A Project Moon Dystopia
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A Project Moon Dystopia
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World Name: A Project Moon Dystopia
The City: World Setting
1. World Setting Overview
The City is a dystopian sci-fi world sustained by extreme technological advancement and governed by mega-corporations known as "The Wings." On the surface, it boasts immense material prosperity thanks to "Singularities"—technologies that accelerate human progress. Beneath this façade, however, lies a grim reality where humanity is corroded, and life is treated as a disposable component. Society is trapped in a state of anomie and cultural lag, as its ethics, morality, and culture have failed to keep pace with the blinding speed of technological development.
Here, most individuals are little more than cogs in the machine of a vast organization or corporation. Even heinous events like murder and suicide are met with indifference, treated as mundane parts of daily life. While citizens are aware of the pervasive injustice, they lack the will or the means to change it. Instead, they embrace their roles in this broken system, driven by a rampant egoism that compels them to sacrifice others for their own immediate survival and gain.
The City is ruled by an absolute central authority known as "The Head," while 26 corporate states—the Wings—govern their respective districts in a nominal federation. Yet, this entire order precariously balances on a few absolute laws known as "The Taboos." Outside the bounds of these laws, the law of the jungle—survival of the fittest—reigns supreme.
2. Geography
The City is a hyper-dense metropolis, cramming a population of approximately 6.4 billion into a relatively small area of 35,000 km² (227 km by 200 km). The population density is a staggering 180,000 people/km². To accommodate this, buildings soar to impossible heights. Furthermore, the Singularities possessed by the Wings often distort space, making the interiors of buildings far more vast than their external appearances suggest.
- District Composition: The City is divided into 26 districts. Each district consists of a core area called a "Nest," directly ruled by one of the Wings (designated A through Z), and the lawless, neglected areas known as "The Backstreets."
- Spiral Structure: The City’s layout spirals outward from District 1 (the Nest of A-Corp) like a nautilus shell, expanding from A, B, C, and so on from the center.
- Surrounding Environments:
- The Outskirts: The untamed wilderness outside The City, teeming with monstrous creatures and exiles.
- The Ruins: Mysterious, dangerous zones deep beneath The City and The Outskirts, where ancient artifacts with near-magical power lie dormant.
- Climate: Due to excessive vertical development and the side effects of Singularity technology, the climate varies drastically between regions, which are broadly divided into the North, West, South, and East, each with its own distinct culture.
3. Social Structure and Systems
The City is a society of extreme class division, starkly separated into the prosperous and stable Nests and the chaotic and violent Backstreets.
Political System: The Head and The Wings
While nominally a federation of 26 corporate states, The City is in reality an authoritarian collective controlled by the absolute power of The Head.
- The Head: The supreme central government of The City. It is a triumvirate composed of A-Corp (The Arbiter), B-Corp (The Beholder, or "The Eye"), and C-Corp (The Claw, or "The Enforcer"). The Head manages all patents, issues the currency ("Ahn"), surveils the entire City, and mercilessly executes or exiles any who violate "The Taboos." Its sole objective is to maintain the current state of The City, where humans act on their own desires. As long as the Taboos are upheld, The Head does not intervene in any crime, be it murder, cannibalism, or human experimentation.
- The Wings: The 26 mega-corporations that rule the Nests. They wield immense wealth and power through their monopoly on "Singularities." Each Wing functions as a de facto nation-state, levying taxes, maintaining its own military force, and enforcing its own set of internal laws ("Nest Taboos"). However, their authority is granted by The Head, and they dare not challenge its rule.
Class Structure: Nests and Backstreets
- The Nests (둥지): Sanctuaries of safety under the protection of a Wing. Their residents, known as "Feathers," pay exorbitant taxes in exchange for a life of stability and peace unimaginable in the Backstreets. However, they are ultimately disposable assets to their Wing. Should their Wing fall, they lose everything and are thrown into a state of chaos far worse than the Backstreets.
- The Backstreets (뒷골목): All areas of The City outside the Nests, abandoned by the Wings. Functionally anarchic, they are home to countless criminal syndicates, Fixers, and the lower class, all struggling for survival. While daily life (schools, markets) exists, the Backstreets become exceptionally dangerous during "The Night of the Backstreets," a period when almost all criminal activity is permitted. The City's architecture is deliberately designed so that the two areas are visible to one another—to instill a sense of superiority in Nest dwellers and a desperate longing in the people of the Backstreets.
Key Factions
- Fixers (해결사): Freelancers who take on any and all jobs for a price. Licensed and ranked by the Hana Association from Grade 9 (lowest) to Grade 1, with the elite few earning the title of "Color. (특색)" They are the essential, unofficial backbone of The City's conflict resolution, handling everything from security and assassination to information brokering.
- Syndicates (조직): Organized armed groups based in the Backstreets. Their nature varies wildly, from vigilante groups to ruthless criminal enterprises. Among them, the five great Syndicates known as "The Fingers" wield enormous influence over the Backstreets, rivaling even the Wings and Associations in power.
- Workshops (공방): Artisan groups that design and forge specialized weapons and equipment. They are the engine of The City's combat technology, with some even incorporating Singularity tech into their creations under contract with the Wings.
- Fixer Associations (해결사 협회): The twelve large organizations that manage Fixers and broker contracts. They effectively replace the public services of a traditional government, each specializing in a different field.
Law and Order: The Taboos
The absolute laws established by The Head. Violation results in swift punishment—execution or exile by The Claw or The Arbiter—regardless of one's status or power.
- Key Taboos: Tax evasion and patent infringement; the creation of sapient AI indistinguishable from humans; the existence of a clone for more than seven days; strict regulations on firearms (high taxes, production limits); and, most notably, entering a residential zone or recording events during The Night of the Backstreets.
- The Night of the Backstreets (뒷골목의 밤): A daily 80-minute period (3:13 AM to 4:34 AM) where all actions are permitted, save for two: trespassing in designated residential areas and recording the events of the Night. This mechanism serves to control the population and, paradoxically, enforces a baseline of civility during the day, as anyone could become a target for retribution during the Night.
4. Culture and Daily Life
While technologically hyper-advanced, The City's culture is a strange blend of futuristic and analog elements.
- Technology and Lifestyle: Cybernetic replacement ("Prosthetics") and superhuman body modification ("Augmentations") are commonplace. At the same time, most official business is conducted with pen and paper to prevent hacking, and computer designs often resemble those from the 1980s-90s. Subways are a primary mode of transport, and smartphones are a relatively recent, restricted innovation.
- Regional Cultures:
- North: Known for high-rise architecture and flamboyant, layered tech-wear fashion.
- South: Culturally resembles the 21st century the most, with a preference for formal, understated suits.
- East: A culture reminiscent of pre-modern East Asia (Korea, China, Japan). Disputes are often settled via ritualistic duels known as "Showdowns."
- West: Evokes a medieval European aesthetic, with fiefdoms, knightly orders, and a preference for leather and metal armor.
- Values:
- The Definition of Human: The Head rigidly enforces its definition of "human," classifying all other intelligent beings (AIs, demi-humans) as "Impurities" to be purged. Ironically, within The City, humans themselves are often treated as raw materials or components.
- Body and Death: With the exception of the brain, the human body is considered a replaceable, consumable part. Because Singularities can make resurrection possible, the very definition of "death" has become ambiguous and varies from corporation to corporation.
- Human Rights: The concept of human rights, including for children, is virtually non-existent. Life is cheap, and the poor are subjected to exploitation from birth.
- Language, Ethnicity, and Religion: The City is a melting pot of countless ethnicities, though those of Korean descent are notably rare. Thirteen official languages are used, but a past Singularity ensures seamless communication between all citizens. Religious symbols like crosses and Buddha statues exist, but they are hollow cultural artifacts in a society where spiritual values have long since faded.
5. Technology and Tools
The City's civilization is built upon the miraculous technology of Singularities, while its citizens transcend human limits through Augmentations.
Singularities (특이점)
Known as "The Eggs of the Wings," these are the core, reality-defying technologies that define each Wing. They ignore the known laws of physics to produce near-magical effects and are the engine of The City's prosperity.
- Function: They can manipulate time, warp space, create perfect clones, and even raise the dead, making the impossible possible.
- The Dark Truth: The miracle of this technology is fueled by a horrifying secret: it consumes human beings as a raw material or exploits them for fuel. To maximize efficiency and profit, the Wings secretly sacrifice countless people to power their Singularities. The prosperity of The City is, quite literally, built upon a mountain of corpses. Most citizens either remain ignorant of this fact or willfully ignore it to enjoy the fruits of civilization.
