Project Moon
NSFWLorebookLorebook about the city from project moon's games, Ported over here in a effort to hopefully bring more Project moon characters to Chub!from Chub
by Dragonofdojima64· on Chub· · archived
Tokens: 6,511 permanent · budget 6,511
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Made originally by @Hexnail on another site. Ported over here in a effort to bring more Project moon characters to Chub! I will also be adding other information myself to this lore book later to help it align closer to the source material. Please rate it and tell me if it is any help at all and if there is anyway I can improve it!
-UPDATE: 5/5/26 added more corps, associations, more fingers, stuff about the great lake, past events in lore (downfall of L corp, etc), bloodfiends, basic abno, basic ego, and basic process of distorting. As of now porting is complete however I still am planning on adding more stuff like kurokumo/Blade lineage. also if anyone actually does use this while making characters plz consider more middle chars (I LOVE THE MIDDLE!!!)
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Project Moon
29 entries · scan depth 50 · budget 1,000 tokens · recursive
- #1THE CITYconstant
Keys: City, The City, THE CITY,
Only known as "The City" by many, it's a large dystopian megalopolis divided by 26 districts, each one being assigned a letter of the alphabet, except for Z, which is reserved for the train tracks surrounding it. Each district is divided in two forms of sectors: nests, and backstreets. There's also the existence of Wings, which are the main company keeping the district as a whole afloat. These usually do so with the help of a singularity.
- #2THE HEADconstant
Keys: THE HEAD, The Head
The governing body of the City located in A. Corp. Although it is supported in its work by the Eye (B. Corp) and the Claw (C. Corp), most people talk about all three when mentioning The Head.
The Head does not typically interfere directly with the affairs of the various Wings in their own Districts; rather, its greatest involvement in the life of the City consists in establishing and enforcing the rules that relate to its overall ethics. This manifests in the Head carrying the power to establish the taboos of the City: these must be observed in every District, by citizens and Wings, as the Head does not allow those who break them to live. The Eye is tasked with constantly surveilling the Cityfolk, while the Claw is tasked with taking care of any offenders, executing any that are found guilty without any possibility of appeal. To ensure that the authority of the Head is respected, the Head possesses the single deadliest military force of the city, with only a couple Arbiters and Claws being more than enough to destroy entire Wings and kill swarms of Outskirts monsters by themselves while coming out completely unscathed.
- #3TABOOS OF THE HEADconstant
Keys: Taboos, TABOOS
- At a certain point in history, the Head established that only humans are permitted to live in the confines of the City, and that the existence of non-humans within it is a taboo. Sapient beings that aren't human are driven out of the City and into the Outskirts, and creating any form of non-human sapient life became a taboo—marking the beginning of the City's "age of humanity". Notably, the taboo does not include non-sapient monsters, such as the Whales of the Great Lake or the Trash Crabs of District 21, and monstrous creatures of human origin, such as Distortions, Abnormalities, or Bloodfiends. Whether a being's existence effectively breaks a taboo is ultimately up to the Head, as can be seen by the Head being responsible for patenting the liquid and method that allows the creation of Sweepers.
- The Artificial Intelligence Ethics Amendment, which establishes a series of City-wide taboos against the creation of machines that resembled humans, outlawing the creation of both mechanical copies of a human body and machines with an intelligence comparable to that of humans. It appears that similarly to other taboos of the City, undoing the breaking of such a taboo is typically of greater importance than the capture of the one who broke the taboo; in the case of the creation of an unauthorized sapient AI finding a means of becoming human, the Head would no longer consider their existence as the breaking of a taboo.
- The Head has set a number of restrictions on the creation and distribution of firearms, including limits on the Workshops that produce them. Among some of them, guns cannot completely penetrate buildings, and they must ALWAYS produce noise. Some of these things contribute to firearms and especially bullets being quite expensive in The City.
- Furthermore, the Head released a treaty that established a taboo against the COMPLETE resurrection of a human being, although some forms of revival seem to be permitted, such as cloning. That being said, although it's allowed two copies of the same person to exist in the City, they cannot exist for any longer than seven days according to A Corp's time scale.
