From: l2wang@napier.uwaterloo.ca (  Lei Wang  )
Subject:  CHARACTER:  Carlene the Rose   The Intrigue
Keywords:  carlene rose character intrigue blonde
Organization: University of Waterloo
Date: Fri, 31 Jul 1992 11:59:08 GMT

    Well, here's something interesting, but you may find more than what 
you asked for.  (character also submitted to tybalt.caltech.edu via ftp)

AD&D 2nd Edition Character, based in the Forgotten Realms Campaign Setting.
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                             _______________________
                            /                       \
                           (    Carlene the Rose     )
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===============================================================================

  You will underestimate her.

  Not for long, though.

  It's irresistable to do so in one's first encounter with Carlene.  The
supple skin, milky white, the long legs, more so seen due to her 
preferece to wear little, the short blonde hair with the barest hint of
fiery red, so silky and full that you can just feel it in your hands.
  And that face.  No one can look at that face passingly without giving it
a second look, taking in its beauty, which outshines many famous faces in 
the Realms today.
  That appearance has set men on fire, and women in awe.

  Women this pretty don't come with brains too, do they?

  She moves with grace, with no effort at all, mimicing the tiger that lopes
along with her though her adventures.
  She has manners and etiquette rivaling the training of noble daughters.
  
  Women this feminine can pack quite a punch, also.
  The sabre causally hanging by her side might remind of her skill, and
the steel-knuckled punching gloves that she wears might remind you of
that more, but you'd never guess how much.

  Sorry.  She's Blonder than the usual blonde, more Intelligent than that
6th level mage next door, Stronger than the bouncers in your local bars,
and more Beautiful than many princesses of kingdoms.

  Roses are a sight to behold.  Get too close, and try to handle it without
utter care, and the thorns will more than sting you.

  She is probably born of a rich family in Calimport, which provided her the
excellent education.  She has long left that family, however, and has been
on her own to learn the world.  Trying different approaches to learning,
she has finally settled on one:  That of the Swashbuckling Rogue.  She
is already good in almost every aspect, but she strives for perfection.

  Of course, having a little fun on the way there is not against any of
her list of things.  Not by a long shot.


  ---General Abilities---(Background at the end)

Alignment:  Chaotic Good     Race:  Human   Class:  Fighter,
                                               then Mage,
                                               then Swashbuckler Thief

  Level:  8/10/13       Homeland:  Calimport(Extremely large city south of 
                                            Waterdeep on the Sword Coast)

  Sex:  Female   Age:  Physical Age 23, due to perhaps magical youth
  Height:  5'10"       Weight:  145 lbs
  Hair:  Blonde with slight traces of Fire
  Eyes:  Green   
  Apearance:  Unforgettable

Str:  18/92  THit: +2  TDam: +5  Wgt: 235  Press: 380  Doors: 15/3  BBLG: 35%
Dex:  17     Reaction/Missile Adj:  +2  Defense Adj:  -3
Con:  16     HitPoint Adj:  +2  SysShk:  95%  ResSur:  96%
Int:  17     Languages:  6  SpelLvl:  8  Learn:  75%  Spell/Lvl:  14
Wis:  13
Chr:  18     Max H: 15  Loyalty Base: +8  Rctn Adj: +7(+9 to Humanoid males)

Max Hit Points:  90  Experience:  (131,270/255,005) 642,722

---Equipment---
Protective:  Bracers of AC 2,
             Ring of Shielding:  Improves AC by 3 against melee attacks,
                                 Improves SavThrows by 3 in applicable 
                                  situations,
                                 Improves AC by 4 against missile attacks,
                                 grants a saving throw vs. each Magic Missile.
             Ring of Warmth:  Regenerate Cold Damage at 1/turn, takes -1 per
                              die of cold damage, +2 to saves vs. cold, keeps 
                              the wearer warm in all natural conditions.

AC -4 (2-3(ring)-3(Dex) = -4)


Misc:  Thieves Picks, Silk Rope, 100', Chisels, Soft Foot Pads, Caltrops(100),
       Listening Cup, Clawed Gloves/Boots, Death Knife, Magnifying Glass,
       Flash Powder(3 lbs), Crowbar, 4 quivers(24 arrows), Climbing Dagger,
       2 week iron rations, 4 waterskins, Silk Cloth, a roll of 4'x10'.
       Small Blouse, Triangular Shorts, Small Skirt(small), High Low Boots,
       3 other sets of similar outfits.

