Lies of P Codexery

The Puppet Workshop

Where wood is coaxed into a scream and the maker's hand never truly lets go.

The Puppet Workshop is an explorable area within Krat City in Lies of P, a dark-fantasy action RPG set in a world where puppetry is both craft and curse. As its name suggests, the space is a working atelier where puppets are carved, assembled, and given their terrible semblance of life. For the player, it serves as a corridor of combat, exploration, and environmental storytelling that deepens the mystery of who—or what—shaped Krat City's relationship with its wooden children.

Thematically, the Puppet Workshop crystallizes the game's central tension: the line between creation and control, between the maker and the made. Every workbench, every half-finished automaton, and every scattered tool whispers that the puppets here were not merely manufactured but *intended*, and the workshop's atmosphere makes the player feel like an intruder in a sacred, if sinister, craft.

Type
Explorable area / location
Setting
Krat City, Lies of P
Theme
Puppet-making atelier and assembly space
First appears
Lies of P (2023)
Affiliation
Krat City infrastructure
Atmosphere
Industrial workshop, warm amber lighting, wooden and mechanical elements

Lore & Background

In Krat City, puppetry is not a hobby or a trade in the ordinary sense; it is woven into the social and spiritual fabric of the populace. The Puppet Workshop stands as a physical testament to that devotion—a space where the raw materials of the craft (lignum, wire, thread, glass eyes) are transformed into beings that walk, speak, and in some cases, suffer. The workshop's walls are lined with half-finished forms, their joints exposed, their faces either serene or grotesquely unfinished, as if the artisans paused mid-stroke and never returned.

What makes the Puppet Workshop unsettling in the broader narrative of Krat City is the implication of *purpose*. Puppets in this world are not toys. They are laborers, soldiers, companions, and in some tellings, vessels. The workshop therefore functions as a kind of foundry for obedience, and the tools scattered across its benches—hammers, chisels, spools of wire—read less as instruments of art and more as instruments of binding. The player who lingers among the workbenches begins to sense that the puppets produced here were designed to be *controlled*, and the question of who holds the strings becomes the area's quiet, aching subtext.

The workshop also serves as a narrative bridge. It connects the more public, bustling districts of Krat City to the darker, more industrial underbelly where the city's machinery of control is maintained. Passing through it, the player witnesses the transition from a society that *uses* puppets to one that *fears* them, and the Puppet Workshop sits uncomfortably in the middle of that shift—a place where the craft is still alive, still humming, still producing its wooden children into a world that no longer wants them.

In Their Own Story

The smell hits first: linseed oil, hot wire, and the faint sweetness of fresh-cut spruce. You step over a threshold of warped planks and the light changes—amber, low, casting long shadows that pool around the legs of workbenches. A half-carved puppet sits on the nearest bench, its left eye a glass bead the color of old honey, its right eye still a hollow socket. Its fingers are articulated, each joint wrapped in thread, and as you pass, one finger twitches. You tell yourself it is the draft from the furnace behind you. You do not believe yourself.

Further in, the workshop opens into a larger chamber. Puppets hang from the ceiling by their necks, suspended on hooks, swaying gently as if breathing. Their mouths are open in expressions that are not quite smiles and not quite screams. A workman's apron lies on the floor, still warm. The tools are laid out in a row—chisel, mallet, spool of wire—as if the maker simply set them down and walked away. Or was walked away.

You reach for your weapon. The nearest puppet's head turns. Slowly. Deliberately. And its glass eye catches the furnace light, throwing a small, warm star across the dark wood of the wall.

Reader's Guide

The Puppet Workshop presents as a long, branching corridor of workshop spaces, all rendered in warm amber and deep umber tones. The visual language is consistent: exposed wooden beams, hanging tools, workbenches cluttered with half-finished puppet forms, and the occasional furnace or work lamp casting pools of orange light against otherwise shadowed walls. The architecture feels hand-built, slightly irregular, as if the space was carved out of an existing structure rather than purposefully designed.

Enemies here lean heavily into the puppet theme—wooden automatons, wire-limbed constructs, and occasionally larger assembled foes that combine multiple puppet parts into a single, lurching body. Combat is straightforward but the tight corridors and scattered debris (overturned benches, falling tool racks) create a claustrophobic rhythm that rewards keeping your distance and using dodges to reposition.

Notable set-pieces include a central assembly hall where a large, multi-limbed puppet form sits on a raised platform, and a smaller side-room that functions as a rest area with a bench and a brief environmental narrative. The area connects forward into the more industrial sections of Krat City and backward toward the city's more open, street-level districts, making it a transitional zone that shifts the player's emotional register from public to private, from society to craft.

The architecture tells you that Krat City's puppet culture is old and layered. The wood is worn, the hooks are rusted, and the newer puppet forms look almost crude compared to the older, more refined ones hanging in the background. Something changed here. The makers stopped. The puppets did not.

Did You Know?

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