Puppetkin

Summary

The emergence of life in sudden, and always unexpected, moments is a tale as old as time. This phenomenom has a lot of different names, the most common of which is manifestation, and a number of species and individuals across Veltrona exist because of it. Whether from some part of nature, or an idea hereto unimagined, the strange and familiar alike ever arise. Despite the mercurial and mystery surrounding this process, and how frustrating that is for scholars, it is a generally accepted truth for better or worse.   What, then, does it mean when one's own creations come to life?   It is a wonderous thing that has captivated imaginations throughout the ages. In some cases, a treasured sword or piece of armor. In others, small dolls, effigies, and simulacrums of people. The bizarrest by far are the most mundane and unassuming of things, such as baskets, purses, pens, seals, and so on. Are they perhaps possessed by spirits? For many, that is indeed a sufficient answer. The item in question is merely a container for an incorporeal being, of some manner and description.   There are, of course, moments when these mundane objects–entirely on their own, seemingly without warning or reason–manifest into a sapient being. Though strange, very unique, and often one-of-a-kind, they're nonetheless a part of Veltrona's history in many different ways. It would be the puppetkin, most of all, who would come to define the identity of these beings across the world.   Puppet Magic is a fairly sophisticated form of magic, requiring incredible amounts of study, experimentation, engineering, magical arts, and many more combinations thereof. Of its two primary practices, it is the style of animation puppetry that is deserving of attention. Animation puppeteers focus on the creation of puppets that have some degree of autonomy: they are infused with fragments of purpose and will, and given direction to execute their tasks.   It is unfortunately a phenomenally difficult task to achieve, even for the most rudimentary of puppets. Most of a puppeteer's work goes into facilitating the most basic of functions, such as manipulating objects, walking, being able to climb surfaces, recover from falling down, and so on. By necessity, the creation of functional autonomous puppets means each one is an incredible piece of art unto itself. Yet, it is the fascination with pushing their artform further and further that drives the puppeteers to build ever increasingly complex puppets.   It can be of little surprise then when some of them start to awaken as sapient beings proper.   In one moment, they're non-living puppets given directive and purpose, to which they fulfill as best designed by their creator. In the next, they begin to realize a sense of self, soon a will to live, and even the power of magic. The latter of which being the telltale sign of their awakening: non-living puppets cannot utilize magic in any form on their own. Puppeteers can cheat enchantments and pre-designed forms of magic into them, yes, but their puppets cannot fundamentally use magic on their own.   How exactly the puppetkin awaken/manifest into life is as unclear as any other manifestation. Some hold strong beliefs, emotions, or other factors from their environment as a 'reason to live'. Others awaken without such motivation, divorced of any help and utterly bewildered by the advent of life. Many more besides often fall in between these two extremes, and each of them is quite unique.   Not even knowing the exact process of a puppetkin's awakening guarantees it can be replicated. Puppeteers have infamously tried to do so throughout the ages, but it has almost never worked. The times it did work, no one could really tell if replication worked or if it was just dumb luck that another manifestation happened. Still, it does not stop them from trying, for better or worse.   But, with such historical context provided, what of the puppetkin themselves?   Born into a parent civilization, they're strange additions that people on both sides struggle to figure out. Those who accept the puppetkin as people proper soon struggle with more mundane concerns: housing, medical care, citizenry rights (if any), and so on. A powerful and often troubling question is, due to their 'created' or 'artificial' nature, are they 'owned' by the puppeteer who originally made them? Is there an obligation for that puppeteer to take a puppetkin as kin, or a child, if not by blood? What of a puppetkin who desires such a family, and a puppeteer that does not?   It is a messy situation, and filled with challenging questions often only those involved can truly answer. Some civilizations accept the puppetkin without reservation, others regard them as second class citizens or worse, some are destroyed or exiled upon discovery, and so forth. Perhaps in a cruel, mundane way, it is not really that different from how people would generally treat each other anyway.   How they come to confront their newfound circumstances, and what comes of it, is a struggle all puppetkin have, at some point or another, dealt with.