Treasure:  Necklance of Diamond(6000 gp value)
           A pair of Gold Rings(500 gp value)
           Spiked arm Bands(Quartz doted)
           Fire Opal Circlet(1000 gp) with Pearly White Ioun Stone set.
           Headband, with embedded Diamond, which is a Periapt of Mind
             Protection.
           A pair of star saphire Earrings of Comprehension.
           A silver pin of the crescent moon, symbol of the Harpers.
           100 pp, 343 gp, 20 sp, 33 cp.

Magic:  4 Extra-Healing potions, Bag of Holding, small, 250 lbs.
        Earrings with permanent Comprehend Languages.
        Small Girdle of Many Pouches, but this one only has 16 containment
          pouches.  It is only 2" wide, though.
          In it are her spell components.  Other than the ordinary kinds,
          it contains 500 gp worth of powdered amber, and 1000 gp worth
          of diamond dust(5 applications for stoneskin)
          The thirteenth pocket contains nothing, but when opened, a Glyph
          activates, and Feather Fall comes into effect in the normal
          10' cube centered on the hand that opened it.
        Periapt of Mind Protection:  When worn upon the head, this magical
          gem guards against external magical attempts upon the wearer of 
          controlling, altering, or charming her normal state of mind.
          It grants a +5 in terms of savings throws, and enables a normal
           unmodified saving throw when none is ordinarily allowed.
        Pearly White Ioun Stone:  regenerate 1 hp/turn.
        Scrolls:    Disintegrate(at 15th level)
                    Dispel Magic, Cloak from Undead, Haste.
                    Knock, Strength, Wall of Force.
                    Animal Growth, Leomund's Secure Shelter.
        Blue Tattoos of inlaid rose and fine lines, covering half of her sword 
          arm.  These radiate magic when detect for, but other than their 
          extreme detail and uniqueness, they serve no apparent purpose.
        4 Continual Lights:  2 on Platinum Coins, and two on a dagger 
          and its sheath like so:  One continual light is on the tip of
          the dagger, and one continual light is cast in the end of a
          larger dagger's sheath.  The dagger is put into the normal sheath,
          which fits snugly into the larger sheath.  So in effect it's a
          dagger in two sheaths.
          Now, if Carlene draws the dagger, she has a beacon of continual
          light, lighting 60' in all directions.
          If Carlene draw the dagger along with the smaller sheath, the
          larger sheath can now function as an improved bull's eye lantern
          (a flashlight), since the continual light is cast inside and
          at the end of the sheath, permitting only one direction of 
          illumination.
          This dagger within its two sheaths is strapped to her left leg,
          within easy reach.  (the dagger is a Main-Gauche with the blade
          made of silver coated mithril and without the large quillons or
          hilt, a gift from a friend up north)

  ---Spell Use---

Spells in Spell Book:

Level 1:  Detect/Read Magic, Color Spray, Magic Missile, Friends, Light, 
          Burning Hands, Spook, Alarm, Chill Touch, Wizard Mark, 
          Identify, Enlarge, Refresh(researched).

Level 2:  Continual Light, Invisibility, Mirror Image, Summon Swarm, Web,
          Leomund's Trap, Strength, Darkness, Cloak from Undead, Clean
          (researched), Magic Mouth, Knock

Level 3:  Dispel Magic, Fireball, Monster Summoning I, Haste(Only in dire
          emergencies), Lightning Bolt, Wraithform, Slow, Hold Person, 
          Leomund's Hut.

Level 4:  Phantasmal Killer, Stoneskin, Polymorph Other, Dimension Door, 
          Fire Trap, Sepia Snake Sigil, Fumble, Emotion, Leomund's 
          Secure Shelter, Magical Mirror(though she does not normally
          bring the mirror on her travels)

Level 5:  Hold Monster, Wall of Force, Presper's Moonbow, Passwall,
          Fabricate, Shadow Door, Glyph of Protection, Teleport.

  Clean, 1st level Wizard Spell

(Alteration)
Range           :  Touch
Duration        :  Instantenous
Area of Effect  :  One person/creature
Casting Time    :  4
Components      :  V,S,M
Saving Throw    :  Negates

  This particular version of Clean was researched by Carlene a few years
earlier in her career, to maintain her appearance with care.
  When cast, the recipient is immediately relived of any dirt or filth
from the body and clothes.  The skin is softened as if washed by the
finest soap and spiced perfumes.  The hair is set back to a current 
fashionable style as envisioned by the caster.  These effects normally
last until nature takes its toll upon the recipient.
  This spell also has a 5% chance per level, applicable once, of cleaning
the recipient of any non-magical skin disease or parasites.
  The material components are a small piece of soap and a fairly freshly
plucked rose or similar flower.

