Hi y’all. This is just where I drop my worldbuilding notes and details about the progression system in case I forget.
1. The fanbase is to be called Tablelovers. No questions about it; you’re a Tablelover now.
2. Okay, so the progression system:
* EXP is gained by:
* Surviving challenges (being used, enduring weight, tanking damage)
* Completing system-assigned quests (even the dumb ones)
* Overcoming life-threatening situations (which should NOT happen to a table)
* Finding creative ways to use his limited movement & skills (system rewards ingenuity)
* EXP requirements increase exponentially per level, and by exponentially I mean REAL exponentially. Wait and see how he passed Level 5.
Level-Up Rewards:
✔ +5 Stat Points (allocated manually)
✔ Potential HP increase (if durability improves)
✔ *Chance to unlock new skills (random or situationally relevant)
✔ New passive bonuses every few levels (like increased resistance, sturdier material, or better self-repair)
Table's attribute system:
Stat Function How It Grows STR (Strength) Determines how much force he can exert. Bumping into him might hurt a lot more. Slowly increases if he bears excessive weight, tanks damage, or gets reinforced. END (Endurance) How much wear & tear he can withstand. Passively increases through sustained use, reinforcement, & tanking damage. AGI (Agility) Theoretically lets him move fast… if he could move. Affects how much force he absorbs from impact. Increased by dodging (adjusting) bumps, turbulence, and reacting to movement. PER (Perception) Allows him to notice details, read status screens, and detect hidden system mechanics. Improves through successful observation quests & analyzing surroundings. ??? (Hidden Stats) Mystery stats he hasn’t unlocked yet. Some may include Durability, Magic Affinity, or Sentience Expansion. No Intelligence; his intelligence is fixed, so if he dumb he dumb. ???
* Skills are earned through actions rather than being given freely.
* Some are hidden or locked until Table triggers them in very specific ways (like butt-related appraisals).
* Skills have levels, increasing with use and proficiency.
* There are Active Skills (Limited Use or Triggered Effects) and Passive Skills (Always Active, Strengthens Over Time)
* AND Conditional Skills (Ridiculously Specific Trigger Conditions). Here is an example:
* Chicken-Enhanced Reflexes
This tale has been unlawfully lifted from Royal Road. If you spot it on Amazon, please report it.
Trigger: Must have a chicken physically on top of him.
Effect: +10 AGI and increased evasion while chicken is present.
3. World-building notes:
A. The Uninspiringly Named Medieval Realm
* A continent-sized kingdom governed by nobles, merchants, and guilds rather than a singular ruler.
* Different regions specialize in various trades—from farming villages to extravagant city-states run by over-the-top aristocrats.
* Each region has its own type of furniture duel. Be prepared for broom riding.
B. The Economy:
* Currency:
* Copper Coins (also called Shillings) – Commoner trade. 500 copper = 1 silver.
* Silver Coins – Standard trade. 10 silver = 1 gold.
* Gold Coins – Noble transactions & large-scale trade.
* Social Classes:
* Nobility – Own large estates, obsessed with status, engage in pointless traditions like Table Duels.
* Merchants & Artisans – The backbone of the economy, handling goods and services.
* Commoners (Farmers, Traders, Craftsmen) – Live in villages, sustain the population, often overlooked.
* Adventurers – Not as glamorous as one might think. Many barely scrape by.
C. Class System:
COMMON HUMAN CLASSES:
* Knight
* Mage
* Rogue
* Commoner
* Bureaucrat
* Table Duelist
RARE & ABSOLUTELY STUPID HUMAN CLASSES:
* Unsuspecting Mage
* Peasant Hero
* Chicken Whisperer
* Pigeon Summoner
* Seahorse Summoner
* Grandmaster of Sorting Shiny Pebbles
* Spoon Sage
RACES
🔹 STANDARD FANTASY RACES (BORING BUT NECESSARY)
* Orcs
* Elves
* Dwarves
* Dragons
* Seahorse
ABSURDLY SPECIFIC RACES
* Sentient Thrones
* Walking Brooms
* Tabbycat Legionnaires
* Living Chandeliers
* The Cobblestone Collective
* Tavern Sign Folk
* The Silverware Dynasty
* Haunted Potatoes
* Cabbage Cult
SOURCES OF SENTIENCE AMONG OBJECTS
1️⃣ Old Magic & Curses
* If a wizard enchants an object for too long, it might develop an ego.
2️⃣ Divine Intervention (or Mistakes)
3️⃣ Sheer Willpower
* Some objects refuse to break for so long that they just become alive.
4️⃣ Accumulated History
* If enough stories, battles, or emotions are tied to an object, it awakens.
5️⃣ The System
* Sometimes, the System just randomly assigns sentience to something.