Library Of Ruina

Library Of Ruina

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The World of Ruina (Complete)
由 Novoke 制作
The guide to knowing the World of Ruina and its various locations, people, and factions. SPOILERS for Lobotomy Corporation and Library of Ruina.
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Introduction
MAJOR SPOILERS FOR LIBRARY OF RUINA AND LOBOTOMY CORPORATION

Having fun playing Library of Ruina? Me too. Anyway, considering most people playing this game played Lobotomy Corporation (the prequel) I'm gonna go over some SPOILERS from that game, as well as Library of Ruina. There's also some spoilers for new factions, areas, and certain elements of Limbus Company, but nothing relating to the main story in that game.

I've actually made a similar guide over in the Lobotomy Corporation hub.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1850842310
All of the information and lore gathered here was taken from in-game dialogue and stories (from Lobotomy, Ruina, and Limbus), Dante's Notes, the Mofun Cafe Q&A, the Unlimted EX3 Q&A, the Distortion Detective and Leviathan novel and manwha series, and the various Library of Ruina tweets from @ProjMoonStudio. Some of the info here is my own interpretations on the lore, and may or may not be correct.

If you want a complete and more comprehensive exploration of Project Moon's universe (especially for fan-work purposes), I highly recommend visiting the Wiki.gg sites for Library of Ruina and Limbus Company.

https://limbuscompany.wiki.gg/wiki/Limbus_Company_Wiki
https://libraryofruina.wiki.gg/wiki/Library_of_Ruina_Wiki

Feel free to add your own takes or criticism on the story in the comments.
The World Scenario
The world has been exhausted of most of it's natural resources, leading to the discovery of miraculous technology known as "Singularities". Corporations rise to claim these wonders, forming a gigantic mega-city known as... well, "The City". 26 of these Corps (In accordance with the Alphabet) manage 26 districts, with the powerful organization known as "The Head" leading them.

However, with the rapid advancement of technology, comes a great difference in status between the rich and poor. This divide leads to the separation of the "Backstreets" and the "Nest" within a district, and with it, rampant crime and cruel exploitation by Corporations. Outside the City, is a barren wasteland known as the "Outskirts", and even further beyond are the "Ruins". In this dystopian society, only the strong willed survive.

Of course, opportunity also rises in the City. Contract mercenaries known as Fixers work to earn a living through various means, as well as the more criminally orientated Syndicates who often clash with the former. Additionally, employees of the 26 Corporations are often tasked in bizarre, wondrous, and horrific experiments in order to keep their place in the Nest.

Project Moon's world is one of a society of advanced technology and development, but suffers under a oppressive meritocracy ruled by corporate entities in an almost post-apocalyptic world. Where the joy of life has long since left the eyes of the denizens of the City.

Yet despite this crushing reality, so long as individuals seek to confront their inner selves and change for the better, slowly, but surely, positive change can be brought to the wider society. Only by great struggle, hardship, and challenge can those in the City make a lasting impact for future generations.
The Wings
There are 26 Wings with their own Singularity technology. Each Wing controls a District, which includes the Nest and Backstreets. Each Wing's purpose is the utilization of their Singularity for managing their District and commercial use for the general populace.
Each Wing have specialized departments that ensure smooth operation, though some Wings are more specialized in certain tasks than others.

Wings can request mutual agreements with other Wings or their associates to either deal with certain issues they cannot handle, or an exchange of armaments, supplies, or personal. Wings can also hire Fixers into working for them. Though this is often a topic of contention.

Most Wings have some form of a para-military force and Fixers to use in armed conflicts, typically with rival Wings, lesser corporations, or Syndicates and monsters. These agents are usually ranked from 1 to 5, with 1 being the lowest rank, and 5 being the highest, though each Wing can have their own number of ranks.

Sources: Lobotomy Corporation dialogue, Arnold's Page.

Wing Collapse
In certain extreme circumstances, a Wing can end up "Collapsing". Whether due to an attack from the Head, an incident with their Singularity, or other causes, the Nest will be thrown into chaos as they tear each other apart.

The Nest slowly becomes indistinguishable from the Backstreets as residents fend for themselves, with multiple Syndicates rushing in to claim the Wing's holdings. No one typically interferes in this collapse, as the Head will simply appoint a new Wing to that Nest.

Once a new Wing is appointed, they will either buy the collapsed Nest from the holding Syndicate, or hire Fixers or other Syndicates to kick said holder out. The Nest is slowly rebuilt, and life returns to normal after a while.

Sources: Kurokumo Clan Pre-Battle, Gin's Page.
The Head
The 1st Wing, known as "The Head", is a mysterious organization that rules all of the Wings and Districts, they reside in District 1, at the heart of the City. They maintain their iron grip through their Singularity and various subsidiaries that enforce their will. They also directly manage A Corp, which is an extension of the Head's will that properly manages the City.
In a way, the "Head" is made up of three Corporations, A Corp, B Corp, and C Corp, run by the Head, Eye, and Claw respectively.

For handling threats or securing dangerous artifacts the Head uses the "Arbiters", Singularity-infused assassins whose power surpass even Grade 1 Fixers, a single one can lay waste to an entire corporation.

The Eye handles the surveillance network that watches over the City, anything detected that is deemed against the Head's laws will be reported immediately. They also use special operatives called "Beholders" to assist in more physical matters and field work. They appear as digitized forms on portable projector screens, whether this is their "true" body or not is unknown.

The Claw is the military branch of the Head, they command the "Claws", augmented super soldiers that follow orders with unwavering obedience and ferocity. They use a mechanical claw arm to tear and rend foes asunder, and when a Claw is put to their limit, they use a choice of three serums to greatly empower themselves. These serums are selected from various Singularities, such as W, K, and R Corp.

The Head, and by extension the Wings, all tax the City for nearly every service. Its nearly impossible to not have to pay taxes for something, whether that be food, rent, or services. Their also rather expensive, which lead people to attempting to find ways to earn a steady income through whatever means.
Refusing taxes will result in 3 warnings, after the fourth time, the Eye will send an operative to kill the evader.
The Head also uses various other patented technology aside from their Singularity, such as the "flesh liquidation" process for turning people into Sweepers.

When it comes to the Head's Laws, they have a very particular mindset for what they deem as "legal" and "illegal". Guns are heavily restricted as they believe they remove the sense of "personal tension" and "effort in skill" that close-combat has. They also value things with human connections, whether it be Abnormalities, Bloodfiends, E.G.O, Distortions, or even heavily modified individuals like Sweepers. Anything they deem as "unfit" for their vision of humanity will be violently removed.

When the Head designates a threat as an "Impurity", they can banish it to the Outskirts by using the Territory Expulsion Procedure. Through this method, anything from singular entities to entire structures can be instantly teleported to the wastes.

Sources: Mika's Page, Bono's Page, Hana Association Post-Battle, Final Reception Pre-Battle.
The Nest and Backstreets
The Nest
Comprised of the upper echelons of society, the Nests are a place where everyone aspires to go to. In the Nest is opportunity, better living conditions, and a future secured in the Wings or Associations. Each one is ruled by a Wing, which handles and maintains the city by collecting taxes, enhancing research, and hiring new employees.
Nests have their own unique culture and architecture, depending on their District. Usually incorporating elements from their neighbors.

To enter the Nest however, is a different matter. All of them are walled off from the Backstreets through plasma barriers or electric fences to keep the unwanted out, and as a way for both societies to get a glimpse of the other side. Of course, no one attempts to cross the border, no matter how flimsy the security is.

To properly enter, one needs to go to an Examinee Center to take an Entrance Exam, which requires proper preparation and study, those who succeed will be given a Nest Migration Ticket to enter. Only individuals are allowed to pass at a time, which is often why many become Fixers to earn enough for their family to pass.

For education, many schools are dedicated to teaching students to enroll in universities within the Nest if they want to join a Wing. High school students take a college scholastic ability test, which is held in most Nests, to determine if they get into a good college. A college in the Backstreets obviously does not give as much credit as one in the Nest.

After one gets into a Nest, they should quickly find work to do. This is because in order to stay in the Nest, you need to contribute and pay taxes. If you don't, you'll be kicked out into the Backstreets, and you'll have to start all over again. This combined with the often soul-crushing exploitation of employees by the Corporations, the daily drudgery of City life, and the strict laws, it's a wonder anyone in the Nest could truly be happy.

Sources: Distortion Detective Chapter 5: Mock Exam, ProjetMoon tweet "[Book of the ??th
Nest] 4", Dalloc's Page.

The Backstreets
The slums of civilization, the Backstreets are an interconnected maze of back alleys, shanty towns, and packed apartments. The poor and poverty-stricken live here, living conditions are terrible, and crime occurs frequently. The only reason why the Backstreets don't tear themselves apart, is because of The Five Fingers, which maintains some semblance of order. There are also ground rules that everyone follows strictly, being the laws put by the Head or Wings (more so for the Head).

The Backstreets have their own "grading" system, in which areas are ranked based on the safety they provide, an area protected by an Association, for example, will be higher than one that is not. People from higher areas will even mock or reject those from lower grades. Because of the poor standard of living, the Backstreets are filled with criminal activity such as black markets, drug dens, and small crime groups.

The worst part is, no one really does anything to stop this, not even the Fingers make any moves to reform the Streets, as they only care about controlling their own territory, although some put a few rules to prevent utter chaos. Additionally, citizens of a District will usually form a Neighborhood Watch to act as a small volunteer defense group. Life in the Backstreets is not necessarily nonstop-crime 24/7, it's "livable" to an extent, but not as safe as the Nest.
This is simply the reality of the City, a man having his organs ripped out by gut-harvesters is not an uncommon sight, and is likely to be dismissed just as easily.

Sources: Yang's Page, Jin and Wang's Page, ProjectMoon tweet "[?? Book of the Backstreets]"
Night in the Backstreets and Sweepers
Night in the Backstreets
Every night in the Backstreets, martial law is applied to the entire area. Any crime, no matter how cruel, bloody, or heinous, is permitted for the entire period until dawn. Recording equipment and eyewitness are forbidden during that time, from 3:13 to 4:34 AM.
This rule was most likely created by the Head to enforce population control to prevent overcrowding. The Night is also commonly used by the more criminal elements of the City to dispose of unwanted evidence or punishment for their victims. For the Sweepers leave nothing behind once dawn finally breaks, not even a trace.

Sweepers
More so a collective of beings than a proper organization, the Sweepers are what every Backstreet denizen fears. Hordes of cannibals clad in gas masks and armored suits, they prowl the Streets after Night in three separate waves at 3:13 to 4:34 AM in droves to "sweep the streets", cleaning up any trash, debris, bodies, and unlucky victims. While known for appearing at Night, Sweepers technically have no restriction to their permitted time of day, as they can also sometimes appear in the Outskirts, rumored to be responsible for kidnapping children to turn into Sweepers. The Night in the Backstreets is simply the designated role they're comfortable with.

Sweepers are often described as akin to a unrelenting tidal wave that quickly and efficiently cleans out the Backstreets. Because of their overwhelming numbers, it is better to disengage and run for shelter than to face the horde. They care not for who gets in the way, Syndicate, Fixer, or Wing, all will be disposed of. They reside in hidden Dens when not actively hunting, where they gather with the "Mother of Sweepers" who creates new members.

Sweepers have a unique condition in that their bodies are made entirely of a special liquid flesh. They maintain this form by melting organic matter into liquid paste using their heat hooks, they then fill their tanks with the paste which is then pumped into the suit. This liquid is used for all the daily functions of Sweepers; eating, moving, sweeping. If it runs out, the Sweeper dies. Because of this, Sweepers can be hard to kill, being able to heal their injuries as long as they keep sweeping. They are also known to cannibalize dead Sweepers so that the material doesn't go to waste.

This technology is patented by the Head, those who wish to join the Sweepers must undergo this liquefying process and wear an armored suit like them. Since they are affiliated with the Head, Sweepers will also heed their authority if ordered to carry out a task, even during the day.

Additionally, they are also capable of speaking their own language (something akin to binary), as well as being capable of polite conversation and having strong familial ties with fellow Sweepers. A contrast to their typical painted image as "monsters".
Outfit: Full-body Black-Blue armored suit with a gas mask, fuel tank, and super-heated hooks. Sweepers come in a variety of different sizes and weapons, but generally have the same appearance.
The Outskirts, Great Lake, and Ruins
The Outskirts
Located at the fringes of society, the Outskirts are a barren wasteland, covered with bombed-out cities left from the conflicts of the Wings. The Outskirts are separated from the City by the various train-ways and walls surrounding the perimeter. Not many citizens are typically aware of the Outskirts and its denizens, especially those living in Nest life.

There are hardly any signs of civil life, the only humans that live in the Outskirts are either outcasts, orphan children from the wars, or the occasional Sweeper. Although small towns of people do band together to survive, they have to endure constant raids from monsters.

However, there are still prospects to be found by exploring the Outskirts, strange and abnormal beings (usually plants) and technology can be found tucked away in the decrepit buildings. Some of these are harmful, others beneficial, granting boons or curses upon those who discover them. Because of this, Wings or other corporations will send out expeditions to retrieve these forgotten relics.

Monsters and other mutated aberrations of significant threat dwell here. Military corporations such as R Corp are typically sent here and the Ruins for missions. Most creatures are discarded experiments from the Wings, or terrors from the fringes of the world. Going far beyond the Outskirts, one will find an eldritch landscape filled with incomprehensible beings.

Sources: Luminous Bracelet and Giant Tree Sap, Blue Reverberation (SOTC) Pre-Battle, Lobotomy Corporation Tiphereth dialogue.

The Black Forest
Far away from the City, somewhere in the Outskirts, is the Black Forest. Home to three powerful birds, it was once a peaceful place. However, when the trio received a prophecy of a scary monster who would terrorize the forest, they became overly protective to the point where they believed a death by their judgment would be a better fate than by the monster's hand. Unfortunately, there actually was no "monster", as the birds themselves had ended up becoming the very thing they feared. Parallels could be drawn between the Three Birds and the three groups under the Head.

The Great Lake
The massive body of water to the south of the City, being more the size of an ocean, it is sectioned off into several individual "Lakes" of various colors. Because the further reaches of the Great Lake overlap with the Outskirts, aquatic monsters and natural disasters can be spotted here. Only the close coastal area is considered safe for civilian and commercial use.

There are two kinds of creatures one can encounter when out on the Lake, "Whales" and "Mermaids". Whales are gigantic aquatic monsters that capsize ships and devour their crew. Mermaids on the other hand are fallen sailors parasitized by Whales, being morphed into fish-like creatures that live off the body of their host, jumping out to board ships when they get the chance.

Laws of the Lakes
There is a set of unspoken "Laws" that govern each patch of water, with each set varying wildly depending on the "Lake" your in. Breaking these laws will cause the "Waves" of the lake to kill the offender, the punishment varying on the lake. Attempting to record the "Laws" of the Great Lake in any form is a Taboo in U Corp's District, and will result in Hunters being sent.

However, for larger or more important vessels like the "Great Portships", partial info about the laws of the lake can be sold by U Corp for a price. These ships can then share the info among others, usually as a way to group together.

The Five Great Ports
Out in the Great Lake are the five Great Ports, these are massive ship structures, essentially mini-cities that act as rest-stops and hubs for the sailors of the Lake. They have their own unique culture developed around the harvest and sale of the Lake's creatures such as Whales and Mermaids. The Ports are named after known Whales, possibly the Calamities.