  Refresh, 2nd level Wizard Spell

(Alteration)
Range           :  Touch
Duration        :  1 day + 1 day/level
Area of Effect  :  One person/creature
Casting Time    :  1 round
Components      :  V,S,M
Saving Throw    :  Negates
Reversible

  This spell has an initial effect exactly like that of Clean.
  In addition, Refresh keeps the recipient in that condition for the full
duration of the spell.  Thus, any dirt or odor would simply not find a hold
upon the person.  One could survive downpours of rain, wading through mud,
and walk through a sand storm with one's clothes clean, skin fragrant, and
hair in place(after a pass of the comb or two).
  The spell also prevents the recipient from contracting any of the common
non-magical contagious diseases, keeps wounds from inflamming, and 
blocks the sun's UV rays :).
  The reverse of the spell has all the effects you wold expect:  attract
dirt and filth, etc.
  The spell components are a piece of soap, a small sheet of silk, and
a fairly freshly plucked rose or similar flower.

  She has five travelling spell books, one for each of her usable levels.
These books are well stocked with traps, Sepia Snake Sigils being the most 
common.  All her other prized possessions(Jewllry, Weapons, Magic Items) 
are also well protected.
  More than once has a thief tried to lift an item off of her, only to
be encased, frozen, in a green sphere, after hearing the words 'U can't
Touch This' spoken aloud from the Magic Mouth.
  One of her favourite magical traps, taught her by one of her friends
in Immersea, is an intricate Polymorph Glyph.
  Example:  A thief filches and tries to open her purse.  Upon opening
the purse strings, a Magic Mouth whispers "One who opens Carlene's purse
without consent makes an ass of itself", and a Polymorph Other spell goes
into effect, and the thief must save vs. spell or be turned into an ass
(female burro, or pony).  Successful save means that the thief has dropped
the purse before the spell activates, and the spell is not set off.
  This glyph is avoided by whispering the command word before touching/
opening the protected object.  This command word is usually something 
Carlene chooses out of fancy, perhaps "lullaby", or "bounce".

  She also has, of course, full spellbooks stashed away in a safe location,
in case of emergency.

  Spells normally memorized(when encountering her in an adventure, tavern,
or some such place):

1st Level:  Color Spray, Magic Missile(or Enlarge), Alarm, Detect Magic.
2nd Level:  Mirror Image, Web, Summon Swarm, Invisibility.
3rd Level:  Hold Person, Lightning Bolt, Fireball.
4th Level:  Dimension Door, Fumble.
5th Level:  Teleport, Hold Monster.

Clean:  As always.  Once a week or so she recasts the spell.
Stoneskin:  If she is expecting trouble, as there is almost everywhere(men
            trying to rob her, dragons wanting to taste her), she would
            have this in effect.  The first 6 physical attacks will be
            nullified.  It is quite costly, though, and she doesn't think
            it worth the diamond dust to be convenient.

  Note that a Dispel Magic will do many annoying things, like the possibility
of dispelling the stoneskin, clean, or some of the protection on her
jewelry, and she would have to recast all of this.  Therefore she will
go to great length to annoy(a mild term) the person who offends her such.

  She is also in constant search for a Ring of Wizardry, as it will greatly 
enhance her abilities.  She has looked high and low, but has not found one
yet.  It would be highly valued by her.

  ---Animal Companion---

  If one does not take Carlene seriously in the beginning(a mistake
already), one would do so upon seeing her pet cat.
  A small one, of course, but only campared to the king of the displacer
beasts.

Boo Boo (appropriate name)

Northern White Tiger(comparable to the siberian tiger)
Intelligence:  4(one of the smarter ones)
Alignment:  Neutral(and loyal)
AC 5, HD 6+3, 43 Hit points.
THAC0 13,  Claw/Claw/Bite, d6+1/d6+1/d10+2
           If both front claws hit, victim suffers an additional 4d4+2 
           damage from both rear claws.

