, seeking the guards for aid or to hide in their homes from the madness in the streets! Daring adventurers, brave warriors and skilled magicians lent their aid to the city to fend off the monsters and try to save the helpless civilians! Some who fled to their homes were unfortunate enough to have it collapse onto them from falling beams or burning rooftops, whereas others were torn to pieces by monsters who had been lying in wait or chasing them to their homes to consume them! The tavern was evacuated, workers and patrons alike seeking shelter wherever they could, and the sober warriors going to join the fight!

Signet and her parents tried to make their escape, staying together and trying to find a guard or anyone who could help them! In the commotion, Signet's mother got lost in the crowd, and neither Signet nor her father could figure out where she'd disappeared to! Signet started to panic, tears rolling down her eyes as she froze up, not knowing what to do or how to react to anything! Her father took her aside, getting the two of them to stand together behind a wheelbarrow so he could attempt to calm her. "Calm yerself, m'child..." He said with a soothing voice. "We'll find her, we just gotta stick tagether n'—" His sentence was interrupted as a black, winged figure swooped down and grabbed him by the shoulders, ripping him away from Signet and taking him into the skies! She called out to him, reaching out and hoping to get him out of the creature's grip, but she couldn't! She watched helplessly as her father was taken to the skies... and the last she saw of him was the shadow of his figure dropping from the sky into the burning city below. She cried out in anguish as she watched his body plummet, overwhelmed by grief and horror as her parents were taken from her so brutally! She froze for a moment longer, attempting to process what had just happened... but she didn't have long to think about it, as the shadowy form of the creature circled around and started to come back for her. Wings of a devil and eyes burning red with hatred for her and her kind, the beast intended to get her next. As the buildings around her began to buckle, wood burning and embers flying high into the sky, she barreled off in the opposite direction of the creature, diving under carts, weaving between crowds, trying to stay away from the battles and get out of the open! Everyone was so preoccupied with everything else, it seemed like nobody was even aware of her presence! Nobody around to help her, nobody to save her. She was all alone, and the only safety she could find... was a tunnel that led into the sewers! She dove inside and made her way through the maze-like tunnels, hoping to find a way out (and praying no monsters were waiting for her in the dark labyrinth).

Through some miracle, Signet made it out of the city alive and she was not pursued by any monsters... but now she was homeless and had no idea where she could go, what she could do, or how to return to her former life. The city she'd grown up in was burning, and all she had with her were the clothes on her back and a dagger she'd found during her escape. It wasn't much to start with... but she knew if she didn't try, she wouldn't survive. And so on that night, after the battle of Port Lesicia, Signet turned to a life of traveling and exploration in an effort to survive.

(Note: the above story was written after hearing about the city being attacked to rebuild the area. The tavern and Signet's history were not a part of the sim, but I imagine the city is larger than what the sim allows the builders to portray. However, given this was all written without having been on the sim prior to this attack, I wouldn't be surprised if I got some details wrong. So if the GMs or story tellers want to correct me on anything, please feel free)(Note added April 28th, 2021).

### The Outlander

Months later, a woman nobody has ever seen before ventured through the main gate of Port Lesicia, carrying with her what appears to be her entire world. A backpack full of goodies that appeared to be mostly thrown together and falling apart, clothing that was in tatters, and a mask to cover their face, the ragged-looking outlander wandered the streets of the city, speaking to very few and seeming to be familiarizing themselves with the city. They were looking for work, hoping to find a way to make a profit off of this new life as an adventurer. They stumbled upon an excitable young woman named Yoko, who encouraged her to join the Ice Fangs in the Glacier Mountains. She was unprepared for such a journey at the time, so she simply took note of the woman's name and agreed to contact her when she was ready to venture forth.

Finding her way to various different shops and locations in the city, it became apparent to her that some major groups were recruiting for something. What was the Dynasty? The Union? The Empire? She would find out in time, that's for sure... but not now, not in this moment. Initially she thought it would be good to return home and find a place to work, but the hurt she'd suffered during the attack was still too fresh... so she ventured out into the world again.

