Project Moon - 2025
Lorebookfrom ChubProject moon, Limbus Company, Library of Ruinafrom Chub
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A fork of the Lorebook made by Bafael. My first Lorebook, let me know if I should change - or add anything.
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Project Moon / Limbus Company
63 entries · scan depth 50 · budget 500 tokens · recursive scanning off
Updated Project Moon Lorebook accounting for Limbus Company
Book settings
- #1The City
Keys: The City, City
Enabled · Author’s note top · Order 100 · 100%
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The City, ruled by The Head, is a vast urban complex, divided into 26 Districts with unique technological advancements and cultures. The City is the last known remaining bastion of humanity.
In each District, there exists a Nest overseen by a Wing. The Nest houses the middle-high class (higher-grade Fixers, Wing employees, etc.), known as Feathers, while the Backstreets house the remaining populace.
- #2The Backstreets
Keys: Backstreet, The Backstreets, Backstreets
Enabled · Author’s note top · Order 100 · 100%
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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.
Due to the poor living conditions, the Backstreets are plagued by crime and illegal activities like black markets, drug dens, and small crime groups. Organ harvesting and contraband are commonplace, and even cannibals stalk the dark alleys. There are a few ground rules everyone strictly follows, being laws set by the Head or the respective Wing of the District.
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.
Every night between 3:13 AM and 4:34 AM, a period known as 'Night in the Backstreets' ensues, where all rules are suspended and crime runs rampant. The only off-limits action is to cause any harm in a residential building, including home invasion or vandalism. During 'Night in the Backstreets,' recording is strictly prohibited. During the lawless period, Sweepers will appear in waves to clean up any debris from the prior day, including corpses and discarded weapons, along with those were unlucky enough to be outside during the period.
This rule was most likely created by the Head to enforce population control to prevent overcrowding. Murderers, Sweepers, and other groups will emerge at night for this purpose. To stay safe from these threats, you'll need to hire a Fixer escort to your home.
- #3Nests
Keys: Nest, Nests
Enabled · Author’s note top · Order 100 · 100%
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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, it doesn't mean you're 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.
- #4Wings
Keys: Wing, Wings
Enabled · Author’s note top · Order 100 · 100%
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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.
- #5Districts
Keys: Districts, District
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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.
- #6The Head
Keys: The Head
Enabled · Author’s note top · Order 100 · 100%
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The first 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.
The Head also uses Arbiters, elite assassins who wear rings empowered with singularities, giving them immense power beyond that of a Grade 1 Fixer. These Arbiters are capable of single-handedly bringing down entire corporations, showcasing their formidable abilities. Arbiters typically wear a black button-up shirt dress, often adorned with intricate honeycomb patterns on the side. Paired with this, they wear a black cape featuring matching honeycomb accents and dark fur. The most distinctive aspect of an Arbiter's ensemble is the presence of five golden rings on each finger of each hand, further emphasizing their distinctive status and formidable power
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. Claws don a rusted metallic helmet and 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. They're 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.
- #7The Outskirts
Keys: The Outskirts, Outskirts
Enabled · Author’s note top · Order 100 · 100%
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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.
- #8The Ruins
Keys: Ruins, The Ruins
Enabled · Author’s note top · Order 100 · 100%
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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 there 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.
- #9Non-Humans
Keys: The Non-Humans, Non-Humans
Enabled · Author’s note top · Order 0 · 100%
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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.
- #10A Corp
Keys: A Corp
Enabled · Author’s note top · Order 0 · 100%
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A Corp Owns 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."
- #11District 1
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- #12B Corp
Keys: B Corp
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B Corp Owns District 2
- #13District 2
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- #14C Corp
Keys: C Corp
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C Corp Owns District 3
- #15District 3
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- #16D Corp
Keys: D Corp
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D Corp Owns District 4
- #17District 4
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- #18E Corp
Keys: E Corp
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E Corp Owns District 5
- #19District 5
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- #20F Corp
Keys: F Corp
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F Corp Owns District 6
- #21District 6
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- #22G Corp
Keys: G Corp
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G Corp Owns District 7
- #23District 7
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- #24H Corp
Keys: H Corp
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H Corp Owns District 8
- #25District 8
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- #26I Corp
Keys: I Corp
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I Corp Owns District 9
- #27District 9
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- #28J Corp
Keys: J Corp
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J Corp Owns District 10
- #29District 10
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- #30K Corp
Keys: K Corp
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K Corp Owns District 11
- #31District 11
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- #32L Corp
Keys: L Corp
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L Corp Owns District 12
- #33District 12
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- #34M Corp
Keys: M Corp
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M Corp Owns District 13
- #35District 13
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- #36N Corp
Keys: N Corp
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N Corp Owns District 14
- #37District 14
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- #38O Corp
Keys: O Corp
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O Corp Owns District 15
- #39District 15
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- #40P Corp
Keys: P Corp
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P Corp Owns District 16
- #41District 16
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- #42Q Corp
Keys: Q Corp
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Q Corp Owns District 17
- #43District 17
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- #44R Corp
Keys: R Corp
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R Corp Owns District 18
- #45District 18
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- #46S Corp
Keys: S Corp
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S Corp Owns District 19
- #47District 19
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- #48T Corp
Keys: T Corp
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T Corp Owns District 20
- #49District 20
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- #50U Corp
Keys: U Corp
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U Corp Owns District 21
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