List of Great Ports: Marlin Port, Kraken Port, Stingray Port,

The Five Great Calamities
Like the Great Ports, five Calamities also exist in the Great Lake. They are particularly dangerous Whales that have earned a fearsome reputation among sailors. They roam the depths of the more dangerous parts of the Lake, their threat level enough to deter most from crossing their path. Any foolhardy party who would attempt to fell a Calamity unprepared rarely ever return alive.

List of Great Calamities: Marlin Whale, Pallid Whale, Crimson Whale (Mirror World)

The Ruins
The Ruins refer to a series of mysterious locations deep underneath the City. They seem to mainly consist of various cave networks, but there are also ruined and abandoned structures leftover from an unknown era. Various cursed artifacts, powerful monsters, and bizarre discoveries can be found in the Ruins. Expeditions sent here typically have a low chance of survival, and those that do are often shaken from the experience.

Since these are one of the most dangerous places to go to, its quite possible the forbidden relics and technology found here would be worth killing for. There is also supposedly "Magic" in the Ruins, artifacts containing unknown powers that can unleash potent effects. The "Rivers" are also found in the Ruins as well.

Sources: Dawn Office Pre-Battle, Lobotomy Corporation Rabbit Team dialogue.

The Rivers
Deep underneath the City, there is a primordial body of water known as "The River", said to encompass all of human consciousness, as well as the past, present, and future. It has several tributaries, each having their own unique effect if drank from. The Rivers even reach out to the Outskirts and distances beyond, emerging as small gaps where Abnormalities could manifest. Few know the existence of these Rivers, as they have been forgotten by humanity.

Mirae-Mirae River: Mirae meaning (future), drinking from it will grant a clear vision of one's future, however, they will become blinded to all other possibilities, pursuing only the sole prophesied future as they descend into madness. Alternatively, one can simply peer into the River to see a random glimpse of a future.

River of Oblivion: Drinking from this river will completely erase one's past, leaving them in a state similar to amnesia. However, the effects are actually reversible, especially over a long period of time and if one is prompted with strong reminders of their past.

"River of Immortality": Currently unnamed, it is particularly sought out by H Corp's Jia Family for it's supposed effects of immortality to those who drink from it.

The Non-Humans
The previous occupants of The City before it was settled by the Head and Wings. They were forced out after the battle into the Outskirts and beyond.
Sometime afterward, the AI Ethics Amendment was put into law, forbidding any AI or machine to have any human resemblance or emotion. This could mean the Non-Humans were some form of mechanical beings who had human-level intelligence and appearance.

Source: Brotherhood of Iron and Hook Office Post-Battle.
Bloodfiends
Leaders: 25 Elder Bloodfiends (All First Kindreds)
A lineage of vampires that trace their origin to a mysterious mansion, where they received the first blood from a Primogenitor, before eventually settling in the City. They decided to establish rules to ensure they could avoid detection and harvest blood inconspicuously, they even culled their numbers down to a select few. Settling in most Districts, each clan is led by an Elder, although there is the occasional rogue element that exposes themselves and causes havoc.

There exists two types of Bloodfiends. The originals who migrated to the City and hold the core values of familial respect and follow the rules set by the Elders, and the newer generation who manifested through the Distortion Phenomenon. The Distorted Bloodfiends do not share the values of the old guard, instead having little understanding and control of their powers, as well as causing unwanted chaos. Thus, there is common conflict between the two, as the former wish to remain in secrecy, while the new-bloods seek to expand their influence.

Bloodfiends are ranked by generations of "Kindred", Those of the first few generations are the oldest and most powerful due to their pure blood, while the further numbered Kindred are lesser due to their diluted blood. Permission is needed from a senior "family" member to create more Kindred, due to the restrictions put in place by the Elders (two Children per Kindred). For the original Bloodfiends, due to the familial bond that ties them to one another, Kindred will seldom revolt or go against their elders, as it is against their very nature.
It should also be noted that most Bloodfiends will have an inevitable need to create Kindred, so as to "share and lessen the burden of bloodthirst of the entire Family". Those who attempt to live solitary lives often succumb to a feral state, though there are notable exceptions.

Like vampires of myth, they harvest blood by extracting the veins of humans, blood to them is considered the best when it is fresh from the vein. The longer a source of blood sits out, the less tasty it is. Those who have their blood drained eventually turn into Bloodbags, mindless dregs who seek out blood sources with a ravenous fervor.
To create more Kindred, it is likely one has to consciously make the decision right before biting, otherwise every victim would end up becoming Kindred. Bloodfiends are categorized as either those with a violent rampaging desire for blood, or those with cunning who manipulate and convert victims. The hungrier a Bloodfiend is, the deeper and clearer their red eyes will be.

In battle, they rely on combat styles known as "Blood Arts". These techniques, unique to each Family, follow the manipulation and shaping of blood for a variety of purposes, whether it be controlling puppets or forming weapons such as lances, swords, fists, or projectiles. Usually Arts are inherited and taught from a First Kindred, which is then further diversified and evolved through their children.

To Bloodfiends, Blood is unique to them as it serves as a representation of different concepts, such as emotions, wealth, purpose, food. They can spend this "blood currency" to empower themselves, manifest weapons and armor, maintain their form, or for the reasons stated before. The relationship between Bloodfiends and blood can be likened to that of an addiction. One who is deprived of the sustenance for a long time will show symptoms such as dehydration, nausea, withering of the skin, and a ever-growing desire for blood that spirals into insanity.

Additionally, Bloodfiends have an intense irrational fear of water. The liquid is incapable of harming them, but they abhor it to the point of having spasms and convulsions if even so much of a drop gets on them, though some of the more powerful Kindred have managed to overcome said fear.

The truth of the "Bloodfiend Disease" is that the need for blood is purely psychological, as it holds the spot of being the object of fulfillment and purpose in their lives.
To not have blood is to not live life.
Thus, if one were to replace it with a different desire, dream, or something that would provide meaningful, lasting purpose, they would be able to shed the shackles of bloodthirst. However, this knowledge is little known among even the Bloodfiends, let alone the impossibility of finding a goal that can substitute blood.


Miscellaneous Info about Bloodfiends
-They are not affected by sunlight, religious fetishes, or garlic.
-The "permission to enter one's house" trope does not apply.
-It is unknown whether they classify as undead like classic vampires or are simply biologically immortal. Though they do become withered if they do not sustain themselves enough.
-It is unknown whether they are capable of tasting normal food other than blood.
-It is not known how they precisely differ biologically compared to humans other than vague descriptions of Bloodfiends being made up of blood.
Notable Conflicts
Unnamed Battle for the City
An ancient unnamed conflict that would establish The City and the Head's rule. It was a battle between the humans and non-human entities that were mechanical in nature. The non-humans were overwhelmed by the humans and were pushed out of the City into the Outskirts and beyond, never to be seen again.
Afterwards, the Head would establish the Artificial Intelligence Ethics Amendment Act, which stated that no machine or AI would have any resemblance to humans, including full-body mechanical replacements.
There is mention of a "Machine Purge", but it's unknown whether it refers to this conflict or not.

Source: Hook Office Pre-Battle.

Unnamed Wings' War
A large scale conflict occurring in the early years of the City's founding. Like most Wars of the Wings, it involved several of the Corporations and vastly shaped the political and corporate landscape of the City. Highly advanced weapons and technologies were developed as a means of war and destruction.

The outcome of the War would result in massive casualties to the population and the creation of the Outskirts, where most of the fighting took place. The Perception Filter would also be created as a means to visually lessen the horrors of war by reducing them to more "toy-like" versions.

Source: Lobotomy Corporation dialogue.

Bloodfiend War
A very old conflict (roughly 400 years ago) between two sides of Bloodfiends, those who wished to coexist alongside humans in relative peace, and those who saw them only as prey and cattle. It seems the peaceful Bloodfiends won the war and eventually settled into the City as the 25 Elders.

Smoke War
A major conflict that occurred in the recent past. Multiple Wings participated in this conflict, such as R Corp and the Old G Corp. It was a pivotal moment in the City, as many Corporations would rise and fall as a result.

Before Lobotomy Corp came to be, the old L Corp would always produce endless amounts of acidic fog and almost always refuse to share their energy or charge high prices for it. This smog would end up choking the city, hence the namesake of the conflict.
Eventually, the war ended around the year 974, with the collapse of the old L Corp and its allies, as well as the rise of Lobotomy Corporation to a Wing.

It is implied that Benjamin, Dias, and possibly Ayin were the ones that started the Smoke War to begin with. This was so that they could overtake the Old L Corp and gain status as a Wing to continue the Seed of Light Project.

Sources: Maxim and Nikolai's Page, Binah Episode V.
Districts
In the City, there are 26 Districts. In a District is both the Nest and Backstreets belonging to their respective Wing. All Districts are interconnected through the WARP Transportation Network via train. Each District has its own unique culture and customs, so its always a different experience from each other. Sometimes, the name of the reigning corporation, Nest letter, or District number are used interchangeably when referring to a District as a whole. (ie: "I'm going to visit friends in G Corp/Nest G/District 7.")

Oddly enough, there does not appear to be a District 26 and by extension, Z Corp, visible on the map, it is unknown what this means.

-The Northern districts tend to be more richer and more technologically focused than the south, it is also more colder up there. There are also many tall buildings compared to other districts.
-The Western districts are known for wearing leather and metal based clothing, as well as their Fixers being based on Knights and similar medieval cultures.
-The Eastern districts seem to be where a handful of Asian cultures are, namely Japanese and Chinese. A custom in the East is to proclaim one's name and affiliation when requesting a formal one-on-one duel to settle disputes. For Eastern Syndicates, they have a similar custom known as the "Syndicate Showdown".
-The Southern districts are more rough and less developed, they also border with the Great Lake, giving rise to coastal businesses. Their style is more "function over form" and practical, with 21st century western formal clothing (ie: dress suits and slacks).

Additional General Information
  • There are approximately 7 billion people within the City, which itself is the size of a small country. The accepted currency is "Ahn", which can come in either physical or digital cash (seems to be equal in value to the Korean "Won").
  • There are 13 common languages used in the City, the specific usage depending on which Districts your in. They are: "Korean, German, Spanish, Japanese, French, Chinese, British-English, American-English, Russian, Italian, Swiss-German, Greek, and (unknown)"
  • There does not appear to be any existence of vehicles capable of flight, as hinted in Leviathan when Garnet did not recognize an airplane in a Mirror World. There are plenty of ground-based vehicles though.
  • Cell phones are indeed a thing in the City, though due to the wide disparity in technology, not everyone has one.
  • Names in the City are unisex, it is not unusual for a woman to be given a masculine name, or a feminine one for a man, it's still relatively uncommon though.
  • Religion has long since fallen out of favor in the City, with most cases usually being dismissed as cults (Church of Gears, Index). People tend to swear by the Wings or the Head instead.
  • "E.G.O" is only referred to as such by Limbus Company, N Corp's League of Nine and related groups, the Head, and the former Lobotomy Corp members. It is known as "Psychoment" by everyone else in the City.
Taboos
All Districts have a set of rules citizens must follow at all times called "Taboos". They vary on the District, but the punishment for breaking them is usually death or capture by the associated Wing. There are certain Taboos that apply to the entire City at all times however, breaking these specific taboos will result in a manhunt by the Head's forces. Most of these rules are even in effect during the Night in the Backstreets.

Citywide Taboos
  • In accordance with the AI Ethics Amendment Act, sapient AI, as well as machines and prosthetics having a life-like human appearance are forbidden.
  • Any form of sapient (consciously intelligent) non-human entity (that did not biologically originate as a human) is forbidden.
  • Any research and technology pertaining to the creation of sapient non-humans or AI will be destroyed and it's associates purged.
  • Only during the Night in the Backstreets, any part of a residential building or complex can not be damaged or destroyed. Certain walls or fences are an exception, but anything part of a home or building will be strictly off-limits for the duration.
  • Also during the Night, any sort of video or audio recording is forbidden (unknown if photography is included).
  • During the Night, you cannot invade another's home without permission, Sweepers in particular are entirely forbidden from entering residential houses.
  • Complete resurrection of the mind and body are forbidden, resuscitation through Life Insurance methods is legal though, as it requires the brain to remain intact. Revival through certain "state-reversal" methods such as T Corp and W Corp are permitted. Dante of Limbus Company's unique case of revival is unknown, though seems to be within the Head's tolerance.
  • No more than one copy of the same person can exist over a week (clone or original) according to A Corp's timescale. Likely only refers to "alive" clones.
  • Making or selling products using patented technology without purchasing the rights to it will result in three Cease & Desist warnings. Not paying the penalty by the third time will result in a visit from a Claw.
  • Failing to pay taxes on time will result in three warnings, after the fourth time, the Eye will send an operative (a Claw?) to kill the evader.
  • See "The Head's Guidelines to Restrictions on Firearms" for rules regulating guns.
Source: Dalloc's Page.
List of Districts (1 - 13)
District 1: Owned by A Corp. Where the Head resides, at the center of the City. They oversee all activities and punish those who break the laws. They are very reclusive.

District 2: Owned by B Corp. Where the Eyes oversee everything in the City through surveillance devices.

District 3: Owned by C Corp. Where the Claws of the Head are stationed.

District 4: Owned by D Corp. It is known for its dense forests.

District 5: Owned by E Corp.

District 6: Owned by F Corp.

District 7: Owned by G Corp.

District 8: Owned by H Corp. Primarily has a Chinese aesthetic in architecture and culture. Unique in that the entire District is packed into one gargantuan building known as Hongyuan (The Vast Garden), similar to that of Kowloon Walled City. The "Nest" is located in the center area of the complex, with the "Backstreets" on the outer fringes of it.

Additionally, buildings within Hongyuan will shift and move around once a month to redistribute "living space" depending on one's net worth, this is known as "Restructuring Day". District 8 also does not use cars, rather, transportation is commonly done through "Palaquins" (similar to their real life counterpart, except with a car chassis carried by four people). During Christmas Eve, it's tradition to give apples to others for wishing them a peaceful night.

District 9: Owned by I Corp. Known as the "Streets of Music." It is also where the "Pianist" Distortion manifested, an incident that caused over 300,000 casualties, and destroyed much of the infrastructure. The Pianist was eventually taken out by the Black Silence.

District 10: Owned by J Corp. Known as the Nest of Gambling. All citizens rely on an entity that gives premonitions in your life and opinions on immediate matters. Whether it be outcomes, events, gains or losses, the lives of the citizens is heavily influenced by the readings of the entity. Additionally, a form of unconventional currency known as "Wishpower" exists. It is a measure of luck that can be used in various situations (mostly gambling).

District 11: Owned by K Corp. It appears to have an odd blend between advanced modern architecture and rural German villages. They have a custom to walk outside in the rain without umbrellas on the night of a certain month every year. Had the case of the "Quercus Village" Distortion.

District 12: Owned by L Corp, this was the staging ground for Lobotomy Corp's goal to help the people of the City find their true meaning in life through "The Seed of Light". After the "White Nights and Dark Days" and the rise of the Library, the entire District was thrown into chaos.

District 13: Owned by M Corp. Where the famous HamHam PangPang sandwich restaurant is located.
List of Districts (14 - 26)
District 14: Owned by N Corp. All the buildings here are completely white. District 14 prides itself on pure human experiences, rejecting any usage of mechanical prosthetic.

N Corp has a set number of 14 Taboos, those that violate these rules are hunted by their "Taboo Hunters". One of these Taboos restrict the use of recording equipment.

District 15: Owned by O Corp. Had the "Balloon People" Distortion case.

District 16: Owned by P Corp. The buildings here have an Art Deco aesthetic, as well as an elastic construction, allowing them to bend unnaturally, this is helpful as it reduces structural damage.

