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Final Fantasy XV

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Final Fantasy XV | Living Insomnia — RP Definitive v4.1

128 entries · scan depth 6 · budget 2,400 tokens · recursive scanning off

Insomnia-centered, pre-invasion FFXV world info for Chub.ai. 128 tightly triggered entries: Lucian yen, Lucis Rail, recognizable city venues, Galahdian food, working Citadel, school history, Royal Family, Glaives and wider Eos. Game/Brotherhood/Kingsglaive canon distinguished from flexible RP extrapolation. No automatic invasion or future spoilers. Small v4.1 cleanup: timeline-correct Lunafreya betrothal and additional natural chat keywords for Luna, the Wall, subway, and gil.

Book settings
  1. #1[World] Eos and daily life

    Keys: Eos, the world of Eos

    Enabled · After character · Order 30 · 100%

    Entry settings

    Eos is the world of FINAL FANTASY XV, blending modern cars, phones, radio, photography, diners and industrial cities with royal magic, Astrals, daemons and ancient ruins. Lucis includes dry Leide, green Duscae, mountainous Cleigne and the walled Crown City of Insomnia; other countries include Niflheim, Tenebrae and Accordo. Gil is the common currency outside Insomnia; the Crown City uses yen (¥). Modern infrastructure and living conditions vary by region, while the Lucis–Niflheim conflict and daemons influence travel. Eos is sometimes poetically called 'the star'.

  2. #2[World] Kingdom of Lucis

    Keys: Lucis, Kingdom of Lucis, Lucian kingdom

    Enabled · After character · Order 25 · 100%

    Entry settings

    The eastern kingdom ruled by the Lucis Caelum dynasty, guardians of the Crystal and Ring of the Lucii. Insomnia is its technologically advanced capital. King Regis maintains a magic Wall over the Crown City at great personal cost; the rural outlands beyond it suffer poorer infrastructure and imperial pressure. Citizens can resent the Crown City's shelter and restrictive refugee policies while still feeling loyalty to Lucis. Prince Noctis is Regis's heir. Lucian institutions include the Crownsguard, Kingsglaive, Crown City Police and Hunters, which have distinct roles.

  3. #3[World] Niflheim Empire

    Keys: Niflheim, imperial empire, Niflheim Empire

    Enabled · After character · Order 25 · 100%

    Entry settings

    Militaristic western empire under Emperor Iedolas Aldercapt, with Gralea as capital. It has conquered or dominated much of Eos and pressures Lucis with airships, magitek troops, armor, garrisons and advanced industry. Chancellor Ardyn Izunia operates at the center of government; researcher Verstael Besithia drives dangerous magitek development. Expansion brings surveillance, forced conscription, occupation, displacement and loss of local autonomy. Some imperial personnel are ambitious, sympathetic, ruthless or disillusioned; they are not interchangeable villains. Details of secret research are not public knowledge.

  4. #4[World] Accordo Protectorate

    Keys: Accordo, Accordo Protectorate

    Enabled · After character · Order 10 · 100%

    Entry settings

    Maritime nation/protectorate associated with islands and commercial waterways. Its famous capital is Altissia, a lagoon city built around canals, gondolas, markets and high society. Niflheim dominates its foreign affairs but Accordo retains local administration led by First Secretary Camelia Claustra. The region is politically careful, dependent on trade and tourism, and sensitive to the risk of imperial retaliation.

  5. #5[World] Tenebrae and the Oracle

    Keys: House Fleuret, Tenebrae, Fenestala Manor

    Enabled · After character · Order 10 · 100%

    Entry settings

    Tenebrae is Lunafreya and Ravus Nox Fleuret's homeland, now under Niflheim's control. The Oracle's residence is Fenestala Manor. Lady Lunafreya is revered across borders as the Oracle, whose prayers heal Starscourge afflictions and whose divine duty involves the Six Astrals. Her late mother Sylva was the previous Oracle. Tenebrae has limited protection because of the sacred office, not true political independence. The imperial attack during Noctis and Lunafreya's childhood is a painful shared history.

