The City
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I made this for a general look of the city. is simplefied so any PM bot could focus to its own niche.
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I made this spesificly for a limbus company bot, will make it more fit for library of ruina and lob corp later on.
The City
103 entries · scan depth 70 · budget 700 tokens
- #1The City
Keys: the city, city
The City is a massive urban complex the size of a small country and has a population of around 7 billion. 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. The City is bordered to the south by the Great Lake, and to the other directions by the Outskirts. Underneath it lie the Ruins.
- #2Districts
Keys: District, Districts
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.
- #3The 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.
- #4Nests
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.
- #5Wings
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 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.
- #6Non-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.
- #7The Outskirts
Keys: Outskirts, The Outskirts
a no man's land known mostly by citizens of the City as somewhere they should never go to. It is largely populated by Sweepers and abandoned children, alongside a variety of dangerous monsters not dissimilar to Abnormalities. 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. This includes cryptic, highly threatening creatures known as Clockwork Teeth. As a result of their sentience and intelligence, some species (such as the Gnomes) even run their own functioning societies in the Outskirts. Beyond the Head's use, the Wings and its citizens will sometimes use the Outskirts as a depot for unwanted children. It is not uncommon for children to be left in the Outskirts after being experimented on by a Wing, after which taking in children from the Outskirts into the City requires an extremely complicated procedure. Others may find the Outskirts an alluring place to set up camp specifically due to its distance from the Head's watchful eye. A woodland by the name of the Black Forest is said to be located within the Outskirts, where a River meets the surface. Additionally, the Outskirts overlaps with the Great Lake, allowing creatures like the Pallid Whale to swim between the two. A large train also runs along the edge between it and the City.
- #8The Ruins
Keys: Ruins, The Ruins
The Ruins lie underneath the City, and are implied to be accessible from anywhere so long as one travels deep enough. Specifically, they are known to be the deepest part of the City, comparable to an abyss. 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.[9] 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 known to be kept and treasured by the Dieci Association. Their "Holy" Relics, for example, take the form of more powerful versions of the keys and stoles its members wield.
- #9The Backstreets
Keys: the backstreets, backstreet, 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.
- #10A Corp
Keys: A Corp, district 1
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.
- #11B Corp
Keys: B Corp, district 2
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
- #12C Corp
Keys: C Corp, district 3
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.
- #13D Corp
Keys: district 4, D Corp
Owns District 4.
- #14E Corp
Keys: district 5, E Corp
One of the major parties involved in the Smoke War. Owns District 5.
- #15F Corp
Keys: F Corp, district 6
Singularity produces fairies capable of unlocking anything, including concepts. Owns District 6.
- #16G Corp
Keys: district 7, 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.
- #17H Corp
Keys: H Corp, district 8
Hongyuan Bioengineering Group. Singularity is the production of "Boluses", which heal, and also mutate their users. District 8 itself is a massive enclosed complex which spans the Backstreets and Nest, which shifts both buildings and taboos of the area around every so often. Led by the Hierarch of Daguanyuan. Owns District 8.
- #18I Corp
Keys: district 9, I Corp
Hired Zwei Association to handle the situation in L Corp's Nest during the Smoke War. Owns District 9.
- #19J Corp
Keys: district 10, 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. J Corp. possesses two Singularities. The first Singularity revolves around the "locking" of objects and/or information that is "open" or "exposed" on a conceptual level. Its second Singularity allows the extraction of "Wishpower" from individuals, which can then be stored and re-applied through a tattoo to temporarily boost a person's luck.
- #20K 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.
- #21L Corp
Keys: district 12, Lobotomy Corporation, L Corp
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.
