Factions & Species
Some Puffies have such poor eyesight they need help to get along. But these Seer Puffies have second sight!
Seers can see the threads into the future.
It's more probability than certainty but they have helped many other Puffies escape by looking into the best way.
Seers and Crackers are highly venerated
in the Puffy community.
It is a Seer who recognizes the first Neural Rabbid in the wilderness and invites them to speak.
Mansickler's Brood in deep freeze
Post Churn, many species have appeared on Earth. Some are mutations, others are simply new species. Some live in the Overground, but most Makers and their puffies live in fortresses far beneath the earth's surface.
Only 30 Makers are in communication with each other. The other 20 are silent and possibly extinct.
Puffies are created and healed by Makers but are planning to escape to found their own independant society.
3) Churn Pets
These are animals that live above ground (the Overground) and their origins are mysterious. The Churn either transmuted or created them. All that is known is that they can replicate pets easily but not Puffies or Makers.
It is not clear how sentient Churns are. They fight against each other and hybridize and some can be enslaved to form 'copy machines' Bridge humans have enslaved one Churn at the Zoo and several Makers have encased Churns for their own use. Some Makers have tried to eat Churns or feed Puffies to Churns with gruesome results.
While thirty Maker houses come to the Maker Faire and are confirmed to be in existence, the other twenty have gone silent several hundred years ago. Thus Neural Rabbids are normally active for only 30 houses.
Their Neural Rabbids, silent for over two hundred, are now sending cryptic messages. Could they be the key to understanding how Makers and the Churn arrived on Earth?
Post Churn, a lot of things have happened to Humans. They've survived, but with very little of their past intact.
1) Boat People
These are descendants of the survivors of the first Churn who managed to get on large cruise ships. To keep safe from Churn, they remain far from shore and have created small trading communities although some communities are pirate predators. They still have and use a lot of pre Churn technology. Some boat people chose to set up a community on land called the Zoo to reestablish human civilization and technology and fight the Churn.
2) The Zoo
The only human scientific enclave gathered to live on the edge of a huge Churn generated Bridge. They gather and examine special human beings who are called "Attractors" and "Detractors" depending on how they affect Churns.
They have also captured a churn called Charybdis which they use to generate things for themselves. Although they live on the edge of the Bridge, they are entirely isolated from the rest of the Bridge People. Their ancestors are Boat people, not Bridge.
3) Bridge People
These are descendants of the survivors of the first Churn. They have very little technology and live on Bridges out of reach of living Churn. Many have no idea of the civilization on Earth before Churn as there is almost nothing preserved except in the 'bubbles' of Churn Lava called "Hard Boxes". All Species scavenge for "Hard boxes" as they often contain perfectly preserved treasures and sometimes even pre Churn humans or animals.
Like Pompeiian Lava, the Churn overwhelmed entire cities at a time, grinding up or encasing objects or even humans in bubbles called Hard boxes. A hundred years later, Cracker puffies would go to the Upside to look for these rare Hard Boxes. The Hardrooms keep certain humans alive, in a state of sleep. Sometimes, they'd find a strange creature sleeping in the hard box, still alive but clearly not human.
When the hard room is broken, they 'wake'. Sometimes the waking takes weeks.
But very few of the wakers wake in the same state they fell asleep in. These wakers are welcomed in some Bridge communities because they have precious pre Churn knowledge. But some are not welcome: during their long sleep, their bodies have undergone immense mutations. The mutated wakers are called O-Heads. It is not known why some Wakers are mutated and others are not.
When some humans wake in the Hard Room, they have holes in their heads. These humans are called O Heads and are often driven away from any Bridge communities so they have their own communities. Unlike humans or Puffies, O-Heads tend to be indestructible and seemingly cannot die.