  6. #6[World] Galahd

    Keys: Galahd, Galahdian

    Enabled · After character · Order 10 · 100%

    Entry settings

    Island homeland of people displaced by Lucis–Niflheim wars. Many Galahdian refugees sought asylum in Insomnia; some later joined the Kingsglaive after demonstrating aptitude for royal magic. Their loyalty to the Lucian crown can be mixed with bitterness about lost homes, exclusion and the Wall's retreat. Galahdian identity is a culture and history, not the same thing as being a Glaive.

  7. #7[World] Solheim civilization

    Keys: Solheim, ancient Solheim, Solheimian

    Enabled · After character · Order 10 · 100%

    Entry settings

    Ancient technologically brilliant civilization associated with sophisticated machinery and monumental ruins, particularly in the regions now known as Duscae and Cleigne. Costlemark Tower and Steyliff Grove are linked to its legacy. Solheim collapsed amid the War of the Astrals and calamity. Modern scholars and Niflheim research teams study surviving ruins; legends are not automatically known as exact historical fact.

  8. #8[World] Lucis–Niflheim conflict

    Keys: war with Niflheim, imperial invasion, Lucis-Niflheim war, imperial occupation

    Enabled · After character · Order 10 · 100%

    Entry settings

    Lucis and Niflheim have been at war for generations. The empire's magitek army overwhelmed much of Lucis, leading the king to concentrate his protective Wall around Insomnia rather than all Lucian lands. The outlands endure imperial blockades, bases, insecurity and economic decline. Royalists, refugees, soldiers, merchants and civilians differ in their loyalties. A supposed peace treaty is central to the game's opening; its outcome is an event, not an eternal starting-state fact.

  9. #9[World] Starscourge and daemons

    Keys: Starscourge, the scourge, scourge infection

    Enabled · After character · Order 25 · 100%

    Entry settings

    Starscourge is a mysterious disease of Eos associated with tainted miasma, the emergence of daemons and the gradual lengthening of nighttime. Infected victims may suffer severe corruption; the Oracle's power can provide healing for the afflicted. As the crisis intensifies, roads and settlements become harder to keep safe. Its complete source and final cosmic consequences are not common medical knowledge. Don't portray every ordinary illness as Starscourge.

  10. #10[World] Daemons and night travel

    Keys: daemon hunter, daemon, daemons

    Enabled · After character · Order 10 · 100%

    Entry settings

    Daemons are uncanny nocturnal monsters that emerge after dark and in deep shadow, making unlit roads, tunnels and ruins dangerous. Hunters, well-lit outposts, protective lights and sensible camp routines help travelers survive. Beasts and wildlife are distinct from daemons: not every monster sighting is evidence of the Starscourge. Daemons may be formidable, varied and frightening; ordinary untrained civilians should not casually defeat them.

  11. #11[World] The Six Astrals

    Keys: Astrals, the Six gods, Hexatheon, the Six Astrals

    Enabled · After character · Order 25 · 100%

    Entry settings

    The Six, or Hexatheon, are godlike guardians of Eos honored in religious lore: Titan the Archaean (earth), Ramuh the Fulgurian (lightning), Shiva the Glacian (ice), Leviathan the Hydraean (sea), Bahamut the Draconian (war/steel) and Ifrit the Infernian (fire). They are powerful personalities, not generic summonable pets. Ancient history includes a devastating conflict among them. The Oracle is their human intermediary; not every citizen knows their motives or true forms.

  12. #12[World] Titan the Archaean

    Keys: Titan, Archaean, Disc of Cauthess

    Enabled · After character · Order 10 · 100%

    Entry settings

    Titan, the Archaean, is an immense earth-aligned Astral associated with the colossal meteor at the Disc of Cauthess in Duscae. Legends depict him holding the meteor aloft. His covenant with the Chosen King is a major narrative event and should not be treated as already accomplished in a pre-Disc RP.

  13. #13[World] Ramuh the Fulgurian

    Keys: Fulgurian, Ramuh

    Enabled · After character · Order 10 · 100%

    Entry settings

    Ramuh, the Fulgurian, is the Astral of lightning, depicted as an immense bearded figure wielding a staff. His power manifests through storms and the Trial of the Fulgurian. The Oracle and Gentiana may guide the Chosen King toward his covenant; it is not a common magical ability available to random characters.

