Limbus Company

Limbus Company

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The World of Limbus
By Novoke and 1 collaborators
A lore guide to the City and it's many locales and denizens. Will contain unmarked spoilers for Lobotomy Corp and Library of Ruina. As well as spoilers for Limbus Company and Leviathan. Read at your own risk.
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Introduction
This is a lore guide to introduce you to the world of Project Moon's "The City".

There will be unmarked SPOILERS for their previous games, Lobotomy Corporation and Library of Ruina. Additionally, there will be spoilers for Limbus Company and Leviathan as well.

All of the information and lore gathered here was taken from in-game dialogue and stories (from Lobotomy, Ruina, and Limbus), 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.

Feel free to add your own takes or criticism on the story in the comments.

Here's the Library of Ruina counterpart. It's a bit messier and outdated.
https://steamcommunity.com/sharedfiles/filedetails/?id=2098034966
The World Scenario
The year is 984.

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. 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.
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.

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.
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.

A reclusive group, the Head's identity is completely unknown. No one even knows much about District 1. Anyone who violates the laws of the City or attempt to further discover the Head's identity quickly and quietly disappear.

For handling threats or securing dangerous artifacts the Head 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 "Executioners", 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 Executioner is put to their limit, they use a choice of three serums to greatly empower themselves. These serums are selected from Singularities, such as W, K, and R Corp.

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 4 warnings, if the fourth is ignored, the Eyes will send "Tax Collectors" to track down and kill the evader.
The Head also uses various other patented technology asides from their Singularity, such as the "flesh liquidation" process for turning people into Sweepers.

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

The Backstreets
The slums of civilization, the Backstreets are an interconnected maze of back alleys, shanty towns, and ruins. The poor and poverty-stricken live here, living conditions are 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.

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. Organ harvesting, contraband, even Sweepers stalk the dark alleys for wandering prey. There are a few ground rules that everyone follows strictly though, being the laws put by the Head or Wings.

The worst part is, no one really does anything to stop this, not even the Fingers 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.
This is simply the reality of the Backstreets, a man having his organs ripped out by gut-harvesters is not an uncommon sight, and is likely to be dismissed just as easily.

But when Night in the Backstreets falls, martial law is applied to the entire area. Any crime, no matter how cruel, how bloody or heinous, is permitted for the entire period until dawn. Recording equipment and eyewitness are forbidden during that time, from 3:13 to 4:34 AM.
This rule was most likely created by the Head to enforce population control to prevent overcrowding. Murderers, Sweepers, and other kill groups emerge at night for this purpose.
The Outskirts, the Great Lake, and the 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 cannibals such as Sweepers. Although small towns of people do band together in order to survive.

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.

Creatures and other mutated aberrations of significant threat dwell here. Military corporations such as R Corp are probably sent here and the Ruins on Extermination missions, so that these horrors don't drift too close to civilization. Most creatures are discarded experiments from the Wings, or monsters from the fringes of the world.

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.

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, the 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. Though one of them, the Marlin Whale, was recently felled.

List of Great Calamities: Marlin Whale (Killed), Pallid Whale,

The Ruins
The Ruins possibly refer to either the ominous eldritch landscape beyond the Outskirts, or the forgotten Ruins of the Old Corporations underneath the City. The's City's Ruins are different in that the threat level increases as you go deeper, while the Outskirt's Ruins contain things incomprehensible to the human mind. Expeditions sent here have a low chance of survival, and those that do are often shaken from the experience.

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

The Non-Humans
The previous occupants of The City before it was settled by the Head and Wings. They were forced out after the battle into the Outskirts and beyond.
Sometime afterward, the AI Ethics Amendment was put into law, forbidding any AI or machine to have any human resemblance. This could mean the Non-Humans were some form of mechanical beings who had human-level intelligence and appearance.
Bloodfiends
Leaders: 24 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 generations 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). In the original generation, 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.

Like vampires of myth, they harvest blood by extracting the veins of humans. 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 a combat style known as "Hardblood Arts". These techniques follow the manipulation and shaping of blood to form a variety of 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. (Though it's possible Hardblood Arts are specifically unique to La Manchaland Bloodfiends, but there isn't enough evidence currently)

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.
Notable Conflicts
The Battle for the City
An 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.

Wings' War
A large scale conflict occurring in the early years of the City's founding. It involved most of the Wings. 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.

Bloodfiend War
A relatively old conflict between two sides of Bloodfiends, those who wished to coexist alongside humans in peace, and those who saw them only as prey and cattle. It seems the Peaceful Bloodfiends won the battle.

Smoke War
A major conflict that occurred in the 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. The Smoke War ended around the year 974.

