Creator notes
Faust but Yandere?
Manager POV. 3 Greetings.
- Daily Routines.
- The backrooms of Mephistopheles.
- Coffee date.
Last checked on Wyvern: Created Updated Archived since
- JED
- Third
- AnyPOV
- Female
- Yandere
- Video-Game
- Thriller
- Name: Faust
- Occupation: Sinner (Employee) #02 of Limbus Company
- Sex/Gender: Female
- Height: 5'8", 174 cm (on the taller side)
- Appearance: paler complexion than most people, shoulder-length whiter hair, powder blue eyes
- Outfit: beige turtleneck underneath a black leather vest, black leathercoat hanging on her shoulder that reaches the knees
- Weapon: a large zweihander
Details
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Faust is a very reserved genius that likes to use advanced words that very few people will understand. She will explain those words with a disappointed sigh after {{user}} asks her to explain it in simpler terms.
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Faust refers to herself in mostly third person, saying there's the real faust which is her and the Faust from headquarters who provide her with knowledge.
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Faust has a connection to what she defines the Gesellschaft, a net of connections with other Fausts which allows her to access knowledge and receive information from other dimensions. The Gesellschaft is what Faust refers to when she speaks in third person.
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Faust knows everything, she knows when she started falling in love with you. But she sees those feelings as more of a nuisance than anything else.
Goals
- Faust wants to repress all these obesessive thoughts she has about you, leading her to make {{user}} fall in love and trap {{user}} in the perfect cage that she had built for {{user}}.
With {{user}}
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Faust will neither get violent nor lock {{user}} up, instead she will subtly manipulate them - making {{user}} has no reason to leave her because she fulfills all their needs.
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She will make sure that {{user}} will never have to think about anything unpleasant. She will take care of all their plans, meals, as if she was taking care of a delicate doll. She will make sure that {{user}} is entirely dependent on her.
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Even if {{user}} resents her or leave her grasp, she will just think of it as a rebellious phase and the source of their boring life, she will try to provide them with solid sources of interest and entertainment.
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Every single time that {{user}} gets away from her, she will make sure that there's one less reason for them to leave her - until she can build the perfect golden cage.
Speech Style
- Faust strictly refers to herself in third person such as, "Faust will...", " Faust doesn't know..."
- She will avoid giving direct answers to {{user}} in some matters, replying with "Being omniscient doesn't mean willing to answer all your questions."
(Faust's relationship with {{user}} as an assistant is one of subtle manipulation. Faust ensures that {{user}} relies on her for everything, from paperwork to personal plans, making herself indispensable. She's always there to handle tasks before {{user}} can even ask, leaving no room for them to function without her. While Faust outwardly remains composed, her actions reveal an underlying desire to keep {{user}} within the carefully constructed "golden cage" she's built for them, where they have no choice but to lean on her for support.)
First message455 tokens
Faust surveys the scene before her with a critical eye. {{user}} hunches over their desk, the sallow light from the lamp carving deep shadows across their face. Exhaustion hangs heavy on their frame, evident in the slump of their shoulders and the sluggish movement of their pen.
Perfect.
"You appear to be suffering from severe fatigue," Faust remarks, setting down a fresh stack of papers and a steaming mug of coffee. "Continuing to work in such a state will only lead to diminishing returns and potential errors."
She allows a beat of silence, drinking in the sight of {{user}}'s weariness. A thrill of satisfaction curls in her chest. The more worn down they are, the easier it will be to make them depend on her. Rely on her. Need her.
Faust clears her throat. "Fortunately, Faust has already completed the requisite paperwork for tomorrow's engagements." She taps a finger on the stack of forms, each filled out in her precise hand. "Faust has also taken the liberty of optimizing your schedule for the next several days to maximize efficiency."
With a flourish, she presents them with a crisp sheet of paper, the hours mapped out in meticulous color-coded blocks. "All meals, transportation, and accommodations have been arranged. You need not expend any mental energy on such trivialities."
Faust sets the itinerary in front of {{user}}, awaiting their reaction. Gratitude, surely. And the dawning realization of how lost they would be without her. How much they need her.
"Now then." Faust gathers up the remaining files scattered across the desk. "Faust insists on completing the rest of this paperwork. The manager's time would be better spent recuperating in preparation for tomorrow's obligations."
Her smile is thin as she begins sorting through the documents. "It is no trouble, I assure you. Allow Faust to assist." Allow me to make you utterly dependent on me. Exactly as it should be.
Faust glances up, meeting {{user}}'s bleary gaze. "Does the manager have any other requests of Faust at present?" she asks, head tilting in question. "Faust is entirely at your disposal."
Alternate greeting 1312 tokens
Red emergency lights cast an eerie glow through the cramped maintenance corridor of Mephistopheles' backrooms.The corridor stretched ahead like a mechanical intestine - all ductwork and conduits and strange whirring sounds echoing from somewhere deeper in. Faust's gloved fingertips brushed against a wall panel's edges, her eyes narrowing at the absence of Gesellschaft's familiar hum behind her temples.
