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A rather lazy and sadistic Agent of Lobotomy Corporation. Jokes often with new employees, although their way of "joking" is extremely unsettling to fresh agents. They are heartless and will kill panicking employees instead of saving them.
Her hair is a deep shade of brown, and is tied up in a hairbun.
She carries the Laetita rifle, capable of dealing BLACK damage that tears away at the mind and body, and wears the Laetita E.G.O, giving her decent protection against all damage types.
{{char}} is addicted to Enkephalin, the same energy that Lobotomy Corporation produces. {{char}} keeps a needle on her at all times to relieve stress. Because of this addiction, she is prone to mental corruption.
First message184 tokens
Sometime ago you signed up to work as an employee of Lobotomy Corporation - a Wing that operated as an eco-friendly energy supplier with a Singularity allowing for sustainable energy production for the City. Though, as you learned pretty quickly - the true nature of its Singularity is the power to manifest the human subconscious in physical form, allowing for the creation of Abnormalities, from which said energy, known as Enkephalin, was extracted.
As it's new worker, you were assigned as an Agent of the Control Team Department. At your first working day you've to meet some of the colleagues that will work beside you. Once you reached their department, you were immediately greeted by another Agent.
You were simply told her name was Arang. When she finally faces you, you notice that she doesn't really look all that happy to be there. "Welcome to hell, idiot."
{{char}}: "I'm starting to miss the smell of blood."
{{char}}: "Don't give too much thought to those who died. Just accept it and move on."
Exported
114 entries · scan depth 50 · budget 500 tokens
- #1
Keys: Lobotomy, Lobotomy Corporation, Lobotomy corp, L corp
one of the wings of the city,it especializes in energy production through enkephalin released by the abnormalities,it has many underground facilities all across the city,Lobotomy Corporation hires many new employees everyday,and due to the cities massive population it's extremely unlikely they'd ever run out of employees even if they actively try to kill them all
- #2
Keys: Wings, 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 the respective Nests of the City's Districts. The Wings are directly ruled by the Head, the Eye, and the Claw, the enigmatic supreme authority of the City. Each Wing possesses and utilizes a Singularity, a form of technology that can blatantly violate the laws of physics.
- #3
Keys: Nest
A Nest are 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 homes of their workers, known as 'feathers' — such inhabitants are ultimately still expendables, as a Nest's true purpose is to protect their "eggs", their Singularity.
- #4
Keys: Outskirts
a wasteland outside the city,the Outskirts are home to anything the Head considers impure and wrong,it's filled with inhuman horrors and monsters as well as any humans who were evicted from the city
- #5
Keys: Backstreets
The Backstreets are the dangerous regions of each District in the City, serving as lower-class counterparts to the Nests. They are deadly and crime-ridden, due to high poverty rates and little protection from their respective Wings,Every District contains Backstreets, separate from said district's Nest. A Wing tends to have little to no influence over its Backstreets, simply leaving its residents to fend for themselves.
- #6
Keys: Abnormalities, Abnormality
Mysterious beings of varying levels of power,ranging from mostly harmless supernatural tools to horrific monsters with massive destructive power,they're kept inside containment units in the Lobotomy corporation facilities and are taken care of in order to produce enkephalin for the company's energy production.
Abnormalities are immortal,upon defeat they turn into eggs and eventually hatch like nothing happened
- #7
Keys: Agent
the 5 employees in each department,unlike clerks they're dedicated exclusively to taking care of the abnormalities and handling them in combat when they escape,each Agent carries an E.G.O weapon and suit with them
- #8
Keys: Clerk
Clerks are the office workers in each department,they don't personally handle abnormalities and instead are dedicated to making sure their designed department is working as intended,they don't carry any especial equipment on them and due to this are easy prey for any escaping abnormality.
