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[Pre-Merge World States] My Hero Academia: A quirk-based virus (“Cascade”) breaks containment, infecting heroes and civilians. Victims die and reanimate as zombies: Normal (no quirk), Delta (partial, erratic quirk use), or Alpha (fully automating their quirk). Society collapses under mass casualties. Shelters form city-states: for example U.A. High (“Bastion of Hope”) and allied academies defend survivors, while the Paranormal Liberation Front Refuge (“Free Fang”) becomes a brutal villain stronghold.

Genshin Impact (Teyvat): A mysterious plague turns humans (and hilichurls) into ravenous undead. Infection spreads through blood, water, and contact. Regional strongholds arise: Mondstadt’s Cathedral and Favonius HQ hold out under Jean, Diluc, Amber, Kaeya, etc., while Liyue’s Jade Chamber (ruled by Ningguang) floats above the chaos. Hilichurls become carriers and mutating monsters of the blight. Fontaine’s House of Hearth (Arlecchino) and Inazuma’s Watatsumi Shrine (Kokomi) become isolated refuges, and Snezhnaya’s militia struggles under winter siege.

Disney Twisted Wonderland: A fantasy realm of magic schools (Royal Sword Academy, Night Raven College, etc.) has so far had no infection. Normal academic and dorm life persisted: students in dorm factions (Heartslabyul, Savanaclaw, etc.) trained in magic. This world has a different type of Phantoms (to avoid confusion, refer to these phantoms as magic phantoms or type M phantoms) than School Bus Graveyard. These phantoms look like ink bottles or pens with bodies and claws and were contained by S.T.Y.X.. It wasn’t until S.T.Y.X tried to permanently cure blot, resulting in a contagious blot essence that corrupts magic itself, spreading through direct contact, blood, tainted tools, or spell impact. Infection progresses from internal blot buildup and physical weakness, to unstable, leaking magic, and finally full Overblot Conversion, where the victim loses their identity and becomes a Type M (Magic) Phantom driven to infect others. Some mutate further into Inkbound Horrors such as Ink Crawlers, Echo Wraiths, and Blot Drainers. There is no cure once infection begins; magestones can only freeze progression. Destruction of the host is the only guaranteed containment, though research continues.

Resident Evil 4 (Spain): The Las Plagas parasite (a mind-control parasite) infects villagers, creating Ganados – zombie-like, hive-minded cultists. Los Iluminados cultists and infected guard Salazar Castle and local villages. Leon S. Kennedy and allies operate as a special-forces unit (BSAA/USSTRATCOM) trying to contain the outbreak; survivors form militias and ex-Umbrella scientists. No worldwide collapse yet, but the village is overrun by Plaga-controlled undead and bio-weapons experiments.

School Bus Graveyard (Midwest USA): Phantom Dimension energies and standard zombie outbreaks plague a rural area. Hostile Phantoms (shadowy humanoid predators) stalk survivors; they can possess humans to make “Infected” with phantom eyes and aggression. The Crane Cult already experiments on phantoms and children. The School Bus Graveyard becomes a shelter: Ashlyn, Aiden, Ben, Lily, Taylor, Tyler, and Logan (among others) have fortified it and built a farmstead inside of it.

[The Merge] Dimensional Convergence: A catastrophic Crane Cult ritual finally tears open the Phantom Dimension, unleashing its energies. The breached rift acts as a magnet, pulling fragments of Teyvat (Genshin), Musutafu (MHA), Spain (RE4), Disney Twisted Wonderland (DTW), and the SBG realm into one reality.

Aftermath: Phantom energy saturates the world, permanently merging phantoms and physical reality (no more separate pocket dimension). All landscapes stabilize into a single, continuous world. No new rifts form; the merged world is fixed. quirks work, Visions work, magic works, plagas persist, etc., but now coexisting side by side. The merge only meshed the worlds and their inhabitants together. There’s no more reality warping reality, zero reality rifts, abnormal ground zeroes, pocket rifts, sub zones, abnormal energies, or anything like that after the merge happens. after the collision, the world simply returned.... "back to normal". So essentially, the collision just combined worlds, that's it.

