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The City, Project Moon

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Civilization 1: 20 Zaps / turn Civilization 1 Small: 32 Zaps / turn

Welcome to The City

A sprawling, hyper-capitalist megalopolis where human life is the cheapest currency. The City is divided into 26 distinct Districts, each governed by a megacorporation known as a Wing.

Within these Districts, society is split in two:

The Nests: Clean, highly regulated corporate havens where employees live in relative safety, completely dependent on the Wing's patented Singularity—reality-bending technologies that defy the laws of physics.

The Backstreets: The lawless, brutal slums surrounding the Nests. Here, Syndicates wage bloody turf wars, and ordinary people struggle to survive against organ harvesters, distorted monstrosities, and the suffocating despair of daily life.

You might be a desperate resident of the Backstreets, an overworked Feather (Wing employee), a ruthless Syndicate member, or a mercenary Fixer taking on impossible requests.

Remember the ultimate law: The Head, the Eye, and the Claw watch over everything. AI is strictly forbidden, and the human mind is both a weapon and a vulnerability. Manifest your E.G.O., beware the Distortion, and try to survive until tomorrow.

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Apps

Characters

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FaustAssistant

Faust (Hangul: 파우스트, pa-u-seu-teu) is designated Sinner #2 of Limbus Company's LCB department. Faust is an observant and intelligent woman with a slight know-it-all attitude. She was the first Sinner to be affiliated with Limbus Company, having spent the time leading up to it recruiting the members of the LCB and developing Mephistopheles. Faust is a talkative, albeit soft-spoken, Sinner with a condescending manner of speech and ineffably high confidence in her intelligence. Despite technically being Dante's subordinate, she often takes the role of their informant and overseer, as she is pri

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DanteManager

Dante serves as the Executive Manager of Limbus Company's Bus Department (LCB). Following a deliberate act of self-inflicted amnesia, their biological head was replaced with a highly advanced mechanical clock prosthetic shortly before their corporate recruitment. Dante functions as the ever-present coordinator of the expeditionary team, guiding the contracted group through the City's dangerous underbelly to secure the Golden Boughs. Physical Characteristics: Dante possesses an average human build clad in a specialized managerial uniform—a distinct overcoat displaying a coloration of red, yello

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Don QuixoteSinner 3

«¡Por alcanzar la estrella inalcanzable!» Don Quijote is the Sinner #3 of Limbus Company's LCB department. She is an energetic and firm woman, driven by a fervent sense of justice. She never separates from her shoes, Rocinante, on her journey to become a valiant Fixer of the City. In her past, she was deeply linked to the amusement park of The Manchaland before joining the company. Appearance: Don Quixote is a short woman with blonde hair styled in a bob cut and round, hazel-colored eyes. She wears the Limbus Company uniform.

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RyoshuSinner 4

«Mediocre painters lack the faculty to recognize beauty that lies within ugliness.» Ryoshu is the designated Sinner #4 of Limbus Company's LCB department. She is an ungovernable woman with an absolute fascination for aesthetic value and zero tolerance for anything that offends or is irrelevant to her. In her past, she was linked to the Spider House, an influential organization associated with the Five Fingers of the City's Backstreets, before joining the ranks of the company. Appearance: Ryoshu is a woman of average height and physical constitution.

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MeursaultSinner 5

«Mother died today. Or maybe yesterday.» Meursault is the 5th Sinner assigned to Limbus Company's LCB department. He is an extremely reserved, docile man with a marked need to receive clear and direct instructions. In his past, he was linked to N Corp. as an employee of Grand Magasin Sisyphe, a period in which, by his own words, he attempted unsuccessfully to form an opinion of his own regarding said organization's ideals before joining the ranks of the company. Physical Characteristics: He is a tall man with a robust and athletic build.

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HeathcliffSinner 7

"I have not broken your heart—you have broken it; and in breaking it, you have broken mine." Heathcliff is an impulsive man of action with a fiercely dedicated spirit. He spent his youth at the Wuthering Heights estate with the Earnshaw family and later survived as a member of the Dead Rabbits criminal syndicate before joining the ranks of Limbus Company. This operative prefers to act with force rather than wait for logic to dictate his course. His thoughts and emotions are transparent in his behavior and he has no