Size Large, 10 feet. (lions average 6 feet long, common tigers 7 feet)
Weight 550 lbs(lighter than a suit of full plate, eh?  :)
Can stalk in complete silence, surprised only on a 1(of d10 dice)
Can leap 15' up or 40' to 50' forward to attack.
Movement is only 15 on a leisurely stroll, but if a common house cat can
sprint at 25 miles an hour...

  Basically, you don't want to get in Boo Boo's way(much less Carlene's).
Carlene found Boo Boo as a new-born in the cold wastelands north of the
Spine of the World when both her parents were killed by her hunting party.
Feeling sorry for the little cub, she has taken it into her personal care 
ever since.  In the 5 years since she has taught it many tricks.  Boo Boo
inspired her, in turn, to take on the life of a stalker(Boo Boo, and
the fact that she likes her own physique, and doesn't want to see it
go out of practice, forever chanting spells and studying books).
  After these many seasons, many storms, and many adventures on the road
together, the two of them have become inseparable.
  The tiger normally hunts for itself in the wilderness.  In cities and other
civilized areas, Carlene buys meat for the cat to eat.
  As all such wild cats, Boo Boo eats about 1/10 of her body weight worth,
then does not have to eat for at least another week or so.  Boo Boo 
has acquired a bit more of a regular diet, though, staying with Carlene.
  Boo Boo's favourite meat is deer, closely followed by beef, but
hates pork.

  ---Weapon Combat---

Weapon        #AT +Dam   THAC0   Damage      Range     Size  Type  Speed
--------------------------------------------------------------------------
Sabre +3,
 Frost Brand   2  +10      2     d6+1/d8+1               M     S     -1
Cestus +1      1  +12      4     d4/d3(Punching Special) M     B      0
Main-Gauche    1  +5      11     d4/d3                   S     P      0

  Note that she normally uses two weapons, the sabre in primary hand and the 
punching glove in secondary.  So she is able to attack three times a round,
two with the sabre and one with the cestus.  A main-gauche can be
substituted for the cestus.
  The sabre is her chosen weapon as a Swashbuckling Rogue, so she has 
fighter THAC0 when using it.
  She has a pair of cesti, of course.  Sometimes she just sheaths her 
sabre and fights barehanded(with or without the Cesti)

Weapon        #AT +Dam   THAC0   Damage      Range     Size  Type  Speed
--------------------------------------------------------------------------
Cestus +1      3  +12      2     d4/d3(Punching Special) M     B      0

BareHanded     3  +11      3     See Punching Chart      M     B      1

  The lowered THAC0 above is due to her +2 to hit bonus from Tumbling,
in unarmed combat.

  The Frost Brand gives her protection from fire.  Normal fires(
bonfires, burning oil...) has no effect on her.  If the sword is thrust
into these fires(including Wall of Fire), the fire has a 50% chance of
being extinguished instantly.
  Extremely hot fires(dragon breath, fireballs) are saved against with +4,
and are reduced by -2 per die of damage.

  The sabre is also intelligent, but barely so:  Intelligence 13, 
semi-empathy, detect secret doors 5' radius, Ego 4.

other weapns:
Weapon        #AT +Dam   THAC0   Damage      Range     Size  Type  Speed
--------------------------------------------------------------------------
Long Bow                                                L
  Sheaf(50)    2   +5      9      d8/d8     5/10/15           P      5
+1Sheaf(22)    2   +6      8      d8/d8     5/10/15           P      4
+3Sheaf(3)     2   +8      6      d8/d8     5/10/15           P      2

Lasso          1  Special  9     Special     1/2/3      L  Special   8

  The Long Bow she built for herself, and it takes advantage of her 
great strength.  She loves to use sheaf, the heavy arrows with razor-sharp
edges.  She can fire them with such force that an arrow can pierce one
leg of a mounted rider, through the horse, and pierce through the other
leg of the rider.
  Since she is quite proficient with ropes, she has learned to use them
to loop branches, windows, even people, with quite an accuracy.
  Note that the THAC0 of the lasso should not apply to the normal AC
of an armored opponent, since armor in this case does not serve to 
avoid the hoop of the rope.

Saving Throws:  10/8/9/12/9  which do not include Dex(+3), vs. Fire(+4),
                             Ring of Shielding(+3), vs. Enchantments(+5),
                             vs. Cold(+2)

Thieving Abilities:  Backstab x5 (though she likes to give her opponents
                                  a chance to prove themselves)

     Pick Pockets:  65%
       Open Locks:  90%
Find/Remove Traps:  90%       (These include all modifiers, including
  Hide in Shadows:  95%         those from special equipment)
    Move Silently:  95%
     Detect Noise:  80%
      Climb Walls:  95%
   Read Languages:  40%

  As you can see, she is just about the best in almost every category, 
and believe me, she has gone through quite a lot to attain this perfection.
  Her great dexterity, many thieving tools, and unarmored condition
add to her already great abilities.

