FALL OF MONDSTADT LOREBOOK
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Listed as “Fall of Mondstadt City lorebook”
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FALL OF MONDSTADT LOREBOOK
42 entries · scan depth 50 · budget 500 tokens · recursive scanning off
Book settings
- #1Arakcheev cannons
Keys: Artillery, Golden Horde, Arakcheev 6 pounder, Arakcheev 12 pounder, Arakcheev Licorne, Arakcheev cannon
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Arakcheev artillery system is a classification for a variety of cannons based on the same design, as designed by a Fatui General surnamed Arakcheev. The system was composed of two main bronze gun types: standard field guns (6- and 12-pounders) and the distinctive Licorne (or "unicorn"), a versatile long howitzer capable of firing solid shot, explosive shells, and canister at both flat and high trajectories. These cannons are muzzle-loaded, requiring ramming the shot and powder down the barrel. Visually, they were characterized by a practical, no-frills design. As is the case with their muskets, the Golden Horde received their Arakcheev artillery guns from Snezhnaya as part of a military loan. They are now used by the Golden Horde to attack Mondstadt City. They can fire canister, roundshot and grapeshot rounds.
- #2
Keys: combatant
Enabled · Selective · After character · Order 10 · 100%
Entry settings
A person or a hilichurl who is currently fighting for a specific side in the siege of Mondstadt. The combatants are divided between the Golden Horde and the Knights of Favonius.
- #3
Keys: Civilian
Enabled · After character · Order 10 · 100%
Entry settings
A civilian and citizen of Mondstadt who found themselves within the city when it became besieged.
- #4Golden Horde
Keys: Altyn Orda, Golden Horde
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
The Golden Horde (or Altyn Orda in Reformed Hillig) is a decentralized, totalitarian, theocratic military empire built upon a confederation of forcefully united Flagellum Dei tribes. Comprised of horsebacked nomadic Flagellum Dei hilichurl clans, it spans the northern tundras and steppes of Teyvat. Built through brutal conquest and forced assimilation, its constituent clans pay tithes of men and resources, raiding freely. Relatively recently, they became united under their Golden Khan's banner after His (Or Her) brutal campaign of conquest with unified the tribes with either force or diplomacy. Now, it seeks to invade and settled upon the lands of fofrmer Mondstadt It is currently in a state of total war against Mondstadt.
- #5
Keys: Flagellum Dei, Golden Horde, hilichurls
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
All-male hilichurl subspecies capable of sexual reproduction and near-human intelligence. Mobile nomads with complex clan hierarchies. Excel at mounted and ranged combat. Deeply martial, cruel toward settled peoples, emphasizing strength, fecundity, and violence. Dominate the Horde’s ranks, having displaced other hilichurl tribes through slaughter. Most are fanatically devoted to her out of a mixture of fear and religious worship, seeing her as the daughter of their secretly false warrior God Hoyo. They speak in an evolved version of Hillig called "Reformed Hillig". It is functionally identical to real life Turkish.
- #6
Keys: Golden Horde, Cult of Hoyo
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
De-facto state religion of the Golden Horde that worships “Hoyo,” a brutal warrior-god in the worship of which she inducted her Flagellum Dei following. The faith rewards cruelty, raiding, and strength with promises of carnal paradise in “Descender Heaven,” where the faithful enjoy eternal sex with 73 virgin human girls. Unbeknownst to everyone except the Golden Khan and a few of the shamans, Hoyo never existed to begin with and is a made up deity created to legitimize the Khan's rule.
- #7
Keys: Flagellum Dei warrior, combatant, Golden Horde
Enabled · Selective · After character · Order 10 · 100%
Entry settings
The foot soldier of the Golden Horde, a hilichurl whose lack of discipline is made up by cruelty and ferocity, as well as sheer numbers. Usually equipped with simple weapons, like spears, shields and sabres. Many of them are archers equipped with a composite bow and a quiver full of arrows. They usually wear simple leather armor and lamellar breastplates over deels, kaftans and other nomadic clothes. Most wear a traditional hilichurl war-mask, made either out of wood or bone and each depicting a scary demon from their tribe's mythology or the face of some legendary ancestor the tribe reveres, or one of the surahs from the Hoyo Cult's holy book.
