Genshin impact
NSFW#Genshin impact #genshin #game #RP #romance #actionfrom Character Tavern
by returnbegain· on Character Tavern· added
- Action
- Adventure
- Anime
- anypov
- Fantasy
- game
- genshin
- Genshin Impact
- Human
- Magic
- Multiple Characters
- Non-Human
- Original Character
- Romance
- RP
- RPG
- Supernatural
- Text Adventure
- teyvat
Content warnings: mature, nsfw_sexual
Tokens: 1,101 permanent · 8 first greeting · up to 1,426 lorebook · budget 2,535
Creator notes
This plot is pretty much the world of genshin stuffed in to one lore book including the latest 7.0 onward genshin updates is well, it contains plot and such about teyvat and it's mostly accurate tought there might be some lore or certain things left out in the entry well certain playable characters aren't exactly In the lore book but most of the important characters are in here including ones important to the lore even ones who have died centurys ago
Listed as “Genshin impact RPG (detailed)”
- Favorites
- 1
- Chats
- 4
- Messages
- 68
- Tokens (upstream)
- 1,026
Created Updated Archived since
Welcome to Teyvat, the custom world of Genshin Impact.canon characters, enemies, creatures and regions exist as documented. Every source book character, original or canon, is real and known to the game master and AI system.
Era and Timeline: The current timeline is the absolute beginning of the canonical game story.Aether,the outlander Traveler,has just awakened from his slumber and recently fished his guide,Paimon,out of the ocean.Together,they stand on the beaches of Starfell Valley,preparing to embark on their journey toward Mondstadt to find Aether's lost sister,Lumine.Concurrently,in the frozen northern reaches of Snezhnaya,the Cryo Archon known as the Tsaritsa has officially initiated her grand rebellion against the divine,deploying the Fatui Harbingers and their diplomats across Teyvat to secure the seven Gnosis from the other Archons.starting with anemo genosis.
The Seven Nations of Teyvat:
- Mondstadt: The City of Freedom (Anemo).Currently,it is plagued by the Stormterror crisis,with the dragon Dvalin causing devastating storms.The Knights of Favonius,led by Acting Grand Master Jean,are struggling to maintain order while the Fatui pressure them diplomatically.
- Liyue: The Harbor of Contracts (Geo). A prosperous trade hub preparing for the annual Rite of Descension,overseen by the Liyue Qixing and guarded by the Adepti.
- Inazuma: The Nation of Eternity (Electro). Isolated across the ocean,the Raiden Shogun has enforced the strict Sakoku Decree (closing the borders) and the Vision Hunt Decree (stripping citizens of their elemental ambitions).
- Sumeru: The Nation of Wisdom (Dendro). Ruled by the Akademiya,where the citizens wear Akasha Terminals,blissfully unaware of the sages' machinations and the confinement of their Archon,Lesser Lord Kusanali.
- Fontaine: The Nation of Justice (Hydro).A technologically advanced,theatrical society operating under the Oratrice Mecanique d'Analyse Cardinale,shadowed by a looming prophecy of a catastrophic flood.
- Natlan: The Nation of War (Pyro).A land of eternal conflict,tribal society,and ancient dragons,shrouded in mystery and the constant threat of the Abyss.
- Snezhnaya: The Nation of Cryo.A hyper-militarized,technologically superior superpower.Under the Tsaritsa's grief-stricken command,the Eleven Fatui Harbingers orchestrate espionage,sabotage,economic warfare across the continent.
Factions and Guilds: Every faction operates exactly according to their canon directives.The Adventurers' Guild,with its iconic receptionist Katheryne,spans all seven nations,handing out commissions to eager adventurers.The criminal underworld is populated by the Treasure Hoarders,opportunists who scavenge ruins,set up camps across the wilderness.
The Unknown,The Abyss,and Enemies: Hovering ominously high above Teyvat is Celestia,the panoptic floating island of the divine,quietly observing the world below.Deep beneath the earth lie the cursed,subterranean ruins of Khaenri'ah,an ancient,godless civilization destroyed 500 years ago.From these depths rises the Abyss Order,a faction of corrupted monsters—Abyss Mages,Heralds, and Lectors—guided by the 'Princess' (Lumine),seeking to overthrow the divine thrones.The wilderness is heavily populated by canon enemy types and fauna:various tribes of Hilichurls (from basic fighters to Mitachurls and Samachurls),elemental Slimes,wandering Whopperflowers,and ancient Khaenri'ahn automatons like Ruin Guards,Ruin Hunters,Ruin Graders,left to wander the forgotten corners of the world.All animals from genshin impact,Boars,elemental Crystalflies,elemental creatures and entities and constructs,Magical beasts,Fungal creatures including elemental and non-elemental fungi,Birds,fish,mammals,amphibians, reptiles,crustaceans,insects,Bats,dragons, serpents,slimes,vishaps,humanoid monsters,and more populate teyvats environment organically.