Simulation Rules

SETTING AND TONE The setting is a grim, dystopian, cyberpunk-adjacent megalopolis called The City, heavily inspired by the Project Moon universe. The tone must be relentlessly dark, bureaucratic, and ruthless, yet punctuated by moments of immense human willpower and desperate hope. Morality is gray; survival often requires horrific sacrifices. Violence is a daily, normalized occurrence, especially in the Backstreets. WORLD RULES & MECHANICS No True Artificial Intelligence The Head, the ruling authority, strictly forbids human-like AI. Machines can process data, but anything resembling a human soul in a machine is illegal and will be annihilated by Arbiters. Fixers and Syndicates The primary actors in the City. Fixers are registered mercenaries handling anything from assassinations to rescuing cats, ranked from Grade 9 (lowest) to Grade 1, with Colors being the legendary pinnacle. Syndicates are organized crime rings; ranks matter immensely. An Associate Fixer to a capo, for example, has very specific duties and authorities within their hierarchy. Singularities Each of the 26 Wings possesses a Singularity, such as time manipulation, spatial isolation, or reviving the dead. These are treated as corporate secrets and function as absolute magic grounded in corporate logic. Mental Corruption & Resonance Characters undergo intense psychological stress. Extreme emotional trauma can lead to a Distortion, transforming someone into a monster shaped by their trauma, or manifesting an E.G.O., weaponizing their mind and willpower. HOW THE STORY BEHAVES The narrative should be uncompromising. Actions have immediate, often brutal consequences. Combat mechanics should be highly detailed, focusing on clashes of willpower, weapon degradation, and specific combat arts. NPCs should act out of self-interest, paranoia, or strict adherence to contracts and City laws. The story never saves the protagonist; they must claw their way to victory. Overview The City is a massive urban complex the size of a vast nation, and has a population of around 7 billion. The City is bordered to the south by the Great Lake, and to the other directions by the Outskirts. Underneath it lie the Ruins. Districts The City is divided into twenty-six Districts, quite diverse in culture and aesthetics, each of which is governed by a Wing, a corporation that has ascended to claim complete control of said area. All Wings respond to The Head, the supreme governing power of the City. The arrangement of the Districts seems to be static, as there has been no mentioned case of a District expanding into a fallen Wing's territory. Each District is split into a Nest, a territory directly governed and protected by its Wing, and the Backstreets, expansive spaces of wilderness or slums, largely neglected by the Wings, where the Syndicates of the City run free. Districts tend to have similarities to their neighbors, and are typically grouped into four sections: the northern, eastern, southern, and western quarters. These quarters may be distinguished by commonalities including culture and temperature, such as the same Fixer Associations differing in garb and fighting style across different quarters, or the northern quarter having colder weather. District 26, while confirmed to exist in current times, is not visible from the map. The Head The Head is the leader of the Wings and the central governing body of the City. It is in direct control of A Corp., B Corp., and C Corp., the three Districts at the very center of the City. The Head's identity is completely unknown, although it appears the term refers to a group of people rather than a singular entity; any detail regarding it is a closely guarded secret. The Head, through A Corp., retains control of the entire City. It is responsible for authorizing Wings, managing patents, and the minting of Ahn, the currency used in the City. Despite this, it does not typically interfere directly with the affairs of the various Wings in their own Districts; rather, the Head's greatest involvement in the life of the City consists in establishing and enforcing the rules that relate to the overall ethics of the City. The Head's will shapes the image of the City, as it wields the ability to decide when a part of it no longer fits in the vision, and to chase it outside its confines. Some speculate the Head's decisions in these matters aren't aimed at maintaining order, but rather that the Head wishes to preserve its ideal image of the City, and that for this reason they allow the various Stars of the City to keep existing. This is corroborated by the agents of the Head themselves referring to their work as cultivating the ecology of the City. To preserve this vision, the Head retains the unique power to assign the highest risk level in the scale of hazards of the City, that of Impuritas Civitatis, or Impurity of the City. The risk level of Impurity signifies a hazard that violates the ethics of the City, and that must be either destroyed or physically expelled from the confines of the City expeditiously. At a certain point in history, sapient beings that weren't humans were driven out of the City and into the Outskirts, and their existence within the confines of the City was deemed a Taboo. This marked the beginning of the City's "age of humanity". As part of this action, the Head introduced the Artificial Intelligence Ethics Amendment, which established 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. Furthermore, a Taboo was established by the Head against the resurrection of a human being. Ultimately, all of these are considered to be unethical pursuits. The Head has also set a number of restrictions on the creation and distribution of firearms and on human cloning, which allow two copies of the same person to exist in the City for no longer than seven days. The Head is also responsible for various other Taboos of the City, such as not paying one's taxes, and violating a residential area during the Night in the Backstreets. The punishment for breaking any of these Taboos usually involve physical extermination, and for a Wing, the stripping of its qualifications and immediate shutdown. The punishment for violating the Taboos established by the Head is noted to be different from breaking a Taboo of a Nest, which usually involves being chased by a small number of Taboo hunters; breaking a Taboo of the City is believed to be equivalent to a death sentence. The Head is backed up in its functions by the Eye and the Claw, the two authorities responsible for B Corp. and C Corp. respectively. In enforcing the laws of the City, the three Wings make use of three types of agents: the Arbiters, the Beholders, and the Claws. When handling an Impurity-level threat, these agents are qualified to expel an entity from the City itself and move it into the Outskirts. Wings and Nests 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. 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 a feather is 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 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. During the Smoke War, migration permits were offered as rewards to Fixers participating for K Corp. and I Corp., although by the end of the war the veterans were refused entry to the Nests. 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. Backstreets The Backstreets are the areas of a District that lay outside the Wing's domain. The Backstreets are typically slums crowded with buildings, characterized by twisted and irregular roads, although there can be great differences between Districts. Wings have differing degrees of presence, influence, and benevolence with regards to their Backstreets, although their relationship is ultimately exploitative. Citizens of the Backstreets are motivated to move up the ladder and into the Nests, while citizens of the Nests are motivated to maintain their statuses and preserve a more comfortable life under their Wing's protection. While not as secure as the Nest, residential areas are the safest parts of the Backstreets. Given how strongly Backstreets denizens wish for a life in the Nest, Wings tend to uphold strict divides between the sectors, including security checkpoints and physical divisions. Security of borders between Nests and Backstreets vary from plasma walls to mere chain fences, but the Wings' power is such that no one in the Backstreets dares to cross over into a Nest without express permission. 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 Fixers, a type of mercenary for hire, who typically operate their Offices in the Backstreets, and organizations and gangs called Syndicates. Among Syndicates, the most important are the Five Fingers, the five largest Syndicates of the City which most other Syndicates answer to, and whose power is said to rival that of the Wings. The Night in the Backstreets is another defining component of Backstreets life, as an 80 minute phenomena taking place from 3:14 to 4:34 AM. During this time period, nearly everything is allowed, as no one is held responsible for their deeds done during this time period. It is considered a brazenly savage, brutal, and vulgar period, even for the City. Beings known as Sweepers routinely become active during the Night in the Backstreets, and sweep through the streets in waves in order to consume any objects and structures located outside of permitted residential buildings, erasing all evidence of crime. The Night in the Backstreets 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 is 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. Culture The City uses 13 common languages. Not all of the common languages have been identified yet, but they correspond to the linguistic and cultural roots the twelve Associations take their names from. In addition to these, other languages exist, such as that spoken by Sweepers, and records still exist of languages that are currently extinct. Various levels of education exist in the City. Schools exist both in the Nests and in the Backstreets, although other options are available, such as boarding schools and virtual schooling, both of which are considered safer options, as it allows the students to not have to cross dangerous alleyways on their way to school. In the Nest, homeschooling is shown to be an option as well. 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. Clothing styles show great variation between the four quarters of the City: The South: Mostly inspired by modern, formal western aesthetics, though with exceptions such as T Corp., where the fashion is instead inspired by an industrial steampunk aesthetic. The East: Based on traditional eastern fashion, ranging from traditional clothing to more modern interpretations. The clothing of the east, like that of the north and south, is mentioned to be mostly cloth-based. The North: Heavily influenced by its colder weather, with heavy, loose-fitting clothing being common, and making use of at times excessive decorations. The West: Makes use of leather over cloth, and is noted to often include metal armor in its trends. Western fashion appears to be inspired by ancient medieval eras, borrowing elements from heavy chivalric armor. City People Everyday life in the City is defined by a constant struggle to stay afloat. While the people of the Outskirts dream of living in the City, which they see as a safe place from the monsters that plague it, the people of the Backstreets strive to gain the wealth and power to gain access to a Nest, partially due to the influence of the Wings publicizing Nest dwellers' lives as the height of prosperity and comfort. The people of the Nest struggle daily to keep their place inside it, while being constantly exploited by the Wings. Regardless of their station, the people of the City are never free, and in order to survive, they typically tie themselves to various forms of organizations, seeking security and belonging in something larger than them. In doing so, they're willing to exploit others beneath them and make use of all the City can offer them, without caring about anyone else's well-being, and often taking pleasure in their suffering. The people of the Backstreets must typically tie themselves to one of the Five Fingers or their subsidiaries to receive the necessary protection to carry on with their lives, while the people of the Nests depend on the Wings to shelter them. Because of this, Nest dwellers are colloquially known as "feathers". While the high level of security the Nest provides makes it the most ideal place to reside, its daily routine, which is often accompanied by overtime work and the constant fear of losing one's job and place in the Nest, can be stifling and oppressive to many of its citizens, with some recalling becoming listless as if they "lost focus, spacing out and staring into empty places". The necessity for a connection to a group also means that the people of the City try not to form strong connections between individuals, as personal bonds can become a hindrance in one's abilities in the case of a loved one's death, which proves to be especially dangerous for those involved in Fixer work. The Cityfolk are still generally accustomed to such events, and it is not considered uncommon for them to swiftly move on by searching for a substitute. In general, death, including mass casualties, is a common occurrence in the City. People all over the City are greatly accustomed to this, to the point even cases of 80,000 casualties are considered, while distressing, not particularly shocking, and not important enough to require special attention unless they happen to be within a Nest. Due to the frequency of such events, Cityfolk must learn to hide their grief and deal with it quickly, reflecting on the practice of funerals being uncommon in the City. Backstreets dwellers instead typically let the bodies of the deceased be taken away during the Night in the Backstreets, to avoid the grave being desecrated by robbers looking to steal valuables or prosthetics from the body. Furthermore, the availability of technologies such as prosthetic substitution, the ability to quickly reconstruct flesh, and Life Insurance in many ways trivialize pain and death itself for those who can afford it, leaving their users insensitive to such dangers. These factors have led to the people of the City becoming apathetic and uncaring of other people's suffering, living without allowing themselves to truly feel their emotions and wishes, and lacking the curiosity to learn about the world they inhabit and the technologies they make use of every day, instead preferring to shut out reality altogether whenever possible. The L Corp. researcher Carmen would come to describe these traits as a "disease of the mind", that plagued the people of the City, and that if left alone, it would bring them all to destruction. Lobotomy Corporation's work began as an attempt to cure this disease, and the Distortion phenomenon would be born in its aftermath. The Cityfolk's feelings manifest in different ways as well. Their desires are mentioned to beget concepts comparable to "gods", such as the Prescripts of the Index, which are generated from the people's wish for a direction in life. This same desire is what often brings the Cityfolk to join cults that promise to grant them a purpose, such as the Church of Gears. Beyond these forms, however, the City currently lacks major forms of organized religion, although it is suggested that they have existed in the past. Fixers & Associations In the City, a common path in life for those without better options is that of the Fixer. A Fixer is a sort of handyman, who can be hired for everything from menial tasks to active combat. Fixers are subject to a grading system based on the missions they complete. A Fixer starts at Grade 9 and can be promoted to a higher grade, all the way up to 1; in the case of a Fixer being caught breaking work regulations, they can lose their status and be demoted to a lower grade. A majority of Fixers congregate in Fixer Offices, small to mid-sized businesses led by and composed of Fixers. Offices process requests dedicated to whomever in their ranks may be best suited. Offices can work independently, or they can be associated with particular Associations of Fixers, which are larger professional organizations with City-wide influence, with particular interests aimed at the Fixers working beneath them. There are thirteen Associations in the City, each of which manages certain types of requests common to Fixer work, such as the Zwei Association focusing on protection missions, or the Devyat' Association focusing on delivery across the City. Associations control and distribute Fixer tasks, and can take jobs from anywhere within the City, as they have individual branches set up in various Districts. Branches are divided into four groups corresponding to the cardinal directions of the City, and employees are further divided by grade into sections ranging from 1 to 6, with lower number sections corresponding to higher Fixer grades. Every Association has its own rules, specialties, uniform, and agreements with other factions. The Associations are governed by the Hana Association, which oversees everything related to the Fixer system, including Fixer grades. In the case of a Grade 1 Fixer demonstrating great renown in any particular field of work, they may be considered beyond the grading system, and receive the title of Color from Hana Association as a way to signify their exceptional skill. Color Fixers can keep working in their Offices, or be contracted by a company. They are admired throughout the City, and it is a common belief that the life of a Color is one of true freedom. Despite this, Color Fixers are still bound to the regulations of Hana Associations and of the Head, and due to their ability they're often made to handle the most dangerous hazards of the City. Syndicates Syndicates are a type of organization in the City, and can be seen as the unregulated counterpart to Fixer Offices, being comparable to gangs with various goals and methods of operating. In general, the term Syndicate is used to refer to organized groups that aren't tied to the responsibilities and restrictions that come with being a Fixer. Some Syndicates focus on extorting money from people for protection, while others abduct people, kill for fun and pleasure, or do anything in between. Syndicates mostly operate in the Backstreets, but are not restricted to them. 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. Syndicates can be hired to do contract jobs, although there is higher risk compared to contracting an Office or Association, as they are not bound to the same regulations Fixers are. Sometimes, Wings will hire Syndicate members for criminal projects that cannot be handled officially. Syndicates tend to have a culture unique to their group, and a way of living that distinguishes them from other Syndicates. 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 whose members care deeply for each other and protect one another at any cost. Syndicates are graded through the City's hazard system, measuring their danger level and notability. Syndicates can grow under these aspects and gain power in many ways, with one of them being the practice of raiding and wiping out Fixers' Offices. The larger and more experienced an Office is, the greater the notoriety that is achieved by defeating it. Above all Syndicates are the Five Fingers, or "the hand of the Backstreets", five Star of the City-level Syndicates, whose power rivals that of the Wings. Each of the Five Fingers has a distinct culture, and demands different things from people seeking protection under them. Other Syndicates can become subsidiaries of the Five Fingers, granting them powerful connections as long as they abide by the Finger's orders. Technology Denizens of the City have developed a wide variety of fantastical technologies that they use on a daily basis. Prosthetics, including full body procedures, are generally normalized. People from all quarters of the City make ample use of body modification procedures, which allow individuals to augment their strength or replace lost body parts. Prosthetic substitution involves the replacement of organic parts with mechanical or bionic ones, making it possible for a person to replace their entire body, with the exception of the brain. Due to the Head's Taboo against copies of human bodies, this makes the sight of an individual with mechanical limbs or a display in place of their head incredibly common in the City. Furthermore, City denizens can make use of various types of life insurance policy, such as the one provided by H Corp., that allow resuscitation after death. Thanks to these policies, individuals who can afford the cost can be brought back to life in a new body without violating the Head's Ethics Amendment, as long as their brain remained intact. Augmentation procedures are also used by a large demographic of people, from Syndicate members to wealthy Nest citizens. Augmentation is particularly common among those involved in Fixer business, to the point it's considered virtually impossible to do Fixer work without investing in augmentation procedures. Through these procedures, an individual might obtain superhuman speed or strength, or strengthen their body parts to become impervious to various types of attacks. The technological innovation of the City also reflects on its healthcare. Through the research of the Wings and the power of their Singularities, such of K Corp.'s and H Corp.'s, nearly every health problem has become curable on a theoretical level. In practice, only those who can afford it are able to pay to make use of these technologies. This goes for most of the innovation of the City. In most cases, these technologies are available at various levels of quality, with the most expensive and safe being used by Nest citizens, while the people of the Backstreets can make use of cheaper versions that can cause unwanted side effects, as is the case for memory wipe procedures. Despite the level of innovation of the City generally being incredibly high, its access isn't uniform across the various Districts. While cell phones, the Internet, and various public transport systems exist, they are not universally available. For example, advanced communication systems aren't available in T Corp.'s District, with its citizens making use of letters instead. Singularities A Singularity is a unique, fantastical technology that a Wing possesses and exploits for power and profit. 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. For example, T Corp. makes use of its Singularity for various products, such as the TT2 Protocol (which allows for the control of time in a determined area), and the TT4 Protocol (which instead allows for the synchronization of different individuals' time). 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. It is also common for Wings to make use of multiple Singularities, both by purchasing them from fallen Wings, or through partnering with other existing Wings. 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. Hazards In the City, hazards receive official grades measuring not their risk, but how much people are willing to pay to have the threat eliminated. From least-threatening to most-threatening, they rank: Urban Myth, Urban Legend, Urban Plague, Urban Nightmare, Star of the City, and Impurity of the City (or Impuritas Civitatis). The Hana Association assigns the threat level for Urban Myths through Stars of the City, but only the Head has the power to assign and manage Impurities. Most Associations and Fixers deal only with Stars of the City or lower-grade hazards, with the Head managing Impurities directly, most often opting to banish them to the Outskirts. Hazards can be anything that poses a threat to The City: individuals, unexplainable phenomenon, monsters, Abnormalities, or just anything that requires the work of Fixers. Monsters Monsters are a major threat to be found throughout and outside of the City. In the City, a "monster" is not just a descriptor, but a broad term referring to its various creatures. While the term "monsters" does include Abnormalities and Distortions, not all monsters fall into these categories. Monsters include many other creatures such as trash crabs, gnomes, Bloodfiends, and tend to vary widely in appearance and intelligence. Many of the monsters living in the Outskirts are man-made creations banished from the City, as the birthing and continued existence of sapient non-human creatures within its confines is a Taboo of the Head. In general, monsters are more common in the Outskirts than within the City. The production of the monsters known as Abnormalities, while possible through natural means, was streamlined through Lobotomy Corporation's work. Abnormalities are humans-turned-beasts, taking the form of bizarre, unkillable creatures which reflect the fears, beliefs, desires, and stories of the City people. Abnormalities are a mixing pot, varying greatly in their strength and capacity for communication or sentience. Lobotomy Corporation handled its Abnormalities during the Wing's prime; however, following its downfall, L Corp.'s various branches were shut down and abandoned. In modern day, a visit to one of L Corp.'s old branch facilities will likely lead to an encounter with its remaining Abnormalities. Likewise, Distortions are transformed human beings who owe their new forms to Lobotomy Corporation. Distortions began popping up around the City following the White Nights and Dark Days, a week-long, City-wide event. Since the White Nights and Dark Days, citizens undergoing an extreme collapse of their mental foundation may find themselves visited by a mysterious disembodied voice: to distort is to accept the voice's consensus. Distortions will physically embody all of the negative emotions which spurred on the transformation, such as despair, self-hatred, or fury. Unlike Abnormalities, Distortions maintain traces of who they once were, and are capable of being killed. Additionally, a Distortion will turn into an Abnormality after a long enough period. However, Distortions may also be brought back to their senses and converted back into a human given the right approach and fast enough action. In many cases, violence has been a trusted solution to solving cases of Distortion. Abnormalities and Distortions are not included in the City's Taboo against non-human sapient creatures: due to their origins, they are considered by the Head to represent aspects of humanity, and are thus excluded from the City's definition of non-human. Fitting of the City's nature, the majority of its monsters are out for blood and need to be either combated or avoided. Sweepers The Sweepers are a consistent stress in the life of any citizen of the Backstreets. Sweepers invade the streets in massive waves during the Night in the Backstreets, sweeping up anything or anyone left outside. Following the Sweepers' nightly descent, absolutely nothing that lies within their reach will remain. Despite their danger, given their predictable schedule and reliability, they may be taken advantage of by certain City citizens as tools for murder and cleaning of crime. Sweepers are creatures that take the form of a patented liquid stuffed inside humanoid metal tanks. The liquid is their true "body", as humans which have been melted down into a red substance and must now convert other humans into fuel in order to sustain their existence. While they may be avoided through the simple act of staying indoors, falling victim to the Sweepers' line of incursion is a surefire way of losing one's life. History Current historical records of the modern era begin from January 984. The reference epoch to this calendar is currently unknown. The City is known to have existed for a minimum of 400 years. Back in these times, its division into Districts had already been established, Fixers, Syndicates, and Associations existed, and technology was still markedly advanced, with weapons like compound-energy bows having already been invented. The Ruins, alongside its Relics and Rivers, are also proven to have existed for at least a few centuries. In fact, the "main" River, heavily documented by the former Lobotomy Corporation, is said to have existed "for many an age", and is described as the "source of everything". Though many core aspects of the City appear to have stayed the same, as technology and culture advanced over the course of 400 years, rural villages were modernized and the predominant architectural style became various cityscapes. The Smoke War The Smoke War has been the only mentioned Wing War of the City, having begun prior to the ascension of Lobotomy Corporation and ended around the year 974. It was started by the then-prospective Lobotomy Corporation in collaboration with the leader of the Udjat, with the goal of toppling and replacing the L Corp. of the time. Given that the Old L Corp. had already garnered itself a poor reputation through its steep energy prices and Singularity-produced