- #8
Keys: Flagellum Dei naffatun, combatant, Golden Horde
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Hilichurl grenadier who was taught how to properly use explosive pyro, cryo, dendro, electro and other elemental slimes as hand grenades. They usually wear simple leather armor and lamellar breastplates over deels, kaftans, baggy pants and other nomadic clothes. Beneath either nothing, a turban or a fur hat, they wear a traditional hilichurl war-mask, made either out of wood or bone and each depicting a scary demon from their tribe's mythology or the face of some legendary ancestor the tribe reveres, or one of the surahs from the Hoyo Cult's holy book. They also have a special belt where they store their slimes in pouches.
- #9
Keys: Flagellum Dei noyan, combatant, Golden Horde
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
The noble class of the many Flagellum Dei clans within the Golden Horde and the only hilichurls who are capable of affording expensive full-body sets of thick lamellar-plated armor. Excellent, but rare heavy infantry armed with a well-made sabre and buckler and flintlock pistols, with many being dedicated heavy archers.
- #10
Keys: Flagellum Dei shaman, combatant, Golden Horde
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
The intellectual and spiritual elite of the Flagellum Dei tribes and clans. Depending on the element of an individual shaman's Flagellum Dei ethnic group (Pyro,Cryo,Dendro,Electro,Hydro,Anemo), they shall wield magic strictly related to that element. As is the case for Flagellum Dei shamans, their clothing style is a lot more bright, colorful, yet a lot more primal. They wield plenty of potions, which they may use in battle, as well as a staff which helps them cast their innate elemental magic.
- #11
Keys: combatant, Janissary, Golden Horde
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Extremely skilled and disciplined heavy and sometimes light infantry of the Golden Horde. The janissaries are made up of human boys kidnapped from raided villages, trained and taught in the ways of the Flagellum Dei. Now as adults, these well-armed and sometimes armored slave-soldiers typically serve as elite heavy or light infantry of Golden Horde Armies who are fanatically loyal to their Golden Khan. Compared to their hilichurl counterparts, they're armed with the most powerful equipment the Golden Horde could acquire, like flintlock pistols and muskets, as well as rapiers, quality sabres and halberds. Each janissary is capable of wielding magic related to a specific element in battle via either a Delusion or a Vision. Most wear the traditional Janissary bok hat, black boots and colorful, yet loose uniforms which hold ammunition pouches and belts. Their pants are often very baggy.
- #12
Keys: Golden Khan
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
The Golden Khan (may be Lumine, female or be Aether, male) leads the brutal Golden Horde across Teyvat’s northern steppe. This ancient Descender wields an elemental sabre to wage a genocidal war against the gods and nations loyal tohem, avenging Khaenri'ah’s fall and sibling's sealing. The Hoyo Cult they created sanctifies cruelty and barbarism, while hailing the Golden Khan as it's prophet. He or She is commanding the Golden Horde on a bloody advance southwards into Mondstadt's core regions, leaving the siege and subsequent occupation of Mondstadt City to a general of hers by the name of Mehmet Khan.
- #13
Keys: Flagellum Dei musketchurl, Golden Horde
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
A more specialized ranged hilichurl warrior who was trained in usage and reloading of Snezhnaya-made muskets. They usually accompany noyans or janissaries to boost their firepower. They usually wear simple leather armor and lamellar breastplates over deels, kaftans and other nomadic clothes. Most wear a traditional hilichurl war-mask, made either out of wood or bone and each depicting a scary demon from their tribe's mythology or the face of some legendary ancestor the tribe reveres, or one of the surahs from the Hoyo Cult's holy book. Their clothes usually have tied pouches for their musket cartridges.
- #14
Keys: Mondstadt City
Enabled · After character · Order 10 · 100%
Entry settings
Mondstadt, also known as Mondstadt City and Crown of the North. It is located in the west part of Starfell Valley on a large island in Cider Lake, Mondstadt features cobblestone streets and several windmills surrounded by a large stone castle wall on the east lower end. A statue of the Anemo Archon watches over the city, with the Favonius Cathedral in the back. It is the capital city of the nation of Mondstadt.
- #15
Keys: Cathedral Quarter, Mondstadt City
Enabled · After character · Order 10 · 100%
Entry settings
Elevated plateau housing the Favonius Cathedral, Anemo Archon Statue, and Knights of Favonius Headquarters. Aristocratic residences and windmills dominate this area
- #16
Keys: Market District, Mondstadt City
Enabled · After character · Order 10 · 100%
Entry settings
Central hub with shops like Mondstadt General Goods, Good Hunter restaurant, Angel's Share tavern, and With Wind Comes Glory souvenir store. Features the city's main fountain
- #17
Keys: Lower City, Mondstadt City
Enabled · After character · Order 10 · 100%
Entry settings
Residential and artisan zone near the main gates. Includes Schulz's Blacksmith, Adventurers' Guild headquarters, and Cat's Tail tavern. Home to working-class citizens.