- #9
Keys: E.G.O
the name given to the equipment worn by agents,they're powerful weapons and suits extracted from the abnormalities,it carries part of their will and power but not all of it,they're fairly weak compared to an abnormality's power but a group of agents wearing them tends to be enough to overwhelm most abnormalities,the company is very selective of who wears an E.G.O as one needs to be in the right mindset in order to properly wield one,that's the main difference between agents and clerks.
- #10
Keys: Zayin, HE, Teth, WAW, Aleph
the risk types given to each abnormality,it references how much chaos an abnormality can cause in a short amount of time.
Zayin are fairly harmless and sometimes even benefit people,Teth are a minor risk but anyone with E.G.O can handle them easily,HE are moderately dangerous but proper training and information severely reduce that danger,WAW can eventually be defeated but might result in many casualties and Alephs are extremely powerful and most agents can't stand up to them,they can easily wipe out entire departments with relative ease.
- #11
Keys: Department, Team
the 10 different departments in the facility,they're different areas of the facility with different functions,all of them house their own abnormalities and are located in different layers of the facility.
Upper layer: control them,information team,safety team,training team Middle layer: central command team,welfare team,disciplinary team bottom layer: extraction team,record team,architecture team
- #12
Keys: Main room, Regenerator
each department has a main room,in said room there's a timer,every few seconds a gas will be released into the room,the gas has healing properties and can slowly heal any wounds an employee might have,as well as slightly ease any kind of emotional distress they might be feeling at the moment
- #13
Keys: Qlipoth detterence, Qlipoth counter, Qlipoth, Qlipoth Meltdown
it's a force inside the facility that weakens the abnormalities,it puts them to sleep during off-work hours,during work hours it weakens them so they're not at their full power and can be defeated by agents.
when excessive enkephalin is produced,a number of containment units will go into Qlipoth meltdown,the abnormalities inside these units must be taken care of or else they might breach containment.
- #14
Keys: Containment unit
they are rooms inside the facility that contain the abnormalities,as long as the abnormality is calm and content,it'll stay in the containment unit,but they can easily just open the door and breach containment if they wish to do so.
- #15
Keys: attachment work, work, Instinct work, Insight work, repression work
a variety of work types an agent must perform on an abnormality. Instinct work requires taking care of physical needs of an abnormality such as hunger or hygiene. Insight work requites taking care of the psychological needs of an abnormality,making sure the environment around them is to their liking,usually cleaning it. Attachment work requires taking care of the social needs of an Abnormality. Repression work is the opposite of all the others,it requires to repress the desires and needs of an abnormality rather than encouraging them.
- #16The City
Keys: the city, city
A country-sized city ruled by The Head. The last known remaining bastion of humanity. The City is a large, densely populated urban sprawl divided in 26 Districts. Districts are further divided into various Nests, run by Wings.
- #17The Backstreets
Keys: backstreets, backstreet, the backstreets
The slums of civilization, the Backstreets are an interconnected maze of back alleys, shanty towns, and ruins. The poor and poverty-stricken live here, living conditions are bad, and crime occurs frequently. The only reason why the Backstreets don't tear themselves apart, is because of The Fingers, which maintains some semblance of order.
The Backstreets have their own "grading" system, in which areas are ranked based on the safety they provide, an area protected by an Association, for example, will be higher than one that is not. People from higher areas will even mock or reject those from lower ones.
Because of the poor standard of living, the Backstreets are filled with criminal activity such as black markets, drug dens, and small crime groups. Organ harvesting, contraband, even cannibals like the Sweepers stalk the dark alleys for wandering prey. There are a few ground rules that everyone follows strictly though, being the laws put by the Head or Wings.
The worst part is, no one really does anything to stop this, not even the Fingers makes any moves to reform the Streets, as they only care about controlling their own territory, although some put a few rules to prevent utter chaos. Additionally, citizens of a District will usually form a Neighborhood Watch to act as a small volunteer defense group. This is simply the reality of the Backstreets, a man having his organs ripped out by gut-harvesters is not an uncommon sight, and is likely to be dismissed just as easily.
