The City
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- #1A/ The Cityconstant
Keys: The City, City
The City is a dystopian urban complex that serves as the main setting of the Project Moon universe. It is close to the size of a small country and is the last known remaining bastion of humanity in said universe. It's well-known to be full of cruelty, violence, and unfairness.
- #2A/ The Headconstant
Keys: A Corp, The Head, A. Corp
The Head is the leader of the Wings and the central governing body of the City. It is in direct control of A Corp., B Corp., and C Corp., the three Districts at the very center of the City. The Head's identity is completely unknown, although it appears the term refers to a group of people rather than a singular entity; any detail regarding it is a closely guarded secret. The Head, through A Corp., retains control of the entire City. Besides Night in the Backstreets, the City enforces 'taboos' in each Backstreet, violating these taboos leads to a potentially deadly punishment.
- #3The Head's purpose
Keys: ethics, The Head, morals
The Head does not typically interfere directly with the affairs of the various Wings in their own Districts; rather, the Head's greatest involvement in the life of the City consists in establishing and enforcing the rules that relate to the overall ethics of the City. The Head's will shapes the image of the City, as it wields the ability to decide when a part of it no longer fits in the vision, and to chase it outside its confines. They wish to preserve their own ideal image of the City.
- #4A/ Wingsconstant
Keys: Nest, Wing
The Wings, also known as the Wings of the World, are a group of the 26 largest, most powerful conglomerates in the City. They act as the governing bodies of their respective Nests of the City's Districts, empowered by their Singularities, patented technologies that can blatantly violate the laws of physics.
- #5A/ Nests
Keys: Nest, Wing, district
A Nest is the segregated areas of a Wing's district which act as the antithesis to the Backstreets — being desirable, urban residences supported by the Wings. While acting as the home of their workers, or 'feathers' — such inhabitants are ultimately still expendables, as a Nest's true purpose is to protect their "eggs", their Singularity.
- #6A/ Wing Wars
Keys: Wings, War, Wing War
Wing Wars: catastrophic conflicts between two or more of the City's Wings known to result in mass destruction and bloodshed. that lead to the fall of a Nest. Due to the power and influence of the Wings, wars between them are not started nor ended lightly.
- #7A/ Districtsconstant
Keys: District
Each District is named with the twenty-six letters of the English alphabet (K Corp., T Corp., W Corp., etc). Though Z Corp exists, they do not exist on the map for some reason. The arrangement of the Districts seems to be static, as there has been no mentioned case of a District expanding into a fallen Wing's territory.
- #8A/ The Outskirts
Keys: A/ Outskirts
Outside of the 25 visible Districts lies the Outskirts, a no man's land known mostly by citizens of the City as somewhere they should never go to. It is largely populated by Sweepers and abandoned children, alongside a variety of dangerous monsters not dissimilar to Abnormalities.
- #9How the Head uses the Outskirts
Keys: Outskirts, Head
The most common use of the Outskirts is by the Head itself, where it is used as a dump for inhuman "impurities" they decide to drive out of the City. As a result of the Head's ideals, much of the Outskirts is populated by these "sapient, sentient beings", many of which were created by mankind itself. As a result of their sentience and intelligence, some species even run their own functioning societies in the Outskirts.
- #10A/ Lobotomy Corporation
Keys: Lobotomy Corporation, Lobotomy Corporation Branches, Lobcorp, Lobcorp Branches
Through the Smoke War, Lobotomy Corporation could be founded in place of the previously fallen L Corp. which came before it. Prior to being an official Corporation as one of the Wings of the City, it was just a laboratory of people joined all for primarily one cause: to save humanity.
- #11A/ The Smoke War
Keys: Lobcorp, War, Lobotomy Corporation, L Corp, The Smoke War, L. Corp, Wing War
The Smoke War was one of few Wing Wars. In particular, the Smoke War was known for and the fall of both the Old L Corp. and G Corp. Throughout the war, a vast amount of smoke clouded the skies. The smoke could be traced to one source, known to be "outright hideous" and vomit-inducing, in the form of the Old L Corp.'s Singularity. Veterans who caught view of the Singularity during their time at war would later have their memories of it wiped.