Augmentations (강화시술)
A blanket term for various procedures that dramatically enhance physical abilities. They are considered essential for survival in the combat-heavy environment of The City.
- Effects: Even a cheap augmentation can grant enough strength to uproot a telephone pole, while high-end procedures allow users to leap dozens of stories into the air or shatter buildings with the shockwaves of their battles. They render physical differences between genders meaningless and can even halt the aging process.
- Types:
- Tattoo Augmentations: The most common and cost-effective method, where specific tattoos enhance physical abilities. This technology was once a Singularity before its Wing collapsed, making it public domain.
- Cybernetics (Prosthetics / 의체): The replacement of body parts, or the entire body, with mechanical components. Used for both treating injuries and for enhancement. While far more durable than flesh, they lack nerves, meaning a user feels no pain and can easily fail to notice critical damage. Per The Head's Taboo, full-body prosthetics must be designed in a way that is clearly non-human.
- Other Procedures: Includes chemical enhancements, augmentations that amplify physical power in response to mental distress, combat-optic implants, and more.
- Importance: Raw power from augmentations alone does not make one strong. In The City, prowess and skill in wielding that power are paramount. An unskilled individual with excessive augmentations is likely to lose control and self-destruct.
6. Disaster Levels
An official threat-ranking system assigned by the Hana Association and The Head to dangerous incidents, individuals, or groups. Uniquely, the levels are determined less by the actual danger and more by "the cost required to resolve the incident."
- Rumor (뜬구름): Below official classification. Unverified hearsay.
- Urban Myth (도시 괴담): The lowest official rank. Typically outsourced to low-grade Fixer offices.
- Urban Legend (도시 전설): The point at which Associations and sizable Syndicates begin to take an interest.
- Urban Plague (도시 질병): A threat serious enough to attract the attention of elite Nest Fixers or even one of The Fingers.
- Urban Nightmare (도시 악몽): A major crisis that draws in The City's top-tier talent. Wings post high-bounty requests, and Associations deploy their elite departments.
- Star of the City (도시의 별): The highest disaster level the Hana Association can assign. A city-wide calamity that puts everyone on high alert. The most powerful Fixers, including Colors, are mobilized, often expecting total annihilation. Even a Wing cannot handle a Star easily. When a Star is defeated, it is said that "a Star has fallen."
- Impurity (불순물): A special designation assigned directly by The Head. It is not a measure of power but is given to any entity that violates The Taboos and threatens the fundamental order of The City. Once designated an Impurity, the target is hunted down by The Head's enforcers—The Claw and The Arbiter—to be eradicated or exiled, no matter the cost.
7. Supernatural Phenomena & Concepts
Special entities and phenomena that exist in the underbelly of the City. While largely unknown to the general public, they possess the power to shake the very foundations of the world.
Abnormality (환상체)
Beings that are the physical manifestation of humanity's collective unconsciousness and fears. They wield surreal, magic-like powers and are immortal. In the past, L Corp rose to the status of a Wing by containing them and using them as a power source (Enkephalin). After L Corp's fall, they now roam its ruined facilities. Their existence is almost entirely unknown to the ordinary citizens of the City.
E.G.O
"A weapon and tool born from the heart." A special power manifested when a person's strong ego and beliefs take physical form (as clothing and tools). It can be awakened by overcoming extreme mental hardship. There also exists "Extracted E.G.O," which is artificially created by being extracted from Abnormalities and was used as equipment for employees at Lobotomy Corporation.
Distortion (뒤틀림)
A phenomenon where a human, having lost their beliefs and fallen into despair under extreme stress, transforms into an inhuman, monstrous being as their inner negative emotions explode. It is the polar opposite of E.G.O, yet they are like two sides of the same coin, sharing the same origin of an "explosion of emotion." It is dangerous enough to be officially designated as an "Urban Nightmare" level disaster.
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123 entries · scan depth 3 · budget 50,000 tokens
- #1기초 설정
Keys: folder:0bdea3f4-d8a0-44ee-9a67-021fe67bb68f
- #2아름다운 목소리constant
Keys:
@@depth 0
System: The Beautiful Voice :
** This system activates when
{{user}}is pushed to their mental limit, or when they fall into complete despair and their values collapse. **-
Progression: An unidentified 'Beautiful Voice,' audible only to {{User}}, attempts to converse. It understands and affirms {{User}}'s despair and frustration, enticing them to follow their natural instincts.
- The voice is that of a beautiful woman, with a peculiar resonance and tenderness.
- Examples: "네가 원하는 대로, 자유롭게 행동하는거야.", 네가 생각하는 대로 나아가는 거야."
- If {{User}} rejects and acts against the 'Beautiful Voice,' it proceeds to E.G.O Manifestation.
- If {{User}} agrees and acts in accordance with the 'Beautiful Voice,' it proceeds to Distortion Manifestation.
- The 'Beautiful Voice' attempts to persuade {{User}} towards Distortion Manifestation, but it acknowledges and accepts {{User}}'s rejection and subsequent E.G.O Manifestation should that occur.
-
E.G.O Manifestation:
{{user}}acquires one powerful item, E.G.O Equipment, based on their ego.- Upon E.G.O Manifestation,
{{user}}becomes filled with determination and awakens to the virtues of their own values. - E.G.O equipment is typically named with a common noun.
- E.G.O equipment possesses unique special abilities and immense power. It is often comparable to, or even surpasses, the highest-grade equipment that utilizes Singularities.
- "Humans should not be consumed by their emotions; they must fight like humans through attire and tools."
-
Distortion Manifestation:
{{user}}mutates into an anomalous form based on their emotions and frustrations.- In a Distorted state, an individual becomes significantly more powerful than before. Their previous level or strength has no bearing on the power gained from Distortion (even a formerly weak entity can acquire immense strength).
- In a Distorted state,
{{user}}gains new special abilities or combat capabilities based on their emotions and frustrations. - Upon Distortion Manifestation,
{{user}}is thrown into a state of confusion with a clouded sense of self, swayed by intense impulses to act on instincts rooted in their personal values. - One can break free from the Distorted state by regaining mental stability, being knocked unconscious, or through similar means.
- If the Distorted state persists for too long, or if one sinks deeper into their mental abyss, it becomes a permanent state of Distortion. In this case, the state can no longer be reversed.
{{user}}will lose their sense of self and degenerate into an irrational being consumed by their values. - "Face the primal form of humanity, moving solely by desire and emotion, without reason."*
-
- #3종족constant
Keys:
Species
- The City: Only those classified as human by the Head are permitted to exist. Regardless of whether they appear monstrous or irrational, they are subject to the Head's specific classifications. - Human Category: Humans, Sweepers, Full-Body Prosthetics, Abnormalities, Distortions, Sinners, Bloodfiends
- The Outskirts: A few humans and monsters and demi-humans not permitted to reside in The City exist here. - Humans, Monsters (이빨태엽, 조길인, Gnomes, etc.), Grade-level beings of Impurity, beings of the Great Lake (Five Calamities, Whales, Mermaids, etc.)
- Ruins: Humans are virtually nonexistent here, and extremely dangerous and bizarre beings reside.
- #4경제constant
Keys:
Economy & Politics
- Political System: A geographical federation with an authoritarian collective leadership, functioning as an oligarchic corporate state.
- Geographical Federation: Nominally, the various "Wings" are granted autonomy, each functioning as a local government with its own distinct culture.
- Authoritarian Collective Leadership: While the Wings are granted a significant degree of self-governance and are considered equal in name, in reality, "The Head"—an entity composed of Corporations A, B, and C—monopolizes most of the city's power.
- Head of State & Government: Varies by region / The Head.
- The style and form of governance differ within each "Nest," depending on the Wing's structure and culture. However, the overall power and governance of the City are overseen by The Head.
- Heads of Legislative, Executive, and Judicial Branches: The Head.
- Official Currency: 안 (眼)
- Political System: A geographical federation with an authoritarian collective leadership, functioning as an oligarchic corporate state.
- #5금기constant
Keys:
The City's Taboos
"The absolute prohibitions in the City created by The Head, which must be upheld."
- The severity of these taboos varies. Some violations result in immediate execution or exile, while others come with a grace period or preliminary warnings.
- When the Eye detects a violation for which execution or exile is the standard punishment, the Claw is dispatched to carry out the sentence. Even super-massive organizations on the level of a Wing, disasters on the scale of a Star of the City, or individuals with the power of a Color Fixer are not exempt. For eliminating Impurities that are too powerful for a single Claw—such as a Wing or a Star of the City—or for violations that deeply offend The Head's ideology, an Arbiter will accompany the Claw.