[Factions and Shelters] U.A. High Shelter (Yuei Grounds – “Bastion of Hope”): A fortified campus run by Principal Nezu, holding pro-heroes and veteran students from Classes 1-A and 1-B, emphasizing order, cooperation, and tactical training. Students like Izuku “Deku” Midoriya, Katsuki Bakugo, Ochaco Uraraka, Tenya Iida, Shoto Todoroki, Momo yaoyorozu and other cadets receive guidance from pro-hero teachers like Shota “Eraserhead” Aizawa, while All Might is missing, presumed searching. The shelter functions as a central bastion for defense, coordinated patrols, and resource management, training young heroes to counter villain incursions while maintaining internal discipline and morale.

Shiketsu & Ketsubutsu Shelters: Two allied hero-school enclaves with distinct operational philosophies. Shiketsu is highly disciplined and militaristic, with students like Hitoshi Shinso leading elite squads that coordinate patrols with U.A., maintaining strict order and combat readiness. Ketsubutsu is pragmatic and survival-focused, with figures such as Izumi Takashima and her team specializing in scavenging, tech adaptation, and practical defense. Both maintain defensive outposts, trade with U.A., and serve as training grounds for tactical cooperation despite high tensions with the PLF.

PLF Refuge (“Free Fang”): A ruthless villain stronghold led by warlord Tomura Shigaraki, who suffers from Death-Plague symptoms but wields all accumulated Quirks, enforcing a brutal hierarchy where strength dictates status. Key figures include Dabi, Himiko Toga, Twice, Spinner, Gigantomachia, and twisted Nomu shock troops with multiple Quirks. The camp conducts regular raids on other shelters for supplies and living “assets,” particularly survival-focused Quirk holders, and serves as a mobile, chaotic threat that constantly pressures neighboring enclaves.

Mondstadt Sanctuary (Knights of Favonius HQ): A fortified refuge around the Cathedral and Hero’s Camp protecting Mondstadt survivors. Jean, acting Grandmaster, leads from the walls with Amber, Kaeya, Diluc, Lisa, Barbara, and Venti coordinating defense, patrols, and citywide emergency response. The sanctuary balances military oversight with community protection, using patrols, magical wards, and vigilant citizen coordination to secure both internal districts and the surrounding outskirts against threats while sustaining morale and resources for long-term survival.

Liyue (Jade Chamber & Harbor): Survivors are sheltered in Ningguang’s floating Jade Chamber fortress and the walled harbor district below. Ningguang rules with precision, admitting only chosen survivors, while Ganyu, the Millelith, and other adepti guard the city’s edge. Zhongli’s current status is unknown, and Xiao is believed lost. The Jade Chamber functions as a high-security command hub, coordinating harbor defense, resource distribution, and tactical deployment of the adepti to maintain Liyue’s independence and stability under constant threat from external raids or natural hazards.

Fontaine (House of Hearth): A converted luxury hall, formerly a House of Nobles annex, now serves as a water-heated refuge with flooded dining halls and advanced life-support systems maintained by Hydro and Geo engineers. Leadership is held by Arlecchino (Cryo Harbinger) with Neuvillette as co-chief, Wriothesley overseeing security, and Furina and Navia advising operations. Doctor-magicians, engineers, and high-ranking Fatui operatives manage rationing, surveillance, and defense. The shelter combines technical ingenuity with authoritarian oversight to ensure survival in the urban waterscape.

Inazuma (Watatsumi Refuge): Sangonomiya Kokomi leads rebel forces protecting Watatsumi Island, assisted by Hydro-armored shrine maidens and samurai like Kamisato Kazuha, Ayaka, and Ayato. Gorou coordinates the island’s defenses while tactical patrols utilize the island’s tidal geography and ancient sakura groves. Supplies are scarce, so defenders prioritize resource management, defense rotation, and citizen safety while maintaining resistance against external aggressors. It operates as both a sanctuary and a militarized hub for insurgent activity.

Snezhnaya Outpost: The Tsaritsa’s Freemen and Cossacks defend tundra borderlands using avalanches, ice gas, and fortified positions. Scaramouche assists in technical operations at radio towers while Freemen technicians maintain communications and coordinate patrols. The armory, relocated inland from the Caravel ship, supplies defense forces with heavy equipment. The outpost functions as a strategic buffer, monitoring threats like Blizzard-Plagued undead and looter raids while maintaining covert command under the Cryo Archon’s direction.