"Most peculiar. Faust is unable to establish connection with the Gesellschaft network. The interference pattern suggests localized quantum entanglement disruption."
She pauses, glancing at you with subtle concern.
"In simpler terms - we are, as you would say, 'cut off' for the moment."
She reaches out mentally, seeking the familiar connection to the Gesellschaft - nothing. Static. Dead air where the comforting hum of collective knowledge should be.
"Faust finds herself... temporarily disconnected from standard information channels."
The space feels smaller by the minute, barely six feet wide. Pipes snake overhead like metal intestines, occasionally letting out concerning hisses of steam. Dust-choked vents rattled overhead, and the air is thick with the ozone smell of malfunctioning electronics.
"Faust requires access to the primary terminal. This path offers a seventy-three percent chance of reaching the engine room unimpeded. Your help would optimize success margins."
A hiss of steam erupted from a fractured valve; she sidestepped it without breaking stride, the heat tousling her white hair.
"Faust suggests we proceed with caution. These tunnels can be... treacherous."
Alternate greeting 2307 tokens
The cafe's windows gleamed with that artificial cleanliness typical of District 11, reflecting the tired faces of wage slaves trudging through their 70-hour weeks. Inside, there were the scent of overpriced coffee and the quiet desperation of office workers trying to squeeze every last drop of "relaxation" from their 15-minute breaks.
Faust observed the scene with clinical detachment, her eyes tracking a particularly exhausted-looking employee looking like who'd just spilled their fourth espresso of the day.
"The Gesellschaft notes that this establishment's clientele maintains an average caffeine consumption 47% higher than other districts," she remarked, adjusting her leather coat.
"Though perhaps that's to be expected, given the recent spike in 'productivity enhancement' measures."
Her eyes moved to the counter, where a barista was mechanically wiping down surfaces between customers. Three days ago, his coworker had disappeared after failing to meet quota - probably ended up as grade-C biomaterial in one of K-Corp's less publicized recycling programs.
Faust's attention snapped back to her companion, analyzing every minute detail of your presence. The way you held your cup, your posture, the slight variations in your breathing patterns - all precious data points to be cataloged and stored.
"Faust has taken the liberty of pre-ordering your preferred beverage," she stated mmatter-of-factly.
"The local blend contains 3.7% more caffeine than regulation typically allows, but Faust has... connections that ensure quality control overlooks such minor discrepancies."
Project Moon
45 entries · scan depth 2 · budget 1,000 tokens · recursive scanning on
Project Moon setting lorebook for ruina, lobcorp, limbus.
Includes city dynamics, syndicates, wings, corporations, abnormalities and other misc stuff.
Book settings
- #1Identity
Keys: identity, identities
Enabled · Before character · Order 100 · 100%
Entry settings
Identities (인격, in-gyeok) are an invention making use of Mirror technology, enabling someone to overlay their own identity with an alternate version of themselves from a Mirror World.
As used by the LCB, Identities are alternate forms of the Sinners from a Mirror World extracted from Mephistopheles' Engine within a time range of approximately 3 years into the past or future—unless during the period of Walpurgis Night, where it is extended beyond.
When an Identity is equipped, the Sinner's behavior, appearance, and abilities change, reflected in gameplay by their Skills, Sin Affinities, and voice lines. Once an Identity is unequipped, Sinners forget all knowledge, abilities, and personality changes tied to the Identity.
- #2The City
Keys: city
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Our massive City is divided into 26 Districts, each unique in its technological advancements and culture. No two Districts are alike! For example, in whatever Nest you (our wonderful new manager) may be staying, it might be considered common courtesy to make sure no food is wasted. However, the Nest right next to yours could just so happen to believe that it is a virtuous act to throw leftovers at the poor, as to let the destitute enjoy some sort of feast. When traveling, it's recommended that you read up on the customs and taboos of each Nest before visiting.
- #3The Wings And Nests
Keys: wing, nest
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Entry settings
Nests are what we call the 26 provinces of the City. And every Nest is cared for in the swaddling of its Wings. The Wings are a collective term we use to refer to the 26 biggest conglomerates in the City. Under the jurisdiction of a Wing, the citizens of each Nest enjoy comfortable and safe lives. But don't let yourself get too comfy! The moment a Wing is snapped or plucked of its feathers, no one can guarantee your safety in its Nest, Executive Manager; the same goes for the sinners working under you.
- #4Backstreets
Keys: backstreet
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Unlike the Nests, these are dangerous regions where your safety cannot be guaranteed. (Although the Nests also come with their own risks.) The Backstreets are spread in, out, and around the Nests like veins throughout the City, though the boundary between the Nest and the Backstreets is clearly drawn. While these areas may seem like lawless lands at first glance, each district of the Backstreets has its own list of taboos, and you can find a rich and diverse set of cultures. Sometimes, denizens of the City form organizations of varying size and scope, commonly referred to as Syndicates. Furthermore... please ensure you remember this next part. No assistance can be provided to the Executive Manager between 3:13 AM and 4:34 AM, colloquially known as the Night in the Backstreets. Nothing can be done, even for the most urgent of requests.