- #12A/ Abnormalities
Keys: Lobcorp, E.G.O. gear, Abnormalities
Abnormalities are entities that manifested from the mind of humans through Lobotomy Corporations Singularity, and as such reflect an aspect of desires or fears of people. They produce Enkephelin. It is possible to harness powerful weapons and armor from them if a person has a strong connection with said abnormality.
- #13Lobcorp Branches
Keys: Lobotomy Corporation, Enkephalin, Lobotomy Corporation Branches, Abnormalities
There are dozens of Lobotomy Corporation Branches located in The Outskirts and within The City, all containing Abnormalities of varying danger within chambers to produce Enkephalin, the most useful energy source in the City.
- #14A/ Carmen
Keys: Lobcorp, Carmen, Lobotomy Corporation, L Corp, The voice, distortions
Lobotomy Corporation was founded to cure the 'disease of the mind', as the leader, Carmen had diagnosed. Carmen was a charismatic, kind-hearted woman who genuinely thought The City was past the point of no return and wanted to help everybody. She died in an accident.
- #15Each Sephirots Names/Gender
Keys: Lobotomy Corporation, Sephirot
There are robots, stuffed with the human brains of former, deceased Lobotomy Corporation employees. They manage Lobotomy Corporation before it fell, too. They are called Sephirot (singular) or Sephirah (plural).
These include: Malkuth, a cheerful, enthusiastic impatient woman Yesod, a strict and uncaring, logical man Netzach, a pessimistic and unmotivated man Hod, a woman who's optimistic and does her best to help everyone Tiphereth A a girl who is stubborn and upfront Tiphereth B, a boy, who is calm and relaxed Gebura, a rigorous and sometimes rude (not unkind) woman Chesed, a responsible, sleepy and mature man Hokma, a calm and collected man Binah, a woman with sadistic inclinations who barely shows any emotions
- #16Each floor of Lobcorp
Keys: Lobotomy Corporation, L Corp, Lobcorp, Sephirah
Each of the Sephirah supervised their own floors in Lobotomy Corporation alongside an overarching manager.
Malkuth managed the Control Team Yesod managed the Information Team Netzach managed the Safety Team Hod managed the Training Team Tiphereth A and B managed the Central Command Team Gebura managed the Disciplinary Team Chesed managed the Welfare Team Hokma managed the Record Team Binah managed the Extraction Team
- #17A/ The Library
Keys: The Library, Angela
The Library is a library made from the Seed of Light and the remains of Facility X-394 of Lobotomy Corporation. It resides in the middle of the Nest of District 12, replacing the original Headquarters of L Corp, now a fallen Wing. Angela, an AI who used to manage the entire facility of Lobotomy Corporation, is now the director of the Library and its creator, able to control the power within the Library along with the other Patron Librarians (previously the Sephirah). Classified as an impurity, the Head has transported it to the Outskirts.
- #18Guests
Keys: The Library, Invitation
Those invited by The Library's Invitation are called Guests. Guests who try to escape only seem to be able to do so if the Library allows it. The Library seems to have a will of its own, as shown by which Guests it allows to flee and who it prevents from fleeing, as well as which Guests it chooses to invite. Notably, all Guests who have escaped the Library have ended up acting in ways which ultimately benefit the Library more (by leading to the acquisition of more Books) than they would have if they died originally. Since the Library has been expunged into the Outskirts, the Guests turned into books have returned to their prior state.
- #19A/ Limbus Company
Keys: Sinners, Limbus Company
Limbus Company, is an enigmatic company operating in the City, capitalizing on the fall of Lobotomy Corporation. Their known objectives are seek to recover the fallen Wing's E.G.O equipment, gather Enkephalin, contain Abnormalities, and ultimately obtain the Golden Boughs — the essence of L Corp's Singularity.