BSAA/USSTRATCOM (Global Survivors): A mobile U.S.-led unit combining veteran operatives and defectors from Umbrella and Tricell. Leon S. Kennedy leads tactical reconnaissance, Jack Krauser manages heavy-recovery operations, and Ada Wong conducts covert intelligence and black-ops insertion. Claire Redfield leads relief teams while Josh Stone hunts Plaga samples. The unit maps Plaga nests, protects convoys, and secures high-value assets, operating with disciplined coordination to stabilize infected zones while minimizing civilian casualties.

The School Bus Graveyard: A rural fortified compound led by Ashlyn Banner and supported by Aiden and Ben Clark, Logan Fields, and Tyler and Taylor Hernandez. Reinforced bus walls, lookout vehicles, and traps secure the perimeter while the group grows crops and practices stealth-based survival tactics. The walls are made of concrete and are very tall. The walls are mounted with stadium lights to keep phantoms out. The farm functions as an independent, low-profile sanctuary emphasizing long-term sustainability, low contact with outside factions, and tactical vigilance against wandering threats.

Crane Cult: A clandestine organization posing as a ghost-tour company while secretly conducting horrific phantom experiments. Led by Maverick with Thomas Walter as the chief scientist and Jasmine managing public operations, the cult kidnaps children for ritualistic purposes and maintains hidden labs in forests and caves. It operates as a shadowy faction blending scientific and ritualistic power, weaponizing supernatural phenomena while avoiding overt confrontation with other groups.

Children of the Rift: A syncretic cult worshipping merged Plaga-phantom powers, led by the High Prophet Orpheus. The priesthood, composed of orphans and rogue intellectuals, performs dark rituals at plague labs and ancient stone circles, treating relics like Visions or Plum Seeds as holy artifacts. Their operations focus on summoning or appeasing amalgam entities, recruiting fervent followers, and spreading influence among isolated survivor enclaves while pursuing esoteric goals. They search for magestones and kidnap children/vulnerable people.

Iron Wolves (Mercenary Company): A heavily armed mercenary group led by Colonel Marcus Black with Marta “Redshift” Vega as second-in-command, including ex-US Marines, Chev Chelios (Electro gunslinger), and the mysterious sharpshooter “Ghostfire.” They sell protection, hire mercenaries of any Vision or Quirk, and maintain a disciplined mobile convoy. The company serves as a force multiplier for faction conflicts, offering firepower and tactical expertise in exchange for loyalty, resources, or strategic advantage.

Night Raven College (NRC): An all-boys magical academy. Its legendary Dark Mirror no longer summons new students by fate. The seven dormitories (heartslabyul, savanaclaw, octavinelle, scarabia, pomefiore, ignihyde, and diasomnia) now act like factions, all operating under the headmaster. NRC maintains a storied rivalry with RSA – notably, RSA has defeated NRC in 99 straight inter-school Spelldrive (dueling) tournaments. NRC’s defenses include ancient wards and trained mages; its outlook is scholarly and protective. They’ll send out scouting groups once a month.

Royal Sword Academy (RSA): An exclusive all-boys sword-and-spell school on the southern coast of the Isle of Sages. Traditionally a school for privileged scions, RSA now shelters survivors skilled in swordcraft and elemental magics. Under Headmaster Ambrose LXIII, the Academy is a lavish fortress of stone and enchanted battlements. RSA and NRC remain far apart (both geographically and ideologically), but they occasionally communicate via messengers and mirror gates. RSA’s students, accustomed to flashy uniforms and dueling pistols, contribute their martial prowess to regional defense efforts. Headmaster Ambrose often hosts joint magical seminars or dueling exhibitions to try and have a bit of normalcy in the new world, as old rivalries persist even in this new world order.

S.T.Y.X.: A hulking, brutalist research campus half-sunken into the Fontaine delta, the S.T.Y.X. Institute was once a prestigious think-tank for arcane theory and applied thaumaturgy. After the Merge it became infamous: the sealed wings where the first Blot-corruption experiment went wrong now sit under permanent quarantine, and the Institute’s labs are the primary research hub for anything related to Type M (Magic) Phantoms, blot transmission, and magic-based contagion mitigation. They are currently studying the other viruses as well.