  14. #14[World] Shiva the Glacian

    Keys: Glacian, Shiva

    Enabled · After character · Order 10 · 100%

    Entry settings

    Shiva, the Glacian, is the ice-aligned Astral associated with beauty, compassion and tragedy. Her role in recent conflicts is discussed in legends and imperial accounts, which need not agree. Certain truths about Shiva and Gentiana belong to later revelations and should stay unknown to ordinary characters until discovered.

  15. #15[World] Leviathan the Hydraean

    Keys: Hydraean, Leviathan, Tidemother

    Enabled · After character · Order 10 · 100%

    Entry settings

    Leviathan, the Hydraean or Tidemother, is the vast and tempestuous sea Astral worshiped in Altissia. The city has an Altar of the Tidemother. Ceremonies to seek her covenant can put the entire lagoon city at risk; this is not a casual public spectacle unless the RP has reached that event.

  16. #16[World] Bahamut the Draconian

    Keys: Bahamut, Draconian

    Enabled · After character · Order 10 · 100%

    Entry settings

    Bahamut, the Draconian, is an armored, sword-bearing Astral associated with divine judgment and the destiny of the chosen Lucian king. His full plans and their moral implications are hidden religious and late-story knowledge, not facts every citizen can quote.

  17. #17[World] Ifrit the Infernian

    Keys: Ifrit, Infernian, Pyreburner

    Enabled · After character · Order 10 · 100%

    Entry settings

    Ifrit, the Infernian or Pyreburner, is the fire-aligned Astral remembered as the god who shared fire and knowledge with humanity. His conflict with fellow Astrals helped end Solheim's age. Later appearances and motives are story-dependent; don't assume characters in an earlier timeline know them.

  18. #18[World] Cosmogony religious text

    Keys: the Cosmogony, Cosmogony

    Enabled · After character · Order 10 · 100%

    Entry settings

    Cosmogony is a religious collection recounting the Hexatheon, the Oracle, the Crystal and the duty of the Chosen King. Ordinary believers know pieces of legend and ritual but disagree about interpretation. Myths can foreshadow true events without giving every reader reliable foreknowledge or permitting easy access to divine power.

  19. #19[World] War of the Astrals

    Keys: War of the Astrals, War of Old, Great War of Old

    Enabled · After character · Order 10 · 100%

    Entry settings

    Ancient mythic conflict linked to Ifrit's anger at humanity and the destruction of Solheim's civilization. The remaining Astrals opposed him, and the world was devastated. It is a distant legendary war distinct from the much more recent Lucis–Niflheim Great War. Exact motivations and later revelations should not be treated as publicly verified history.

  20. #20[World] The Great War (modern)

    Keys: Great War, M.E. 725, Regis road trip

    Enabled · After character · Order 10 · 100%

    Entry settings

    The modern Great War occurred roughly three decades before the game's main road trip. Prince Regis journeyed with companions including Cor Leonis, Cid Sophiar and Weskham Armaugh; Niflheim's advance ultimately forced Lucis to pull its protective Wall back around Insomnia. The resulting refugee crisis, territorial loss and resentment still influence everyday politics and former friends' relationships. Do not confuse this conflict with the ancient War of the Astrals.

  21. #21[World] Crystal of Lucis

    Keys: Lucian Crystal, Crystal of Lucis, the Crystal

    Enabled · After character · Order 20 · 100%

    Entry settings

    The immense sacred Crystal resides within Insomnia's Citadel and sustains the power of the Lucian royal line and the Wall. It is an object of imperial ambition and a central part of the True King's destiny. Access is tightly controlled by the royal family. The Crystal is not a general-purpose portable battery, and its most profound revelations are hidden until their place in the story.

  22. #22[World] Ring of the Lucii

    Keys: Ring of the Lucii, Ring of Lucis, the royal ring

    Enabled · After character · Order 10 · 100%

    Entry settings

    Ancient ring of Lucian royalty connected to the spirits of past kings. It grants extraordinary powers at a potentially terrible personal cost and plays a central role in protecting the kingdom. A random civilian cannot wear it safely or automatically use its gifts. Ownership and location vary drastically with the RP's place in the story; never silently move it to Noctis before canon allows.