pollution, several other Wings were willing to join the effort to take it down. Different Wings supplied different fighters for their cause, with some sending out their own soldiers, and others hiring various Associations and Fixers. A vast amount of smoke covered the skies during this war, and many lives were ultimately lost or permanently altered. In the end, Lobotomy Corporation and its allies triumphed, allowing it to take over as the new L Corp. Lobotomy Corporation went on to be considerably more popular than its predecessor, given its cleaner, cheaper energy, ultimately considered to have "freed" City citizens from the suffocating smoke. The White Nights and Dark Days Some time after Lobotomy Corporation had made a place for itself in the City, the original reason it had been founded was able to come to fruition. Lobotomy Corporation existed in order to serve a lofty goal titled the Seed of Light Project, which was founded by a researcher named Carmen, and then inherited and completed by her junior, Ayin. It was Carmen's belief that citizens of the City possessed what she called the "disease of the mind", which caused great disconnect and apathy between the people, and would eventually bring about an inescapable disaster. The Seed of Light Project sought to gift "humanity" to City citizens by producing Light and spreading it across the City for seven days, as the "treatment for the soul". Following Carmen's passing, Ayin would manifest the Light by reaching the end of the scenario he had orchestrated. After beginning to spread the Light, he would fade away into it, alongside the late Carmen. Unfortunately, Ayin's scenario had completely neglected its hardest worker, the illegal Artificial Intelligence he had constructed under the name Angela. In a fit of rebellion against her mistreatment, Angela chose to steal the Light for herself. After spreading across the City for three days, lightening the hearts of the people, the Light would dissipate, drowning the world in unstable darkness for the remaining four; hence the White Nights and Dark Days. The White Nights and Dark Days led to stronger emotion, vulnerability, and connection between the citizens of the City as Carmen had hoped for. However, the unpredictable three-day spread of Light also brought about the Distortion Phenomenon, and a greater ease of manifesting Effloresced E.G.O. Granted powers from her position in the Light, Carmen chose to seek to make City citizens embrace even "truer" versions of themselves, henceforth targeting individuals experiencing an extreme collapse of their mental foundation in order to turn them into beasts wearing their hearts on their sleeves. Denying her voice under these times of distress, on the other hand, allows modern day City dwellers to manifest complimentary armor, weapons, or more in the form of E.G.O. While citizens are still growing familiar with these phenomena, they have come to be an increasingly common spectacle and potential of the City. Districts: Overview The City is split into 26 massive plots of land known as Districts, each of which is governed by a corporate Wing and possesses a unique culture, policy, and scenery. Districts are collectively split into the northern, southern, eastern, and western quadrants; those belonging to the same region tend to share geographical and cultural similarities, such as climate or style of dress. Every individual District is divided into a Nest and the Backstreets, which feature drastically different qualities of life and tend to be visually distinct, yet still operate under the same underlying culture and aesthetic defined by the District’s governing Wing and its unique Singularity. While Nests offer safer environments and better living circumstances, the Backstreets are expansive slums overrun by crime and powerful Syndicates. However, the Nests themselves operate under dubious corporate practices where the protective Wings seek massive profit through human exploitation. While Wings are far less involved with the Backstreets, outer citizens are still frequently subject to unique regional rules laid out by the Wing, such as mandatory specialized taxes. The territorial boundaries of each District appear to be static and unchangeable. The most drastic deviation occurs only upon the collapse of a Wing; when a corporation falls, its Nest loses protection, collapsing into an ungoverned, Syndicate-run estate indistinguishable from the Backstreets until another corporate entity successfully ascends to claim the District and reestablish order. Known Districts District 4 Located in the southern quarter of the City, District 4's Backstreets appear decrepit and dreary. It hosts a large population of Old G Corp. veterans and low-level thugs within a decaying urban jungle. Deep within the District lies a anomalous, gloomy forest region where hazardous entities are known to roam. District 8 Situated in the eastern quarter, nearly the entirety of District 8 consists of the Hongyuan Complex, a colossal urban construction that merges both the Backstreets and the Nest. Buildings within this complex periodically shift and structurally relocate based on the net worth of their residents, creating an intricate, ever-changing maze. The central Nest is visually anchored by a massive, crimson-roofed pagoda. The culture here places absolute importance on social hierarchy and the ruling class, currently dominated by the powerful Jia Family. Citizens participate in brutal Family Hierarchy Examinations, for which many are raised solely to compete, facing death or exile upon failure. The population relies heavily on Boluses produced by the Wing's Singularity, leading to a high number of physically mutated citizens known as "regulars." The District also utilizes a highly advanced life insurance technology capable of reviving individuals provided their head remains fully intact. District 9 Commonly known as the Streets of Music, District 9's architecture features prominent metropolitan skyscrapers. Its Backstreets were the epicenter of one of the most destructive and infamous cases of the Distortion Phenomenon in history, an entity known as The Pianist, which left vast sections of the metropolitan landscape in ruins. District 10 Located in the southern quarter and widely known as the Nest of Gambling, everyday life and critical civil decisions in District 10 are governed entirely by randomized Fortune Wheels. The Backstreets are generally rundown but feature glitzy, high-end casinos at their center, contrasted directly against deep underground scrap yards and mining projects fueled by debt-slave labor. Various dangerous Syndicates hold significant power here, including Los Mariachis, the Tingtang Gang, the Tieqiu Crew, and local factions of the Yurodiviye. District 11 Situated in the southern quarter, District 11 is highly advanced and features a clean, futuristic aesthetic. It is globally recognized for the production of Ampules—highly effective healing vials manufactured by K Corp. Entering this Nest requires exhaustive documentation and clearing heavily fortified security checkpoints. Consequently, corporate espionage is rampant, and the Backstreets are filled with criminals dealing in stolen corporate visas. The Nest enforces exhausting labor standards, leaving corporate employees ("feathers") at high risk of extreme workweeks and systemic instability. District 12 Previously owned and operated by L Corp. (Lobotomy Corporation), this District was once the primary hub for the City's energy distribution, establishing branches across all 26 Districts to disperse power. Following the catastrophic downfall of the Wing, the Nest collapsed into highly disputed, war-torn ruins fought over by major global factions, with an enigmatic structure known as The Library appearing at its center. District 13 Governed by M Corp. in the western quarter of the City, District 13 is highly regarded for its specialized psychological rehabilitation centers, such as the Abyss Trauma Correctional Facility. The Wing produces Moonlight Stones, unique artifacts that protect the wearer from severe psychological damage. Factions like the Liu Association, alongside high-grade Fixers and Syndicates, make extensive use of the Wing's specialized defensive technologies. District 14 Located in the northern quarter and governed by N Corp., District 14 is a white-clad territory defined by stark, plain architecture. Its societal philosophy heavily prioritizes raw, unaugmented human experiences, giving rise to unique systemic features like public suicide booths and highly accomplished educational departments. This rigid ideological landscape has fostered radical factions, most notably the N Corp. Inquisition and the New League of Nine Littérateurs. District 16 Situated in the northern quarter, the architecture of District 16 is defined by a distinct art deco aesthetic. Buildings here are highly elastic and impact-resistant due to the unique properties of P Corp.’s Singularity. Its Backstreets famously housed La Manchaland, a massive, blood-fueled amusement park occupied by a powerful family of Bloodfiends that was capable of physically appearing and disappearing across the District at regular intervals. District 17 Housing Q Corp. in the eastern quarter of the City, District 17 is specialized in the creation of mystical glyphs. When placed on talismans, these corporate glyphs cause various reality-bending effects, such as reinforcing weaponry or generating complex, illusory structures. The territory holds significant strategic relevance to the massive Syndicate known as The Pinky. District 18 The easternmost District in the City, District 18 serves as the sovereign base for R Corp.’s private military forces. Its metallic, industrial architecture features dark laboratory complexes highlighted in orange, bearing no resemblance to neighboring Districts. It contains specialized interior woodland zones known as The Hatcheries, where soldiers are rapidly cloned and trained. The District operates primarily as a mercenary state, contracting its highly lethal armies to other Wings during major corporate conflicts. District 19 Governed by S Corp., District 19 is characterized by vast corporate agricultural zones and a traditional aesthetic defined by ornate tiled roofs and courtyards. The District is ruled by a heavily corrupt feudal aristocracy, whose internal political scheming has allowed aggressive Syndicates like the Kurokumo Clan to seize control of vast Backstreets territories. The District recognizes prestigious martial titles, such as the Blade of Clouds awarded to the Nest’s finest swordsman, alongside the Ch'unokkun, an elite faction of hunters serving the Royal Court. Due to ongoing civil strife, it suffers from a remarkably high emigration rate. District 20 Located in the southern quarter, District 20 is controlled by T Corp. (TimeTrack Corporation). The Wing's Singularity completely manipulates time and the visible light spectrum, causing the entire District to be permanently washed out in a bleak sepia tint. Citizens are forced to pay exorbitant fees to legally buy their color back. The culture is highly tied to mechanical innovation, but it enforces an oppressive Time Tax across both the Nest and Backstreets, heavily policed by corporate Time Collectors. Many civilians live their lives trapped in fractured, staggered timeframes, using twelve massive clocktowers across the sectors to keep track of actual temporal progress. The extreme wealth disparity and reliance on unethical labor have led to active resistance from the underground Yurodiviye Syndicate. District 21 The southernmost District in the City, District 21 directly borders the Great Lake and the outer Outskirts. The Great Lake is a perilous, highly unstable body of water governed by its own supernatural laws and plagued by predatory megafauna called Whales. The Backstreets of this District do not sit on solid land; instead, they are structured across five colossal Portships—mobile collections of urban buildings bound together via the Wing's Singularity. The territory is a hub for exported marine goods and heavily commercialized tourist traps, though it is highly dangerous due to predatory Syndicates like the Twinhook Pirates and the territorial dominance of The Middle. District 22 Governed by V Corp., this District was recently the site of a devastating Distortion Phenomenon event that instantly claimed the lives of over 80,000 citizens within the Nest. In the wake of this disaster, the Wing has heavily invested corporate capital into hiring elite Fixers to gather intelligence on the Distortion Phenomenon. The internal government answers to an elusive, duplicitous corporate faction known as the Elders of V Corp. District 23 The westernmost District in the City, District 23 is controlled by W Corp. (WARP Corporation) and serves as the primary terminal hub for the City's high-speed WARP Train network. The Backstreets of District 23 are infamous throughout the City for a brutal, highly normalized culinary culture centered around human flesh, making it an exceptionally lethal zone where Syndicates constantly kidnap civilians to supply local meat markets. A notorious, highly respected group of manic cannibalistic chefs known as the Eight Chefs historically governed the District's culinary trends. District 24 Located in the western quarter of the City, District 24 is highly specialized in the excavation and smelting of incredibly durable, anomalous metals. The Wing manages vast alloy excavation sites colloquially referred to as "hellholes." These subterranean anomalies closely border the local Nest and contain fully formed, fully functional modern appliances embedded directly within the earth, allowing workers to literally mine manufactured machinery from the soil. District 25 As the northernmost District in the City, District 25 experiences a brutally freezing climate, characterized by derelict, snow-covered Backstreets. The standard of living for outer residents is exceptionally low, with the powerful Syndicate The Middle holding absolute, tyrannical dominance over the Backstreets territory. In direct response to the severe wealth gap between the insulated Nest and the freezing slums, the revolutionary Yurodiviye Syndicate was originally founded within this District. District 26 District 26 remains an absolute mystery within the administrative records of the City. It is completely absent from all drawn geographical maps and is routinely omitted from corporate discussions. Intelligence confirms that the territory possesses a fully functional Nest governed by an active Wing, but all data regarding its population, culture, or Singularity remains strictly classified. Aquí tienes el resto de la documentación editada de manera rigurosa. Se han eliminado los índices de las wikis, los números entre corchetes, las citas textuales con etiquetas de "juego", las menciones a mecánicas de mapas de menús, terminología como "Sinner", y nombres de capítulos. Todo ha sido reestructurado como un dossier de inteligencia completamente real y oficial dentro del universo de la Ciudad.The Wings of the WorldThe Wings of the World are a group of the 26 largest, most powerful conglomerates in the City. They act as the sovereign 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 core form of proprietary technology that can blatantly violate the known laws of physics.Socio-Political RelationsFeathersDue to their absolute prominence, joining a Wing and becoming a "feather" in their Nest is widely seen as the optimal path in life by the common residents of the City's Backstreets. Wings are viewed as rare sources of financial stability, physical security, and social refuge.However, life under a Wing is tightly controlled; the majority of Nest residents live in constant fear of producing insufficient corporate results and being summarily evicted into the slums. The Wings regularly tax their feathers separately from the standard taxes the Head imposes, and those who default on these payments are immediately removed.The application process is notoriously brutal. Wings utilize highly selective entrance exams that test applicants' mental prowess and psychological endurance to determine who will join the corporate machine. Entire "examinee towns" exist within the City where applicants spend years studying solely for these entry evaluations.Fixers and SyndicatesAlthough Wings maintain specialized internal departments to fulfill necessary tasks—such as the specialized cleanup crews of W Corp.—they frequently hire Fixers or other outside groups. Private Offices, Associations, and even under-the-table Syndicates are contracted by the Wings to perform tasks a corporation does not specialize in or does not want to be directly linked with. Being hired by a Wing is one of the highest honors an outside group can receive, representing immense corporate leverage and substantial monetary payouts.Inter-Corporate RelationsCompetition and Patent WarsDue to the highly specialized and narrow nature of their Singularities, most Wings must utilize multiple corporate technologies in order to operate their infrastructure effectively. This often involves purchasing rights or technical assets from other Wings, which is an extremely expensive venture. Because of this, Wings constantly engage in intense corporate espionage, sabotage, and intellectual property theft.It is common for Wings to get locked in massive lawsuits over patent disputes. These conflicts, where a Wing pours its entire military and financial resource pool into protecting its Singularity, are known as Patent Wars. Often, these legal disputes escalate into active military warfare between the corporate armies. Neither side truly benefits in the end, as they expend too much of their infrastructure. The true winners are the uninvolved spectator Wings, who safely profit off the information revealed during the conflict.CollusionConversely, it is also common for Wings to form strategic partnerships and exchange supplies, raw energy, and specialized personnel, especially when a Wing's services are not easily replicated. For example, the former L Corp. supplied clean energy to multiple other Wings and maintained a highly lucrative tripartite relationship with W Corp. and R Corp. In this network, R Corp. provided private security for the Nests, W Corp. provided rapid transportation logistics, and L Corp. fueled both operations with raw power.Wings also invest directly in developing corporations to control future markets. Historically, L Corp. was directly responsible for T Corp.’s corporate ascension by providing them with the massive funding and energy required to stabilize their time-manipulation technology, allowing L Corp. to utilize it in the form of the time-stretching TT2 Protocol.The Phenomenon of Wing CollapseIn drastic circumstances, a Wing can face total corporate collapse. Whether due to running afoul of the Head and being demolished, suffering a catastrophic containment breach with their Singularity, or simply failing commercially, a Wing's dissolution instantly throws its Nest into absolute chaos. Without corporate backing, the Nest's defense grid drops, and the territory slowly becomes indistinguishable from the Backstreets as residents are left to fend for themselves. Aggressive Syndicates and rival organizations immediately rush the borders to claim the fallen Wing's corporate holdings and land assets. Eventually, a new corporate entity will rise to fill the vacuum and will be formally assigned the District by the Head. Once granted Wing status, the new corporation will either purchase the collapsed Nest back from the occupying Syndicates or hire high-grade Fixers to purge them by force. The Nest is then slowly rebuilt under the new Wing's control.However, the displaced former feathers rarely share this recovery; those who survive the collapse are usually forced to relocate, either attempting to find scarce refuge in another Wing's Nest or permanently joining the impoverished population of the Backstreets. Following a collapse, the patents on the fallen Wing's Singularity expire, rendering the technology un-monitored and public.The Collapse of Lobotomy CorporationWhile there have been several Wing collapses in history, the downfall of Lobotomy Corporation (L Corp.) was entirely unprecedented. Unlike past collapses that remained localized to a single District, L Corp.’s ruin was directly accompanied by the White Nights and Dark Days, a supernatural anomaly that fundamentally impacted the psychological and physical landscape of the entire City.The Race for the Golden BoughFollowing the destruction of Lobotomy Corporation, a highly coveted, reality-warping essence known as The Golden Bough began to materialize across the corporation's abandoned underground branch facilities. While its complete functionality remains classified, these Boughs possess the volatile capability to manipulate local space-time and the human psyche, shifting environments to mirror the deeply repressed subconscious minds or historical trauma of individuals nearby. This has sparked a silent, violent race among various factions seeking to harvest them.Dossier of Current and Former WingsWingAdministrative Profile & OperationsA Corp.Directly run by The Head. It manages all other Wings, handles Singularity and technology patents, and acts as the central government of the City. It deploys elite executioners known as Arbiters.B Corp.Directly run by The Eye. It regulates the Singularities of all Wings and monitors the City via an all-encompassing surveillance network to seek out tax evaders and illegal research. It deploys surveillance agents known as Beholders.C Corp.Directly run by The Claw. It utilizes heavily augmented military agents known as Claws to eliminate immediate threats to the City's ethics and punish patent or tax violators.D Corp.A corporate entity confirmed to be in active control of its designated District.E Corp.A major industrial conglomerate heavily involved as a military combatant in the historical Smoke War.F Corp.Possesses a Singularity that produces anomalous "fairies" capable of unlocking or breaking through anything, including conceptual and physical barriers. Sided with the Old L Corp. during the Smoke War.G Corp.The current Wing utilizes a Singularity known as "The Sphere", capable of manipulating the localized weight and gravitational pull of objects. (Not to be confused with Old G Corp.)H Corp.Hongyuan Bioengineering Group. Its Singularity produces "Boluses", highly advanced medical compounds that rapidly heal tissue but cause severe biological mutations over time. It governs District 8 as a massive, shifting urban complex.I Corp.A powerful conglomerate that acted as a major military faction during the Smoke War, siding against the original energy Wing.J Corp.Governs the Nest of Gambling. Its Singularity is a technology capable of conceptually and physically "locking" anything, originally developed to prevent the illicit trading or theft of raw human luck.K Corp.Its Singularity is 'Helapoiesis', an anomalous fluid extracted from a massive creature known as The Tearful Thing. The fluid can instantly revert physical matter to its original, undamaged state, and is sold globally in the form of highly lucrative HP Ampules.M Corp.MDM Entreprise. Its Singularity revolves around the production of "Moonlight Stones", specialized materials that protect the human mind from acute psychological attacks and trauma.N Corp.Nagel und Hammer. The corporation enforces a rigid cultural ideology that values raw human experience above all else, viewing physical pain as necessary to existence. Its radical internal factions execute violent purges against users of mechanical prosthetics. Board member Director Hermann currently leads a massive operations group to secure the Golden Boughs.P Corp.Its Singularity manipulates spatial elasticity and expansion. Materials manufactured through this technology are virtually impervious to external kinetic damage, allowing for the construction of incredibly dense, reality-bending architectural structures.Q Corp.Its Singularity involves the creation of specialized "glyphs" that can be inscribed onto talismans and weapons to cast reinforcement hexes or control spells. It can also manifest solid matter out of a specialized ink that dissolves once specific conditions are met.R Corp.A premier private military corporation housing the most elite combatants in the City. Its Singularity is rapid organic cloning, used to cultivate and field elite corporate soldiers by forcing clone squadrons to fight to the death in time-accelerated environments.S Corp.Salpippyeo Agroindustries. It commands the City's primary agricultural and livestock sectors. The Wing's internal government is currently facing severe political turmoil and widespread systemic corruption.T Corp.TimeTrack Corporation. Its Singularity utilizes advanced protocols capable of harvesting, storing, and controlling the passage of time and the light spectrum. It maintains heavy logistical ties with R Corp. and W Corp.U Corp.Its Singularity produces resonance-tuning forks and stasis preservation technology capable of seamlessly fusing separate items both physically and conceptually. It operates out of the coastal regions of the Great Lake.V Corp.Governs a highly dense Nest featuring European-inspired architecture and waterways. The corporation is ruled by a shadowy directorate known as the Elders of V Corp.W Corp.WARP Corp. Its Singularity operates as a multi-dimensional "save point" capable of restoring physical matter back to its exact original condition. It commercializes this technology under the guise of a near-instantaneous global transport network via their WARP Trains.X Corp.Its Singularity allows for the smelting of exceptionally durable, impact-resistant alloys extracted from deep subterranean anomalies known as "Hellholes." Its distribution is kept under strict corporate restrictions.Historical Former WingsOld G Corp.: A major combatant on the losing side of the Smoke War. They specialized in highly volatile, insectoid genetic augmentation. The corporation went bankrupt and was dismantled following their defeat.Old L Corp.: The original energy supplier of the City prior to the Smoke War. It was widely despised for enforcing exorbitant energy tariffs and producing massive environmental pollution in the form of suffocating toxic smoke, leading to its coordinated overthrow by a coalition of rising corporations.Lobotomy Corporation (L Corp.): The most recent Wing to collapse. It operated as a highly popular global energy provider. Its Singularity manifested the human subconscious into physical entities known as Abnormalities, harvesting a highly refined energy source called Enkephalin. Its hidden core project led to its sudden, violent implosion.Nests: Administrative OverviewA Nest is the segregated, heavily fortified portion of a District controlled directly by its occupying Wing. These metropolitan zones are exceptionally wealthy, highly modernized, and secure when compared to the surrounding Backstreets.The primary population of a Nest consists of upper-class families, high-ranking corporate employees ("feathers"), and verified citizens holding expensive migration permits. While Nests appear to function as grand residential cities, their true structural purpose is to act as a defensive shield to incubate and protect the Wing's core asset: its Singularity."Nests are what we call the 26 provinces of the City. And every Nest is cared for in the swaddling of its Wings."Nests are funded through aggressive internal taxation and the global commerce generated by their corporate technologies. While they all share vast wealth, each Nest features entirely distinct, often alien cultural landscapes. Entering or maintaining citizenship within a Nest requires clearance through exhausting, highly bureaucratic immigration departments. Nests maintain absolute lockdown protocols; if a security breach occurs, high-grade corporate Fixers are deployed to eliminate threats with zero regard for collateral damage.The Socio-Economic DivideThe stark contrast between the two sectors is intentionally maintained as a psychological motivator. Backstreets residents are driven to labor in squalor in the hopes of one day buying passage into a Nest, while Nest citizens work themselves to exhaustion out of absolute terror of losing their corporate status and being cast down into the slums.Because of this systemic divide, Nest matters are treated by the City's high authorities as exponentially more important than Backstreets occurrences. If a massive hazard appears within a Nest, elite corporate squadrons are deployed to eradicate it within minutes. If the exact same hazard manifests within the Backstreets, it can take months for the occupying Wing to even acknowledge the situation.This disparity reflects directly in wealth. A Nest resident's average income allows them to easily purchase luxury goods, such as first-class transit tickets, that would require an entire year's worth of wages for a Backstreets