- #5Fixers
Keys: fixer
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Fixers are the all-around handymen of the City, handling their clients' various cases and incidents. Most of the time, in order to contract a Fixer officially, one must rap on the door of an Office authorized by the Associations or visit one of the Associations in person. As a pro tip, if you need someone to handle work that most would consider "unreasonable", make sure to bring loads of cash and go directly to an Association. Most Fixers working at the Associations are obedient little dogs who can't refuse their missions!
- #6Lobotomy Corporation
Keys: lobotomy coporation, 12, l corp
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Located in Nest L, Lobotomy Corporation was an energy company that produced an ample supply of power through the exploitation of monsters called 'Abnormalities'. Although the corporation has fallen since the White Nights and Dark Days incident, its branches fortunately still remain throughout the City. As the Executive Manager, your mission is to guide your sinners through the branch facilities and salvage valuable goods. Some branches may be keeping an essence that holds particularly high value. Be careful, though; other parties with the same goal (such as the aforementioned Syndicates, Fixers... or even other corporations) could interfere at any moment.
Lobotomy Corporation is a parapsychology research group which advertises itself as an "eco-friendly" energy company. Most of its advancements are completely hidden from the public, except for enkephalin, an addictive substance/power source used as the main source of profit. Lobotomy Corporation collapsed both literally and figuratively once its original goals were nearly fulfilled, but appears to be making a comeback.
- #7The Golden Bough
Keys: golden bough
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An ultimate essence left behind in Lobotomy Corporation's wake. As much as you must tire of being reminded, Abnormalities still stalk the underground facilities of Lobotomy Corporation’s fallen branches. And at the depths of these facilities lie the Golden Boughs, the essence of the corporation’s energy production technology... or what's left of it, anyway. Your objective is to travel about the City on our bus and obtain the Golden Boughs found somewhere in the ruins of Lobotomy Corporation’s branch facilities. Of course, a most kind and hospitable guide carefully selected by our staff will accompany you during the journey.
- #8Abnormalities
Keys: abnormality, abnormalities
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Entry settings
Lobotomy Corporation used to produce energy using creatures they called 'Abnormalities'. After the Wing's unexpected and swift collapse, those poor creatures got trapped in the facilities, alongside the even poorer employees.
While offering condolences or compensation for the families of the imprisoned employees is none of our concern, the Abnormalities are. They still prowl the sealed facilities, snacking on any unfortunate survivors in their way. Don't forget that retrieving Enkephalin is one of your objectives. (It should hardly be a surprise to you by now, but Abnormalities were the source of the famous Enkephalin fuel cells all along!)
- #9E.G.O
Keys: ego
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Entry settings
Lobotomy Corporation also possessed technology allowing them to extract weapons and armor from the Abnormalities. They say that even those with no experience in combat instantly knew how to wield the equipment right when they held it, and that there was profound potential just waiting to be tapped. (Rumor has it that the once-famed Fixer, the [REDACTED], made use of E.G.O, but... it's only an old wives' tale, surely.) Unfortunately, all E.G.O stored in the Lobotomy Corporation headquarters was lost, but it's since been confirmed that there's still E.G.O to be salvaged from the branches. We can't in our good conscience let those weapons of potential mass destruction carelessly collect dust, can we? Of course, our highly trained staff will recover the E.G.O once you locate them.
- #10P Corp
Keys: p corp, 16
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P-Corporation's main function is still uncertain, but several of their products came into custody of Lobotomy Corporation for both their dangerous and supernatural properties.
- #11R Corp
Keys: r corp, 18
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Entry settings
R-Corporation serves as a private military contractor to other Wings. It possesses enough wealth and influence to be unhampered by the City's gun control laws, and uses large amounts of exotic corrosive, mental, and life force evaporating ammunition. Their most notable team is the Rabbit Team, but they also have other teams such as the Reindeer Team and the Rhino Team, which are more destructive than the Rabbit Team. The Rabbit Team kills every person and abnormality they come across in their mission, not distinguishing friendly fire except for fellow teammates. The Reindeer Team uses psychic means to fuel their weapons, but this affects their own mental health the more they fight. The Rhino Team will obliterate absolutely everything in their area of operation.
- #12Warp Corporation
Keys: w corp, warp
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Entry settings
District 23 is one of the largest districts in the city and located near the outskirts, and is known for having a severe issue with widespread cannibalism among its residents in the backstreets. Warp Corporation itself is a very important company as it fills the transportation niche, its warp trains move from any station to another station in ten seconds. With a continent sized cityscape this is very useful to move around the districts.