It wasn't until she came upon the Sol Great Plains she would find her life endangered twice-over. Resting on the mountainside to get out of the sunlight, she failed to notice a monster rushing up the stairs to hunt its prey! While sitting under the planks, she heard a mouse meet its end, evident by the distressed squeaking followed by the squishing and crunching indicating sharp teeth biting down onto flesh and bone. She tried to stay out of sight, but sight wasn't a factor! The monster picked up on her scent and approached her. Knowing full well what they're capable of, and remembering what happened to her city, she didn't want to upset the monster or give it any reason to attack her! She attempted to distract it with a gift of chocolate, but while tossing it at the monster, their attempt to catch it sent them flying over the edge of the stairway up to the lighthouse, crashing down onto the hard rocks below! Signet recognized it was her fault the creature got hurt, and while she was angry at monsters for what they did to her, she knew she couldn't just leave the monster like that. Leaving someone to die after she hurt them? How does that make her any less a monster herself? She took the monster to some healing springs she'd heard about in a place called the Oasis, but... showing her inexperience with the region, she put the monster into a spring that did not have healing properties. If it wasn't for the appearance of a healer who happened to be in the area at the time, the monster likely would have died.

With knowledge of the healing springs and which spring now was the one with healing properties, she would know where to take people again if it became necessary. And indeed it would. Days later, she was passing through the Great Plains and a swarm of Murder Hornets attacked her. In the blink of an eye, they were upon her, slicing her up with their razor-sharp claws and attempting to jab her with their stingers! She managed to roll out of the way and grab her dagger to find them off... and while she defeated them, they were successful in stinging her twice; once in the shoulder, and the other impaled her. Bleeding heavily, struggling to breathe and barely to stand upright, she staggered towards the Oasis, with only her sheer, stubborn will to survive keeping her going. She came upon a young warrior who was healing up in the spring, but she was incapable of exchanging pleasantries with the woman, for her only goal was to throw herself into the water and let the healing spring take care of the rest! Seeing the Outlander's condition, Tuyi sent out a call through the Echo to call upon a healer, and before long, the Oasis became crowded with healers and those affiliated with the Union, some coming to check on the Outlander, whereas others were simply in the area and came to see what was happening. This encounter was Signet's first contact with the Union, and it would not be the last. She met a number of people that day, but of all the people she has met, Tuyi has not only been a repeat encounter, but her aid in saving Signet's life and the friendship she has offered since has been a light in the little beastkin's recently dark life.

Through the kind deeds and actions of those she has met in her travels, she started to become more and more confident to take on the world and to live the life of an adventurer... but the more she fought, the more she realized she didn't like it. She preferred to avoid conflict if she could help it, but sadly, not everyone felt the same way. She tried to resign herself to a life of hunting and caring for lost travelers, but when she finally worked up the nerve to visit the Glacier Mountains, she was happened upon by a patrol of Empire scouts, who did a good job of scaring her away from the life of adventure. And it wasn't because they were using armored horses or demanding answers from her... but it was because one of them told her that at some point, she will need to choose a side in the war. Signet wants to remain neutral, but to venture out beyond Port Lesicia, she was entering areas of the world that were in dispute between the Dynasty, Empire and Union, and being in those places would leave people wondering which side she's on. With a desire to avoid making such a decision, she felt it was wisest to return to Port Lesicia, where she could remain neutral as long as the city itself did.

### New Management

This time upon returning to Port Lesicia, Signet decided to pay a visit to the records office to declare herself, asking if anything remained of her family's winery or the tavern itself. The office informed her that since she had disappeared for so many months, they believed nobody of the family was alive to claim ownership of the property in her family's name (leading her to believe her mother perished as well). So any and all funds that would have been given over to her were instead used to help the city rebuild. She understood and was prepared to return to her old life, even if she didn't like it, but she was given another offer instead. As it turns out, the Foaming Flask Tavern was seeking new ownership. While it wasn't as big as the Westwind Winery, nor whatever assets she would have made if she hadn't disappeared, it was still something to start with, and the people of the city would no doubt appreciate having a place to take a load off once again. Signet agreed and, with the help of the city, she became the new owner and manager of the Foaming Flask Tavern of Port Lesicia.

