Story & Lore

Story & Lore

How Krat and Oz connect: the Lies of P story beats that set up Wonders of O, and why Dorothy is travelling towards the city, not away from it.

6
Documented beats
1900
Source novel
Yes
Public domain

Introduction

The Oz thread was laid years before the trademark existed, and this category walks it in order. Lies of P resets Carlo Collodi's puppet story inside Krat, a Belle Epoque city where puppets and alchemists between them bring about the catastrophe known as the Puppet Frenzy. The plot is driven by an alchemist named Paracelsus, who spends the game beside the player under the merchant identity Giangio without being recognised until the closing act. When the credits end, he is on a train telling an unseen woman that he still has to find Dorothy, and the camera holds on a figure in ruby slippers crossing a rooftop in the same city. That sequence is why the sequel is expected to fold the world of L. Frank Baum into the world the studio already built, rather than moving the series to a new continent. This category collects the beats that matter, the public-domain material the studio can draw on freely, and the open questions that no announcement has answered yet.

The Oz Trail, Beat By Beat

#BeatWhat it establishesOz link
1Krat and the Puppet FrenzyA Belle Epoque city ruined by its own automata and alchemistsIndirect
2Paracelsus as GiangioThe antagonist operates in disguise, guiding the player unknowinglyDirect
3The post-credits train sceneParacelsus is still searching for Dorothy after the story endsDirect
4The rooftop figureRuby slippers, heel click, an unnamed woman above KratDirect
5The naming conventionCollodi's puppet was never called Pinocchio in-gameStructural
6The open questionKrat or Oz — where the sequel actually takes placeUnresolved

Lore Beats

Krat And The Puppet Frenzy

established

The city and the catastrophe the sequel inherits

BeatA Belle Epoque city whose prosperity depended on automata and alchemy, and whose collapse came when the puppets turned on their makers in an event the game calls the Puppet Frenzy.
What It EstablishesA setting where machinery is beautiful, pervasive and dangerous, and where the people responsible for the disaster are still at large when the story ends.
Oz ConnectionIndirect, but thematically aligned. A city of manufactured people ruled by illusion and hidden operators is very close to the world Baum wrote, which may be why the two franchises sit together so naturally.
Open QuestionHow much of Krat survives into the sequel. The city is the most expensive asset the studio built, which argues for reusing it, and the ending already places the next story inside it.

Paracelsus As Giangio

confirmed

The antagonist who travels beside the player in disguise

BeatThe alchemist who helped ruin Krat spends the game as Giangio, a friendly merchant, and only reveals himself once the player's part in the story is over.
What It EstablishesThat the series treats deception as a narrative engine rather than a plot twist, and that its most important character can be present from the beginning without the audience knowing.
Oz ConnectionDirect in structure. A powerful figure operating behind a false identity while searching for Dorothy maps closely onto the wizard concealed behind a curtain, and readers have noticed the parallel since release.
Open QuestionWhether he returns as the antagonist, an ally of convenience or something else. The closing scene leaves him actively pursuing the next story's central character.

The Train And The Search

confirmed

Paracelsus names Dorothy before the credits finish

BeatOn a train, talking to an unseen woman on the telephone, Paracelsus says he still has to find Dorothy, which is the first and so far only time the name appears in any official material.
What It EstablishesThat the next conflict is a search, that the person being sought is outside Krat, and that the game's antagonist is now a pursuer rather than a manipulator of the city.
Oz ConnectionDirect and by name. Dorothy is the protagonist of Baum's novel, and the predecessor establishes her as a goal before any sequel was confirmed.
Open QuestionWho the woman on the telephone is. She has never been identified, and she is one of the few unexplained named presences carried over from the ending.

The Rooftop Figure

key

Ruby slippers, a heel click, and no face

BeatThe camera cuts to a figure crossing Krat's rooftops and clicking her heels together. She is shown from the ankles down, wearing the slippers, and is never named on screen.
What It EstablishesThat Dorothy is already inside Krat, that the imagery is deliberately filmic, and that the studio intends the audience to recognise the reference from a single visual cue.
Oz ConnectionDirect, and specifically to the 1939 adaptation rather than to the novel, since Baum's shoes are silver and the heels-together gesture is a film invention.
Open QuestionWhether she is the sequel's playable character, its antagonist or a supporting figure. The scene is composed to withhold exactly that information.

The Renaming Method

structural

Recognisable without being named

BeatThe predecessor's protagonist is Collodi's puppet in every narrative respect and is never called Pinocchio, a pattern the studio used consistently across its source material.
What It EstablishesA repeatable adaptation strategy: take a public-domain story, keep its structure, rename its cast and let recognition do the work for the audience rather than in the marketing.
Oz ConnectionStructural. If the method holds, the sequel can use the entire Oz cast without labelling any of them, which fits the way the ending names Dorothy but shows nobody's face.
Open QuestionWhether the sequel keeps the old names for returning characters or renames them too. Returning cast members make that choice considerably harder.
B

Krat Or Somewhere New

open

The unresolved geography question behind every sequel theory

BeatThe closing scene places Dorothy on a rooftop in Krat, which means the next story begins inside the city the predecessor built rather than in a new land, while the Oz material points towards somewhere entirely different.
What It EstablishesThat the two settings have to be reconciled in some way, either by importing Oz characters into an existing city, by expanding outward from it, or by treating Krat as the place a search begins rather than the place it ends.
Oz ConnectionStructural. Baum's story is a journey through a strange country, and the predecessor's story is a journey through one city, so the choice between them is the largest narrative decision the sequel has to make.
Open QuestionEverything about it. No statement, filing or report addresses the setting, and the rooftop shot is the only piece of official material that says anything about where the sequel takes place.