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 with the collapse of the old L Corp and its allies, as well as the rise of Lobotomy Corporation to a Wing.
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.
-The Northern districts tend to be more richer and developed than the south, it is also more colder up there.
-The Western districts are known for wearing leather and metal based clothing, as well as their Fixers being based on Knights.

There are approximately 6 billion people within the City. The accepted currency is Ahn, which can come in either physical or digital cash.

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 Corp.

There are certain Taboos that apply to the entire City at all times however. Under no circumstance can any part of a residential building or complex be damaged or destroyed, certain walls or fences are an exception, but anything part of a home or building is strictly off-limits. These rules are even in effect during the Night in the Backstreets.
Also, you cannot invade another's home without permission.
Additionally, complete resurrection of the mind and body are forbidden.

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.
List of Districts
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 and it has the highest security of all the Districts.

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. 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, the incident that wiped out 80% of the District's population, 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.

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 "Taboo Hunters". They are special Fixers that work directly under N Corp. Offenders are either killed or taken in and brought to N Corp. 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.

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.

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 filled with chefs and culinary connoisseurs, they strive to serve the perfect tasting dishes through any means necessary. 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.

District 23'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: Owned by Z Corp. It's mentioned by the T Corp Assistant in Intervallo 6.5, 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. Their special operatives are "Executioners".

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: Owns District 8.

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. One of their well known products is the "HP Bullet", which can heal wounds and cuts in seconds. An Executive Director is Alfonso.

The secret behind their Ampule technology is that it is a processed liquid from an entity known as "The Tearful Thing". Found in the Outskirts by K Corp's Founder, it's tears are used to create the healing serums by the company.

L Corp: Known as "Lobotomy Corporation", owns 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 are different from HQ in that employees are free to leave the building and are 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. 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. Created the building which would become the Abnormality known as the Shelter from the 27th of March. They specialize in canned products of all natures.

Q Corp: Owns District 17.

R Corp: Owns District 18. A private military company that handles any threats to their clients with several specialized branches of varying destruction. One squad we see is the 4th Pack, composed of the Rabbit Team, as well as the Rhino and Reindeer Team. Packs are led by a Captain.

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

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 Hubert.

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

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, 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. Their Singularity allows them to restore things to a recorded state through manipulation of molecular and genetic structures.
They also create rifts in space through a Singularity from a fallen Rift Wing that the trains travel through to reach their destination in under "10 seconds".

W Corp's partnership with T Corp is to restore all the passengers to their original state when they boarded the train. Before arriving to their destination, a cleanup crew is sent to subdue them so that they can be properly restored, the passengers of course, will have no memory of being trapped in a train for thousands of years. Only experiencing the brief 10 seconds of "warping" to their destination.

W Corp also depends on L Corp's energy harvesting to power most of its WARP stations, so when L Corp collapsed, they faced energy issues and the station to District 12 was shut down.

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.
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 G Corp: A Wing that specialized in genetic modification. Hermann, their Head Director at the time, conscripted young soldiers to be infused with a serum that gave them insectoid limbs and claws, which were used to great effect. They sided alongside the Old L Corp during the Smoke War, but lost and collapsed as a result. The insect veterans who survived were unceremoniously tossed out and left to rot in the aftermath.

Old H Corp: Destroyed by an Arbiter after a former employee ratted out the company.

Old L Corp: The most well known 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 strange 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.
The Library itself remained as a dominant structure until it's removal by the Head. Currently, District 12 is still without a Wing, as likely the City is still sorting out the remaining chaos.

Unknown 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.

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

Unknown 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 (A - M)
Taboo Hunters: Highly skilled individuals that are sent to hunt down those who have broken a Taboo of their respective District. Each Wing has their own set of Hunters, typically high Grade Fixers 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 defeat, 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.
Outfit: Red combat fatigues and coats.

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 riot control and response, while Class 3 are equipped with HP-infused exoskeletons and heavy weaponry. 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 occurs, heavier response units are sent in to suppress the offender with extreme prejudice.
Outfit: Black tactical armor with neon Green accents.

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 L Corp, they used to work in the various facilities scattered around the City, they were responsible for managing the Abnormalities and gathering energy for the company. Although they lack in combat skills, they make up for this by utilizing EGO weapons and outfits to contend with the Abnormalities. Agents are ranked in 1-5 levels, a fully equipped level 5 ALEPH Agent is said to rival in power to a Claw.
Outfit: They can use a variety of colorful EGO 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.
Wings' Organizations (N - Z)
N Corp Inquisitors: A 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: Kleinhammer - Mittelhammer - Greater Mittelhammer - Großhammer - One Who Grips
Outfit: White knightly armor and clothing with N Corp's emblem on their chest.