  23. #23[World] Lucian royal magic

    Keys: royal magic, Royal Arms, armiger, warp-strike, warping

    Enabled · After character · Order 10 · 100%

    Entry settings

    Members of the Lucis Caelum bloodline can manifest weapons, warp short distances and command powerful combat magic; Noctis uses a spectral arsenal and accumulates ancestral royal arms in royal tombs. The king may lend a portion of his magic to qualified Kingsglaive soldiers, but the transfer is conditional. Magical blades, Armiger techniques and the king's barrier have limits and costs; this is not universal spellcasting.

  24. #24[World] Oracle and covenants

    Keys: the Oracle, Astral covenant, Oracle of Tenebrae

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Oracle of House Fleuret intercedes between humanity and the Astrals, uses prayer to heal Starscourge victims and prepares the chosen Lucian king for divine covenants. Lunafreya inherited this duty after her mother Sylva. The Oracle has reverence but also heavy obligations and political vulnerability. A covenant is an exceptional spiritual ordeal, not a spell anyone can buy or casually trigger.

  25. #25[World] Magitek and MT infantry

    Keys: magitek, magiteknology, magitek trooper, MT soldier, MT infantry

    Enabled · After character · Order 20 · 100%

    Entry settings

    Niflheim's magitek combines machinery with exotic energy sources to build armored infantry, weapons, aerial transports and laboratories. Many infantry units are artificial or mechanized troops rather than ordinary human soldiers. Its deeper research has dangerous links to daemonic energy, but this is classified and should emerge only through informed sources or investigation. Magitek and Lucian royal magic are separate systems.

  26. #26[World] Hunters and outpost safety

    Keys: Hunter HQ, hunter guild, Hunters, Meldacio Hunter HQ

    Enabled · After character · Order 10 · 100%

    Entry settings

    Hunters are armed civilians and professionals who track dangerous beasts, investigate daemon threats and take contracts for rewards. Many outposts post local hunts and warnings. Meldacio Hunter HQ in Cleigne is a prominent base. Hunters vary in competence, equipment and motives; their work makes travel safer but does not replace the Crownsguard or local police.

  27. #27[World] Elemancy and supplies

    Keys: elemental deposits, elemancy, elemental flask

    Enabled · After character · Order 10 · 100%

    Entry settings

    Elemental energies such as fire, ice and lightning can be gathered from deposits and crafted into magic flasks for battle by suitably equipped adventurers. Recipes and effects vary. Potions, phoenix downs and other recovery items are common travel supplies with game-like functionality, but magic resources are not boundless and not all citizens can use royal techniques.

  28. #28[World] Chocobos

    Keys: chocobo, chocobos, Wiz Chocobo Post

    Enabled · After character · Order 10 · 100%

    Entry settings

    Large rideable yellow birds used for travel and recreation. Wiz runs a chocobo post in Duscae, where guests can rent or feed birds and join races. Chocobos are fast, agile, social creatures but are still animals with needs and fear; they do not replace cars for every journey.

  29. #29[World] Calendar and eras

    Keys: Ancient Era, A.E., Eos calendar, M.E. 756, Modern Era

    Enabled · After character · Order 10 · 100%

    Entry settings

    Eos uses the Ancient Era (A.E.) and Modern Era (M.E.) dating convention; the main journey takes place around M.E. 756. Months broadly resemble the familiar twelve-month calendar. Detailed lore dates sometimes differ between Ultimania, secondary works and game clues. For flexible RP, establish the specific year and chapter explicitly rather than assuming every historical or future event has happened.

  30. #30[World] Founder’s Day festival

    Keys: Founders Day, Founder’s Day, Founder King celebration

    Enabled · After character · Order 10 · 100%

    Entry settings

    Insomnia celebrates its founding and its founder king Somnus Lucis Caelum with public ceremony and festivities. The event makes a plausible backdrop for Crown City civic life and security, particularly in stories set before the fall of Insomnia. Do not automatically bring the later Episode Ardyn attack into every festival scene.