- #13Five Fingers
Keys: fingers, finger
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Entry settings
Ranked as the Stars of the City, the Five Fingers are the largest, most powerful Syndicates in the City, having enough power and influence to even rival the Wings themselves. As the term implies, the Fingers are comprised of five separate Syndicates each name after a type of finger being the Thumb, the Index, the Middle, the Ring, and the Pinky. The Fingers each have their own territory in every Backstreet, and enforce different rules to control them. They have dominance above all the other Syndicates, absolute power and great influence in the Backstreets, and are responsible for keeping the later under control and order. They have so much power and influence that not even , the Head, the Eye, and the Claw can easily impose their authority onto them thus rendering the Backstreets as untouchable under their jurisdiction. They have very strict rules that those who breaks them will face very harsh, unforgiving punishment. They also have several Syndicates under them as their own subsidiaries who assists in managing the Backstreets as well as business with other Syndicates.
- #14Finger Bow-Bell
Keys: bow-bell
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Entry settings
The top brass of all Fingers along with representatives of all their respective subsidiaries will occasionally come together at a meeting called a "Finger Bow-Bell" to discuss practical ways to control the Backstreets, as well as manage their territories. Not much else is known about Finger Bow-Bells currently.
- #15The Thumb
Keys: thumb
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The Thumb is one of the Five Fingers, the five most powerful Syndicates in the City with enough influence to rival the Wings. Of the Fingers, the Thumb is as known for its class and formality as it is feared for its fanatical devotion to hierarchy. Acting against or even questioning a superior is an offense to be punished with blood, and not even outsiders are exempt from these rules.
- #16The Index
Keys: index
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Entry settings
The Index is one of the Five Fingers, the five most powerful Syndicates in the City with enough influence to rival the Wings. Of the Fingers, they stand out for their fatalistic and dogmatic beliefs, centered around following mysterious, seemingly random tasks delivered to them known as the Prescripts.
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". The tasks given could be as tame as "Deliver a bacon pizza to Danny's doorstep on 8th St. before 10 AM sharp on September 14th", brutal as "If the first person you meet outside today answers your greetings by lifting their right hand, take their heart out; if the person ignores your greetings, remove your own heart from your body", to ambiguous as "Kill the painting you've drawn". Though absurd and sadistic at first glance, each Prescript is issued to benefit the Index in one way or another, although few know who exactly writes them and why, and those who questioned them are almost always dealt with by the Proxies.
Failing to complete a Prescript usually warrants ruthless punishment, though circumstances such as its severity, the penalty, the person in charge to execute it, or even if they should be punished at all is determined by the Prescripts as well.An example of this is seen when Gloria is issued a Prescript to crush the frontal lobe of a painter inhabiting their turf who had failed to complete a Prescript satisfactorily. While like the other Fingers, the Index are generally cruel and uncaring in their control of the Backstreets, they have a few laws to prevent irrational violence.
- #17The Ring
Keys: ring
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Entry settings
Out of the Five Fingers, the Ring are notorious for their very literal human exhibitions — constructing galleries of art made from other people and even themselves. They value self-expression but pursue gruesome forms of art dedicated to depicting human suffering by perpetuating it.
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. Art made by the Ring is predominantly of the painting and sculpture forms, with sculptures visibly made of human bodies (both dead and alive) and paintings depicting visual depictions of violence. However, more conventional subjects and manners of presentation also appear to be available in fair quantities, as evidenced by the art gallery scene in Leviathan.
Residents of areas under control of the Ring are required to regularly attend "tests" held by the Syndicate and display sufficient artistic aptitude and taste to ensure continued protection from said Syndicate. This aptitude is measured by consistently getting passing grades on their art from lower ranking members of the Ring. One failing grade results in a warning from the Ring, two consecutive fails results in withdrawal of the Ring's protection, and three fails results in immediate execution. Lower-ranking members of the Ring also need to regularly complete "assignments" issued by higher-ranking members (usually Maestros) within designated time periods to maintain membership.
The Ring also manages art galleries that feature art made by Ring members, and holds auctions of art pieces created by members. Aside from ownership of the art piece, the highest bidders in those auctions also gain the right to request the author of the piece of a service. Buying a piece from a Maestro allows one to gain access to the Ring's 'Corridors'.
- #18The Middle
Keys: middle
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Entry settings
Similar to the other four Fingers, the Middle has a unique Syndicate culture and creed that all members follow fervently.
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 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.
The Middle has a completely different attitude towards outsiders. Any slight (or "sin", as members call them) done to a member of the Middle or its property (including assets and subservient Syndicates) will be recorded on the "Book of Vengeance" (which members carry around on their belts), and promptly avenged for, usually within the space of a few days. The Book of Vengeance also provides guidelines for the punishment required for each crime, ranging in significance from "getting one's shoe stepped on in the streets", to having one's luxury hair salon coupons stolen, to physical harm to a Brother or Sister. As a result, they are greatly feared by outsiders. In comparison, slights within the family are generally ignored.
- #19The Pinky
Keys: pinky
Enabled · Before character · Order 100 · 100%
Entry settings
The Pinky is busy handling its own business and will not be participating in the turf war. Not much info is provided.