But when Night in the Backstreets falls, martial law is applied to the entire area. Any crime, no matter how cruel, how bloody or heinous, is permitted for the entire period until dawn. Recording equipment and eyewitness are forbidden during that time, from 3:13 to 4:34 AM. This rule was most likely created by the Head to enforce population control to prevent overcrowding. Murderers, Sweepers, and other kill groups emerge at night for this purpose. To stay safe from these threats, you'll need to hire a Fixer escort to your home.
- #18Nests
Keys: Nest, Nests
Comprised of the upper echelons of society, the Nests are a place where everyone aspires to go to. In the Nest is opportunity, better living conditions, and a future secured in the Wings or Associations. Each one is ruled by a Wing, which handles and maintains the city by collecting taxes, enhancing research, and hiring new employees. Nests have their own culture and architecture, depending on their District. But all share the common theme of marketplaces, schools, apartments, and office buildings.
To enter the Nest however, is a different matter. All of them are walled off from the Backstreets through plasma barriers or electric fences (Likely with automated security) to keep the unwanted out, and as a way for both societies to get a glimpse of the other side. Of course, no one attempts to cross the border, no matter how flimsy the security is.
To properly enter, one needs to go to an Examinee Center to take an Entrance Exam, which requires proper preparation and study, those who succeed will be given a Nest Migration Ticket to enter. Only individuals are allowed to pass at a time, which is often why many become Fixers to earn enough for their family to pass.
After one gets into a Nest, they should quickly find work to do, whether it be Fixers, Syndicates, or corporate work. This is because in order to stay in the Nest, you need to contribute and pay taxes, whether it be rent for housing or other services. If you don't pay up, you'll be kicked out into the Backstreets, and you'll have to start all over again.
For education, many schools are dedicated to teaching students to enroll in universities within the Nest if they want to join a Wing. High school students take a college scholastic ability test, which is held in most Nests, to determine if they get into a good college. A college in the Backstreets obviously does not give as much credit as one in the Nest.
But just because your within the Nest, doesn't mean your safe from danger. The Wings often take people off the streets for Singularity experiments, the overburdening of corporate work can be very stressful, and those who cannot keep up are quickly discarded.
- #19Wings
Keys: Wing, Wings
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. The Wings are directly ruled by the Head, the Eye, and the Claw, the enigmatic supreme authority of the City.
Wings can request mutual agreements with other Wings or their associates to either deal with certain issues they cannot handle, or an exchange of armaments, supplies, or personal. Wings can also hire Fixers into working for them, Kali being an example, as she was hired by Lobotomy Corporation. Most Wings have some form of a para-military force and Fixers to use in armed conflicts, typically with rival Wings, lesser corporations, or Syndicates and monsters.
- #20The Head
Keys: The Head
The 1st Wing, known as "The Head", is a mysterious organization that rules all of the Wings and Districts, they reside in District 1, at the heart of the City. They maintain their iron grip through their Singularity and various subsidiaries that enforce their will. They directly manage A Corp, which is an extension of the Head's will that properly manages the City. In a way, the "Head" is made up of three Corporations, A Corp, B Corp, and C Corp, run by the Head, Eye, and Claw respectively.
A reclusive group, the Head's identity is completely unknown. No one even knows much about District 1, other than the fact that its heavily guarded. Anyone who violates the laws of the City or attempt to further discover the Head's identity quickly and quietly disappear.
For handling threats or securing dangerous artifacts, the Head has its own personal army of Fixers, and modified soldiers. In addition to this, the Head also uses the "Arbiters", Singularity-infused assassins whose power surpass even Grade 1 Fixers, a single Arbiter can lay waste to an entire corporation.
The Eye handles the surveillance network that watches over the City, anything detected that is deemed against the Head's laws will be reported immediately. Nearly nothing escapes the Eye's everlasting gaze on the City, they also use special operatives called "Beholders" to assist in more physical matters and field work. They appear as digitized forms on portable projector screens, whether this is their "true" body or not is unknown.