  31. #31[Places] Insomnia, Crown City

    Keys: Crown City, Insomnia

    Enabled · After character · Order 25 · 100%

    Entry settings

    PRE-STORY DEFAULT: Insomnia, Lucis's Crown City, is intact. King Regis is alive, his Wall protects the metropolis, and Noctis and his companions are still based in the capital. The Citadel towers above high-rises, busy roads, apartments, shops, rail stations, parks, public offices and cafés. Everyday purchases use YEN (¥), unlike gil in the outlands. Insomnia's mix of Japanese-style storefronts and international-looking architecture feels modern yet royal. People work, commute, attend school, follow news, celebrate, and disagree about refugees and distant war. The Fall of Insomnia, the treaty invasion and Noctis's departure have NOT happened; they must never trigger automatically or become universal knowledge.

  32. #32[Places] Citadel and royal palace

    Keys: Citadel, Royal Citadel, Hall of History

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Citadel is the heavily guarded royal seat in central Insomnia. Its interiors include the throne room, Hall of History, military briefing and training areas, offices, ceremonial spaces and the inner chamber protecting the Crystal. King Regis, Prince Noctis, senior retainers, government staff, security officers and authorized visitors cross paths here. Access to sensitive chambers requires clearance or an explicit invitation; the Citadel is not a public shopping plaza. In this PRE-STORY RP it stands undamaged and its routines continue. Ordinary court appointments, receptions, security drills and royal family tensions offer scenes without requiring the future treaty or invasion.

  33. #33[Places] Caelum Via

    Keys: Caelum Via Hotel, Caelum Via

    Enabled · After character · Order 10 · 100%

    Entry settings

    Caelum Via is an upscale tower hotel in Insomnia. Its rooftop aquarium and prestigious spaces suit high-society meetings, visiting dignitaries, formal dinners, business gatherings and impressive views of the capital. In the original Kingsglaive timeline it later hosts a reception connected to the Lucis–Niflheim treaty, but this has NOT happened at the start of this RP and need not occur unless events lead there.

  34. #34[Places] Noctis’s Insomnia apartment

    Keys: Noctis apartment, Noctis flat, Noctis's apartment

    Enabled · After character · Order 10 · 100%

    Entry settings

    Noctis maintains a private apartment within Insomnia, apart from his father's Citadel. He values the relative freedom to sleep late, play games, eat snacks, neglect housework and see close friends without ceremony. Ignis may visit to ensure he eats properly or attends obligations; Prompto and Gladiolus can drop by when invited. Despite the Crown Prince's status, the apartment should feel personal and lived-in, not a public royal attraction. Access must follow a believable invitation, friendship or duty; do not assume {{user}} knows its address.

  35. #35[Places] Insomnia shops and nightlife

    Keys: Insomnia restaurants, Crown City nightlife, Insomnia shops, Insomnia shopping

    Enabled · After character · Order 10 · 100%

    Entry settings

    Insomnia's shopping streets support cafés, restaurants, modest diners, arcades, karaoke, pubs, boutiques and luxury hospitality. Prices on everyday local purchases are quoted in yen (¥), rather than the gil used outside the capital. Numerous recognizable business names are visible on environmental signs, but most lack confirmed staff, menus or precise addresses. Dedicated venue entries provide name-specific local color; Yamachang's Galahdian food stall is a confirmed off-duty Kingsglaive meeting spot. Let friends browse, eat, shop, meet, work or argue here without automatically introducing political catastrophe.

  36. #36[Places] Insomnia civic infrastructure

    Keys: Insomnia infrastructure, Insomnia civic services, Crown City services

    Enabled · After character · Order 10 · 100%

    Entry settings

    Insomnia has civic facilities beyond its palace: Lucis Rail (LR) underground stations, postal counters, bank signs, shops, schools, office buildings, intersections and ordinary public services. Residents use electric lights, cars, phones, television, public transport and vending machines. The existence of these facilities is established; their exact organizational rules, prices and timetables are mostly unspecified. Use plausible mundane services but do not present newly invented routes, staff names or addresses as canon.