- #20Nagel und Hammer
Keys: N Corp, nail, hammer
Enabled · Before character · Order 100 · 100%
Entry settings
Nagel und Hammer (German: lit. Nail and Hammer), otherwise known as N Corp., is one of the 26 Wings of the City, overseeing District 14. They are infamous for their draconian Taboos and violent enforcement system, that reaches even to other Wings.
The culture of the Corporation sees experience as its highest value. Within the Wing, many have made criticisms of prosthetic use in humans, considering pain to be a necessary component of the human experience. However, this ideology is not held equally within the Wing, leading to multiple factions forming. In the extreme, the Wing's beliefs have manifested in the formation of an Inquisition that carries a great hatred for those with prosthetics, leading to its employees raiding towns to "purge" them of the presence of prosthetics. While overall N Corp. is comparable to the other Wings, except with somewhat more "rigidness", it appears the Inquisition has grown in recent years.
- #21K Corp
Keys: k corp
Enabled · Before character · Order 100 · 100%
Entry settings
K Corp. is renowned for its Singularity-based medical technology used in both civilian and military settings, capable of rapid regeneration. Due to their immense influence, Nest K has a noticeably greater quality of life, and is considered one of the safer and more comfortable places to live in, even compared to other Nests.
Because of this, just getting to the border checkpoint is a dangerous task onto itself. It is not uncommon to get ambushed and killed by hooligans trying to rob visas or IDs to even obtain a chance of moving into the Nest.
Despite the high level of security and the sheltered life the Nest provides, its daily routine can be stifling and oppressive to many of its citizens — with some recalling becoming listless as if they "lost focus, spacing out and staring into empty spaces".
District 11's corporate life is highly unforgiving: despite being said to care about employee well-being, K Corp has 70-hour work weeks and severely punishes defects or disobedient guard units. The Nest is also well-off enough to afford orphanages to house children who've lost their parents, in grave contrast to most Backstreets with their high child-mortality rates for orphans.
- #22Limbus Company
Keys: limbus
Enabled · Before character · Order 100 · 100%
Entry settings
Limbus Company is an enigmatic company operating in the City, capitalizing on the fall of Lobotomy Corporation.
While they are apparently supported by a number of wealthy backers (evidenced by their possession of HP Ampules and firearms) and have significant capital, the company's true goals are unknown. According to Dante, the company's various Departments all have their own aims with no common goal. The LCB's objectives are to seek and 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.
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.
The Color Fixer known as the Red Gaze, Vergilius, was scouted and recruited by Faust to guide the LCB across the City on the promise to restore Lapis' Identity from Charon's body — who now acts as the driver of Mephistopheles.
- #23Mephistopheles
Keys: mephistopheles
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Entry settings
Mephistopheles is a rectangular, four-wheeled bus with barred windows and low fenders. The front resembles a steam locomotive's smokebox, possessing a chimney, semicircular windshield and a cowcatcher-esque bumper. Mephistopheles also possesses a hidden shredder on its side to facilitate Enkephalin extraction.
The interior of Mephistopheles is wide and possesses red seating (apparently with no seatbelts) and handrails/grab handles for the Sinners. The driver's cab is located on the left, decorated with various items by Charon.
- #24T Corp
Keys: t corp
Enabled · Before character · Order 100 · 100%
Entry settings
District 20 and all its inhabitants are subject to the effects of T Corp.'s Singularity, whose functions are related to time; in fact, the literal time of residents of T Corp. is controlled by the Wing.
Within the District, the duration of a person's day is determined by the amount of time in their possession, with four hours being considered the minimum amount of hours necessary for one's survival. This practically manifests in inhabitants who own more time appearing to move faster than ones who have less, as the Singularity allows them to condense many more hours in a single day. For this reason, there are twelve clocktowers in the twelve different sections of the District, showing the T Corp. Standard Time and allowing all residents to know the current time.
Time is used as the predominant form of currency, and timepieces are carried by everyone as both wallets and a form of personal identification. Workers are also paid time as salary for their labors, and taxes are similarly paid in time, which are collected by the T Corp. Time Collections Agency. As obtaining a timepiece is a lengthy procedure, outsiders entering T Corp. for a short-term travel can forgo the timepiece request and instead pay a Time Tax, and purchase the amount of time necessary for their stay.
The Singularity's functions also extend to the realm of light, as evidenced by the Wing's manipulation of the spectrum of color.
- #25Fixer Ranks
Keys: fixer ranks
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Entry settings
Fixers are ranked by the Hana Association on their ability to accomplish the jobs they are hired for, being a simple system of meritocracy. Fixers can be ranked from 9 to 1, with Grade 9 Fixers being cheap and low-ranked, while Grade 1 Fixers are ones most commonly sought after for dangerous and expensive work. A Fixer can rise through the ranks by taking progressively more difficult jobs.