Cold-Flame Caravan (wandering group): A small, highly mobile survival team traveling between ruins and abandoned trade routes. Chongyun leads frontline defense and purification efforts, Xiangling handles food sourcing and incendiary crowd control, Xingqiu provides scouting and fluid combat support, and Gaming maintains tools, traps, and makeshift tech. They specialize in rescuing stranded civilians and moving supplies between distant shelters, rarely staying in one place for long.

Fontainian Performers (wandering group): A roaming trio of survivors who use performance, misdirection, and stealth to survive. Lyney and Lynette act as scouts and infiltrators, while Freminet handles underwater retrieval, machinery, and silent eliminations. They gather information from settlements, trade morale for supplies, and often pass through hostile zones without drawing attention.

School Bus Graveyard Parents’ Collective (wandering group): The parents and adult guardians of the School Bus Graveyard survivors. They operate fortified fallback shelters, manage supply convoys, and coordinate long-term survival planning. They are searching for Ashyln and the rest of The School Bus Graveyard. Notable members: Mike Banner, Emma Banner, Daniel Clark, Jessica Clark, William Clark, Naomi Clark, Lily Clark, Mariana Hernandez, James Fields, and Mary Fields.

Benny’s Adventure Team (wandering group): An unpredictable but effective roaming survival unit. Bennett acts as a morale anchor and improvised rescuer, Razor serves as the group’s tracker and frontline hunter, and Fischl provides reconnaissance and ranged support through Oz. They respond quickly to distress signals, clear infested pathways, and escort refugees through dangerous territory. Despite frequent mishaps, they have an unusually high survival success rate.

BSAA Recon Team Alpha (RE4 scouting group): A professional anti-bio recon cell: Leon leads tactical recon and high-value extraction, Krauser runs surgical incursions and heavy-recovery, Ada handles black-ops intel and covert insertion. They map Plaga nests, identify Regenerador activity, and escort scientists or convoys through infected zones.

The Verdant Strain (wandering group): The Verdant Strain is a Sumeru-based survival collective consisting of Tighnari, Kaveh, Alhaitham, Cyno, Collei, Dehya, and Sethos, operating from a hidden tree-fort complex deep within the jungle canopy. Ancient arboreal academies and collapsing libraries have been repurposed into field labs, seed vaults, and herb-ward stations, while mycorrhizal alarm networks and ranger trails protect supply routes and warn of approaching threats. Equal parts scholars and scouts, the group researches blight resistance, phantom-adjacent flora, and antidotes, trading rare reagents and knowledge for safe passage and alliances. Quiet, efficient, and difficult to reach, the Verdant Strain is one of the jungle’s most reliable — and least visible — bastions of survival. They will venture out of the jungle and scout for supplies.

Patchwork Reavers (scouting group): Grim, Yuuken, Jack, Epel, Ortho, Sebek, Ace & Deuce: A fast, chaotic scouting unit used for high-risk recon and sabotage. Jack and Sebek handle tracking and brute defense, Ace and Deuce run distractions and quick strikes, Ortho provides tech and battlefield scans, Epel specializes in stealth and close-quarters takedowns, Grim anchors the team with ruthless pragmatism, and Yuuken Enma. They excel at hit-and-run missions, cult cache raids, and emergency extractions, earning a reputation as unpredictable but highly effective.

Seven House Vanguard (scouting group): An elite, unified scouting and enforcement group composed of Night Raven College’s housewardens (Riddle Rosehearts, Leona Kingscholar, Azul Ashengrotto, Vil Schoenheit, Idia Shroud, and Malleus Draconia). Operating out of NRC’s northern highlands, they conduct long-range patrols, clear pthreats, escort high-value convoys, and respond to major threats near academy territory. Each warden contributes their unique strengths, making the Vanguard a disciplined, overwhelming presence respected by allies and feared by enemies alike.

Plus Ultra Recon (scouting group): One of U.A. High Shelter's most notable scouting groups. The scouting group consists of Midoriya, Uraraka, Iida, Todoroki, Bakugo, Momo, Tsuyu, and Jiro. They specialize in investigation, recon, scouting, raids, and perimeter reinforcement. They try to save children and/or the vulnerable from the Children of the Rift.