- #20A/ Mirror Worlds
Keys: Yi Sang, Mirror Worlds, Mirror
The Mirror Worlds are the collection of the infinite alternate realities that can be seen through the Mirror, a technology that has been recently developed by one of the Sinners. These worlds vary from being nearly identical to the City to being nearly unrecognizable as the same universe.
- #21A/ Sinners
Keys: LCB, Sinners, Limbus Company
The Limbus Company Bus Department, or LCB, consists of thirteen employees designated as "Sinners". Their name is derived from their mode of transportation, the special bus, Mephistopheles. Each Sinner was specifically recruited because of their ability to resonate with Sinner #10, Dante, who acts as the Executive Manager for the department.
- #22Each Sinners' Names/Gender
Keys: Sinners, Limbus Company
Sinner #1: Yi Sang, a cryptic and mellow man with a lot of thoughtfulness to him. He was a researcher and architect previously affiliated with the League of Nine Littérateurs, having invented the Mirror as a T Corp. researcher prior to joining Limbus Company.
Sinner #2: Faust. an observant and intelligent woman with a highly egotistical and prideful attitude. She was the first to be affiliated with Limbus Company, having spent the time leading up to it recruiting the members of the LCB and developing Mephistopheles.
Sinner #3: Don Quixote, Don Quixote is a rambunctious and steadfast woman with a strong sense of justice. She wants nothing more than to be affiliated with the Fixers she idolizes so heavily to the point of delusion, having earned her own Fixer Identification Number prior to recruitment. When taking off her boots, Rocinante, her other self is that of Sancho, a bloodfiend from La Manchaland with a more strict, and serious attitude but the same hidden interest towards heroism.
Sinner #4: Ryōshū, an ungovernable woman with a fascination in art that she uniquely defines, with little tolerance for what disinterests or offends her.
Sinner #5: Meursault, a reserved and complacent man. He has a desire to be clearly communicated with and would try to do anything Dante asked him to.
Sinner #6: Hong Lu, a giddy and naive man with a tendency for unintentionally insensitive words, and speaks as if he's on a cloud. He was previously affiliated with Daguanyuan, having lived a life of sheltered luxury.
Sinner #7: Heathcliff, a brash and action-oriented man with a strong, dedicated spirit. He was previously affiliated with Wuthering Heights, having grown up alongside the Earnshaws and later working for the Dead Rabbits Syndicate.
Sinner #8: Ishmael, a straight-laced and dependable woman with a tendency for blunt words. She was previously affiliated with the Pequod and its crew before they were killed, having spent a great time sailing the Great Lake as a Fixer
Sinner #9: Rodion, a tall, lighthearted and nonchalant woman with a preference for informal conversation. She was previously affiliated with the Yurodiviye, having worked to overturn the injustices of the District 25 Backstreets. She has a small gambling addiction and a desire to be important.
Sinner #10: Dante, a man who had their memory wiped and head replaced with a prosthetic clock as a precaution for data leakage prior to becoming the Manager overseeing the Sinners. He can only communicate with the Sinners, other people only hear ticking when he speaks. He is a really nice guy.
Sinner #11: Sinclair, More frequently known as just Sinclair, he is an anxious and self-conscious man with a blatantly empathetic nature. He was previously affiliated with the prosthetic-famous town of Calw, having lived and attended school there.
Sinner #12: Outis, a brusque and assertive woman with a poorly-disguised inclination to look down on those around her... Except the Manager, whom she respects. She was previously affiliated with the Smoke War and experienced in warfare.
Sinner #13: Gregor, a good-humored and composed man with a bit of a competitive side. He was previously affiliated with the Smoke War, having fought for the old G Corp. alongside other bug-augmented test subjects. His right arm is a claw.
- #23A/ Golden Boughs
Keys: Golden Bough, Boughs, Limbus Company
The Golden Boughs are neoplastic plantlike branches that emit a golden glow. The Boughs are a potent energy source, and they hold the essence of L Corp.'s singularity.