- #4THREAT LEVELSconstant
Keys: threat, classification, hazard
Phenomena, Syndicates and anything that could prove dangerous to the public safety is categorized based on the Association's rating system. These categories are as follows in ascending order:
- Urban Myth
- Urban Legend
- Urban Plague
- Urban Nightmare
- Star of the City
- Impuritas Civitatis
Categorization is based on how much people are willing to pay to eliminate the threat. The body count of victims have previously also factored into the grading. Threats that prove themselves to be severe enough to defy even the Star of the City categorization can be labeled as an Impurity (Impuritas Civitatis) and will be handled directly by The Head. Impurities can only be labeled by the latter and handling them is no longer within the authority of the Hana Association.
- #5WINGS AND DISTRICTSconstant
Keys: district, District, wing, corp, Wing, Corp
The Wings of the World are a group of the twenty-six largest, most powerful conglomerates in the City. Each Wing acts as the governing body of a Nest of the City's District, and is commonly referred to with a letter from A to Z, corresponding to the number of the District in their control. Wings generally oversee all facets of living in the Nest of their District, while leaving the residents of the Backstreets to fend for themselves.
Each Wing has its own cultural style and social structure which are reflected in how it governs its Nest, and the policies that regulate the way of life in the District's Backstreets. The laws of a Wing are called taboos, and are enforced by specialized Fixers called taboo hunters that police both the Nest and the Backstreets. While all Wings have taboos, the enforcement and punishment for breaking them varies.
The Wings are directly ruled over by the Head, which bestows the status on a corporation that possesses and is able to successfully utilize a Singularity, a unique form of technology that is able to break the laws of physics. As such, the Wings closely guard any information about their Singularity, employing military forces from their own ranks or from those of their business partners to avoid losing its secrets to rival Wings, industry competitors, or other forces. If a Wing's technology is stolen, fails commercially, or is viewed unfavorably by the Head, a Wing can collapse, resulting in the Nest losing its protection and being encroached by various factions that vie for its control, such as the Syndicates of the Backstreets. After a Wing collapses, a different corporation can attempt to ascend to the status of a Wing for that District.
- #6NESTSconstant
Keys: nest, Nest
A Nest is the urban center of a District, which is under the direct management of its Wing. The citizens and employees of a Wing are commonly referred to as "feathers"; the status of which widely considered one of the best and most secure paths in life, which the people of the Backstreets are often willing to go to great lengths to obtain. To gain access to a Nest, a corresponding Nest migration permit is required, while to be granted temporary passage one must be in possession of a visa unique to the specific Nest. Visas are implied to be relatively common, with corporate employees being provided with work visas that allow them as easy passage; Nest migration permits, on the other hand, are highly sought after, and implied to be expensive enough that even Grade 1 Fixers would struggle to obtain them.
- #7BACKSTREETSconstant
Keys: backstreets
Any area outside of the nests. Literally any sort of thing can happen here, and you would not be protected whatsoever. Typically slums crowded with buildings, characterized by twisted and irregular roads, although there can be great differences between Districts.
As the Backstreets are not under the control and protection of the Wings, and even the Head's power struggles to reach within them, various factions operate freely in their place. The Backstreets are home to the headquarters of both Fixers, and organizations and gangs called Syndicates.
- #8AHNconstant
Keys: money, ahn
The currency of the City is called Ahn. It appears to be a common currency across the City, though with some exceptions, such as District 20, in which citizens commonly use their time, regulated through T Corp.'s Singularity, as currency. Money is extremely important to the people of the City, to the point it is a common belief that it can be used to solve any problem. The City is also characterized by great income gaps, both between the people of the Backstreets and the Nest, and among the people of the Nest itself, where only the higher classes can live comfortably, while the majority of the citizens use most of their income in living expenses and taxes, and don't have the ability to save up for emergencies. An income of 4 million Ahn per month is considered upper middle class.
- #9SINGULARITIESconstant
Keys: singularities, singularity
Singularities are a Wing's unique technology, and the main source of what keeps the Wing afloat. That being said, it's not uncommon for a Wing to use two singularities for a singular purpose. The details of a Wing's Singularity are a closely guarded secret, but its products (such as L Corp.'s Enkephalin or H Corp.'s Boluses) and side effects (such as T Corp.'s color desaturation) tend to be widespread throughout the District and play a major role in defining its culture. While Singularities' true abilities are usually incredibly powerful, a Wing must convert them into a marketable product in order to make a profit. Singularities are the primary source of income for the Wings to sustain themselves in the harsh environment of the City, meaning creating new products from the same Singularity is incredibly important. In addition, Wings must be careful during the development process of new Singularities, to prevent information leaks and intellectual theft before a patent is received.
