Carrie
The Legend of William OhCarrie is an Eldritch Fashionista whose role in the climbing party is defined by flamboyance, curiosity, and a practical dependence on specialized equipment. She first appears as a girl about William Oh’s age who throws herself into a fight against a damaged Boss with fiery claws projected from her Ring. The encounter establishes both sides of her character: she is eager enough to claim the kill for herself, yet impulsive enough to expose herself to a blast of superchilled air. Her subsequent place in the story grows from that mixture of theatrical confidence, genuine interest in other Climbers, and an unusually intimate bond with the small eldritch creature called Summer.
Identity and Introduction
Carrie enters the narrative in the middle of combat, diving toward a Boss after William Oh has already wounded it. She shouts that the enemy is hers and attacks with fiery claws springing from her Ring. The Boss dodges and strikes her with superchilled air, but a flicker of something forms in front of her face just before she is thrown backward, suggesting that her equipment or abilities provide at least some defensive protection. The scene presents her as a combatant who acts first and assesses danger afterward, a sharp contrast to William Oh’s more controlled fighting style.
Her curiosity immediately becomes as important as her attack. After William Oh’s mask slips upward, Carrie notices the gauntlet hanging slack from his missing left arm and recognizes him as the famous one-handed Climber. She grabs his hand and shakes it with excessive enthusiasm, then questions whether he truly never blinks and asks what Build permits him to fight with one hand. Her attention is not merely admiration: she is interested in the technical problem of his combat configuration and in the missing equipment slot created by his amputation. Carrie therefore reads people through the practical language of Builds, Relics, and combat capacity, even while treating the encounter as an occasion for exuberant social contact.
Class, Companion, and Equipment
Carrie identifies herself as an Eldritch Fashionista, a Class Travis immediately recognizes as rare. Her most distinctive feature is Summer, a small black creature that emerges from her Ring after the Relic glows. Summer is an iridescent black glob marked by burning red lines that seem to extend into the Ring like roots drawing power from the Relic. The creature can ride on Carrie’s shoulder, giving her an image as much like a performer or eccentric familiar-keeper as a conventional dungeon fighter.
Carrie describes Summer as still being a baby and imagines eventually riding her once she grows. That future depends on a substantial equipment plan: Carrie lists a fire Ring, enhanced armor, a fire-resist amulet, resistance pants, and charging boots. The catalogue shows that her Class is not self-sufficient. It is a constructed combat system assembled from Relics and protective gear, with Summer’s development at its center. When William Oh asks why she did not charge during the earlier battle, Carrie answers that she needs more Kinesthetics, plainly acknowledging that her intended style has not yet reached full effectiveness.
This gap between the rare promise of her Class and its present limitations becomes one of Carrie’s defining tensions. She possesses an unusual specialization and a vivid long-term plan, but the plan requires grinding, equipment, and growth before it can deliver the mobility and power she imagines. Her confidence is therefore not the same as mastery. It is a forward-looking confidence, sustained by the belief that Summer and her Build will eventually become more capable.
Relations with the Climbing Party
Carrie’s first sustained connection is with William Oh, whom she recognizes through his reputation as the one-armed Climber with a tomahawk. Her greeting is physically intrusive and socially fearless: she keeps hold of his hand even while Taunter lazily tests whether he can exploit William’s missing limb. William Oh responds by pulling his hand free and hiding behind his mask, but Carrie’s enthusiasm places her closer to an ally than an opponent. She treats his fame as an invitation to ask questions rather than as a reason to maintain distance.
The relationship develops through shared survival. After the group’s dangerous passage, Carrie and Travis are found cooking a giant beetle in its own shell. Carrie says that she and Travis thought William Oh and Brianna were dead, while Travis adds a sharper comment about ignoring loot and plunging straight into a free-for-all. Their meeting therefore carries both relief and suspicion: Carrie is glad to see them alive, but the party remains shaped by the competitive, opportunistic logic of the Climb.
Carrie also becomes a disruptive but affectionate presence around Loth. At the inn, she declares that Loth’s baggy burlap robe needs replacing, despite Loth’s refusal and the practical objection that any new garment must carry all of Loth’s trapmaking tools. Carrie accepts the objection as a challenge, grabs Loth’s wheelchair, and begins steering her away despite her protests. When William Oh and Brianna later find Carrie holding different leathers in front of Loth and testing their appearance while Loth stares at the ceiling as though hoping to lapse into a coma, the scene turns Carrie’s fashion interest into comic coercion. Yet the comedy is also a form of attention: she is trying to solve Loth’s equipment problem rather than merely commenting on her appearance.
Survival, Self-Assessment, and Future Plans
Carrie remains connected to the party after the group reaches safety. When William Oh asks where she intends to go next, she says she will join some grinders, return to the Second Floor, and feed Summer Relics until the creature grows by a size or two. Only after that preparation does she expect to be ready to advance to the Fourth Floor. Her plan is methodical beneath its exuberant surface: gather experience, improve the companion, strengthen the Build, and postpone the next ascent until the party’s capabilities justify it.
Carrie also admits that she was less useful than she wanted to be for nearly the entire ordeal. This self-assessment gives her more depth than her jokes and costume-minded energy initially suggest. She does not pretend that rarity guarantees effectiveness, nor does she conceal the difference between her imagined role and her actual contribution. Her response is not resignation but preparation. The admission becomes a practical motive for grinding and feeding Summer additional Relics.
She is particularly interested in William Oh’s own development. After learning that he can fly, Carrie asks about it directly. William Oh minimizes the ability by explaining that its duration is brief, but Carrie’s question shows that she continues to track the unusual possibilities of his Build just as closely as she tracks her own. Their conversations repeatedly turn personal identity into a technical puzzle: missing limbs, available slots, Kinesthetics, charges, Relics, and Class functions all become ways of understanding what a Climber can or cannot do.
The party’s separation does not sever Carrie’s ties to the others. William Oh and Carrie agree to go grinding together the next day while Loth heals. She also follows William Oh and Loth after intending to remain at the tailor, handing the clothing design to the shopkeeper and chasing after them. During the resulting shopping trip, she helps search for barrels and replacement tools lost when the group fled Oilton. Her involvement expands from battlefield ally to logistical companion, even though her preferred solution remains theatrical: she tries to redesign Loth’s wardrobe while the others are attempting to secure practical equipment.
Narrative Significance
Carrie embodies the Climb’s mixture of danger, customization, and improvised community. Her Class is rare, her companion is visually uncanny, and her equipment plan is elaborate, but her immediate effectiveness is incomplete. The story uses that contradiction to show that advancement is not simply a matter of possessing a powerful Class. Growth depends on attributes, Relics, equipment slots, recovery, and the willingness to return to lower floors for grinding.
Her relationship with Summer also gives the system’s material rules an emotional dimension. Relics are not only interchangeable tools in a Build; through Summer, they become the means by which Carrie imagines a future companion becoming larger and more capable. At the same time, Summer’s dependence on feeding and Carrie’s admission of inadequacy keep that hope grounded in labor. Carrie’s flamboyant style thus conceals no effortless destiny. It is a visible, energetic response to a system that demands preparation, and her continuing place beside William Oh’s group rests on her readiness to acknowledge weakness, pursue improvement, and remain involved after the immediate crisis has ended.