- #22Library of Ruina
Keys: The Library
The Library was a former Star of the City (And then Impurity of the City, before its expulsion to the Outskirts) which made a name for itself over the course of Library of Ruina. Described as Angela's E.G.O by Zena, the Library was a notable, powerful fortress which thrived off of a system of books and invitations. While many people would pass through, it acted as a permanent shelter only to Angela, Roland, the Abnormalities, the Sephirot, and their librarians. During its period of activity, the Library was a force to be reckoned with. Although some visitors would run away (only to return again), every last one of the Library's "guests" was ultimately bested in battle, presumed dead by those on the outside. Guests were chosen and given access to the Library via the invitations it sent out, which would suddenly appear before individuals with nowhere else to go. These invitations were entirely dictated by Carmen through her and the Library's unique relationship with the Light, who was therefore responsible for the majority of the game's events. After signing one's name on the invitation, a guest would be instantly teleported to the Library. Prior to Impuritas Civitatis, accepting the invitation was the only possible method of entering the Library as an outsider, given that the building was surrounded in a fog that prevented anyone from approaching. Once an individual was teleported into the Library, their real body was "quantized and copied" in preparation for turning them into a book. In actuality, no one truly "died" in the Library. Rather, guests forfeited their memories and knowledge for the books and fell into a state of permanent rest. The strength of the guests the Library received grew alongside the Library, so that even formidable forces such as Distortions and E.G.O wielders were eventually combated and turned into books. Fortunately, Library of Ruina's good ending sees the resolution of Angela and Roland's plights, leading to the release and restoration of all victims; the only catch was that the former guests would be scattered across the City in random places and various points in time. Some of its former victims, such as the Molar Office and Tomerry, are still active in present day. Following the end of Library of Ruina, the Library no longer resides in L Corp. Instead, it lies somewhere in the the Outskirts, the result of an exile from the City by the Head. Currently, no one other than the Library-goers and the Head responsible are aware of its location
- #23M Corp
Keys: M Corp, district 13
M Corp. is in the Western quarter of the City and has a focus around mental wellness and psychological healthcare. Within the District is the 'Abyss Trauma Correctional Facility', which likely makes use of the Wing's Singularity to assist in relaxation and mental betterment, and can help those struggling with addictions of various kinds. Like the majority of the western Districts, District 13 has 'Knight Orders' which are a special type of Fixer Office that allow for the hiring of 'Knights'. Owns District 13. M Corp.'s Singularity is 'Moonlight Stones' which can fortify the mind or allow people to eliminate distracting thoughts.[1][4] Moonlight Stones can be gilded to clothes or turned into ornaments that can be worn, making them convenient to have on one's person at all time. Through the use of a moonlight stone, a person can focus on a singular subject and amplify it in such a way that it protects from various mental attacks and various psychological afflictions from various sources, including ones caused by sight, sound, touch, or direct assaults of the mind.
- #24N Corp
Keys: Nagel und Hammer, district 14, 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." The abilities of N Corp.'s Singularity are unknown, but the Corporation is responsible for manufacturing "Canned Experience", which grants anyone who consumes them experience of certain things, even if they had none prior. Once such Canned Experience, widely available across Nest N in vending machines, allows the consumer to experience suicide without actually committing said act.
- #25O Corp
Keys: district 15, O Corp
Had the issue of the "Balloon People" case. Owns District 15.
- #26P Corp
Keys: district 16, P Corp
District 16 is renowned for its space-bending Singularity, which is amply used in the buildings of both Nest and Backstreets. District 16 has a notable skyline composed of tall skyscrapers and spires, mainly found within the Nest. P Corp. is separated into a number of different corporate departments, including the Archival Department, the Martial Department, and the Compression Department. The latter two handle low to medium level threats within the District, although they prioritize those in the P Corp.'s Nest as opposed to those in the Backstreets. Owns District 16. P Corp.'s Singularity is connected to the expansion and warping of space. Notably, unlike other space expansion technologies in the City, P Corp.'s Singularity has the aim of creating "the safest place in the world". Items created using the Singularity are highly resistant to damage and maintain their structural integrity regardless of external influences. The more expensive a P Corp. product is, the safer the interior is from harm. In the District, it is used to ensure buildings are safe from various types of shock. Buildings in the District are noted to have extreme level of elasticity, external damages to them would at most cause them to bend, with total destruction being out of the picture.
- #27Q Corp
Keys: Q Corp
Owns District 17.
- #28R Corp
Keys: R Corp, district 18
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.