District 17: Owned by Q Corp. Seems to have a Chinese theme like District 8.

District 18: Owned by R Corp. Unlike other Districts, R Corp's does not share similar architecture with it's neighbors, instead resembling W Corp's design, despite the two districts being on opposite sides of the City. R Corp itself is said to have an impenetrable military fortress as their base.

District 19: Owned by S Corp. One of the coastal fishing districts, it has a feudal Korean aesthetic. Those from this district are known for speaking in verbose phrases. District 19 is also known for its widespread corruption and civil strife among corporate and political officials. Had the case of the "Merfolk" Distortion.

District 20: Owned by T Corp. Color is apparently seen as a "privilege" in District 20, only given to those of status. Color throughout this district is gray and gloomy. The District has a notable steampunk aesthetic, with industrial factories and Victorian-style buildings. Everyone also at least carries a watch with them as a form of personal identification.

In District 20, Time is a commodity, in that one can purchase more hours in a single day through money, this allows one to experience and do more in that time. Of course, with the resulting variety of people with different hours in a day, there is the twelve Clock Towers throughout District 20 to help denote the Daily Standard Time set by A Corp.

There is also the perception of time through people with different hours in a day. A rich person with say, 100 hours to spend in a day will be seeming to move and talk at a much faster rate than someone with only 26 hours in a day. The minimum amount of time that T Corp will lend to a person to "survive" is 4 hours in a day.

District 21: Owned by U Corp. Being near the Great Lake, much of the district is interconnected with the water, as such, nautical vehicles are necessary to easily traverse the place. U Corp also controls a portion of the Great Lake, but its jurisdiction ends after a certain point.

The Nests and Backstreets are separated by a large plasma barrier that filters out garbage and other waste, dumping it over to the Streets. Meanwhile the Nest gets clean waters, sandy beaches, and blue skies, a luxury in the City.

District 22: Owned by V Corp. It was the location of the "Crying Children" incident, wiping out 80,000 of the Nest's residents. It is also featured in the "Leviathan" novel.

District 23: Owned by W Corp. Known as the "Streets of Flavor". A place and culture filled with chefs and culinary connoisseurs, they strive to serve the perfect tasting dishes through any means necessary. The District is very blue in color.
A group known as the "Eight Chefs" decreed that human flesh was the main ingredient for this "perfect dish", as a result, cannibalism is a commonly accepted custom in District 23. It's brutal environment has earned it a rather infamous reputation among city-folk. If a person is accustomed to grisly sights, it's likely their from District 23.

District 24: Owned by X Corp. Various excavation sites have been constructed in this District due to the rare and powerful alloys located underground. However, these tunnels are also home to various monsters, thus, protection such as hired bodyguards are necessary.

District 25: Owned by Y Corp. A district often burdened with cold weather and snow. It's larger than most other Districts in order to cover as much space between the safety of the City and the ravaged wastelands.

District 26(?): Possibly owned by Z Corp. The existence of a "Nest Z" is mentioned by the T Corp Assistant in Intervallo "Timekilling Time", though it is not visible on the City map.
List of Wings (A - M)
A Corp: Owns District 1. They are the corporation run directly by the Head. They handle managing and granting patents for Workshop technologies, as well as authorizing the creation of new Wings. Illegal manufacture and sale of patented technology without a license will result in three Cease and Desist warnings to the offender. If the third warning is ignored, the Claw will enforce the law. Their special operatives are "Arbiters" .

B Corp: Owns District 2, run directly by the Eye. Handles the qualifications and shutdowns of other Wings. Also lists out a set of regulations for each Wing's Singularity that must be followed. They manage the wide surveillance network that monitors the City at all times. They have special operatives called "Beholders".

C Corp: Owns District 3, run directly by the Claw. Likely handles the military operations of the Head, as well as discreetly removing threats to the City (such as Taboo breakers). Their special operatives are "Claws", with veteran units being granted the title of "Executioner".

D Corp: Owns District 4.

E Corp: Owns District 5.

F Corp: Owns District 6. Their Singularity are "Fairies", which can unlock anything physically or conceptually. The ultimate Master Key in a sense.

G Corp: Owns District 7. Their Singularity allows the control of "gravity" in an object, allowing light things to become heavy, and vice versa.

H Corp: Known as "Hongyuan Bioengineering Group" which is currently run by the Jia Family, owns District 8. Their Singularity is the "Bolus", types of medicine shaped into ball-shaped pills. While this type of treatment has medicinal uses, it also has a more transformative nature, giving users side-affects or organic "mutations" that enhance their physique. Examples include rabbit legs, serpentine arms, bird wings, or plant growths. It's Chief Executive Director is Jia Mu, Family Hierarch of the Jia Family.

I Corp: Owns District 9. Hired an Association to handle the situation in L Corp's Nest during the Smoke War.

J Corp: Owns District 10. Their Singularity enables them to put a lock on anything, physically and conceptually. The polar opposite of F Corp, their "Locks" can seal containers, mental minds, and areas of space, preventing entry.

In general they are a large casino corporation that controls and highly monitors these facilities, through security cameras and using their "Locks". They staff surveillance with hundreds of workers who examine dozens of screens for any signs of cheaters.

K Corp: Owns District 11. Handles Nanotechnology and applications of it, most of it for medicinal and healing purposes. Their Singularity is the "Helapoiesis", a type of serum that can heal grievous wounds and injuries in a matter of seconds. It is usable in bullets, injections, and tablets. An Executive Director is Alfonso.

L Corp: Known as "Lobotomy Corporation", owned District 12. They gathered energy by extracting Abnormalities and E.G.O created through their Singularity and Cogito. Which was the physical manifestation of the human mind and emotions. The Executive Director was Ayin.

L Corp maintained several lesser branches across the City as an effort to mask the location of L Corp HQ from the Head, so their research could not be interrupted like the last time. These branches were different from HQ in that employees were free to leave the building and were not affected by the TT2 cycle.

However, after Lobotomy collapsed, all of the branch facilities initiated a burial protocol by trapping themselves underground, dooming the employees within.

M Corp: Known as "MDM Enterprises", owns District 13. Created a moonlight stone that fortifies the mind and blocks out any forms of mental damage through their Singularity. This stone must be safely extracted from a viscous fleshy substance with proper ear and mouth protection. Exposure to the substance causes hallucinations and a trance-like state.
List of Wings (N - Z)
N Corp: Known as "Nagel und Hammer", owns District 14. Made up of two factions, "Nails" and "Hammers", they value and study the concept of humanity and human experiences. They typically oppose usage of prosthetics, as they believe pain is a necessary part of human life, though the various groups under N Corp have their own interpretations of this ideology.

One of their products is canned experiences, which allow an individual to experience emotions and sensations without actually going through the act. "Suicide" canned experiences are especially popular in N Corp.

O Corp: Owns District 15.

P Corp: Owns District 16. Their Singularity improves upon "interior space-expansion" tech in that they strive to create "the safest place in the world". Buildings, structures, and containers whose interiors will remain completely safe from harm, regardless of how much severe chaos or beating is inflicted from the outside of it. A sort of ultimate "Doomsday Shelter" in a sense.

In a matter of fact, the bunker which would become the Abnormality known as the "Shelter from the 27th of March" was connected to P Corp. A place where those within would be protected, while the environment outside would become more and more inhospitable over time. They also specialize in canned products of all natures.

Q Corp: Owns District 17. Their technology is used in unique spell talismans and special glyphs used by the various factions in H Corp, they also seem to specialize in a temporary malleable mass that can be used to create things like entire buildings. This mass is prone to melting and sticking to things though.

R Corp: Owns District 18. A private military company that handles any threats to their clients with several specialized branches of varying destruction. Their troop regiments are called "Packs", led by a Captain. These are then made up of several teams, led by squad leaders. Most Packs differ not in strength, but simply different combat roles to fulfill, with the exception of the 1st Pack.

R Corp's Singularity is cloning technology, which they use to pump out multiple copies of their elite soldiers. However in accordance to A and B Corp's regulations, no more than two copies can exist longer than 7 days, clone or original. R Corp first produces several thousand copies of an individual, then force all copies to battle to the death in a lab-grown, time accelerated combat environment known as the Hatchery. The last copy to emerge alive wins and is recruited into the Pack's ranks.

S Corp: Known as "Salpippyeo Argoindustries", owns District 19. They place a heavy emphasis on tradition and hierarchies. At the head is the Royal Court, with several State Councilors underneath them.

T Corp: Known as "TimeTrack", owns District 20. Their Singularity reverses, accelerates, or pauses time. The singularity can also manipulate the spectrum of light, which is used to drain color. Their primary time manipulating Singularity "TimeTrack", has undergone various revisions and versions that are tested in T Corp's offices before being used commercially. T Corp also highly values it's registered inventors, handing out annual awards and prize money to talented individuals. The Chief Executive Director is Herbert.

They also partner with W Corp to help them run the WARP Trains. Using a device that "pauses" the time-space, meaning that while the train passes thousands of years, the outside world barely passes a few seconds. The device collects the accumulated time, which T Corp then uses for powering their own Singularity.

U Corp: Owns District 21. Made stasis preservation boxes, for keeping food fresh or materials at their best quality. Their Singularity has the power to fuse together items, mainly through the use of "resonance tuning forks", which is widely used in the Great Lake when fusing and separating ships, said Singularity is derived from harvested Whale Oil which also has fusing properties.

V Corp: Owns District 22.

W Corp: Known as "WARP Corp", owns District 23. They handle warping and teleportation technology, namely the WARP Train Network that runs throughout the City. While publicly known for their space-rift Singularity that allows for inter-dimensional travel, this was actually purchased from a fallen Wing. W Corp's main Singularity is to restore things to a recorded state through manipulation of molecular and genetic structures.

While W Corp's WARP trains promise to reach a destination in "only 10 seconds", in reality the entire train is purposely trapped in a limbo dimension for over a thousand years. Time is "paused" in this realm, making hunger and sleep irrelevant as well as bodies being unable to completely die or be separated. The passengers, of course, often go insane to the point of severe self-mutilation but so long as the Cleanup Crew sorts everyone to their proper states when they originally boarded, W Corp's other Singularity reverts the passengers back to normal, with no memory of the horrors they went through.

W Corp has threat levels pertaining to the "cleanup process" of their trains.
-Unobstructed: Normal occurrences such as mass-suicides or situations that do not require combat suppression, L1-2 handle these.
-Delayed: Notable threats that require suppression, these cases are handled by L3 Agents who back up their lower-ranking peers.
-Congested: Threats that are beyond what L3 staff can handle, thus L4 teams are sent in to reinforce and suppress.
-Canceled: Concerns "Grade 1 Fixer" level threats, where the deployment of L5 and other elite staff is authorized.
-Derailed: A situation that is completely out of W Corp's control and usually necessitates the help of other combat-orientated Associations or Wings such as R Corp.

X Corp: Owns District 24. They have created an extremely durable but rare alloy, this metal is mined from various excavation sites across their district.

Y Corp: Owns District 25.

Z Corp(?): Owns District 26. Possibly doesn't exist, but the letter Z is mentioned in Intervallo "Timekilling Time" by the T Corp Assistant.
Old Corporations
Not all the Wings seen today were always the reigning company of their district. Due to the inevitability of "Wing Collapse", a new corporation must step in when the old one goes under. The replacement obtains the Old Corp's Singularity as well as their previous holdings. The only criteria for a new Wing is that their company name must match the letter of the alphabet their taking after.
(example: New L Corp must have a name that starts with L).

Old H Corp: Not to be confused with the defunct Kong Family H Corp. This incarnation of H Corp had a Singularity that involved the restructuring of their District, moving around buildings to allocate space based on individual net worth. Ever since their collapse, this technology has been repurposed by the new H Corp for their own needs.

Kong Family H Corp: Once led by the powerful Kong Family, it was destroyed by an Arbiter and several Claws after an employee ratted out the company for it's breaking of a City Taboo. The building itself still remains underneath H Corp, to serve as a grim reminder of past transgressions. Their Singularity was the research and creation of Boluses, which would be subsequently inherited by their successor; Hongyuan Bioengineering Group.

Old L Corp: The most infamous old Wing, they were partly responsible for the infamous Smoke War that shook the power structure of the City. It is not known what the old L Corp's Singularity was, as they were very reclusive and stingy with sharing energy to the other Wings. All that is known is that a constant stream of choking smoke emitted from the company.

Lobotomy Corp: After the Seed of Light Project's eventual success, Lobotomy HQ was transformed into The Library and all the branch facilities underwent the burial protocol. As a result, L Corp lost it's status as a Wing and District 12 was thrown into chaos as various parties rushed in to take advantage.
Currently, District 12 is still without a Wing, as likely the City is still sorting out the remaining chaos.

Unnamed Rift Wing: The Wing that previously held the Singularity of opening rifts in space. W Corp purchased this Singularity for use in their WARP trains.

Unnamed Tattoo Wing: A Wing that possessed a Singularity allowing the augmentation of special ink tattoos on the skin, greatly increasing strength, power, and endurance. Ever since their collapse and expiration of the patent, the Singularity would find common use by the general public, including the Stray Dogs Syndicate.

Unnamed Silk Wing: A collapsed Wing whose Singularity allowed the weaving of a very durable fabric from the flesh of humans. This technology is used by the Carnival Syndicate in their silk-making business.
Wings Organizations I
These go in Alphabetical order in terms of Wings
Taboo Hunters (Universal): Highly skilled individuals (usually Wing-hired Fixers) that are sent to hunt down those who have broken a Taboo of their respective District. Each Wing has their own set of Hunters, who either capture or kill the offenders depending on their discretion. The jurisdiction of these Hunters extend to any territory the Wing controls. N Corp's Taboo Hunters however, are notorious for hunting down offenders outside of N Corp's district.

Old G Corp Veterans: Genetically modified soldiers of the old G Corp that fought in the gruesome Smoke War on the side of the old L Corp. Their augments gave them insectoid limbs and parts, which they used in their clashes against the enemy. After the War ended in G Corp's collapse, the surviving veterans were discarded to the Backstreets. Cast out by society, they resorted to scavenging and banditry.

A particular group of veterans gathered around an L Corp Branch facility ruin in District 4, most of them were exterminated when the LCB arrived to collect the Golden Bough there.
Outfit: Blue combat fatigues and coats. After the War, they had to scrounge what little clothing they could from others.

I Corp Soldiers(?): Fought in the Smoke War against the old L Corp and its allies. They particularly clashed against the old G Corp's soldiers. Their exact identity is unknown due to vague appearance, some theorize they are Liu members of the entire Association that I Corp hired.
Outfit: Red coats.

H Corp Daguanyuan: Daguanyuan, meaning (Grand View Garden), is a massive mansion complex home to the most powerful houses of Hongyuan, that being the Jia, Xue, Wang, and Shi families. Being incredibly wealthy, they have access to thousands of servants, guards, and retainers to attend their needs. Each member of the families have their own large building separate from the rest, lush gardens and beautiful bodies of water surround the palace. Such is the astounding size of Daguanyuan, that it is often common for people to get lost when traversing.

The four families of Daguanyuan are also rifle with political conflict and intrigue, every now and then, a new Family Head will be chosen in a highly competitive and unforgiving test known as the "Family Hierarch Evaluation". Though most of the candidates know it better as a war of assassinations and sabotage between rival siblings.

The Heishou Packs: A private group of mercenaries who are primarily employed for the various lords in Hongyuan. They pledge their allegiance to no one, a client today could easily become a target tomorrow. They forsake all previous connections and loyalty when they take after a new lord. There are 12 Packs in total, each taking after an animal of the Chinese Zodiac (The Twelve Earthly Branches), each specializing in a certain field of work. These are led by "Adepts", veteran Heishou who stand above their peers. Each pack also has a Heishou-Xianren to oversee the exclusive Bolus recipe used to give them their distinctive mutations.