Basic Information

Anatomy

There are certain themes puppetkin design follows, whether due to logical reasoning or simply a choice by their designers' sense of style. Ultimately, puppets can be made in almost any shape, form, or design imaginable, which easily leads to semantics on deciding what is or is not actually a puppet.   The base puppet is typically informed by a purpose requiring motion, and the ability to manipulate objects. Traditional designs favor a person-like template, often stylistically so after the creators themselves. This usually means a humanoid body type, typically with a head, torso, two arms and hands, and two legs. Some very common add-ons tend to be a second set of arms, as well as either tails or fake wings which help to serve as balancing mechanisms. Dragonkind puppets usually have a capability to fly, but rarely do so due to the mana costs involved.   Once the 'skeleton' of the puppet is envisioned, it is sized and adjusted for its future intended role. Cost is a very real, tangible concern at every stage of puppet creation, and where designers choose to cut corners ultimately affects the final form of the puppet itself. Compared to the price of making a puppet functional, it's very cheap to decorate and design it to be aesthetically pleasing. This does lead to a common problem with amateurs who think looks indicate quality, as that is very much not true for puppets for the most part.   Materials and design rule the queendom of puppetry.   Menial labor puppets may be larger or more reinforced in order to do mining, logging, farming, etc. Servant or cleaner puppets are usually nimble, smaller in frame, and possess minimal weight for cheaper creation. War puppets are so purpose-specific they can become truly bizarre in form, as normal concerns like 'not bleeding out' or 'protecting fleshy areas' largely do not exist for them.   Once the general purpose of the puppet is decided, the materials for construction–and what kind of parts it will have–are designed. Strictly speaking, virtually anything can be used to make a puppet, but all materials have their own benefits and weaknesses.   A puppet made of wood would ignite inside a high-temperature region like a kitchen or furnace; but its material is robust, economical, and easy to interface with magic. A puppet made of iron is rather durable, but also incredibly heavy, and so will take so much more mana to actually work.   Contrary to most expectations, puppets do not need a 'core' that acts like a 'brain' or 'heart'. It depends on the puppet's purpose, and the designer's own sensibilities, but the magical components that serve to animate the puppet can be dispersed throughout its body. This means no single area failing would 'kill' the puppet, but the loss of these other areas would severely impact performance anyway. A fair number of designers prefer the usages of 'puppet cores' as a sort of cost-saving measure, but it does have issues.   With these details in mind, the puppetkin face unusual challenges when they first become alive. As their bodies were designed to perform specific work, they must now grapple with trying to do something else entirely. Some are more blessed than others, as even having hands with two manipulator digits can be a treasure to have. War and labor puppetkin, in particular, suffer the most as they often have only weapons, or tool-wielding appendages, to actually use.   Sadly, this situation is not an easy one to overcome.   Due to the complexities of their own bodies, puppetkin need the assistance of designers in order to change their own parts around. The upside to this process is that a puppeteer is no longer directly required, as a puppetkin has an innate understanding of how to manipulate their own body. Hence, if supplied something like replacement hands instead of pickaxes, they can quickly obtain a generally normal level of ability and comfort.   Conversely, a lack of designer aide or know-how on their own construction means they'll be stuck with what they have. There is also the cost consideration of what their new body parts would take to make and install, which can be quite prohibitive. By necessity, a lot of puppetkin end up studying to become puppet designers themselves in order to maintain, repair, and/or modify themselves throughout the years. For some, the ecclectic sense of design their bodies take on is a measure of age and experience in a very uniquely puppetkin perspective.   Of all the peoples of Veltrona, the ilansu share a bond with the puppetkin in that both of them possess very interchangeable bodies. While the ilansu's metamorphic nature is not quite the same, it is strikingly similar enough that they and the puppetkin don't regard each other that strangely.

Biological Traits

Limited Self-Repair – Puppetkin do not have naturally healing bodies, meaning any kind of wear & tear, damage, erosion, or otherwise usually becomes permanent. It is only through clever engineering and magical arts that they can restore themselves to a healthy state.   Interchangeability – Puppetkin can change out any part of their body for any other part, as long as their designs are compatible enough to accept one another.   Precise Magic – Puppetkin have an abnormally high sense of mana control, allowing them to utilize magic with incredibly high precision and mana efficiency.   Decentralized Vitals – The unique nature of puppetkin bodies means they do not have a singular weak point, like arteries, brains, or hearts, that will kill them. However, more advanced puppetkin may have organ-like features that bolster their physiology, and so their destruction would severely hamper or harm them.   Manavore – By absorbing ambient or concentrated mana through various means, puppetkin can eat and sustain themselves.

Civilization and Culture

Relationship Ideals

For the puppetkin, friends, family, and even closer relationships are the bedrock of their newfound existences. Often bereft of any culture or history unique to them, they have no guidance nor direction to really take. The most natural idea is, of course, to join with their creators and their parent civilization, if they are accepted. For them, it is not the elaborate history or detailed records of old that they attach to, but the people who live with them.   In this light, the almost fanatical sense of attachment the puppetkin forge can make sense. Relationships quite literally assemble a world of meaning for them, and so taking care of those relationships is as vital as survival itself. Indeed, in the puppetkin's mind, they are often 'outsiders' who are the most sensible ones to sacrifice first if need be. It is a naive and reckless selflessness that has spelled the end of more than one puppetkin.   As their sense of self develops and they become rooted in the world, the puppetkin's more explosive traits gradually mellow out. It is, perhaps somewhat crass to say, a circumstance where age and experience make them much more well-rounded individuals. The concept of infancy or adolensence doesn't really exist in their species due to how they manifest. Still, they are often just that due to the lack of real world experience and knowledge.   Trust, and associated concepts like honor, is the utmost valuable thing puppetkin can give, or receive.

Culture and Cultural Heritage

Broadly speaking, most puppetkin adopt many of the cultural tendencies of the cultures they first emerge within. Much like a newborn baby learning what it can of the world, so too do the puppetkin learn. Unlike babies, most usually form with some semblance of personality and knowledge, though often in a fragmentary manner. It is these early years of theirs that are extremely formative on what the future puppetkin will grow into becoming. In this respect, the most uniquely identifying details tend to be consequences from being a puppetkin.   A singular, unifying experience for all puppetkin is the realization of their own finiteness–their bodies do not naturally heal, and damage is permanent. Without learning how to self-repair, or the aide of puppetry engineers, erosion is a simple but guaranteed death sentence. Survival becomes an immediate imperative, and many puppetkin come to regard other species' natural healing with great envy.   Hence, in order to survive, they work hard in finding a means to heal themselves. The fruits of their urgency are often forms of unique engineering and magical arts, honed to this one specific purpose, and highly useful in doing so. More supportive civilizations have learned to adopt these arts to improve their puppetry at large, which in turn help the puppetkin.   When their survival is secure, puppetkin reveal themselves to be a shockingly diverse set of people from the get-go. There are those who stay close to their prior 'jobs', performing work for a sense of purpose in an uncertain world. Some adventure off immediately, eager to find out more of everything as fast as they can. Others take up imitative lifestyles, learning from what they see; or if they're fortunate, find tutors or surrogate parents who adopt them. Even two puppetkin from the exact same model of puppet can develop completely different personalities.
Inspiration
Robots, gynoids, synthetics, puppets, dolls
Lifespan
Immortal
Average Height
Variable
Average Weight
Variable

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