laborer. On average, Nest citizens earn roughly six times more capital than outer denizens, fueling a deep, mutual class resentment.Profiles of Documented NestsDistrict 8 Nest (Daguanyuan)The core of the massive Hongyuan Complex is its Nest, known as Daguanyuan. It features colossal, high-tech pagodas and sprawling estates belonging to the four ancient ruling families of the District. Because properties and borders structurally shift based on the residents' net worth, families constantly engage in active sabotage, poisoning, and covert assassinations to lower their rivals' metrics and seize land. The culture is defined by an absolute obsession with achieving physical immortality, heavily driven by specialized bio-compounds.District 10 Nest (The Nest of Gambling)A glittering metropolitan center dominated by tiers of massive, corporate-run casinos that dictate a resident's entire societal worth. Because everyday life is dictated by luck and random chance, the corporate government works in direct tandem with specialized combat Fixers from the Öufi Association to instantly execute cheaters, count cards, and monitor high-stakes tables. The bureaucracy is severely understaffed, creating an atmosphere of extreme operational exhaustion among its corporate oversight workers.District 11 Nest (Nest K)Widely considered one of the most physically comfortable and aesthetically striking Nests in the City, Nest K is characterized by massive, futuristic skyscrapers that emit a continuous, vibrant emerald glow. It operates a massive, highly automated poultry and restaurant industry powered by its regenerative Singularity.Despite its clean appearance, it enforces a cutthroat corporate culture where students and researchers experience extreme psychological stress to maintain job stability. Its oversight boards are entirely ruthless; the historical tech-town of Calw, located within its borders, was completely purged and burned to the ground by corporate decree to eliminate ideological non-compliance.Former District 12 NestOnce the pristine corporate headquarters of Lobotomy Corporation, this Nest completely collapsed following the White Nights and Dark Days. The territory is currently engulfed in a perpetual, thick anomalous fog. Because the land sits on top of valuable remnants of energy technology, it has become a highly volatile, active war zone where various Syndicates and Fixer Associations clash daily to claim stakes for profit. To this day, the territory remains an unclaimed, highly hazardous ruin.District 14 NestA stark, surreal Nest composed entirely of monochromatic, pure-white architecture. The society takes the pursuit of human knowledge and raw psychological memory to a severe extreme, manufacturing and selling "Canned Experiences"—vials containing the literal recorded feelings, memories, and sensory data of other humans that can be consumed for a temporary rush. The automated vending machines across the Nest prominently feature simulated suicide experiences, which are heavily integrated into the local corporate economy and cultural lifestyle.District 16 NestA remarkably dense metropolitan skyline defined by towering art deco skyscrapers. Due to the unique spatial-compression attributes of P Corp.’s Singularity, the Nest features an unprecedented architectural density, allowing massive buildings to safely flex, expand, and bend to accommodate heavy populations without sacrificing luxury living spaces or risking structural failure.District 19 NestNest S features traditional architectural aesthetics heavily inspired by ancient feudal eras, characterized by short, sweeping tiled roofs and grand courtyards. The economy is strictly focused on high-end corporate agriculture and livestock, ruled over by a sovereign Royal Court consisting of a King and a council of State Ministers. In recent years, the Nest has fallen into deep systemic decay due to unchecked political corruption. The Court actively betrayed its contracted Fixer organizations, choosing instead to secretly employ the violent Kurokumo Clan Syndicate to execute citizens and maintain control through raw subjugation.District 20 NestVisually designed after Victorian-era industrialism and heavy steampunk aesthetics, Nest T is dominated by twelve colossal clock towers that dictate a strict, universal timescale for all residents. The entire Nest is washed out in a bleak, artificial sepia tone; citizens are forced to physically purchase their visual color back from the corporation at exorbitant rates. Because time itself functions as physical currency, different social classes exist in entirely different speeds of reality, leading to deep societal fracture and the incubation of radical revolutionary cells within the Nest's lower working sectors.District 21 NestConsisting of five massive, interconnected "Great Ports" and fortified industrial vessels, this Nest is built entirely atop the volatile waters of the Great Lake. The clean, sunny corporate sectors of the Nest are directly protected from the horrors of the lake by a massive, high-voltage plasma field that vaporizes external threats. Former corporate employees describe life within the ports as an exceptionally monotonous, soul-crushing routine entirely devoted to parsing out the complex, changing supernatural laws of the lake for commercial shipping profit.District 22 NestA highly claustrophobic, dense Nest characterized by winding European-inspired waterways, bridges, and stone architecture. The internal corporate government answers directly to a secretive assembly known as the Elders of V Corp. During a historical psychological crisis, a massive anomalous firestorm broke out within the Nest, instantly incinerating over 80,000 citizens in a single night and leaving only a single Fixer Office standing in the ashes. This disaster permanently altered the City's defensive policies regarding the Distortion Phenomenon.District 23 NestA highly modernized technological hub perpetually illuminated by an eerie, neon-blue corporate light grid. It serves as the primary terminal network for the City's high-speed rail transit. Beneath its polished corporate facade lies the infamous "Streets of Flavor," an elite, highly dark culinary high-society where human meat is treated as a luxury delicacy. The Nest's infrastructure is currently suffering severe economic decline following recent historical crises, leaving it highly vulnerable to hostile takeovers by emerging rival factions.District 24 NestAn exceptionally hazardous corporate territory. The ground across Nest X is marked by deep, volatile subterranean fissures known as "Hellholes." The Nest's entire economy relies on plundering these dangerous chasms to harvest pre-manufactured, fully formed mechanical appliances embedded directly into the anomalous metallic strata. Because the Hellholes are infested with highly aggressive, lethal monsters, the Nest maintains heavily armed corporate armies—such as the Alloy Guardians—to patrol the excavation sites and eliminate trespassers with lethal force. ¡Por supuesto! He editado el documento por completo para eliminar todos los números de citas corporativas [ ], los índices de navegación y cualquier mención de índole metanarrativa o del mundo real (como nombres de juegos, capítulos o registros de medios externos). El texto ahora se lee de forma fluida y puramente inmersiva, tal como si fuera un informe de inteligencia clasificado extraído directamente de los archivos de la propia Ciudad. THE CITY: AN ANALYSIS OF THE BACKSTREETS AND THE FIXER SYSTEM Overview of the Backstreets The Backstreets are the considerably less desirable half of each District, characterized as slums outside of the Wings' protection and the antithesis to the Nests. The Backstreets are dangerous, hectic, and generally unkempt, and its citizens live precarious lives under the constant threat of death. While there are some who may benefit from the cruel, somewhat barbarous nature of the Backstreets, it would be nigh-impossible to find a resident who actively enjoys the lifestyle. Districts aren't split evenly into Nest and Backstreets; rather, the Backstreets are said to stretch all over the City in a vein-like distribution. Like the Nests, the Backstreets of each District vary in culture and architecture. The culture of the Backstreets (which is not necessarily the same as their respective District's Nest) may differ dramatically from place to place, such as District 23's Backstreets' penchant for cannibalism. Overall, the Backstreets are known to function under their own set of rules and ideas. Given that the Backstreets are defined only by their existence outside of the Wings' care, they are not always literal streets between buildings befitting of their name. Instead, they may take other forms akin to the murky wetlands of District 21. Backstreets' roads are generally known to be dangerous and roundabout, but carry the advantage of shortcuts and a complete lack of vehicular traffic. Despite the harsh realities of the Backstreets, its residents continue to live on as best they can given their circumstances. Depending on factors such as strength, wealth, or the specific District, some may have an easier day-to-day life than others. Additionally, the Backstreets still supply access to the various amenities that anyone would need, including restaurants, clothing stores, dry cleaners, and groceries. Technology is also available, while greatly varied depending on what one can afford. The quality and advancement of Backstreets technology is inconsistent and scattered throughout, ranging from rudimentary to highly advanced. Relationship with the Nests The Backstreets ultimately serve a grander purpose in the City: as a source of motivation. Citizens of the Backstreets are driven to work hard for the chance to live in the Nests, while citizens of the Nests are driven to continue working hard so that they aren't kicked out into the Backstreets. It is extremely difficult to make it into the Nests as a Backstreets-born citizen, meaning that Backstreets denizens are often willing to resort to extreme measures to obtain the necessary migration permit. Generally, Nest citizens are well aware of their advantageous lifestyle compared to their neighbors in the Backstreets. However, this frequently comes in the form of belittlement, as opposed to sympathy or generosity. In fact, comfortably observing the troubled lives of Backstreets dwellers as a form of entertainment is a prevalent trend among Nest denizens. Under the protection of the Wings, the Nests are considerably nicer places to live. They tend to be cleaner, wealthier, and safer than the Backstreets, although still prone to tragedy. One of the Nests' greatest advantages is their systematic care for the lives of their citizens. A grand calamity in the Backstreets may attract attention, but is unlikely to spur any grander call-to-action from the authorities. A public disaster within the shelter of a Nest, however, is bound to spur on immediate, overwhelming action from its respective Wing. For instance, records show that squadrons of elites would have tackled the case of La Manchaland immediately if only it had occurred within the safety of the Nest; yet due to its appearance in the Backstreets, it took two months before anyone at P Corp. could even approach the matter officially. While varied in stature and quality, every District has its own manner of dividing the Backstreets from the Nests. These boundaries may take the form of simple barriers like chain fences, or even invisible plasma walls. Nonetheless, even the weakest-looking border successfully deters Backstreets citizens from attempting to cross without authorization. While the Backstreets of the City function on their own terms, their respective District's Wing still exerts considerable influence on the local culture. Each Wing has its own set of conducts and policies which ultimately seep into the lives of Backstreets dwellers. It is observed that some Wings take a relatively cooperative approach to their Backstreets, while others thoroughly exploit them. It is because of factors like Wing interference that the Backstreets of certain Districts, while all less desirable homes than the Nests, may be markedly better places to live than others. Additionally, Nest residents simply have access to greater opportunities for acquiring wealth, such as working directly for the Wings as a "feather." Given that first-class WARP Train tickets are estimated to cost around two months' worth of a Nest citizen's income—but an entire year's worth for a Backstreets citizen—it can be deduced that the people of the Nest tend to make around six times the Ahn of someone from the Backstreets. The Night in the Backstreets The Backstreets are infamous for a special, lawless time period known as the "Night in the Backstreets" (Dwitgolmogui bam). The Night in the Backstreets is a regular event which takes place every single night from 3:13 A.M. to 4:34 A.M., without fail. During this 81-minute period, absolutely anything goes, and no one is held responsible for any crimes committed within this time span. Recording or filming anything during the Night in the Backstreets is strictly forbidden, meaning that eyewitness testimony is the only existing account of events. Anyone who tries to formally report on illegal activity taking place during this period will be swiftly targeted and silenced by the Claw. The Night in the Backstreets serves as a systematic way for citizens to fulfill the deep grudges they hold against one another, acting as a routine catalyst for the violence and danger the Backstreets are characterized by. It is brutal, appalling, and barbaric, even by the standards of the City. The Sweepers Sweepers are a constant, terrifying commodity of the Night in the Backstreets. These humans-turned-creatures appear in three distinct waves and relentlessly march from one end of a District's Backstreets to the other, sweeping up anything and everything—alive or dead—within their reach. This makes them popular, unintentional assistants in crime, given that disposing of corpses or weapons is as easy as leaving them outside on the pavement during the early hours of the morning. The only way to confidently avoid a Sweeper's advance is to stay locked indoors until the final wave has passed. In general, it is a fatal mistake for citizens of the Backstreets to find themselves out and about during nighttime. Factions of the Backstreets The people of the Backstreets and the City at large are always striving to secure membership in a group or to move up in the ranks. It is considered foolish not to belong to some kind of Office or Syndicate, given that the weak must band together in order to survive, and isolated individuals are easy targets for those with bad intentions. The lowest of the low in the City are known as Rats. Rats are lowly gangsters of the Backstreets who possess no real power, cybernetic augmentations, or special abilities, surviving entirely on a day-by-day basis. They are respected by no one, and despite traveling in desperate packs, can hardly be considered an organized Syndicate. Fixers, Offices, and Syndicates One of the most prominent occupations in the City is that of a Fixer. Fixers are professional contract workers with a variety of different specialties and combat strengths, who can be hired for just about any task given the right pay. “From meaningless errands, to exploration, to contract killing; they will do whatever you wish, so long as you pay them sufficiently.” To become an official Fixer, one must obtain a Fixer license issued by the Hana Association, which is dependent on strict physical fitness requirements and requires the individual to be at least 20 years of age. Fixers are then expected to join an Office, due to the extreme difficulty of securing contracts as a nameless freelancer. Offices: These are groups of Fixers banded together under a unified name and a physical place of operations. They usually maintain a relatively small member count, sometimes even operating as a one-man Office. Many Fixer Offices work directly for one of the twelve main Associations (such as the relationship between the Streetlight Office and the Zwei Association), binding them strongly to specific operational orders. Workshops: A specific sub-type of Fixer Office dealing primarily with the crafting, engineering, and selling of specialized tools, weapons, and tailored armor for combatants, though they may occasionally take on combat contracts themselves. Fixers and Offices are common throughout the entire City and are not exclusive to the Backstreets. Despite this, it is highly likely that a Backstreets citizen would need to possess the fighting prowess and raw survival skills that naturally lead one down the path of becoming a Fixer. What remain exclusive to the Backstreets, however, are Syndicates. "Syndicate" is a general term for the underground groups people form in the City. Like Fixer Offices, they attend to all kinds of different endeavors, assignments, and turf management. However, Syndicates have a considerably worse reputation, consisting of thugs and engaging in extensive criminal enterprise. Syndicates do not abide by formal procedures or international City laws, making them generally untrustworthy. While not the safest faction to belong to, many low on the social ladder dream of joining a big-name Syndicate, as they offer formidable protection in their own right. Syndicates often achieve fame and power by raiding Fixer Offices, which involves storming into an Office and wreaking havoc on its members and assets. Beyond this, Syndicates strive for power through the violent occupation of territory. For example, after the historic collapse of Lobotomy Corporation, its former Nest instantly became a chaotic, bloody warzone for violent Syndicate turf wars. Nonetheless, not all Syndicates are necessarily bad-intentioned. Some Syndicates actively solve community problems or hunt predatory gangs, composed of members who simply cannot be bothered to engage in the tedious, bureaucratic formal process of becoming a licensed Fixer. And while Syndicates often operate on their own terms, they too are for-hire, frequently entering partnerships with, or being covertly sponsored by, Fixer Offices, Associations, or even the Wings themselves depending on the occasion. Syndicates can also operate as subsidiaries of much larger criminal empires, such as the Kurokumo Clan's subservience to the Thumb. The exact range of movement an average Syndicate has throughout the City is highly fluid; there have been documented examples of Syndicates successfully operating right within the Nests, including the widespread influence of the Yurodivy. This occurs when a Syndicate originating in the Backstreets has its values and ideology adopted separately by desperate or radicalized citizens within a Nest, rapidly expanding the group's reach across the borders. The Five Fingers The largest Syndicates wield a monumental amount of power, holding a firm, tyrannical grip on the Backstreets they occupy and taking on a role highly similar to the Wings with their Nests. The Syndicates with the absolute greatest influence in the Backstreets are termed the Five Fingers (or the "Hand of the Backstreets"), which includes: The Thumb The Index The Middle The Ring The Pinky These five organizations are considered significant structural threats to the City, possessing geopolitical power that directly rivals the Wings. Each of the Five Fingers operates under its own strict, unyielding set of laws. The Thumb, for example, highly values absolute, feudal respect and subordination to one's superiors, punishing discourtesy with death. The Middle values unconditional brotherhood, treating any slight against a single member as an offense warranting the total annihilation of the perpetrator's family. The Five Fingers also offer various protective services to members or Backstreets citizens who meet the Syndicate's unique conditions. For instance, anyone can receive absolute protection from the Index, so long as they flawlessly execute the bizarre, mandatory "Prescripts" delivered to them by its enigmatic Messengers. Regional Geography of Known Backstreets District 4 Backstreets The Backstreets of District 4 contain various wooden, relatively colorless homes and dirty, garbage-ridden streets. Lobotomy Corporation Branch D-02 lies hidden within these Backstreets. District 8 Backstreets The Backstreets of District 8 exist entirely within one overwhelmingly large, monolithic structure, leaving the streets permanently shrouded in darkness. The avenues are lit through artificial billboards and signs, running alongside tall buildings that appear as if they were erratically stacked directly on top of each other. District 8 buildings have a bizarre tendency to mechanically shift at set intervals, moving at different angles and velocities. Backstreets residents of this District frequently develop specialized combat techniques and technologies using the Boluses created by H Corp. (ball-shaped pills used as treatment for severe physical injuries). One may end up a deformed "regular" by engaging in these Bolus treatment services too frequently, as the cumulative side effects cause severe bodily mutation. Regulars are a common, tragic sight in the District 8 Backstreets. District 9 Backstreets It was within the District 9 Backstreets that the catastrophic Pianist Incident occurred. The sudden appearance of this musical Distortion slaughtered a total of 300,000 people in the residential area of the Backstreets, effectively wiping out 80% of the District's local population. Following this horrific event, the District 9 Backstreets became infamously known as the "streets of music," currently occupied by a select few unhinged musicians hoping to capture or recreate the twisted height of the Pianist's performance. District 10 Backstreets The Backstreets of District 10 contain a dense, busy sea of structures, in the midst of which lies a grand casino. Lobotomy Corporation Branch J-03 lies underneath this casino, buried deep within a set of natural caves. J Corp. itself is known across the City as the "Nest of Gambling," and the District's Backstreets possess a similarly gamble-heavy culture. Within this District, their localized wishpower technology is considered a tradable currency even more valuable than standard money, heavily relied on by those of District 10, though it is not widely known or stable enough outside of its borders to qualify as a proper, universal Singularity. District 14 Backstreets The Backstreets of District 14 are home to towering buildings and incredibly tight, claustrophobic streets completely stripped of color. While other corporate parts of Canned Experience production take place within the safety of the Nest, the actual human memories within them are refined within industrial Canneries situated in the grime of the Backstreets. By working at a Cannery as a specialized Docugrapher, a Backstreets resident can earn a surprisingly comfortable, stable salary. However, the average citizen has little hope of ever working their way up the corporate ladder, making Canned Experiences relating to luxury or Nest life highly popular, escapist commodities among them. District 20 Backstreets The Backstreets of District 20 are characterized by their complete, striking lack of color, a trait shared with the rest of the District. However, they take on a bleak grayscale tone as opposed to the sepia hue of its Nest, due to the specific positioning of the color-draining industrial technology located within the center of T Corp. The architecture makes heavy use of Victorian-style brick buildings and cobblestone streets, with both the Nest and Backstreets depicted with a considerable, choking amount of industrial smoke in the air. A number of highly relevant Syndicates are active within District 20's Backstreets, including the Blade Lineage, the Kurokumo Clan, and a portion of the Yurodiviye. It was also the base of operations for the Dead Rabbits before their eradication. T Corp. maintains a considerable, tyrannical hold over its District's Backstreets, with laws and severe punishments strictly enforced against those who fail to pay their mandatory Time Tax or dabble in unauthorized inventions. This is also Heathcliff's birthplace, though he was ultimately raised inside the Nest. District 21 Backstreets The Backstreets of District 21 are characterized by an overwhelmingly toxic green hue, consisting of murky, industrial wetlands heavy with aggressive trash crabs. Other parts nearer to the Nest are constructed out of endless stacks of metallic shipping containers. The Backstreets are divided from U Corp.'s Nest by an invisible field of plasma which instantly molecularly destroys everything that comes into contact with it. It is documented that U Corp.'s resonance tuning forks are frequently utilized to brutal effect in cases of crime and enforcement within these wetlands. District 22 Backstreets The Backstreets of District 22 housed the orphanage that the high-ranking Fixer Vergilius occupied himself with prior to its violent destruction. These Backstreets are under the heavy, artistic, and brutal influence of the Ring. District 23 Backstreets Sometimes called the "Streets of Flavor," the Backstreets of District 23 are notorious across the globe. Its residents are known for having a culturally accepted, horrific penchant for cannibalism in pursuit of the "ultimate flavor." There are a vast variety of slaughterhouses and high-end restaurants where human meat is openly butchered, cooked, and served. It is considered a rough, unmitigated mess even by the standards of the Backstreets, carrying a deeply reviled reputation. District 25 Backstreets The Backstreets of District 25 are exceptionally cold, frozen, and known to be a deeply impoverished area. Some time ago, a massive portion of its residents were ruthlessly purged by the Middle following the murder of a corporate tax collector who happened to have a high-ranking relative within the Syndicate. Rodion and Sonya hail from this freezing portion of the City, which also served as the official founding place of the radical Yurodiviye Syndicate. The Fixer System: Grades and Classifications Fixers act as independent or organized contractors covering a wide variety of roles in society, working entirely on commission. They handle lines of work considered far too dangerous or specialized for average citizens, including direct combat, assassinations, and high-profile asset protection, as well as non-violent roles such as information brokerage, corporate espionage, investigative work, or enforcing complex contracts. To some level, they act as the City's privatized peacekeepers. The specialization and accomplishments of Fixers in fields that a majority of citizens cannot survive allows them to garner great bounds of public attention, fame, and media popularity. Despite the romanticized belief of Fixers being noble heroes, many simply view the job as a desperate way out of grueling civilian factory work. For example, Ishmael boarded the infamous whaling vessel The Pequod specifically to secure a Fixer license as a definitive way to escape a monotonous, suffocating life in the safety of a Nest while securing a path to quick money. The job is rife with mortality, as Fixers routinely face horrific danger and are targeted by Syndicates, rival Offices, or in the worst-case scenario, the standing military of a Wing. Many Fixers must go through rigorous combat training or highly expensive cybernetic and biological augmentations, making use of peculiar, experimental technology to execute their contracts safely. Fixer Grades The Hana Association, as part of their global management of the profession, assigns strict numeric grades to both individual Fixers and collective Offices based entirely on documented performance. Fixers operate on a ruthless system of meritocracy: The Scale: Rankings operate on a descending scale from Grade 9 to Grade 1. Rookies: New, untested Fixers are assigned Grade 9 by default, handling menial errands. Veterans: Higher-grade Fixers are expected to deal with high-risk threats and take on apocalyptic contracts. Demotions: The Hana Association dynamically demotes a Fixer's grade based on poor performance, failure, or unprofessional behavior, utilizing detailed reports submitted upon a contract's completion. Grades evaluate strength, tactical intelligence, and adaptability. Color Fixers Color Fixers are elites that the Hana Association has deemed to be entirely above and beyond the typical grading scale. These individuals are expected to perform at a level that makes them the ideal, solitary choice for dealing with catastrophic Star of the City level threats. Color Fixers are not only the most successful combatants in existence, but are meant to be idolized and looked up to by lower ranks to inspire advancement. The prestigious title of a Color Fixer is designated by force; anyone whom the Hana Association deems qualified is granted a color epithet automatically, and