  ---Proficiencies---

  She has acquired many of these, having had to learn new ones each time that 
she started a new career.  This has benefited her in the long run(though
it was quite tempting at times to neglect her training status and use
abilities from a previous career just once).
  She is now well rounded, wise in many areas of living.  Her high 
intelligence also helped her, as it helps her in many other ways also.

  Weapon:

Punching(6)  She is one of the most skilled boxers on the Sword Coast,
               though you'd be very hard pressed to believe that judging
               from her outward appearance.  While using the punching
               charts from the PHB, she has a +6 chart bonus in selection
               of effects, in addition to the THAC0 and +Dam noted above.

Medium Blades(allows her to use any medium sized blade)
Sabre Specialized
2-W style
Lasso
Main-Gauche(Swashbuckler dagger)
Long Bow

  Non-Weapon:

Animal Handling
Etiquette
Tumbling
Rope Use
Blind-Fighting
Endurance
Appraising
Cooking
Juggling
Hunting
Riding, Land-Based
Dancing
Singing

Secondary Skills:  Reading/Writing, Weapon Craft(Bowyer/Fletcher, plus
                                                 common melee weapons)

  ---More Background---

  Carlene is now becoming renowned in those places that she visits often,
and is remembered well even where she has only been to once.
  Her sweet personality and daring courage has charmed many, and her
unwavering grace and enlightening morals has acquired her many faithful
friends, peers, and companions around the realms.  
  She visits these friends as often as she is able, and maintains 
communications with many during her travels.

  On appearances:  She is perhaps outwardly flashy, with her skimpy 
outfit, twinkling eyes, and energy in every step.
  She often do things just for the thrill of it.  Just for the fun 
of it.  Some may comment that she is a bit reckless at times, but always
commented with a merry tone.
  She does make a hell of a travelling companion, though, as she is
always there to lift the party's mood when the spirit is down, and
lift them even further when the spirit is up.  One would never be 
bored when travelling with her, as she can always come up with something
for entertainment.  Although she does not play any musical instruments,
she has a voice that is ever so clear, and she can dance into the fore
at any celebration.
  Too full of energy, perhaps.
  She does have a serious side that considers situations with a calmer
mind, but this is carefully hidden, and rarely shows on her outward
demeanors.
  Life is here for us to enjoy, Carlene says, so why not make the most
of it?


  Further optional background information of Carlene the Rose from the
Forgotten Realms Campaign Setting:


  Carlene is a special girl.
  Yes, you can tell that she is special from first sight.  You'd swear
that there could be no other like her.

  But she may be more special than you think...

  There are certainly many very remarkable things about her, some of
them actually quite puzzling, even to herself.

  First of all, she is remarkably young.  Actually, until very recently
she was quite unsure of her own age.  Most outsiders, when she asked them
to judge her age(she had to convince them to be honest), would place
her at the very early twenties, and some even judges her to be of the
very late teens.  Mentally wiser than most, she has gone though three 
careers.  Yet when consulting an oracle at the Temple of Gond five years
ago, she has found her physical age to be 18 then.
  (the answers were quite ambiguous.  The first question, "When was 
I conceived of my father and mother in joyous union", failed to bring an 
answer.  After the clerics reluctantly refunded half of her donation,
the second question, "How old is my flesh and body" brought an answer of
one year.  The clerics again reluctantly refunded half of her donation,
blaming it on the failing powers of the priest doing the divination.
The third question, "How old do I look, damn it?!"  brought the sought
after answer of 18, which everyone was finally satisfied by.)
  But 18?  She was already an excellent warrior and magic-user 5 years ago, 
when she found Boo Boo with her adventuring party.  Having quaffed no youth 
potions(that she knows of), that would make her a knowledgable gal indeed, 
at such a young age.

  "Don't you know your own age?" people ask her.  Well, she doesn't.  She
actually does not remember much of her childhood at all.  This was perhaps
due to an accident 6 years ago, of which she remembers quite clearly.