Heishou members can also be given freedom from their Packs in certain exchanges, though this is rare and requires the ex-member to take repression Boluses to quell their mutations, lowering their effectiveness. Heishou also tend to have certain memory lapses, only vividly remembering their first transfiguration, with all other memories eventually becoming distant.

The Packs are also the primary force for deterring foreign elements and hostile Wings from invading Hongyuan, the Heishou keep special weapons and tools precisely for this purpose of defending H Corp. They also utilize special talismans and inscribed "Deathrite" glpyhs of Q Corp's technology.

Outfit: The standard outfit shared among the Heishou is a robe/cloak with wraps around the arms and legs, as well as a heavy scarf and bamboo hat. Each branch has a different signature color reflected in their accessories and eye augments. They also have Bolus-mutations resembling characteristics of their animal.

Heishou Pack - Mao Branch: Mao representing the "Hare". They are specialized in ambush and pursuit. The Mao do not associate or fraternize with each other, only working together in a professional manner when required before scattering after a finished mission.

They also apparently share the same roots with R Corp's Rabbits (unsure what this means), but are distinctly different, referring to themselves as "Hares". They are able to mutate their legs into that of a hare's reverse joints for mobility.
Outfit: The Heishou standard outfit colored Black, the Mao Branch differs in that they also have a rabbit tail and loose hanging paper strips on their hat that resemble rabbit ears when they use their fighting techniques. Their eyes glow Yellow.

Heishou Pack - Zi Branch: Zi representing the "Rat". They are said to mobilize in large numbers, likely overwhelming enemies.

Heishou Pack - Si Branch: Si representing the "Snake". They specialize in assassination missions. They attack by transfiguring their arms into venomous snake-like appendages, whipping and skewering opponents with a special polearm with a snake-shaped blade.
Outfit: The Heishou standard outfit colored Black, the Si Branch differs with a Purple snakeskin scarf and extra bandages around their arms. Their eyes glow Purple.

Heishou Pack - Yǒu Branch: Yǒu representing the "Rooster". They specialize in all-out combat, their hands and feet have the structure of a bird's claws alongside rudimentary wings. They wield Jian swords, with a second blade made of spectral bloodflame allowing for relentless combos. The Yǒu revel in constant fighting, never stopping their assault despite injuries and losses, such is their battle-lust they will attack anyone who isn't a fellow Rooster when in a frenzy. They also spar with each other in-between missions.
Outfit: The Heishou standard outfit colored Brown, they also have a large cloak with Red trails and a plume on top of their head, akin to a rooster. Their eyes glow Red.

Heishou Pack - Wu Branch: Wu representing the "Horse". Their mutation allows them to transfigure their entire lower body into a horse, giving them the appearance of centaurs. This gives them the advantage of mounted cavalry, running down foes with their guandaos.
Outfit: The Heishou standard outfit colored Black, they are given additional armor plating on the arms, chest, bamboo hat, and a mask. They also have a horse tail and ears, as well as a Light Grey scarf. Their eyes glow White.

Other Heishou Packs
The Chou, Shen, and Chen Branch primarily serve the position of Family Hierarch.
-Chou Branch (Ox)
-Shen Branch (Monkey)
-Chen Branch (Dragon)
-Wei Branch (Goat)
-Yin Branch (Tiger)
Wings Organizations II
Podao
Leader: "Night Drifter of The Drunken Palm"
Currently contracted with the Xue Family of Hongyuan, they use Podao swords. While most of them are average-skilled, the "Night Drifter" stands leagues above his subordinates, having been a former member of the Ten Blades of the East.
Outfit: Dirty Grey and Brown hanfu robes, Dark Green cloak, and a bamboo hat.

Shi Family Mercenaries: Employed by the Shi Family of Hongyuan, they serve mainly as bodyguards and foot soldiers. Their weapons are inlaid with special charged circuitry that empowers their attacks (said circuitry can also be applied to the skin for more hand-to-hand style combat).
Outfit: Maroon Red dress suit and pants, Black undershirt, Gold accents.

Wang Family Deathrite Monks: Talisman Sorcerers that work under the Wang Family of Hongyuan, they use red Omen Talismans of the "Spirit Talisman School Techniques" to inflict curses upon foes. Some members even go under possession to gain greater power, having a ghoulish, mummified look. Their clothing is similar to that of Buddhist monks.
Outfit: Brown kasaya with an Orange robe over-top, most monks wear a tied burlap sack over their head, with what appear to be branches protruding from it. The sack itself is inscribed with a wicked Red symbol.

Jialan Guards: The special royal troops known as the indigo guardians of the Jia Family, who swear utter loyalty to the Family Hierarch and Daguanyuan.
Outfit: Dark Blue Chinese lamellar armor with Light Blue cloth and ribbons.

J Corp Casino Security: Light security guards responsible for overseeing J Corp's casinos, they ensure no trouble or cheating occurs in their vicinity. Although their combat capability is nowhere near the level of the rowdy Syndicates that visit the casinos, they can handle the average drunk or thief.
Outfit: Dark Grey and Brown coats with fedoras.

K Corp Security Staff: Guards that manage the immigration process of citizens into K Corp's Nest, as well as general security roles. Individuals and small groups need a K Corp visa to pass, though you can also present a work visa and business statement instead if you belong to a company.

Security Staff come in ranks of Class 1-3 (as of now). Class 1 composes of light security for search and rescue, while Class 2 are in charge of general security as well as managing checkpoints, being armed for riot control. Class 3 are labeled as "Excision Staff" and are for the more high-threat response situations, being equipped with HP-infused cyber suits. K Corp Security are also often backed up by automated drones who administer HP or Decay ampules, depending on the morale of the staff.

When trouble occurs, the guards are not afraid to brutalize those who step out of line. They make use of K Corp's HP Bullets to outlast their foes. In the case of a taboo being broken, or an especially troubling incident, heavier response units are sent in to suppress the offender with extreme prejudice.
Outfit: Class 1 and 2 have Black tactical armor with Neon Green accents. Class 3 has a Black-Blue armored suit with Green pipes and sensors.

K Corp Special Excision Unit: A special forces branch of the Excision Staff, they are given more advanced suits and weapons for intense hostile deployments.

K Corp's Department of Food Resource Development: One of the many research departments at K Corp's laboratories, they are in charge of creating efficient ways to streamline the processing of food products, whether through genetic engineering or automated work.
Outfit: Standard K Corp White lab coat and Black suit with Green trim.

L Corp Agents: Employees of Lobotomy Corp, they used to work in the various facilities scattered around the City, responsible for managing the Abnormalities and gathering energy for the company. Although they lack in combat skills, they make up for this by utilizing E.G.O weapons and outfits to contend with the Abnormalities. Agents are ranked L1 to L5, a fully maxed out L5 ALEPH Agent is supposedly said to rival in power to a Claw.
Outfit: They can use a variety of colorful E.G.O suits, but the default uniform and armband depends on their assigned Sephirah.

M Corp's Order of the Lunar Visage: A knightly order under the employ of M Corp, they sometimes assist X Corp in protecting their excavation sites.

N Corp Inquisitors: A sub-faction of overly zealous knights wielding nails and hammers, who take a more active and extremist role against prosthetic users. The Inquisitors will march to a location they deem heretical, and proceed to massacre and burn the populace. They are brutal in their executions, and will often impale their victims on nail pikes as a display of warning.

Their hierarchy is as follows (lowest to highest):
Kleinhammer - Lesser Mittelhammer - Greater Mittelhammer - Großhammer - One Who Shall Grip - One Who Grips
Outfit: White knightly armor and clothing with N Corp's emblem on their chest.

P Corp Archival Department: Division of P Corp responsible for keeping track of records, documents, and notes of various nature.
Outfit: Standard P Corp white lab coat and Black bodysuit with glowing Yellow accents.
Wings' Organizations III
R Corp 2nd Pack: Made up of the Ram, Rat, and Reindeer teams.

R Corp 4th Pack: Made up of the Reindeer, Rhino, and Rabbit teams, the 4th Pack is said to specialize in extermination missions where collateral damage is usually a low-priority. They have also been noted as a liability in R Corp for many years, with the entire 4th Pack even being slated for termination if poor results continue. The Pack managed to prove their worth in the Smoke War, however it was only a temporary reprieve.

A common battle tactic of the 4th is to first send their Reindeers to cripple enemy morale, then have the Rhinos siege and break through defenses, and finally, the Rabbits arrive last to pick off any stragglers.

R Corp Reindeer Teams: They specialize in ranged mental damage. They use special staffs attuned to their antler augments to send out electric discharges at their foes. The drawback is that this puts a lot of stress on the user's mind, and too much can lead to them attacking friendly units. The 2nd and 4th Packs have Reindeer Teams.
Outfit: Black combat armor with Orange accents, their helmets are in the shape of a deer head, they also have augments resembling antlers.

R Corp Rhino Teams: They specialize in causing mass devastation and barreling through obstacles with their powered heavy armor and weapons. Though this collateral damage is often excessive, they serve as a powerful force. The 4th Pack has a Rhino Team.
Outfit: Large Black combat armor with Orange accents, their helmets are in the shape of a rhino head.

R Corp Rabbit Teams: They specialize in all out suppression, gunning down foes in a hail of bullets. However, they tend to shoot both their enemies and allies alike (with the exception of fellow Rabbits) as such, they are best used with as little outside interference as possible. One of their quirks is to refer and compare themselves to rabbits, such as their catchphrase "Grazing the grass". The 4th Pack has a Rabbit Team.
Outfit: Black combat armor with Orange accents, their helmets are in the shape of a rabbit head.

R Corp Raven Team: A military police branch of R Corp that oversee the legitimacy of Pack missions, as well as the discipline and termination of unruly squads.

S Corp Ch'unnokun: A term given to those hired by S Corp to hunt down those who have broken their taboos. While this name can technically apply to any Fixer that S Corp hires, the Ch'unnokun sent by the Royal Court can be compared in terms of skill and relentlessness to the Taboo Hunters of other Wings.

T Corp Collectors: Part of T Corp's Time Collections Agency, they are responsible for dealing with illegal technology groups operating without T Corp's permission, as well as collecting the Time Tax from overdue payments. Collectors are issued a special watch with a banked amount of time for mission use, they can then use this time to speed up their movement, attacks, and healing. They are ranked from Class 1 to 5.
Outfit: Steampunk styled Brown dress suits with top hats and/or Brass armor plated suits.

Other T Corp Groups
-Technology Administration Agency: Often shortened to just "Tech Agency", they are responsible for registering every invention made by creators. Those not registered in a timely manner will be arrested by T Corp.
-Auditor Staff: Inspectors for the time accounts of individuals and groups within T Corp's jurisdiction. Ensures no cases of fraud or similar.
-Violent Defaulter Collections Unit (VDCU): Higher skilled Collectors tasked with handling the more troublesome illegal groups that have their own stolen time.
-Future Severance Unit (FSU): Presumably called in for when even Collectors have trouble with high-class threats.

WARP Cleanup Agents: Responsible for putting back together and resetting passengers from the WARP train's time cycle to the state they were when they boarded. Most of their jobs involve fighting the passengers, so they utilize rift weapons to easily tear apart and segment their foes for sorting out later. Cleanup Agents are ranked from L1 to L5 (lowest to highest)
Outfit: Black dress suit, armor and boots, Blue pants and accents, as well as a company cap.

Other W Corp Groups
-Congestion Cleaning Armor (CCA): Heavy-duty, rift-powered exo-armor that greatly enhances strength and rift-tearing capability. Primarily used by L4 Agents assigned to "Congested" combat situations, though it can be used by L5 Agents too. Due to it's nature, the armor is unsuitable for passenger-sorting, being only deployed for combat purposes.

X Corp Alloy Guardians: Protects the excavation sites in District 24.

X Corp's Expedition Order of Excavators: An expeditionary force of heavily armored knights. They wield large bladed pickaxes.
Outfit: Heavy knightly armor with Blue accents, cloth, and capes.
City Organizations
Rats
A blanket term given to any unaffiliated thug, hooligan, or thief. They are the prime bulk of criminal activity in the Backstreets. Rats are not organized like Syndicates are, and aren't allied to each other aside from small knit groups. They have nothing but the clothes on their back, and will do anything to advance from their lowly position.

Rats are at the bottom of the "food chain" of the City, often being hunted by Fixers or extorted by Syndicates. Most make money selling stolen artificial organs and augmentations on the black market. Every Rat aspires to one day escape their cycle of misery, to join a group of much higher standing and wealth.
Outfit: Anything they have on at the time.

District 23 Butchers and Gourmets
Cannibalism isn't exactly an uncommon thing in the Streets, as it's hard to even find decent scraps, usually the wealthy elite are the ones to indulge in such dark practices. It's still seen as a taboo in many of the Districts. However in District 23, a group known as the "Eight Chefs" and their Gourmets accept cannibalism as the "perfect taste" for a dish.

The many "Restaurants" kidnap victims and chop them up into various meat dishes to serve to customers. Everyone competes to find the "perfect taste" so that they may earn a spot alongside the Eight Chefs. Gourmets boil and filet the ingredients alive, as they believe suffering will bring out the desired flavor.
Most of the Restaurants get their stock from "meat suppliers" or Syndicates looking to get rid of witnesses. In rare cases, well-supplied Gourmets can get the meat of Ruins and Outskirt monsters to serve as exotic dishes.
Outfit: Typical chef attire, often spattered with blood.

The Eight Chefs
A powerful group of cannibal master cooks who decreed human flesh as the main ingredient for the "perfect taste" in District 23. However, one day, all but one of the Chefs died in a process of "self-cannibalization", dismembering their own bodies to cook meals of. The Eighth and last Chef would instead go on to join the Reverb Ensemble.

Church of Gears
Leader: Eileen
A group of religious fanatics who worship gears. They practice the removal of self-determination, relying on others of higher thought and will to give them a purpose in life. Their Gears are obtained by sacrificing someone to a special chair that grinds the brain matter and imbues that person's thoughts into a Gear.

The Gears enhance a member's reflexes and traits by using the processing power of the Gears,
the more one has, the more powerful they become. They are also highly aggressive against those who do not share their beliefs. Individuals graft augments and forbidden tech to their own body to empower themselves.
Outfit: White religious robes, metal augments, prosthetics, and gears grafted to their flesh, they also wear a Blue sash.

Tailors
A type of group that creates high-quality, protective cloth for clients through various (often unorthodox) means. They usually attach themselves to an Office or Syndicate, but they can also go independent as well. The Carnival is one example of an independent Tailor group.

Udjat
Leader: Dias
Officially, Udjat is a Grade 1 Office that just so happens to exclusively contract out to Dias. Unofficially, they are her own private army under her direct supervision. Thanks to her influential position, Udjat has access to many facilities and equipment that is comparable to those working under the Wings.

Udjat was one of the many groups that participated in the Smoke War, where they were tasked with following Dias' agenda of removing threats and acquiring intel useful to her plan. Despite the atrocities they committed, due to Dias' power and position, Udjat is able to avoid punishment by even the Hana Association and high-ranking Wing members.

They are well-trained soldiers that handle situations with efficiency using their scimitars and are used to round up subdued Distortions for purposes unknown to all but Dias herself. They are named after the Egyptian symbol of Horus.
Outfit: Black longcoats and masks with Gold accents featuring the Eye of Horus.

