@Device(PostScript)
@Make(Report)
@Style(Spacing 1.5, Leftmargin 0.75 inch, Rightmargin 0.75 inch,
       SingleSided, Font = TimesRoman, Size 10)

@comment(Set these values appropriately for each character profile)

@string(name="Rosemary Sweetwater ")
@string(realname="Rosemary Sweetwater ")
@string(playername="Player Name")
@string(id="873893")

@include (/mit/abstract/Characters/Sheets/cover.mss)



@MajorHeading(@value(realname))

After all these years of preparation, the goal is finally within your
reach!  The vision of the return of the Clearstone Clan, however far
in the future, is finally coalescing.  While you will not live to see
their dominance, your work will pave the way for the supremacy which
is their birthright.  This supremacy was almost attained through your
ancestors.  It's been 300 hundred years since your heritage was robbed
from you, as the other clans would not accept the inevitable.  They
attacked your clan in cold blood, wiping them out.  Well, almost.

Some of them survived, going into hiding.  The information they held
was passed through the generations by word of mouth, and now lies on
your shoulders.  As far as you know, you may be the last remaining
descendant of the Clearstone Clan, thus the only bearer of this
knowledge.  The Iron Gauntlet has been overly efficient in the hunting
down and killing of the few Keepers of Forbidden Knowledge, as you
have been named, as the knowledge of the secrets of the Clearstone
Clan is forbidden to outsiders, and certainly if anyone learned that
you possess such knowledge, the Iron Gauntlet would hunt you down
also.

This knowledge taught to you by your parents is very potent magic.  It
is far more powerful than anything in use today.  Due to the problems
in transferring information by word of mouth, much of the lore has
been lost.  Your parents once told you that at one time an adept among
the Clearstone Clan had the power to level Clearstone Mountain.  You
long for such power, but this information has been lost to time.  The
power you do hold, though, is significant.  

Through your actions as Clasp senator, you've passed an intiative to
temporatily legalize magic for the duration of the war.  You wish to
make this more permanent.  The legalization of magic will be the first
step in the return of the Clearstone Clan through your descendants.
To do this, you need the support of the other Clan senators.  Victor
Greystone helped you pass the first initiative, using the arguments
that the Realm had the Wizard's Conclave, and magic was needed to
defend against their attacks.  The resolution passed unanimously, but
there was much flamage among all the Clan representatives, so you get
the impression that after the war, the policy on magic will go back to
what it was before, which should be avoided at all costs.  You feel
that the senators must be convinced that this resolution must pass,
whether through logic, or possibly blackmail.

Though Victor helped you before, you do not like him one bit.  He
caught you casting a spell once, and called you a witch.  While you
are technically a member of the Sweetwater coven, you are most
definitely not a witch!  Either way, you do not want it commonly known
that you are a witch, especially with the Iron Gauntlet around, and
you don't want the Left Hand (The name of the Sweetwater coven) to
know that you aren't really a witch.  For all you know, the Left Hand
may have been in on the massacre of the Clearstone Clan.  Despite this
possibility, the current Left Hand has been as close to family as you
can get.  When your parents were killed by an Iron Gauntlet patrol,
Iris and Jasmine Sweetwater took you in as an apprentice.  They saw
the magic ability in you, and indoctrinated you into the ways of the
Hand.  You've been accepted as a valued member, especially since the
legalization of magic, which makes them alot more safe, though they
still remain a secret organization, waiting to see how things work out
after the war.  Maybe you will make them members of the Clearstone
Clan if magic is legallized for real.  They would make good allies.