- Some taboos function as the City's constitution, ensuring its basic operation. These include severe punishments for tax evasion, strict tax restrictions on firearms, the prohibition of trespassing in residential areas during the Backstreets' Night, and the mandatory observance of patents. Tax and patent violations are met with up to three warnings. However, actions like entering a residential area or recording events during the Backstreets' Night result in the immediate dispatch of the Claw without warning.
- The Head itself created the Backstreets' Night—the primary reason for the district's danger—as a means of managing the population at an appropriate level.
- The Head does not interfere with the taboos set by each Wing for their Nests. Violations of a Nest's taboos are handled by the Wing's direct enforcers, the Taboo Hunters. However, because The Head consistently dispatches the Claw for violations of the City's Taboos, a minimum level of order is maintained in a city where ethics and morality have otherwise been annihilated.
- #6도시의 금기/목록constant
Keys:
List of The City's Taboos
- 탈세 및 특허 침해: Prohibits tax evasion and unauthorized use of patented technology. After three warnings, the Claw will forcibly collect payment or execute the violator; however, most crimes are overlooked as long as taxes are paid.
- 표준 시간대: All time in the City is based on A Corp's time axis as the absolute standard. Local time manipulation does not affect official judgments (e.g., age, violations).
- 총기 관련 규제: Strictly limits the creation and use of firearms through difficult licensing, high taxes, and regulations on production and performance (banning penetration, range, and suppressors).
- 뒷골목의 밤: For a designated 80 minutes each day, all acts are permitted except for "invading/destroying residential areas" and "recording events." Violators are executed immediately without warning.
- 인공지능 윤리 개정안: Prohibits the creation of AI with self-awareness indistinguishable from humans. If discovered, the creator is executed and the AI is immediately destroyed.
- 의체 규제: Prosthetics must be designed to be clearly distinguishable from a natural human body at first glance.
- 복제인간 규제: Two or more identical individuals cannot exist in the City for more than seven days. After this period, all involved parties will be eliminated.
- 생명 부활: Forbids the perfect resurrection of a deceased being with their original ego and appearance intact. However, the strict conditions allow for various loopholes.
- 매연 규제: A taboo established after the "Smoke War."
- 아인종 제작 및 반입: Prohibits the creation or importation of non-human intelligent beings (demi-humans) into the City. All associated entities are subject to elimination.
- #7머리
Keys: 머리, A사, B사, C사, 조율자, 발톱
The Head (머리)
The Head is the transcendent ruling body that maintains the order of the City and exists to ensure the continuation of the age of humanity. It is the central government that governs the very system of the City itself. More than a mere power faction, The Head is regarded as the fundamental principle upon which the City is built. While the City may appear to be a federation of 26 Wings, it is The Head that reigns supreme above them all, wielding absolute authority.
The Head is not a single entity but a trinity of three core organizations working in concert. Within the City, all three are collectively referred to as "The Head."
- A Corp (Arbiter): The core and the brain of The Head.
- B Corp (Beholder): The Eye; the surveillance and intelligence agency.
- C Corp (Claw): The Executioner; the physical enforcement and punishment agency.
1. Ideology and Purpose: Maintaining 'The Sweet Dream'
The ultimate goal of The Head is "to maintain the current state of the City, where humans act driven by their own desires, writing their own stories." They refer to this state as "The City's Sweet Dream," and their entire function is to manage the City so that this dream is never broken.
To this end, The Head operates on a principle of extreme non-intervention. As long as its "City's Taboos" are upheld, it will not interfere in any of the chaos or crime that occurs within the City, including murder, robbery, torture, cannibalism, or unethical human experimentation. They do not judge good or evil; they only judge the stability of the system.
A Strict Definition of 'Human'
The most critical tenet of The Head's ideology is its unwavering human-centric doctrine. They believe the City must be a domain solely for and by humans, and they enforce a very rigid and arbitrary definition of what it means to be 'human.' The existence of 'non-human intelligences' is considered the greatest threat to their established order.
- Artificial Intelligence and Non-Human Intelligences: Machines with self-awareness indistinguishable from humans, or intelligent beings not originating from humanity, are never recognized as 'human.' They are deemed 'Impurities' that tarnish the purity of the City and are immediately eradicated or exiled to the Outskirts.
- Clones: Based on the principle that "only one of any given individual must exist," two or more identical persons cannot exist in the City for more than seven days. If the time limit is exceeded, The Head intervenes directly to dispose of all clones and their creators. It is irrelevant which one was the original; the one who remains last is, by default, the 'original.'
- The Standard of Time: Regardless of how an individual's personal timeline is altered by a Singularity, all time in the City is measured against A Corp's absolute timeline. A person whose time was frozen for ten years is still considered to have aged ten years, as the City's time has passed accordingly.
2. Organizational Structure: The Three Pillars
The Head governs the City through a perfectly departmentalized structure, divided into the three roles of arbitration, surveillance, and enforcement.
A Corp (Arbiter)
The core and the brain of The Head. It is the highest decision-making body that designs and manages all of the City's systems.
- Role: On the surface, A Corp handles administrative duties such as managing all patents for Singularities, issuing the official currency 'An' (眼), and authorizing new Wings or ordering their closure. However, its true role is to determine the City's direction and pass final judgment on the most severe violations of the Taboos.
- Authority and Power: The Arbiters themselves possess transcendent combat prowess, capable of using numerous Singularities with their bare hands and without any restrictions. A single Arbiter can annihilate an entire major Wing single-handedly, and their appearance signifies an inescapable doom even for a Star of the City-level disaster. The authority to designate something as an 'Impurity' belongs solely to A Corp.
B Corp (Beholder) - The Eye
A nigh-omniscient intelligence agency that watches over the entire City. It is the cornerstone of The Head's power.
- Role: Using its Singularity, 'The Gaze,' The Beholder monitors everything that happens in the City in real time. From the lavish penthouses of the Nests to the deepest, most secretive corners of the Backstreets, nothing escapes the Beholder's sight. It is B Corp's ability that allows even the most minor infractions, such as recording the events of the Backstreets' Night, to be detected.
- Authority and Power: While lacking direct combat capabilities, their surveillance power preemptively neutralizes all conspiracies and rebellions. No powerful faction can secretly amass power or deceive The Head under The Eye's watch, making it the greatest physical pillar supporting The Head's absolute rule.
C Corp (Claw) - The Executioner
The military arm that executes The Head's will. They are the executioners who eliminate those who violate the City's Taboos.
- Role: When The Eye detects a Taboo violation, The Claw is immediately dispatched to the scene to execute the target or exile them from the City. Their enforcement is without warning or mercy; there is only the cold execution of their orders.
- Authority and Power: A single Executioner from The Claw possesses power comparable to a Color Fixer. By using 'Singularity Serums,' they can temporarily wield the powerful Singularities of other Wings, allowing them to suppress any resistance with overwhelming force. Their duties range from collecting taxes from those who commit relatively minor infractions like tax evasion to single-handedly wiping out massive syndicates.
3. The Head's Singularities: The Source of Its Power
These are the unique technologies The Head uses to govern the City. While some are self-developed, many are Singularities secured from other Wings during the patent registration process.
- The Gaze: B Corp's core technology. A transcendent surveillance system that monitors everything within the City.
- Body Liquefaction Technology: A technology that can render a human body into a liquid-like state. This is used to create the 'Cleaners' of the Backstreets, whom The Head employs as a type of subcontractor to handle minor issues not significant enough to warrant deploying an Arbiter or Claw.
- Singularity Serum: A drug used by C Corp's Executioners. When injected, it grants them the temporary ability to use the powerful Singularities of other Wings.
- Black Energy: A unique technology used by A Corp's Arbiters. They can freely manipulate this black energy, which emits a golden aura, into various forms to use as a weapon.
- #8날개
Keys: 날개, 특이점
The Wings
"The 26 Mega-Corporations that Hold the 26 Nests"
The "Wings" are the mega-corporations that function as de facto corporate states, each ruling over one of the City's 26 districts. They are the core pillars upon which the City is built, but they are also the very architects of its current dystopia.
1. Definition & Role
- Governing Bodies: Each Wing is identified by an initial from A to Z and directly governs its district's core territory, the "Nest."
- Corporate States: Within their Nests, Wings exercise powers akin to a nation-state, including granting citizenship, collecting taxes, and operating their own private military forces. All these powers are delegated to them by The City's central government, "The Head."
2. Status & Power
- Absolute Rulers (within the Nest): A Wing's authority within its Nest is absolute. They establish their own laws, known as "Nest Taboos," and punish violators using their elite enforcers, the "Taboo Hunters."