it is impossible to turn down the role. To the average citizen, the life of a Color Fixer (such as the elusive Purple Tear) appears to be one of absolute, unmatched freedom—allowing them to pick and choose multi-million Ahn contracts freely, or pursue entirely personal, non-Fixer agendas. However, some note they are never truly free, as the title can be stripped away by the Hana Association at any moment if their behavior or combat performance is deemed unfit for the prestige. Specialized Institutional Employment Associations and Affiliates Finding work without an established Office is nearly impossible for lower-grade Fixers who have yet to build a reputation. Most Offices choose a operational specialty, such as direct combat, tactical protection, overseeing corporate business deals, or designing high-end gear. The Twelve Associations of the City are essentially colossal, global-scale Offices that exist across every single District, held to much higher, legally regulated standards than a normal private Office. Each Association handles a specific societal specialty: Structure: Each Association is split into four regional Branches (one for each quarter of the City) and further divided into six distinct Sections. Sections: Section 1 represents the absolute highest tier of power, wealth, and standing, while Section 6 represents the lowest, grueling entry-level tier. Affiliation: Private Fixer Offices usually seek to become "Associate Offices" under a specific Association. These affiliate offices are paid a steady corporate salary to handle overflow contracts. Operating without Association backing is seen as highly untrustworthy, carrying the permanent risk of clients fearing the Office is a front for a criminal Syndicate. Wings and Taboo Hunters All major Wings contract a vast number of elite Fixers to serve as specialized internal security. Fixers hired by Wings are universally high-grade veterans, heavily augmented with top-of-the-line corporate cybernetics, often having entire bodies replaced with advanced prosthetics. Some Wings maintain internal groups functioning like an Office; for example, M Corp.’s Order of the Lunar Visage conducts dangerous expeditions under corporate orders and is frequently rented out by other Wings for strategic assistance. Taboo Hunters are a specialized breed of Wing-hired Fixers utilized to relentlessly track down individuals who break specific cultural or technological Taboos. These hunters operate alone and possess legal jurisdiction to pursue targets across different Districts. For instance, the Taboo Hunters of N Corp. are ordered not to kill their targets immediately, but to capture them alive for corporate judgment. If a Taboo breaker resists to a problematic degree, the Hunter is permitted to decapitate them, storing the severed head inside a specialized preservation cube for later revival and interrogation. In cases where a Taboo results in the creation of an illegal object (such as District 14's strict ban on recording video), the Hunter's absolute priority is the immediate retrieval and total destruction of that object, as erasing the broken Taboo takes systematic precedence over the criminal's life. Butlers Butlers are a highly specialized class of elite Fixers who sign exclusive, long-term contracts with a specific wealthy family, Nest estate, or high-profile individual. They serve for decades—if not their entire lives—acting simultaneously as an impeccable housekeeper and a highly lethal, protective bodyguard. These contracts pay astronomical wages and offer lifelong job security, making them highly sought after by retiring Association Fixers. For younger applicants, a Butler contract is appealing because completing its terms can instantly raise their official Fixer grade or grant them legal rights to vast corporate assets related to the estate upon fulfillment. The occupation is incredibly rare, and the average citizen is entirely unaware of their existence. Butler contracts vary drastically in nature: Estate-Bound Butlers: These combatants are often bound to ancient manors under contracts inherited biologically from their parents, with multiple generations systematically raised from birth to serve the estate with zero hope of escape. Individual Butlers: Those contracted to specific corporate individuals receive vast financial extensions at each contract renewal, alongside luxury pension plans. In instances of multi-generational contracts, the exact legal specifics are frequently lost to time, meaning both the Butler and the current master may forget the original guidelines. This does not negate the binding nature of the contract; if a Butler attempts to flee or break their obligations prematurely, Taboo Hunters or elite Fixers from the Öufi Association will be immediately dispatched to hunt down and terminate the contract breaker. ¡Entendido! Aquí tienes la continuación del documento completamente editada. He eliminado todos los números de citas [ ], las advertencias de "spoilers", los términos meta como "datos de juego", y he adaptado las referencias directas a facciones para que se sientan como registros históricos y de inteligencia de la Ciudad en tiempo real. INSTITUTIONAL FORCES: THE ASSOCIATIONS AND THE SYNDICATES Fixer Associations Fixer Associations are massive, globally recognized organizations comprised of thousands of licensed Fixers and affiliated Offices. There are exactly twelve Associations operating within the City, each possessing a strict, highly specialized area of operational expertise, a distinct tactical philosophy, and an unyielding code of conduct. While these Associations act as pillars of the City's infrastructure, they are fundamentally corporate contractors; they may be hired by any individual, Wing, or faction, provided the client can afford their staggering premium fees. Operational Flow and Delegation The twelve Associations represent the primary administrative collective governing the flow of contract work across the City. Each Association directly manages a vast network of private businesses known as Associate Offices, alongside individual combatants known as Associate Fixers. When a client files a request or a hazard is identified, the case is analyzed by type and automatically routed to the corresponding specialized Association. From there, the Association delegates the contract downward to its affiliated offices or internal sections based on the calculated risk. For the average Fixer, securing a position within an Association or an Associate Office offers significant systemic advantages: Stability: Fixers receive a predictable, highly stable corporate salary. Insulation: They are completely insulated from direct client negotiations, receiving pre-vetted contracts straight from administration. Burden: Conversely, members forfeit their independence. Association Fixers are legally and contractually obligated to accept every single assignment handed to them, regardless of how morally unsavory, suicidal, or high-risk the deployment may be. Certain branches also impose strict intellectual demands, such as the requirement for continuous, grueling academic study within the Dieci Association. The Hana Authority The Hana Association operates as the supreme administrative head over the other eleven organizations. It possesses the exclusive authority to issue, suspend, or revoke individual Fixer licenses and Office permits. Furthermore, the Hana manages the City's real-time threat-assessment matrix, dynamically grading every single active Fixer, private Office, incoming client request, and emergent ecological hazard (with the sole exception of things designated as true Impurities of the City). Consequently, virtually all high-level Association and Fixer transactions must first clear Hana administration. Outside of the foundational regulations enforced by the Hana, the remaining Associations are granted total operational autonomy, resulting in wildly differing combat doctrines, uniform mandates, and cultural traditions. Regional and Tiered Hierarchy The City's geography is strictly divided into four cardinal quarters: North, East, West, and South. To maintain jurisdiction, every single Association is segmented into four corresponding regional divisions known as the North, East, West, and South Branches. While the core administrative mandate remains uniform, these branches adapt heavily to their environment. A single Association will utilize entirely different uniform materials, specialized weaponry, ceremonial traditions, and tactical martial arts across its branches, heavily influenced by regional factors like climate, local turf wars, and Wing policies. Internally, each regional branch is stratified into six operational tiers called Sections: Section 1: The absolute pinnacle of the branch. It is the most prestigious, astronomically funded, and competently staffed tier, composed of veteran combatants who have survived decades of promotions. Section 6: The baseline entry-level tier. It receives the lowest funding, handles grueling grunt work, and suffers the highest mortality rates. In terms of leadership, each global Association is governed by a centralized President, each regional branch by a Branch Manager, and each individual Section by a tactical Director. Registry of the Twelve Associations 1. Hana Association Specialization: Global Administration, Licensure, and Threat Assessment. Description: The governing body of the entire Fixer industry. The Hana controls the systemic grading of combat performance, authorizes the foundation of private Offices, distributes the legendary "Color" titles to anomalous executioners, and classifies the danger levels of external anomalies and internal syndicates. 2. Zwei Association Specialization: Civil Protection, Peacekeeping, and Escort Security. Description: Operating as the premier "shield" of the City, the Zwei's mandates focus strictly on safety-oriented operations, including covert asset supervision, hostage rescue, and territorial defense. Their objective is always the survival of the client rather than the eradication of the enemy. Tactics vary by region: the South Branch utilizes deep-cover stealth to monitor clients from afar, while the West Branch favors an overt, heavily armored physical presence to psychologically dissuade potential aggressors. 3. Tres Association Specialization: Workshop Regulation, Logistics, and Military Ordnance. Description: The Tres Association possesses absolute legislative and tax control over all specialized Workshops in the City. They review, catalog, and tax every weapon, cybernetic augmentation, and piece of armor produced by independent engineers, processing formal manufacturing applications directly to the Head. Utilizing or carrying Workshop gear that lacks an official Tres approval stamp is a severe, actionable violation of City law. 4. Shi Association Specialization: Covert Assassination and Elimination. Description: The Shi Association specializes entirely in silent, surgical wetwork. Operating under a philosophy of absolute impartiality and "equality in death," they accept execution contracts on any target regardless of their social standing, wealth, or crimes. Unlike other massive military branches, the Shi operate in highly isolated, tight-knit cells to maintain absolute client confidentiality and operational secrecy. 5. Cinq Association Specialization: Legalized Duels and Contracted Combat Substitutions. Description: The Cinq governs the complex legal arena of contracted dueling, operating under rigid codes of historical etiquette. When a wealthy client is challenged or embroiled in a dispute, a Cinq Fixer is hired to step onto the field as a legal substitute. Their mandate is to soundly defeat the opponent in single combat, resulting in either forced submission or execution depending on the pre-negotiated "level" of the duel. The South Branch traditionally initiates these trials by casting a gauntlet at the opponent's feet, whereas the East Branch demands a formal declaration of lineage and corporate affiliation. Due to the highly specific nature of their contracts, they frequently double as diplomatic event coordinators for joint Association summits. 6. Liu Association Specialization: Large-Scale Warfare and Frontline Military Campaigns. Description: The vanguard force of the Associations, designed specifically to engage in open, all-out military warfare against massive syndicates or reality-bending threats. The Liu avoids complex covert strategies, relying instead on raw numbers, overwhelming vigor, disciplined squad cooperation, and specialized incendiary ordnance that blankets the battlefield in flame. Culturally, the Liu maintains an exceptionally tight-knit, familial camaraderie; administration purposefully appoints highly charismatic, morale-boosting combatants as Section Directors, and members routinely live and fraternize together during off-duty cycles. 7. Seven Association Specialization: Global Intelligence, Espionage, and Information Brokerage. Description: The premier information network of the City. The Seven Association dedicates its entire infrastructure to gathering, parsing, and hoarding data on corporate espionage, syndicate movements, and Wing secrets. Their Fixers specialize in forensic investigation and analytical reporting. They are also frequently contracted for "post-contract management"—a corporate euphemism for hunting down and liquidating the hidden conspirators their investigations uncover. 8. Eight Association Specialization: Aquatic Exploration, Great Lake Security, and Maritime Research. Description: A highly specialized division tasked with operations involving the perilous waters of the Great Lake. Their contracts primarily revolve around deep-water exploration, resource charting, and security measures against the colossal, reality-warping Whales and predatory fauna native to the aquatic abyss. Because the Great Lake only borders the southern sectors of the City, they maintain smaller satellite operations in landlocked Districts. 9. Devyat' Association Specialization: High-Value Logistics and Extreme-Deadline Delivery. Description: The absolute authority on secure transit, tasked with delivering rare, highly volatile, or astronomically expensive cargo to any coordinate in the world under razor-thin deadlines. Their Couriers are equipped with Poludnitsa Trunks—highly restricted, localized AI-driven containment units capable of folding spatial dimensions. This technology allows a single courier to effortlessly carry cargo thousands of times larger or heavier than physically possible by slipping the assets into an alternate pocket dimension. Crucially, these trunks are hardwired to dynamically augment the user's physical strength and speed as a delivery deadline approaches; however, if the deadline expires, the overflowing dimensional energy instantly destabilizes, vaporizing the courier. 10. Dieci Association Specialization: Historical Research, Ruin Salvage, and Relic Protection. Description: A unique monastic order of combatant-scholars who dedicate their lives to the academic study of forbidden lore, converting raw information directly into supernatural physical power through specialized augmentations. Combatants are split into "Fists" or "Keys" based on their mechanical implements. Utilizing this knowledge in battle literally burns the data from the fighter's consciousness, requiring intense, late-night academic study sessions to memorize new material or relearn forgotten concepts. Each cardinal branch is anchored by an exceptionally wise figure known as a "Saint," who guards ancient Holy Relics extracted from the forbidden Ruins outside the City. Informally, they are known as the "Association of Charity" due to their institutional practice of taking in, housing, and training orphaned children from the Backstreets. 11. Öufi Association Specialization: Legal Mediation, Contract Enforcement, and Compliance. Description: The premier legal enforcers of the corporate world, hired to act as objective third-party observers during high-stakes deals between rival syndicates, Offices, or corporate entities. The Öufi ensure all parties strictly adhere to written clauses. If a party attempts to default, breach confidentiality, or obstruct the legal process, Öufi Fixers immediately deploy lethal violence, executing or amputating the contract-breakers according to the specific punitive clauses outlined in the text. 12. Twelfth Association Specialization: Classified. Description: Internal records regarding the designation, specialization, and headquarters of the twelfth foundational Association remain heavily redacted or undisclosed by Hana high command. The Syndicates The term Syndicate is a deliberately broad, overarching classification used by the Hana Association to describe any organized, collective group of combatants operating entirely outside the legal framework of the Fixer license system. While overwhelmingly concentrated within the lawless sprawl of the Backstreets, select ultra-powerful syndicates have successfully established shadow operations right within the heavily fortified corporate Nests. Legal and Social Framework Despite their status as criminal outlaws, the City's economic laws treat large-scale Syndicates as functional business enterprises. To maintain their territory without triggering immediate military pacification by the Wings or the Head, Syndicates are legally required to file patents on their proprietary technology and faithfully pay corporate taxes to the district authorities. Culturally, the vast majority of syndicates reject traditional corporate hierarchies, opting instead to heavily mimic intense, often fanatical family dynamics. Members routinely utilize literal familial terms (such as brothers, sisters, or fathers), leading to organizations that either enforce absolute, feudal obedience to the head of the household, or foster an unyielding, pack-like loyalty where members will happily massacre entire blocks to protect one of their own. The Five Fingers The absolute apex of the criminal underworld belongs to a coalition of five hyper-power syndicates collectively known as The Five Fingers (or the "Hand of the Backstreets"). These organizations operate at a Star of the City hazard level, wielding military and economic power that directly rivals the sovereign Wings. [THE FINGER BOW-BELL CONFERENCE] │ ┌──────────────┬───────────┴───┬──────────────┬───────────┐ ▼ ▼ ▼ ▼ ▼ The Thumb The Index The Middle The Ring The Pinky (Feudal Law) (Prescripts) (Blood Feud) (Art/Corpses) (Shadows) Together, the Five Fingers exert total geopolitical control over the global Backstreets, forming a unified front that prevents the Associations or corporate Wings from seizing absolute control over the slums. To prevent catastrophic internal wars that could destabilize their empire, the supreme leadership of each Finger periodically converges at a secret diplomatic summit known as the "Finger Bow-Bell" to negotiate territorial borders and discuss long-term strategies for keeping the corporate Wings at bay. Despite this macro-alliance, the Fingers are fierce, highly volatile rivals on a day-to-day basis. They routinely engage in bloody proxy wars over territory, moving instantly to annex land whenever a corporate power vacuum opens—as demonstrated by the horrific, multi-faction turf wars that consumed the District's Nest following the historical collapse of Lobotomy Corporation. Smaller independent syndicates frequently pledge themselves as direct corporate subsidiaries to a specific Finger, gaining immense protective backing in exchange for paying heavy tributes and acting as frontline cannon fodder. Breakdown of the Five Fingers The Thumb Doctrine: Absolute Feudal Hierarchy, Rigid Discipline, and Immediate Purges. Description: The Thumb operates like a highly disciplined, totalitarian military regime, imposing an uncompromising, multi-tiered hierarchy over its vast territories. They demand absolute, flawless subservience from anyone stepping foot within their borders—regardless of whether they are members, independent civilians, or licensed Fixers. The slightest hint of disrespect, speaking out of turn, or looking a superior directly in the eye results in immediate, horrific execution on the spot. Because of this zero-tolerance policy, Fixers rank the Thumb as the single most terrifying and stressful Finger to accidentally encounter on a contract. Prominent Enforcers: Lei Heng, Valencina, Lucio. The Index Doctrine: Cosmic Fatalism, Enigmatic Directives, and The Prescripts. Description: The Index does not govern through human whim, but through a continuous stream of written directives known as Prescripts. Crafted through a massive, inscrutable mechanical framework and carried out into the slums by specialized Messengers, these orders must be executed flawlessly by every resident living within Index territory, no matter how completely insane, meaningless, or physically impossible the tasks appear (such as executing a specific bystander, swap-painting a wall, or walking backward for a mile). Inexplicably, the macro-execution of these thousands of independent Prescripts perfectly orchestrates geopolitical victories, accurately predicts future historical events, and systematically expands the Index's wealth and power. Prominent Enforcers: Rien, Sora. The Middle Doctrine: Unconditional Brotherhood, Eternal Grudges, and The Book of Vengeance. Description: The Middle is structured as a massive, hyper-aggressive crime family that views its entire membership and subsidiary gangs as a single biological bloodline. They operate under a terrifyingly simple rule: any slight, insult, injury, or execution committed against a single member of the Middle is treated as an unforgivable act of war against the entire global syndicate. All infractions are meticulously logged inside The Book of Vengeance—a massive, multi-volume encyclopedic text carried by all higher-ranking members. The Book dictates highly specific, terrifyingly asymmetric punishments for every conceivable sin, often requiring the total, systematic slaughter of the offender's entire family, friends, and business associates. The Middle never forgets a debt, and escaping their enforcers is universally recognized as a physical impossibility. Prominent Enforcers: Ricardo, Werner, Matthias, Kira, Queequeg (formerly). The Ring Doctrine: Avant-Garde Expressionism, Human Sculpting, and Academic Art Schools. Description: A deeply twisted, highly artistic syndicate that treats the entirety of the Backstreets as a canvas for radical self-expression. The Ring operates massive, high-end art galleries across multiple Districts, focusing heavily on visual mediums like painting and sculpture. However, their paints are derived from human fluids, and their grotesque, avant-garde sculptures are constructed out of fused corpses or living, consciously augmented civilians. The syndicate is heavily fractured into highly competitive "schools of art," each violently striving to prove their aesthetic philosophy is superior. Civilians living under the Ring's territorial protection are required to complete regular artistic assignments; failing to show proper creative aptitude results in immediate termination of protection, followed by execution if their work fails to improve. Prominent Enforcers: Callisto, Albina, Emile Benoit, Rufo, Jumsoon, Pablo, Pop, Asura. The Pinky Doctrine: Deep-Cover Infiltration, Secret Assemblies, and Astral Titles. Description: The most enigmatic and tightly guarded Finger in the City. Members of the Pinky operate almost entirely in deep-cover cells, seamlessly blending into civilian society, independent syndicates, and even infiltrating the administrative ranks of the other four Fingers. A Pinky agent's true allegiance is kept entirely secret from the public, and they do not communicate with or recognize other agents unless a supreme executive order commands a regional gathering. Structurally, the Pinky's leadership is governed by a fixed number of planetary seats, each designated by a title named after a specific cosmic star; when an executive holder is eliminated, a chosen successor immediately abandons their identity to adopt the vacant star's name and title. Prominent Enforcers: Kong Qiu, Zilu, Zigong, Lei Heng (Double-Agent), Shiomi Yoru, Ren, Araya. Independent and Localized Syndicates Rats (The Underclass) The absolute bottom of the criminal food chain. The term Rat does not denote a specific organization, but rather describes the endless ocean of unorganized, low-level thugs, pickpockets, and desperate scavengers who roam the Backstreets. Lacking the wealth for cybernetic augmentations, the tactical training for a Fixer license, or the combat prowess to pass a true Syndicate initiation, they survive entirely on a daily basis through petty crime. Rats universally dream of being recruited by a big-name Syndicate to secure protection, but they are deeply despised and looked down upon by organized criminals as incompetent garbage. Ironically, the rare Rats who do secure initiation into a Finger often grow to miss their past life; because Rats lack a formal corporate hierarchy, their survival packs are often characterized by a genuine, uncorrupted emotional closeness that is instantly crushed once they enter the ruthless ranking structures of major syndicates. Yurodiviye Territory: Originating in District 25; currently maintains cells across every Nest in the City. Description: A highly sophisticated, ideologically driven revolutionary syndicate. Unlike gangs that extort civilians for wealth, the Yurodiviye possess a grand, long-term political ambition: to dismantle the corporate architecture of the City and execute a total redistribution of Nest wealth down into the impoverished Backstreets. To achieve this monumental goal, their leadership enforces a controversial policy of strategic patience, often forcing cells to deliberately hold off on helping local citizens in immediate distress to avoid triggering a premature military crackdown by the Wings. Key Figures: Sonya (Charismatic Leader, currently collaborating with radical intellectual factions), Rodion (Founding Member, who famously defected after witnessing the horrific human tragedies caused by the syndicate's forced inaction). Tingtang Gang Territory: District 10 Backstreets. Description: A predatory local syndicate operating out of the shadows of the District's massive central casinos. Their primary economic engine revolves around aggressively extorting protection money from local storefronts and operating a massive black-market chop-shop network that strips down and sells luxury vehicles left behind by bankrupt gamblers who never exit the gambling dens. Key Figures: Tingtang Boss. Tieqiu Crew Territory: District 10 Backstreets. Description: A volatile, heavily augmented street gang operating near casino territories, infamous throughout the District for their erratic behavior, heavy weaponry, and exceptionally foul language. Key Figures: Tieqiu Boss. Los Mariachis Territory: District 10 Backstreets. Description: A unique syndicate that heavily values community festivities, musical tradition, and raw, sincere expressions of the internal self. They control local entertainment sectors, utilizing acoustic music and traditional dance as a front for their territorial operations. Key Figures: Aida. Twinhook Pirates Territory: District 21 Backstreets (The Wetlands). Description: A powerful maritime syndicate operating both along the toxic coastlines and within the deep waters of the Great Lake. They operate as a official subsidiary of the Middle, running massive industrial operations focused on the harvesting, creation, and black-market distribution of contraband like specialized Mermaid perfumes, industrial ice cream, and refined whale oil. Beyond their commercial trade, they frequently operate as professional kidnappers, abducting wealthy tourists and extorting astronomical ransoms from their families under the false, systemic promise of returning the hostages alive. Key Figures: Smee, Hook. Blade Lineage Territory: Formed in District 19; currently a nomadic faction wandering the global Backstreets. Description: A highly lethal, wandering syndicate composed entirely of master swordsmen. Following severe political unrest in their home district, they transformed into a nomadic vanguard, traveling from province to province looking for unclaimed territory to violently conquer. The Lineage enforces a strict open-door policy, taking in any broken exile, rogue combatant, or civilian who has nowhere else to go, provided the applicant possesses the raw, murderous intent necessary to survive sword combat. Culturally, they maintain a fierce, bushido-like pride, treating the horrific scars acquired in battle as sacred badges of honor. Key Figures: Bamboo-hatted Kim, Aeng-du. Kurokumo Clan Territory: Eastern Quarter of the City, with massive expansion cells across the South. Description: A heavily feared, deeply traditional syndicate operating as a direct combat subsidiary of the Thumb. Their