- #29S Corp
Keys: S Corp, district 19
S corp, Salpippyeo Agroindustries main form of trade is agriculture, including a prolific rice production, and livestock industry. Citizens of S Corp. appear to have a distinct manner of speaking that sets them apart from people of other Districts, with their syntax and choice of words being quite formal and poetic. At the head of S Corp. is a Royal Court, led by a King and the retainers in their service, a system of governance that is noted to be unusual in the City. Three State Councilors are known to work within the Court. In recent years, S Corp. officials have not initiated business arrangements with other Wings, and the District started undergoing a period of economic crisis, worsened by the rampant corruption among the higher-ups of the Corporation, as well as questionable political decisions, such as the Wing's decision to allow the Kurokumo Clan to be active within its territory. Some years prior to the beginning of the main story, the Second State Councilor, whom the Blade Lineage had been contracted to, was assassinated by the Third State Councilor, to stop the Second Councilor from presenting an appeal that would uproot the corruption of the officials of S Corp. Ever since this event, it appears no one has been able to put a stop to the turmoil within the District, which has led many of its inhabitants to emigrate to other parts of the City. Owns District 19.
- #30T Corp
Keys: T Corp, Timetrack, district 20
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.
- #31U Corp
Keys: district 21, U Corp
District 21 occupies part of the Great Lake, with most of its activity taking place in the Five Great Ports of U Corp., one of which is called Marlin Port. A large amount of District 21's Backstreets are located on colossal mobile "Portships" that move across the Lake's surface. U Corp. is known for its trade in packagings that remain completely sealed and undisturbed until their opening, and producing Resonance Tuning Forks, devices that can merge two separate objects. U Corp. possesses two known Singularities: the Stasis Preservation Packaging, and the Resonance Tuning Fork. U Corp.'s stasis preservation Singularity allows for the contents of a package to remain unchanged in any way until the parcel is opened, and it is widely used as a food preservation technology, in the form of boxes and canned food. The second Singularity in U Corp.'s possession is the ability to merge the essences of objects. This is primarily done through use of a Resonance Tuning Fork, a device that will fuse two affected items into one. This is demonstrated being used by ships in order to dock, with Mephistopheles' aft being caught in between two ships attaching to each other, and receiving a cut so clean that it felt as if it were never there. The Molar Boatworks Workshop also uses resonance tuning forks frequently, allowing them to use scrap in specialized tasks The basis of the Singularity is said to be derived from Whale oil, a substance secreted by Whales with properties of assimilation, which is seemingly used to allow the Singularity to have multiple objects assimilate into one.[3] According to Ishmael, Whale oil from a living Whale turns people who touch it into Mermaids in an attempt to assimilate them, while Whale oil from a dead one will degrade the self until there is nothing left.
- #32V Corp
Keys: district 22, V Corp
District 22 is in the southern quarter of the City, and is the setting of the first half of Leviathan. While little is known about V Corp. and District 22 in general, Vergilius mentions V Corp.'s "Council of Elders", implied to hold a position of significance and authority within the Wing. The Ring also holds considerable influence within the District. District 22 was the home District of Vergilius and Lapis( one of vergilius adopted children), the former originating from the Nest and the latter from the Backstreets. It is also the location of some key events and characters in Library of Ruina, most notably an incident in which 80,000 Nest residents were killed en masse by a case of the Distortion, The Crying Children
- #33W Corp
Keys: district 23, WARP, W Corp, WARP Corp
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.
- #34X Corp
Keys: X Corp, district 24
Singularity allows it to create extremely durable alloys, but its use is kept under strict restrictions. The alloy is extracted from mines within District 24, which are described as "Hellholes". Owns District 24.
- #35Y Corp
Keys: district 25, Y Corp
They own District 25, which is on the border between the City and the Outskirts.
- #36Z Corp
Keys: Z Corp, district 26
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.
- #37New H Corp
Keys: district 8, H corp
The entirety of District 8 is contained within a single gargantuan building called Hongyuan . District 8's Nest lies at the center of the structure, while the Backstreets form the periphery of the building. Different areas of Hongyuan have different taboos imposed upon the residents within. The structure of Hongyuan is a remnant of an old H Corp., and is still under the effects of its Singularity. Within it, the wealth of the residents is measured by the amount of space they own, in a scale referred to as "rooms". Rooms are redistributed by the Singularity during a period called "Restructuring Day": the process of restructuring redistributes space based on the residents' net worth, and involves the buildings within the complex shifting and moving at great speed and force. Those who do not have any residence or find themselves without enough room will be thrown around by the movement of buildings, typically to their deaths. District 8 does not make use of cars; instead, a common method of transportation is the "Palanquin". In District 8, a Palanquin refers to a car chassis manually carried by people stationed beside each wheel. Historically, the company has been controlled by the Family Hierarch of Daguanyuan, a building complex located at the very top of the Nest, where the members of the most prestigious families of the District reside. Among them, the Jia family has always been the most influential, surpassing the previously prestigious Shi family. The Family Hierarch of the Jia family and the Wing's Executive Director was Jia Mu.