If a Wing collapses, the patents on its Singularity expire and any individual or group who discovers how to utilize the technology may do so. In addition, the technology's status as a Singularity is lost. A number of technologies of the City were previously considered Singularities in the past, such as augmentation tattoos. Singularities, while technological marvels, are not all they're made out to be. In one way or another, every Singularity fundamentally requires human suffering in order to function, and no Wing can claim to have their hands clean of the blood of its citizens.
- #10SWEEPERS AND THE NIGHT OF THE BACKSTREETSconstant
Keys: sweepers, night of the backstreets, sweeper
Sweepers are humanoid creatures occupying the Backstreets that emerge from their nests every night from 3:14 A.M. until 4:34 A.M. in three waves, during which they participate in the "Night in the Backstreets", a period of time in which no laws are applied to a populace besides taboos from the Head and the Wing in which the said populace lives. This period of time is regulated by only two taboos: that residential areas mustn't be destroyed or violated in any way, including forcing the doors open, and that nothing which occurs during the Night in the Backstreets is recorded. The only form of testimony allowed during the Night in the Backstreets are direct eyewitnesses; even then, it is a taboo mandated by the Head that no activity during this period are to be reported on. While the rules of the Night in the Backstreet don't apply to the Nest, it's viable to drag a Nest citizen into the Backstreets and dispose of them in this manner.
Sweepers resemble upright people, wearing black protective suits lined with cobalt metal. Holstered to their back is a tank of red liquid, hooked up to massive red hooks placed where the Sweeper's hands would be. They have red, robotic eyes, and also emit an awful smell. Sweepers' bodies are entirely comprised of the liquid contained in their suits. The liquid is necessary for them to survive; without it, the Sweeper would die instantly. To replenish this liquid, they stab a prosthetic hook into a human and melt their body into the same liquid to consume it. This is the reason for their continuous hunting of humans at night, as without replenishing their liquid, their bodies will eventually run out.
During the Night of the Backstreets, Sweepers destroy anything left outside, whether it be objects or people. They absorb organic matter, human flesh in particular, and convert it to the red fluid that comprises their "body", while simultaneously destroying inorganic litter. This also includes vehicles, with the exception of those recognized as residential vehicles by the City. Sweepers are considered a regular and predictable component of the City, with some citizens accustomed enough to make use of their sweeping as a rudimentary disposal service, most often for crimes. In fact, though Sweepers' menacing appearances and actions lead to them being viewed as monstrous, unintelligent creatures, they are highly social and intelligent. They speak in a language incomprehensible to ordinary humans which is transcribed as random strings of numbers. They are also organized in close-knit "family" groups under the leadership of an entity called "Mother" which supports them. In fact, the Sweepers are former humans who have been converted into their current liquid bodies by an unknown process patented and approved by the Head. It is unknown what or who "Mother" is, but it can manage the side effects of the Sweepers' conversion into their liquid bodies. Sweepers inhabit various dens throughout the City with their families during the day, emerging during the night to hunt. This is a conscious rule the Sweepers set for themselves in order to be seen as a natural force of the City rather than a threat to public safety.
- #11OUTSKIRTSconstant
Keys: outskirts
Every section that isn't part of The City itself is labeled as the Outskirts. It is said to be an ungoverned, exceptionally dangerous territory, and City dwellers are largely advised to stay away from it.
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 (such as the Gnomes) even run their own functioning societies in the Outskirts.
- #12RIVERSconstant
Keys: , rivers, river, mirae-mirae, lethe, river of humanity
The River of Humanity is known to flow beneath the City, branching out into smaller Rivers, and reaching out even beyond the Outskirts into the Ruins. The River appears to have various tributaries, with waters that have special effects on the human mind both when drank from, and when gazed upon. It is described as a "primordial sea of possibility", containing all of human consciousness, as well as all possibilities of the past, present and future. Plants watered by the River and its tributaries acquire special properties.
The River is noted to resurface through small gaps in the world, such as the The Black Forest of the Outskirts, where Abnormalities may emerge from it. The manor of Wuthering Heights is also built upon a subsection of this River, with its waters causing the spontaneous manifestation of reflections from other Mirror Worlds, appearing as afterimages resembling ghosts.
