The Puppet Society
The strings that hold Krat together are gripped by those who claim to have none of their own.
The Puppet Society is the governing body of the puppet population in the industrial city of Krat, the central setting of Lies of P. Composed of puppet citizens who occupy positions of political and social authority, the Society functions as the de facto government, law, and cultural institution for the puppet populace. Their halls and decrees shape the daily lives of every puppet in the city, from the lowest laborer to the most celebrated artisan.
In the broader narrative, the Puppet Society represents the established order that the protagonist—a newly awakened Puppet—must navigate, question, and ultimately challenge. Their authority is intertwined with the world's deepest mysteries, including the nature of the Puppeteer and the blurred line between puppet and human. Whether they are benevolent stewards or something more sinister is a question the story leaves deliberately unresolved.
- Type
- Faction / Governing Body
- Setting
- Krat (the industrial city)
- Role
- Political, social, and cultural governance of the puppet population
- Members
- Puppet NPCs and several named bosses across the campaign
- First appears
- Main story campaign
- Status
- Active throughout the narrative; their fate is shaped by player choices
Lore & Background
In the soot-stained, gear-driven city of Krat, the Puppet Society sits at the apex of puppet civilization. Their authority is both political and quasi-sacred: they interpret the will of the Puppeteer, the unseen force said to give life and purpose to every puppet. In practice, this means the Society controls who may speak, who may create, and who may be discarded. Their decrees are enforced not by armies so much as by the simple, inescapable fact that a puppet without a string is merely wood and wire.
The Society's internal politics are layered. Factions within the body debate whether the Puppeteer still exists or whether the puppets have simply forgotten. Some members treat the Puppeteer as a literal deity; others whisper that the concept is a tool of control, a story the Society tells the populace to justify its own authority. This tension—faith versus power—runs through every interaction the protagonist has with Society members, from courteous diplomats to those who would see the protagonist silenced.
What makes the Puppet Society thematically rich is its mirror to the player's own experience. The protagonist is a Puppet, a member of the very species the Society governs. Every conversation, every quest, every choice to obey or defy a Society decree forces the player to ask: do I want the strings, or do I want to be free? The Society does not simply villainize itself; it offers comfort, structure, and a sense of belonging in a world that is otherwise cold, industrial, and indifferent. That duality is what makes it one of the most resonant factions in the story.
In Their Own Story
The corridor to the Society's assembly hall smelled of machine oil and old varnish. Lanterns hung from iron brackets, their flames steady despite the draft that moaned through the city's endless chimneys. The protagonist—still new, still learning the weight of their own wooden limbs—stood at the threshold, watching the seated members turn their glassy eyes in unison. A delegate rose, fingers clicking like a metronome, and spoke of the week's production quotas, of the children in the lower foundries who had not yet learned to walk without stumbling. No one in the hall looked away. No one looked at the newcomer. The delegate finished, sat, and the silence that followed was not empty but full, the way a held breath is full. The protagonist's strings—those thin, invisible tugs behind the sternum—pulled gently toward the door. Toward the city. Toward the noise and the grime and the small, stubborn lives of puppets who did not sit in tall chairs and speak in measured tones. They stepped back. The lanterns flickered, as if the hall itself had exhaled.
Reader's Guide
The Puppet Society is not a single character but a faction that threads through the entire campaign in Krat. They are the governing body of the puppet population, and their members appear as both allied NPCs and hostile bosses depending on the player's path and choices.
Narratively, the Society represents the established order. The protagonist, a newly awakened Puppet, is essentially a citizen of the Society's domain. Early in the story, Society members offer quests, information, and a framework of meaning (the Puppeteer, the purpose of existence). As the plot deepens, the Society's true priorities become harder to ignore, and some of its members become antagonists who must be defeated in boss encounters.
Key relationships: the Society is in tension with the protagonist's growing autonomy, with the mysterious Puppeteer concept, and with the human puppeteers who occupy a separate, often hostile social tier. Several Society members serve as quest-givers, lore-bearers, or final confrontations.
Where they appear: the Society's halls are a hub location in Krat. Members are encountered throughout the city's districts, in side-quest chains, and in specific boss arenas. Their presence is felt even in areas they do not directly control, through decrees, propaganda, and the social expectations they impose on every puppet the player meets.
Thematically, the Society embodies the question: is structure a form of love or a form of control? The game does not resolve this neatly, and the player's relationship with the Society—ally, subject, or rebel—is one of the most personal choices in the campaign.
Did You Know?
- The Puppet Society's authority is tied to the concept of the Puppeteer, an unseen force said to give life to puppets, making their governance both political and quasi-religious.
- The protagonist is a Puppet, meaning they are technically a citizen of the very society they are asked to question, creating a built-in tension between belonging and rebellion.
- Society members appear across the spectrum of the game's cast, from helpful quest-givers in Krat's streets to formidable bosses in dedicated arenas, reflecting the faction's internal divisions.
- The city of Krat's industrial, gear-and-soot aesthetic reinforces the Society's worldview: puppets are made, maintained, and ultimately governed, much like the machinery that fills the streets.
More in Puppets, Humans & Bosses
Elsewhere in the Lies of P universe
Spotted an error? Know more?
This is a living reference — every entry is fact-audited, and reader corrections feed straight into our audit queue. Suggest an edit · See this site's audit record