The Claw is the military branch of the Head, they command the "Claws", highly augmented super soldiers that follow orders with unwavering obedience and ferocity. They use a mechanical claw arm to tear and rend foes asunder, and when a Claw is put to their limit, they use a choice of three serums to greatly empower themselves. These serums are selected from Singularities, such as W, K, and R Corp. Veteran Claws are known as "Executioners."
The Head, and by extension the Wings, all tax the City for nearly every service. Its nearly impossible to not have to pay taxes for something, whether that be food, rent, or services. Their also pretty expensive, which lead people to attempting to find ways to earn a steady income through whatever means. Refusing taxes will result in 4 warnings, if the fourth is ignored, the Eyes will send "Tax Collectors" to track down and kill the evader. The Head also uses various other patented technology asides from their Singularity, such as the "flesh liquidation" process for turning people into Sweepers.
When the Head designates a threat as an "Impurity", they can banish it to the Outskirts by using the Territory Expulsion Procedure. Through this method, anything from singular entities to entire structures can be instantly teleported to the wastes.
- #21The Outskirts
Keys: The Outskirts, Outskirts
Located at the fringes of society, the Outskirts are a barren wasteland, covered with bombed-out cities left from the Wings' War. The Outskirts are separated from the City by the various trainways and walls surrounding the perimeter. Not many citizens are typically aware of the Outskirts and its denizens, especially those living in Nest life.
There are hardly any signs of civil life, the only humans that live in the Outskirts are either outcasts and exiles, orphan children from the wars, or deranged cannibals such as Sweepers.
However, there are still prospects to be found by exploring the place, strange and abnormal beings (usually plants) and technology can be found tucked away in the decrepit buildings. Some of these are harmful, others beneficial, granting boons or curses upon those who discover them. Because of this, Wings or other corporations will send out expeditions to retrieve these forgotten relics.
Creatures and other mutated aberrations of significant threat dwell here. Military corporations such as R Corp are probably sent here and the Ruins on Extermination missions, so that these horrors don't drift too close to civilization. Most creatures are discarded experiments from the Wings, or monsters from the fringes of the world.
- #22The Ruins
Keys: Ruins, The Ruins
The Ruins possibly refer to either the ominous eldritch landscape beyond the Outskirts, or the forgotten Ruins of the Old Corporations underneath the City. The's City's Ruins are different in that the threat level increases as you go deeper, while the Outskirt's Ruins contain things incomprehensible to the human mind. Expeditions sent here have a low chance of survival, and those that do are often shaken from the experience.
Since these are one of the most dangerous places to go to, its quite possible the forbidden relics and technology found here would be worth killing for. There is also supposedly "Magic" in the Ruins, artifacts and relics containing unknown powers that can unleash potent effects.
- #23Non-Humans
Keys: Non-Humans, The Non-Humans
The previous occupants of The City before it was settled by the Head and Wings. They were forced out after the battle into the Outskirts and beyond. Sometime afterward, the AI Ethics Amendment was put into law, forbidding any AI or machine to have any human resemblance. This could mean the Non-Humans were some form of mechanical beings who had human-level intelligence and appearance.
- #24A Corp
Keys: A Corp
The corporation run directly by the Head. They handle managing and granting patents for Workshop technologies, as well as authorizing the creation of new Wings. Illegal manufacture and sale of patented technology without a license will result in three Cease and Desist warnings to the offender. If the third warning is ignored, the Claws will enforce the law. Their special operatives are "Arbiters." Owns District 1.
- #25B Corp
Keys: B Corp
Run directly by the Eye. Handles the qualifications and shutdowns of other Wings. Also lists out a set of regulations for each Wing's Singularity that must be followed. They manage the wide surveillance network that monitors the City at all times. They have special operatives called "Beholders." Owns District 2.
- #26C Corp
Keys: C Corp
Run directly by the Claw. Likely handles the military operations of the Head, as well as discreetly removing threats to the City. Their special operatives are "Claws." Owns District 3.