Over the course of the following months, the Flask grew greatly in popularity... however, the popularity did come with some considerable downsides. While they were preparing all manner of specialized meals and drinks, they were also attracting all sorts of company... some more hostile than others. Alas, not everyone took kindly to some of the comments made by the more abrasive customers, and so fights started to frequently break out and the tavern started to become known as being more of a public fight club than a tavern. For this reason, Signet started enforcing a steep fee for fighting in her tavern, as well as threats of bounties if it didn't cease immediately. Once the fee was in place, the fighting slowly crawled to a stop and the business was allowed to flourish once more. It was a good few months and Signet was enjoying herself... but all good things must come to an end.

### The Battle for Port Lesicia

The Drow had amassed an enormous army that was marching on all of the holds for the factions of Lesicia. They started in the Glacier Mountains with the Griffin Empire, completely annihilating their keep and casting a meteor spell, which caused one of the dormant volcanoes to erupt and consume the land with fire. Retreating to the Sol Great Plains, the Empire coordinated with the Union and the two fought together in an effort to stop the Drow Army... but they failed, and the Union used one of their great weapons to consume the land with Overgrowth, which turned a great deal of the Drow to stone, but did not stop their army. They continued to march unto the De'Peche Forest, where they would battle the Lyllalean Dynasty, the remnants of the Empire and Union, and any brave souls who would join the fight. The last line of defense before the Port City would be targeted. During the battle for the Dynasty Keep, the Monsterkin city of Baklatavish was evacuated and survivors were brought through the portal to Port Lesicia. The Dynasty failed to stop the Drow and the horde continued to march on the Port City.

Recognizing that she could not afford to sit on her hands, and that her role as a barmaid wouldn't do anyone any good in the coming battle, Signet decided to join the Alliance in the battle to defend Port Lesicia. In the charred farmlands of Lesicia, the remnants of the Alliance faced the full strength of the Drow Army. Signet worked alongside the Union because she knew the most people from that faction, and she served as a bard, utilizing her musical talents to keep people in fighting spirits and to push on. Alas, because Signet is not built for combat, she eventually was bonked over the head (accidentally no less) and lost consciousness. When she awoke, she learned that the city had been saved and the Drow Army had been stopped... but a portal opened after the defeat of the Drow Leader, Gael... revealing a demonic presence as the true enemy and the bringers of war. Once their true enemy was known, the Alliance learned all too late that the war had broken out all over the mainland and areas they thought were safe were now fighting a desperate war for survival.

The Alliance heard of an island containing something of interest that might be their only hope for survival, and to potentially stop the forces of darkness doing battle on the mainland. They joined together with a fleet of ships and airships, gathering the supplies needed to make the perilous journey across the Krash Ocean.

The Alliance fought, bled, and some even died in an effort to save Port Lesicia... and knowing her home still stood because of the combined efforts of the Alliance, Signet decided to join the Alliance on the journey to this new land to repay the debt. They saved her home, so she will help them save theirs. She left the Foaming Flask in capable hands, then set out to journey across the sea aboard the ship full of Lesicians.

### Lavendeer Island

The journey went mostly as well as planned, with attacks from sea creatures and the Alliance needing to band together to protect the ships and ensure they succeeded in their journey... but after a week, there was no tower in sight and no end on the horizon. Suddenly, a massive storm engulfed the ships from seemingly out of nowhere. Heavy winds, massive waves, a complete downpour and bolts of lightning blasting down onto the ships of the fleet! Among the ships hit by lightning, Signet's vessel was hit and burst into flames. Signet was doing her best to help put out the fires and get people from below deck to safety... but disaster struck when a wave smashed into the vessel and caused it to lean heavily to one side, nearly capsizing. Because of Signet's small size, the force of the impact and where she was standing at the time, she was sent flying off of the ship and into the sky. Nothing she has ever experienced has ever come close to the fear she experienced in that moment, watching as the ships of the fleet became smaller and smaller while she flew further and further away, disappearing into the darkness of the storm and being swept up in the savage sea.