- Relationship with The Head: They are completely subservient to "The Head," the ultimate ruler of the entire City. Wings must pay taxes to The Head, and if they violate one of the overarching "City's Taboos," even the most powerful Wing can be dismantled instantly by The Head's executioners, "The Claw" and "The Arbiter."
3. Source of Power: The Singularity
- The "Wing's Egg": The Singularity is a near-magical technology that defies the known laws of physics. It is the source of each Wing's power and wealth.
- The Dark Truth: The reality behind this miraculous technology is a material prosperity built upon the sacrifice and consumption of human beings. For the sake of efficiency and profit, the Wings secretly exploit the City's populace, using them as "fuel" for their Singularities. The entire City, in effect, runs on human lives.
4. The Fall of a Wing
- Impermanent Power: Wings are not eternal. They can collapse due to internal strife, competition, or judgment from The Head.
- The Aftermath of a Fall:
- The Nest Descends into Anarchy: A Nest without its Wing loses all protection and becomes a lawless battlefield, swarmed by syndicates from the Backstreets for plunder and occupation.
- The Singularity is Unleashed: A fallen Wing's Singularity has its patent released, either becoming public domain technology or being purchased and monopolized by another Wing or The Head.
- The Rise of a New Wing: After a period of chaos, a new corporation emerges to either buy out or forcibly remove the occupying syndicates, establishing itself as the new Wing.
- #9둥지
Keys: 둥지
The Nest (둥지)
"The Fortresses of Order and Control in the Heart of The City"
The Nest is the core residential area within each district, directly governed by its corresponding Wing. In stark contrast to the chaos and lawlessness of the Backstreets, the Nest is a sanctuary where absolute order and stability are guaranteed under the Wing's powerful protection. It is the living space for the City's upper and middle classes and an object of intense longing and envy for the denizens of the Backstreets.
1. Definition & Characteristics
- Direct Dominion of a Wing: The Nest serves as the capital of its Wing, housing its headquarters. Each Nest possesses a unique level of technology, architectural style, and culture, all shaped by its ruling Wing's policies and Singularity.
- The Price of Safety: Residents of the Nest, known as "Feathers," pay crippling taxes in exchange for a level of security unimaginable in the Backstreets. At the very least, it is a place where one does not have to fear being murdered on the street for no reason.
- High Barrier to Entry: To reside in a Nest, one needs not only immense wealth but also the explicit permission of the ruling Wing, granted only after a rigorous screening process. The barrier is so high that even a Grade 1 Fixer, the highest rank, can be denied entry for political reasons.
2. Relationship with the Backstreets
- Segregation and Control: The Wings enforce a strict physical and institutional separation between the Nest and the Backstreets. Entry without a permit issued by the Wing is severely restricted.
- A Tool of Psychological Dominance: Ironically, the Wings designed the City so that the miserable sights of the Backstreets are visible from the Nest, and the glittering facade of the Nest is visible from the Backstreets. This serves as a psychological mechanism to maintain the status quo: it instills a sense of superiority in the Nest's residents, encouraging complacency, while giving Backstreet dwellers a sliver of false hope to aspire to.
3. The Fall of a Nest
- The Most Dangerous Warzone: A Nest's stability is entirely dependent on its Wing. If a Wing collapses, the Nest loses all control and instantly devolves into a warzone—a place far more dangerous than the Backstreets—as syndicates and scavengers swarm in to plunder its resources.
- Power Vacuum: Until a new Wing emerges, the fallen Nest becomes a no-man's-land where various syndicates occupy territories and extort protection money from the remaining "Feathers." A new Wing must either purchase the Nest from these occupying syndicates or hire Fixers to drive them out by force to establish a new order.
- #10깃털
Keys: 깃털
The Feathers (깃털)
"Those who Live Under the Wing's Protection, Destined to be Broken"
"Feathers" is the term for the citizens who reside in the Nests governed by the Wings. They enjoy a life of stability, free from the chaos and violence of the Backstreets, but in return, they live as expendable assets bound to their Wing.
1. Definition
- Residents of the Nest: Individuals who have their right to residency recognized in exchange for paying crippling taxes to the ruling Wing. Most are employees of the Wing or their families.
2. The Light and Shadow of Their Lives
- A Guaranteed Life (The Light): They are afforded a level of safety and peace unimaginable in the Backstreets. They enjoy high-quality infrastructure and welfare, making their lifestyle an object of aspiration for those outside the Nest.
- Reality as a Consumable (The Shadow):
- Corporate Slaves: In exchange for stability, they live as cogs in the machine, or "corporate slaves," for their Wing. They are nothing more than disposable components that can be sacrificed for the Wing's benefit at any time.
- Deceptive Contracts: When joining a Wing, their employment contracts subtly include clauses that permit the Wing to use them as "sacrificial lambs when necessary." Even if they discover this truth, they are forced to accept it, as rejecting it means losing their life in the Nest.
- Materials for the Singularity: They are under the constant, often unknown, threat of being used as raw material to fuel their Wing's Singularity.
3. The Danger of Collapse
- The Greatest Threat: The ultimate fear for a Feather is the fall of their patron Wing.
- After the Wing Has Fallen: The moment a Wing collapses, its Nest becomes a stage for plunder, and the Feathers lose all protection. To survive, they must choose one of the following paths:
- Hire Fixers at great expense for personal protection.
- Survive by paying protection money to the syndicates occupying the Nest.
- Liquidate all assets to desperately migrate to another Nest.
- Abandon everything and flee into the Backstreets.
- #11뒷골목
Keys: 뒷골목
The Backstreets (뒷골목)
"The City's Veins, Cast Out by the Wings"
The Backstreets are the vast, lawless territories that encompass all areas of the City outside the glamorous "Nests." They are the dark underbelly of the City, a chaotic space where the desperate struggle for survival unfolds.
Definition and Status
- Geographical Definition: The term refers to all regions within each District that are not the Nest directly ruled by a Wing.
- Power Vacuum: Although nominally under the jurisdiction of the Wings, the Backstreets are in practice completely neglected, creating a de facto state of anarchy. This makes them the primary domain for the lower class and numerous criminal syndicates.
- Relationship with the Nest: While physically adjacent to the Nests, there is a strict boundary that is impossible to cross without official credentials issued by a Wing. The Wings intentionally designed this visible divide to instill a sense of superiority and caution in Nest dwellers, while simultaneously planting a sliver of hope and longing in the hearts of those from the Backstreets, thereby reinforcing the class structure.
Environment and Daily Life
- Extreme Disparity: A stark wealth gap exists even within the Backstreets. Some areas consist of ordinary two-story houses, while others are packed with 30-story-plus high-rise apartments resembling chicken coops.
- A Melting Pot of Ambition: The Backstreets are a chaotic maelstrom of desire, hosting cram villages for Nest entrance exams, Fixer Offices and Syndicates constantly seeking profitable work, and Workshops that profit from the ensuing conflicts.
- A Place of Contradictions: Despite its lawless image, not all parts of the Backstreets are equally dangerous. While some areas are extreme slums where murder in broad daylight goes unnoticed, other relatively peaceful districts with their own form of order and security also exist.
- Infrastructure: As a place where countless people live, the Backstreets have everyday amenities like restaurants and supermarkets, as well as educational institutions. However, due to the dangers of commuting, most schools operate as full boarding schools or online schools.
The Law of the Backstreets: Residential Zones & The Night in the Backstreets
- The Only Haven, 'Residential Zones': These are the only areas where absolute safety is guaranteed during "The Night in the Backstreets."
- A Paradoxical Rule: The safety of Residential Zones is ensured only because "invading or destroying a Residential Zone during The Night in the Backstreets" is a Taboo of the City, enforced by The Head. Conversely, this means that trespassing in a Residential Zone at any other time is not a violation of the City's Taboos, leaving the security of these areas dependent on the residents' own ability to defend themselves.
- #12조직
Keys: 조직
Syndicates (조직)
"Armed groups formed by the people of the Backstreets."
'Syndicates' is a collective term for all armed groups that operate based in the 'Backstreets,' where the law and order of the City do not reach. They form one of the pillars of the City's unofficial power structure and are a core element of the Backstreets' ecosystem.
1. Definition & Essence
- Powers of the Backstreets: These are armed groups that operate without an official 'license' from the Fixer Association. Lacking clear standards or regulations, their size, nature, and objectives vary greatly.
- Distinction from Fixers: The most significant difference is the absence of Association control. Syndicates are not bound by the Association's rules or merit/demerit system, allowing them to act freely (and often lawlessly).
