Notes & Plots All notes are OOC, and are subject to change at any given time.
NoteAll goals have no deadline, they get done when they are done, in an effort to prevent stagnation and promote innovation in case of extreme plot changes during collaborative storytelling.Short TermCharacter DevelopmentTabitha wishes to cheer her mother up. Now she wants to cure her mother's mental illness.- Learn more about the Rogue Knight.
- Could start at the Soothing Waters. (Maybe there can be something of a gossip circle while seamstresses work. Uhh.. NPCs.. Will Tabitha really talk to them at all again...?) - She'll need to understand the difference between a Squire and a Knight, before she can really begin investigating. (Toying around with this idea.) - Need to know more about Syliras, and how it works. Just a few seasons worth of knowledge isn't going to do much. (Same as above.) - In this thread, think of a way on how to progress through it.. What do I want to learn?
- Take her mother to the Broken Casket. Planned thread. Need to dump the math here for when I get the thread started.
SkillsWealthMiscellaneous- Just have Tabitha experience.. Well, Syliras! All its ups and downs!
- Who the heck is the Rogue Knight?
Long TermCharacter Development- Discover the meaning of Tabithas father's last riddle.
Skills- Achieve expert cryptography skills, at least.
- Maybe even competent sewing skills as well.
- At some point, take an interest in Locksmithing.
WealthMiscellaneous- Not particularly important, but eventually a weapon skill would be nice.
- Preferably mid to long ranged, but easily usable in close quarter combat as well. Versatile! Making eyes at a Kusarigama.
- Or longsword. This picture, the same model, my gods. It feels almost destined. Link.
Flashback GoalsCharacter Development- Develop relationship with the NPC Amanda.
-When they first met (Amanda attempts to be a bully to Tabitha but it backfires, and they end up becoming friends.) -Imaginative plays, as pirates, sailors, bandits, and guards, ect, ect. -Sneaking away to meet up at Amanda's home, sleep over? -One day, they'll decide to play hide and seek, Amanda hides on a ship, and it leaves unexpectedly. Tabitha has to explain to Amanda's parents what happened. (Orrrr.. With ST permission, the both will be on the same ship, and go on a sailing adventure.) -Reunion after Amanda comes back on the same ship. A year, maybe? (Orrrr.. With parents if given ST permission to accidently go on a sailing adventure.) -When the two are older, romance experiences, boys, marriage/baby talk. -Amanda will try to set Tabitha up with quite a few boys around the age of 17, on the fifth failed attempt, they make a deal: If Tabitha falls in love within eight years, Amanda has gloating rights for the rest of Tabitha's life. - I'd like for Tabitha to overcome her stutter/speech impediment problem by the age of 14. Via growing up? More rebelliousness? Amanda could probably help her with this, encourage her friend to be more confident.
- I'd also like to see her fear of dogs and cats turn to quiet disdain instead of panicky reactions, but she can still freak out over mice and rats in the present day, however she'll come to love birds, amphibians, reptiles, fish, and some bugs. Not all bugs.
- Learn more about Zeltiva, in general.
-Looking at location lores. -History lores. -Trade routes, perhaps? - For Syliras, start the path of the final riddle.
- On her way to Syliras bandits will attack the caravan she's with.
Skills- Earn more Cryptography.
- Sewing.
- Cooking, even, gods. That'll be a switch.
- Oh, how could I forget investigation, gotta get dem' uber sleuth skillz up.
Miscellaneous- Learn a little medicine and herbalism, but nothing too grandiose.
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