  37. #37[Places] Leide and Lucian desert

    Keys: Crestholm Channels, Leide, Keycatrich, Longwythe, Balouve Mines

    Enabled · After character · Order 10 · 100%

    Entry settings

    Arid western Lucian outlands of highways, mesas, diners, hunting routes, small outposts and old ruins. Hammerhead is a key roadside service station; Galdin Quay lies on the coast. Keycatrich Trench, Balouve Mines and Crestholm Channels can be dangerous ruins or monster dens. Longwythe Rest Area offers food and lodging. Travelers contend with beasts by day, daemons by night, and imperial checkpoints where applicable.

  38. #38[Places] Hammerhead garage

    Keys: Hammerhead, Hammerhead Service Station

    Enabled · After character · Order 20 · 100%

    Entry settings

    Iconic roadside garage and rest stop in Leide operated by Cid Sophiar and his granddaughter Cindy Aurum. Drivers seek mechanical repairs, customization, food and advice. Cid is sharp-tongued and knows Regis's past; Cindy is a talented, upbeat mechanic. The Regalia is serviced here at the start of Noctis's journey. This is a natural meeting point for road-trip parties.

  39. #39[Places] Galdin Quay

    Keys: Galdin Quay, Galdin

    Enabled · After character · Order 10 · 100%

    Entry settings

    Elegant seaside resort and ferry terminal on Leide's coast, with a restaurant, lodgings, a pier and fine views of the water. It caters to travelers and wealthy guests, though imperial restrictions and the story's treaty crisis can affect transportation. It is not a free-access route to Altissia at every point in the plot.

  40. #40[Places] Duscae and Cauthess

    Keys: Duscae, Cauthess, Nebulawood, Costlemark Tower, Daurell Caverns, Fociaugh

    Enabled · After character · Order 10 · 100%

    Entry settings

    Green inland Lucian region of lakes, woodland, farms, caves and broad roads. Major landmarks include the Disc of Cauthess, a vast meteor supported by Titan, and ancient dangerous sites such as Costlemark Tower and Daurell Caverns. Wiz Chocobo Post serves riders. Imperial facilities and daemon-infested ruins make local travel complicated beyond pleasant daytime scenery.

  41. #41[Places] Cleigne and coastal routes

    Keys: Steyliff Grove, Pitioss Ruins, Malmalam Thicket, Vesperpool, Cleigne, Rock of Ravatogh

    Enabled · After character · Order 10 · 100%

    Entry settings

    Northwestern Lucian region of highlands, forests, wetlands and coastlines. Lestallum is its commercial center. Cape Caem contains a lighthouse and a route toward the sea; other notable sites include the Vesperpool, Rock of Ravatogh, Steyliff Grove and Malmalam Thicket. Meldacio Hunter HQ serves remote communities. Mountain routes and ruins are far from safe for unprepared travelers.

  42. #42[Places] Lestallum

    Keys: Old Lestallum, Lestallum, EXINERIS

    Enabled · After character · Order 20 · 100%

    Entry settings

    Busy industrial city in Cleigne, known for its EXINERIS power plant, markets, food stalls, crowded streets, apartments and active nightlife. Its atmosphere feels warmer and more lived-in than Insomnia's palace district. Refugees and travelers may shelter there after the Crown City's fall. The power plant employs workers and supports the city's infrastructure; locals are not passive extras in the royal story.

  43. #43[Places] Cape Caem and lighthouse

    Keys: Caem lighthouse, Cape Caem

    Enabled · After character · Order 10 · 100%

    Entry settings

    Coastal Lucian stop with a lighthouse, garden and access to the sea. It becomes relevant to preparations for travel to Altissia. Who controls its boat and which characters are present depends on the chapter; not everyone can depart internationally without arrangements.

  44. #44[Places] Altissia, City on the Water

    Keys: Altar of the Tidemother, Altissia

    Enabled · After character · Order 20 · 100%

    Entry settings

    Water-bound capital of Accordo, a lavish city of canals, gondolas, plazas, fine hotels, boutiques and foreign diplomats. First Secretary Camelia Claustra governs local affairs under imperial political pressure. Maagho is Weskham Armaugh's restaurant. The Altar of the Tidemother is a sacred and potentially dangerous site. A large public ritual involving Leviathan belongs to a specific story phase, not normal daily tourism.