Mirae Insurance
One of many Insurance companies, they cover the financial costs of accidents for anyone. Wings, Associations, and your average Fixers all have insurance coverage for different needs. Insurance can range from covering costs, equipment replacement, and even cloned body preservation.
Outfit: Brown suits and pants, White shirts.

Reverberation Ensemble
Leader: Argalia
A mysterious organization led by the Blue Reverberation, they seek to overthrow the ruling system of The City and the leading Syndicates (namely the Fingers). They plan to accomplish this by gathering Distortion-related persons or items to use in their plan.

They recruit from various groups in the City to their cause, whether it be from Syndicates or Fixers. Because of their revolution being against the Head, they keep a very low profile, and thanks to the Blue Reverberation's influential position, they are able to manipulate Association leaders and other important figures to get rid of interlopers.
Outfit: Black dress suits and pants with Blue ties and a Blue pattern on the shoulder.

Major Spoilers for one of the Endings.
Bookhunters
Leader: Unknown
A group formed in one of the bad endings of Library of Ruina, when Angela further expands the Library, killing anyone in the thirst for knowledge. They are what eventually become of the Fixers, long after most of them are wiped out by the Library. The Bookhunters' purposes are unknown, only that all were killed by a traitor, who then finally killed Angela in the end.


Technology Liberation Alliance
A group of former engineers, scientists, and researchers fighting to "liberate technology", they have been labeled as a 'terrorist organization" by K Corp due to their extreme measures in collateral damage. They utilize scratch-built robots that wield saw-blades, hydraulic spheres, and explosives. Because most of their members lack in combat skills, they make up for this by using their robots.

The TLA seek to rid the world of exploitative technology that dehumanizes and makes a commodity of our way of living. They shun the selfish over-dependence on modern tech from the Wings and hope to establish a new society that is free from it.
Outfit: Brown-Grey coats and cloaks with Orange accents. Though sometimes most members simply wear a kit bash of their previous occupation with additional accessories.

Whalers
An equivalent to Fixers that work for a naval crew aboard a ship on the Great Lake. They specialize in hunting and harvesting Mermaids and Whales as a living. Because of their profession, many Whalers possess a wealth of knowledge about the Lake's rules and dangers.

The Pequod's Crew
Captain: Ahab
A group of Whalers that operated out of their ship, named "The Pequod". They were lost out to sea after a devastating attack during a hunt for the Pallid Whale, one of the Five Great Calamities. Only one crewman survived the encounter. The Pequod's Crew was proficient in the usage of their barbed harpoons to fend off Mermaids and Whales alike.
Outfit: Dark Green patterned work shirts, Dark Brown pants.
City Organizations II
Butlers
A classification of Fixers who work as contracted, long-term household security and servants for wealthy families or individuals. They deal in the usual house-care tasks assigned to them, but can also serve in combat roles thanks to their Fixer background. They are led by a Chief Butler. Butlers also have very hefty financial salaries and benefits, to the point where many veteran Association Fixers retire as Butlers.
Outfit: Varies depending on the individual/group, usually consists of buttoned suits for men and maid uniforms for women (though women can wear suits as well).

Wuthering Heights
A highly wealthy family residing in a large manor in T Corp's Nest, home to the Earnshaw family who command a loyal group of Butlers. At some point, the Edgar family's heir; Linton, moved into the manor after marrying Catherine, alongside his own repertoire of Butlers.
Outfit: The Earnshaw Butlers have a Brown buttoned dress suit and pants for both men and women, White undershirt, and a Brown neck ribbon. While the Edgar Butlers have Victorian-style maid uniforms for women and Black buttoned dress suits for men.
Fixers and Syndicates
Fixers
Fixers are contract mercenaries, mostly a demand in the Backstreets, due to the high mortality rate and crime, though they appear in the Nests too. Fixers often work as security for Corps, intel-gatherers, and hit-men. They also have long been part of the City's history, dating back as far as the year 465.

Fixers work by signing contracts with their clients, this is proof of the deed done so that Associations or Offices can confirm that you did the work. Otherwise you won't get paid for it, completed contracts means more recognition for a Fixer's career, which will rise them through the ranks.

Due to the nature of Fixer work, social bonding isn't typically a common thing. Seeing a dead colleague who was once your friend ends up messing up your focus and drags you through depression. As a result, veteran Fixers often focus on the task at hand, pushing away any sentimental thoughts.

The outfit of a Fixer is entirely up to them, while the Associations can provide a protective uniform for recruits, most of the clothing is up to you to purchase (as long as your following the outfit code of your Office/Association). There's plenty of basic shops that have Fixer attire in inventory, but Workshops have high-quality armor that come at deep prices.

If you have the money to spend, you can also request your own personally tailored suit. Some Fixers undergo intense surgeries and body modification to enhance themselves, and tend to wear non-standard clothing as a way of showing off.

Sources: A Grade 7 Fixer's Page 1, 2, & 3, A Liu Section 2 Fixer's Page, ProjectMoon tweet "[??th Book of Fixers] 2,3, & 4."

Becoming a Fixer
To become a Fixer, one must obtain a "Fixer License" from either an Association or Affiliate Office. To get the license, you'll have to meet the physical and mental test requirements as listed out by the Hana Association (age 20 is the minimum). After that, you should join one of the Offices. You can also strike out and take jobs on your own, but your very unlikely to make headway, as having the reputation of an Office boosts your chances for jobs considerably.

Most of the Offices are independent, others align themselves with one of the 12 Associations as part of a cooperative relationship. Fixers can join Associations too for the better benefits, but the requirements are high.

Fixers are ranked by "Grades" from 9-1, 9 is the lowest Grade, with 1 being the highest. To earn a new Grade, one must have a high performance during their work, the better you are, the faster you'll rise up the ranks. Having proof of your deeds is also essential, otherwise you'd have done that hard work for nothing.

The Hana Association will then send an approval to your Association or Office to elevate your "Grade". The equipment of a Fixer typically reflects their wealth and Grade, low ranks will often have basic weapons and outfits. While higher ranked ones will have customized loadouts and multiple augmentations.

It should be noted that Grades are NOT always a precise indicator of strength, as theoretically a powerful Fixer could be held back from a higher rank due to external factors (though this is very rare). Grades are more so based on "job competency" and are not elevated through brute strength alone. Additionally, a Fixer's Grade can be demoted or even revoked entirely through penalty points if their actions are not approved by Hana Association and the wider City.

Source: A Grade 8 Fixer's Page 3.

Syndicates
Syndicates are the opposing counterpart of Fixers and often conduct raids on Fixer Offices. Made up of organized thugs and criminals with a common goal, Syndicates try to make headway in the Backstreets by black markets, contraband, and hit jobs.

Syndicates can actually do work Fixers normally do, it's just that trusting a Syndicate is riskier than hiring an Office, as they lack the need for "obligations" and "contracts". Most groups are made up of like-minded criminals, or "Rats" who have gained enough power to pose a threat.

Not all Syndicates are bad though, some simply don't want the responsibilities and restrictions that being an Office Fixer brings.
Though the surefire way of gaining power as a Syndicate is to raid and wipe out Fixer Offices, the bigger and more seasoned an Office is, the larger the infamy gain is. Syndicates are handled in a hierarchy system, with powerful bosses dictating Districts at the top, but the group that stands above all of them are the "Fingers of the Backstreets".

In addition, Wings sometimes hire Syndicates as thugs to handle business they can't do officially.
Color Fixers
If a highly regarded Grade 1 Fixer shows an exceedingly exceptional performance in their career, the Hana Association can choose them to be granted a "Color." Generally, the exact shade of color is picked based on the most dominant or signature color said Fixer is associated with (with some exceptions). A Fixer cannot refuse the title of Color, as it is automatically assigned to them solely through Hana Association alone.

These special Color Fixers are the legendary talk of the City, possessing unmatched skill and wits. They are able to roam freely and accept any work they want, not bound by Associations or Offices. Some lament the infamy of the title however, as they view the forced freedom and reputation it brings as troublesome or unwanted.

While all Color Fixers are powerful, they all have different fighting styles and scale in terms of strength and smarts. The Red Mist for example, is best when fighting a direct confrontation, while the Blue Reverberation manipulates and uses others to do most of his work for him.

Source: Liwei's Page.

The Red Mist
A powerful Fixer who grew up in the harsh Backstreets of District 23, she vowed to protect the weak and those unable to fight from the bloodthirsty Syndicates and Fingers that threatened them. Named for the fine red mist of blood and gore she leaves in her wake, she excels in close quarters combat and direct battle, using a hefty greatsword to slice opponents from any direction.

Eventually, she was hired by Carmen to assist in their Cogito research, where she gained the power to manifest E.G.O However, she disappeared after the lab was attacked by the Head, her current whereabouts unknown.

The Blue Reverberation
While not as specialized as some of the other Colors, he makes up for it with his charisma and influence. Through this he is capable of gathering devoted followers as well as manipulating high ranking Association and Syndicate leaders. He also possesses quick reflexes that enable him to deflect bullets with ease.

His main ability is tapping into one's "Resonance", then attuning it with his weapon to inflict greater damage.

The Purple Tear
A seasoned Fixer who has seen countless battles, she is capable of teleporting herself by creating dimensional rifts. Wielding a variety of different weapon styles, she can adapt to any given situation. Because of her extensive experience and age, she mentored a few of the other Color Fixers when they were young.

The Black Silence
A mysterious but powerful Fixer who was responsible for taking out the Pianist Distortion. Was known for using a wide variety of weapons from various Workshops around the City. Able to manifest said weapons using a special set of gloves, said gloves also had the ability to cancel out most sounds of the user. Although they went on a rampage that claimed the lives of Syndicates and researchers alike, they disappeared one day.

The Vermilion Cross
A Color Fixer dispatched alongside Hana South Section 1 to eliminate the Reverb Ensemble. However, Section 1 was wiped out, and the fate of the Color Fixer is unknown. He uses a large cross-shaped weapon that burns opponents.
Fixer Workshops
For Fixers, only the best quality weapons, armor, and gadgets will get you through the day. That's where Workshops come in. There are plenty of brands for one to choose from, each with their own unique qualities and traits. The head craftsmen of these Workshops are known as Meisters. Because of the often dangerous line of work Fixers go through, the equipment is often highly specialized. Workshops also have their own Fixers that are both workers and security guards, utilizing products that they have personally created and tested.

Source: Naoki's Page.

Stigma Workshop: Known for the exquisite symbols their fiery weaponry carves into their victims, the company specializes in offensive equipment for Fixers that can burn through flesh and metal. Their also very expensive.

Allas Workshop: Their gloves increase the speed of a person's movement by a multiple of five. Also created a massive spear capable of ramming through opponents.

Kōri Workshop: Known to produce a sky-blue glove that freezes anything on contact.

Nester: Produced a one-handed hammer capable of causing shattering impacts to flesh and bone.

YuRia Atelier: One of the top ten workshops in District 14, only those who have premium membership can access their products. They produce the highest quality of equipment at a surprisingly fast rate, ranging from weapons, armor, and augmentations.

Crystal Atelier: Created special dual-swords that slice effortlessly through opponents.

Atelier Logic: Creates guns and bullets that have capable stopping power and penetration.

Screw Atelier: Is featured in a Backstreets CG background.

Namir Workshop: Produced heavy close-combat gauntlets.

Union Co: Known for producing top of the line bionic exoskeletons, weapons, and equipment. It's said their weapons are made from the flesh of corpses.

Fanar Workshop: Created a medical pressure bandage that heals wounds and slows bleeding.

Ranga Workshop: Created a dagger for precise slashes.

Zelkova Workshop: Created a mace and axe able to be dual-wielded without overburden.

Old Boys Workshop: Created a hammer able to be swung quickly.

Mook Workshop: Created a katana that unleashes a flurry of lightning-quick slashes.

Wheels Industry: Created a giant greatsword that causes exploding impacts on hit.

Windvalley Workshop: Created a gauntlet capable of producing a strong gust of wind when used.

Leaflet Workshop: A workshop that modifies their weapons to utilize smoke from a special tank and nozzle on their back. They sport a Steampunk aesthetic.

Rosespanner Workshop: A workshop that uses hammers and chainsaw weaponry to stagger their foes.

Cloud Workshop: The workshop that manufactures the unique cloud-pattern blades of the Kurokumo Clan.
Augmentations and Firearms
Body Augmentation
Like a lot of sci-fi dystopias, body augmentation and modification is almost necessary to survive in the cruel City. Technology ranges from exoskeletons, nanotech, tattoos, and artificial organs. Typically the amount of mods one has on their person is a measure of how much money they have, as certain augments are expensive.

Augments are created by Workshops and are sold to both Fixers and Syndicates alike, who use them to lift massive weapons or pummel foes to a pulp with bare fists. There are also patented modifications exclusive to powerful Syndicates or Wings.

Sources: Eri's Page.

Prosthetics
There are also Prosthetics in the City, where people replace their limbs, heads, and even whole bodies with varying components to increase their combat effectiveness. The quality and traits depends on the price and workshop. With the benefits of reduced pain, better strength and reflexes, combatants with prosthetics tend to fight more recklessly. Some people can't handle the numbed sensations and will either forgo certain replacements or get high-quality prosthetics that simulate feelings like hunger and sleep.

One unique condition of prosthetics is that any full-body or head replacement must not have a human resemblance in accordance with the AI Ethics Amendment. Though the exact definition of what a "human appearance" means is not entirely clear, it's possible a relatively human look is tolerated so long as there is a very clear indication of it being artificial. Additionally, prosthetics must keep the brain intact.

Sources: Mo and Consta's Page, Hook Office Post-Battle.

Life Insurance
In the City, there is indeed high-priced Insurance for pretty much anything. However, one particular noteworthy feature of Life Insurance is the capability to ensure the resuscitation of their clients in the event of severe bodily damage. Even an entire body (minus the head) can be cloned for worst case scenarios. Of course, in accordance with the Head's laws, the brain must remain intact to qualify for those extreme cases. Additionally, repeated Insurance revivals can lead to mentally degrading effects.

Sources: Pameli, Irina, and A Mirae Insurer's Page.

Firearms
Firearms are actually rarely used in the City, due to a very heavy tax on guns and ammo by the Head, strict restrictions on Workshops, and a proper license to obtain. Getting augmentations and Workshop weapons are much cheaper than buying a couple of guns and ammo.

Not only that, but highly experienced combatants can often dodge or deflect bullets, and easily close the distance thanks to their augments.
The reason why Firearms are heavily restricted is likely because of the "detached" nature that killing with guns have. The Head instead prefers people to engage with one another in close encounters.

Because of this, it is likely only certain Wings (R Corp) have access to firearms, which means they have the best and deadliest weaponry available to only them. However, a few S-Class Workshops do have the privilege of constructing firearms, but the heavy price is not really worth it.

Guidelines to Restrictions on Firearms:
  • Do not research or imagine technology that infringes the firearm manufacturing guidelines, as provided by the Head along with the license.
  • The maximum length of the gun barrel must be shorter the higher the gun's caliber is.
  • No gun should posses the firepower to penetrate steel or building walls. However, bullets that shatter cover are acceptable.
  • A gunfire sound must be audible. (No suppressors)
Sources: Tamaki and Stephan's Page.
Offices and Associations
Offices
The starting point for all Fixers, Offices are a small organized group of Fixers that work out of a building or location, taking contracts and jobs from the public. An Operator or Representative handles the managing of the Office, hiring new recruits and such.
Offices are often swamped in debt to the Wings, with some poor state Offices handled by only one Fixer, which says a lot about how hit or miss the business can be. This isn't to say all Offices are worn down though, it all depends on the financial state of the Office and its location.