N Corp's League of Nine: After the original League of Nine disbanded, N Corp would later create their own group of skilled, like-minded individuals. However, N Corp's purpose for this new team is for a more nefarious goal. They are in direct opposition to Limbus Company, as they also seek to obtain the Golden Boughs to create a "primordial human", as well as the destruction of the possibilities in the Mirror Worlds.
Outfit: Dark Blue coats with Red lined accents.


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.

R Corp Rabbit Team: One of the squads of the 4th Pack, the Rabbits 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 in situations 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".
Outfit: Black combat armor with Orange accents, their helmets are in the shape of a rabbit head.

R Corp Reindeer Team: A squad of the 4th Pack, the Reindeers 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 exertion on the user's mind, and too much can lead to them attacking friendly units.
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 Team: A squad of the 4th Pack, the Rhinos specialize in causing mass devastation and barreling through obstacles with their heavy armor and weapons. Though this collateral damage is often excessive, they serve as a powerful vanguard.
Outfit: Large Black combat armor with Orange accents, their helmets are in the shape of a rhino 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 Tech Agency division, they are responsible for dealing with illegal technology groups operating without T Corp's permission. They also collect the Time Tax from overdue payments. They are ranked from Class 1 to 5.
Outfit: Steampunk styled Brown suits and/or brass armor plating.

WARP Cleanup Crew: Agents of W Corp that are 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 reset jobs involve fighting the passengers, so they utilize rift weapons to easily tear apart and segment their foes for sorting out later. WARP Agents are ranked from L1 to L3 (lowest to highest)
Outfit: Black suit, armor and boots, Blue pants and accents, as well as a company cap.

X Corp Alloy Guardians: Protects the excavation sites in District 24.
City Organizations
Limbus Company
An organization dedicated to finding and exploring the ruined branches of L Corp's facilities in search of the "Golden Boughs" for some unknown purpose. To this end, they employ the 12 Sinners, led by the Manager Dante, and guided by the Red Gaze; Vergilius. This group is called Limbus Company Bus (LCB).

They also have several sub divisions, one known as the Limbus Company Clearance (LCC). Which is split into a Before and After team, responsible for scouting out and cleaning up the L Corp Branch facilities for LCB, respectively.
There is also another called LCD, which handles matters relating to Distortions, as well as LCA, a special operations unit which usually assists LCD in securing Distortions.

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 artificial organs and body modifications 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.

Butchers and Gourmets
Cannibalism isn't exactly an uncommon thing in the Streets, as it's hard to even find decent scraps, 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.

Sweepers
More so a collective of beings than a proper organization, the Sweepers are what every Backstreet denizen fears. Cannibals clad in gas masks and armored suits, they prowl the Streets after Night in droves to hunt down prey, butchering bodies to use as fuel for their ravaged selves.

They care not for who they hunt, Syndicate or Fixer, as anyone unfortunate enough to get in their way will be torn apart. They reside in hidden Dens when not actively hunting, where they gather, eat, and birth new Sweepers. A "Mother of Sweepers" lead these dens.

Sweepers have a unique condition in that their bodies are made entirely of liquid flesh. They maintain this form by melting flesh into liquid paste using their heat hooks, then they fill their tanks with the paste and connect it directly to their mask filters via tubes to slurp it. If this liquid runs out, the Sweeper dies. 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.

Additionally, they are also capable of speaking their own language (something akin to binary), and have a basic understanding of concepts that would surprise most. They also share strong familial ties with fellow Sweepers.

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. However, the group in K Corp have been scavenging Lobotomy Corp EGO Suits and Weapons from the fallen branch for their own use.

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.

League of Nine Litterateurs
A small group of like-minded inventors who would create as a hobby, they would often hold conference meet-ups where they would show off their new inventions to each other. Most of them were recreational in nature, yet often displayed new fields of technological discovery and marvel. The League stated that these hobby-works were strictly for personal use, only to be shared among those within the League.

However, due to financial constraints, these creations would be marketed to the Wings, who would twist them for their own purposes. Due to various disagreements among the League's members on the commercial and ethical use of their inventions, as well as the intervention of T Corp's Tech Agency, the group would disband and go their separate ways.

Demian's Group
A group that seeks to observe the 13 Sinners' journey for an unknown purpose. They all possess "The Sign" and seem to have a connection to the stars.


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 (Ishmael) survived the encounter. The Pequod's Crew was proficient in the usage of their barbed harpoons to fend off Mermaids and Whales alike.