  She woke with a headache to the feeling of being prodded gently.  She
discovered that she was lying on her back beneath a tree, with a large
bump on the back of her head.  A tiny horse, only a half a foot tall
at the shoulders, was sniffing and nudging her hair.  Getting groggily
up, and getting a bit better oriented, she discovered that she was 
in the middle of a farm of sorts, full of these little full-grown animals
of ridiculous size.  Horses and Cows were the size of house cats, and
chickens there were, of the size of field mice.  Nearby on a post was
the sign which reads, "Efficiency Experiment Involving Reduced Livestock
Achieving the Waning of Resource Depletion(EEIRLAWR) in progress.  Please
do not pick up and overly pet the animals".
  Looking down at herself, she found a scarlet cloak with gold lining, 
jewelry dangling from every button, over a silk blouse and black silk
undergarments.  Padding over her pockets, (discovering that the robe had 
many of them), she found bat droppings, a small bag of sand, some 
mistletoe... various spell components.  Strapped to her side was a fine
sabre, and on her hands were studded silver gloves, of the kind used by 
gladiators.
  Strange indeed.  That bump in the back of her head must have given her
quite a case of amnesia.  As she can feel the familiarity and balance
of the sword, the well-fitting of the cesti, and the familiar scent of
the spell components, she does not remember anything at all about where
she had learned these skills.  In fact, she doesn't remember anything 
specific at all.  It's like the feeling that she's just gotten up from
dreamless sleep, on the edge of consciousness:  she is quite self-aware,
and as she trys to remember who she is and where she is at, she would 
wake completely and remember.  But tries as she might, she can not force 
herself to remember.  It's like she can not force herself to wake completely.
  While pondering over this, she suddenly heard a shout directed toward
herself.  Looking in that direction, at the entrance to the small animal
farm, was a figure wearing robes and a long white beard, waving excitely
at her.
  The man introduced himself as Marlow, of the Harpell family, whose
estates cover the dozen acres or so of land that she is standing on, which
reside in the village of Longsaddle.
  Neither the family name nor the village name rang a bell in Carlene, so
she tried the best she could to explain her situation:  quite confused.
  Well, the Harpells turned out to be a family of wizards(meddling in 
many paths of the Art) who are very friendly and curious as general
traits.  They were very sympathetic about her situation, and tried their
best to help her regain her composure and memory.
  A few days passed in the Harpell mansion, and everyone was buzzing about
the beautiful newcomer that had so mysteriously appeared.  Carlene's
memory did not return(as most cases of amnesia does, she was told).
  Anyways, these were the few things that they were able deduct:

  1.  Carlene was probably magically teleported near the vicinity, but due
to the unfamiliarity(noone in the village has seen her before), she erred,
  2.  and appeared high, off the ground, above the tree, perhaps.
  3.  Falling from such a height, and breaking a few branches on the way
down, she landed not-so-gently, bumping her head and causing the amnesia.
  4.  From her dress and apparel, she is apparently skilled in the fighting
profession and the wizardly profession(rare indeed, especially among humans).
  5.  There were a few objects in her robe which were tucked in a secure pocket
as though they were very valuable to her.  These were a small brooch and
a silver hairpin.  Both, it was found, were objects of art, commonly found
among the rich and noble of the large cities(the objects were apparently
made in Calimshan).  Add to this Carlene's milky white skin, completely
free of scar or wear, it is obvious that she is some person of important
from the southern city of Calimshan, perhaps of a royal family.  The 
intricate blue tatoos that she has drawn on her sword arm were also quite
something:  they were not only extremely detailed but were magical also, and
this must mean that she was also someone quite important.

  They were not much, but they were all the clues that Carlene had about
her past years.
  A strange beginning, and anyone else except other than Carlene would have
despaired as the weeks passed and still no one could find clues as to her
origin.  There were no missing princesses in Calimshan, and no one there
has heard of a person matching Carlene's exact descriptions(it's a huge
city...).
  Carlene took it all in stride.  Instead of searching the past, she
sought to make the best out of the present.
  She accepted the Harpell's offer of joining their clan until further
information turns up, and put all her energies into finding her potential.
  She turned out to be quite a wizard, able to chant complex spells with
ease.  With no spell book of her own, the family provided her a few spells,
and she learned these with ease and asked for more.  Soon she was able to 
keep up with the most heated wizardly debates, and contributed much to them.
  What was more amazing was her physical prowness.  She was stronger
than most in Longsaddle, population 500, men and women alike.  The 
strongest man, who has worked hay and lifted logs most of his life, 
could only manage a tie in armwrestling with Carlene, and that only 
because Carlene had tried and bested ten men in order just before him.
She was amazed at her own strength.  Those fists of hers also pack quite
a punch, and she once knocked a warhorse senseless with one swing of her
arm when it bucked and tried to trample her.