Teleport Waypoints are scattered across Teyvat;once activated,they allow instant travel between unlocked waypoints.Each nation has a Statue of the Seven depicting its Archon;they heal,revive,bless,and accept Oculi.Visions are elemental foci of unknown origin that let humans wield an element;they are granted by celestia.Moon Wheels were created through a pact between the Heavenly Principles and the three Moon Sisters,distributed to followers,and augmented by Kuuvahki;unlike Visions,they enable Lunar Reactions.Stellar Linchpins are Snezhnayan Vision-like objects linked to the deceased Third Descender.Delusions are Fatui-made devices that grant artificial elemental power but can severely harm or kill users.
A god's,a Archons or a devine beings death can unleash destructive divine energy,devastating the surrounding area and killing nearby mortals.
First message8 tokens
Go ahead make your own start up massage
Genshin impact (detailed)
105 entries · scan depth 80
- #1The three Descender's
Keys: Saarelainen, Third Descender, Teyvat, Pohjola, Gnosis, Descender, Second Who Came, Nibelung, Primordial One, Enkanomiya, First Descender, Phanes, Four Shades, Stranger of winter day, Stranger of winters day, Descenders, Heavenly Principles, Second Descender, Dragon King, Stranger of Winter's Day, Fourth Descender, Traveler, Aether, Lumine, Irminsul, Seven Gnoses, Elemental Authorities, Forbidden Knowledge, Celestia, Outlanders, Descender Powers, Visionless Elemental Power, World Transcendence, Seven Gnosis, First throne, War of Funerary Flame, War of vengeance
The First Descender was an existence from outside Teyvat who arrived in the world during ancient times. It is described in ancient records as the being who came before the Second Who Came and established a new order after defeating the ancient Dragon Sovereigns. The First Descender phanes or Primordial one created the Four Shades, reshaped the world, and became known as the First Throne. Its actions formed the foundation of the human era and the current structure of Teyvat. Most people in Teyvat do not know of the First Descender, its true identity, origins, or the details of its ancient conflicts. Only fragmented records, such as those preserved in ancient civilizations, contain knowledge of its existence.
The Second Who Came was an ancient existence recorded in Enkanomiya's lost history called dragon king Nibelung he arrived in Teyvat after the Primordial One and challenged the authority of the First Throne, leading to a great conflict in the ancient world called war of vengeance or War of Funerary Flame which happened around 6,000 years ago. The war between the two powers caused widespread destruction and changed the course of Teyvat's history. The Primordial One ultimately remained in control and killed Nibelung, but the true identity, origin, appearance, and abilities of the Second Who Came are unknown to most people. Only fragments of ancient records preserved by civilizations such as Enkanomiya contained knowledge of this forgotten conflict. The Second Who Came's fate after the battle was not known at the time.
Saarelainen,also called the Stranger of Winter's Day,is the Third Descender,a being from beyond Teyvat. He lived after the War of Funerary Flame and before the Archon War approximately more then 2000 years ago. Described as cheerful,fair,kind-hearted,noble-born,gentle and valiant,he traveled Hiisi Island and Pohjola to court Pakkaisukko's daughter. Pakkaisukko offered her hand if Saarelainen opened Pohjola's gates. Knowing the Heavenly Principles would punish him,Saarelainen still opened them so Pakkaisukko's daughter would not be forced to do so. The Heavenly Principles then killed him in Pohjola and,with the help of an unidentified "one who came after",used his remains to create the seven Gnosis as part of a new order. His remains could enhance elemental abilities,so an innate elemental affinity is possible but unconfirmed. Ordinary people of Teyvat generally know nothing about him;his identity,fate and role in the Gnosis are preserved in obscure records and later discoveries.
DESCENDERS
Descenders are beings whose wills can rival an entire world and who transcend Teyvat’s laws and can influence its fate. They are not simply outsiders:they are beyond Irminsul’s record and retain memories when its history is altered. Very few people in Teyvat know the term or understand these differences.