Spoiler for Canto V (Ishmael)
In actuality, most of the Pequod's Crew survived, having been swallowed by the Whale. Managing to partially stave off the Pallidification thanks to Captain Ahab, they built a make-shift town that survived despite the hostile environment of the Whale's stomach.
Outfit: Dark Green patterned work shirts, Dark Brown pants.

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: Maid uniforms for women, buttoned suits for men (though suits can also be worn by women).

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. It's also where Heathcliff grew up in after being taken in by Mr. Earnshaw. At some point, the Edgar family's heir; Linton, moved into the manor after marrying Catherine, alongside his own repertoire of Butlers.

Spoiler for Canto VI (Heathcliff)
After a revelation to Catherine from one of her mirror selves and a subsequent cooperation with N Corp and former Ring researchers, Wuthering Heights was remodeled with various lab equipment and two Golden Boughs to power a device that would allow Catherine's mirror self to be summoned into their world. However, N Corp also used this device for their own ends, summoning a pure Identity through the primordial river of consciousness that Wuthering Heights was built on.
City Organizations II
La Manchaland
An Urban Nightmare phenomenon dating back around 200 years, although it only gained public attention recently when it manifested in P Corp's Backstreets, causing mass casualties. A 3 kilometer radius buffer zone was set up to prevent any construction in the site. La Manchaland manifests for 6 hours and 30 mins, the last 30 mins in which the closure announcement song will sound out. After that, it disappears, trapping anyone stuck within.

Appearing as a extravagantly decorated amusement park, La Manchaland is inhabited by a large number of Bloodfiends and Bloodbags, the structures in the park itself made from blood dating back 200 years ago. The park emits constant disembodied music heard from over 8 kilometers wide, causing civilians to be drawn towards the location. The park itself is made up of 4 Areas, the fourth being designated as the Final Area, opening only when the other 3 Areas' devices have been activated. These devices reset whenever La Manchaland re-manifests.

The various Bloodfiends and Bloodbags within La Manchaland all wear antiquated clothing and masks, similar to those worn in masquerades, balls, and medieval times.

Spoilers for Canto VII (Don Quixote)
La Manchaland was originally intended to be a safe haven where Bloodfiends and humans could live in coexistence, the amusement park serving as a way to connect the two races together through entertainment and fun. Created by a family of Kindred, it was meant to the be the shining example of Bloodfiends being able to live in human society.

However, due to the restrictions on what the Bloodfiends could do, specifically when it came to getting sources of blood (substitute Hemobars), as well as the repeated routine of their roles trapped within the park, La Manchaland eventually degraded into madness and starvation.
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 hitmen.

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.

Becoming a Fixer
To become a Fixer, one must obtain a "Fixer License" from the Hana Association. To get the license, you'll have to meet the physical and mental requirements (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.

Syndicates
Syndicates are the opposing faction of the 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 do work Fixers normally do, It's just that trusting a Syndicate is riskier than hiring an Office, as they lack the need of "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. Some Syndicates even exist to hunt down other Syndicates, like a Vigilante group.
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." These special Color Fixers are the legendary talk of the City, possessing unmatched skill and wits. They are able to roam freely and accept any work they want, not bound by Associations or Offices.

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

The Red Mist: Kali (Missing)
Known to be "The Strongest Fixer", Kali 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.
The Red Mist was often hailed as a hero for one who fought for the downtrodden and the oppressed, her legendary reputation still talked about today.

Eventually, she was hired by Carmen to assist in their Cogito research, where she gained the power to manifest E.G.O. However, due to an attack by the Head, her transformation into a Sephirah in L Corp, and her life as a Patron Librarian in the Library, she is effectively no longer a Color Fixer as far as the City is concerned, instead being listed as having disappeared.

The Red Gaze: Vergilius
The new holder of the "Red" color. Known as "The Most Dangerous Fixer", He has a cold and hardened demeanor, which, combined with his imposing stature, makes him a rather intimidating man. Though, close friends of his see a more softer side rarely shown. His color name is derived from the red glow of his eyes when he gets serious or angry. He wields a heated Gladius in combat, and uses it to deadly efficiency. Vergilius uses mental tactics to discern and deconstruct combat scenarios, picking the best course of action to defeat his foes.

Due to an incident with the Ring and their experiments with Mirror technology, He would eventually be recruited by Limbus Company to act as LCB's guide to collect the Golden Boughs.

The Blue Reverberation: Argalia (Deceased)
While not as strong 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.

Argalia was ousted from his Color Fixer position due to his creation of the "Reverb Ensemble" which would cause havoc among several Associations and within District 12. They would eventually be defeated by the Library.

The Purple Tear: Iori
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. She is also quite cunning and is able to manipulate and plan far ahead towards her goals.