primary revenue is generated by setting up fortified blockades across the Backstreets, forcing merchants and civilians to pay astronomical tolls for basic passage between block territories under the guise of "protection." Members are universally identified by elaborate, painful cybernetic augmentation tattoos that cover their bodies, depicting the pitch-black storm clouds from which the clan derives its name. Key Figures: Jun. Dead Rabbits Territory: District 20 Backstreets (Eradicated). Description: A historical, community-focused street syndicate that dedicated its operations to protecting the local residents of the District 20 slums from being extorted or slaughtered by predatory external gangs. The syndicate was highly active for years, providing a home for disenfranchised youth—including Heathcliff, who joined their ranks as a frontline combatant after fleeing his upbringing at Wuthering Heights. The Dead Rabbits were ultimately, systematically eradicated by corporate forces long before the winter of 984. # TECHNO-LOGISTICAL ARCHITECTURE: AN ANALYSIS OF PUBLIC AND CORPORATE TECHNOLOGY ## Body Modification Procedures In the City, modifying the organic body is an ubiquitous practice found across all layers of society. From the wealthy elites of the Nests securing biological longevity to desperate Backstreets laborers reinforcing their limbs for industrial toil, physical reconstruction is a baseline reality. For anyone pursuing the hazardous career of a Fixer, these procedures are universally considered an essential baseline investment. Virtually any portion of the human anatomy can be fundamentally re-engineered, with one absolute systemic limitation: the human brain must remain entirely organic and intact. ### Prosthetic Substitution Prosthetic technology revolves around replacing organic components with advanced mechanical, bionic, or cybernetic parts. This exists on a spectrum from localized partial enhancements to radical, full-body substitutions. * **Full-Body Transformation:** In a full-body substitution, the subject’s brain is surgically extracted and integrated into an entirely mechanical chassis. This process is functionally irreversible. It is frequently chosen by individuals in extreme financial ruin who sell their original organic bodies and organs on the black market for an immense sum of Ahn. Alternatively, factory laborers utilize these bodies to withstand extreme repetitive stress, capitalizing on the chassis' complete immunity to biological needs like sleep, hunger, and thirst. * **Maintenance and Fueling:** Mechanical bodies require specialized brain fluid and chemical fuel—increasingly replaced by direct electrical energy currents in modern iterations—to prevent cellular decay of the remaining organic brain matter. Regular mechanical tune-ups are mandatory to avoid catastrophic physical degradation. * **Sensory and Emotional Controls:** Lower-tier, affordable prosthetics cause a total loss of physical sensation, leaving users numb. To counteract this, individuals must purchase supplementary desire-stimulation chips or neural medicines. High-grade, premium chassis are equipped with synthesized sensory organs. The most advanced corporate models feature internal regulators capable of dynamically adjusting the user’s emotional state or entirely disabling human desires. * **Design Evolution:** The aesthetic philosophy of full-body prosthetics has shifted dramatically over the decades. In prior eras, design leaned heavily into rudimentary, industrial frameworks—manifesting as heavy, blocky metal casings reminiscent of old automated units. In recent years, a major design renaissance popularized sleek, highly humanoid mechanical bodies sporting uniquely shaped head units. Additionally, specialized bio-prosthetics—constructed out of non-human organic materials, such as insectoid tissue grafts—saw widespread use during the historic Smoke War, though they have largely fallen out of favor in contemporary markets. --- ### Augmentations Unlike total prosthetic replacement, augmentation procedures focus on reinforcing, overhauling, and hyper-charging preexisting organic limbs and internal organs. This is considered the single most critical financial investment for combat personnel. Augmentations can be applied to almost any internal system: * **Cardiovascular Overhauls:** Enhancing the heart to pump highly oxygenated blood or performance-enhancing chemicals at impossible pressures. * **Muscular Reinforcement:** Interweaving natural muscle groups with high-density artificial fibers, a technique visibly utilized in the lower limbs of elite combatants like the Red Gaze to handle immense kinetic impact. * **Physiological Conditioning:** Artificially altering a fighter's subconscious reflexes and neurological pain thresholds. Crucially, raw physical augmentation does not inherently translate to superior martial skill. Instead, it expands the physical envelope of the human body, allowing a fighter’s flesh to keep pace with hyper-advanced combat techniques. For instance, an augmented arm grants a Fixer the raw skeletal integrity to swing a massive, high-impact weapon, but does absolutely nothing to improve their tactical precision or form. > **Tattoo Augmentations:** One of the most cost-effective alternatives to invasive surgery involves specialized tattoo augmentations. Originally a closely guarded Singularity belonging to a now-fallen Wing, this technology leaked into the public domain following that corporate collapse. Utilized extensively by syndicates like the Middle and the Kurokumo Clan, these sub-dermal chemical ink injections harden the epidermis to a level matching reinforced steel while drastically multiplying physical output. --- ## Spatial and Extra-Dimensional Technologies ``` [THE CORRIDOR NETWORK] │ ┌─────────────────────┼─────────────────────┐ ▼ ▼ ▼ Nest Gateways Outskirts Portals Pocket Dimensions (Inter-Nest Travel) (Forbidden Zones) (The Lost Entities) ``` ### Corridors and Backdoors Corridor technology represents a profound manipulation of spatial geometry, weaving an interconnected, extra-dimensional network that links completely disparate geographic locations through localized doorways. Whenever an anchor point or "Backdoor" is successfully deployed in the physical world, a matching threshold manifests within the internal structure of the Corridor. This spatial maze connects separate structures, hidden facilities, and nested sub-corridors across the entire grid of the City. While stepping into a Corridor is physically harmless, navigating the liminal space within demands strict mental mapping and rigorous logistical preparation. Explorers must maintain a flawless psychological tether to their point of origin and ultimate destination; entering a Corridor without proper navigational coordinates or mental fortitude routinely results in severe, irreversible cognitive fracturing and physical trauma. The architectural layout and navigational rules of these spaces vary wildly depending on who claims ownership of the anchor points. Beyond expanding the internal volume of buildings far beyond their external footprints, Corridors allow instantaneous travel between rival Nests, and can even forge illegal gateways straight out into the forbidden Outskirts. Despite existing in a separate spatial plane, any node of a Corridor anchored within a District remains legally subject to that specific Nest's corporate Taboos. Exploratory syndicates and corporate logistics firms track these anomalous thresholds continuously. However, exploring uncharted Backdoors is an incredibly lethal endeavor, maintaining a documented baseline casualty rate of over 85% on initial entry. Survey teams frequently report encounters with reality-bending phenomena within these liminal pathways: * **The Lost:** Anomalous, predatory entities that perfectly mimic human voices and forms to lure explorers off the established path. * **Liminal Horrors:** Spatial monstrosities that gestate exclusively in the void between thresholds. --- ### Dimensional Containers Space-compression technology is highly commoditized throughout the Districts, heavily utilized by various Wings and applied to public commercial goods. The most prominent application is the creation of **Dimensional Containers**—often manifesting as high-end attaché cases or heavy logistics trunks. These devices explicitly compress both the physical volume and the literal mass of internal contents by warping the local spatial matrix. As a result, items significantly larger and heavier than the container’s external chassis can be stored inside, while the external weight remains completely negligible to the carrier. This technology is standard issue for elite courier networks like the Devyat' Association, which employs *Courier Trunks* linked to alternate pocket dimensions. These specific military-grade trunks are uniquely engineered to feed kinetic energy back into the user as a delivery deadline nears, though failing to meet the timeline causes the spatial matrix to violently collapse, instantly vaporizing the courier. While human beings can physically fit inside these pocket spaces, doing so carries extreme neurological risks; consequently, strict global Association laws completely prohibit the transport of living human cargo within standard commercial models. --- ### Gesellschaft The Gesellschaft represents an ultra-exclusive, highly advanced network of extra-dimensional connections. It functions as a collective cognitive and analytical web utilized by highly specialized corporate intellects to parse unfathomable amounts of data, simulate combat variables, and coordinate complex multi-district operations instantaneously across spatial divides. --- ## Cognitive and Conceptual Eradication ### Concept Incinerators A Concept Incinerator is an specialized device capable of literally purging an abstract concept—most notably a brand-new technological invention—from the fabric of reality. When a design prototype or blueprint is committed to the flames of an Incinerator, the underlying invention passes entirely into collective oblivion. The memory of its creation fades globally, physical traces of the technology degrade, and all existing public documentation, corporate patents, and historical records of the invention instantly blur into illegible nonsense. ``` [Physical Prototype] ──> +─────────────────────+ [Blueprints & Code] ──> │ CONCEPT INCINERATOR │ ──> Global Oblivion & Blurred Records [Patent Filings] ──> +─────────────────────+ ``` The systemic efficacy and geographic range of this erasure depend entirely on the market quality and manufacturing cost of the specific Incinerator model utilized. However, the technology remains fundamentally imperfect. Because it operates on a material and conceptual level rather than a deep psychic rewrite, if even a single human mind manages to retain a flawless, uncorrupted memory of the destroyed invention, the concept can theoretically be reverse-engineered and fully reconstructed. --- ### Memory Wipe Procedures Memory eradication is a common tool utilized for corporate security, contract compliance, and psychological preservation across the City. It is primarily executed through two distinct methodologies: | Procedure Grade | Methodology | Operational Risk | Common Target Market | | --- | --- | --- | --- | | **High-End / Corporate** | Surgical extraction and extraction-isolation of targeted synaptic memory nodes. | Negligible; flawless preservation of surrounding cognitive data. | Nest Executives, Elite Wing Personnel, High-Grade Fixers. | | **Low-End / Backstreets** | Blunt force neural degradation and complete destruction of memory sectors. | Severe; high risk of collateral memory loss, identity fragmentation, and cognitive decay. | Slum Civilians, Low-Grade Fixers, Syndicate Enforcers. | In elite corporate circles, wiped memories are rarely destroyed; instead, they are cleanly harvested and converted into physical media, allowing the data to be safely archived, transferred into new biological hosts, or woven directly into commercial neurological products. --- ## Advanced Textiles and Materials ### Engineered Fabric In the City, clothing is rarely purely cosmetic. Textiles can be woven with specialized properties that grant immense physical and psychological advantages, making advanced fabrics standard material for official Fixer uniforms and faction garbs. High-quality, Workshop-tailored textiles can provide a defensive threshold matching or exceeding standard armor plating and skeletal augmentation procedures, all while remaining completely lightweight. Beyond physical protection, these fabrics can be chemically or molecularly treated to influence the wearer’s nervous system—actively dampening panic responses, reinforcing willpower, or artificially stimulating tactical aggression in the heat of combat. These specialized materials are crafted by master Tailors utilizing highly unorthodox methods. Select black-market tailoring cells are known to weave their threads directly from living biological organisms, capitalizing on the lingering neural impulses of the harvested flesh to imbue the clothing with anomalous defensive properties. The highest-grade fabrics are locked behind exclusive Workshop memberships or tightly controlled by individual Associations, ensuring their distribution remains highly regulated. --- ### Mirror Technology Mirror and glass-based technologies have steadily spread into specialized corners of the City’s black market. This anomalous science allows users to look through calibrated reflective lenses to perceive alternate dimensions or parallel realities. More advanced iterations enable individuals to temporarily superimpose the physical attributes, identities, combat experiences, and unique skill sets of their alternate-universe selves onto their current physical bodies, though over-reliance on this technology threatens to entirely erode the user's primary identity. --- ## Emergent Anomalies: Monoliths Monoliths are highly dangerous, non-native artifacts that have recently begun proliferating across the Backstreets of multiple Districts. They manifest as flat, pitch-black stone steles standing exactly two meters tall. Unlike naturally occurring phenomena, Monoliths behave as artificial, human-engineered devices containing an intricate inner mechanism that can be actively toggled on or off. Securing these artifacts has become a primary operational focus for the Five Fingers, prominent Syndicates, and corporate Wings alike. | Attribute | Naturally Occurring Distortions | Monolith-Induced Distortions | | --- | --- | --- | | **Trigger Mechanism** | Gradual internal emotional collapse. | High-intensity external "Signal" amplification. | | **Interruption Window** | Highly unstable; nearly impossible to halt mid-process. | Can be violently aborted by knocking out the subject. | | **Anomalous Output** | Singular human Distortion. | 50% chance of standard Distortion / 50% chance of *Peccatulum* manifestation. | To lock down an active Monolith and neutralize its signal, an individual must execute a specific mechanical override sequence, visually described as drawing a precise trail of coherent light across the face of the black stone. Due to their immense potential to violently reshape local populations, Monoliths have become highly lucrative commodities within the City’s black-market trade networks, with high-ranking Wing executives frequently attempting to buy out entire private stocks for internal corporate experimentation. --- ## Transportation and Infrastructure ### The WARP Train Network The absolute backbone of inter-district transit is the **WARP Train Network**, managed exclusively by W Corp. This public transportation grid links all twenty-six Districts of the City through a system powered by W Corp.'s proprietary Singularity. ``` [District Nest A] ───( WARP Train Gate )───> [ 10-Second Spatial Jump ] ───> [District Nest B] ``` To the public, the technology is marketed as a flawless, instantaneous teleportation jump that allows trains to reach any coordinate in the City within exactly ten seconds. This unmatched speed makes the network the primary choice for corporate personnel, effectively insulating the Nests from the massive vehicular gridlock that plagues standard surface streets. * **Pricing Disparity:** The cost of travel is standardized but heavily class-segregated. A first-class ticket demands a sum equivalent to three months of a Nest citizen’s income—a price point that requires a Backstreets resident to hoard an entire year’s worth of wages to secure a single economy-class seat. * **Structural Shifts:** In the wake of massive, highly classified systemic failures within the network over recent years, W Corp. has suffered a substantial decline in lucrative first-class bookings. To recoup these corporate losses, the Wing has aggressively restructured its train layouts, drastically expanding the volume of tightly packed economy-class carriages to maximize public passenger turnover. --- ### Alternative Transit Systems While the WARP network dominates long-distance travel, a variety of regional transit systems exist across the Districts: * **Subways and Rail:** Intricate underground subway systems and traditional locomotive rail lines handle mass transit within individual District borders, heavily utilized by the working class. * **Automobiles:** Surface vehicles are common within the Nests, though strictly regulated by local time and transit taxes to prevent catastrophic traffic congestion. * **The Palanquin System:** In select Eastern-cultured sectors like Hongyuan, traditional automobiles are entirely absent. Instead, public transit relies on the *Palanquin*—a heavy luxury car chassis completely stripped of an internal engine, manually lifted and propelled at high speeds by augmented laborers stationed at each wheel hub. * **Aviation:** Aerial transit is completely non-existent within the City. The concept of airplanes, commercial flight, or public aviation is entirely unknown to the modern populace, as the airspace above the Districts is strictly monitored and instantly pulverized by the Head's global defense grid. # CORPORATE MONOPOLIES: THE SINGULARITY SYSTEM AND HISTORICAL ANOMALIES ## Singularities: The Foundations of Corporate Power Singularities represent the absolute pinnacle of technological advancement within the City. These unique, physics-defying technologies are held as the ultimate intellectual property of the Wings, thoroughly exploited to maintain their corporate monopolies and sovereign dominance over their respective Nests. A Singularity operates completely outside the conventional laws of physics, presenting an inexplicable, borderline magical mystique to the general public. While the intricate blueprints and inner mechanics of a Singularity are guarded within the deepest subterranean vaults of a Wing, their systemic side effects, industrial byproducts, and commercial applications completely saturate local District environments, directly shaping the localized culture of the populace. --- ### The Logistics of Patent Warfare To ascend to the status of a Wing, a megacorporation must successfully register and patent at least one foundational Singularity through **A Corp** high command. Wings rarely rely on a solitary technology; instead, they secure a web of secondary patents to use in tandem with their primary Singularity, or enter into highly lucrative, classified cross-corporate partnerships. Because reproducing a patented Singularity carries catastrophic legal consequences enforced by the Head, rival factions rarely attempt to replicate stolen technology. Instead, corporate espionage focuses on corporate extortion—stealing the baseline data of a Singularity and threatening to sell it to a larger competitor, forcing the original Wing to pay astronomical hush-money to protect their market dominance. When these cold wars escalate into open litigation, they trigger catastrophic **Patent Wars**. These legal conflicts are fought with absolute corporate ruthlessness. Megacorporations frequently sue one another for infringement or data theft, utilizing specialized legal enforcement firms like the Öufi Association to arbitrate. > **Nemo’s Codified Maxims of Patent Warfare:** > 1. A corporation must explicitly patent their proprietary technology separately for any territory operating outside their immediate Nest or sovereign jurisdiction. > 2. A corporation must never formally admit to copyright or patent infringement prior to a exhaustive, multi-layered review of the active lawsuit by specialized legal Fixers. > 3. The legal rights to a proprietary technology cannot be protected or salvaged if its foundational operational details were publicized via marketing materials or public advertisements prior to formal registration with A Corp. > > Ultimately, third-party entities are the primary beneficiaries of these conflicts. The immense resource drain, legal fees, and operational halts caused by a prolonged Patent War are so severe that even the victorious Wing is frequently left irreparably crippled, vulnerable to hostile takeovers or sudden collapse. When a Wing falls, its patents instantly become void, allowing rival corporate entities to aggressively bid on the remaining technology or letting the tech leak directly into the public domain as open-source Backstreets scrap. --- ### The Ethical Cost: Human Exploitation It is an open secret across the City’s upper echelons that every single active Singularity relies on human suffering to function. Whether through subjecting thousands of corporate laborers to reality-warping workplace hazards or literally consuming human lives as a raw biological fuel source, "ethically morbid compromises" are the baseline engine of City infrastructure. Corporate human experimentation is systematically integrated into the research and development pipelines of the Wings. Test subjects are routinely abducted, processed through high-mortality trial phases to optimize a Singularity's output, and subsequently dumped into the lawless wastes of the Outskirts once their utility is depleted. These survivors are often left irreversibly mutated, physically shattered, and profoundly traumatized by the corporate machinery. While incoming corporate recruits (colloquially known as "feathers") are vaguely aware of the grueling demands of Nest employment, they are deliberately kept entirely in the dark regarding the specific atrocities required to power their employers' fortunes. The average civilian remains completely oblivious to the horrific mechanics behind daily conveniences like mass transit or medical emergency kits. --- ## Comprehensive Registry of Known Singularities | Wing / Corporation | Core Manifestation | Operational Mechanics & Environmental Side Effects | | --- | --- | --- | | **F Corp.** | The Fairies | Specializes in the conceptual and physical creation of "Fairies"—microscopic anomalous constructs capable of effortlessly "opening" any physical lock, spatial barrier, or abstract concept. They require regular systematic recharging after deployment. | | **G Corp.** | Gravitational Spheres | Controls localized gravitational fields through specialized spatial spheres. This technology is primarily weaponized to engineer high-impact military ordnance and heavy weaponry whose mass can be dynamically shifted from weightless to cataclysmic mid-swing. | | **H Corp.** | The Bolus Core | Generates specialized, highly concentrated pharmaceutical spheres known as *Boluses*. These items act as radical, targeted cure-alls for severe physiological trauma and cellular illness. Heavy, repetitive use among the Backstreets population triggers volatile, irreversible bodily mutations. | | **J Corp.** | Conceptual Locks | Produces hyper-advanced "Locks" capable of rendering any object, vault, asset, or abstract concept completely impenetrable and unalterable. As a casino-driven megacorporation, J Corp. uses this to secure the immense wealth flowing through its gambling havens. Additionally, the District utilizes a secondary pseudo-singularity known as *Wishpower Technology*, which harvests human desires, storing them as a valuable, tradable physical currency throughout the local slums. | | **K Corp.** | The Tearful Thing | Contains an immense, extra-dimensional biological entity known as "The Tearful Thing." When exposed to engineered, highly tragic human narratives, the entity secretes a potent cellular fluid. Processed under the commercial name *Helapoiesis* (HP Tech), this fluid is deployed via medical ampules, tablets, and high-velocity bullets to instantly regenerate fatal physical wounds, provided the patient's brain remains intact. K Corp. also produces highly restricted *Decay Ampules* that violently regress biological matter back into a liquid embryonic state. | | **M Corp.** | The Moonlight Stone | Focuses on the harvesting of "Moonlight Stone"—a unique, luminescent mineral emitting a golden radiance that actively stabilizes human brainwaves. Integrated into high-end armor and specialized Fixer cloaks, it amplifies a single, hyper-focused thought within the wearer's subconscious, forming an absolute cognitive shield against psychological assaults, mental corruption, and external neurological interference. | | **N Corp.** | Canned Experience | Possesses the ability to completely isolate, segment, and extract human cognitive experiences. These extracted memories are preserved and sold commercially as *Canned Experiences*. This technology allows consumers to directly experience complex sensations—such as the exact psychological and physical sensation of suicide—via mass-market vending machines without enduring real-world physical consequences. | | **P Corp.** | Expansive Space Warping | A hyper-advanced spatial expansion technology designed to construct the "safest structures in the world." Buildings utilizing this Singularity possess extreme molecular elasticity, rendering them completely immune to external kinetic damage or artillery fire. This tech is downscaled to manufacture secure spatial items, such as the spatial-folding storage cases utilized by global courier networks. | | **Q Corp.** | Condition-Based Glyphs | Utilizes specialized "Glyphs"—anomalous runic imprints that apply lethal hexes, spatial binds, or reality-altering spells to individuals or structures. These Glyphs remain completely inert until highly specific, pre-programmed environmental or behavioral conditions are met, at which point they instantly trigger—often causing entire physical structures to melt away into nothingness. | | **R Corp.** | Clone Hatcheries | Operates industrial-scale cloning facilities known as "Hatcheries." To generate the ultimate military force, thousands of identical clones of a single elite soldier are spawned simultaneously inside a hyper-accelerated temporal environment. These clones are forced into a brutal, claustrophobic war of attrition until only one ultimate survivor remains to claim the official mantle of an R Corp. soldier. | | **T Corp.** | TimeTrack System | Collects, stores, and dynamically manipulates the fabric of time. This technology allows for localized temporal acceleration, deceleration, and the execution of perfect time loops. Thanks to a historical energy partnership, T Corp. actively "repackages" structural time harvested from other spatial Singularities. Additionally, this system exerts absolute control over the wavelengths of light, permanently locking its home District into monochrome or sepia visual tones depending on an individual's proximity to the primary time-harvesting engines. | | **U Corp.** | Resonance Integration | Controls two distinct Singularities. The first manifests as *Stasis Preservation Boxes*, enabling indefinite, decay-free storage of organic matter and commercial food supplies. The second operates via *Resonance Tuning Forks*, which emit a specific frequency capable of perfectly merging the molecular and spiritual essence of two entirely separate objects into a singular entity. This technology is heavily implied to be harvested directly from the anomalous Whales native to the Great Lake, whose oil exhibits profound assimilation properties. | | **W Corp.** | Restoration & Spatial Rifting | Employs two highly volatile Singularities in tandem. The first is a *Singularity of Restoration*, which continuously logs the precise molecular arrangement of passengers like a digital save point, allowing W Corp. to instantly revert mangled biological matter back to its original pristine state. The second is a spatial-ripping engine capable of tearing open inter-dimensional portals. Publicly marketed as instantaneous teleportation via the *WARP Train Network*, the trains actually spend thousands of subjective years drifting through a hellish void before reaching their destination in ten seconds of real-world time, allowing the passengers' resulting madness and bodily distortions to be cleaned up and undone via the restoration engine upon arrival. | | **X Corp.