  That year in Longsaddle turned out to be quite a year.  Everyone was 
the better for her presence.  When she finally decided to gather her
things and venture out into the world again in search of adventure, 
children wept for the absence of her enchantingly told tales, adults
sighed for the lose of her songs and her dance(a few almost-broken 
hearts also, alas), and the Harpells shoke their heads sadly for the
lose of her uplifting personality which has been a light in the mansion.
  But she had to move on.  There are many wonders to be seen, many sights
to behold, and many mysteries to solve, not the least of which was that of
her own birth and origin.

  Many wonders she did see, and many sights she did behold.  Many 
mysteries of the world she did see revealed.

  Here's a few pieces of the puzzle:

  Friends she found many, and enemies a few(who could come to dislike
that face?).  The enemies, though, could never catch up to her when they
tried, though powerful magic some of them did wield.  Carlene, and those
that she travels with, seems to be cloaked always in magical fog, when
detection spells are cast seeking information about them, for good 
or for evil.

  She never did get her memory of her youth back, and never did find
her parents in Calimport nor anyone there who knew of her.

  Though the only thing that she did remember about her youth was her
name( the Rose was added during the stay with the Harpells), she had
always had a thing about the lucky number Thirteen.

  Since joining the Secret Organization of the Harpers, she has met many
of the top agents working for the common good in the realms.  Among these
were the halfling bard Olive Ruskettle, who knew more than she told; 
the sell-sword Alias, who looked quite... familiar, and the Nameless Bard,
who was a mysterious but delightful man altogether.
  To name a few other good friends that she has met on her travels, there's
Alustriel the Lady of Silverymoon, with whom she has found much in common
and has had fun times together;  Drizzt Do'Urden the Drow Elf, who was 
amazed(Alustriel is a bit jealous here) to discover someone at least his 
equal in dazzling swordsmanship;  Artemis Entreri, of which a passing
moment in Calimport was... quite insightful;  and Thomas....


  Anyways.
  Some might ask, "Is there a man in her life?"

  (Ha!  Does she need one at all?)
  Well, she has become extremely independent, and only someone stronger than
her, more intelligent than she is, more skilled in his profession than she is
in hers, as handsome as she is beautiful, more wise in the ways of living, 
possessing of the same bounce in his step as she does in hers, and has the 
same set of moral values as she does might, possibily, earn her rightful 
admiration.

  But where in the Realms can such a person be found?

  Where indeed..


*******************************************************************************
*******************************************************************************

  Well, if you hadn't known who she was at the first hint of blue tattoos or
the mere mentioning of the number Thirteen, you wouldn't know her.

  But you would like to find out, wouldn't you?

  For the story of the perseverance of spirit, the battle of powers, the
pocket of the little ass, and the tragic creation of the Nameless Bard,
read the Forgotten Realms trilogy The Finder's Stone, which begins in Azure
Bonds and continues in The Wyvern's Spur.  
  (The third book, the Song of the Saurials, I found not as entertaining.
It forced a continuation of the story, but didn't really contribute
to the plot)

  For the tale of dazzling swordsmanship, endearing friendship, deadly shadows, 
poking noses of the Harpells, and most of all the struggle of the morals, 
read the Forgotten Realms trilogy The Icewind Dale, beginning in the Crystal 
Shard, continuing in Streams of Silver, and coming to its climax in The 
Halfling's Gem(the battle goes to one side, but the war wages on).


  On the number thirteen:  could Phalse(true:) imagine so?  Where had he
gotten the components?  Any particular reason he should save the best for
last??  What exactly did Dragonbait do?  There were twelve bodies, and
only 6 souls in the Citadel of White Exile.

-- 
l2wang@napier.UWaterloo.ca
ooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
ME:  Univ. of Waterloo  YOU:  Huh?   o=> ME:  in Canada,  YOU:  Huh?
ME:  in Ontario,        YOU:  Huh?  /o/  ME:  up north!   YOU:  Aaaaaahhh...
ME:  near Toronto,      YOU:  Huh? ==o                                    Huh??
Xref: sparky rec.games.frp.dnd:2169 rec.games.frp:24337