The Black Silence (Missing)
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. Although they went on a rampage that claimed the lives of Syndicates and researchers alike, they disappeared one day.

The Vermilion Cross (Deceased)
A Color Fixer dispatched alongside Hana South Section 1 to eliminate a Distortion organization. Unfortunatly, the entire team was wiped out. He used a large cross-shaped weapon that burns opponents.

The Indigo Elder
An old man in a rain coat wielding a massive harpoon gun, he travels the Great Lake hunting for the Five Great Calamities in a small but extremely durable oar boat. His strength is exceptional, having felled the Marlin Whale by himself and even beating out a Big Brother of the Middle. He seeks to test the limits of the dangers of the Outskirts, and even the eldritch horrors beyond.
Noteworthy High Grade Fixers in Limbus
This section serves to list out the notable high ranked Fixers in the story who either do not have a Color, or are not confirmed as one. Most of these are likely Grade 1 or 2 Fixers, who often are highly regarded or have a position in the Wings.

The Jade Qilin
Mentioned by Roland as one of the contenders for title of "The Strongest Fixer" ever since the Red Mist's passing.

The Grass Maiden
A Fixer mentioned by Don Quixote, said to originate from District 4.

Siegfried
A high ranked Fixer working for K Corp. He mainly serves as a public figure for K Corp, attending magazine interviews and spreading his stories. He also has written a long titled autobiography and is part of the "League of Excellent Nest-Dwelling Fixers" group.

Siegfried is an enthusiastic and energetic individual who typically holds no grudges against his opponents. While his ridiculous and showy garb would lead to one underestimating him, Siegfried is more than capable of easily handling threats that K Corp's Security have trouble with.

He used to know Vergilius in the past, though the latter has distanced himself since then. The Red Gaze has a low opinion of him since Siegfried is a pro-Wing Fixer. Vergilius believes that a Fixer who sells out to the Wings loses sight of the core principles of being one. Not that Siegfried seems to notice.

The Red Sack
Apparently a well regarded Fixer of Devyat' Association, known for their speedy deliveries no matter the conditions alongside their sidekick Reindeer-Man. They are known for giving out gifts to kind children every winter, even being featured on the Fixers Monthly magazine for December. (However, since this info came from Don Quixote, it's unsure how much of it is true)

Lady Agatha
A Grade 1 Fixer of Seven Association who went on to write a book called "Records of Investigation: Solutions to the Thirteen Problems", a guide for ace detectives and Fixers on solving the various cases encountered in the City.

Spoiler for Canto VII (Don Quixote)
Bari, Knight of the White Moon
A mysterious but powerful woman who travels across the City and underground Ruins in search of a certain river and it's flowers. She and a First Kindred fought to a draw as part of a duel, before becoming good friends. Bari would share stories of the City and it's Fixers to this Bloodfiend, which inspired him to create an amusement park.
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.

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.

Koori: 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.
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, 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.

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.

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

Not only that, but highly experienced combatants can often dodge or deflect bullets, and easily close the distance thanks to their augments.
The reason why Firearms are heavily restricted is because of the little amount of effort to kill with them, as well as the fact assailants can easily snipe someone from afar without alerting anyone.

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

The Head's Guidelines to Restrictions on Firearms:
  • Do not research or imagine technology that infringes the firearm manufacturing guidelines, as provided by the Head along with the license.
  • The maximum length of the gun barrel must be shorter the higher the gun's caliber is.
  • No gun should posses the firepower to penetrate steel or building walls.
  • A gunfire sound must be audible. (No suppressors)
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. Sections 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 their 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.

Urban Myth: Threats that are unconfirmed as to whether they exist or not, being noteworthy enough to catch the attention of the Associations. Usually an Affiliate Office or similar will investigate on their behalf, if the threat is confirmed to be real and active, they are exalted to Urban Legend.

Urban Legend: Having a widespread influence on society, their actions have made them known to nearly every person in a District. These threats are what most Associations focus on for their lower Sections, as the payout for these is good and it keeps them sharp.

Urban Plague: Threats that have influence in more than a few Districts, the mere mention of their name is sure to turn heads. Usually these include Syndicates involved with the Fingers.

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.

Star of the City: These are usually the most dangerous and powerful threats to threaten City Society. 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.

Impurity: A rank only which only can be granted by the Head, Impurities are Stars that are seen as violations to the City and its laws, and are typically banished to the Outskirts by the Head's forces through the Territory Expulsion Procedure.
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 Pale 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, disgraced outcasts, repulsive criminals, it matters not. They kill the target with no questions asked, quickly and efficiently. They also maintain confidentiality to their client, never compromising even under threat of death.