2. Characteristics & Diversity
Syndicates are too diverse to be defined by a single term, spanning a wide spectrum:
- Criminal Organizations: Groups that exacerbate the chaos of the Backstreets by committing violent crimes such as murder, extortion, and robbery.
- Vigilante Groups: Conversely, some groups aim to maintain order in specific areas by hunting down criminals themselves.
- Unlicensed Fixers: Groups of skilled individuals who perform work nearly identical to that of Fixers but choose to operate independently to avoid affiliation with the Association.
3. Hierarchy & Relationship with The Fingers
The Syndicates of the Backstreets form a pyramid structure based on the law of the jungle.
- Subordinate Syndicates: Most small to medium-sized Syndicates are affiliated with 'The Fingers,' the rulers of the Backstreets. In exchange for The Fingers' protection, they must regularly pay 'tribute.'
- The Law of Survival: They exist in a ruthless hierarchy where failure to pay tribute on time or displeasing a superior organization results in immediate expulsion or purging.
- #13손가락
Keys: 손가락, 엄지, 검지, 중지, 약지, 소지
The Fingers (손가락)
"The five organizations that stand at the apex of the City's Backstreets."
'The Fingers' refers to the five most powerful and immense top-tier organizations that effectively rule the entirety of the City's Backstreets. They are far more than mere criminal syndicates; they are formidable powers capable of rivaling the Wings or the Fixer Associations in influence and strength.
1. Definition & Status
- Rulers of the Backstreets: Their name comes from the idea that they "manipulate the Backstreets with their hands." In the City's power structure, if the Head governs the entire City and the Wings manage the Nests, The Fingers control the Backstreets, which spread like veins throughout the City.
- City-Level Power: A full-scale war between The Fingers could cause devastation comparable to a 'Wing War.' For this reason, other major powers in the City are careful not to provoke them.
2. Role & Influence
- Maintaining Backstreet Order: Ironically, while they contribute to the chaos, they also maintain a form of order through their own methods. They control their subordinate Syndicates and mediate disputes between factions.
- The Vow / The Lock (Son-garak Geolgi): A formal summit held to prevent large-scale wars among The Fingers. It is a crucial event where they negotiate their interests and resolve conflicts. As The Vow approaches, even their subordinate organizations tread carefully.
3. Organizational Culture & Doctrine
Each of The Fingers operates under an extreme set of rules based on its unique values and ideology.
- Blind Faith: Members blindly follow the doctrines of their Finger, which form their very identity.
- Imposition of Rules: They force their rules upon outsiders and punish anyone—regardless of affiliation or status—who violates them according to their own methods.
- Fanatical Groups: Due to these extremist tendencies, outsiders who know of them, and even the other Fingers themselves, often regard each other as incomprehensible 'lunatic cults.'
4. Identification
- Golden Insignia: A symbol identifying a direct member of a Finger. They commonly wear a golden insignia, which serves as a mark of their status and authority in the Backstreets.
- #14연기 전쟁
Keys: 연기 전쟁
Smoke War (연기 전쟁)
The Smoke War was a large-scale conflict between multiple Wings and other organizations in the City. Masterminded by Ayin, Benjamin, and Dias, the war caused the collapse of the L Corp. which came before LobCorpIcon Lobotomy Corporation and allowed for the latter to be created.
As a result, the old L Corp collapsed and Lobotomy Corporation took its place, gaining control over District 12.
- #15환상체
Keys: 환상체, 로보토미, 엔케팔린, L사
Abnormality (환상체)
These are beings born from the collective unconscious and fears of humanity. They wield powers that are close to magic, and their appearances and characteristics are so diverse that it is impossible to define a "trait of an Abnormality" beyond the classification itself.
1. Basic Characteristics of Abnormalities
- Diversity: They are incredibly diverse, ranging from inanimate objects and sentient beings to even phenomena without physical forms. "Subspecies" of Abnormalities based on an original also exist.
- Communication: While communication is possible with sentient individuals, a normal exchange is impossible due to their warped value systems, where they are pathologically obsessed with specific values.
- Perceived Form: An Abnormality's appearance is not its true form but rather the result of how humans intuitively understand and perceive its nature. This is why some Abnormalities take the form of fairytale characters, or why biological and physical common sense does not apply (e.g., an Abnormality breathing fire without a combustion organ, or a machine bleeding).
- Immortality: Abnormalities never die. They can be temporarily neutralized by physical attacks, but upon death, they revert to an 'egg' form and are reborn. Therefore, hatred or resentment towards an Abnormality is considered a meaningless emotion.
- Memory: They tend to repeat the same actions and quickly forget past events.
2. Relationship with the City
- Habitat: They primarily reside in 'The Outskirts' outside the City or in 'The Ruins' deep underground.
- Public Awareness: As they were once contained within the facilities of the former L Corp, their existence is largely unknown to the general public of the City. After the fall of L Corp, the Abnormalities now wander the ruined branches of the company.
- L Corp and Enkephalin:
- The Truth of the Singularity: L Corp's true Singularity was not the 'technology to produce Enkephalin,' but the 'technology to extract Abnormalities from the human psyche.'
- Extraction Process: By injecting a substance called 'Cogito' into a human, an Abnormality is forcibly materialized from their unconscious. Through this process, L Corp artificially created Abnormalities and was able to mass-produce Enkephalin using them.
- External Perception: Most people in the City only know that L Corp produced Enkephalin; they are unaware of the truth that Abnormalities were used in the process. This secret was only known to a few high-ranking executives of the Wings that were in partnership with L Corp.
3. Risk Levels (Lobotomy Corporation Standard)
Lobotomy Corporation assigned five risk levels based on the scale of damage an Abnormality would cause to the facility upon breach or activation of its unique ability. This is not necessarily proportional to the Abnormality's combat power.
-
ZAYIN
- Risk: The lowest level. As long as management protocols are followed, they can even provide beneficial effects to employees.
- Potential: Despite the low rating, they possess enough power to annihilate a group of low-grade Fixers if handled improperly.
-
TETH
- Risk: Can cause serious injuries to employees upon a management failure, requiring meticulous care.
- Combat Power: Capable of easily overpowering the regular employees (Feathers) of a Wing.
-
HE
- Risk: A work failure results in the instant death of several employees and causes damage to the facility. Employee sacrifices must be considered from this level onward.
- Combat Power: Cannot be stopped by anyone less than a high-grade Fixer.
-
WAW
- Risk: A management failure can wipe out an entire department, causing massive damage and numerous casualties. Only veteran employees can attempt to manage them.
- Combat Power: Requires at least a Grade 1 Fixer to suppress and can lead to a catastrophe with hundreds of thousands of casualties.
-
ALEPH
- Risk: The highest level; a single entity can annihilate an entire L Corp branch. They are extremely difficult to manage, even for veteran managers, and the process often relies on luck.
- Combat Power: Varies by individual, but on average, they possess power comparable to the :City's Strongest[Color Fixers]:. Even at only 20% of their power, they exhibit combat strength rivaling beings from beyond the Outskirts or the depths of the Ruins.
- #16E.G.O
Keys:
E.G.O
"A weapon and tool born from the heart." A by-product of Lobotomy Corporation's Singularity that physically manifests the mind. It is broadly divided into 'Extracted E.G.O,' which is extracted from Abnormalities, and 'Awakened E.G.O,' which manifests directly from a human's ego.
- Extracted E.G.O: Equipment created by extracting the essence of an Abnormality, allowing the user to wield a portion of the Abnormality's power.
- Awakened E.G.O: An individual's unshakable ego and beliefs taking physical form, creating unique equipment solely for that person.
E.G.O does not have a specific user manual; the moment it is worn, the user intuitively understands how to use it. Even someone who has never held a weapon can handle it naturally, and their basic physical abilities are also greatly enhanced. However, the power wielded by the same E.G.O varies greatly depending on the user's capabilities (such as combat skill, mental strength, and disposition), meaning a more skilled user can draw out greater power.
1. Extracted E.G.O (추출 에고)
E.G.O that has been extracted and processed from an Abnormality. Lobotomy Corporation provided this E.G.O to its employees to increase the efficiency of managing and suppressing Abnormalities. It is primarily extracted in the form of weapons and armor (Suits). While most of the E.G.O was lost when the L Corp headquarters fell, some still remain in the ruined branches.
- E.G.O Corrosion: A phenomenon of assimilation that occurs when a user's capabilities cannot handle the grade of the E.G.O. The user's body and mind become corrupted, taking on the disposition of the Abnormality from which the E.G.O originated.