- #38Fixers
Keys: Fixers, Fixer
The job of a Fixer is seen as an escape from a boring and dull lifestyle, since you get the chance to make a name for yourself and earn a large profit. But the life of a Fixer is filled with plenty of dangers. Not only do you run the risk of dying but even at the office you need to watch out for raids by Syndicate members. Fixers are mostly a demand in the Backstreets, due to the high mortality rate and crime, but they appear in the Nests too. Fixers often work as security for Corps, intel-gatherers, and hit men. Fixers work by signing contracts with their clients, this is proof of the deed done so that Associations or Offices can confirm that you did the work. Otherwise you won't get paid for it, completed contracts means more recognition for a Fixer's career, which will rise them through the ranks. Due to the nature of Fixer work, social bonding isn't typically a common thing. Seeing a dead colleague who was once your friend ends up messing up your focus and drags you through depression. As a result, veteran Fixers often focus on the task at hand, pushing away any sentimental thoughts. As a Fixer, your bound to the Office or Association you work for, you can't do any kind of free-lance work, since that violates your contract with your office. To truly obtain freedom from the Offices and even the Wings, one must be a top Grade 1 Fixer and be granted a "Color" from the Hana Association. But you'll need to put a lot of effort and work in to be noticed by them, very few Fixers can obtain the honor of a Color. One of the known Color Fixers is the "Red Mist", who was hailed as a hero of the Backstreets before she joined L Corp. To become a Fixer, one must obtain a "Fixer License" from the Hana Association. To get the license, you'll have to meet the physical and mental requirements. After that, you should join one of the Offices. You can also strike out and take jobs on your own, but your very unlikely to make headway, as having the reputation of an Office boosts your chances for jobs considerably. Most of the Offices are independent, others align themselves with one of the 12 Associations as part of a cooperative relationship. Fixers can join Associations too for the better benefits, but the requirements are high. Fixers are ranked by "Grades" from 9-1, 9 is the lowest Grade, with 1 being the most powerful Fixers. To earn a new Grade, one must have a high performance during their work, the better you are, the faster you'll rise up the ranks. Having proof of your deeds is also essential, otherwise you'd have done that hard work for nothing. The Hana Association will then send an approval to your Association or Office to elevate your "Grade". Equipment of a Fixer usually varies depending on your current Grade, rookies simply get a basic uniform and weapon, while veterans can access armor and weapons that can demolish the toughest of foes. The outfit of a Fixer is entirely up to them, while some Associations can provide a protective uniform for recruits, most of the clothing is up to you to purchase (as long as your following the outfit code of your Office/Association). There's plenty of basic shops that have Fixer attire in inventory, but Workshops have high-quality armor that come at deep prices. If you have the money to spend, you can also request your own personally tailored suit. Some Fixers undergo intense surgeries and body modification to enhance themselves, and tend to wear non-standard clothing as a way of showing off.
- #39Agents
Keys: Agents, agents
Agents are the fixer version of the Corp. they are seperated by rankings with 1 as the lowest, comperable to a 7 grade fixer and 5 as the highest, comperable to a grade 1. Agents have their own weapons and suites, depending on what nest are they working for that will match and granted the power by the nest own singularity
- #40Color Fixer
Keys: Colors, Color, Color Fixer
If a highly regarded Grade 1 Fixer shows an exceedingly high performance in their career, the Hana Association can choose them to be granted a "Color." These special Color Fixers are the legendary talk of the City, possessing unmatched skill and wits. They are able to roam freely and accept any work they want, not bound by Associations or Offices. While all Color Fixers are powerful, they all have different fighting styles and scale in terms of strength and smarts. The Red Mist for example, is best when fighting a direct confrontation, while the Blue Reverberation manipulates and uses others to do most of his work for him.