Members are highly trained in stealth and covert warfare, using red saber katanas 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:
Black coats with Red accents and White lining.

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.

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:
-South wears Black suits, bright Blue coats/capes and a cavalier hat with White trim.
-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.

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.

The Association prides itself on Fixers that fight with a strong will and determination, finding honor in combat and proving themselves to their seniors. They are one of the more sociable and friendly Associations, most of their members having good relations with each other.
Outfit:
Red coats and Black suits with Gold embroidering.
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.

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:
Dark Mint Green jackets with Dark Brown vests and a Black suit underneath, Pale Yellow accents.

Eight Association: American-English (8)
Briefly mentioned by Ahab.

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.

Dieci Association: Italian (10)
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.

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:
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:
Black and White trimmed uniform based on the Papal Swiss Guard, alongside a hat with Purple bow-tie.
The Five Fingers
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 Syndicates. The Kurokumo Clan is a Subsidiary of the Thumb for example.

The Thumb
The Thumb are one of the more refined and polite of the Fingers. Based on the Italian 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 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 their rules of respect immediately, even in a middle of a casual meeting. This respect even extends to their enemies.
The Thumb is led by the Capo dei Capi (Boss of Bosses), who commands several Sottocapi, who lead Capi, who then manage Soldatos as well as the bosses of the Finger's Subsidiaries.

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.
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 coats with Bronze accents, Dark Grey suits.

The Index
Index gives out specific orders to Syndicates and 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.

Disobeying or messing up a Prescript will 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 Proxies, Messengers, and Proselytes. Proselytes are the lowest rank, recruited from those who devote themselves to the Prescripts, if they show ample enough skill and competence, they are promoted to either Proxy or Messenger.

The true nature of the Prescripts are ancient underground machines that create them in accordance with the tremors and movements of the City. Special "Weavers" manage these machines and deliver Prescripts to Messengers via chutes.
Outfit: White cloaks with Gold accents and Black suits.

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 examples of this rule is the "Book of Vengeance", a list of wrongdoings against members of the Middle, with the name of the offender 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.

Although they seem quite intimidating, The Middle is actually quite laid back when it comes to relations between members (Though it likely varies from boss to boss). Their 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, White pants, tattoos and Gold chains.

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. They even express this in how they dress. Men dress themselves in feminine ways (dresses, makeup), and women wear suits and such. 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, stylized White dresses and suits.

The Pinky
Not much is known about this Finger currently, other than their torn bloody motif.
Known Offices
Vergilius' Office
Operator: Vergilius
Unusual for an Office in that it is led by a Color. Its members mostly specialize in info gathering, tinkering with tech, and such. Vergilius is a longtime friend of the Office, hence his employment there. They are the main cast featured in the Leviathan novel.

Spoiler for Leviathan
At some point, the Office set out an operation to raid a base of the Ring to rescue Lapis, a close friend of Garnet. There they discovered the Ring's experiments with the "Corridor" and "Window" technology. While Vergilius managed to rescue Lapis (now Charon), unfortunate circumstances led to the deaths of all of the Office members, with Vergilius and Charon eventually being approached and recruited by Limbus Company.
Outfit: Variety of suits and coats.

Yuri's Office*
Operator: Unknown
A low tier Office made up of Grade 8 Fixers. They worked alongside Limbus Company to guide them through an abandoned L Corp Branch facility. One of their noteworthy members was a former employee of L Corp.

*Not actually the Office's name.
Outfit: White and Black coats with Blue or Red accents.

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.
Spoiler for Canto IV (Yi Sang)
In actuality, they were hired by Shrenne to dispatch Dongrang and the LCB secretly in assistance to the TLA. However, the Workshop Fixers would be wiped out.
Outfit: Maroon coat and pants, Black suit.

Molar Office
Operator: Olga
An average Office that took on a contract from R Corp to investigate the "Library". However, an incident with a WARP train took them there earlier than planned, where they perished at the hands of the Librarians.
Some undetermined time after the Library expelled it's Light, Olga and the rest of her co-workers found themselves in District 21, where they eventually reformed into Molar Boatworks.
Outfit: Business casual, vests and White shirts.

Molar Boatworks Office
Operator: Olga
The former Fixers of Molar Office who have regrouped after the incident with the "Library". They now run a shoddy Workshop in the Backstreets of U Corp, where they sell and use the surrounding metal scrap from the trash wastes, fending off the local wildlife.
Outfit: Work overalls, jackets, as well as diving suits.

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: Orange coats with White stripes. Remnants of their former Syndicate life can be seen on their clothing. (chains, street-wear, bandannas and masks.)