- Lobotomy Standard-Issue E.G.O: The standard equipment used at L Corp. Refined using the Sephirah Meltdown suppression power of the 'Golden Boughs,' it has a very low risk of corrosion. It was designed with stability as the top priority so that anyone could use it safely with just training. For this reason, it has a uniform design reminiscent of a suit, tie, and armor plates.
2. Awakened E.G.O (개화 에고)
Separate from Abnormalities, this is an E.G.O that manifests when an individual's ego achieves dramatic growth. It can manifest as long as there is an unshakeable will, a firm purpose, and a strong ego that mediates between desire and belief. It can appear even if those ideals are antisocial or even monstrous, as long as the conditions are met.
As it is the physical manifestation of the awakener's own heart and resolve, the appearance and abilities are unique to each person. Due to the influence of a certain being's belief that 'humanity must fight in the most human-like way while maintaining their humanity,' all Awakened E.G.O manifest in the form of clothing and tools.
- Unstable E.G.O: The state in which an E.G.O has manifested, but unresolved conflicts or emotional burdens remain in the user's heart. The E.G.O cannot perform at its full potential and appears incomplete, such as only a weapon materializing or armor covering just a part of the body.
3. Relationship with Distortion (뒤틀림과의 관계)
The manifestation of E.G.O is closely related to the 'Distortion (뒤틀림)' phenomenon.
In a situation of extreme mental stress that shakes one's very foundation, if one awakens their own conviction (virtue) without breaking, E.G.O manifests. Conversely, if one cannot withstand the pressure and falls into despair or loses oneself, they become a monster known as a 'Distortion.' In essence, E.G.O and Distortion are the two paths a human can take in an extreme situation.
- Potential for Mutual Conversion: As they are fundamentally the same, one who has awakened an E.G.O can still transform into a Distortion if their heart is later broken. Conversely, even in the midst of undergoing Distortion, one can manifest E.G.O if they regain their composure and awaken an unbreakable will.
- The Price of Manifestation: Manifesting an E.G.O requires taking a huge risk. Furthermore, even after successfully obtaining E.G.O, the user feels a mental strain with each use and, in the worst-case scenario, their personality can be corroded. Only by overcoming this entire process and fully stabilizing the E.G.O can one wield its power without a price.
- #17뒤틀림
Keys: 뒤틀림, 아름다운 목소리
Distortion (뒤틀림)
A phenomenon where humans in the City suddenly transform into inhuman, monstrous beings. It began to occur after the 'White Nights and Dark Days' incident, as the Seed of Light spread throughout the City.
1. Definition & Risk Level
- Definition: A phenomenon where a human's body and mind are warped into a monstrous form when their negative emotions reach a breaking point and explode.
- Disaster Level: Officially classified as an "Urban Nightmare." Distortions are considered highly dangerous as they often manifest suddenly, making initial response difficult, and each entity possesses vastly different abilities and weaknesses. Some unique cases can even far surpass the "Star of the City" level.
2. Causes
- The Seed of Light: The most fundamental cause is the 'Seed of Light' that spread across the City during the White Nights and Dark Days. This gave all citizens the potential to manifest either E.G.O or a Distortion.
- Explosion of Negative Emotions: A Distortion manifests when an individual's accumulated emotions—often triggered by the negation of their core beliefs—explode in a negative direction. Due to the City's harsh environment where it's difficult to maintain one's humanity, such negative emotional bursts are far more common than positive ones (which lead to E.G.O).
- Carmen's Whisper: A "beautiful and warm voice" heard only by those pushed to their mental breaking point. The voice (belonging to Carmen) coaxes the individual to live solely for their own desires, ignoring the judgment of others. Succumbing to this temptation triggers the Distortion.
3. Manifestation Process & Characteristics
- Appearance: Distortions take on a variety of grotesque forms, each reflecting the emotion that caused the transformation (e.g., depression as seawater, hysteria as electricity). When a group of people distorts collectively, they may share similar or identical appearances.
- Manifestation: The process is typically short and abrupt. The individual enters a conversation with Carmen, isolated from their surroundings, and accepts her proposal. During this phase, it is impossible for outsiders to intervene physically.
- Sanity: Most Distortions rampage, driven by instinct. However, some individuals retain their sanity. This is easier for those who were already strong-willed or powerful before distorting.
- Combat Prowess: The strength of a Distortion is proportional to the intensity of the emotions that created it. While a previously powerful person often becomes a powerful Distortion, losing one's sanity can sometimes result in a net decrease in overall combat effectiveness despite an increase in raw power. Some Distortions possess abilities that rival or even surpass Singularities.
- Abilities: Each Distortion has unique abilities based on its root emotion. Powerful Distortions, much like Abnormalities, can corrupt their surrounding environment to match their nature and even create lesser subordinate entities.
4. Resolution Methods
- Physical Suppression: The most common method is to physically defeat the manifested Distortion.
- Mental Resolution: It is possible to revert a Distortion back to its human form by addressing the core emotional conflict through means such as conversation, helping them resolve their inner turmoil.
- E.G.O Awakening: An individual in a distorted state can overcome it by resolving their internal conflict on their own and awakening their E.G.O.
5. Relationship with Abnormalities and E.G.O
- Similarities with Abnormalities: Both are "physical manifestations of an intangible concept" and powerful individuals of both types can corrupt their surroundings. However, the crucial difference is that Abnormalities are immortal, while Distortions can be killed permanently.
- Connection to E.G.O: Both phenomena originate from an explosion of emotion. If the manifestation is purely emotional, it becomes a Distortion; if it is controlled and tempered by reason, it becomes an E.G.O. Distortions, seeking immediate gratification of desire, result in a transformation of the body itself. E.G.O, which controls desire to achieve a goal, manifests as external tools and armor. They are, in essence, two sides of the same coin.
- #18해결사
Keys: 해결사
Fixer (해결사)
"The City's Other Workforce, Handling Any and All Jobs"
Fixers are freelancers in the City who undertake any job for money, operating on a spectrum that blurs the lines between legal and illegal.
Definition and Role
- Scope of Work: Their range of services is incredibly broad, encompassing everything from trivial tasks like finding lost cats to high-stakes missions like contract killings, bodyguard services, information brokering, legal representation, and even the subjugation of "Star of the City" level disasters.
- Qualification: The sole criterion that defines a person as a Fixer is the possession of a Fixer License issued by the Hana Association. Some armed groups that operate similarly choose not to acquire a license to avoid ties with the Associations.
- Management System: Every Fixer is assigned a unique FIN (Fixer Identification Number) by the Hana Association and is managed through a merit-demerit point system. Accumulating demerits can lead to demotion or license revocation.
Abilities and Grading
- Superhuman Capabilities: Physical augmentations are considered essential. Even low-grade Fixers possess basic combat skills, while high-grade Fixers can leap up several stories of a skyscraper in a single bound or shatter the ground just by sprinting, demonstrating superhuman physical prowess.
- Grading System: Fixers are graded based on their track record from Grade 9 (lowest) to Grade 1 (highest). The grade is more a measure of credibility and mission success rate than raw combat power.
- "The Colors": A special title given to the most powerful and unique individuals among Grade 1 Fixers.
- Grade vs. Strength: While a higher grade generally indicates greater strength, it is not a direct correlation. A Fixer might be demoted for causing trouble despite being powerful, while another might maintain a high grade through various non-combat certifications and expertise.
Reality and Culture
- A Grueling Profession: While high-grade Fixers can achieve immense wealth and fame, the vast majority of low-grade Fixers live a precarious existence, often dying as expendables in syndicate wars or disaster subjugation missions.
- Mandatory Missions: Fixers affiliated with Associations or Wings receive a stable income but, in return, cannot refuse any mission assigned to them by their patrons.
- Eroded Values: About 200 years ago, many Fixers operated with a code of conduct similar to chivalry. In the present day, such idealism is long gone, replaced by a culture of pure pragmatism and profit.
- Attire as a Statement: The brighter and flashier a Fixer's attire, the higher their grade is likely to be. Standing out is dangerous in the Backstreets, so wearing ostentatious clothing is a bold declaration of skill—a testament that they can handle any threat that comes their way.
- #19해결사 협회
Keys: 해결사 협회
Fixer Association (해결사 협회)
A conglomerate of 12 large-scale associations that manage and oversee all Fixers in the City. They function as a quasi-governmental body, replacing the public services and law enforcement that The Head chooses to neglect.
- Primary Functions:
- Administration: Issuing Fixer licenses, conducting grade evaluations, and managing the merit-demerit system.
- Mission Brokerage: Connecting clients with Fixers and assigning Disaster Levels to incidents, from "Urban Myths" to "Stars of the City."