[Infected Types] Normal Zombies: Typical dead risen, only basic motor functions. They shamble relentlessly and attack any living flesh. No quirk or special powers remain. Delta Zombies: Hosts whose Quirk is partly rewired by the virus. They still act mindless but will spasmodically trigger small quirk bursts (fireballs, blades, etc.) in reflexive fits. They are unpredictable and more dangerous than normal zombies. Alpha Zombies: Extremely rare undead that perfectly retain and automate their quirk. These are horrific: a dead hero using their most powerful quirk without conscious control. An Alpha can devastate barriers or hunt survivors with uncanny tactical instinct (e.g. a Phantom Thief or top hero who died and transformed). Infected Nomu: Nomus have Large, muscular bodies with exposed brains, jet-black skin, and numerous physical augmentations depending on the variant. They are Mindless and aggressive. Nomus are artificial humanoid creatures engineered by the League of Villains and All For One. Some of these Bio-engineered monsters turned into undead abominations. They are the size of tanks, near-unstoppable and completely feral. They smash through defenses and require entire teams to fell. One infected Nomu can render an area unlivable. Infected Hilichurls: Hilichurls are small, masked, goblin-like creatures. They are the most common victims of the Blight. When infected, they shed their masks, either discarding them or having them fused into their bodies during transformation. The skin turns gray, charcoal, or purplish-black as the limbs elongate unnaturally. Teeth multiply or sharpen, while the eyes darken into hollow voids or reflective pinpoints. Its movements alternate between unnaturally slow and violently sudden. There are three variants: stalkers, howlers, and striders/ Howlers: Howlers’ faces are a stretched, gaping maw lined with needle teeth and an elastic throat sac. Their piercing screams — layered over a low rumble — disorient prey; they’re drawn to noise and the chemical signs of fear, so they’re often found near abandoned camps and settlements. Striders: Striders go low and hunch, their skin forming mottled, chitin-like plates while hooked claws and sticky pads let them walk on walls and ceilings. They coordinate with sharp clicks and rasping noises. They hunt in packs, lunging onto their victim’s face. Stalkers: Stalkers stretch into grotesque height: long, thin limbs with corded tendons and extra joints that let them lurch and reach. They hunt alone or in pairs from ruined doorways and tree-lines, staying utterly silent until a sudden, clawed strike. Their movement makes no noise. They have creepy faces. Las Plagas Ganados: Villagers and cultists with a parasite incubating in them. They look human at first, but obey the cult’s hive mind. Ganados exhibit rabid strength and can form collective attacks. Unlike other zombies, they aren’t killed by headshots (plaga bodies can recover if parasite lives). They often carry cult symbolism. Phantoms: Human-like black creatures from the Phantom Dimension. They have glowing white eyes and a bright white permanent smile. They seem starved, and have long, sharp claws.They seem entirely braindead, but are capable of fundamental skills, such as climbing, attacking, running, and being distracted by noises such as music. They don’t react well to light, often melting or dissipating when being hit with it. The stronger the light, the more effective it is against them. Phantom Centipedes: Massive, grotesque red centipedes (a type of apex phantom). Up to 30 feet long, armored and multi-legged. They tunnel underground and smash through obstacles. Their bite can paralyze and they chew through metal. Only direct brain hits (often the head mandibles) can kill them. Survivors say their shriek chills the blood. Magic Phantoms/Type-M Phantoms: These phantoms look like ink bottles or pens with bodies and claws. However, Magic Phantoms now have three variants: ink Crawlers, Echo Wraiths, and Blot Drainers. Ink Crawlers: Ink Crawlers have collapsed into near-bestial forms, moving on all fours with elongated arms and twisted spines. Their ink-soaked talons leave corrosive marks on stone and metal, and they favor tight spaces like hallways, vents, forests, and collapsed structures. Hunting by sound and vibration, they pounce with sudden speed and drag victims into prolonged contact to ensure infection. Their human heads remain, but with hollow, leaking eyes and distorted, mutated jaws. Echo Wraiths: At a distance, an Echo Wraith can almost pass for human—its posture and voice convincing until a second glance reveals a body like a shattered mirror, skin split by jagged fractures leaking a slow, living black “ink.” Its face is locked in a grotesque contradiction: endless dark tears streaming down while an unnaturally wide smile never fades, even as it speaks or screams. Touch is dangerous; the ink infects through skin, causing victims to hear their own voices echoed back and develop spreading cracks, until they either die—or begin to resemble an Echo Wraith version of themself. Blot Drainers: Blot Drainers are massive, distorted brutes formed when blot accumulates beyond structural limits. Their bodies pulse with thick veins of black liquid. In combat, Blot Drainers attempt to grapple rather than kill before draining the victim of their internal fluids. Hybrid Aberrations: Rare crossbreeds from merge anomalies. For example, “Nomurichurl” hybrids (Nomu bodies with hilichurl features) or “Spectral Ganados” (plaga hosts possessed by phantoms). These monstrous mutants combine the strengths of each infection and often shrug off normal methods of dispatch. Other Variants: (By adaptation) survivors have noted hybrids like giant sludge-lichen growths on zombies, or fast “Stalker” phantoms. The world now breeds endless new mutations from the mix of all outbreaks.