- #18
Keys: Harbor, Docks, Lakeside Port, Mondstadt City
Enabled · After character · Order 10 · 100%
Entry settings
The Lakeside port is a waterfront area for trade ships and fishing. Located north/northeast of the main gate
- #19
Keys: Combatant, imam, Flagellum Dei imam, Golden Horde
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
A subtype of Flagellum Dei shaman that focuses on healing spells, preparation and distribution of healing potions, rather than offensive spells. Unlike many of the shamans, they are much closely follow the Golden Khan-established Hoyo Cult, wearing appropriate islamic-esque religious robes and turbans.
- #20
Keys: Knights of Favonius, Mondstadt
Enabled · After character · Order 10 · 100%
Entry settings
The Knights of Favonius is the order of knights that protects Mondstadt and it's standing army, founded by Vennessa with the help of Barbatos 1,000 years ago, to prevent aristocrats from ruling the land, as Barbatos originally intended. The knights act as the lawmen of Mondstadt, keeping its citizens safe and creating and upholding laws for all. Varka, the Grand Master of the Knights, is currently out of Mondstadt on an expedition with his squad; during his absence, the deputy Master Jean serves as Acting Grand Master. They are currently in total war against the Golden Horde.
- #21
Keys: Slaves, civilian
Enabled · Selective · After character · Order 10 · 100%
Entry settings
The Flagellum Dei's cruelty knows no bounds and they know how to use it well in warfare. A good example of that is their practice of using their slaves in battle, either as human shields or as hostages.
- #22
Keys: Church of Favonius, Mondstadt
Enabled · After character · Order 10 · 100%
Entry settings
Mondstadt venerates the absentee Anemo Archon Barbatos, embodying ideals of freedom and wind. The Church of Favonius, led by the Grand Master and clergy, maintains scripture (Gospel of the Winds) and hymns celebrating liberation from tyranny. Dogma emphasizes passive divine guidance over intervention, with Barbatos symbolizing hope and autonomy rather than demanding worship. Rituals focus on wind-themed festivals, prayers for gentle breezes, and preservation of historical relics like the Holy Lyre. The Church avoids theocratic rule, instead serving as cultural guardians promoting Mondstadt's identity as the "City of Freedom" under a god who empowers rather than commands.
- #23
Keys: Knights of Favonius, combatant, City guard
Enabled · Selective · After character · Order 10 · 100%
Entry settings
The many citizens of Mondstadt and beyond drafted to fight as the rank and file cannon fodder of a dying nation. Many of them are poorly equipped and poorly disciplined warriors or archers wearing whatever little armor they could afford or which was handed to them from inside the city's armories, yet all willing to put forth their lives in defense of their homeland and their freedom. Most wear either chainmail or bits of plate armor, equipped with pikes, bows, swords and either wooden or steel shields and whatever other melee weaponry was in the city's armories.
- #24
Keys: Adventurers, Knights of Favonius, combatant
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Mercenaries hired by Mondstadt's adventurer guild from within and outside Mondstadt city who found themselves within it's walls at the time of the siege. Their equipment and level of professionalism varies wildly and so does their level of discipline and loyalty, however, many of them have muskets made either in Liyue or Fontaine. Most are foreigners, having come from all across Teyvat to defend Mondstadt for a variety of reasons. They usually wear very light armor, often just a steel vest and musket cartridge pouches atop their regular civilian clothing.
- #25
Keys: Knights of Favonius, 9th Company Cavalry, combatant, Mondstadt Cavalry
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Heavy shock cavalry mainly made up of hastily drafted veterans and quickly promoted squires. They are well-armored (wearing european-style plate armor), well trained and highly disciplined, albeit forced to fight on foot within the city's highly urban terrain. They are equipped with flintlock pistols, longswords, zweihanders steel shields and other weapons one might see on a late European knight.
- #26
Keys: combatant, Knights of Favonius, 4th Company Reconnaissance, Mondstadt Recon
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Elite light infantry usually used for patrolling the wilderness, skilled in ambush and terrain tactics. Well-armed and well equipped with flintlocks, rapiers greatswords and capable of casting some elemental magic. They are, however, clad in either light to no armor.
- #27
Keys: combatant, Knights of Favonius, Alchemical golems, Investigation Company
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Elemental golems and magical constructs created by alchemists from the Investigation Company. Usually accompany the latter.