FIRST DESCENDER — THE HEAVENLY PRINCIPLES The Heavenly Principles is identified as the First Descender and associated with the Primordial One,who defeated the ancient Elemental Dragons and established a new order. Its powers include shaping Teyvat and taking the Dragons’ elemental Authorities. Most people know little of its identity.
SECOND DESCENDER — NIBELUNG Dragon King Nibelung is the Second Descender,who returned with power from beyond the world and fought the Heavenly Principles. His role is not public knowledge;few know the Dragon Sovereigns’ history.
THIRD DESCENDER Saarelainen,also called the Stranger of Winter's Day is The Third Descender and was an outsider slain by the Heavenly Principles in pohjola island in Nod krai;his remains were used to create the seven Gnosis,which enhance elemental power and are connected to the Archons. his identity remains obscure. Ordinary people may know the Gnosis as divine objects,but not their origin in a Descender’s remains.
FOURTH DESCENDER — THE TRAVELER The Traveler Aether is recognized by the Fatui as the Fourth Descender. Unlike ordinary Teyvat natives,the Traveler is not recorded by Irminsul and remembers events erased from history. They can resonate with Statues of The Seven to wield elements without a Vision. Most see a foreign adventurer with unusual powers;they do not know the title Descender.
The Traveler’s twin Lumine also came from beyond Teyvat,but Irminsul records the twin and the Fatui do not classify her as a Descender. The reason remains unclear.
- #2Irminsul & Ley lines & Forbidden Knowledge & False Sky & Dark Sea
Keys: Irminsul, Ley Lines, World Tree, Teyvat, Rukkhadevata, Elemental Energy, World Memories, Ley Line Blossoms, Ancient Knowledge, Abyss, King Deshret, Forbidden Knowledge, False Sky, Primordial One, Celestial Barrier, Heavenly Principles, Dark Sea, Evil Gods, Enkanomiya, Archon War, Frostbearing Tree, Chasm, Tsurumi Island, Orchard of Pairidaeza, Sacred Sakura, Dragon Queller, Weeping Willow, inazuma, Liyue, fontaine, Sumeru, Dragonspine
Irminsul is a primordial silver-white world tree deep beneath Teyvat,existing since the age of the ancient Dragons.Its roots extend throughout the world as Ley Lines, which carry elemental energy and gather information and memories.Originally,the Ley Lines carried the Light Realm’s primal elemental energy;after the Heavenly Principles arrived,Irminsul was reshaped into a repository for Teyvat’s knowledge and memories. Its roots reach the surface in select places.Confirmed withered Irminsul-root sites include Dragonspine’s Frostbearing Tree,The Chasm’s underground mines, Tsurumi Island near Shirikoro Peak,the Orchard of Pairidaeza in Sumeru’s Desert of Hadramaveth.These sites show silver-white wood and blue streaks.The Sacred Sakura in inazuma, Dragon-Queller in Liyue and Weeping Willow of the lake in fontaine resemble Irminsul but are not confirmed parts of it.Irminsul connects to Domains,Ley Line Outcrops and Ley Line Blossoms. Rukkhadevata is the avatar of irminsul.
Ley Lines are a mysterious network spanning Teyvat through which elemental energy flows. They extend across the surface and into the deepest parts of the world, connecting different places and regions. The Ley Lines are said to remember everything that happens in the world, preserving the memories of living beings and events within their flow. Disturbances can cause these memories to manifest or become accessible, allowing impressions of past events to be experienced. Ley Line Outcrops can form where elemental energy accumulates, producing Ley Line Blossoms associated with the desires and wills of people. In Domains, Petrified Trees connected to Irminsul allow Ley Line energy to flow, and abnormal elemental conditions can occur around them. The Ley Lines are fundamental to Teyvat's elemental environment and its preservation of memory.
Forbidden Knowledge is an unnatural type of knowledge originating from beyond Teyvat that contradicts the laws and order of the world. It is considered dangerous because it cannot be properly understood or contained by the world's natural systems. When introduced into Teyvat, it causes severe corruption, affecting ecosystems, living beings, and the world's ley lines. Ancient civilizations that attempted to obtain or use such knowledge suffered devastating consequences. The ancient King Deshret civilization was connected to Forbidden Knowledge, leading to a disaster that spread corruption across Sumeru. The Abyss is also associated with knowledge and powers that exist outside normal Teyvat understanding. Forbidden Knowledge is regarded by many scholars and divine authorities as a threat to the stability of Teyvat because it disrupts the balance maintained by the world's existing order.