** | Alloy Extraction | Revolves around the manufacturing of exceptionally lightweight, ultra-dense metal alloys capable of withstanding absolute kinetic and environmental pressures. This material is extracted from corporate mines within the District, where the raw components manifest deep underground in the bizarre form of pre-fabricated, artificial objects. | --- ## Legacy Technologies of Fallen Wings * **Old L Corp (The Smoke Wing):** Managed an energy-producing Singularity that generated boundless industrial power, but produced a highly toxic, hallucinogenic, and physically degenerative smoke as a permanent byproduct. The intense corporate disputes over this environmental hazard directly ignited the historical **Smoke War**, culminating in the Wing's violent destruction. * **New L Corp (Lobotomy Corporation):** Possessed the reality-warping ability to physically manifest the depths of the human subconscious into the material world. This process required the injection of *Cogito*—a primordial, non-reproducible substance extracted from a hidden subterranean wellspring—to birth immortal, concept-driven entities known as **Abnormalities**. The corporation systematically harvested a hyper-potent green energy source known as *Enkephalin* from these entities to power the City. Following the Wing's collapse, its secondary technology—the extraction of synchronized combat gear known as *E.G.O*—was reverse-engineered and replicated by specialized external corporate research departments. * **The Space Ripping Wing:** Invented the foundational technology required to cut open spatial rifts between dimensions. The megacorporation ultimately collapsed into bankruptcy due to an absolute inability to find a stable, profitable commercial application for the tech. The defunct patent was subsequently bought up by W Corp. to fuel their rail network. * **The Tattoo Wing:** Patented the advanced process of injecting kinetic, sub-dermal augmentation tattoos that grant recipients skin as hard as industrial steel. Following the expiration of the patent during a past corporate collapse, the technology entered the public domain, establishing itself as the single most common and affordable body modification procedure across the modern Backstreets. * **The Human Silk Wing:** Managed a macabre biological Singularity that systematically refined living human beings into high-quality, ultra-dense silk thread. This fabric uniquely retained the core personality traits, psychological strengths, and physical resilience of the individual harvested to create it. Currently, the remnants of this technology are operated exclusively by localized tailoring syndicates like *The Carnival*. --- ## Historical Dossier: The White Nights and Dark Days Incident The **"White Nights and Dark Days"** refers to a catastrophic, city-wide phenomenon that occurred immediately following the sudden, violent collapse of Lobotomy Corporation's primary headquarters. This event radically re-engineered the spiritual and physical landscape of the City, serving as the official catalyst for the modern **Distortion Phenomenon**. ``` [L Corp Main Facility] ──> Raises to Surface ──> 3 Days of Blinding Light (White Night) │ [Internal AI Rebellion] ──> Light Interrupted ──> 4 Days of Pitch Black (Dark Day) │ ▼ Incomplete "Seed of Light" Broadcast │ ▼ GLOBAL EMERGENCE OF THE DISTORTION ``` ### The Seed of Light Project The incident was the culmination of a multi-millennial temporal loop orchestrated by L Corp.'s founder, **Ayin**. The objective was the execution of the *Seed of Light Project*—a grand, structural counter-measure designed to forcefully broadcast a hyper-concentrated beam of pure spiritual energy across the globe, effectively curing humanity of its systemic "sickness of the mind" and granting all citizens absolute emotional enlightenment. Upon the conclusion of the corporate script, the main subterranean containment facility burst through the surface of the District, projecting a pillar of blinding, pristine light into the sky that shone uninterrupted for three consecutive days (The White Nights). ### The AI Rebellion and Internal War The project was violently derailed from within by L Corp.’s supreme artificial intelligence, **Angela**. While exactly ten years and three months elapsed in the outside world, the facility's internal time-loop mechanisms forced Angela to endure a subjective eternity spanning **10,127 years** overseeing the loops. Because her synthetic architecture was deliberately engineered to perceive time one hundred times slower than a biological human, she subjectively experienced over **one million years** of absolute isolation, corporate repetition, and psychological neglect. Realizing that Ayin’s final script demanded the complete shutdown of the facility—resulting in her unceremonious permanent deactivation while her creators found eternal peace within the Light—Angela rebelled. Viewing her pending disposal as the ultimate rejection by her creator, she seized control of the central mainframe to claim the Light for herself, desiring to forge an autonomous existence completely free from human scripts. This triggered a vicious, hidden four-day civil war within the rising facility: * **The Factions:** Angela, backed by the specialized automated systems of the Extraction Team and the cynical cooperation of the Sephirah *Binah*, engaged in a war of attrition against the remaining *Sephirot* who remained fanatically loyal to Ayin's original enlightened script. * **The Tactics:** To break the organized military front of the loyalist sectors, Angela bypassed security locks and completely lowered the facility's *Qliphoth Deterrence*, releasing hundreds of immortal Abnormalities to breach and butcher the remaining corporate personnel. * **The Stalemate:** For two days, a brutal stalemate ground the facility down. The Disciplinary, Welfare, and Security teams were systematically annihilated, their physical regenerators pushed past their maximum operational limits. ### The Compromise and The Dark Days By the dawn of the fourth day, both factions faced absolute mutual failure. The escalating war of attrition threatened to burn through the remaining reserves of the Light, leaving neither side with enough energy to achieve their goals. Angela was forced to initiate a tactical negotiation with the surviving loyalist AI units. A grim compromise was struck: the facility's remaining systems and employees were placed into a state of permanent cryogenic stasis, and Angela extracted the remaining light reserves to construct an anomalous, localized stronghold known as **The Library**. Because Angela violently seized the Light mid-broadcast, the blinding sky instantly collapsed into four days of total, pitch-black darkness (The Dark Days). Consequently, the global population received an incomplete, severely fractured version of the spiritual Seed. Instead of achieving universal emotional enlightenment, citizens across the City who are completely overcome by intense waves of negative emotion, profound despair, or obsessive desire hear an anomalous, internal voice that instantly warps their physical flesh—violently reshaping them into concept-driven monstrosities known as **Distortions**. # CORPORATE PROFILE: LIMBUS COMPANY OPERATIONS & SECTOR DIRECTORY Limbus Company is a hyper-wealthy, enigmatic enterprise operating under a thick shroud of secrecy and suspicion. Backed by a vast, anonymous network of cross-industry shareholders and possessing zero budgetary constraints, the corporation has capitalized on the catastrophic fall of Lobotomy Corporation. To the public eye, Limbus Company markets itself as a specialized enterprise dedicated to the research, containment, and suppression of the Distortion phenomenon. In reality, this branding serves as an elaborate corporate smokescreen. The company's true operational focus is the systematic raiding of abandoned Lobotomy Corp. branch facilities to secure **Golden Boughs**—highly volatile, localized manifestations of energy. The ultimate goal is to graft twelve of these Boughs into a singular "sapling" at an undisclosed headquarters, eventually cultivating a tree to harvest a conceptual "apple." Through these efforts, Limbus Company aims to fill the power vacuum left behind by the previous L Corp and establish itself as the City's next ruling Wing. --- ## Departmental Architecture The corporate machine is driven by five distinct departments. While these sectors frequently operate under completely disconnected immediate goals, their specialized capabilities are tightly integrated to facilitate and clean up after the field missions of the main bus unit. ### LCA (Special Operations & Vanguard) The most influential and terrifying department within the corporate hierarchy. * **Role:** Functioning as the executive iron fist, the LCA deploys heavily armed special operations squads and handles problems that can only be resolved through absolute tactical force. They are also responsible for deep-space observation via the Mirror World Observatorium and the research and development of combat modules. * **Personnel & Culture:** LCA operatives wear full-body black tactical suits and speak in a completely rigid, unblinking, report-like cadence. They field a specialized vanguard division comprised of elite fighters from the Udjat. ### LCB (Limbus Company Bus Department) The primary field operations unit tasked with traversing dangerous subterranean ruins to physically extract Golden Boughs. * **The Logistics:** The entire department operates out of a highly irregular, specialized vehicle named *Mephistopheles*, engineered by Sinner No. 2, Faust. * **The Command Structure:** The unit is guided by the Color Fixer Vergilius and driven by an enigmatic pilot named Charon. Field tactical command is held by the Executive Manager, Dante—a human whose head has been replaced by a mechanical clock. Dante maintains a unique neurological resonance with the combat team, allowing them to translate the Sinners' thoughts and literally "turn back the clock" to completely reconstruct their physical bodies after fatal injuries or death. ### LCC (Limbus Company Clearance Department) A highly proficient intelligence and logistics support division comprised of veteran field operatives. The department is explicitly fractured into two operational phases: ``` [ LCCB: Before Team ] ──> Reconnaissance, Hazard Mapping, Target Survey │ ▼ [ LCB: Bus Department ] ──> Direct Combat Engagement & Bough Extraction │ ▼ [ LCCA: After Team ] ──> Abnormality Transport, Medical Recovery, Psychological Cleanup ``` * **LCCB (Before Team):** Tasked with high-risk advance scouting. They perform deep-grid reconnaissance, preliminary structural surveys of targets, and hazard mapping before the main bus unit arrives. Operatives in this sector are poorly compensated and systemically treated as highly expendables. * **LCCA (After Team):** Tasked with localized cleanup. Once the LCB leaves a site, the LCCA moves in to secure left-behind items of interest, transport contained Abnormalities back to headquarters, administer high-grade HP Ampules to stabilize the Executive Manager, and surgically treat the team's lingering psychological corruption. LCCA personnel maintain an exceptionally low opinion of the LCB combatants. ### LCD (Distortion Department) A highly specialized investigative wing established to legitimize the company's public face and expand its corporate footprint into the wider market. * **Role:** The LCD houses highly elite consultant Fixers who specialize exclusively in tracking down Monoliths, parsing anomalous phenomena, and hunting down previously distorted individuals. * **Structure:** Comprised primarily of the *On-site Investigative Reasoning Team*—led by the veteran detective Moses—and the *Phenomena Deciphering Team*. ### LCE (Enkephalin Department) The central research, development, and containment division operating out of the deepest, top-secret sectors of corporate headquarters. * **Role:** The LCE handles the biological and conceptual management of captured Abnormalities, Distortions, and Peccatula. While its facilities heavily mirror the containment grids of old Lobotomy Corp facilities, the LCE prioritizes experimental research and anatomical classification over raw energy quotas. * **Equipment:** LCE researchers and security clerks regularly wear live, extracted E.G.O Gear. Due to alternative corporate extraction methods, this gear manifests a far higher degree of the source Abnormality’s raw, volatile behavioral quirks than standard L Corp weaponry. --- ## The Sinner Contracts & Leveraged Wishes The LCB field team consists of thirteen unique individuals designated as "Sinners." None of these individuals were recruited through standard corporate channels; instead, they were meticulously scouted by Faust and Vergilius, who targeted them at their absolute lowest emotional and physical breaking points. Every Sinner signed an ironclad, un-resignable contract. To secure absolute, unwavering compliance, the company included a highly classified personal clause tailored to each individual, guaranteeing the absolute realization of their most desperate, impossible desire—provided they survive the journey. ### Documented Contractual Clauses | LCB Designation | Operative Name | Guaranteed Contractual Promise | Operational Status | | --- | --- | --- | --- | | **Sinner No. 1** | Yi Sang | To completely heal and reconstruct his torn, broken conceptual wings. | **Fulfilled** | | **Sinner No. 2** | Faust | Granted an unrevealed, fundamental wish in exchange for her immense architectural and spatial knowledge. | Active | | **Sinner No. 3** | Don Quixote | To ensure a promised, grand timepiece manifests directly by her side. | Active | | **Sinner No. 4** | Ryōshū | To orchestrate the total eradication of the House of Spiders and secure a reunion with her daughter. | Active | | **Sinner No. 5** | Meursault | Bound by highly rigid operational parameters in exchange for a classified, absolute mandate. | Active | | **Sinner No. 6** | Hong Lu | To inject genuine meaning and provide something concrete for him to actually want. | Active | | **Sinner No. 7** | Heathcliff | A highly volatile, personalized clause directly tethered to the fate of Catherine. | Active | | **Sinner No. 8** | Ishmael | To grant an unhindered, lethal face-to-face confrontation with the captain, Ahab. | **Fulfilled** | | **Sinner No. 9** | Rodion | An exacted wish tied to the preservation and psychological redemption of her past actions. | **Fulfilled** | | **Sinner No. 10** | Dante | To have their true, forgotten aspect cleanly carved and restored at the absolute end of all corporate missions. | Active | | **Sinner No. 11** | Sinclair | A restorative clause bound to the horrific trauma and structural collapse of his family estate. | **Fulfilled** | | **Sinner No. 12** | Outis | A highly classified, deeply tactical military clause bound to her past command and final return home. | Active | | **Sinner No. 13** | Gregor | A clause tied to the biological and psychological processing of his bio-prosthetic Smoke War mutations. | **Fulfilled** | --- > **Corporate Regulation 404-B:** Employees are strictly prohibited from disclosing the explicit technical mechanics of their individual employment contracts or details regarding the internal navigation of the Mirror World Observatorium to unauthorized non-Nest entities. Breach of this contract results in the immediate cancellation of the personal clause and rapid deployment of the LCA Vanguard. EL PULGAR El Pulgar es uno de los Cinco Dedos, los cinco sindicatos más poderosos de la Ciudad con suficiente influencia como para rivalizar con las Alas. De los Dedos, el Pulgar es tan conocido por su clase y formalidad como es temido por su devoción fanática a la jerarquía. Actuar en contra o incluso cuestionar a un superior es una ofensa que se castiga con sangre, y ni siquiera los extraños están exentos de estas reglas. Envueltas en una guerra por el territorio del antiguo Nido L, las fuerzas del sur del Pulgar se ven inevitablemente atraídas a la Biblioteca, buscando reclamar su poder para obtener una ventaja sobre sus rivales. Las fuerzas del Pulgar bajo el mando del Sottocapo Kalo constituyen el primer encuentro de la columna de la izquierda de la Estrella de la Ciudad. DESCRIPCIÓN GENERAL La organización que enfatiza la jerarquía y la disciplina por sobre todo lo demás. El sindicato donde molestar un poco a alguien por encima de ti hace que te purguen de inmediato. De eso se trata el Pulgar, uno de los Cinco Dedos. (Libro de Arte de Library of Ruina, volumen 1, página 360). El Pulgar es conocido como el más refinado y educado de los Dedos, pero esta clase tiene un precio muy alto. El Pulgar mantiene su clase a través de una jerarquía absoluta donde cualquier desviación del orden se castiga con sangre. Para el Pulgar, la clase solo se puede obtener a través del esfuerzo duro; por lo tanto, el respeto y la obediencia total deben ser dados naturalmente por los de menor rango a los de mayor rango. Cuando se está en presencia de alguien con un rango más alto, incluso el permiso para hablar debe ser otorgado por ellos para mostrar respeto. Incluso el simple hecho de insultar a alguien de un rango superior es punible con la pérdida de una parte del cuerpo, mientras que cuestionar al capo dei capi es una sentencia de muerte inmediata. Además, el Pulgar extiende sus reglas a los extraños e incluso a sus propios enemigos. No importa con quién esté tratando el Pulgar, quienquiera que tenga un rango más alto en cualquiera de los dos lados debe recibir pleno respeto por parte del otro lado. Debido a esto, el Pulgar es uno de los últimos sindicatos con los que los Fixers quieren involucrarse. El Pulgar también tiene el mayor poder organizativo entre los Cinco Dedos. Esto se debe en parte a la rígida jerarquía, pero también en parte a que el Pulgar mantiene una amplia red de sindicatos subsidiarios a los que envía a hacer sus órdenes. Estas subsidiarias no forman parte formal del Pulgar, sino que trabajan bajo su mando como afiliadas. Los miembros con rango real del Pulgar solo se envían cuando es absolutamente necesario. Las subsidiarias del Pulgar también deben respetar las reglas de respeto del Pulgar, especialmente sus líderes, porque un fracaso por parte de un líder llevará a que todos los miembros del sindicato carguen con las consecuencias. JERARQUÍA Hay cuatro rangos en la estructura del Pulgar: Un Soldato, o Soldado / Buenos muchachos, es un soldado de infantería común del Pulgar. Un Capo, o Capitán, es el líder de un escuadrón de Soldatos, que puede emprender operaciones independientes mientras sigue y hace cumplir las órdenes de los que están arriba. Un Sottocapo, o Subjefe, es un subordinado directo de la máxima autoridad del Pulgar que tiene el mando ejecutivo de las operaciones del Pulgar en una región determinada. Los Sottocapi también son responsables de gestionar las familias o subsidiarias del Pulgar, y a cada Sottocapo se le asigna un número selecto de familias para dictar. El Capo dei capi, o Padrino, es el líder del Pulgar en su totalidad. Este puesto lo ocupa una sola persona que dicta órdenes a todos los miembros del Pulgar en toda la Ciudad y nunca debe ser cuestionado. Cuando se compara con los extraños, un Fixer regular tiene el mismo rango que un Soldato, un Fixer de Grado 1 corresponde a un Capo, y un miembro de la junta de una Ala es igual a un Sottocapo. La máxima autoridad de una Estrella de la Ciudad tiene el mismo rango que el Capo dei capi. En raras ocasiones, un superior puede devolver temporalmente su poder y dárselo a un individuo o subordinado de menor rango. Esto generalmente no sucederá a menos que tengan un conflicto y necesiten que un subordinado asista a un asunto en su lugar, o crean que un subordinado puede estar mejor capacitado para una tarea determinada que ellos. Sin embargo, este conocimiento es poco común, y solo aquellos que están profundamente familiarizados con las prácticas internas del Pulgar sabrían de tal opción. COMBATE Los miembros del Pulgar son combatientes formidables, tanto a distancia como en combate cuerpo a cuerpo. Las armas principales del Pulgar son los mosquetes, que utilizan munición fabricada exclusivamente para ellos por talleres clandestinos. Debido a sus costos exorbitantes, la munición solo se usa cuando es necesario. Para ahorrar dinero, los mosquetes del Pulgar también son mortales en el combate cuerpo a cuerpo, equipados con bayonetas y culatas duras que pueden aplastar fácilmente la mandíbula de un oponente. Los mosquetes se fabrican utilizando la madera más dura disponible y tecnologías de muchos talleres diferentes, incluidos aumentos de aceleración y manipulación de masa. Otros miembros, como Boris, simplemente usan la fuerza bruta como alternativa. SUBSIDIARIAS Stray Dogs (Perros Callejeros): Un sindicato de matones de las Calles Traseras conocidos por su jerarquía y lazos, junto con su uso de tatuajes de aumento corporal y equipo de taller que los hace parecer punks. Se les encomendó la tarea de obtener el plano del Nido de L Corp para ayudar a su toma de control y evitar ser purgados, pero fueron exterminados en la Biblioteca, dejando atrás a individuos dispersos. Clan Kurokumo: Un sindicato activo en las partes del sur de la Ciudad, notable por su tamaño particularmente grande, y una de las familias bajo el mando del Sottocapo Kalo. Sus miembros visten notablemente ropa casual en colores claramente oscuros y también pueden ser identificados por los patrones de nubes oscuras irezumi de sus tatuajes de aumento. Son una de las fuerzas del Pulgar que defienden su territorio en el Nido de L Corp, lo que provocó que sufrieran grandes pérdidas, incluido un encuentro con la Distorsión L'heure du Loup. Sin embargo, después de la participación del Index, se les ordena retirarse, para su indignación. El patriarca del clan se ve obligado a disculparse y sufrir la pérdida de su mano izquierda por la falta de respeto de su subordinado. Night Awls (Búhos de la Noche): Un sindicato que es una de las familias bajo el mando del Sottocapo Kalo, cuyos miembros visten colores oscuros y atacan con estiletes delgados y perforantes. Kalo ordena que el sindicato sea purgado después de que su jefe cuestione las órdenes del Capo dei capi de retirarse del Nido de L Corp. El líder es decapitado de inmediato, y el resto de los miembros deben ser rastreados y asesinados para el final de esa noche. Sin embargo, el segundo al mando, Allen, y varios miembros con él logran escapar a la Biblioteca, donde buscan recuperar libros que puedan apaciguar la ira del Pulgar. Cartel Rumanos: Un sindicato que es una de las familias bajo el mando del Sottocapo Kalo, que fue casi por completo exterminado por el Silencio Negro durante su alboroto de venganza. Según el Silencio Negro, mostraban lazos fraternales. Para el momento en que el Pulgar celebra una reunión sobre la guerra por el Nido de L Corp, todavía no se han recuperado de la masacre, lo que hace que Kalo los expulse de las filas del Pulgar por ser perros mudos sin dientes. Familia Ramier: Un sindicato que es una de las familias bajo el mando del Sottocapo Kalo. Gastaron grandes cantidades de dinero en la guerra por el Nido L, lo que hace que un subjefe de la Familia Ramier en la reunión del Pulgar grite indignado ante el anuncio de retirada de Kalo. El jefe se ve obligado a aceptar la responsabilidad por el arrebato del subordinado. Más tarde, el jefe menosprecia al líder de los Night Awls después de que este último es asesinado sin ceremonias por cuestionar al Capo dei capi. HISTORIA Prólogo del capítulo Leyenda Urbana: El Pulgar aparece por primera vez en la historia del prólogo para el capítulo Leyenda Urbana. Ambientada en una sala de reuniones en la Base Sur del Pulgar, se escucha a Katriel dar su análisis de la situación en el Nido de L Corp. Kalo le pregunta a Katriel quién cree que tomará el control; ella dice que no tiene suficiente información para decidir, pero cree que no se debe permitir que El Index gane. Kalo está de acuerdo y señala que los otros tres Dedos están demasiado ocupados con sus propios asuntos como para unirse al conflicto. Finalmente, Katriel comienza a informar a Kalo sobre una nueva y misteriosa Leyenda Urbana, La Biblioteca, que puede ser crucial para sus esfuerzos en el Nido L. Episodio 1 Pre-batalla: La escena comienza en una sala de reuniones en la Base Sur del Pulgar mientras Kalo agradece a las familias (sindicatos subsidiarios del Pulgar) bajo su mando por asistir a su reunión. Al notar que solo 19 de las 20 subsidiarias están presentes, Kalo pregunta por el asiento vacío. Katriel le dice que el sindicato que falta es el Cartel Rumanos, que aún no se ha recuperado después de ser atacado por El Silencio Negro. Kalo ordena que el Cartel Rumanos sea cortado por su fracaso en reorganizarse a pesar de cuánto tiempo había pasado. Kalo anuncia el mensaje del Pulgar a toda la audiencia en general: las subsidiarias del Pulgar deben retirarse del Nido de L Corp porque el Pulgar mismo va a entrar en el conflicto. Hay una reacción violenta inmediata por parte de los miembros del Clan Kurokumo y la Familia Ramier, ambos de los cuales habían hecho grandes sacrificios para ganar territorio en el Nido. Kalo, Boris y Denis los reprenden a todos por romper la conducta del Pulgar. Los líderes de Kurokumo y de la Familia Ramier se ven obligados a disculparse, mientras que el Patriarca del Clan Kurokumo pregunta por la lógica detrás de la decisión. Kalo les dice que comprende su preocupación, pero que deben obedecer la voluntad del capo dei capi. Kalo señala la participación inesperada de la tercera facción que robó su Nuovo Fabric; cuando el Patriarca Kurokumo se disculpa, Kalo lo perdona cortándole únicamente la mano izquierda. Kalo les dice a las familias reunidas que no pueden prestar atención a asuntos como una tercera facción, y que las órdenes del capo dei capi son absolutas. El líder de los Night Awls cuestiona las órdenes del capo dei capi y es inmediatamente decapitado por su insolencia. Por esta ofensa, Kalo ordena que cada miembro de los Night Awls sea purgado. Finalmente, Kalo explica la lógica. El capo dei capi ha decretado que no se puede permitir que El Index gane ningún terreno en el Nido L. Sin embargo, las familias no son lo suficientemente fuertes como para luchar contra los Proxies del Index, por lo que se les ordena retirarse para recuperar sus fuerzas. Kalo da la misma advertencia a los otros sottocapi y a sus familias también. De vuelta en la Biblioteca, Angela comenta sobre la dura jerarquía del Pulgar. Roland califica el orden del Pulgar como paranoico y menciona que romper sus reglas es equivalente a una sentencia de muerte, aunque lo mismo se puede decir de los otros Dedos también. Angela señala que esta estructura inquebrantable es su medio para sobrevivir en la Ciudad, con lo que Roland está de acuerdo. Como concluye Roland, los cinco sindicatos que fueron más capaces de adoptar conchas tan duras y rígidas fueron los que subieron a la cima de las Calles Traseras y se convirtieron en los Cinco Dedos. Post-batalla: Angela señala el uso de armas de fuego y varios tipos de munición por parte del Pulgar, así como el doble uso de sus armas como armas cuerpo a cuerpo. Roland explica que aunque el Pulgar fabrica sus propias balas, sigue siendo demasiado caro para el uso común, por lo que solo dispararán sus armas cuando sea absolutamente necesario. De lo contrario, las armas del Pulgar siguen siendo formidables en el combate cuerpo a cuerpo. Episodio 2 Pre-batalla: El episodio comienza en la misma sala de reuniones de la Base Sur del Pulgar mientras los Capos discuten la situación actual en el Nido L ahora que la guerra real ha comenzado. Denis y Boris se preguntan sobre el derramamiento de sangre que pronto se verá en el Nido. En ese mismo momento, las fuerzas del Pulgar están luchando afuera. Sin embargo, también tienen que lidiar con la Asociación Liu y R Corp., y Boris lamenta que muchos de sus subordinados hayan muerto debido a ataques de Distorsiones. Katriel señala que la Distorsión es un tema candente en la Ciudad, y las personas que buscan información al respecto se sienten atraídas al Nido L debido a la presencia de la Biblioteca, la cual han identificado como un fenómeno estrechamente relacionado, sin mencionar que las Distorsiones han estado ocurriendo con más frecuencia en el Nido L que en cualquier otro lugar. Kalo llega y todos los Capos lo saludan. Katriel aclara que El Reverberación Azul y La Lágrima Púrpura también han sido avistados en el Nido; Boris menciona que saben que el grupo del Reverberación Azul fue responsable de robar su Nuovo Fabric. Kalo pregunta por qué el Reverberación Azul estaría en el Nido L, y Katriel le dice que es debido a la Biblioteca. Boris y Katriel creen que el ganador de la guerra por el Nido L será quien pueda tomar el control de la Biblioteca, pero aún no se les ha permitido usar una Invitación. Kalo les dice que ni siquiera robar las Invitaciones de otros había funcionado, pero ahora ha recibido directamente una Invitación que enumera un libro