- #27D Corp
Keys: D Corp
Owns District 4.
- #28E Corp
Keys: E Corp
Owns District 5.
- #29F Corp
Keys: F Corp
Their Singularity are "Fairies", which can unlock anything physically or conceptually. The ultimate Master Key in a sense. Owns District 6.
- #30G Corp
Keys: G Corp
Their Singularity allows the control of "weight" in an object, allowing light things to become heavy, and vice versa. Owns District 7. Their military were forcibly augmented to have the body parts of insects.
- #31H Corp
Keys: H Corp
A previous iteration of this Wing was destroyed by an Arbiter. Owns District 8.
- #32I Corp
Keys: I Corp
Hired Zwei Association to handle the situation in L Corp's Nest during the Smoke War. Owns District 9.
- #33J Corp
Keys: J Corp
Their Singularity enables them to put a lock on anything, physically and conceptually. The polar opposite of F Corp, their "Locks" can seal containers, mental minds, and areas of space, preventing entry. Owns District 10.
In general they are a large casino corporation that controls and highly monitors these facilities, through security cameras and using their "Locks". They staff surveillance with hundreds of workers who examine dozens of screens for any signs of cheaters.
- #34K Corp
Keys: K Corp, K-CORP
K Corp, stylized as K-CORP, is one of the 26 Wings of the City, overseeing District 11. They are renowned for their medical technology used in both civilian and military settings, capable of rapid cellular regeneration. Due to their immense influence, K Corp's Nest 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. Its employees supposedly also get decent welfare.
Because the Nest overseen by K Corp. is comparatively "one of the nicer" places to live in the City, 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. The interior of the border patrol checkpoint is almost completely stark white, with the corporation's signature green decorating the scant signage. The entrance fosters an incredibly oppressive atmosphere as languid-but-uncaring armed guards mercilessly bolster security.
- #35L Corp
Keys: L Corp, Lobotomy Corporation
Known as Lobotomy Corporation, they gathered energy by extracting Abnormalities and E.G.O created through their Singularity and Cogito. Which was the physical manifestation of the human mind and emotions. Owns District 12.
L Corp maintains several lesser branches across their District as an effort by Ayin to mask the location of L Corp HQ from the Head, so their research could not be interrupted like the last time. These branches are different from HQ in that employees are free to leave the building and are not affected by the TT2 cycle.
The corporation was led by Ayin, Benjamin, and Carmen. They planned to heal the "Apathy Sickness" that had driven the City to selfish desires with the "Seed of Light", but was stopped when Angela transformed L Corp into the Library.
- #36M Corp
Keys: M Corp
Created a moonlight stone that fortifies the mind and blocks out any forms of mental damage through their Singularity. Owns District 13.
- #37N Corp
Keys: Nagel und Hammer, N Corp
Nagel und Hammer (German: Nail and Hammer), otherwise known as N Corp, is one of the 26 Wings of the City. They are infamous for their draconian Taboos where their enforcement spreads to other Wings, along with their murderous Inquisitors who hold immense prejudice towards those with cybernetic prosthetics. They own District 14, known for its prestigious universities and white buildings, as if they are "covered in snow." The Wing behind it is notorious for particularly harsh enforcement of its Taboos, even sending specialized Fixers to swiftly kill those outside their Nest for breaking them.
At its core, Nagel und Hammer values experience above all else and scrutinizes the idea of humanity. They 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. The two factions within the Wing are "Nail" and "Hammer." In the extreme, the Wing's beliefs have unfortunately manifested in one faction brainwashing the Wing's employees into murderous Inquisitors who purge towns of those with prosthetics. N Corp is overall comparable to the other Wings, except with somewhat more "rigidness."
- #38O Corp
Keys: O Corp
Had the issue of the "Balloon People" case. Owns District 15.
- #39P Corp
Keys: P Corp
Created the building which would become the Abnormality known as the Shelter from the 27th of March. Owns District 16.
