Evil megacorporations responsible for providing essential goods and services to the citizens of Necrocarcerus.
Awesome permits that let you get away with doing totally illegal things, rare magical materials like soul coal or radioactive dragonbone or real sunlight, high technology, tons of cash, secret records of forbidden projects that you can sell to the highest bidder, and tanks.
Electrified generator-bastions, black sites, the conclave-chambers of the Council of Ninety-Nine, office-complexes, the assassin-colleges of the Criers, cable-mazes, radioactive mines, golemic factories.
The Government (AUC)
The bureaucracy of the afterlife and its various petty-warlord employees.
Giant payboxes full of obols, nepenthe, illicit magic items, weapons of mass destruction, maps and plans to long lost cities, sweet crowns and robes, uniforms so you can pretend to be the government, cool guns, your criminal record, airships.
The palaces of warlords, giant mobile gunships, armoured trains, the sheriff's office, secret prisons in the middle of Ocean Null, abandoned AUC laboratories behind enemy lines, airship manufacturing plants, secret mountain fortresses.
Intelligent oozes from the living world of Braemon who killed their creators and have come to the afterlife to destroy their last remnants.
Mind and body-altering ooze juice, jet packs, weird artefacts that violate space and time, laser pistols, ooze-stilts and ooze-suits, psionic ooze-tutors in jars, flying war pyramids you don't know how to pilot.
The battle lines of the Ooze Salient, secret ooze cells in the sewers of Downtown, oozoliths, refugee camps, black market souks, labyrinthine complexes built in the forgotten hinterlands of the Jail
Cults of the Irrelevant Gods
All the various religions knocking around in Necrocarcerus, from the All-Church of Lupo the Wolf to the Cult of Vra-Krakorn, He Who Consumes the Works of Man, to Roman Catholicism.
Long lost religious relics, holy gasoline, sacred fire gems, severed heads that prophesy, instructions on how to banish some invader that's giving you grief, saints and their entourages, ghost-eating chalices, books that unfold into armies of wolves and seraphim, working portal locations to the living worlds, sacred unguents for making paladins.
The intestines of Vra Krakorn, lambent pyre-chapels, cathedral-fortresses in the Kingdoms of the Saved, illegal gatherings of devotees in the major cities, the conning towers of hell-whales in Ocean Null, buried cave-libraries built into the sides of giant mountains, angel-staffed castles of ivory and bone in the Furylands
The jerks who built Necrocarcerus and are the reason you're here.
Nepenthe, parts to their secret proprietary installations so you can bring your obliterated friends back to unlife, weird mutating bits of reality, pre-Incident documents and other historical records, your tax forms, your open warrants, records of judgments that have been made against you in a court of law, mysterious dyes in colours that haven't been invented yet, prototypes of next year's animals, secret information about the location of the Codex of Cataclysm.
Incarnation temples, the Ineffable Nomoplex in Downtown, abandoned hyle factories in the Abandoned Quarter, nepenthe tankers, theosophist torture pyramids, malfunctioning posi-plants, hidden AUC laboratories
They're banks. They're all evil. They'll kill you in your sleep if you don't pay back the money they loaned you.
Obols, bearer bonds, complex financial records, wills, weird relics from safety deposit boxes, vampire teeth, ciphers for complex codes, bank presidents for ransoming, deeds to people's homes, box tickets to sporting events, gems, tacky but expensive corporate art, ancient grimoires hidden in ancient strong boxes.
The wight-guarded vaults of the Red Sea Trading Company in Vigilant Pantagruel, the Vault of Teeth and Tears of the Bank of Necrocarcerus in the Jail, inside undead giant turtle-likes guarded by the citizen-ashigaru of the Spire
The Rail Companies
The rail companies are how most people get around. They're heavily armed to travel through the wilderness of Necrocarcerus. They're constantly on strike, with unions shooting at management and vice versa.
Money trains going to pay AUC forces, boxes of people who have been frozen, their secret and much loved proprietary coffee blend, free rides, cool motorbikes being transported to some rich dude, evidence that management is stiffing the workers, traveling circus monsters, train engines.
The illegal #111 from End-of-the-World across the border of the Lythmarch to Freedom, the dangerous and irregular #454 from the Halls of Redemption to Metrippus across the Ooze Salient, on a broken down caboose in the Wastes, on a blazing escape train from the Hive Towers of Grolanth to anywhere else, aboard armoured war-trains destined for the Furylands, aboard the mysterious #999 which travels to the living worlds on official AUC business
There's a bunch. The big ones are Thazul, who's busy conquering the living worlds, and Lyth, who's busy trying to conquer Necrocarcerus.
Imprisoned dream-smiths, the souls of long-dead heroes who came to slay them, ancient artefacts of ghastly effect, bizarre monster hybrids, sweet magical weapons and armour, crazy new spells no one else has, pure Prime Hyle, airships, the secrets of making coal wights and subnothings, imprisoned dream-smiths, incomprehensible machines that are required for evil rituals, their favourite intelligent centipede mounts, cool books no one else has a copy of.
Thazul's Tree of Torment, a magically shielded chamber in a dangling tower slung over the side of Necrocarcerus, the horror-factories of Freedom, the gullet of a giant undead centipede, from a stone circle with wraith chained to the eidolons, a portal to a hell-dimension, a vault inside the shell of a giant flying crab, a vast orb of magical darkness with undead writhing around inside of it, Lyth's Palace of the Unchained, a blasted wasteland that was once a living world, a reconstruction of a lich's tomb on this side of the afterlife, inside a drunken behemoth