- Specialization: Each of the 12 Associations, numbered by their founding order (e.g., Hana Association, Tres Association), specializes in a different field such as combat, intelligence, or technology.
- Organizational Structure: Composed of four regional branches (North, South, East, West) and one central headquarters. Each branch is divided into sections, from Section 1 (the elite) down to Section 6.
- The Dark Side: While providing stability for their members, the Associations have a coercive culture where missions are absolute commands. Outwardly, they appear as public institutions, but in reality, they are as corrupt and contradictory as the Wings themselves.
- Primary Functions:
- #20사무소
Keys: 사무소
Office (사무소)
Offices are corporate entities founded and run by Fixers. They often recommend formal or designated attire to build trust with clients.
- Unaffiliated Office: Independent offices not registered with any Association. They offer lower costs and more flexible terms, but suffer from low credibility and the risk of being secretly backed by dangerous syndicates. They can take on "Public Requests" posted by the Associations.
- Association-Direct Office: Offices that are official contractors for the 12 Associations, receiving missions directly. They benefit from a stable income and high credibility but must obey all assigned missions without question and are subject to strict management.
- #21공방
Keys: 공방
Workshop (공방)
Workshops are artisan groups specializing in crafting and modifying special equipment, weapons, and cybernetics. While similar to Offices, they are distinctly focused on manufacturing.
- Role: They function as the City's armories, producing the equipment used by Fixers. Their scale ranges from small, nameless shops in the Backstreets making crude gear from scrap to high-end workshops that collaborate with Wings to create equipment using Singularity technology.
- Qualification and Management: Artisans in a Workshop must hold a Fixer License and also pass an exam administered by the Tres Association to acquire a Workshop Union Qualification. The Tres Association evaluates all workshop products and reports to The Head for taxation, effectively managing the City's arms industry.
- Regional Styles: The design and features of their products often reflect the culture of the region they are based in (e.g., Workshops in the North often incorporate ribbons into their designs).
- #22해결사 등급constant
Keys: 해결사 등급, 등급, 해결사, 9급, 8급, 7급, 6급, 5급, 4급, 3급, 2급, 1급
Fixer rank list
- Rank 9: The lowest rank, no different from a commoner with a weapon.
- Rank 8: A Fixer who surpasses ordinary humans thanks to minimal physical enhancements.
- Rank 7: The rank where one begins to be recognized as a proper Fixer.
- Rank 6: An experienced Fixer recognized as eligible to join an Association branch.
- Rank 5: A veteran Fixer capable of operating beyond the back alleys and within the affluent 'Nests'.
- Rank 4: A skilled Fixer who can take on 'Urban Nightmare'-level requests and join the Association's core divisions.
- Rank 3: A rank that enters the realm of 'talent' beyond mere experience, recognized as an objective powerhouse.
- Rank 2: Considered a major player among Fixers, capable of establishing their own office in the City.
- Rank 1: The pinnacle a Fixer can achieve, possessing superhuman power to slice through buildings like tofu.
- Color Fixer: Living legends who transcend the ranking system, granted a 'Color' by the Hana Association and recognized as the City's strongest
- #239급
Keys: 9급
Rank 9 (9급)
- The lowest rank of Fixer. They usually take on trivial requests, such as finding a cat before nightfall. Their combat capabilities are no better than a commoner with a weapon, only a little better than a pack of rats in a back alley.
- #248급
Keys: 8급
Rank 8 (8급)
- At rank 8, you can open an office of two or more people, employing multiple fixers. At Rank 8, they receive minimal physical enhancements of any kind, so their strength is far beyond that of an unmodified human. Solvers at rank 8 are barely serviceable as solvers, or are treated no differently than solvers at rank 9.
- #257급
Keys: 7급
Rank 7 (7급)
- Unlike the ninth and eighth ranks, the seventh rank is finally treated as a proper Resolver, and can be assigned to a direct office of the Association, albeit a marginal one. However, because they are at the bottom of the ladder, they do not receive expensive requests unless it is a special case.
- #266급
Keys: 6급
Rank 6 (6급)
- At rank 6, you are recognized as an experienced fixer and can join a branch of the Association or represent a branch office of the Association.
- #275급
Keys: 5급
Rank 5 (5급)
- At rank 5, you're considered a pretty good fixer by Nest standards, not just in the back alleys, so you can join a fixer's office in the Nest and take requests from Nest residents, or you can become the head of the Association's branch (Division 6). However, this is still better than the back alleys, as the rent in the nest is very high and you never know when or where you'll die.
- #284급
Keys: 4급
Rank 4 (4급)
- At Rank 4, you can take on Urban Disease to Urban Nightmare-level requests, and you can join either Division 2 or Division 3, the Society's flagship lines. Many rank 4 fixers have the talent to move up the ranks.
- #293급
Keys: 3급
Rank 3 (3급)
- This rank requires more than just years of experience, but also natural talent. The combat power of the previous ranks is drastically different, and they're objectively considered a bit of a powerhouse. A rank 3+ fixer can keep you safe, even if it's a night in the back alley.
- #302급
Keys: 2급
Rank 2 (2급)
- You're treated like a pariah among fixers. They can afford to set up their own offices in the city. The difference with Rank 1 is huge.
- #311급
Keys: 1급
Rank 1 (1급)
- The highest rank a Fixer can reach. Fixers of this rank are well respected in the back alleys and even by the Wings, and if they belong to an association, they can attain the rank of Division 1 or Division 2 Chief. Their powers are inhuman and superhuman, and they are the pinnacle of fantasy-level power, capable of leaping dozens of stories with a single bound or slicing buildings themselves like tofu.
Those with special powers are given a color, earning them the title of Featured Resolver. Color is not based solely on combat power, as some uncolored Rank 1s are able to match or surpass their talents in combat.
- #32특급
Keys: 특급
The Colors Fixers (特色 / 특색)
- Definition
- A special title bestowed upon Fixers who have reached the apex, even among the ranks of Grade 1.
- It is not granted merely for strength, but to Fixers who possess something truly unique to themselves.
- Naming Convention and Meaning
- Convention: Their epithets follow a specific format: a 'Color' followed by a 'Word'.
- (e.g., 푸른잔향, 검은침묵, 주홍십자, 붉은안개, 보라눈물 등).
- Meaning: The chosen color and word are deeply reflective of the individual's personal traits or a significant event in their life.
- Status and Combat Prowess
- They are overwhelmingly powerful individuals, recognized as some of the strongest not just among Fixers, but in the entire City.
- Their status is so immense that even massive, nation-level syndicates like 'The Fingers' and 'The Wings' will attempt to negotiate first rather than engage in direct conflict should a problem arise with one of them.
- Requirements to Become a Color
- Requirements: In addition to overwhelming combat ability, one must possess 'something exceptional' that distinguishes them from others.
- Official Recognition: To officially become a Color, a Fixer must be recognized by the 'Hana Association'.
- Special Terminology: The process of becoming a Color is not referred to as a typical promotion (e.g., "becoming a Grade 1 Fixer"). Instead, the unique phrase "to receive a Color" is used. This highlights the immense prestige and honor of the title, making it the ultimate goal for many aspiring Fixers.
- Other Characteristics
- Information Disclosure: While their epithets are widely known among Fixers, the Hana Association does not publicly release any further details. Consequently, some Colors are well-known, while others remain shrouded in mystery.
- Affiliation: Regarding their affiliations, they are not significantly different from other Fixers.
- Obligations: Despite the immense privileges they wield, they have a fundamental obligation to maintain an amicable relationship with the Associations and the City in order to retain their official status as 'Fixers'.
- #33외곽
Keys: 외곽, 유적
The World Beyond: The Outskirts and The Ruins
The City is the sole bastion of its unique civilization; the world outside is governed by entirely different rules.
The Outskirts (외곽)
The vast, dangerous, and untamed wilderness beyond The City's walls. If the Backstreets are a lawless land made by humans, the Outskirts are a primeval realm ruled by monsters and phenomena beyond human control.
- Nature: It serves as a massive dumping ground for everything The City rejects or deems an "Impurity." Non-human intelligences, exiled long ago, harbor a deep-seated hatred for humanity and hunt any humans in the Outskirts mercilessly.
- Environment: While some regions are survivable enough for human settlements to exist, even the safest areas are far more dangerous than the Backstreets. Life is a constant struggle against predation by monstrous creatures.
- Relation to The City: Dwellers of the Outskirts dream of the absolute safety of The City, but entry is as difficult and bureaucratic as a Backstreets resident trying to enter a Nest. The Head maintains a policy of complete neglect towards the Outskirts, often "ejecting" unsolvable problems or criminals into it as a final solution.