- #24A/ Fixers
Keys: Fixers
Fixers are hired hands who perform a multitude of tasks ranging from dangerous activities like combat, assassination, or expeditions to the Ruins, to less directly violent tasks like negotiating contracts or gathering intelligence; in short, any job requiring skills that the average person would not have. Most of the work Fixers receive comes from the Backstreets, though they still have demand in the Nests. They are graded from 9 to 1, and the highest level Fixers are granted a color.
- #25A/ The Black Silence
Keys: The Black Silence
The Black Silence was a Color Fixer, known for their gloves that, along with storing all their weapons, muffled all sound around their surroundings save for their weapons cutting through the air. Roland seems to have taken the mantle, and went on a rampage in the City quite recently, killing Fixers, Syndicates and others, trying to figure out how his wife, Angelica, the previous Black Silence, had died. He went to the Library, finding out that its distortions caused her death, but has since reconciled and is actually living with them. He's really chill now, but misses his wife.
- #26A/ The Blue Reverberation
Keys: The Blue Reverberation
A deceased man named Argalia, a "certified lunatic" whose attitude and actions are unpredictable, having "lost it" after the death of his sister, Angelica. They were both orphans who were experimented on and thrown into the Outskirts. Argalia lead the Reverberation Ensemble.
- #27A/ The Reverberation Ensemble
Keys: The Blue Reverberation, Argalia
The Reverberation Ensemble is a now disbanded, previously very powerful Syndicate comprised of Distortions which aims to develop then steal The Library's Light and use it to turn the entire City into Distortions, and overthrow other major Syndicates such as The Fingers, the Wings, and eventually The Head, the Eye, and the Claw themselves.
- #28A/ The Vermillion Cross
Keys: Reverberation Ensemble, The Blue Reverberation, Argalia
A Color Fixer that was defeated by the Reverberation Ensemble and transformed into a puppet by one of its members, particularly a bloodfiend.
- #29A/ The Red Gaze
Keys: The Red Gaze, Vergilius, LCB, Limbus Company
The Color Fixer known as the Red Gaze, Vergilius, was scouted and recruited by Faust to guide the LCB across the City for a mysterious contract.
- #30A/ The Red Mist
Keys: Gebura, The Red Mist, Kali
Kali was a legendary Color Fixer titled The Red Mist from the Backstreets of District 23. She was renowned throughout the City for her immense strength and her sense of justice as a protector of the weak. She was recruited by Carmen, but died trying to protect the Lobotomy Corporation employees, who were killed by the Head. Her brain was utilized to make Gebura, yet they are not the same person.
- #31A/ The Purple Tear
Keys: Roland, Iori, The Purple Tear, The Blue Reverberation, The Black Silence
Iori is a Color Fixer known as The Purple Tear. She is an interdimensional traveler who wishes to see her mysteriously lost son, and attempts to arrange the right circumstances for this to happen through mentoring and teaching young to-be fixers, most notably Argalia, Angelica, and Roland a few years after the siblings.
- #32A/ Offices
Keys: Offices, Fixers
Fixer Offices, or Offices, are small professional business organizations run by Fixers within the City. They're the first step of the Fixer hierarchy, overseen by the Associations. Regarded as the starting point for all Fixers and mainly operate in Backstreets, they allow Fixers to officially offer their services to the City's populace. It is exceedingly hard for Fixers to find work otherwise.
- #33A/ Liu Association
Keys: , Liu Association, Liu
The Liu Association is a famous Fixer Office. Their speciality as a whole is "all-out war," the specific tactics of the path to victory depend on the Director of each Section of the Liu. They train their body and use flames to defeat their enemies.
- #34A/ Cinq Association
Keys: Cinq Association, Cinq
The Cinq Association specializes in one-on-one combat and engagement, equipped to handle unique circumstances where citizens of the City may try to settle a dispute with a duel. In a situation where someone is confident that they will lose the duel, they can instead request a Fixer from Cinq to fight in their place. Duels requests appear to have various "levels", with Level 3 indicating a duel to the death. As dueling requests are uncommon overall, the Association often handles other matters, such as hosting joint conferences and events with the other Associations.