Offices can also chose to become a "Affiliate Office" with an Association. They get access to better amenities, but must also contend with higher risk jobs and more responsibilities. Which is often a point of contention for many.

Most Offices and Associations give guidelines for their Fixers to wear outfits fitting in with the organization's theme. Some are more strict with regulating uniforms, while others are more lax.

The Associations
The Associations are large professional organizations made up of Fixers and their managers, they specialize in the more dangerous line of mercenary work, taking jobs no one else wants to. Though this isn't to say they don't take non-combat jobs. They help manage most of the offices under their contract, and have much higher pay and better equipment than a basic Office.

To enlist in an Association, a Fixer must take some introductory training before then taking an entrance exam, a simple task that tests the examinees on whether they're fit to be a part of the Association.
Due to their larger structure, Associations are able to cover more ground with their Fixers and can take requests from any District. Most of the headquarters of said Associations are likely based in Nests, where Directors and Fixers manage requests from either the City's denizens or Affiliate Offices.

A President is the head of an Association, this is split into several Branches that oversee the different parts of the City: North, South, East, and West. These are run by a Branch Manager, while a General Manager directly oversees all branches. these are further divided into Sections, which is run by a Director. Sections are ranked from 6-1, 6 being the lowest recruits and 1 being the highest ranking Fixers. 6 and 5 typically have lower quality clothing and armor than those of 4 and above.

There are currently 12 Associations, which are managed by the Hana Association, and they all have different uniforms, rules, and specializations in their line of work.

Threat Classes
In the City, the Hana Association classifies and ranks certain threats and organizations based on how much people pay for it to be eliminated. Though, this usually goes hand in hand with how dangerous the threats are as well. A Special Investigator Badge is issued to Fixers undertaking cases ranked Nightmare and above, which allows them access to benefits for the duration of the task.

Also, cases in the City tend to have inconsistent threat classifications depending on whether they're affecting the Backstreets or Nest. A violent organized incident in the Streets would remain at Urban Plague at best, while the same happening in a Nest would elevate it to Nightmare or even Star.

Canard: The lowest classification, though rarely mentioned due to most of it's ranking being so commonplace in the City to the point most cases go ignored in favor of higher paying jobs. Canard mainly ranges from bum gangsters like Rats, bottom-of the-barrel Syndicates, and poor Fixer Offices.

Urban Myth: Threats that have caught some public attention, even being noteworthy enough to the Associations, but are still regarded as too low-payment to consider seriously. Usually an Affiliate Office or similar will investigate on their behalf, if the threat is confirmed to be active and enough of a worthy threat, they are exalted to Urban Legend.

Urban Legend: Having a widespread influence within their District, usually being a proper organized or dangerous enough force. These threats are what most Associations focus on for their lower Sections, as the payout for these is good and it keeps them sharp. Could be seen as "relatively below average" in comparison to the higher ranks.

Urban Plague: Threats that have influence in more than a few Districts, the mere mention of their name is sure to turn heads. Since it's the midpoint of the rankings, Urban Plague cases can vary wildly in difficulty depending on the circumstances. Usually these include bigger Syndicates involved with the Fingers or above-average Offices with decent equipment.

Urban Nightmare: This threat class is capable of affecting nearly every District, whether it be Nest or Backstreets. Their removal is of the highest priority, and even the Wings will send their best. The Distortion Phenomenon is classified as Urban Nightmare, due to it's indiscriminate ability to sow chaos and disorder in both Backstreet and Nest alike.

Star of the City: These are usually the most dangerous and powerful threats to threaten City society. Often the surefire way of getting classified as a SotC is to directly threaten the safety of Nest denizens or Wing officials on a wide scale. Color Fixers and the Hana Association are typically the first to be sent after these, as they have the skill and expertise to handle them.

Stars of the City are often seen as something that the lowly citizens and dredges aspire to be, not to become exactly like them per say, rather to reach that same level of recognition, fear, and respect. It's the main reason the Head does not go to wipe every Star out, as they accept these aspirations. Even though many Stars are felled, there will always be more to rise. Legendary figures such as the Eight Chefs of District 23 and the Blood-red Night were given this rank.

Impurity: A rank only which only can be granted by the Head, Impurities are Stars that are seen as defilements to the City, and are typically banished to the Outskirts by the Head's forces through the Territory Expulsion Procedure.
The Library eventually reaches the rank of Impurity.


Source: Walter and Mirinae's Page.
Known Offices
Yun's Office
Operator: Yun
A small poor Office managed by Yun. He sent Finn and a team of Fixers to investigate the Library.
Outfit: Grey or Dark Grey coats.

Hook Office
Representative: Unknown
An Office that recruits Syndicate members and other killers. Their often tasked with threatening rivals through gruesome killings. They also get work from other Syndicates, due to their criminal associations.
Outfit: Dark Orange coats with White stripes. Remnants of their former Syndicate life can be seen on their clothing. (chains, streetwear, bandannas and masks.)

Streetlight Office
Operator: San
An "Affiliate" of Zwei Association, managed by San, their an average, but small Office with good quality gear and a proper workspace. Because of this partnership, they also can get requests from Zwei or its partners. Like the Association, Streetlight specializes in peacekeeping and defense.
Outfit: Dull Blue coats, with a White undershirt. Lulu wears a Light Tan, Dark Brown-sleeved, parka with fur lining.

Molar Office
Operator: Olga
An average well-to-do Office, managed by Olga. The Office is typically more casual than others, with a lax uniform code and friendly members. They were tasked by Myo from R Corp to investigate the Library for any connections it might have to L Corp.
Outfit: Casual business wear, Dark Grey vests with White undershirts.

Full-Stop Office
Representative: Liwei
An Office that utilizes Firearms as weapons, an unusual choice, considering the high price of guns. They are aware of this as well, and try to use ammo sparingly.
They are typically tasked with assassination missions, since the long range of guns allow them to take out multiple targets at once.
Outfit: Camo jackets and dark dress suits. With accessories to complement their firearms such as goggles, earpieces, and holster rigging.

Dawn Office
Operator: Salvador
Managed by Salvador, who himself is a former Zwei Fixer and Smoke War veteran. Located in V Corp's Nest, the accommodations of the Office are eloquently furnished and well suited for comfort and Fixer work.

Thanks to their wealthy position as a Grade 4 Office, Dawn Fixers are able to afford some of the best in-class Workshop gear. Most utilize Stigma Workshop products, which are very expensive.
Outfit: Beige coats/suit jackets, with either Grey or Black undershirts.

Wedge Office
Operator: Oscar
A sister office of Dawn Office. They use giant lances to pierce through enemy defenses. Being an associate, they assist Dawn Office when its required and vice versa. They are well-equipped and experienced in the Fixer business.

The Office specializes in assessing the enemy's weakness, before making a single swift precise blow without expending much effort. However, because of this, they aren't as good in other fields, hence why they take on partnerships with other Offices.
Outfit: Black Victorian-style coats and dresses with White accents.

Cane Office
President: Nemo
Hired and provided information to Gaze Office to learn about W Corp's Singularity. In general they are a notary public Office that handles evidence of contract agreements between Offices, such as documents and notes, they can also act as brokers in some cases.

Although they are a non-combat office, they are well financed and equipped to deal with high risk requests such as Urban Nightmares and Stars of the City. However, they would rather not be in the front-line as often as other Fixers.

They had made a deal with the Blue Reverberation to secure the books of W Corp, however, they did not realize they were to retrieve the books themselves until long after they signed Yesterday's Promise.
Outfit: Black dress suits and coats, White undershirts, some augmentations.

Gaze Office
Operator: Alloc
An Office whose Fixers heavily augment themselves with mechanical parts. Their prosthetics are much more advanced than the Brotherhood of Iron. They utilize electric weaponry that paralyzes their foes.
Outfit: Black metal prosthetics with purple sensors, Dull Brown-Grey coats with Black dress suits or undershirts. Dalloc is the exception of wearing a White tech sweater with Purple accents.

Clam Office
Operator: Unknown
An Office that cooperated with the Kingfishers Syndicate. But when the Kingfishers began falling behind due to internal feuds and finance issues, Clam Office dropped out of the partnership.

Moses' Office
Operator: Moses
Known as the "Distortion Detective" Moses is a member of the Seven Association who solves cases of the Distortion Phenomenon. She works alongside her assistant Ezra and the Workshop Meister YuRia Atelier.

Moses is unique in that she can see the process of the Distortion manifesting, whereas others can't until its too late. She uses this ability to remedy the affected individuals, though she does not "cure" them of the Distortion, only regress them to a form that looks human enough. Either that or she explains the cause and effect of the Distortion to the client, who then deals with the problem their own way.

Charles' Office
Operator: (Presumably Charles/Charlemagne)
A Grade 1 Office that handled dangerous Star of the City requests. There were 12 members in total including Angelica (who may or may not have been an official member), Their combined strength and quirks made up for their individual weaknesses and faults, making them a powerful force.

They were responsible for taking down the Distortion known as "Blood-red Night."
After awhile, the Office disbanded, and its members went their separate ways.
Outfit: Non-standard (especially with the Office's disbandment), but they typically wore elaborate dresses and suits.

Ame Office
Operator: Unknown
Recommended Moses' Office to the Tae-young Produce Co. to solve their Distortion case. They had also sent several of their own to investigate, but all were crushed by the Distortion monster.

Dou Gui Office
Representative: Zhang Lei (Deceased), Fei Lei (Current)
A Combat Office hired by Moses' Office for protection from Vespa Crabro. In exchange, Zhang Lei asked Moses to cure his daughter's Distortion. She succeeded, but Vespa had intercepted them and killed Zhang Lei as well as several Fixers before being trapped in YuRia's Workshop.

Afterwards, Zhang Lei's daughter, Fei, inherited the Office and accepted the protection job from Moses in her father's stead. Dou Gui places an emphasis on loyalty to one another, so their atmosphere is more casual and friendlier than other Offices.

Bloom Office (Non-canon)
Operator: Flower
An Office founded by former agents of a branch of Lobotomy Corp, its bright cheerful colors contrast the dreary Backstreets. They fulfill all sorts of requests, though one of its head Fixers is always exploring the Ruins in search of a dear friend.
Known Offices II
Rusk's Office
Operator: Rusk
An Office of experienced Fixers. Their leader, Rusk is actually a Bloodfiend who also turned all his colleagues into vampires in their sleep. He aspires to takeover one of the positions of the Elders in the Bloodfiend hierarchy.

Jeong's Office
Operator: Jeong
An Office that operates in J Corp's Nest, they help manage and oversee the various gambling activities in the District to ensure the situation does not escalate to violence. They are also affiliated with Öufi Association.
Outfit: Black-Blue tinted coats, Black turtleneck, gloves, and pants with some colored accents.

Bayard's Office
Operator: Bayard
An Office that initially had unruly and undisciplined members, much to the Operator's frustration. However, they were quickly put into shape by a member of Charles' Office, Renaud. Bayard was surprised at how quickly he had handled it, as his first impression of Renaud was medicore.
Outfit: Green vests and pants with White shirts.

Rosespanner Workshop Office
Representative: Niko
Fixers under the employ of Rosespanner Workshop. They were hired to act as bodyguards for K Corp research staff due to the actions of the Tech Liberation Alliance.
Outfit: Maroon Purple coat and pants, Black undershirt.

MultiCrack Office
Representative: Sasha
An Office that solely accepts applications from Fixers with prosthetics. Their own Fixers are known for their multiple prosthetic limbs, as it not only enhances their effectiveness in combat but also allows them to multi-task during work hours.
Outfit: Cream White jacket with a Dull Red tech overcoat over it. Some members wear helmets, masks, or a head replacement. Prosthetics are an "Iron" color, but during the WARP Train incident, they rusted to a Dirty White.

Fanghunt Office
Operator: Romero
One of the Offices that specializes in hunting down Bloodfiends, they use weapons designed against Bloodfiend-type foes. Some of their members take pride in their task of rooting out the vampires, to the point where they'll dismiss and discourage those who they believe are ill-prepared for the hunt.
Like most Hunters, they abhor Bloodfiends, believing they aren't even human and thus, do not deserve any mercy.
Outfit: Dark Grey gothic coats with White accents. They also have various belts, buckles, and pockets.

Firefist Office
Representative: Unnamed (Female)
An Office which makes use of a special arm gauntlet which expels out flame fueled by a tank on the back, this enhances their punches and allows them to utilize it as a flamethrower. Their boss was affectionately nicknamed "Big Sis".
Outfit: Light Brown pinstripe dress suit alongside their arm gauntlet and a gas mask.

Tri-Axe Office
Operator: Unknown
Lowly Fixers based out of District 8, they use hand axes in combat.
Outfit: Black tang suit and pants with a fedora.

Other Fixer Offices
-Whisper Office
List of the Associations (1-6)
Hana Association: Korean (1)
The Association in charge of all Fixers and the one that authorizes Office requests. They are the leader of all Associations. They handle all the paperwork and delegation involving Fixers and other Associations, including "grading" Fixers and granting highly regarded Fixers "Colors". They also handle ranking and elevating threats to the City.

In general they are the designated force to remove Stars of the City, all Sections of Hana Association are highly trained, with even the lower Sections being a force to be reckoned with. They emphasize a balance in approaches to life and in work, never being too stubborn or accepting, knowing when to go with or against the flow.

Their symbol is representative of the four black trigrams on the Korean flag, each representing principles of movement and harmony.
Outfit:
White coats and suits with Gold accents, a Trigram is printed on their back, shoulders, and shoes.
-North branch has a longer and thicker coat with pockets.

Zwei Association: German (2) Their motto being: "Your Shield".
As their name implies, Zwei Association uses their signature Zweihander swords in combat. Their primarily a defense-oriented Association, as they take protection jobs in the Backstreets for clients seeking safety from Syndicates and crazed murderers.

Being a public safety Association, Zwei is responsible for safeguarding citizens and bringing justice to criminal Syndicates and lawbreakers. Similar to police organizations, they also have a variety of special units that investigate criminal activity or defend client locations.

Most members believe their service provides proper justice and order to the City, as a result, they detest the Syndicates and Fingers who exploit the innocent. Of course, Zwei usually only protects those who have paid a contract with them to begin with.
Outfit:
-The South branch uses Navy Blue trench coats and Cream Yellow suits.
-The West branch has a knightly design with armor plating and tassets, longskirts, or tabards in either a Blue or White color scheme.

Tres Association: Spanish (3)
An Association that manages all the Fixer Workshops. Whether that be reviewing weapons and equipment for evaluation, filing workshop applications to the Head, and charging taxes for them. If a workshop weapon fails its evaluation, the Association will usually send feedback on how to improve the design or what to remove for the next time.

Shi Association: Japanese (4)
An Association that works as covert assassins, the Shi uphold a special code of honor: To treat everyone equally, as the weight of death is equal to all. They undertake Assassination missions for anyone, Syndicate crime bosses, Corporate officials, personal vendettas, it matters not. They kill the target with no questions asked, quickly and efficiently. They maintain confidentiality to their client, never compromising even under threat of death. The Shi also do not have many members as they have high skill standards.

Members are highly trained in stealth and covert warfare, using red bladed weapons to silence their targets. They lean to no moral compass, killing saints and sinners alike. Because of this, they can often clash with other Fixers who work as bodyguards.
Outfit:
-South has Black double-breasted coats with Red accents and White trim, lower Sections are given an armored vest and shirt/tank top.
-East has a cropped jacket and something akin to a hakama for women, they uniquely use the "bowblade" which has both melee and ranged capabilities. The number of arrows given scales per Section, with lower ones having less.