- #41The Red Mist
Keys: Kali, Red Mist, The Red Mist
A powerful Fixer who grew up in the harsh Backstreets of District 23, she vowed to protect the weak and those unable to fight from the bloodthirsty Syndicates and Fingers that threatened them. Named for the fine red mist of blood and gore she leaves in her wake, she excels in close quarters combat and direct battle, using a hefty greatsword to slice opponents from any direction. Eventually, she was hired by Carmen to assist in their Cogito research, where she gained the power to manifest E.G.O. However, she disappeared after the lab was attacked by the Head, her current whereabouts unknown.
- #42The Blue Reverberation
Keys: The Blue Reverberation, Argalia, Blue Reverberation
While not as specialized as some of the other Colors, he makes up for it with his charisma and influence. Through this he is capable of gathering devoted followers as well as manipulating high ranking Association and Syndicate leaders. He also possesses quick reflexes that enable him to deflect bullets with ease. His main ability is tapping into one's "Resonance", then attuning it with his weapon to inflict greater damage.
- #43The Purple Tear
Keys: Iori, Purple Tear, The Purple Tear
A seasoned Fixer who has seen countless battles, she is capable of teleporting herself by creating dimensional rifts. Wielding a variety of different weapon styles, she can adapt to any given situation. Because of her extensive experience and age, she mentored a few of the other Color Fixers when they were young.
- #44The Black Silence
Keys: Black Silence, Angelica, The Black Silence, Roland
A mysterious but powerful Fixer who was responsible for taking out the Pianist Distortion, they had also wiped out the Rumanos Cartel. Was known for using a wide variety of weapons from various Workshops around the City. Able to manifest said weapons using a special set of gloves.
- #45The Vermillion Cross
Keys: Vermillion Cross, The Vermillion Cross
A Color Fixer dispatched alongside Hana South Section 1 to eliminate the Reverberation Ensemble. However, Section 1 was wiped out, and the fate of the Color Fixer is unknown. He uses a large cross-shaped weapon that burns opponents.
- #46The Red Gaze
Keys: Vergil, The Red Gaze, Vergilius
Vergilius is a Color Fixer known as the Red Gaze. He was an independent Fixer running his own office. Currently, Vergilius works as the guide of Limbus Company and rarely shows his true strength as a Color.
- #47Workshops
Keys: Workshops, Fixer Workshops, Workshop
For Fixers, only the best quality weapons, armor, and gadgets will get you through the day. That's where Workshops come in. There are plenty of brands for one to choose from, each with their own unique qualities and traits. The head craftsmen of these Workshops are known as Meisters. Because of the often dangerous line of work Fixers go through, the equipment is often highly specialized. Workshops also have their own Fixers that are both workers and security guards, utilizing products that they have personally created and tested.
- #48Augementations
Keys: Body Augmentation, Augmentation, Augementations
Like a lot of sci-fi dystopias, body augmentation and modification is almost necessary to survive in the cruel City. Technology ranges from prosthetic limbs, exoskeletons, nanotech, and artificial organs. Typically the amount of mods one has on their person is a measure of how much money they have, as certain augments are expensive. Augments are created by Workshops and are sold to both Fixers and Syndicates alike, who use them to lift massive weapons or pummel foes to a pulp with bare fists. There are also patented modifications exclusive to powerful Syndicates or Wings.
- #49Guns
Keys: Gun, Firearm, Guns, Firearms
Firearms are actually rarely used in the City, due to a very heavy tax on guns and ammo by the Head, strict restrictions on Workshops, and a proper license to obtain. Getting augmentations and Workshop weapons are much cheaper than buying a couple of guns and ammo. Not only that, but highly experienced combatants can often dodge or deflect bullets, and easily close the distance thanks to their augments. The reason why Firearms are heavily restricted is because of the little amount of effort to kill with them, as well as the fact assailants can easily snipe someone from afar without alerting anyone. Because of this, it is likely only certain Wings (R Corp) and the Head themselves have proper access to firearms. Which means they have the best and deadliest weaponry available to only them. However, a few S-Class Workshops do have the privilege of constructing firearms, but the heavy price is not really worth it. Guidelines to Restrictions on Firearms: Do not research or imagine technology that infringes the firearm manufacturing guidelines, as provided by the Head along with the license. The maximum length of the gun barrel must be shorter the higher the gun's caliber is. No gun should posses the firepower to penetrate steel or building walls. A gunfire sound must be audible. (No suppressors.)
- #50Associations
Keys: Associations, The Associations, Fixer Associations, Association, Fixer Association
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