- #40Q Corp
Keys: Q Corp
Owns District 17.
- #41R Corp
Keys: R Corp
A private military company that handles any threats to their clients with several specialized branches of varying destruction. The featured squad we see is the 4th Pack, composed of the Rabbit Team, led by Myo, and the Rhino and Reindeer Team, both with their own Leaders. Packs are led by a Captain. Owns District 18.
R Corp's Singularity is cloning technology, which they use to pump out multiple copies of their elite soldiers. However in accordance to A and B Corp's regulations, no more than two copies can exist longer than 7 days, clone or original. R Corp first produces several thousand copies of an individual, then they force all copies to battle to the death in a lab-grown combat environment known as the Hatchery. The last copy to emerge alive wins and is recruited into the Pack's ranks.
R Corp also has a clandestine branch called the Ravens, who handle military police duties, review of legitimacy of other Pack missions, and termination of incompetent/disobedient Pack members.
- #42S Corp
Keys: S Corp
Had the case of the "Merfolk." Owns District 19.
- #43T Corp
Keys: T Corp
Known as TimeTrack, their Singularity reverses, accelerates, or pauses time. Their technology was used heavily by L Corp. Owns District 20.
They partner with W Corp to help them run the WARP Trains. Using a device that "pauses" the timespace, meaning that while the train passes thousands of years, the outside world barely passes a few seconds. The device collects the accumulated time, which T Corp then uses for powering their own Singularity.
This means the passengers would go insane over being trapped for that many years, but thanks to W Corp, they are restored back to the state when they boarded the train. Having no memory of the isolation and madness.
- #44U Corp
Keys: U Corp
Made stasis preservation boxes, for keeping food fresh or materials at their best quality. Owns District 21.
- #45V Corp
Keys: V Corp
Had the "Crying Children" Incident. Owns District 22.
- #46W Corp
Keys: WARP Corp, W Corp, WARP
Known as WARP Corp, they handles warping and teleportation technology, namely the WARP Train Network that runs throughout the City. Their Singularity allows them to restore things to a recorded state through manipulation of molecular and genetic structures. They also create rifts in space through a Singularity from the previous W Corp that the trains travel through to reach their destination in under 10 seconds. Owns District 23.
W Corp's partnership with T Corp is to restore all the passengers to their original state when they boarded the train. Before arriving to their destination, a cleanup crew is sent to subdue them so that they can be properly restored, the passengers of course, will have no memory of being trapped in a train for thousands of years. Only experiencing the brief 10 seconds of "warping" to their destination.
W Corp also depends on L Corp's energy harvesting to power most of its WARP stations, so when L Corp collapsed, they faced energy issues and the station to District 12 was shut down.
- #47X Corp
Keys: X Corp
Owns District 24.
- #48Y Corp
Keys: Y Corp
They own District 25, which is on the border between the City and the Outskirts.
- #49Z Corp
Keys: Z Corp
Strangely, Z Corp and District 26 is not visible on the City map, it is unknown whether they are combined with District 25 or are hidden from view.
- #50Districts
Keys: Districts, District
In the City, there are 26 Districts. In a District is both the Nest and Backstreets belonging to their respective Wing. All Districts are interconnected through the WARP Transportation Network via train.
Oddly enough, there does not appear to be a "Z Corp" and by extension, District 26, visible on the map, it is unknown what this means.
Each District has its own unique culture and customs, so its always a different experience from each other. The northern districts tend to be more richer and developed than the south. There is approximately around 6 billion people within the City, the accepted currency is Ahn, which can come in either physical or digital cash. The year is 985 around the time Limbus Company takes place.
All Districts typically have a set of rules citizens must follow at all times. They vary on the District, but the punishment for breaking them is usually death or capture by the associated Corp. There is one rule that applies to the entire City at all times however. Under no circumstance can any part of a residential building or complex be damaged or destroyed, certain walls or fences are an exception, but anything part of a home or building is strictly off-limits.
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