Core Mechanics

The studio's working method is the hidden mechanism behind the lore discussion, and it explains why the Oz material is likely to be handled the way it was before. Lies of P took a familiar public-domain story and renamed its protagonist, so the puppet at the centre of the game is recognisably Collodi's creation without ever being called by that name. That is a deliberate literary game rather than a legal shortcut, and it lets the game borrow iconography while keeping its own cast at arm's length from the source text. The same approach applied to Baum would produce a version of Oz in which the famous figures are present in form but not necessarily in name, and it fits the closing scene, where a woman in ruby slippers is shown from the ankles down and identified only by context. Geography matters here too. Because the rooftop is in Krat, the default reading is that Oz elements arrive in the existing city rather than that the series relocates, which preserves the setting the audience already invested in while still opening the door to the new material.

Advantages

This is the most productive category for anyone who follows the series for its writing, and it is also the one where the evidence is strongest. The relevant material is either in a released game that can be replayed or in a public-domain novel that can be read, which means the discussion rests on texts rather than on anonymous claims. Both sources are unusually rich. The Baum novel supplies a large cast, a coherent magical geography and a set of themes about illusion and self-deception that suit a studio whose last game was built around lying. The predecessor's approach to adaptation supplies a demonstrated method: rename, reframe and let the audience recognise the source themselves. Together they make it possible to reason about the sequel's story with actual foundations, which is not true of any other topic on this site, and they allow long-form work that stays useful even if the game's announced direction turns out to be different from the expectation.

Challenges

The risk in lore writing is over-reading, and it is a serious one here because so little is settled. A single post-credits scene is carrying an enormous amount of interpretive weight, and it was written before anyone knew a sequel would be commissioned, so treating its staging as a design brief for the next game goes beyond what the evidence supports. There is also an ambiguity in the source material that fans tend to flatten: the famous ruby slippers belong to the 1939 film rather than to Baum's novel, where the shoes are silver, so the moment in the predecessor is a reference to a film adaptation as much as to the book, and the legal situation differs between the two. Finally, lore discussion has a tendency to become declarative. Sections on this site mark inference as inference, and pages that state the Krat-or-Oz question as settled are misrepresenting a genuinely open question.

Frequently Asked Questions

Is Wonders of O set in Oz or in Krat?+
Nobody knows, and the strongest clue actually points towards Krat. In the closing scene of the predecessor, the figure in ruby slippers is crossing a rooftop in Krat itself, which means Dorothy is arriving in the city the previous game built rather than waiting somewhere else. That supports a reading in which Oz characters and imagery are imported into the existing world instead of the series relocating to a new continent. It is a reading rather than a fact, and both versions of the sequel are still possible. What the scene does rule out is the idea that the Oz connection is a coincidence invented by fans after the fact.
Why does the game never call its protagonist Pinocchio?+
Because the studio adapts by renaming. The puppet at the centre of the predecessor is unmistakably Carlo Collodi's creation, complete with a woodcarver father figure and a habit of lying, but the game gives him a different name and builds its own identity around him. That choice lets the narrative stand alone for players who do not know the source and rewards those who do, and it is the clearest available evidence for how the studio is likely to handle Baum's characters. Expect recognition without direct naming, and expect the famous figures to be reworked to fit the established setting rather than imported unchanged.
Is the Wizard of Oz novel free to use?+
The 1900 novel by L. Frank Baum is in the public domain, so its characters, places and plot are available to anyone, including a commercial game. That covers Dorothy, Toto, the Scarecrow, the Tin Man, the Cowardly Lion, Glinda, the Wicked Witch, the Emerald City and the Yellow Brick Road. What is not free is the 1939 film's own invented material, most famously the ruby slippers, which replaced the novel's silver shoes and remain protected. That distinction matters when reading the predecessor's ending, because the slippers in that scene point at the film adaptation while the character names point at the book, and a sequel can use one without being able to use everything the other introduced.

Quick Tips

💡

Read the novel, not just the film. Baum's 1900 text is public domain and differs in important ways, including the colour of the shoes, and a reader who knows only the adaptation will keep mistaking film inventions for source material. That distinction has practical consequences here, because the protected elements are exactly the ones a studio has to work around, so knowing which is which tells you something about what a careful adaptation can and cannot show.

💡

Mark the difference between a hint and a plan. The ending was written before the sequel existed, so it tells you what the studio found interesting at the time rather than what the next game will contain. That does not make the hint worthless, since a scene that survives into a finished game has been approved by people who knew the franchise's future, but it does mean the staging should be read as an invitation rather than as a specification.

💡

Notice where the camera looks away. The rooftop scene deliberately shows ankles and withholds a face, which is the same technique the studio used for its own protagonist, and it tells you the identity is being saved as a reveal. Withholding is itself information: a studio that intended Dorothy to be a minor figure would have no reason to compose the shot that way, so the framing suggests the character matters before a single line of dialogue explains why.

💡

Treat Paracelsus as the through-line. He is the only character who is present at the beginning of the predecessor's story and actively pursuing the next one at the end, which makes him the safest anchor for any sequel theory. He is also the one figure whose motives are already established, so predictions built on him need fewer assumptions than predictions built on characters the series has never mentioned, and they can be checked against his behaviour rather than against his name.

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