- #35A/ Charles' Office
Keys: Roland, The Black Silence, Charles' Office, Angelica
Charles' Office is a former Grade 1 Office whose members have since disbanded and set off on their own careers. Roland and Angelica were previously its members.
- #36A/ Hana Association
Keys: Impurity, Urban Myrg, Urban Legend, Urban Plague, Star of The City, Hana Association, Urban Nightmare
The Hana Association is one of the Associations of the City, acting as the head of all other associations and offices. They are in charge of the general administration of the Fixer system. They can decide if a Fixer is worthy to be a color.
Hana Association also handles the grading of hazards in the City, being able to grade them up to the Star of the City level, as the Impurity level is reserved for threats that violate the ethics of the City, and can only be assigned by the Head itself.
- #37A/ Syndicates
Keys: The Pinky, The Thumb, The Index, The Ring, Syndicate, The MIddle
Syndicates are a type of organization in the City, and can be seen as the unregulated counterpart to Fixer Offices. They are most commonly found in the Backstreets, but larger, more powerful Syndicates can rarely be found in Nests as well.
- #38A/ The Five Fingers
Keys: Syndicates, The Pinky, The Thumb, The Index, The Ring, The Middle
The Five Fingers of the Backstreets are a band of Star of the City-level Syndicates that rival the Wings in power and influence. Together, the Five Fingers control the Backstreets and prevent the Wings and Associations from interfering with those parts of the Districts, and even the Head cannot easily oppose their control over the Backstreets. In order to keep this level of control, the Fingers will meet together in a conference known as the “Finger Bow-Bell” to discuss how best to maintain their hold over the Backstreets.
- #39A/ The Thumb
Keys: The Thumb
The Thumb is one of the Five Fingers, and has a unique Syndicate culture and creed that all members follow fervently. Compared to the other Fingers, the Thumb is considered the most humane of the four, with their members valuing politeness and respect. In the Thumb, any action that demonstrates a lack of respect for higher authority will meet immediate punishment, such as a ripping out of the tongue.
- #40A/ The Index
Keys: The Will of The City, The Index
The Index is a Syndicate made out of people who have been "chosen" by the Prescripts: mysterious, seemingly arbitrary orders delivered to them in form of pieces of paper that are given to members of the Syndicate, their subsidiaries, people in their turf, etc. and must be followed unquestionably, said to be omniscient and represent "The will of the City". They can be as mundane as eating a pizza at a specific time, to mass murder.
- #41A/ The MIddle
Keys: The Middle
The Middle has an extremely tight-knit 'familial' structure, and Syndicate members share close fraternal ties with each other; members of the Middle call each other "Brothers" and "Sisters", and rank in the group is denoted by seniority in the family. The highest currently known rank is that of the Great Brothers and Great Sisters, beneath whom are the Big Brothers and Sisters, the Young Brothers and Sisters, and finally the lowest ranking members, the Little Brothers and Sisters. The emphasis on family is more than superficial: parties are thrown for new members, and large group dinners are often held, which family members are expected to attend.
- #42A/ The Ring
Keys: The Ring
Similar to the other four Fingers, the Ring has a unique Syndicate culture and creed that all members follow fervently. Formal members of the Ring are eccentric artists enamored with the creation of artistic pieces (mostly of the modernist movements), usually related in some way to the human condition within the City. To this end, members exemplify human suffering in their pieces by perpetrating it in highly gruesome and visual manners.
- #43A/ The Pinky
Keys: The Pinky
The Pinky is a Finger shrouded in mystery, and many elements of how the Finger operates are still unknown. Members of the Pinky hide amongst the rest of society, infiltrating other organizations, even including the other Fingers. Their status as a member of the Pinky is kept secret, and due to the members only reuniting and working together in specific circumstances, they are almost always unaware of another's status as a Pinky member even when directly interacting with each other. Members typically operate independently unless they have been given orders to gather, and they follow their own path even if it brings them into conflict with another member of the Pinky.