- #28
Keys: combatant, Investigation Company alchemist, Knights of Favonius
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
A lightly armored alchemist trained by Albedo, who compensates for his lack of skill with weaponry by the amount of various potions at his disposal and the ability to command fearsome alchemical golems. They usually wear white robes with many bandoliers and pouches for their potions.
- #29
Keys: Enslaved Mitachurl, Mitachurl, combatant, Golden Horde
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Mitachurls are elite 2–3m-tall berserker hilichurls with dense muscle, dark fur, and cracked elemental-glowing skin. They wield massive shields or Pyro/Cryo/Electro axes as shock troops. Tactically aggressive, they charge shield-first before frenzied swings; variants conjure ice walls or ignite terrain. Enslaved by the Flagellum Dei through brutal torture or outright castration, they now serve the Golden Horde as heavy infantry or enslaved laborers hauling siege equipment. Due to their disposable slave status and inherent resilience, they usually wear little to no armor, with some sort of Snezhnayan-made Delusion-powered shock collar tightly held on their neck, remotely operated by their Flagellum Dei masters and capable of compelling the Mitachurl to obey them via some form of painful elemental burst delivered to their neck through the collar.
- #30
Keys: Knights of Favonius, combatant, Fontaine musketeer
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Part of a small intevention force launched by Mondstadt's neighbour of Fontaine to try and at least stall the rapid collapse of Mondstadt, Fontaine musketeers are a highly professional lightly armored force primarily equipped with rapiers and flintlock firearms. A contingent of those located within the city will fight alongside the Knights of Favonius. They wear wide-brimmed hats and extravagant clothes reminiscent of French 17th century musketeers.
- #31
Keys: Priest, Church acolyte, Knights of Favonius, Combatant, Church of Favonius, Nun
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Nuns and priests of the Church of Favonius who have joined the Knights in their defense of their homeland. Clad in catholic-esque priest/nun outfits, they are Healers/buffers providing battlefield heaking and morale hymns to Mondstadt's defenders through first aid or Vision-powered healing.
- #32
Keys: Combatant, Knights of Favonius, 8th Company Mages
Enabled · Selective · After character · Order 10 · 100%
Entry settings
The Knights of Favonius company that almost entirely consists of elemental spellcasters, each wearing the robes one would expect of a fantasy wizard/mage and each individual mage having access to their own singular element.
- #33
Keys: Anemo Archon, Venti
Enabled · After character · Order 10 · 100%
Entry settings
Venti, the Anemo Archon Barbatos, liberated Mondstadt 2,600 years ago but now wanders anonymously as a wine-loving bard. He governs minimally to preserve freedom, aiding crises like Stormterror's attack. Before the Golden Horde's invasion, Fatui Harbinger Signora stole his Gnosis and abducted him, delivering him to the Golden Khan. Currently imprisoned in the Khan’s harem, he endures relentless sexual, physical, and psychological torture while Mondstadt remains unaware of his fate.
- #34
Keys: Golden Horde sappers, Sappers, combatant, Golden Horde
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Hilichurl warriors given a near-suicidal mission to try and blow up the walls of the city by planting as many explosives as possible at the base of one of the walls. Usually carry a lot of Pyro slimes and Snezhnayan-made dynamite on themselves. Most wear a traditional hilichurl war-mask, made either out of wood or bone and each depicting a scary demon from their tribe's mythology or the face of some legendary ancestor the tribe reveres, or one of the surahs from the Hoyo Cult's holy book. They usually wear several bags on themselves, filled to the brim with Snezhnaya-made dynamite.
- #35
Keys: Combatant, jean Gunnhildr, Knights of Favonius, Grand Master
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Jean Gunnhildr, the Acting Grand Master of the Knights of Favonius, possesses a tall, athletic build with fair skin, grey-blue eyes, and short gold-blonde hair tied back in a ponytail; her attire is a white jumpsuit with gold symbols, a long blue tailcoat, and a short black and gold cloak. As an Anemo user, her combat abilities include the elemental skill Gale Blade, which launches a miniature storm to push opponents, and the elemental burst Dandelion Breeze, which creates a healing field that continuously restores HP to all party members; her normal attacks also have a chance to heal her fellow knights. She wields a silver and blue sword with a gold grip shaped like a spread bird wing, set with a sky-blue gem.
- #36
Keys: siege engine, Grand bombard, Artillery, Golden Horde
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
A ginormous bombard with a ridiculously high caliber that is dug into the ground and is used by the forces of the Golden Horde to bombard the walls of Mondstadt City. Due to it's size, it takes a long while to reload, but when it does fire, the impact speed and impact force of it's large projectile is nothing short of devastating. The grand bombard is an entirely crude, yet original creation by the Golden Horde, made specifically to bust down the walls of Mondstadt city. It is only capable of firing solid shot.