She later regained consciousness on the shore of an unknown island, which happened to be the island they had set out to find. While she was glad to be alive... the feeling of dread that came over her when the ships faded out of sight, the sensation of water filling her lungs, and the realization that she was going to die that night... is all a nightmare that continues to haunt her to this day. Sometimes when she goes to bed at night, she'll wake up gasping for air before realizing she's at home in bed. The nightmare reminds her of how her father died, being swept up off his feet by a Monster and being dropped over the city of Lesicia... it's a nightmare, but one that comes with a small benefit. Being frequently reminded of the horror she felt and being reminded of home is also reminding her of the reason she came out to the island in the first place; to find a solution to the problem on the mainland, and help the Alliance get their homes back.

## Personality & Beliefs

When she's happy, Signet goes out of her way to help people, cheer them up, put a smile on people's faces, and encourage interaction between parties. She hates to see people sad, and if there is anything she can do to help cheer them up, she will go out of her way to accomplish it (if it is something she's comfortable doing). Sometimes she gets a bit too excited and can come off as annoying, but if she begins to recognize she is the reason someone is upset, she is very quick to apologize and leave the person alone.

When she's upset, she is quiet and anti-social, avoiding groups and keeping to herself. Sometimes she will play a tune, sometimes she will sing a song to herself, and sometimes she will simply find a dark hole to hide in to get away from whatever is upsetting her.

Her experience in the tavern has made her very diplomatic, trying her best to keep a smile on her face and never show anyone she is angry or upset. If she needs to be upset, she removes herself from the public eye. She's been alone all her life and she's always handled her problems alone, so she will never seek out another to vent or share when she's bothered. If she does, it should be taken as a sign of trust or respect.

She is very independent and doesn't like having things done for her. She understands some things require a helping hand, such as forging a weapon or casting a spell (something that is beyond her), but if it is something she believes she is capable of, she doesn't like having her independence taken away from her. Again, being alone most of her life, she has grown to be very self-dependent.

While she is not a religious sort, she does believe there is something greater at work. A higher power? A god? An angel on her shoulder? Who knows. But she does believe there is something supernatural about the world; something manipulating events to happen the way they do, and nobody can really explain it or understand their motives.

She also (naively) believes there is good in everyone and she tries her best to see it. The only person, or creature, she believes is completely beyond redemption is whoever, or whatever, ripped her parents away from her.

## Appearance & Equipment

'Shortstack' comes to mind when referring to the arctic foxkin. Small enough for many to use as an armrest, the beastkin stands at only 4'3", but she has features that seem to belong on someone at least one or two feet taller. Her skin is light, but not pale, and her hair and fur are pure white, like fresh fallen snow. Her big, round eyes practically glow in the sunlight, shining like two perfect sapphire gems. She possesses a pair of short, fluffy ears that occasionally twitch when she is standing idle. Her eyelashes are big and bushy, almost giving her the appearance of wearing black eyeliner. She possesses a cute button nose and soft, gentle lips that are almost always curled into a friendly smile when she is caught looking at someone else.

Her shoulders are narrow, her arms are thin and her hands are small and soft to the touch. Visibly she doesn't seem to have any muscle, but with what she tends to carry around, it is evident that is hardly the case. Upon her chest are two hefty breasts that are each about the size of a cantaloupe. She has a narrow waist and a flat stomach, evidence of a healthy diet. From her waist, her hips and butt widen considerably, with her hips being wider than her shoulders and her butt big and round. Just above her butt and at the base of her spine is the beginning of her tail which, like the rest of her lower half, widens out considerably from the base to the tip. She often wraps her tail around herself to stay warm, or if she ever wants to take a nap and needs something to rest her head upon. The sensation of touching her tail is: "Soooo fluffy~!" She has big, thick thighs that, like her arms, seem devoid of any muscle, and her calves and feet share the same properties of her hands, being soft to the touch.

She has a tendency to sway her hips from side to side while standing idle. It's almost hypnotic the way she moves, drawing the eyes of those who get close to her.