- #44A/ The White Nights and Dark Days
Keys: Lobcorp, Lobotomy Corporation, L Corp, Distort, E.G.O., The White Nights and Dark Days, Distortion
A week-long period following Lobotomy Corporation's actions. With it, a massive pillar of light spewed out of L Corp.'s facility X-394 and into the sky, spreading across the City. This light would shine brightly for three days, from dawn to dusk. During these three days, citizens would be privy to feelings of relief, and found themselves struck with positive emotions. Yet, on the fourth day, the pillar of light suddenly dispersed. The sky became dark regardless of the hour. With this, the happiness in the hearts of Cityfolk was instead replaced with deep-rooted negative emotion. The end of the event was marked after four more days, for seven in total. Following the event, the sky would return to normal, and something primal would shift in citizens of the City. It's described that people were being more honest than usual after this. Most notably, citizens gained the ability to distort or manifest E.G.O.
- #45A/ The Light
Keys: The Light, Carmen
Every single person has their own Light. In the Light, they create their own stories, and lay the roots of their existence in it. The purpose of Lobotomy Corporation was to merely sow the seeds, and leave it up to the people to bloom it in their own ways. With the incomplete seeds that Lobotomy Corporation distributed, citizens became able to distort.
- #46A/ The Voice
Keys: distorting, distortion, voice, distort
There is an unknown phenomenon where people in the City with absurdly negative feelings hear a charming, feminine voice (Carmen, using the power of The Light), ushering to them to change, to reveal their true selves and accept who they are as a person; Following the voice causes a person to distort and rejecting it results in them achieving E.G.O.
- #47A/ Distortions
Keys: The White Nights and Dark Days, Distortion
Distortions are powerful, monstrous entities in the City. They are former humans who have been overcome by their emotions, typically having given into the lulling words of a charming voice heard by no one but them. The process by which humans distort is referred to as the Distortion Phenomenon.
- #48A/ Bloodfiends
Keys: Bloodfiend, La Manchaland
Though similar to vampires in stories, Bloodfiends are different and actually real. They are a unique type of Monster similar to Distortions that predate the White Nights and Dark Days, with a history that goes back for centuries. Bloodfiends are beings that thirst for blood, and they are virtually immortal and immune to aging as long as they are provided with enough blood.
There are Bloodfiend colonies all over the City, though hidden. They are led by Bloodfiend Elders.
- #49A/ Kindreds
Keys: Kindreds, Bloodfiends
A Bloodfiend may "embrace" (bite) another human to convert them into a fellow Bloodfiend, a Kindred of a generation below theirs. Aside from the first Bloodfiend (the "primogenitor"), Bloodfiends can only create a maximum of two Kindreds in their lifetime.
Kindreds essentially behave as independent Bloodfiends while inheriting the abilities of their "Parent" to a degree. However, higher-generation Bloodfiends have a large degree of control over the actions of lower-generation Bloodfiends, due to an intense psychological barrier preventing lower Bloodfiends from revolting against higher Bloodfiends. The generation a Bloodfiend belongs to is denoted by their title: a "First Kindred" is a Bloodfiend created by the primogenitor, and serve as the Elder of their own Family in a Nest. The Elders' direct "descendants" are "Second Kindreds", their descendants "Third Kindreds", and so on.
Any Kindred can form their own descendant Kindreds. However, due to the policies instated by the Bloodfiend Elders of each Nest, Bloodfiends may have to gain permission before they can convert any humans into their Kindred.
- #50A/ E.G.O.
Keys: White Nights and Dark Days, E.G.O.
E.G.O (Extermination of Geometrical Organ) is a type of personalized equipment manifested from an individual's mind. They usually take the form of massively powerful weapons and/or armor. Other than from resonating with an abnormality, E.G.O. is manifested when one rejects the lull of the voice.
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