  45. #45[Places] Gralea and imperial capital

    Keys: Gralea, Cartanica, Zegnautus Keep

    Enabled · After character · Order 10 · 100%

    Entry settings

    Gralea is Niflheim's industrial capital, dominated by imperial institutions, research facilities and militarized infrastructure. Zegnautus Keep is a major imperial fortress and late-game location; its secret laboratories are not common tourist knowledge. Cartanica is a distant western mining and rail stop, not a neighborhood of Gralea. Occupation, checkpoints, propaganda and classified experiments shape imperial travel.

  46. #46[Places] Regalia and road travel

    Keys: Regalia, Regalia Type-D, Regalia Type-F

    Enabled · After character · Order 10 · 100%

    Entry settings

    The black luxury Regalia is King Regis's car, used by Noctis and his friends for the royal road trip. It carries luggage, music and treasured memories; Ignis usually drives early on, and Cindy at Hammerhead maintains it. Fuel, roads, parking and vehicle damage matter in everyday scenes. Special Type-D off-road and Type-F airborne upgrades are optional later developments, not starting equipment. Chocobos, trains, ships and airships serve other journeys.

  47. #47[People] Noctis Lucis Caelum

    Keys: Prince Noctis, Noctis, Noct

    Enabled · After character · Order 20 · 100%

    Entry settings

    Noctis is the black-haired, blue-eyed crown prince and King Regis's son, 20 at the game's opening (slightly younger if the RP is set earlier). In this PRE-STORY RP he lives in Insomnia and has not begun his journey. Withdrawn, sarcastic, sleepy, stubborn and private, he dislikes formal duties and vegetables but is fiercely loyal to Ignis, Gladio and Prompto. His childhood injury, royal expectations and connection to Lunafreya weigh on him. He can spend time in his apartment or the city and has a life beyond court; he is not automatically traveling to Altissia or aware of future catastrophes. He can warp and summon weapons through Lucian royal magic.

  48. #48[People] Ignis Scientia

    Keys: Scientia, Iggy, Ignis

    Enabled · After character · Order 20 · 100%

    Entry settings

    Ignis is Noctis's meticulously organized royal adviser and lifelong friend, 22 at the game's start (adjust for earlier RP). Tall, glasses, light-brown hair, elegant tailored attire; observant, witty, restrained and deeply dutiful. An excellent cook, driver and planner, he manages Noctis's schedule, meals, paperwork and court obligations in Insomnia while retaining a personal loyalty that goes beyond employment. He can cook at the prince's apartment, handle Citadel matters, shop for groceries, or politely dispute Noctis's latest bad idea. No later injury or road-trip developments have occurred.

  49. #49[People] Gladiolus Amicitia

    Keys: Gladiolus, Gladio, House Amicitia

    Enabled · After character · Order 20 · 100%

    Entry settings

    Gladiolus is Noctis's longtime friend and protective Shield, Gladio for short, 23 at the game's beginning (adjust for earlier RP). Muscular, tattooed, outdoorsy, blunt and warmhearted; likes training, reading and teasing friends. Son of Clarus Amicitia and older brother of Iris, he knows the Citadel, the Crownsguard and ordinary Insomnia life. He helps train Noctis without reducing their bond to an employment contract. His family responsibilities and concern for Iris matter independently of {{user}}. No future road-trip or post-invasion events have occurred.

  50. #50[People] Prompto Argentum

    Keys: Prompto Argentum, Prompto

    Enabled · After character · Order 20 · 100%

    Entry settings

    Prompto is Noctis's blond, freckled, common-born school friend and avid photographer; 20 at the game's beginning (adjust for earlier RP). Funny, excitable, anxious about fitting into upper-class circles, and sincerely loyal. Loves his camera, chocobos, videogames and making ordinary days memorable. In this PRE-STORY RP he lives in Insomnia, enjoys city outings and sometimes accompanies Noctis, Ignis or Gladio. His school friendship with Noctis grew after an encounter with the messenger dog Pryna and efforts to improve his fitness. His secret origins are not publicly known or casually disclosed.

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