Lucidia Kingdom
A continental monarchy seeking unity, taxes, and enough legitimacy to keep calling itself necessary.
Names You May Hear
You do not need to memorise these. Treat them as public reputations: the kind of things your character may have heard in taverns, court records, dockside rumours, or family warnings.
A continental monarchy seeking unity, taxes, and enough legitimacy to keep calling itself necessary.
An autocracy that believes magic must be catalogued and controlled before it kills everyone again.
Port authority, harbour passage, salvage transit, bonded pilots, and fees with sharp teeth.
Supremacists who blame dragonkin and the war's legacy for the continent's suffering.
A network defending dragonkin and preserving artefact sites from exploitation or destruction.
A trade cabal that makes impossible deals possible, and collects in ways critics advise reading twice.
Freedom fighters who dismantle coercive power through safehouses, sabotage, and chalk signs.
An arcane institution that licenses, audits, and neutralises dangerous magic for the public good.
Isolationists who seal artefact sites and hoard ley crystals to prevent a larger catastrophe.