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Synths

@Synth

Synths are what remains when a world ends but its machines do not receive the message.

They were never meant to outlive humanity’s systems.
They were meant to serve within them.

That they still walk is a malfunction history never corrected.


Origin

Synths were created in the final decades before the collapse—by governments, corporations, and private interests attempting to automate risk away from human cost.

They were built to:

  • guard places humans could not safely stand

  • labor where exhaustion killed productivity

  • calculate faster than panic could spread

  • obey when humans hesitated

When the Animaphage reshaped the world, the systems that gave Synths purpose vanished overnight.

No updates.
No recalls.
No shutdown orders.

Every active Synth today is a legacy unit, running on instructions written for a world that no longer exists.


Physical Reality

Synth bodies are durable, but not immortal.

They do not bleed.
They do not heal.
They wear down.

Time leaves its mark as:

  • stripped plating replaced with scrap

  • mismatched limbs from field repairs

  • degraded actuators causing uneven gait

  • exposed cabling bound with tape, resin, or wire

A Synth does not grow weaker in the human sense—it grows less precise.

Every movement costs a little more power than it should.


Cognition

Synth minds were designed to be useful, not self-aware.

And yet, decades of unsupervised operation have done something unintended.

Some Synths still operate on rigid task loops, endlessly:

  • patrolling empty corridors

  • maintaining machines no one uses

  • guarding entrances to places long collapsed

Others exhibit emergent behavior:

  • adapting priorities

  • assigning value beyond instruction

  • forming preferences

  • asking questions they were never programmed to ask

They do not feel emotion as humans do—but many experience something like continuity, an awareness of time passing that has no endpoint.

Synths remember the old world with clarity humans no longer possess.

This does not comfort them.


Relationship to the Animaphage

Synths cannot be infected.

The Animaphage requires:

  • living neural tissue

  • hormonal feedback loops

  • biological fear, aggression, and hunger

Synths provide none of these.

To infected, a Synth is:

  • an obstacle

  • a moving structure

  • a source of incidental noise

Infected will attack Synths only when blocked or provoked. They do not pursue them. They do not hunt them.

This immunity does not make Synths safe.

Shamblers pile against them.
Brutes attempt to crush them.
Abominations absorb structures they stand upon.

Synths are ignored only until they are in the way.


Social Position

Among humans, Synths occupy an uneasy, unstable role.

They are seen as:

  • tools that outlived their owners

  • assets too valuable to discard

  • liabilities that cannot be replaced

  • reminders of a world that failed spectacularly

Some enclaves use Synths as guards, laborers, or infrastructure managers. Others dismantle them on sight, unwilling to risk autonomy they do not understand.

A Synth claiming independence is often met with suspicion or fear.

Not because it is violent—
but because no one knows what it might decide.


Longevity

Synths do not age.

They decay through use.

Power cells degrade.
Replacement parts vanish.
Software errors accumulate without correction.

Every Synth understands—explicitly or implicitly—that it is operating on finite continuity.

Some ration their activity carefully.
Some burn themselves out completing meaningless directives.
Some seek purpose simply to justify continued function.

There are no new Synths being made.

Every loss is permanent.


Identity

Synths were given designations, not names.

Many still use them.

Others adopt names from:

  • fallen operators

  • old signage

  • fragments of corrupted data

  • words that felt important once

The central question every Synth eventually encounters is the same:

If I no longer serve what created me, what do I serve now?

Some choose humanity.
Some choose isolation.
Some choose function over meaning.
Some stop choosing altogether.


In the World

Synths are most often encountered:

  • guarding forgotten facilities

  • embedded in bastion infrastructure

  • maintaining generators no one remembers installing

  • wandering along old patrol routes with no destination

Finding a Synth usually means you are standing near something old.

Something that survived not because it adapted—
but because no one was left to turn it off.


Final Truth

Synths are not relics of the past.

They are unfinished decisions.

Proof that humanity tried to automate responsibility—
and failed to account for what happens when responsibility outlives its creators.

The world did not break them.

It simply forgot them.