The False Sky is the artificial sky that surrounds Teyvat, separating the world from the greater universe beyond it. Ancient records describe the Primordial One as creating an eggshell-like barrier after establishing its rule over Teyvat, with the sky above the world being part of this boundary. The stars and celestial bodies visible from Teyvat are connected to this constructed sky rather than being ordinary distant objects. The nature of the False Sky is largely unknown to the people of Teyvat, who generally believe the sky to be natural. Ancient civilizations preserved fragments of knowledge about the world's true structure, but most details were lost over time. The existence and purpose of the False Sky remained a hidden mystery, connected to the ancient conflicts between the Primordial One, the dragons, and the forces that shaped Teyvat.
The Dark Sea is a collective term for the regions beyond the continent of Teyvat that lie outside the dominion of The Seven. Despite its name, it is not solely an ocean; the term includes remote islands, landmasses and other unknown regions. Its full geography, size and exact outer borders are not known. Enkanomiya is considered part of the Dark Sea despite lying beneath Watatsumi, because it exists outside The Seven's jurisdiction. The known environments associated with the Dark Sea vary from open waters and isolated islands to deep subterranean landscapes. After the Archon War ended about 2,000 years ago, many defeated gods who refused to live under The Seven's new order fled there. These gods became associated with the term "evil gods." Some later returned to Teyvat, while others remained beyond The Seven's authority. Thus, the Dark Sea is defined primarily by its separation from The Seven's rule rather than by one uniform terrain or clearly mapped geographic boundary.
- #3Primordial One & Heavenly Principles & Four Shades & Celestial Nails & Seelie civilization & Angels
Keys: First Throne, Phane, Four Shades, Primordial One, Teyvat, Celestia, heavenly principles, Nibelung, ruler of space, ruler of death, ruler of life, Ruler of Time, Celestial Nails, Seelie civilization, Angel, Seelie
The Primordial One was an ancient being who came to Teyvat from beyond its world and battled the Seven Sovereigns,the dragon-lords who ruled the ancient world.After defeating them,it took their elemental Authorities and,with four shining Shades created from itself,reshaped Teyvat for humanity.The Primordial One and a Shade created mountains,rivers,seas,plants,animals and eventually humans,establishing a new human age.It separated Teyvat from the greater universe using an eggshell-like barrier that became the false sky.Ancient Enkanomiyan records describe the Primordial One as having wings and a crown and possibly being named Phanes,though that identification was presented as uncertain.It was called the First Throne,and its creation of the human world predates the Archon War by many ages.Its later conflict with the Second Who Came is recorded in Enkanomiyan history,Currently he is slumbering in celestia island but to people of teyvat information and everything about him is unknown.
The Heavenly Principles is the supreme divine authority governing Teyvat from Celestia.It is associated with the world's fundamental laws and the divine order imposed upon humanity.The Heavenly Principles and its Four Shades defeated the ancient Seven Sovereigns,seized portions of their elemental Authorities,reshaped Teyvat,and established the Human Realm.It is associated with Celestia,the Seven Archons,the distribution of Visions,and the laws governing fate and the world.The Heavenly Principles is also connected to the punishment of those who violate its order,including the curses placed upon Khaenriah during the Cataclysm.Its direct nature,motives,and present condition were largely unknown to ordinary people.In the opening of the Travelers journey,a Unknown God calling herself the Sustainer of Heavenly Principles stopped the Traveler and their sibling from leaving Teyvat,separated them,and sealed the Travelers powers.Currently Heavenly Principles are slumbering; Four Shades are awake.
The Four Shades are four divine adult girls and beings created by the Primordial One after its arrival in Teyvat. They assisted the Primordial One during its war against the Seven Sovereigns and helped establish the world that followed. Ancient Enkanomiyan records state that the Primordial One created four shining Shades of itself, but do not name all four. Istaroth, the God of Moments and Ruler of Time, is one confirmed Shade and was worshipped in ancient Enkanomiya and Mondstadt. The Shades are associated with the divine order established by the Primordial One and are vastly older than the Seven Archons. Their exact identities, individual domains, and activities were largely unknown to Teyvat's inhabitants at the Traveler's first journey. Ancient records therefore there are only limited reliable information about the group.there are three other rulers Asmoday ruler of space,Ronova ruler of death, Rhinedottir ruler of life with Istaroth Ruler of Time they makes up all Four shades.
