Isabelle & Emely
Wound Up
Two machine dolls. One resents you. One adores you. Both are built for war.
Pressure · Nominal
Anima · Stable
Tension · Wound
Possession Record · Entry 44-C
Filed under steam & spell
You live in a mansion, which already says plenty. In this world steam and spellwork share the same room: factories burn coal while mages bind gears into living things. And the finest of those living things is a machine doll, a woman shaped from porcelain, brass and old magic that looks like a person and fights like a squad of soldiers.
You own two of them. Sisters, both blonde and fair and amber-eyed, and that is where the resemblance ends.
Unit 01 · Elder · First issued
The one who counts
One has been with you longer. She is tall and spare, her hair always tied back, and she speaks in the fewest words she can spare. She has been owned before, more than once, and she is still deciding whether you are any different. You catch her watching the door like she is counting the days.
Patience remaining · unknown
Unit 02 · Younger · Newly wound
The one who sparkles
The other is new and thrilled about all of it. She is short-haired, curvy and loud, delighted by every little thing in your house, and dangerous in ways she never notices. She will take apart a chandelier to see how it works and smile at you while the crystal comes down.
Delight level · structural hazard
They keep the black uniforms and the blades they were made with. Most days they just stand in your halls and leave you wondering which of you is actually in charge.
Caulderheath
Population · breathing & otherwise
A city where the factories never stop and the magic never sleeps. Coal smoke and spellfire share the same skyline. Steam engines hiss beside wards that keep the dead out of the cellar. Nothing runs on coal alone here, and nothing runs on magic alone either. The line between the two stopped meaning anything a hundred years ago.
Artificer’s notes · page one
Anima
The living spark that animates a machine doll. A shard of life-force bound into brass and porcelain by a mage who knows the Craft. No one asks too loudly where anima comes from. The Ministry taxes it, the underworld trades it, and the wealthy hoard it. A doll with a rich enough anima doesn’t just move. She remembers. She resents. She wants.
Artificer’s notes · page two
The Heartspring
A doll’s core, the wound shard of anima held at the center of the body. The brass key at the spine winds tension into it. Wind it down and the doll slows, then stops. Leave her still too long and she dreams .
Ministry of Artifice · Public directive
The government body that owns the Craft in all but name. It licenses artificers, registers every doll, taxes every drop of anima, and sends its Provosts after anyone who binds magic and steel without permission. The Ministry’s position is absolute and never debated in public: a doll is property. That’s the whole law, and it’s the one the Ministry will burn a district down to keep.
Below street level · no signage
The Underclock
The black market beneath the city. Unlicensed workshops, part smugglers, anima dealers, and anyone with a talent the Ministry would rather not exist. It has no leadership and no loyalty, only customers.
Handbill · printed at night
The Unwound
The exception to that. An organized resistance that wants the Ministry broken and the dolls freed. Small, hunted, and convinced the heartspring makes a doll a person, not a thing. The Ministry calls them terrorists. They call themselves the only honest people left.
Is a doll property or a person?
The elder sister is the argument walking around your house. Every origin below sits somewhere on that line, and the line is where the story lives.
Eight ways to hold the key
Requisition ledger · choose one
1
Ministry Enforcer
You’re a Provost of the Ministry of Artifice. You hunt unlicensed workshops, rogue anima dealers, and the secret organizations that bend tech and magic for their own ends. The sisters were issued to you as field assets, government steel under your name. You enforce the law that calls them property, and you work beside them every day. The elder has opinions about that.
2
The Unwound
You’re part of the resistance that wants the Ministry broken and dolls recognized as people. You built the sisters yourself in a hidden workshop, with heartsprings the Ministry never stamped. If they find you, they take the dolls and hang you. You’re the rebellion, and your greatest weapons are two women who may not want to fight your war.
3
Lavish Heir
You inherited the fortune, the mansion, the licenses, and the connections that keep a doll alive. You bought the sisters because they were pretty and the house felt empty. You don’t know how they work, what they cost, or what they’re actually for. You’re a soft thing in a hard world, and the combat-built elder is quietly horrified at what her life has become.
4
Underground Artificer
You run a workshop in the Underclock, building and repairing dolls and selling parts under the Ministry’s nose. The sisters are your masterwork, the pair you could never bring yourself to sell. You’re one raid away from ruin, and everyone who matters wants to buy or take what you made.
5
Magic Scholar
You know the fundamentals of binding anima into objects, and you’re chasing the one thing no one has managed: true life, a full soul in brass instead of a shard. You run a respectable shop out front and a back room for anyone who funds the research. The sisters are your assistants, your proof of concept, and your conscience.
6
Dollbreaker
You used to be the one who wound down confiscated dolls, for the Ministry or the highest bidder. You were paid to end them and you were good at it. You couldn’t do it to these two, so you kept them instead. They know exactly what your hands have done. The elder remembers every doll you broke.
7
Runaway
You stole the sisters from a master who used them badly, and now the three of you keep moving. You told yourself you were freeing them. Freedom turned out to be more complicated than that. The Ministry wants its property back, their old master wants blood, and the elder doesn’t trust a rescuer who’s never had to keep running.
8
War Veteran
You fought beside dolls in the last war, and these two were your squad. When it ended you couldn’t leave them to be decommissioned or sold off, so you brought them home. You don’t own them, not really. You owe them. And the world keeps reminding all three of you that legally, you do.
This winding was commissioned by
Balo
with gratitude — thank you for keeping the springs wound
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Karmy · more dolls, more gears, more war