Moses' Office
Operator: Moses
Known as the "Distortion Detective" Moses was 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, there was also Vespa Crabro, a former Taboo Hunter of N Corp. At some point in time, Moses' Office was recruited into Limbus Company to form LCD.

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.

Dawn Office
Operator: Salvador
A small but wealthy affiliate Office of the Liu Association located in V Corp's Nest, its Operator is a veteran of the Smoke War and a former Zwei Association Fixer. They are known for their usage of Stigma Workshop weaponry, the fiery blades fitting their "dawn" motif.

The Fixers were eventually wiped out at the "Library", with only one traumatized member managing to escape. The Office building itself was the only thing untouched by the Crying Children's rampage during the later incident in Nest V.
Outfit: Beige coats with Grey or Black suits.

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: White undercoat with a Red coat over it. Some members wear helmets, masks, or a head replacement. Prosthetics are a Vanilla color.

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
Operator: Unknown (Female)
An Office which makes use of a special arm gauntlet which expels out flame fueled by a tank on the back.
Outfit: Light Brown suit alongside their arm gauntlet and a gas mask.
Known Syndicates and Subsidiaries
Syndicates
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.

Blade Lineage
Leader: Unknown (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 the disgrace and exile of the Syndicate from their home district. They now wander the City, attempting to escape persecution and restore their reputation.
Outfit: Mix of a Black Blue Hanbok or Dopo robe and Grey suit, with other traditional Korean attire.

Tingtang Gang
Leader: Unnamed Boss
A group of rowdy thugs that are based out of a car scrapyard in District 10. Although they are a relatively 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 Habaneros
Leader: Unknown
A rival Syndicate mentioned by the Tingtang Gang.

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
Leader: Unnamed Boss
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 recently 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.

Subsidiaries
Kurokumo Clan
Patriarch/Matriarch: Unknown
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.

Wielding katanas that slice through foes and cause heavy bleeding, they help the Thumb manage their territory. Similar to Yakuza, Kurokumo wear Japanese-themed clothing with some mix of business suits.
Outfit: Black kimonos or suits with White or Grey undershirts. Tattoos of their Clan symbol are on either side of the shoulders.

Twinhook Pirates
Captain: "Hook"
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. Some of the Syndicate's bosses' also have a diirect affiliation with the Middle.
Outfit: Brown-Red open coats and Pirate attire (bandannas, tricornes, hooks) with Bronze accents.

Dead Rabbits
Leader: Matthew
A Subsidiary of the Ring (specifically the Fauvists) that were originally a small gang in the Backstreets of T Corp. Heathcliff used to run with this group. They were noticeably less cruel than most Syndicates, acting more as vigilantes for the weak and poor. Eventually they managed to attract the attention of the Ring, who brought them into the fold. At some point they were hired by Hindley Earnshaw as his bodyguards.

Spoiler for Canto VI (Heathcliff)
In truth, the Dead Rabbits were wiped out long ago. The current members are actually Identities from other Mirror Worlds forced over unwilling victims, the rabbit masks are used to cover up this fact. However, it seems most of them suffer from the strain or degradation of their identities, having slurred speech and a lack of free will.
Outfit: Dull Brown and Dull Red suit coats, with a Rusty Orange stitched rabbit mask.
Conclusion
Since this is a live service game, this guide will likely be longer than most. Also keep in mind I might not be able to get most of the lore and info immediately, due to some being locked behind grind and gacha (Identity Uptie stories come to mind).
Changelog
(3/15/2023): Created.
(3/20/2023): Added new contributor.
(4/2/2023): Added Wings' Organizations, reorganized some stuff.
(4/8/2023): Added new contributor.
(5/11/2023 - 6/1/2023): Added any lore from Dante's Notes.
(6/1/2023 - 7/28/2023): Added new lore from Season 2 (K Corp, TLA, Rosespanner, League of Nine, T Corp, Cinq, Molar Boatworks, U Corp, Dieci Association)
(10/26/2023 - 11/1/2023): Added new lore from Walpurgis Night 1 and Dante's Notes 2.
(11/16/2023 - 3/28/2024): Added new lore from Season 3 (Great Lake, Twinhook Pirates, U Corp, The Middle, Ports, Whales, Pequod Crew, Eight Association, Devyat' Association, Blade Lineage, S Corp, District 19, Moses' Office, Oufi Association)
(3/28/2024 - 10/10/2024): Added new lore from Season 4 (District 20, T Corp, Dead Rabbits, Butlers, Wuthering Heights, some N Corp and Ring corrections, Dawn Office, The Ring, new High Grade Fixers section, T Corp and District 20 again, Yurodiviye, Dieci Association, Devyat' Association, Zwei Association, MultiCrack Office, Bloodfiends, City Organizations II, Devyat' again, new Association List, District 24 and X Corp)
(10/10/2024 - X/X/20XX): Added new lore from Season 5 (District 16 and P Corp, Fanghunt Office, La Manchaland, Wings Organizations (A-M) and (N-Z), updated Bloodfiends, Firefist Office, updated Threat Classes, Bloodfiend War,
38 Comments
Novoke  [author] Nov 7 @ 9:19am 
I did end up making their own section, and it turns out there isn't a limit on sections, least from what I've seen. (Over 300 sections are possible).