Cinq Association: French (5)
An Association that specializes in dueling requests. Although rare in the City, duels are still a way of resolving disputes, Cinq Association stands in for a client who believes their opponent is too strong to handle. Their combat style favors one-on-one combat situations, perfect for their field of expertise. Their headquarters is located in the Western Branch.

Due to the nature of their specialization, Cinq does not get many requests. To make up for this, their also responsible for holding joint events and conferences with the other Associations.
Outfit:
-East wears a Black long-sleeved changshan with Blue trim, White pants, and a Black suit coat over it, they also have a Black fedora with Blue trim. East also does not have strict requirements for what weapons it's members use.
-South wears Black dress suits, bright Blue coats/capes and a cavalier hat with White trim. South also requires members to always carry a sword with them.
-West wears a Blue doublet, White cloak, fur mantle, and cavalier hat with Gold accents.

Liu Association: Chinese (6)
The Association that specializes in all-out warfare, they commonly accept dangerous requests from the Wings involving combat. Their method of fighting may be straight forward, but Liu Fixers excel this in ways that few others can match. Lower Sections use marital arts, namely Taekwondo. The higher Sections use swords and guandaos, however, they can opt for hand-to-hand combat if they wish.

Liu Association first assesses their targets and their reason to fight, then they break that will thoroughly before launching an attack on the enemy force. They utilize advanced martial arts and burning weapons to pummel their foes quickly, such is their strength that even a few squads of coordinated Liu Fixers can easily plow through hordes of foes.

The Association prides itself on Fixers that fight with a strong will and determination, finding honor in combat and fighting alongside their peers. They are also one of the more sociable and friendly Associations, most of their members having good relations with each other.
Outfit:
-South has Red coats and Black dress suits with Gold embroidering. Lower Sections lack the coat and sport a Black vest instead. Section 1 has White fur lining on the ends of their coats.
List of the Associations (7-12)
Seven Association: British-English (7)
An Association that specializes in intelligence and investigation operations, they solve any mysteries or disturbances the Corporations want investigated, namely the Distortion Phenomenon. They also have knowledge of nearly everything in the City; any Syndicate, Office, and Incident is known to them. Their HQ is in the Southern Branch.

They obviously don't have sensitive info like Wing Singularities or the Head, but they work with other Associations to solve problems. While not a combat Association, members are trained in the minimum required skills to repel any hostiles, using simple weapons of various tech.
Outfit:
-South has Dark Mint Green coats with Dark Brown vests and a Black dress suit underneath, Pale Yellow accents. Lower Sections have a shorter jacket.

Eight Association: American-English (8)
Briefly mentioned by Ahab. Possibly tied to management of nautical business or exploration in general.

Devyatʹ Association: Russian (9)
An Association that specializes in deliveries across the City. While at first it would seem the role of courier would be easy, given the vast size and dangerous nature of the City, having a professional and reliable delivery service would be desired. Especially since Devyat' specializes in delivering important and expensive items.

They use a hi-tech dimensional box called the "Courier Trunk" for both transport and combat, being able to change the weapon form of the bag quickly. It has the unique feature of an on-board AI assistant (Poludnitsa) that informs its user of threats, deadlines, warnings, etc. This AI is in accordance with the Head's laws due to its robotic, simplified personality.

If a Devyat' Fixer is running out on delivery time, the Trunk will expel a unique energy that enhances the strength of its user as a means to fight and speed through to their destination quicker. However, if they still take too long, the energy expelled gradually becomes more and more lethal, until the user is killed by overexposure. Thus, Courier Trunks tend to have quite a list of prior users who failed their deliveries. Fixers part of Devyat' also typically have a history of being mired in debt.
Outfit:
-The North favors Mint Blue tech overcoats with a White undercoat.
-The South are not as technologically savvy as their Northern counterparts.

Dieci Association: Italian (10)
They specialize in the collection and research of ancient knowledge (think similar to archaeology), also known as the "Association of Charity", due to most of their members having been taken in when they were homeless or poor. Dieci's Fixers draw their power from accumulated knowledge gained through special studies. This has them often dismissed as "book nerds", but a Dieci Fixer with a wealth of powerful lore is not to be trifled with. Their HQ is in the Western Branch.

Dieci Association is split into several cardinal branches led by a Saint, a powerful leader with a vast store of wisdom. These Saints also possess Dieci's "Holy Relics", special artifacts of immense power. There are also two divisions, the "Keys" and the "Fists". The Fists fight in hand to hand combat, using their knowledge to empower their blows. The Keys use a special key-like weapon that can vary in size in accordance with the knowledge gained.

Dieci is also known as the Association that often explore the Ruins in search of Relics, due to the first-rate knowledge the experience provides.
Outfit:
-The South uses Black or White cassocks with Yellow stoles.

Öufi Association: Swiss-German (11)
An Association that specializes in enforcing transactions and dealings, as well as punishing those who fail to carry out contracts or violate regulations. They mainly operate in notarial and other legal roles, such as deeds, documents, contracts, and other formalities. They take their job very seriously and will not hesitate to use force against a client who breaks the rules.

They mostly operate in District 10, helping manage the various gambling activities alongside their Affiliate Offices.
Outfit:
-South has a Black and White trimmed uniform based on the Papal Swiss Guard, alongside a hat with Purple bow-tie.
The Five Fingers (Thumb, Index)
Also known as the "Hand", the Fingers are the absolute power of Syndicates, they are the sole ruling organization that keeps order in the Backstreets. Not even the Wings and the Head can easily interfere in their business.

The Fingers are split into five groups; "Thumb", "Index", "Middle", "Ring", and "Pinky". All of these branches have their own territory in the Backstreets, and enforce different rules to control these districts, most of the Five have strict rules and are unforgiving in their punishments. However, as with most crime groups, the Fingers don't typically get along, often having arguments and fights over territory control or other business.

Each branch meets up for a meeting known as the "Finger Bow-Bell" once in a while to discuss effective ways to control the Backstreets, as well as manage territories.
The Fingers also have their own Subsidiaries, who help manage the Backstreets as well as business with other Syndicates. A Finger's rules and culture will typically extend to these Subsidiaries as well, (Kurokumo shares the Thumb's values in authority and respect among peers)

The Thumb
The Thumb are one of the more polite yet intimidating of the Fingers. Based on the Sicilian Mafia, they treat those of higher authority with the utmost respect. So much so that to even speak out of turn or glance without permission from a senior will result in the harshest punishment. They take their hierarchy very seriously, those under a boss's command must follow their orders without question and enforce the rules of respect immediately, even in a casual setting. Their code even extends to anyone not associated with the Thumb, a low-grade Fixer who has the misfortune of accidentally disrespecting a Capo is in for a world of hurt.

The Thumb is led by the Capo dei Capi (Boss of Bosses), who commands several Sottocapo (Underboss), who lead Capo (Boss), who then manage Soldato (Soldier) as well as the leaders of the Finger's Subsidiaries.
A Soldato is equal to an average Fixer (varies on rank), A Capo is equal to a Grade 1 or ranked Association Fixer, Sottocapos are equal to Wing Executive Directors, and the Capo dei Capi is seen on the same level as high-rank Stars of the City (if not the ultimate authority).

Members are also ranked according to the number of "pins" they have on the suit collar, as well as a small badge with a stamped chevron. These "ranks" are then also named in Italian numbering, the masculine "o" in the title is used regardless of gender.

These sub ranks are listed from lowest to highest:
Primo (First) - Secondo (Second) - Terzo (Third) - Quarto (Fourth)
An example would be a Soldato III (Terzo) ranks higher than a Soldato II (Secondo).

On rare occasion, a higher up may devolve their rank to a subordinate if they need to attend to a specific matter that requires it, or if they need to confide information to a trusted person. (though this is not common knowledge even within the Thumb)
Even with these strict regulations, so long as you follow them, you'll be greeted into the family with open arms.

The Thumb are unique among the Fingers in that they use firearms in combat, while they are all home-made, the price is still hefty enough that most of the time, they'll use bayonets or the butt of the gun in melee combat. The weapons are made out of sturdy materials strong enough to crush bone easily.
Outfit: Maroon suit coats and fedoras with Brass accents, Dark Grey dress suits.
-South uses the standard uniform, they also use a variety of specialized bullets with different effects (Burning, Freezing, Armor-Piercing).
-East uses the standard uniform with a Black tang suit under the dress suit, alongside the occasional oriental pattern for higher-ups. They use propellant ammo to boost the speed of their bayonet swings, which are better suited for melee combat.

The Index
Index gives out specific paper slips to their members called "Prescripts". These orders will range from simple to bizarre tasks that must be followed to the letter, no matter how ridiculous or fatal the order is.
Examples are "Chopping off the right arm of the 24th person you meet." or "Deliver a bacon pizza to your neighbor's doorstep before 10 am sharp on Sep 14".
These are not random however, each Prescript is issued to benefit the Index in one way or the other, although few know who exactly writes them and why. The Index revere the Prescripts as the "Will of the City" with total obedience.

Disobeying or messing up a Prescript will usually result in termination by the Proxies, who themselves are given a Prescript to carry it out. Proxies lead a familia of Proselytes, who help carry out the orders they are given. These orders are the payment the Index requires for protection, which to some might be good due to no money payments. Of course, you'll have to deal with the vague orders your given. Most of the Fingers are cruel and uncaring in their control of the Streets but the Index has a few laws to prevent irrational violence.

The Index is made up of Proselytes, Proxies, Messengers, and Weavers. Because the ultimate authority are the Prescripts (which handle recruiting, promoting, and assignments) the Index doesn't have a strict hierarchy like other groups, instead their ranks being more so roles to serve.
  • Proselytes are the lowest rank, initiates recruited by a specific Prescript and who devote themselves to the Index. They always wear a blindfold up until their advancement. If they show ample enough skill and competence, they are promoted to either Proxy or Messenger.
  • Proxies are the enforcers of the Index, ensuring the completion of Prescripts and punishment for failed ones. They also help in interpreting the more vaguer Prescripts if one is unable to understand it.
  • Messengers are the ones who receive and deliver Prescripts to their designated persons, despite this simple role, they are just as skilled as Proxies.
  • Weavers are a special and very rare role that is unknown to even most of the Index, they are charged with tending the ancient underground pendulum-seismographs that measure every movement and tremor above in the wider City, writing a bizarre language that is weaved and interpreted by the Weaver to form a Prescript. They then send these new orders up pneumatic chutes to the awaiting Messengers. New Weavers are rarely chosen through Prescripts, where they will travel to their designated machine and receive the role from the prior Weaver, who leaves off to places unknown.
Outfit: White cloaks with Gold accents and Black dress suits.
The Five Fingers (Middle, Ring, Pinky)
The Middle
The Middle emphasizes loyalty and brotherhood among its members. To strike against one of their own is seen as an offense to the entire family. One of their notable icons of this rule is the "Book of Vengeance", a list of wrongdoings against members of the Middle and their Subsidiaries, with the offender's name being marked down for swift and bloody retribution. Even minor accidents or off-hand remarks can be listed for severe punishment. The Middle also has a considerable presence in the coastal regions, even owning their own fleet of ships shared with the Twinhook Pirates.

Their members are currently ranked from highest to lowest as:
Great Sister/Brother - Big Sister/Brother - Young Sister/Brother - Little Sister/Brother

Although they seem quite imposing, The Middle is actually quite laid back when it comes to infractions between members (though it likely varies from boss to boss). They often throw parties for new recruits and hang out at social spots in their off time. Out of all the Fingers, it would seem that the Middle is the best to join for the benefits against the cons.

However, it should be known that due to the Middle's fixation on vengeance, they have a tendency of getting into lethal situations that would have been better avoided. It is very rare for them to give up pursuing and punishing unless they are either wiped out, or the target is way out of their league, ie: the Head.

The Middle's weaponry of choice are bundles of chains wrapped around their wrists as well as their bare fists, which are empowered through augmented tattoos. Members earn tattoos through "enacting a vengeance".
Outfit: Purple patterned shirts or tank tops, higher members also have a fur lined coat, White pants, tattoos and Gold chains. They always carry around a Book of Vengeance on their person.

The Ring
An artistically inclined Syndicate that takes it to the extreme. They care not for how the public views them, proudly displaying their most inner, twisted selves through art in violence, corpses, and the macabre. They also have a unique expression of dress code, with members having an almost androgynous appearance. Glass and refracted imagery are often their theme, which they decorate themselves with.

The Ring exhibit their artworks in various galleries, holding auctions to sell off the most prized pieces to distinguished buyers, including Wings. People can be accepted into the Ring's protection, as long as they produce a work of art. However, the Ring holds high standards for what works are accepted into their galleries, those who do not live up to those expectations are executed on the spot.

Within the Ring itself are several sub-factions that focus on a specific art style, these are the Fauvist, Cubist, and Pointillist schools (possibly more). While they are all members of the Ring that collaborate on art projects, each of the groups are prideful and often argue which art style is better.

The Ring is also one of the more scientifically advanced Fingers, as they have access to the "Corridor" and "Window" technology. The Corridor is a pocket dimension that the Ring can use to store their research and lab equipment, as well as enter and exit the Corridor through special doors.
The Window is a variant of the Mirror made by the League of Nine Litterateurs, which was then acquired by the Ring, who used it in experiments to discover the various Mirror Worlds.

Outfit: Elaborate, Avant-Garde White dresses and suits. Some of the lower-ranked Students wear painter aprons and berets.

The Pinky
Unlike the other Fingers, the Pinky operates on a completely different level. They are recruited from all paths of life and embedded among the various factions of the City, even the other Fingers. Due to their secret identities, as well as the fact many operate alone, they are often unaware of each other's shared allegiance. Because of this lack of solidarity, clashes between fellows are a possible occurrence. Pinky members generally only work together when there is a call for a gathering. This meeting is known as the "Pinky Caucus", where they properly manage operations.
The Pinky is also said to have "strayed from the path of humanity" in recent times, though it is unclear what this means.

The Pinky members so far have followed the theme of the 108 Outlaws/Heroes from the Chinese novel "Water Margin", named after the stars of the Ursa Major constellation (specifically the Chinese names). Suggesting that while they may be few in number, each are individually strong in their own right. One of their bases is located at Mount Liang in Q Corp.

Their Finger theme in Ryoshu's LCB Sinner art has a torn, bloody, and splintered motif.
Known Syndicates
Brotherhood of Iron
Leader: Mo
A group who have completely replaced their bodies with mechanical parts, they appear more machine than man. Their reason for doing so is because it makes labor and work a lot easier, as you never tire or starve, desires and emotions are often suppressed as their only concern is to live.

Because they can't afford expensive prosthetics, they are instead stuck with defect parts that only partially suppress emotions and desires. This often causes their vocal modules to stutter when speaking.
Outfit: Full metal body replacements of a cheap Bronze alloy, Black cloaks.

The Musicians of Bremen
Leaders: Hee-Haw, Woof, Doodle-doo, Meow
A Syndicate formed after the "Pianist Incident", they aspire to compose music that has the same tunes as the Pianist. To do this, they butcher people and use their flesh and bones to make instruments to play with. Members wear masks of animals and use it as their identity.

They also supply the Gourmets of District 23 with meat from their victims. However, they tend to give Gourmets mass quantities of low-quality meat, typically with chipped bone still in the mixed piles.
Outfit: Bright colored Neon clothing and dresses, with a mask of their chosen animal.

Little Piggy's
Another Syndicate that supplies meat to Gourmets, unlike the Musicians, they value quality meat. Expensive small portions that are fresh from the slaughter, their meat is used for the important and top-rated dishes at District 23.