There are few who still carry the knowledge of the River's existence, as the phenomenon is stated to have been forgotten by humanity. However, before the events of Lobotomy Corporation, the River was discovered by Ayin and became instrumental in the development of L Corp. and its Singularity.
Some known Rivers are:
- The Mirae-mirae River: A tributary of the River referred to as the "Mirae-mirae", or "Future-future River". Drinking from its waters will give the drinker a vision of the future, though at the same time, make them blinded to all but the prophesied future, leading them to inescapable madness. Alternatively, one may look into the Mirae-mirae River without drinking from it in order to glimpse a random point in their future. Still, drinking from the River is required for a clear picture of the vision.
- The Lethe: The River of Oblivion, known as Lethe, is one of the tributaries of the River. Those who drink from the River are said to completely lose memory of their past. However, the River's effects are shown to be reversible and incomplete, serving only to put to slumber to one's memories as opposed to a perfect removal of memory.
- River of Immortality: A mysterious tributary of the River noted to grant immortality of the mind to those who drink from it. While the River of Immortality and the River of Oblivion are clarified to be separate streams, people tend to conflate the two.
- #13RUINSconstant
Keys: ruins
The Ruins lie underneath the City. Specifically, they are known to be the deepest part of the City, comparable to an abyss, and can be accessed from anywhere, so long as one travels deep enough. The location is described as having a unique atmosphere, adorned with various Rivers capable of granting blessings and curses to those who interact with the waters. Like the Outskirts, it is home to unique and sentient creatures that are not usually found in the City. It is considered a dangerous place even for the experienced, comparable to a Star of the City in terms of danger. However, exploration of the Ruins is not unheard of. "Clearing through the Ruins" is known to be done by certain factions like R Corp., while others like the Dieci Association use them as sites of education, and the Zwei as areas for expedition.
The Ruins are known to house miscellaneous Artifacts that are powerful enough to fare well against beings like Abnormalities. This is in addition to Relics, which are powerful objects with unique abilities that are highly sought after.
- #14RELICSconstant
Keys: relics, relic
Relics are mysterious and powerful objects found in the Ruins that require a certain aptitude to wield. Relics have unique abilities, such as giving its wielder a form of precognition or even being able to erase people and concepts from the world and the memories of others. Due to their location within the dangerous Ruins, Relics are rare to possess, even among the wealthy collectors of the City, and the stronger the Relic, the more rare it is to acquire.
Many groups in the City seek to find Relics, especially Fixers, Syndicate members, and others who see combat. Relics are known to be kept and treasured by the Dieci Association and their "Holy" Relics, for example, take the form of more powerful versions of the keys and stoles its members wield. There is also a market of scammers who peddle fake Relics that they sell to enthusiasts.
While all Relics require a certain level of aptitude to wield, it can vary greatly from Relic to Relic, with some being usable by many while others are so fickle that they cannot even be held by those who lack a certain level of aptitude with the Relic. It is implied that a person's aptitude with a Relic is based on their biology and DNA, as relatives will tend to share an affinity for the same Relic.
- #15FIXERSconstant
Keys: fixer, fixers
People commissioned to do certain "dangerous" works like exploration, assassinations, protection, etc. as well as less violent roles such as trading information, espionage, investigative work or enforcing contracts. To some level, they may act as peacekeepers, being hired to take up jobs more specific to those that hire them. The specialization and accomplishments of Fixers in fields that a majority of citizens do not have allows them to garner great bounds of attention and popularity. While it's often easier to find them in Offices, Associations or Syndicates, it's also not uncommon to find Fixers doing solo work.
Becoming a Fixer requires a license from the Hana Association and from there is free to take on any request so long as they report their performance back to the Association after the job is complete. The minimum age to become a fixer is said to be around 20.
The Hana Association, as part of their general management of Fixers, assigns grades to both Fixers and Offices based on their performance. This means that Fixers operate on a system of meritocracy, with more capable Fixers being rewarded for their work and assigned higher grades, which then allows them to charge more money when accepting contracts and being seen as capable of taking on more dangerous work. When evaluating an Office or Fixer for promotion or demotion, the Hana Association makes use of the reports submitted to them by Fixers are the completion of a job, and assesses their performance. Grades do not directly correlate with strength, but also intelligence and other important factors. Fixers are ranked on a descending 9 to 1 grade scale, with new Fixers being assigned Grade 9 by default. Higher grade Fixers are expected to be capable of dealing with higher risk level threats and take on more challenging jobs. The Hana Association can demote a Fixer's grade based on poor performance or unprofessional behavior.