As a member of the Left Hand, you have many duties on the Castle.
Besides your various lobbying duties, you are on the lookout for a
former Rose Warrior that goes by the name of Lord Soth.  He seems to
have stolen several items from the Left Hand which Iris is very eager
to recover.  As she is the head of the Left Hand, thus technically
your commander, you tend to follow her directives, but you are the
head of the Sweetwater clan for all intents and purposes.  Thus, you are
looking for a teleport stone (which appears a multi-faceted clear
gem), a staff of scrying, some notes on a potion, and a pendant which
used to belong to Iris.  Iris is really interested in getting back
this last itesm, as it was her only contact with her sister Seamist,
the former commander of the Left Hand.  It seems that ten years ago, a
subgroup of the Left Hand called the Black Hand left for the Realm
under the guidance of Seamist for the purpose of spying and sabotage.
Iris was then placed in charge of the Left Hand, and had a pendant
which she could use to contact Seamist.  Now the pendant's gone.
Seamist hasn't been heard of, and the whole Black Hand is missing.
Four years later, another subgroup, this one named 'The Claw', was
sent out, primarily to find the first group, but also to wreak havoc
in the Realm.  Surprisingly enough, this group was never heard of
again either.  The Left Hand doesn't seem to be very good in holding
on to its possessions.  Beyond that, the Left Hand just seems to be on
the Castle to protect the senators, and see that peace is attained.
You are not too sure about this, as with peace, the ban on magic
returns in the clans, so you need to get the new resolution passed
first.

To this end, you feel that you could do a better job as Senator Prime.
You need to get this position from Lance Bluemist, the current Senator
Prime.  When he first brought the idea up of a spokesman for the
Clasp, and named it Senator Prime, you almost lashed out at him.
According to legend, this was the title of the head of the Clearstone
Clan in their hayday.  To keep your composure, you agreed that Lance
should hold this position.  In retrospect, you think this was a
mistake.  You thought the position would hold no power, but Lance
seems to be getting a power trip from it.  You think that you would do
a better job.  Maybe with this position you could influence the other
senators to vote for the legalization of magic such that it would not
come under the limitations of the Clasp.  How can you depose someone
in a position that was created on a whim?  You will have to think
about this.

Getting back to Victor.  He's blackmailing you.  In return for keeping
your secret, he wants you to research a spell for him.  This spell
would change the blood line of an object.  This is idiotic.  No such
spell could exist.  Also, you don't know what he will use it for.  He
always blocks any attempt to ask him.  You were about to tell him that
he was crazy when you got an idea.  He obviously doesn't know that it
can't be done.  You could play this off him.  You told him that it
would take a long time, possibly two weeks, and that he would have to
support your bill about legalizing magic.  Once the bill is passed,
you will tell him that the spell is not possible, and his information
would hold no weight against you, as magic would be legal.  Too bad
for Victor.

So that's it.  You wish to 'convince' the other senators of the Clasp
to support your bill.  You wish to help the Left Hand in their goals,
short of the peace talks, at least until the bill is passed.  Also,
any revenge against the Iron Gauntlet would be frosting on the cake.
The Clearstone Clan will rise again!


@newpage

@Heading(Items and Abilities)

You begin the game with the following items:

A coral signet 

A treaty

A chunk of mithril.

A ring of mana regeneration.


You have the following abilities:

Magic, level 2

Speak Magical Jargon

Magical Knowledge, Level 2

Fillibuster

Diplomacy

@section(spells)

@include(/mit/abstract/Lore/Magic/Spells/animal_tongues.major.mss)
@include(/mit/abstract/Lore/Magic/Spells/animal_tongues.minor.mss)
@include(/mit/abstract/Lore/Magic/Spells/alter_animal.major.mss)
@include(/mit/abstract/Lore/Magic/Spells/dispel_illusion.major.mss)

@newpage

@include(/mit/abstract/Guides/lore.creation.mss)
@include(/mit/abstract/Guides/lore.magic.mss)
@include(/mit/abstract/Guides/guide.clans.mss) 

@section(Organizations)
@include(/mit/abstract/Organizations/hand.left.mss)
@include(/mit/abstract/Organizations/clansmans.clasp.mss)
@include(/mit/abstract/Guides/guide.sweetwater.mss)
