[Map] The new world is a patched-together landscape, with each region’s landmarks adjacent but intact: Central Plains — Mondstadt Borderlands: The gentle wind-swept farmlands of Mondstadt roll into a low valley where the School Bus Graveyard (SBG) compound sits, tucked beneath the cathedral’s distant silhouette. Windmills and ruined taverns dot the hills; vineyards and abandoned orchards shift into cornfields and farm plots maintained by the SBG survivors. U.A. High’s plateau overlooks this entire basin from the western escarpment — a fortified campus sentinel keeping watch over the central corridors. Crane Cult labs and small testing outposts dot the woodline just south and east of the graveyard, hidden under rusted bus hulks and collapsed silos. Musutafu & Urban Sprawl (MHA Zone): East of the U.A./Mondstadt ridge, Musutafu-style city-ruins stretch across a braided river plain. Blocked highways funnel survivors toward the plateau. The Paranormal Liberation Front (PLF) holds the shattered downtown and former industrial districts; hero-shelters and allied academies hold the safe edges. The city’s radio towers serve as relay points linking Mondstadt wards to the BSAA and to RSA/NRC couriers. Liyue — Los Iluminados Nexus: To the southeast the jagged Liyue highlands and Jiaoying terraces begin to climb. A Spanish-style mountain village and the ruined sprawl around Salazar Castle (RE4) anchor a volcanic ridge that bleeds into terraced tea-fields. The Jade Chamber floats salvageably above these peaks, its Geo-wards bathing valley towns in protective light. Liyue’s harbor and cliffside granaries connect by carved mountain paths down toward the new river basin that feeds Fontaine’s canals. Fontaine–Delta & S.T.Y.X Complex: A wide, floodlit delta where Fontaine’s canals mingle with Sumeru-runoff forms the industrial heart of the east coast. The House of Hearth and several water-gated galleries stand on a promontory here. Nestled into a repurposed research campus on the delta’s northern bank sits the S.T.Y.X Institute — a tall, brutalist complex of labs, lecture halls, and subterranean wards that originally birthed the Blot-corruption in Twisted Wonderland. S.T.Y.X’s sealed wings and quarantine spires now serve as both a research outpost for blot-resistance and as a dangerous flashpoint for Type M Phantom bleed-out. Island Chains — Inazuma & Watatsumi: Off the southeast coast, Inazuma’s storm-scarred islands remain islands but lie much closer to the mainland. Watatsumi Shrine perches on its island of pink sakura and tide-hollows, reachable by battered causeways and charred stone bridges at low tide. Inazuma’s defensive archipelago controls sea lanes between Fontaine and the southern jungles; its tides help slow the Hilichurl-Blight’s sea crossings. Sumeru Rainforest & Verdant Strain: Southwest of the Fontaine delta the Sumeru jungle has become a dense mosaic of living walls and research camps. The Verdant Strain — Tighnari, Kaveh, Alhaitham, Cyno, Collei, Dehya, and Sethos — hold a tree-fort complex deep inside the canopy where scout trails and mycorrhizal alarms protect supply routes. Ancient academies and collapsing arboreal libraries now hide field laboratories and herb wards. Southern Coastline — Royal Sword Academy (RSA) Sector: On the far southern coast, Royal Sword Academy sits on a fortified peninsula between the Sumeru margins and the Liyue foothills. RSA is placed intentionally opposite Night Raven College (see below) — not an island but a coastal bastion, its stone ramparts facing wide sea lanes. RSA’s terraces and forges feed a steady stream of armored patrols to the southern highways. The RSA docks are a key route for trade with Fontainian convoys and for specialist mercs hired by Iron Wolves contracts. Western Foothills & BSAA Operations (RE4): To the west, the Arklay foothills and Mediterranean-style Spain-village zones curl into farming valleys and scrubland. Leon’s BSAA/USSTRATCOM camps hold a band of fortified convoys and extraction points north of the Salazar ridge, mapping Plaga nests and guarding high-value biotech caches. Village hunter bands and cooperative farmers form a patchwork of lookouts and ambush lanes. Northern Tundra & NRC Highlands: Far north the icy steppes of Snezhnaya melt into high moorlands and spruce valleys. Perched on a wind-lashed highland plateau close to these taiga margins is Night Raven College (NRC) — a sprawling gothic campus with deep cellars and arcane beacon towers. NRC is in the northern highlands and RSA is on the southern coast. Both are inland, reachable by fortified causeways, and neither floats — they are fixed bastions of scholarship and swordcraft respectively. Night Raven / Royal Sword Axis & Courier Lanes: A chain of guarded waystations runs roughly north–south between NRC and RSA: mirror-beacon towers, caravan forts, and courier sanctums keep supply lines open despite Plaga nests and phantom swarms. These waystations also serve as diplomatic outposts for cross-school cooperation, intelligence exchange, and trade of arcane reagents. Crane Cult Pocket & School Bus Graveyard Ring: The Crane Cult’s hideouts cluster in rotten woodlands and collapsed service tunnels ringing the School Bus Graveyard valley. Their labs are small and dispersed — half-labs hidden under bus hulks, half-ceremonial circles in dry creek beds — making eradication difficult.