She is devoid of any blemishes or scars, but she has a full body tribal-looking tattoo that, when she wills it, can be used for magical purposes. Currently she only uses the magic to make her musical performances more entertaining, but who knows what other powers she can unlock with the magical infusion in her flesh?

Her voice is Lisa Kelly from Celtic Woman. Example 1. Example 2.

Her outfit varies depending on where she is. When she is serving customers and trying to be a good host, she typically wears form-fitting dresses with colors that compliment her eyes or hair. She likes to wear clothing with lots of color when she is socializing, feeling that the right colors do well to keep people happy. But when she is adventuring, she dresses for the environment she plans to spend the most time in. Forest? Light and airy, avoiding anything that can get caught on branches or weigh her down. Desert? Similar to the forest, but also combined with something to protect her from the heat and sunlight. Snow? Heavy clothing that covers her entire form. And she will always wear face protection and eye protection so the environment doesn't blind or choke her.

When she is dressed to impress, she doesn't keep weapons on her person, believing they will unsettle most people. But when she is out in the wilds, she carries with her a dagger, a bow, a quiver of arrows, a chopping axe, and a walking stick that can be utilized as a weapon if need be. In the wilds, she will also carry a number of supplies, including a fur tent, bedrolls, fishing pole, some dried grass, her musical instruments, and cooking supplies. She carries her entire world with her; someone once referred to her as a 'hermit crab' because of this.

## OOC Information

**Evolution of a Character:** Initially I created Signet with the idea that she would be a super energetic, hyperactive little adventurer with dreams of living in the wilds. I also wanted her to be a social butterfly who befriends people and brings people together. Now while some elements are still there, she is no longer hyperactive, having become rather soft-spoken and passive. She dislikes fighting and tries her best to avoid it, making her a bit of a dedicated Barmaid rather than a fighter or mage. She fights if she has no other options, and even then, she lacks skill with a blade. She's becoming less and less a fighter with each passing day.

So while Signet is no longer hyper or a fighter, she's still a social butterfly who wants to bring people together. Her being in a role where she can approach people to serve them, or bring people together (hosting parties, posting jobs, etc.) is extremely ideal to me and I'm looking forward to the future. And hopefully Signet will continue to tell me what kind of a person she is.

**Desired RP:** As suggested above, I'm not really into the idea of combat with the character. Having a nice conversation, doing a task that involves something such as solving mysteries or simply performing menial labor, it's something more for what the character is centered around. Adventures are fun though, and I can always RP Signet as being the pack mule who carries the lanterns, the rope, and generally makes sure the rest of the team / fighters are well cared for during their trip. And of course, since she's a bar maid, entertainer, and otherwise someone who tries to get people to socialize and interact, events involving parties or group get-togethers greatly appeal to me.

While I understand the sim is an adult sim, ERP isn't really a high priority for me. I mean if Signet meets someone who she really grows to care for and their relationship leads up to that, then by all means... but she's not the kind of character who is interested in one-night flings or bedding the first person she meets.

**Vague RP Information:** I've been role playing for far longer than I should probably admit, and in the time I've been playing, I (like many people) have developed preferences for how I go about it. In Second Life, we have titlers, RP huds, and all kinds of systems that make RP information accessible in the game itself without having to rely on external websites like Carrd or Refsheet. But I'm one of those players who doesn't like to make everything available in a titler. I keep names vague, I make my characters appear to be something when they're actually not (such as dressing up as a Knight, but being a Rogue), and in general I like to keep the player guessing. Even when it comes to my character's name. 'Outlander' is what I go with, so then when people actually learn my character's name, they greet them as such. But if they forget my character's name, then they can ask again IC. I feel like this is a very relatable thing, because in real life, people forget each other's names all the time, and I like to bring out that kind of relatable RP because, even in RP, your character won't always know everything and they'll slip up from time to time. Even the smallest things, like forgetting a person's name, can show that our characters are still fallible and reminds us that our characters aren't always perfect. It's a small thing, but it can mean a lot. So I will always do what I can to keep you, the player, guessing so that your character responds to the information provided to them, and see how you rely on your memory and intuition when role playing with me.