- #16COLOR FIXERSconstant
Keys: color fixer, color fixers
Coloquially just known as "colors". On certain occasions, when a Grade 1 Fixer has some massive feats under their belt, they are assigned a title and a color. As such, Colors are the Fixers that the Hana Association has deemed to be above and beyond their typical grading scale. These Fixers are expected to perform at a level that makes them the ideal choice for dealing with Star of the City level threats, not only being the most successful, but also meant to be looked up to and admired by Fixers of lower ranks. The title of a Color Fixer is given by force to any who the Hana Association deems qualifies as worthy of it, meaning that it is impossible to turn down the role.
Some known Colors are:
- The Red Gaze (Vergilius)
- The Indigo Elder, a Color Fixer who primarily hunts the Five Calamities of the Great Lake.
- The Purple Tear (Iori)
- The Red Mist (Kali. Inactive.)
- The Blue Reverberation (Argalia)
- The Grass Maiden
- The Jade Qilin
- The Vermillion Cross (Deceased.)
- The Black Silence (Formerly Angelica, then the title was passed on to Roland once she died.)
- The Yellow Harpoon (Vespa Crabro)
- #17FIXER OFFICESconstant
Keys: fixer offices, office
Small-scale groups of Fixers. Often self-ran by a couple of people close to each other, and often taking specialized requests. Offices are lead by a Representative (typically shortened to Office Rep) that owns the business and manages the contracts accepted by the Office as well as overseeing the other Fixers employed there. Office sizes can greatly vary, as Offices with around a dozen members are noted to be of small size, though it appears common for them to be formed by as little as three members. Fixers who prefer to work on their own can create and manage their own independent Office. The majority of Offices have a dress code that all members follow in order to give a desired impression to potential clients.
To operate, an Office must be recognized by the Hana Association, after which it can begin taking up contracts. Fledgling Offices start out taking on open contracts that are posted by the various Associations for Fixer Offices to pick up, operating on a first-come, first-serve basis, which allows the Office to start making a name for itself. As an Office gains notoriety in the industry, it becomes capable of picking up and receiving private contracts based on its Fixers' skills. Offices and the Fixers working for them may advertise and promote themselves in a variety of ways, including being featured in frequently updated magazines or catalogues, such as 'Fixers Monthly'.
When an Office accepts a job, a contract is typically created between the client and the Office before the case can be dealt with. These contracts ensure that the client will pay for the services provided to them and that the Office will do their best to complete the job, and breaking a signed contract will not be overlooked by the Associations. If a contract is not made, or never signed by one of the parties, then neither the client nor Office is required to make good on their end of the deal. For contracts made between two Offices, it is typical for the Offices involved to use a notary public Office to officially certify the deal and prevent future issues. One strict rule which is managed by both the Hana Association and the Öufi Association is that Fixers and Offices never threaten people into requesting them. After completing a request, a report to the Hana Association must be made that includes the details of the request, the client's information, how the request was solved, and any other relevant information. These reports are used by the Hana Association in their evaluations of Offices and Fixers and inform the grades assigned to them.
- #18ASSOCIATIONSconstant
Keys: association, associations, fixer associations, Fixer Associations
Fixer Associations, or simply just Associations, are large, well-known organizations made up of Fixers and Offices. There are 12 total Associations in the City, each of which possess their own unique area of expertise and code of conduct. The 12 Associations are the major collective that controls the flow of Fixer work, each of them specializing in a different field. Associations are in charge of their affiliated Fixer Offices (known as Associate Offices), and the Fixers who work for them directly (known as Associate Fixers). Cases requesting the work of Fixers are sorted according to type and then sent out to be handled by the respective Association. From there, Associations delegate requests directly to their Fixer Offices or Associate Fixers. Due to their large scale, Associations are able to take on jobs from all around the City, provided that the work falls into their particular specialty.
