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World-building Notes

  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.


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  3. Okay, so the progression system:


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  •   EXP is gained by:

      


        
    • Surviving challenges (being used, enduring weight, tanking damage)


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    • Completing system-assigned quests (even the dumb ones)


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    • Overcoming life-threatening situations (which should NOT happen to a table)


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    • Finding creative ways to use his limited movement & skills (system rewards ingenuity)


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  •   EXP requirements increase exponentially per level, and by exponentially I mean REAL exponentially. Wait and see how he passed Level 5.

      


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  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:

  


      
  • Skills are earned through actions rather than being given freely.


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  • Some are hidden or locked until Table triggers them in very specific ways (like butt-related appraisals).


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  • Skills have levels, increasing with use and proficiency.


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  • There are Active Skills (Limited Use or Triggered Effects) and Passive Skills (Always Active, Strengthens Over Time)


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  • Skills are divided into rarity: Beginner, Basic, Rare, Epic, Legendary, and Cosmic


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  • There are also Conditional Skills (Ridiculously Specific Trigger Conditions). Here is an example:

      


        
    • Chicken-Enhanced Reflexes

        Trigger: Must have a chicken physically on top of him.

        Effect: +10 AGI and increased evasion while chicken is present.


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  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.


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  • Different regions specialize in various trades—from farming villages to extravagant city-states run by over-the-top aristocrats.


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  • Each region has its own type of furniture duel. Be prepared for broom riding.


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  B. The Economy:

  


      
  • Currency:

      


        
    • Copper Coins (also called Shillings) – Commoner trade. 500 copper = 1 silver.


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    • Silver Coins – Standard trade. 10 silver = 1 gold.


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    • Gold Coins – Noble transactions & large-scale trade.


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  • Social Classes:

      


        
    • Nobility – Own large estates, obsessed with status, engage in pointless traditions like Table Duels.


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    • Merchants & Artisans – The backbone of the economy, handling goods and services.


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    • Commoners (Farmers, Traders, Craftsmen) – Live in villages, sustain the population, often overlooked.


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    • Adventurers – Not as glamorous as one might think. Many barely scrape by.


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  C. Class System:

  


      
  • Knight


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  • Mage


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  • Rogue


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  • Commoner


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  • Noble


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  • Paladin of the Lord of Light


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  • Vocalyst


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  • Table Duelist


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  • Maniquist


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  • Orator


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  • Forger


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  • Alchemist


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  • Unsuspecting Mage


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  • Peasant Hero


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  • Chicken Whisperer


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  • Pigeon Summoner


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  • Seahorse Summoner


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  • Grandmaster of Sorting Shiny Pebbles


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  • Spoon Sage


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  Stolen story; please report.

  


      
  • Orcs


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  • Elves


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  • Dwarves


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  • Dragons


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  • Seahorse


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  • Sentient Thrones


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  • Walking Brooms


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  • Tabbycat Legionnaires


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  • Living Chandeliers


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  • The Cobblestone Collective


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  • Tavern Sign Folk


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  • The Silverware Dynasty


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  • Haunted Potatoes


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  • Cabbage Cult


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  1?? Old Magic & Curses

  


      
  • If a mage enchants an object for too long, it might develop an ego.


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  • Maniquists are a rare class of people with the ability to animate inanimated objects.


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  2?? Divine Intervention (or Mistakes)

  3?? Sheer Willpower

  


      
  • Some objects refuse to break for so long that they just become alive.


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  4?? Accumulated History

  


      
  • If enough stories, battles, or emotions are tied to an object, it awakens.


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  5?? The System

  


      
  • Sometimes, a System just randomly assigns sentience to something. The Systems are created by the Lord of Darkness to guide furniture to aid humankind against impending doom.


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  C. Magic System:

  Despite the system categorizing classes based on their main elements, magic is categorized not by elemental affinities or schools of thought but by Pillars of Reality—conceptual forces that shape existence. Mages do not learn spells traditionally but instead manipulate these Pillars in various ways.

  


      


  1.   The Pillar of Motion – Controls momentum, inertia, acceleration, and deceleration. A skilled mage can make objects fall faster or stop mid-air, create speed boosts, or redirect forces.

      


        
    • Why is this fun? Someone could slow down the momentum of an axe, making it tap an enemy harmlessly, or speed up a cabbage, turning it into a cannonball.


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  3.   The Pillar of Consumption – Deals with absorption, digestion, and integration of matter and energy. This is the magic of taking in and repurposing.

      


        
    • Why is this fun? It explains the existence of magic tied to food (like Lena’s abilities), and allows for ridiculous abilities like eating fire to breathe it later or absorbing magic and turning it into soup.


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  5.   The Pillar of Structure – Governs form, cohesion, and transformation. Instead of Earth magic, mages use this Pillar to reassemble materials, enforce solidity, or change the shape of objects.

      


        
    • Why is this fun? A user could force a door back together after being broken, turn a spoon into a spear, or enforce the sturdiness of a collapsing bridge.


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  7.   The Pillar of Exchange – The foundation of all transactional magic, contracts, balance, and trade. Used in financial magic, deal-making magic, and magic that enforces conditions.

      


        
    • Why is this fun? Instead of fireballs, you have people bartering with reality. "I’ll trade an hour of my strength for a tenfold boost in speed." High-level users can impose binding oaths, magical debt, and even delayed consequences.


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  9.   The Pillar of Sentience – The force that governs thought, recognition, and awareness. Any magic that interacts with the mind, souls, or concepts of self belongs here.

      


        
    • Why is this fun? A mage could make their enemy forget why they walked into a room, make an object self-aware (a talking sword, or an intelligent cabbage), or give a table the ability to perceive its surroundings… like Blorbo.


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  11. The Pillar of Invocation – A magic of agreements, where the strength of the spell is dictated by the clarity of intent, precision of chant, and the summoner’s connection to the invoked force, usually from another magical realm.

      


        
    • Why is this fun? It introduces an element of unpredictability, creativity, and bargaining into magic. Instead of simply commanding or exchanging with reality, invokers must convince reality to manifest something through words, intent, and ritual.


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  Then why do affinities exist? They shouldn't (in general), that's the thing.

  In theory, Mages can manipulate lots of different types of magic, but the ways to summon something so specific (pinata) or training toward a certain affinity in general (Fire) comes from their training and bloodline. Training gains you the exact knowledge and steps to cast spells that most mages can cast (elementals like Wind, Fire, Water, etc.) for example, but the training for each element is so wildly different that most mages to the level of Master Mage only master one or two elements due to the sheer time it takes. If they only master Water, they'll only be called a Water Mage. If they master more than one element, their affinity lies with the element they're more well-versed in. The system's categorization is this way because it follows the intuitive affinity-based system that most non-mage and beginner mages categorize magery (they see fire and be like OOOH FIRE MAGE, while in fact fire can be conjured or drawn from various Pillars). The High Mages are trying so hard to get people to actually classify magic based on the actual source which are the pillars, but since it's not intuitive to the masses they don't adopt it.

  Certain bloodlines have affinities for foodstuff, for example (if Lena can summon food, so can Anders), while others for rare earth, lampposts, so on etc. So if they were to mimic the exact method of spellcasting from another mage with a different affinity, they might shoot a column of cheese from their wand whereas the other shoots ice.

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