The Carnival
A Syndicate of former humans who heavily augmented themselves to make use of the "silk-making" technology they acquired. Their new forms are a monstrous mass of artificial tendrils, claws, and teeth, kept hidden by a large, tall cloak and porcelain mask.

Despite their horrifying appearance, they are capable of speech, able to communicate in simple sentences through vocoders. Members are named after the Greek Alphabet. They consume the corpses of their prey to weave "silk", which they then use to make special clothing to distribute to their clients. The reason being is that this clothing can be imbued with powerful traits based on the victim, making it valuable and protective.

They are Tailors, groups who use unorthodox methods to create fabric and clothing of high quality, boasting better protection than most traditional armor. Being a powerful Syndicate, they have frequent dealings with The Fingers, selling their products to the organization and it's subsidiaries.
Outfit: Large dark cloak/coat and a White porcelain mask.

Smiling Faces
A group of masked cannibals that smoke a fiery performance-enhancing narcotic, they likely originate from District 23 given their "tastes". Their masks are specially designed to inhale large amounts of smoke, which they use alongside their weapons to choke and burn their victims. They prefer slicing up people into numerous meat flakes, they also tend to speak in cockney accents.
Outfit: Dark Maroon cloaks with metal Hahoetal masks.

The Axe Gang
A Syndicate who used to closely work alongside the Hook Syndicate before the latter became Fixers. Like the Hooks, the Axe Gang are mostly made up of killers and murderers who seek thrill in bloodshed. True to their name, most members use an axe in battle.
Outfit: Black blazers and coats, pants with Red or White shirts.

Rusted Chains
Boss: Unnamed
A small Syndicate that uses spiked chains wrapped around special gauntlets, they use these to whip and tear into flesh, causing heavy bleeding. However, due to the nature of their weapons, they also tend to injure themselves in the process.

They were one of the many Syndicate groups fighting in L Corp's Nest after it fell, clashing with Kurokumo Clan and Blade Lineage.
Outfit: Dark tank tops with Dark Green pants, most members are scarred from using their chains.

Blade Lineage
Leader: Decentralized leadership
A Korean-based Syndicate made up of wanderers and those bearing a deadly grudge, often of low social positions. They value the art of violence and murder, believing warriors who are unscathed by wounds are cowardly and overcautious, although they are not irrational killers. Despite their bloodthirst, they are aware of their low status and will behave to a minimum when needed.

Blade Lineage used to be well-known bodyguards and mercenaries for the officials of S Corp but a political incident led to their disgrace and exile from District 19. They now wander the City, attempting to escape persecution and restore their reputation.
Outfit: Black-Blue Dopo robe, with either a Black under-robe or Grey dress suit and pants. White and Red accents.

Kingfishers
A rather unremarkable Syndicate, the Kingfishers have long since struggled with financial issues and infighting. Desperate to stay afloat, they began raiding Offices and Syndicates alike in an attempt to gain infamy and funds. They used to be supported by Clam Office, but their partner disappeared suddenly.

Unidentified Syndicate
Leader: Lapis' Father
An infamous Syndicate known for its brutal reign. They were all wiped out by the Red Gaze in a single battle, leaving only one traumatized survivor. Ever since the attack, the Syndicate's name and records have been expunged from history. Afterwards, Vergilius took in the boss' daughter to an orphanage. The incident would later be used as inspiration for a prized artwork of the Ring sold in an auction.

Tingtang Gang
Boss: Unnamed
A group of rowdy thugs based out of a car scrapyard in District 10. Although they are a lowly Syndicate, they extort merchants for protection money and have a tight control over their territory.
Outfit: Bright floral Hawaiian shirts, tattoos, some chains.

Los Mariachis
Leader: Aida
A Mexican-themed Syndicate that places a emphasis on sublimating the misery and sadness from life into intense and passionate dance. They hold the art of dancing as sacred, and will harshly judge those of "poor and insincere" performance. Despite their humorous mood, they are fully capable of combat if need be.
Outfit: Stereotypical Mexican attire, ponchos, sombreros, and such.

Tieqiu Crew
Boss: Unnamed
A group of rather large but muscular men who are infamous for their coarse words and insulting tongues. They are said to have beaten rival Syndicates purely with their creative vulgarity alone. The Tieqiu are always looking for new ways to mouth off others, and have no qualms with the macabre and excessive.
Outfit: Bare chested with Chinese-inspired tattoos, loose fitting shirts that (barely) cover the front.

Yurodiviye
Leader: Sonya
An organization of rebellious poor citizens fed up with the mistreatment and neglect by the richer upper class. They seek to prevent the wealthy from exploiting the poverty-stricken by any means. Although, most of their members would rather debate about these principles than to actually go out and take physical action. They are obviously based on Communist revolutionaries.

They are based out of District 25, though in Limbus Company they have spread to other Districts as well, even adapting to some of the local culture and tech in their outfits. Some of the newer recruits tend to join the Yurodiviye purely for their own benefit, which leads to some internal conflict.
Outfit: The standard uniform is a Grey pocketed overcoat with White armbands and scarves of their symbol.
Known Syndicates II
Yurodiviye Branches
By the time of Limbus Company, the Yurodiviye have managed to spread out their influence to nearly all Nests in the City.
-District 20 Branch: Distinguished by Victorian wear alongside a Yurodiviye scarf, they carry out guerrilla attacks against Collectors and steal time from the wealthy. They also do detective work on the side for cases that are typically ignored by T Corp.

Dead Rabbits
Boss: Matthew
A small gang in the Backstreets of T Corp. They are noticeably less cruel than most Syndicates, acting more as vigilantes for the weak and poor. They favored metal bats and prized tight-knit loyalty, often visiting pubs and restaurants with their boss.
Outfit: Brown tattered coat, Tan Yellow undershirt, Dark Brown pants, Rusty Orange scarf resembling rabbit ears tied around the arm.

Other Syndicates
-Los Habaneros
-The Butchers
-The Corpse Corps
-Yakshas
Known Finger Subsidiaries
Stray Dogs
A Subsidiary of the Thumb, they are an Urban Legend class Syndicate based in District 22 that deals in the black market for artificial and modified organs. They typically send their own to ambush targets, but they also can hire Rats to do it for them in exchange for a position within the group. Members of the Stray Dogs enhance their bodies with nano tattoos and augments that give them strength. As a result, many of them have a muscular build and fight with their bare fists.

The Stray Dogs are ruled in a strict hierarchy, overbosses handle different businesses that the Syndicate takes care of. Each member of the Stray Dogs treat each other with respect and can form tight bonds that keep them together.
Outfit: Black tank tops, short sleeved shirts, or no shirt at all, various nano tattoos on body.

Kurokumo Clan
Patriarch: Unnamed
A Subsidiary of the Thumb, the Kurokumo Clan rose from being ordinary Backstreet denizens to a powerful Syndicate. Because of their poor beginnings, they despise those in the Nest who spectate the suffering of the Backstreets from their comfy positions. Similar to Yakuza, Kurokumo wear Japanese-themed clothing with some mix of business suits.

Wielding katanas that slice through foes and cause heavy bleeding, they help the Thumb manage their territory. Their swords are also colored differently depending on rank.
Outfit: Black kimonos or suits with White or Grey undershirts. Enhancement tattoos of the Clan symbol are on either side of the shoulders as well as the arms.

Rumanos Cartel
Leader: Unknown
A Subsidiary of the Thumb, a large chunk of their members were wiped out by the Black Silence. Because of their inefficiency in rebuilding their losses, they were cut off from the Thumb.

Ramier Family
Boss: Unnamed
A Subsidiary of the Thumb, attended the meeting concerning the plans for the L Corp Nest takeover.

Night Awls
Leader: Unnamed
A Subsidiary of the Thumb, attended the meeting concerning the plans for the L Corp Nest takeover. Due to the leader questioning the orders of the Capo dei Capi, the entire Night Awls group was to be executed. However, one of them; Allen, was able to stall the execution by promising books from the Library. Given he failed to do so, the Night Awls were purged anyway.
Outfit: Black-Blue suit coats, Black pants, and White undershirts.

Other Thumb Subsidiaries
-Nekomata Mafia
-Tepuu Family
-The Knots
-Kyokushin Clan

Twinhook Pirates
Captain: "Hook"
A Subsidiary of the Middle, they are a group of thugs based out of the Marlin Portship on the Great Lake, they primarily make a living through kidnapping unsuspecting victims and holding them for ransom, though they also work in the sale and trade of whale and mermaid products.
Outfit: Brown-Red open coats and Pirate attire (bandannas, tricornes, hooks) with Bronze accents.
Conclusion
Hope this guide helped you understand the World of Ruina better, as of now this guide is incomplete due to the game being in Early Access. now complete with the final story update, of course, there might be more stuff with General Realizations and Distortion Detective. But for now this is pretty much it.
I'll be updating the guide with every new content drop or information from media like Distortion Detective and WonderLab, as well my own playtime.
I'll also be adding some pictures to help complement the text.


EDIT: With Wonderlab finished and Distortion Detective discontinued in favor of turning it into a game, this guide is 100% complete in info. However, I will still update this guide frequently with small fixes, additions, and removals on my own time, so make sure to check through for any of that. I will also only update the Changelog when correcting major mistakes or important details.
Look forward to Limbus Company's release, where I'll make a new guide detailing the lore there.

The Limbus guide is now out!
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2947182141&preview=true
Changelog
(7/2/2020): Created Changelog with all information gathered as of 1.0.0.8b.
(7/4/2020): Added Shi Association and some additions to Associations in general.
(7/13/2020): Added Fanar Workshop and Dou Gui Office from Distortion Detective series.
(7/17/2020): Added more info regarding J Corp and added F Corp.
(7/24/2020): Added more info regarding Sweepers and updated their image.
(8/3/2020): Updated Index's section about Prescripts.
(8/7/2020): Finally added a (crudely) drawn map of The City from the Distortion Detective series. Thanks to HarrisL2 for providing a proper image I could upload.
(8/13/2020): Added Udjat from Distortion Detective and changed "Backstreet Organizations" to "City Organizations." Also added the Reverb Ensemble.
(8/20/2020): Reorganized List of Wings and added new Wings and Districts based off the Alphabet naming scheme.
(8/21/2020): Updated T Corp and W Corp's information, especially concerning their partnership.
(8/26/2020): Added Smiling Faces and updated Backstreets info.
(9/1/2020): Added Conflicts and added some stuff to the Head and Wings.
(9/18/2020: Added Liu and Öufi Association, also added the languages the Associations are based on.
(10/17/2020): Added District 3 and more info to L Corp.
(11/6/2020): Added the Thumb and some of its Subsidiaries, more info to Cane Office.
(12/12/2020): More details to R Corp and added B Corp.
(12/27/2020): Added Color Fixers (No pictures and left out some details to avoid spoilers.)
(1/3/2021): Added Y Corp and District 25.
(1/16/2021): Updated Smoke War and added Wings' War (need more clarification on these conflicts.) Also added Charles' Office and I Corp.
(1/23/2021): Added more info to Index.
(1/29/2021): Added Rusted Chains.
(2/6/2021): Updated Hana Association, the Head, Wings, Districts, Color Fixers. Added a new list for Wings and Fixer Workshops. Also Added Tres and Cinq Association. Reorganized some of the guide sections.
(2/10/2021): Added an image for Seven Association (Tried adding Han Hee-joon from DD, but the image is too big.)
(2/19/2021): Added Blade Lineage.
(3/6/2021): Finally added Hana Association's image, added an extra tidbit to Color Fixers.
(3/11/2021): Added info to Districts about Taboos, Updated Udjat and Zwei Association.
(4/12/2021): Added Bookhunters.
(4/16/2021): Updated the Head. Also updated some other tidbits here and there.
(4/23/2021): Added Bloom Office.
(4/24/2021): Added Sources to most of the information presented.
(4/29/2021): Added Bloodfiends, Rusk's Office, and a new Office List.
(5/21/2021): Added Mirae Insurance, Leaflet Workshop, Bayard's Office, Jeong's Office, District 10. Updated J Corp, Udjat, Öufi Association, Night Awls. Also made some small touch-ups.
(11/19/2021): Added some bits about the possibility of Z Corp and District 26. Also added population and the City's time of year.
(12/3/2021): Added the full map of the City provided by Project Moon for Limbus Company.
(12/9/2021): Added clarification on what the Ruins actually are (still need further answers and confirmation).
(1/4/2023): Added the rest of the Wings and Districts because for some reason they weren't listed (?)
(4/26/2024): Finally cleaned up and updated portions of the guide, got rid of most of the images because they bug out at times.
(3/15/2025): Gave Bloodfiends their own section, mostly pasted from the Limbus guide.
(4/30/2025): After thinking on it, I've decided to port over most of the content from the Limbus guide and will continue to do so with subsequent updates. I excluded bits that spoil the more personal stories of LCB, but there will still be spoilers about the new factions and areas shown in that game.
(5/30/2025): Made changes and additions to Citywide Taboos, The Head, and Prosthetics.
(6/18/2025): Corrected the important distinction between "Old H Corp" and "Kong Family H Corp".
(6/21/2025): Major edits and corrections to "Outskirts and Ruins". Also made changes to R Corp 4th Pack.
(7/3/2025): Updated "Butchers and Gourmets" and "Index" with more comprehensive information, also added "Eight Chefs" cause I somehow forgot that one.
(7/31/2025): Gave Sweepers their own Section along with Night in the Backstreets.
(10/19/2025): Reorganized and updated W Corp and Cleanup Crew.
135 条留言
Novoke  [作者] 10 月 19 日 下午 1:35 
That only happens in Limbus' timeline (and covers spoilers for Canto 8). Also, this guide only covers the City's state as of Library of Ruina (in addition to Leviathan and some limited info from Limbus depending on circumstance).

I only include stuff from Limbus if it expands on the existing City lore that remains more or less constant across the PM games. However, since Canto 8 was an event that only occurs in Limbus Company that radically changed H Corp's future, I will not put it here to avoid spoilers.

For example; If Canto 9 leads to the supposed "population drop" event that we saw in the Limbus trailer, I will likely only include that in the Limbus guide as that happens only in that game and is part of the main story of it.
HaltingUltraman 10 月 18 日 下午 9:54 
Time to update the new hierarch. The other one couldn't handle a bath unfortunately.
EGO BReAKERR!! 9 月 12 日 下午 10:58 
Good stuff. Thank you.
jasrule26 9 月 3 日 上午 11:23 
wow, this is extensive, cool
Zombie Pro 6 月 30 日 上午 3:20 
This is peak insanity.
Novoke  [作者] 5 月 27 日 下午 8:25 
Changed up the "Carnival Syndicate" entry, as it was pretty outdated and in need of further elaboration.
Novoke  [作者] 5 月 25 日 下午 12:25 
Made some edits to Outfits across the guide, also reorganized "Wings Organizations" for future-proofing.
Novoke  [作者] 4 月 30 日 下午 7:03 
I've decided to put stuff from the Limbus guide onto here, I've kept out some bits for the major story, but there will still be spoilers about the new Fixers, Syndicates, Wings, and Districts shown in Limbus Company.
Novoke  [作者] 4 月 9 日 上午 9:41 
Thanks, though do keep in mind I might get some details wrong. I'd suggest taking a look at the wiki.gg for both LoR and Limbus as well.
FunnyMan 4 月 9 日 上午 5:53 
I've started making PM OCs. I like having them be as accurate as possible to the source material, but it's quite hard keeping a track of everything in The City.

I'd like to thank you for making this. It's helped me keep track of a bunch of stuff without needing to read through multiple Pages whenever I want to fact check or confirm something.