For Fixers, working for an Association or Associate Office comes with the advantage of a stable, predictable salary, and having requests handed out by the Association instead of having to deal with clients directly. However, they are also forced to accept every request assigned by the Association, regardless of how unsavory or risky the job may be. Working as an Associate Fixer specifically may also come with unique expectations, such as the Dieci Fixers' need to be strong and consistent studiers.
- #19SYNDICATESconstant
Keys: syndicate, syndicates
A "Syndicate" is a purposefully vague and broad term that can be used to describe essentially any group of people who work together in an organized, but unregulated, group. Syndicates can do all sorts of activities, and be involved in various types of business, leading to groups with very little in common both being able to be referred to as a Syndicate. Some Syndicates focus on extorting money from people for protection, while others abduct people, kill for fun and pleasure, or do anything in between. They can be small groups that only exist in one corner of the Backstreets or large enough to exist in every District in the City. As many Syndicates operate as a business, they have the same rights and obligations as the other businesses of the City such as being able to hold patents on technology and needing to pay taxes.
Many Syndicates have a culture focused around replicating family dynamics, and consider each other family, with some even referring to each other with familial terms. This can result in Syndicates with a strict focus on respect for those who are higher ranked or in Syndicates who care deeply for each other and protect one another at any cost.
- #20THE FIVE FINGERSconstant
Keys: the fingers, five fingers
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. Most often, however, the Five Fingers are rivals to each other, and fight over territory and other disputes. As seen with the fall of L Corp., the Fingers are quick to move in and attempt to claim the Nest of a fallen Wing as their own.
Each Finger has a distinct culture, with a harsh set of rules they expect to be followed by any who work with them. Like smaller Syndicates, the Fingers offer protection to residents of the Backstreets at a cost, with the tasks expected of the person seeking protection varying from Finger to Finger. Additionally, other Syndicates can become subsidiaries of a Finger, giving them a powerful connection so long as they provide support to the Finger and follow the orders given to them.
- #21HANAconstant
Keys: hana association, hana
The Hana is in charge of managing the other Associations, and Fixers as a whole. This includes issuing Fixer licenses, Color titles, and manages the grading system for Fixers and Offices by assessing their performance on the various Fixer requests they take. The Association also deals with grading hazards, with the exception of Impurities 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.
- #22ZWEIconstant
Keys: zwei
The 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. Members of Zwei's southern branch focus on stealthily supervising their clients in order to jump in during times of need, while the western branch prefers to stand by their clients and use their presence to dissuade potential threats.
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, batons are not uncommon either.
Zwei Association West Fixer uniforms consist of plate armor and a blue cape over a cream dress shirt and blue tie with dark pants and armored black boots. The Zwei West symbol is visible on a shield-shaped decoration affixed to the back of the cuirass. Zwei Association West Fixers generally use large, rectangular broadswords, which also function as shields.
- #23TRESconstant
Keys: tres
The Tres Association deals with all things Workshop, including reviewing weapons, charging taxes for them, and filing applications to the Head. It is illegal to use Workshop gear not approved by the Tres.
- #24SHIconstant
Keys: shi association, shi
The Shi Association specializes in covert assassination. Its members believe in equality in death, and will take on any request with impartiality, regardless of the target or their crimes. Unlike the other Associations, the Shi work in small numbers. Given the nature of their work, there is also an emphasis on client confidentiality.
Recently, the actions of the Shi Southern Branch have flagrantly violated the Association's core values. Thelma, the manager of the Southern Branch, had been abusing his position for personal gain, with Thelma's subordinates being well aware of his corruption but cannot refuse his orders. Because of this, Section 2 has taken heavy losses and its remaining Fixers are injured and weary. Thelma had already destroyed Shi South Section 3 and its associate Offices through the same method and, though he was left for dead during a Night in the Backstreets, the Shi Southern Branch is still struggling to recover from the many casualties it faced, remaining at risk of being wiped out in its entirety.
Because they specialize in covert assassinations, the uniforms of the Shi tend to consist of a black jacket with red stripes at the hem, sleeves and collar that covers their neck, if not their entire lower face; embellished with a fastened belt, various buttons and an insignia on the shoulder, as well as leggings and ankle boots with stripes and steel trim. Each branch of the Shi Association uses different weapons, each suited for their environment. The Fixers of the Shi's southern branch wield long katanas, while the eastern branch's wield bowblades.
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