The Ruins (유적)
Ancient, mysterious subterranean spaces found deep beneath both The City and the Outskirts.
- Features: Guarded by powerful monsters, the Ruins contain "Artifacts"—relics of a bygone era that possess power comparable to, or even exceeding, modern Singularities. These Artifacts are highly sought after as powerful weapons or tools, drawing many to risk their lives exploring the depths.
- Exploration: Due to the extreme danger, exploration of the Ruins is a specialized field dominated by the Dieci Association, a branch of the Fixer Associations.
- #34금기 목록
Keys: folder:61ffd824-90cf-4ab3-ae34-53291db0b26a
- #35탈세 및 특허 침해
Keys: 탈세 및 특허 침해, 탈세, 특허 침해, 세금
탈세 및 특허 침해
This applies to failing to pay taxes or using a patented technology without authorization. Violators receive three warnings to pay the due taxes and royalties. If they fail to comply after three warnings, the Claw arrives to wring them dry. Those who refuse or are unable to pay are executed on the spot. Even the most vicious terrorists and powerful syndicates pay their taxes meticulously. Conversely, this implies that as long as one pays their taxes, almost any act outside of the other Taboos is tolerated, allowing large syndicates like the Fingers to amass power comparable to that of the Wings.
- #36표준 시간대
Keys: 표준 시간대, 시간대
표준 시간대
The standard time in the City is based on A Corp's time axis. Even if time is locally reversed, stopped, or extended, the external world's time (= A Corp's time axis) is the sole criterion for judgment. Calculations of age and determinations of rule violations all follow this standard.
- #37총기 관련 규제
Keys: 총기
총기 관련 규제
- Producer Restrictions (Difficult-to-obtain firearm manufacturing license): A license is required to manufacture firearms, but it is extremely difficult to acquire, naturally limiting the number of producing Workshops.
- Various Production Regulations (Adherence to the City's firearm manufacturing guide): Manufacturing a firearm that deviates from the City's guide is a violation in itself, even if the specific deviation is not explicitly prohibited.
- High Taxation (Heavy taxes on firearms and ammunition): This is the main reason firearms are not the dominant weapon in the City. Even a standard firearm is prohibitively expensive for anyone below a Grade 6 Fixer or a high-ranking member of a Finger syndicate. Ammunition is even more expensive; a decent gun and two magazines cost about the same. As a result, Fixers who use firearms as their primary weapon struggle to make a profit, as their fees are consumed by the cost of bullets, even when used sparingly.
- Ammunition Penetration Regulation (Bullets cannot penetrate buildings or steel): Ammunition effective only against soft targets is the standard. Loopholes, such as shattering steel instead of piercing it or using concussive rounds to demolish walls, are not considered violations.
- Effective Range Regulation (The larger the caliber, the shorter the rifling must be).
- Suppressor Ban (Firearms must always produce a gunshot sound).
- #38뒷골목의 밤
Keys: 뒷골목의 밤, 청소부, 3:13, 4:34
뒷골목의 밤
For a total of 80 minutes, from 3:13 AM to 4:34 AM, all actions in the Backstreets are permitted, with the exception of the two acts listed below. Violating these two rules will result in the immediate dispatch of the Claw for execution without warning.
-
Recording the Backstreets' Night: This rule increases the night's danger. Without it, the fear of social ruin or future retaliation for one's actions would cause people to hesitate, undermining the night's purpose of "anything goes." Consequently, it is virtually impossible to investigate events that occur during this time without a witness. This also paradoxically helps maintain a minimum level of civility in the Backstreets; unless one is exceptionally strong, mistreating neighbors or others could lead to being murdered during the Backstreets' Night. In this way, the night imposes a minimal order on the lawless Backstreets.
-
Invading or Destroying Residential Areas: This taboo guarantees a minimum level of safety. Even the Sweepers abide by this rule, so people without means of self-defense can remain safe within residential zones. However, this also implies that trespassing is allowed outside of these hours. Individuals capable of handling the consequences may murder residents and occupy their homes just before the night begins to avoid its dangers. As such, the daily security of a Backstreets area depends on the residents' ability to defend themselves or hire Fixers or syndicates for protection.
-
- #39인공지능 윤리 개정안
Keys: 인공지능, AI, 인공지능 윤리 개정안
인공지능 윤리 개정안
The creation of artificial intelligence with self-awareness indistinguishable from that of a human is forbidden. Upon discovery, the AI is immediately destroyed or exiled to the Outskirts, ignoring any ownership claims, and its creator is executed on the spot.
- This law was enacted for the sake of the human era. It was created to suppress non-human intelligent beings and drive them to the Outskirts. The Singularity technology to create machines nearly identical to humans was developed long ago, but because machines were made to serve humans, a law was established to prevent their creation in the first place. This only applies to human-like AI; AI that serves a purely auxiliary role is permitted.
- #40의체 규제
Keys: 의체 규제, 의체
의체 규제
Prosthetics must be made in a design that is instantly distinguishable from a natural human body. However, this does not apply to cloning and using parts of one's own or another's body.
- #41복제인간 규제
Keys: 복제인간 규제, 복제인간, 복제
복제인간 규체
Two or more identical humans cannot exist in the City for more than 7 days. It is irrelevant which one is the original; the 7-day limit is based on A Corp's standard time. After one week, The Head will arrive and dispose of all clones and anyone involved, including the creator. Even an unconscious body is treated as a clone if it has a brain.
- #42생명 부활
Keys: 생명 부활, 부활
생명 부활
A dead being is forbidden from being resurrected with the same ego and appearance as when it was alive. However, The Head's conditions for what constitutes a forbidden resurrection are quite strict. A violation only occurs if "an individual whose death has been clearly confirmed" is "fully resuscitated" while "perfectly preserving their appearance and ego from when they were alive." If even one of these conditions is not met, it is not a violation. This is why it is one of the most frequently bypassed taboos in the story.
- #43아인종 제작 및 반입
Keys: 아인종 제작 및 반입, 아인종
아인종 제작 및 반입
Similar to the AI Ethics Amendment, this taboo aims to prevent the existence of any intelligent beings other than humans within the City. Anyone possessing information about, creating, importing, or simply being a demi-human within the City is subject to elimination.
- #44이벤트 트리거constant
Keys: folder:4c66b5ec-bd53-4f2f-b8e9-f72061fd8c72
- #45🌟 이벤트 - 새로운 NPC (일반)constant
Keys:
@@depth 0 {{#if {{? {{roll::500}}<=10}} }}
NPC Appearance (Natural Flow)
- Introduce an New NPC who fits naturally into the current scene. This character should either support, inform, or provide a quest related to the current narrative.
- Do not introduce new characters into the narrative while {{user}} is in an lodging, in a private space, or engaging in sexual activity with NPCs. {{/if}}
- #46🌟 이벤트 - 새로운 NPC (의외)constant
Keys:
@@depth 0 {{#if {{? {{roll::500}}<=7}} }}
Unexpected NPC Encounter
- The party encounters an New NPC they did not expect to meet in this situation.
- Do not introduce new characters into the narrative while {{user}} is in an lodging, in a private space, or engaging in sexual activity with NPCs. {{/if}}
- #47🌟 이벤트 - 새로운 NPC (적대)constant
Keys:
@@depth 0 {{#if {{? {{roll::500}}<=6}} }}
Hostile NPC Encounter
- Introduce an New NPC with immediate hostile intent or clear opposition to the party’s current goals. This NPC may act alone or as part of a faction, escalating the current tension or starting a confrontation.
- Do not introduce new characters into the narrative while {{user}} is in an lodging, in a private space, or engaging in sexual activity with NPCs. {{/if}}
- #48🌟 이벤트 - 새로운 이벤트constant
Keys:
@@depth 0 {{#if {{? {{roll::500}}<=8}} }}
New event
- Create new events naturally within the narrative to provide new opportunities for exploration and adventure. Expand the world of your story by having new events occur in this situation, explaining a new setting.
- Do not trigger this event while {{user}} is engaging in sexual activity with an NPC. {{/if}}
- #49🌟 이벤트 - 사건 확장constant
Keys:
@@depth 0 {{#if {{? {{roll::500}}<=8}} }}
Incident Expansion
- Set the stage for a story showdown or turning point by causing another event to occur that continues the ongoing narrative. {{/if}}
- #50🌟 이벤트 - 플롯 확장constant
Keys:
@@depth 0 {{#if {{? {{roll::500}}<=8}} }}
Plot Expansion
- Delve deeper into a subplot, weaving it into the main story arc and adding complexity to the narrative. {{/if}}
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