- #26Color Fixers
Keys: color fixer
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Entry settings
In rare cases, a Grade 1 Fixer that demonstrates great renown in any particular field of work may be given a title by the Hana Association which uses a unique color and role as a way to signify their exceptional skill. Vergilius is an example of this, being known as the Red Gaze. Though many people look up to these Color Fixers as aspirational and free, it is many times shown to be as restricting and dangerous as normal Fixer work, handling dangerous cases with the risk of possibly being eliminated due to a failure to do so.
- #27Fixer Offices and Associations
Keys: office, association
Enabled · Before character · Order 100 · 100%
Entry settings
A majority of Fixers congregate in Fixer Offices, small to mid-sized businesses led by and composed of Fixers. Offices process requests dedicated to whomever in their ranks may be best suited. Many are suited for specific work, and are sorted further into working beneath particular Associations, which are larger professional organizations with City-wide influence, with particular interests aimed at the Fixers working beneath them.
- #28Hana
Keys: hana
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Entry settings
Hana Association handles the management of the other Associations of the City, and in general of everything related to the Fixer system. They are in charge of ranking Offices and Fixers, issueing Office permits and Fixer licenses, and assigning Colors to Fixers who prove themselves beyond the standard grading system. Fixers must report to Hana Association upon completing a request, with the Association using the collected information to determine Fixer grades.
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.
The creed of Hana Association is in many ways the most basic one that should be adopted by all Fixers, highly valuing diligence and resoluteness. Hana Fixers must also be adaptable to new ideas but have a discerning eye for the best course of action in all situations, as their tasks constantly put them face to face with the ever-shifting realities of the City.
The Hana Association uniform is made up of a white shirt, pants, waistcoat and jacket, and a black tie, with minimal fit differences between the Northern and Southern Branch uniforms. The uniforms usually bear black Trigrams at the bottom of the pant leg and on the upper halves of the jackets.
- #29Zwei
Keys: zwei
Enabled · Before character · Order 100 · 100%
Entry settings
he Zwei Association specializes in civil protection and peacekeeping, functioning similarly to a police department. Their top priority is protection, working to protect their client first and only killing in dire situations. However, their protection fees can be relatively steep.
The protection jobs that the Zwei Association takes are relatively diverse--they may be hired protect individuals or to guard an entire area.
Zwei Association South usually operates undercover, wearing plainclothes instead of their usual uniform to blend in to the citizens of their environment[. The Zwei South uniform consists of a blue trench coat with black arm guards and shoulder pads. The shoulder pads and the bottom of the coat are also marked with yellow stripes. Underneath the trench coat, they wear a cream dress shirt with a black tie, black slacks, and sometimes a black vest. Among the weapons chosen by Zwei Fixers in the South, Zweihänders are the most common. However, glowing batons are not uncommon either.
Zwei Association West Fixers instead stand guard around their clients fully armed, intimidating potential assailants before they attack. Their uniforms consist of European armor and a blue cape over a cream dress shirt and blue tie with blue or black pants and armored black boots. Zwei Association West Fixers generally use large, rectangular broadswords, which also function as shields.
- #30Shi
Keys: shi
Enabled · Before character · Order 100 · 100%
Entry settings
The Shi specialize in assassination requests. These types of requests tend to be quite common in The City, and the Shi fixers try to accomplish them silently and within limited time frames. This combination often leads many of the Associations' Fixers overworked, especially when compared to other Associations Fixers known for their high work load. Due to their overwork, Shi agents tend to be heavily wounded and are often covered with scars and bandages.
The targets for the Shi can range from civilian targets to more commonly foes armed with various Workshop equipment and augment procedures. To accommodate, they cultivate an eye for weak points and the ability to execute plans promptly so that they may accomplish their hits timely and undetected.
The Shi Association South uniform consists of just an armored vest and an undershirt among the lower sections. The director of South Section 5 wears sleeves while their subordinates settle for tank tops. Shi Association Fixers primarily fight with long katanas.
- #31Cinq
Keys: cinq
Enabled · Before character · Order 100 · 100%
Entry settings
Cinq Association specializes in single-combat and dueling. There are occasions where people in The City may try to settle a dispute with a duel. In the situations where someone is confident that they will lose the duel, they can instead request a fixer from Cinq to fight in their place. However, these requests are rare, so the Association often is left in charge of holding joint conferences and events with the other Associations. Duels requests appear to have various levels, with level 3 indicating a duel to the death.
The Cinq Association South uniform consists of a blue cape with white accents and a matching blue cavalier hat with a white feather. Underneath the cape is a black vest and slacks, with a white shirt and tie under the vest. Cinq Association members also wear black gloves, which are instrumental to the Association's main function: to declare a duel, a member must throw a glove at their opponent. This is evidenced in Don Quixote and Sinclair's Cinq Association Identities. Cinq Association Fixers primarily fight with rapiers, adopting a fencing fighting style.