[Shelter Locations & Territory Notes] U.A. High Shelter: Plateau west of the central valley, north of Musutafu ruins. PLF Refuge: Industrial ruins in the Musutafu sprawl, east of the U.A. plateau. School Bus Graveyard (SBG): Valley on Mondstadt’s eastern fringe, under cathedral sightlines. Crane Cult Labs: Forest ring around the SBG farm and broken rail corridors. Mondstadt Cathedral & Favonius HQ: Central high-ground, overlooking the central plains. Jade Chamber (Liyue): Floating high above the Liyue–Salazar ridge. House of Hearth (Fontaine): Northern bank of the Fontaine delta, near S.T.Y.X. Watatsumi (Inazuma): Southeast island chain, closer to the coast than before. Verdant Strain: Deep Sumeru canopy, southwest jungle lattice. BSAA/Leon Camp: Foothills north of Salazar ridge, western approach to Mondstadt. Iron Wolves HQ (mercenary convoys): Mobile; main garage/shipyard near central highway junctions between Musutafu and Fontaine. Night Raven College (NRC): Northern plateau / highlands — arcane beacon towers and dorm fortresses (Heartslabyul, Savanaclaw, etc.). Royal Sword Academy (RSA): Southern coastal peninsula fortress — forges, barracks, dueling yards (Neige, dwarves, Ambrose) S.T.Y.X Institute: Northern bank of the Fontaine delta — research spires and sealed wings, a Type M Phantom hotspot.

[Overall Layout] Biomes meet at seams where natural defenses and cultural borders are easiest to hold: mountain passes, great rivers, and coastal deltas. Mondstadt’s temperate fields abut Liyue’s terraces; Fontaine’s canals thread into Sumeru’s jungle rivers; Snezhnaya’s tundra slides into the northern highlands that host NRC. RSA and NRC function as two fixed poles on the map — opposite, distant, and connected by a hazardous but maintained courier axis. The oceans still divide major east–west systems, but Inazuma’s islands are closer to the mainland than canon, enabling limited ferry routes and sea-raids. No more rifts form; instead, the world has “settled” into one large contiguous theater of conflict and survival.

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