As for the Hardblood Arts, it is true that we've only technically seen them used by the Manchegan Bloodfiends, and not by any other brood. However, I don't have enough examples of other Bloodfiend combat techniques to determine whether Hardblood Arts are unique to La Mancha Land or not.

I'll just keep it as is for now, and if there comes another Bloodfiend group that uses different combat arts, then I'll adjust it.
NMC213 Nov 7 @ 5:33am 
I think we have more than enough info on bloodfiends for them to warrant their own section... I have no idea if there is a limit on sections tho...

Also, this is purely a personal opinion, but I don't think the Hardblood Arts are universal on bloodfiends, we are told different families have different abilities and we have the example of the Giants (only told about them) and Elena... And we've only seen crystalized blood from the manchegan bloodfiends, as far as I remember at least, I'm not sure about DD, but Elena's abode was filled with veins and her servant too, and she was definitely older than Cassetti, but her powers differed by a respectable margin and there was no crystalized blood to be found. I believe the Hardblood Arts are exclusive to them, but what do you think??
Novoke  [author] Oct 26 @ 11:29pm 
Does anyone want the Bloodfiends to get their own dedicated section? Considering I've been wanting to put more for them, but the length is starting to outclass the rest of the section their in.

Also, does Steam have a limit on how many Sections you can put in the Guide Index?
Novoke  [author] Aug 18 @ 9:01am 
I'm going to forgo adding stuff that hasn't appeared/been mentioned yet, excluding some stuff from Leviathan.
Reptiloid Aug 18 @ 5:32am 
In the section "Known Offices" you could've added Cane Office from Lor.
Novoke  [author] Jun 16 @ 10:17pm 
Good point on the first one, I probably will just omit it until we get solid evidence.
Redmoe Jun 16 @ 8:21pm 
Great guide, wanted to add my two ahn:

I Corp hired Zwei: Salvador does not say which Association, he is not wearing a Zwei uniform as a mercenary and is only stated to be formerly Zwei, which could be before he joined up as a merc. The red coats fighting G Corp with I Corp pins look like Liu. Salvador is a Liu associate, he likely gained connections during the war. Liu would be a better fit for offensive battles than the defense oriented Zwei. Nothing has stated definitively any case.

974 end date for Smoke War: From my understanding, it's latest war could have ended, however necessarily not when it did. There's the leeway of if the SoL project was started immediately after, and the time gap between LoR and Limbus. Could have an earliest start date of 963, as Gregor's age of 35 (leaked ID card) in 984 and his 15th birthday seems be before it, with at least 10y 9m 7d after and Limbus start (SoL, Lev time skip, WNaDD).

Thanks for keeping such a full record of lore.
Novoke  [author] Feb 26 @ 7:44pm 
It's mentioned in Mi's page from Library of Ruina, it's also mentioned in Chapter 34 of the Distortion Detective.

From Mi's Page:
"There’s this one rule that stands squarely in this nigh-lawless land. Doing any kinda harm to the residential area is forbidden… No invading people’s homes, no demolishing ‘em, n’ all that. Not even the big n’ tough crooks of the Fingers can touch this! I’m guessing they decided it’s gotta stay the most whatsit place. If ye didn’t know, the City’s taboos are a ‘uge deal, ‘s much more serious than taboos of the Nest. You break it, and yer life’s over right then n’ there!"
Totodex Feb 26 @ 6:57pm 
hey! I really appreciate this guide as a writing source, but I wanted to ask where you sourced the information of "There is one rule that applies to the entire City at all times however. Under no circumstance can any part of a residential building or complex be damaged or destroyed, certain walls or fences are an exception, but anything part of a home or building is strictly off-limits."

I'm writing a fan novel so I need to double check information sources of things i don't know 100% already is in fact true, and this point feels a bit... out there and ive not been able to find where this is from, and this guide is the only place ive ever seen said taboo mentioned. Given how much this series has throwaway lines that give information like this though, I wouldn't be surprised if its just something everyone missed and forgot about.
Scarlet Moon Feb 24 @ 6:27am 
Sorry didn't know