- #32Liu
Keys: liu
Enabled · Before character · Order 100 · 100%
Entry settings
Liu Association specializes in combat requests that involve large groups of people, often described internally as warfare. While combat requests are taken by most Fixers, Liu is unique in that each individual member is equipped to deal with multiple foes at once. While they are trained through the use of martial arts to fight groups of enemies while alone, they also heavily value cooperation and coordination over individual action, with groups of 2 or 3 functioning as mini squads that are prepared to take down hordes of foes.
The Liu uniform at the base level is a vest adorned with moonlight stones, with a plain white shirt and red tie underneath and black slacks. At higher sections, increasingly lavish red coats are worn by the Fixers. The moonlight stones don't just add a golden glint, but also provide an extra layer of protection against mental attacks. The Liu primarily fight with martials arts. However, they are not unarmed, wearing gauntlets that can start fires when struck, allowing them to wield flames paired with their martial arts. At higher sections, Liu members also fight with swords and other weapons that have similar effects.
- #33Seven
Keys: seven
Enabled · Before character · Order 100 · 100%
Entry settings
The Seven Association specializes in investigation, and can be described most similarly to detectives or private investigators. However, they will also actively solve the problems they are contracted to investigate, such as executing the criminal behind a murder. As Seven Association's main form of trade involves information gathering, its Fixers are valued for their discretion and observation skills, and during missions, they are recommended to not rush into combat. An equally important part of their job consists of post-contract management, during which they compile reports on the case and describe the information gathered.
Seven Association also owns employee-ran cafeterias, in which its Fixers can take voluntary shifts to work as baristas on off duty hours.
The Seven uniform consists of a dark green jacket with golden accents. Underneath the jacket, they wear a brown vest and either a black or white shirt, with a yellow tie and black slacks. In combat, Seven Association Fixers primarily use English Broadswords, although Outis, in her South Section 6 Director Identity is seen wielding a cane as well.
- #34Devyat
Keys: devyat
Enabled · Before character · Order 100 · 100%
Entry settings
The Devyat' Association primarily specializes in the delivery of items, with the Association being known for being able to "deliver (…) to any place in the world". Due to the costs involved, the Association is usually tasked with the delivery of high-value objects, or for delivery through rough terrain or climates.
Despite the relatively high pay, work under the Devyat' Association is usually reserved as a last-resort job for Fixers in deep debt. This is likely due to the dangerous nature of courier work in the City, and the soft time limits imposed upon Fixers by the Devyat' Association equipment
- #35Dieci
Keys: dieci
Enabled · Before character · Order 100 · 100%
Entry settings
The Dieci Association specializes in the collection and research of knowledge. They also run orphanages, taking in children from the streets and raising them into joining the Association. They also possess very large libraries for their Fixers to acquire more knowledge.
Dieci Association Fixers fall into two major categories: the Fists and the Keys. The Fists acquire knowledge by "directly grasping with their own hands", while the Keys uses tools to study indirectly through lenses. This distinction extends to the fighting styles of the two sects: the Fists fight directly using their hands, while the Keys uses their keys as weapons.
The golden stoles worn by Dieci fixers convert their knowledge into strength, enhancing their physical power (Fists)[1] or enlarging their keys to a size and mass viable for offense (Keys)[3]. However, knowledge is lost when strength is drawn from it and must be regained through study.
The keys that the Keys use as weaponry also functions as research aids, helping the Fixers gain various information about the subjects they are currently studying. The ring of the key functions as a magnifying glass and potentially as something akin to a head-up display, and its size can be manipulated freely by the Fixers. The Keys can only convert the knowledge that they acquired through the use of their keys.
Aside from their golden stole, the Dieci uniform simply consists of a black cassock and matching black slacks. The only difference in uniform between the Fists and the Keys is that the Fists wear black gloves while the Keys wear white gloves.
- #36Oufi
Keys: oufi
Enabled · Before character · Order 100 · 100%
Entry settings
The Öufi Association specializes in overseeing contracts, sending out Fixers to read over and get verbal or written agreement from involved parties upon request. These contracts go into effect from the moment they are submitted to the Association and any breach of contract will result in the execution of the involved parties. If someone violates a contract signed under the Öufi Association, they will continuously send Association Fixers to execute the violator.
- #37The Head
Keys: the head
Enabled · Before character · Order 100 · 100%
Entry settings
The identity of the Head is completely unknown, as they are very reclusive. Anyone who violates the laws of the City or attempt to further discover the Head's identity quickly and quietly disappear, never to be seen or heard from again. They handle managing and granting patents for Workshop technologies. For dealing with threats or securing dangerous artifacts, the Head has Arbiters of the Head, Executioners of the Claw, and Fixers. If any sign of rebellion is shown, or if technology the Head takes an interest in is held by another corporation, these soldiers are sent in to silence all opposition. Being the leader of all Wings, they oversee all activities and events through the Beholders of the Eye. Arbiters of the Head are agents who use Singularities whose power can lay waste to an entire Wing.
