The City that Never Sleeps. Lest the Nightmares come.
Arkham City, the home and headquarters of the Hadou Financial Group as well as the location of the Miskatonic University. Arkham City is also the territory of a criminal organization known as the Black Lodge, which has access to an array of giant mecha as well as a number of powerful sorcerers that make it difficult for law enforcement to effectively combat. A separate portion of the story is set in the coastal town of Innsmouth and one of the climactic battles takes place over the sunken city of R'lyeh. The town of Dunwich is also referenced.
A center of both industry and eldritch lore, it is home to Miskatonic University (not that one either), which Kurou is a former student of. The city was built up and is run by an industry group and family dynasty known as the Hadou Financial Group, led by Ruri Hadou, who works to protect the city from the forces of darkness.
Kurou Daidouji
Al-Azif The Necronomicon
Al-Azif Battle Form
Metatron Hero of Arkham City
Leica
Alison
Colin
George
Officer Stone
Officer Ness
Laban Shrewbury
Hazuki Celaneo Fragments
Ennea
Nya
Azrad Deceased.
Professor Armitage
Hadou Group
The most powerful company in Arkham City. And possibly the world.
Ruri Hadou
Winfield
Makoto
Sonya
Chiaki
Black Lodge
The Black Lodge.
The Black Lodge is a crime syndicate whose goals is to bring chaos into Arkham City and the world. They are the main antagonists of the visual novel series Demonbane.
Master Therion
Etheldreda Pankotic Manuscripts
Doctor West
Elsa
Sandalphon
R'Lyeh Text
Anti-Cross
This is a meeting place cum throne room.
Anticross (逆十字Anchikurosu?) is the seven powerful sorcerers of the Black Lodge, they answer directly to Master Therion, but are not above achieving their personal goals. Each of their names is taken from emperors of the Ancient Roman Empire.
Augustus
Vespasianus
Caligula
Claudius
Tiberius
Titus
Nero
Grimoire Girls
A Grimoire.
A grimoire (/ɡrɪmˈwɑːr/ grim-WAHR) (also known as a "book of spells") is a textbook of magic, typically including instructions on how to create magical objects like talismans and amulets, how to perform magical spells, charms and divination, and how to summon or invoke supernatural entities such as angels, spirits, deities and demons.[1] In many cases, the books themselves are believed to be imbued with magical powers, although in many cultures, other sacred texts that are not grimoires (such as the Bible) have been believed to have supernatural properties intrinsically. The only contents found in a grimoire would be information on spells, rituals, the preparation of magical tools, and lists of ingredients and their magical correspondence.[2][unreliable source?] In this manner, while all books on magic could be thought of as grimoires, not all magical books should be thought of as grimoires.
While the term grimoire is originally European and many Europeans throughout history, particularly ceremonial magicians and cunning folk, have used grimoires, the historian Owen Davies noted that similar books can be found all across the world, ranging from Jamaica to Sumatra.[4] He also noted that in this sense, the world's first grimoires were created in Europe and the Ancient Near East.