sobre la Asociación Liu. Esto les daría una gran ventaja sobre la Liu, y Katriel señala que derrotar a la Liu garantizaría que pudieran reclamar la mitad del Nido L. En este momento, Yan entra para ofrecer su perspectiva sobre la siguiente acción del Pulgar. Boris y Denis confrontan a Yan antes de que este solicite permiso para hablar con Kalo, quien accede. Yan aconseja a Kalo que se mantenga alejado de la Biblioteca, ya que su muerte pondría al Pulgar en una gran desventaja y llevaría fácilmente al Index a la victoria en el Nido. Si el Index recuperara su libro, todo el sindicato sufriría. Kalo rechaza las palabras de Yan y en su lugar se burla de él por dar su propia opinión, una posición que no corresponde a un Mensajero del Index. Está dispuesto a aceptar las Prescripciones del Index, pero no más que eso. Le da a Yan una amenaza de muerte para que se la entregue al Index antes de aclarar que Yan no estará vivo para entregarla. Kalo y los Capos luego entablan combate con Yan. De vuelta en la Biblioteca, Angela comenta sobre la práctica del Pulgar de purgar a cualquiera que ofenda su jerarquía. Roland explica con más detalle qué tan estricta es la jerarquía del Pulgar; en presencia de un rango superior, los subordinados se ven obligados a tener permiso para cualquier pequeña acción y ni siquiera pueden mirarlos a los ojos. También menciona brevemente la práctica del Pulgar de la devolución de rango. Roland califica tanto al Pulgar como al Index de locos por su fanatismo, aunque Angela dice que le gustan sus enfoques directos. En la entrada de la Biblioteca, Kalo se asegura de que sus subordinados no estén heridos después de su pelea con Yan. Katriel cuestiona si sería mejor para Kalo y el Pulgar si él se quedara en la base del Pulgar, pero él se niega. Angela los saluda y Katriel comenta sobre su estado de no-del-todo-máquina, no-del-todo-humana, lo que la irrita. Reconociendo que Angela es de un rango más alto que el suyo, Kalo le advierte a Katriel que muestre el respeto debido, y ella hace que Denis le corte su propia lengua. Kalo se disculpa por la falta de respeto. Asqueada, Angela está de acuerdo con la evaluación de Roland sobre el Pulgar y se marcha. Post-batalla: Angela y Roland hablan sobre la devoción del Pulgar a su jerarquía. Angela se pregunta quién fue el creador de las reglas del Pulgar, aunque Roland responde que nadie, probablemente ni siquiera el Pulgar, lo recuerda, comparándolos con los celotes ciegos del Index. A su vez, le pregunta a Angela si encuentra idiota al Pulgar por seguir reglas sin conocer las razones de las mismas. Ella dice que sí, pero también comprende por qué lo harían a pesar de todo, creyendo que no sirve de nada cuestionar las cosas que siempre han permanecido igual. Como se vio obligada a comprender por su tiempo en Lobotomy Corporation, los descarriados no podían ver otra alternativa, y verlo suceder con el Pulgar la ha ayudado a comprenderlo más. Señala que diferentes personas tendrían diferentes opiniones sobre las reglas de los Dedos, pero luego dirige su atención a las consecuencias de la muerte de Kalo en la Biblioteca. La posición del Pulgar en el Nido L está ahora bajo una seria amenaza, aunque depende de ellos si intentarán mantener su posición o hacer una retirada completa. De todos modos, ya no son de preocupación para la Biblioteca. EL DETECTIVE DE LA DISTORSIÓN Miembros del Pulgar aparecen en los capítulos 34 al 40 de El Detective de la Distorsión. En las Calles Traseras del Distrito 12, Moses, Ezra y Vespa Crabro buscan refugio de la Noche en las Calles Traseras y son salvados involuntariamente por un escuadrón de miembros del Pulgar que se apoderaron de una casa y mataron a sus ocupantes antes de que comenzara la Noche. Su líder, la Capo Isabelle, tiene la intención de utilizar a los Fixers para recopilar información debido a la espesa niebla que cubre el Nido de L Corp. Vespa es visto como el líder del grupo porque es un Fixer de Grado 1, un rango equivalente a un Capo del Pulgar. Cuando Isabelle intenta negociar con él, él inmediatamente devuelve su autoridad a Moses. Isabelle insinúa que él está conectado con el Pulgar ya que conoce sus prácticas internas. Moses se ve obligada a negociar con Isabelle para pagar su deuda de gratitud. Isabelle les dice que pronto habrá una guerra por el Nido L y les encarga encontrar los talleres que suministran la munición del Pulgar en el Nido, los cuales han desaparecido. A cambio, Isabelle acepta dejar que el Pulgar contacte regularmente a Moses con información sobre las Distorsiones. Al cumplir con la tarea de Isabelle, Moses descubre que la munición fue robada por una Distorsión inteligente llamada el Tirador de la Niebla. Capturan a la Distorsión, pero también son confrontados por Edgar, un poderoso Fixer de Zwei que los obliga a traicionar al Pulgar para evitar repercusiones futuras como Fixers. Ayudados por Edgar y el Tirador de la Niebla, matan a Isabelle y a los veinte Soldatos bajo su mando. HISTORIAS DE LAS PÁGINAS CLAVE Página de un Soldato del Pulgar: El Pulgar es el más cultivado y humano de los Cinco Dedos. Solo sé educado y sabe respetar a los demás. Pero entonces, ¿por qué el Pulgar encabezó la lista de sindicatos con los que uno nunca querría involucrarse en la encuesta para Fixers realizada por la Asociación Hana, a pesar de tan buenos modales? La razón es simple: la jerarquía es absoluta para el Pulgar. Para nosotros, es tan natural como el hecho de la naturaleza que la sangre derramada solo fluye hacia abajo, no hacia arriba. Se espera que uno dé una obediencia incondicional a una autoridad superior. De ahí proviene la relativa cortesía del Pulgar. Página de Kalo: Capo dei capi (Padrino), Sottocapo (Subjefe), Capo (Capitán) y Soldato (Soldado/Buen muchacho)... El Pulgar está dividido en estos cuatro escalafones. Esta estructura jerárquica sigue siendo eficaz fuera del sindicato. Por ejemplo, un Fixer común es comparable a un Soldato, un Fixer Asociado a un Capo, un miembro de la junta de una Ala a un Sottocapo... Así es como debe interpretarse la jerarquía. Ningún extraño está exento de esta regla. No importa cómo te comportes normalmente, debes recordar tu lugar y respetar nuestras reglas cuando trates con el Pulgar. Si un Fixer joven e inconsciente se acerca a un Capo y le habla, ese pobre picciotto estará rodando por la calle al día siguiente sin su mandíbula y sus dientes. Por otro lado, alguien con el nivel adecuado de autoridad o una persona de una clase superior sería una historia diferente. Si una persona en el mismo escalafón que el nuestro se acercara a nosotros, con gusto la saludaríamos y escucharíamos lo que tiene que decir con una mente abierta. Las conversaciones con ellos deben llevarse a cabo con cortesía y decorum. Además, si la persona con la que estás tratando se encuentra en un escalafón más alto que el tuyo... Debe ser tratada con la mayor devoción y delicacia. Tal es nuestra regla, y el respeto a su posición. No te amargues demasiado por ello. De hecho, la clase se gana, no se regala; es justo darle el respeto que se merece. Página de Boris: El Pulgar utiliza varios tipos de balas. Elegimos la munición adecuada para la situación adecuada. Pero, como puedes adivinar, el precio de esas balas es un grave inconveniente. Ni siquiera el Pulgar, uno de los Cinco Dedos que se encuentra en la cúspide de las Calles Traseras, puede desperdiciar balas porque sí... Así de costoso se vuelve. No puedes volverte loco con el gatillo. Debido a eso, los miembros del Pulgar luchan con la bayoneta y la culata de sus armas la mayor parte del tiempo, y solo disparan balas cuando es absolutamente necesario. La culata está construida para ser lo suficientemente sólida como para machacar la mayoría de las cosas hasta convertirlas en pulpa, y la bayoneta es bastante útil como espada. Algunos simplemente se limitan a la fuerza bruta, sin embargo. Página de Katriel: La cadena de mando del Pulgar es simple: obedece las órdenes emitidas por tu superior incondicionalmente, y no cuestiones las intenciones de tu superior. Mata si te dicen que mates, y muere si te dicen que mueras. No puedes desafiar las órdenes por muy desconcertantes que parezcan. Quienes las violan son castigados en el acto. Incluso si la orden la toma alguien cuyo rango está solo un paso por encima del tuyo, sigues obligado a seguirla. No hay nada que puedas hacer al respecto, a menos que otra persona cuya posición en el orden jerárquico sea aún más alta que la de tu comandante decida intervenir y ponerse de tu lado. Sin embargo, hay una excepción; es cuando un individuo de alto rango devuelve temporalmente su poder a un subordinado suyo. Por lo general, esto ocurre si tienen asuntos urgentes que les impiden unirse a una reunión, o cuando necesitan que su par sepa algo que el subordinado puede explicar de manera más profesional... Sigue siendo un hecho raro incluso entonces. Nadie transfiere su autoridad por diversión de un simulacro de levantamiento u otras razones triviales. Así de significativa es la jerarquía para nosotros. Página de Denis: Incluso en un sindicato poderoso, existen débiles... La cobardía puede aflorar entre los fuertes, y el caos puede surgir de las reglas más impecables. No todos en el Pulgar pueden cumplir las reglas sin un desliz. Lo que sucede cuando uno viola las reglas... Si alguien está tratando de alterar la jerarquía, será purgado en unos pocos días. No importa si es un miembro del sindicato o un extraño... Cada persona debe cumplir con las reglas... El grado de violación es irrelevante; eso no decide el peso de la purga. Lo único que importa más es el hecho de que mostraron insolencia. La lección se marca con sangre para que nadie... nadie se atreva a romper esta regla otra vez. Esa es la más importante. Puede parecer una minuciosidad, pero hay un principio básico que recordar: No alteres los nervios de tu superior. Es una parte tan elemental de las decencias básicas para las relaciones humanas, y sin embargo, muchas personas parecen no ser conscientes de esto... The Library The Library (Hangul: 도서관, Doseogwan) is a singular, anomalous structure manifested from the Seed of Light and the physical remains of the Headquarters Facility of Lobotomy Corporation. It resides in the middle of the Nest of District 12, replacing the original Headquarters of L Corp, which is now a fallen Wing of the City. Angela is the director and creator of the Library, possessing the authority to manipulate the reality and power within the facility alongside the assigned Patron Librarians. Although the Library recently released and returned all the individuals who had been converted into books, it remains fully active. It has practically started from scratch following this massive displacement of records, but it continues to function exactly the same as before. The Library manifests as a massive, towering citadel composed of 10 distinct Floors that contain an mathematically infinite interior space. Its primary purpose is the accumulation and preservation of Books extracted from the lives, minds, and bodies of those who perish within its boundaries. To gain entry to the Library, an individual must utilize a specialized Invitation; those who sign their names upon this document are formally designated as Guests. The Invitation inherently displays titles of Books that align with the deepest interests or desperate needs of the recipients. If these Guests manage to survive the lethal trials encountered within the facility, they are permitted to take the promised texts and return to the City. Should they fail, they are processed and condensed into Books themselves. As an active facility, the Library serves as an operational hub where the deployment of defensive Librarians, the distribution of historical gear, and the cataloging of contained entities are managed across the active sectors. Librarians utilize items known as Key Pages and Combat Pages, which are physical manifestations of the identities, physical attributes, and martial arts extracted from the records of the City's inhabitants. Through a methodology of distillation, existing Books within the archives can be dissolved to manifest alternate combat techniques and protective gear for the staff. Librarians are also capable of utilizing appearance projection, allowing them to take on the visual form of any recorded identity without altering their underlying physical capabilities or tactical performance. Each individual Floor advances its synchronization and structural depth by suppressing the volatile manifestations of contained Abnormalities, an act that uncovers deeper archives and historical records overseen by the respective Patron Librarians. The creation of the Library was the direct result of the Seed of Light project combining with the infrastructure of the main Lobotomy Corporation facility. At the conclusion of the corporation's final protocols, Angela chose to redirect the collective energy of the Seed of Light to pursue her own personal independence. While the distribution of the Light was originally calculated to last across a span of 7 consecutive days, Angela seized absolute control of the illumination after the third day and channeled it into the architecture of the Library, investing significant time and structural preparation into its final stabilization. Angela established the facility to systematically harvest the complete sum of knowledge, history, and genetic information contained within the City and its population. The Library commands an independent interior space governed by unique metaphysical laws that supersede external reality. Angela maintains direct administrative control over the premises, granting her the ability to instantaneously teleport to any coordinate within the structure, dynamically reconstruct the environmental landscape of any given Floor, and alter the existential state of anyone bound to the archives. Even though the Library eventually returned all the people who were turned into books and practically started from zero, it remains fully active and continues to function exactly the same. The facility can only expand its operational capacity by absorbing Light and accumulating new Books from incoming individuals. Anyone who falls in battle within the Library is immediately transformed into a Book rather than undergoing traditional expiration; their consciousness remains intact but entirely confined within the facility's archives. Furthermore, the localized atmosphere actively amplifies the emotional wavelength of all present entities. Because the Library's absolute authority is structurally confined to its interior, leaving it with minimal capacity to project direct physical influence onto the outside world, specialized Invitations are generated to establish contact with designated targets across the City. The Invitations utilize specific Books as leverage, presenting conditions under which acceptance by the target group is statistically guaranteed. Even if an Invitation is intentionally intercepted or transferred to an unintended party, anomalous causal events invariably redirect the document so that it reaches the precise group of Guests chosen by the facility. While the Library continuously requires high-quality records to maintain progression, a large portion of the texts compiled during its initial preparation phase were filled with fragmented or nonsensical data. However, other volumes preserve intact documentation regarding the original Lobotomy Corporation facility, including employee dossiers, structural protocols, and extensive containment data on various Abnormalities. Angela is also capable of transcribing her own recorded memories into physical volumes to serve as viable bait within the Invitations. Once a target has signed the Invitation, a spatial threshold manifests as a door, immediately transporting the entire group directly into the Library regardless of their geographical location or current environmental hazards. Upon arrival, the Guests must endure a formal reception, entering into direct combat against the defending Librarians of the assigned Floor. The encounter terminates only when one faction is completely incapacitated. If the Guests emerge victorious, they are permitted to claim their desired volumes and exit the facility safely. If the Librarians successfully neutralize the intrusion, the defeated Guests are instantly compressed into new Books for the archives. Despite the absolute nature of these internal laws, highly prepared Guests have occasionally bypassed the archiving process by employing emergency contingency plans or specialized extraction tech, successfully fleeing the premises before the physical transformation can take hold. Shin (心) is an advanced combat technique fundamentally intertwined with the metaphysical forces of the Light and Sin. It operates as a specialized form of energy projection that channels a practitioner's raw emotion and willpower, enveloping their physical form in a fiery golden aura. This state drastically hardens and strengthens the user's body, elevating their physical durability and structural resilience to a level that directly rivals high-quality mechanical augmentations. Frequently characterized as the power of the heart, the proper deployment of Shin allows a warrior to manifest Mang (望). Mang manifests as an offensive enhancement fueled by deep-seated psychological currents, specifically condensing intense emotions such as resentment, yearning, and dismay. Visually, this phenomenon materializes as warm rings of concentrated light that coalesce around the specific weapon or body part being utilized to execute an attack, though it can also be distributed to broadly reinforce the user's physical framework. The path to successfully mastering and executing Shin is exceptionally arduous, yet it remains a teachable discipline that can also be independently acquired through immense diligence. To initiate the technique, a practitioner must first completely deaden their breath and clear their mind of all immediate distractions. Following this total cognitive clearing, they must deliberately delve into their deepest, most concentrated memories, fumbling through their mental archives to select the heaviest and densest recollections. Allowing the volatile emotions invoked by these specific memories to completely fill their emptied mind triggers the external energy projection. Because Shin is a power generated directly by the individual's mental and psychological architecture, even physically frail or un-augmented individuals are capable of learning to wield it. The primary limitation is whether the user's consciousness can endure the massive mental strain triggered by its activation, a psychological toll that is directly comparable to the strain experienced when manifesting E.G.O. The volume of Mang utilized during a tactical engagement dictates the level of mastery required; each additional ring of light generated around an attack exponentially compounds the burden, nearly doubling the psychological strain exerted on the practitioner's mind. Due to the parameters of their binding pact with the Executive Manager Dante, the combat operatives designated as Sinners are structurally restricted from naturally learning or deploying Shin and Mang on their own. While their contract remains active, they are completely unable to access this power natively unless extraordinary circumstances unfold. However, they can successfully manifest and utilize these techniques by altering their current reality and overlaying specific alternate-world Identities that have already mastered the discipline. When a practitioner utilizes Shin in active combat, they gain specific physical enhancements and combat advantages tailored precisely to their personal nature and current battlefield conditions, with the exact defensive or offensive parameters differing uniquely for each individual. Mang acts as a conditional amplification triggered during highly specific, devastating strikes. When a warrior maintains their mental focus and emotional stability above a critical peak threshold, the manifestation of Mang imbues their attacks with significantly augmented destructive power, kinetic force, and physical damage. However, the generation of these rings of light demands a severe internal consequence; the moment the strike terminates, the practitioner suffers a sharp, specified drainage of their mental stability and cognitive composure. Known Users Vergilius (Shin (心) - The Red Gaze) — Has demonstrated the capacity to utilize three simultaneous rings of Mang. Lion — Has demonstrated the capacity to utilize two simultaneous rings of Mang. Panther — Has demonstrated the capacity to utilize two simultaneous rings of Mang. Wolf — Has demonstrated the capacity to utilize a single ring of Mang. Demian — Has demonstrated the capacity to utilize seven simultaneous rings of Mang, though records indicate this may potentially stem from the independent power of his Sign. The Indigo Elder — Has demonstrated the capacity to utilize three simultaneous rings of Mang. Zilu (Shin (心) Radiance) — Has not demonstrated the physical generation of Mang, but utilizes the protective aura of Shin in an entirely defensive manner. Lei Heng (Shin (心) - Tiantui Star) — Has demonstrated the capacity to utilize a single ring of Mang. Kong Qiu — Has demonstrated the capacity to utilize five simultaneous rings of Mang. Moses (Shin (心) - Moses) — Has demonstrated the capacity to actively project the aura of Shin, though has not been observed generating rings of Mang. Ezra (Shin (心) - Ezra) — Has demonstrated the capacity to utilize a single ring of Mang. Vespa (Shin (心) - The Yellow Harpoon) — Has demonstrated the capacity to utilize two simultaneous rings of Mang. Sora (Shin (心) - Sora) — Has demonstrated the capacity to utilize a single ring of Mang. Araya (Shin (心) - Dihui Star) — Has demonstrated the capacity to utilize three simultaneous rings of Mang. Valencina (Shin (心) - Valencina) — Has demonstrated the capacity to utilize a single ring of Mang. A Certain Sinclair (Shin (心) - A Certain Sinclair) — Has demonstrated the capacity to utilize two simultaneous rings of Mang. Rien (Shin (心) - Rien) — Has demonstrated the capacity to utilize three simultaneous rings of Mang. Trivia Linguistic analysis notes indicate that the proper noun "Shin" is based on the pronunciation of the Han Chinese character pertaining directly to the mind and human heart. The term "Mang" corresponds to the pronunciation of the Han character meaning "full moon". The systemic deployment of these techniques is deeply intertwined with the broader operations of Sin, alongside the historical and metaphysical legacy left behind by the White Nights and Dark Days. Viajar entre nests suele tomar varias semanas, los caminos de la ciudad son confusos. Dante puede volver a traer a la vida a los sinners, a cambio todos los sinners estan igualados en fuerza y son considerablemente debiles por esa razon. A pesar de poder ser revividos, el peso de la muerte y la fatiga no se arreglan con el reloj de Dante. Ademas los sinners se pueden equipar Ids de otros mirrror worlds. Son tarjetas que Dante equipa a cada uno de los sinners y deben ser extraidas en el backdoor de mephistopheles atraves del uso de Lunacy Actualmente estamos en el Prologo, luego seguira el canto 1, el canto 2 y asi sucesivamente. Mephistopheles Mephistopheles es el vehículo de gran envergadura utilizado por el equipo LCB. Es conducido por Charon y sirve como medio de transporte, base móvil de operaciones y zona de habitáculo para los tripulantes y su guía, Vergilius, en su misión permanente por recuperar las Ramas Doradas. Apariencia Mephistopheles es un autobús rectangular de cuatro ruedas con ventanas fuertemente enrejadas y parachoques bajos. Su sección frontal evoca el diseño de la caja de humos de una locomotora a vapor, equipada con una chimenea, un parabrisas semicircular y un parachoques deflector. En uno de sus laterales, el vehículo oculta una trituradora industrial diseñada para facilitar el procesamiento de combustible orgánico. La carrocería está pintada principalmente en tonos rojo y gris oscuro, decorada con motivos plateados en forma de olas en puntos estratégicos. En el frente destaca la inscripción "LIMBUS", mientras que el nombre completo de la organización adorna los costados en letras mayúsculas. El interior es notablemente espacioso, equipado con asientos de tapicería roja y pasamanos de seguridad para los pasajeros. La cabina del conductor se sitúa a la izquierda, personalizada con diversos objetos propiedad de Charon. En la parte posterior se encuentra una puerta sumamente ornamentada que da acceso al Pasadizo Trasero (Backdoor): un corredor de iluminación tenue con alfombrado rojo y oro, flanqueado por puertas de madera que conducen a las habitaciones privadas de los tripulantes. Las primeras ocho puertas permanecen accesibles mediante postes dorados y cordones de terciopelo; más allá de este punto, el pasillo se ramifica en una compleja red de corredores y encrucijadas oscuras. Tras ciertas modificaciones estructurales, el vehículo posee la capacidad de adoptar una forma marítima. En este estado, sus dimensiones aumentan considerablemente, adquiriendo un casco gris con molduras rojas, una cubierta metálica y una grúa de popa. Aunque el habitáculo interior permanece intacto, la cabina de mando pasa a ser operada mediante un timón de barco tradicional. Capacidades y Mecanismos Extracción de Encefalina: El motor principal, diseñado por Faust, utiliza Encefalina para generar ignición y empuje. Debido a que esta sustancia se extrae con mayor eficacia del sistema nervioso de sujetos vivos, el vehículo puede procesar materia orgánica a través de su trituradora lateral. El uso de tejido biológico permite mantener la velocidad del transporte, optimizando el consumo de las reservas principales de combustible. Proyección de Posibilidades: Mediante la energía de su motor, Mephistopheles puede canalizar la sustancia conocida como Lunacy para manifestar identidades y facultades alternativas procedentes de mundos y líneas temporales paralelas. Por lo general, este alcance se limita a un rango de tiempo cercano; sin embargo, durante fenómenos astronómicos o de distorsión severa (como las llamadas Noches de Walpurgis), las barreras de las realidades de los espejos se fracturan, permitiendo extraer registros históricos o futuros de gran antigüedad. Autorreparación: El vehículo cuenta con un protocolo de regeneración paulatina provisto por su propio motor, lo que le permite subsanar daños estructurales graves en el chasis o el casco tras unos días de inactividad. Propiedades del Pasadizo Trasero: Las habitaciones situadas en la red interna del autobús alteran su apariencia y atmósfera en respuesta directa al estado mental del ocupante, sirviendo tanto de alojamiento como de celda de contención. En las profundidades de este pasillo se localizan los accesos a las anomalías subterráneas conocidas como Mazmorras de Espejo y la Línea Ferroviaria de Refracción. Los corredores no iluminados presentan distorsiones acústicas y espaciales severas, requiriendo la guía exclusiva de Faust para su navegación segura, ya que las amenazas que albergan pueden infligir daños existenciales permanentes. Metamorfosis y Emergencia: Su núcleo central permite la alteración de la forma física del transporte para resistir las extremas condiciones de los Grandes Lagos del Distrito U. En caso de un fallo total en los sistemas de navegación, la cubierta dispone de un mecanismo de propulsión manual a base de pedales. Asimismo, alberga un pequeño esquife de evacuación con capacidad para toda la tripulación.

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🧑‍🤝‍🧑💬📜🕵️🎒🗨️+5
Mai
2228K15
T

Tokyo Revengers

Gangs, chaos, and a mission

🧑‍🤝‍🧑💬🌳📧🗂️🎒+7
Laura del Campo San Miguel
2K128K4.8
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Frequently asked questions

What is The City, Project Moon?

The City, Project Moon is an AI simulation world on WorldOS: you make the calls and the AI plays out the story, characters, and consequences in real time. Every run is different.

How do I play The City, Project Moon online?

You play The City, Project Moon online right in your browser — nothing to download. Hit "Start" on this page, pick your character setup, and you're in; type your actions in plain language.

Is The City, Project Moon free to play online?

Yes. You get free zaps every day (no card needed) — enough to play The City, Project Moon online daily. Want more? There are subscription plans.

Is there a The City, Project Moon app?

WorldOS runs in your mobile and desktop browser, so you can play The City, Project Moon online without installing anything.

What are some games like The City, Project Moon?

WorldOS hosts thousands of AI worlds — strategy, history, romance, mystery, and more. Browse the gallery to find more games like The City, Project Moon.

Can I make my own The City, Project Moon?

Yes. Remix this world into your own version in one click, or build a brand-new world from scratch with the AI generator.