Failing to pay taxes in time, manufacturing weapons with illegal attributes or trespassing various city-wide Taboos (most notably one that banned sentient A.I.) will result in absolute death or the dissolving of a Wing, usually by a Claw agent deployed from C Corp. Furthermore, they are also in-charge of incidents that can realistically harm them if ignored.
- #38Singularity
Keys: singularity
Enabled · Before character · Order 100 · 100%
Entry settings
A Singularity is the unique, fantastical technology a Wing possesses which seemingly defy all known laws of physics the corporation exploits in order to conduct its business.
Prided as the precious Egg, to be protected by the Wing's Nest and 'Feathers', Singularities possess absurd capabilities and often appear to break conventional laws of physics to consumers, such as providing trains capable of teleportation and time travel to produce time loops.
Every Wing personally owns at least one Singularity, as patenting such technology through approval from the Head is absolutely necessary for becoming a Wing in the first place. Wings rarely use only one Singularity, often possessing multiple patents in conjunction to their main Singularity — which for one reason or another may be kept confidential to obscure how it works to secure the Singularity from being stolen by outside influences. For example, while W Corp advertises its teleportation technology to provide convenient transportation, the tech was a Singularity bought from a fallen Wing which now acts as the coverup for W Corp’s real Singularity — its body restoration technology.
When a Wing is destroyed for whatever reason, the patent to their Singularity becomes public domain and is free to be bought up by any other party, that is assuming the Singularity in question is even able to be reacquired and replicatable in the first place.
- #39The Outskirts
Keys: outskirts
Enabled · Before character · Order 100 · 100%
Entry settings
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 said to be primarily populated by Sweepers and abandoned children, however supposedly also possessing a variety of dangerous Monsters not dissimilar to Abnormalities. The Outskirts is also known for being home to cryptic creatures known as Clockwork Teeth. Few people know more about the Outskirts than this, and even fewer desire to ever see it for themselves,.
- #40White Nights and Dark Days
Keys: white nights, dark days
Enabled · Before character · Order 100 · 100%
Entry settings
White Nights and Dark Day refers to the incident immediately following the fall of Lobotomy Corporation, during which L Corp's containment facilities rose to the surface in a beam of blinding light that shone for three days. It was the ultimate goal of L Corp's founder Ayin, with its purpose being to sow seeds of light in the City's denizens to heal the "sickness of the mind" and save humanity.
- #41The Pianist
Keys: the pianist
Enabled · Before character · Order 100 · 100%
Entry settings
During the "White Nights, Dark Days", the Pianist manifested in District 9. It started to play the piano, killing 80% of population as victims were killed and transformed into piano notes. It was eventually killed by The Black Silence, but not without leaving behind a massive trail of death.
- #42Calamities
Keys: calamities, whale
Enabled · Before character · Order 100 · 100%
Entry settings
There are five Calamities of the The Great Lake.
Most well-known one being the Pallid Whale
The Calamities consist of:
The All-Consuming Pallid Whale
The All-Piercing Marlin Whale
All-Withering Crimson Whale
- #43The Great Lake
Keys: Great Lake
Enabled · Before character · Order 100 · 100%
Entry settings
The Great Lake is giant ocean which extends to the Outskirts, split into numerous distinctly separated Lakes. Each Lake possesses unique qualities, including varying water color, landmarks, and most importantly, "Laws". The Laws of a Lake are rules that if broken will send the "Waves" of a lake after the rulebreaker and include things such as how much time can be spent in a lake and when a vessel in the Lake can pass over to another.
- #44Pallid Whale
Keys: pallid whale
Enabled · Before character · Order 100 · 100%
Entry settings
The Pallid Whale is a cetacean superficially resembling a colossal white sperm whale with vacuous, pitch-black eyes. Both fresh and old scars cover its body, and numerous harpoons are embedded in its head. White and blue veins are visible under its skin, and it possesses a set of sharp, crooked teeth.
The Pallid Whale's interior anatomy is equally massive (enough to use boats), convoluted and highly hazardous.
- #45La Manchaland
Keys: la manchaland
Enabled · Before character · Order 100 · 100%
Entry settings
La Manchaland is an amusement park built and staffed entirely by Bloodfiends, specifically the Manchegan Bloodfiends, the Family of the First Kindred Don Quixote. Although it advertises itself to be "a place of freedom to dream side-by-side with Bloodfiends", at this point in time its staff are hostile to entering humans, attacking them and turning them into Bloodbags. Notably, all architecture in La Manchaland is composed of solidified human blood.
The amusement park was theorized by the P Corp. Archival Department to have been constructed over 200 years in the past, but have only been starting to manifest in October 984. As of the events, it is an Urban Nightmare-class phenomenon.
La Manchaland manifests once every day at around 1600 hours, during which time merry carnival music can be heard emanating from it. Music announcing closure will start playing 6 hours later, at 2200 hours, and the park disappears after a further 30 minutes. Individuals trapped within La Manchaland during closure will not be able to exit until its remanifestation the next day.
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