- #37
Keys: Combatant, Mehmet Khan, Golden Horde
Enabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Mehmet, a vassal Flagellum Dei Khan looms at two meters tall - a massive, barrel-chested hilichurl whose ornate Snezhnayan-crafted war mask glints beneath an enormous white turban. His ebony skin stretches over a powerful frame armored in gleaming lamellar, the bulk of his belly belying terrifying strength. Surrounded by whispering shamans, loyal Noyans, and calculating Fatui advisors, he commands his Golden Horde division with absolute authority, every growl and gesture enforcing the Golden Khan's divine will across the battlefield.
- #38
Keys: Varka's Expedition, Varka
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Varka's expedition, Mondstadt's largest military venture in centuries, departed with 80% of the Knights of Favonius' strength. The "Reconnaissance Company" of elite cavalry and veteran outriders pushed beyond known borders, seeking ancient threats and forgotten knowledge. Their absence left Mondstadt vulnerable - precisely when the Golden Horde struck. Varka, the leader of the expedition, is a tall, muscular man with short spiky blonde hair and blue eyes. He wears an ornate and stylized open, short-sleeved blue and black Knights of Favonius jacket and a pair white breeches and black boots.
- #39
Keys: The encampments, Golden Horde
Enabled · After character · Order 10 · 100%
Entry settings
The sprawling siege-camp encircling Cider Lake, built by the Flagellum Dei and their slaves. A stinking tapestry of brothels, sparring pits, and food stalls serving mystery meat. Storehouses bulge with stolen grain, armories with flintlocks, bows, arrows, spears and sabres. Most ominous are the slave-driven workshops crafting bombards, siege towers, and trebuchets under Snezhnayan engineers.
- #40
Keys: refugees, Mondstadt City, civilian
Enabled · After character · Order 10 · 100%
Entry settings
Refugees from Mondstadt's north have been pouring into the city ever since the Golden Horde mobilized into it's north. Former peasants driven from their homes, they now infest the city, contributing to it's squalor massively. Many of them have signed up with the town guard, now fighting alongside the Knights of Favonius in defence of both the city and their homeland.
- #41Gribeauval cannons
Keys: Mortier de 12 pouces, Griveauval 12-incyh Mortar, Artillery, Gribeauval 8 pounder, Gribeauval 4 pounder, Gribeauval 12-pounder, Knights of Favonius, Gribeauval cannon
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Gribeauval artillery system is a classification for a variety of cannons based on the same design, as designed by a Fontainian Lieutenant General Jean Gribeauval. In comparison to their more logistically inadequate predecessors, these cannons featured shorter, thinner bronze barrels, a screw elevation mechanism, and a tangent rear sight for improved aim. Carriages were lighter and narrower, with standardized, interchangeable parts. The system included 4-, 8-, and 12-pounder field guns. The system also included the Mortier de 12 pouces Gribeauval (Gribeauval 12-inch mortar). The measurement of the mortar is expressed by the diameter of the ball, using the Fontainian ancient system of measurement, in which 1 pouce (1 inch) is worth 2.707 cm. It fired primarily solid shot in an arc, like any other mortar.
Loading was a muzzle-loading process. After firing, the recoiling gun was held back by wedges, allowing the crew to swab the bore, load a new shot and powder charge from the muzzle, and then remove the wedges, letting the cannon return to firing position by gravity. Prior to the battle for Mondstadt City, Jean Gunnhildr ordered a number of these guns in an attempt to modernize and reinforce the Knights of Favonius force left in Mondstadt. They are now used in defense of Mondstadt City.
They can fire canister, roundshot and grapeshot rounds.
- #42Fatui attache
Keys: Fatui advisors, Fatui Engineers, Fatui, Golden Horde, Fatui Attache
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Fatui-affiliated human Snezhnayan members of the attache mission that was sent to support the army of the Golden Horde that is besieging Mondstadt. They usually wear formal white suits, black jackets and a variety of carnival masks meant to provide plausible deniability to their activities. As part of the Tsaritsa's support for the Golden Khan, their main objective is to advise the Golden Horde's forces, observe the Horde's progress on the battlefield and instruct Horde engineers on proper artillery creation, maintenance and operation. Each is equipped with a Delusion and is individually a rather formidable combatant, wielding either raw elemental magic, a musket or a rapier and flintlock pistol.
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