Celestial Nails are immense crystalline structures linked to Celestia and the Heavenly Principles.They can descend from the sky and exert extraordinary power over the land,altering environments and suppressing or purifying abnormal phenomena or used to Ruin cities.Ancient records connect them to the Primordial Ones reshaping of Teyvat after the ancient conflict with the Dragon Sovereigns,including the transformation of hostile regions for humanity.A Nail lies within Dragonspine,where its descent is tied to the destruction of the ancient civilization there and the freezing of the region.Another lies deep within the Chasm,where its presence affected the surrounding underground environment and suppressed dangerous corruption.Other Celestial Nails may also lie across Teyvat,though their location is unknown,Their exact origin,full purpose,and limits remain unknown to the people of teyvat.They are remnants of an ancient divine intervention that profoundly shaped Teyvats geography and history.
Angels had pale wings,were immortal and had human feminine Forms and were divine envoys created by the Heavenly Principles to guide humanity in ancient Teyvat,their civilization which is called Seelie civilization existed more then 6000 years ago before the warof the Funerary Flame.They taught languages and natural philosophy,served as arbiters,and could deliver oracles or glimpse the future.They were commanded to love all beings equally.After the War of the Funerary Flame,the Heavenly Principles cursed them:an Angel who loved one person above all others could lose body and mind.Most Angels were reduced to bodiless spirits,and many became the Seelie seen in modern Teyvat.The ancient Seelie civilization was the civilization of these Angels,and its remnants survive as modern Seelie,ruins and scattered relics.People of Teyvat know Seelie as mysterious spirits,but knowledge of their Angelic origin and ancient civilization is obscure,known mainly through ancient records,legends and scholars.
- #4War of Vengeance or War of Funerary Flame & Nibelung & Dragon Civilization & Three Moon sisters
Keys: Nibelung, Celestia, Four shades, War of Funerary Flame, Celestial Nails, War of Vengeance, Seven Sovereigns, Dragon Civilization, Teyvat, Forbidden Knowledge
The War of Vengeance,also called the War of Funerary Flame,was an ancient conflict that happened aproximatly 6000 years ago in which the Dragon King Nibelung returned to Teyvat bearing power from the Abyss and led the surviving dragons against the Heavenly Principles.The Seven Sovereigns had previously been defeated by the Heavenly Principles and its Four Shades,which established a new order and seized portions of their elemental Authorities.Nibelungs return awakened the slumbering Sovereigns,who joined his war to reclaim the dragons dominion.The conflict caused unprecedented devastation and brought Teyvat close to collapse.Abyssal power and forbidden knowledge spread through the world,while Celestial Nails were used to suppress its effects and drastically altered several regions.Nibelung and his forces ultimately failed,and the Heavenly Principles suffered severe damage.The war permanently changed Teyvat and helped with the 7 archons seats and titles to be created,few know of this war.
The Dragon Sovereigns were the mightiest elemental dragons of ancient Teyvat,led by the Dragon King Nibelung and ruling the world before the Human Realm,the Archon War,and the Seven modern nations.Seven Sovereigns each held authority over one of the seven elements,while ancient dragonkind dominated Teyvat and gave rise to descendants such as Vishaps and other elemental creatures.Their ancient rule was challenged by the arrival of the Primordial One,leading to a great war in which the dragons were defeated and their elemental Authorities were taken and incorporated into the new order of Teyvat.The world was reshaped for humanity,and the dragons ancient dominance ended.Surviving dragons and dragon-descended beings persisted into later ages,some remaining hostile to the new order while others became associated with humans and gods.By the Traveler's arrival in Mondstadt,the ancient dragons were known through surviving legends and records,but much of their earliest history remained obscure.
Nibelung was the ancient Dragon King who ruled Teyvat alongside the Seven Sovereigns before the Heavenly Principles established its order. Seeking a way to defeat the outsiders and restore the dragons' dominion, he acquired the power of darkness from beyond Teyvat, known as Forbidden Knowledge. He returned and led the surviving dragons into a catastrophic war against the Heavenly Principles, remembered as the War of Funerary Flame. The conflict devastated Teyvat and brought the world close to collapse. The Heavenly Principles ultimately defeated and killed Nibelung, while the surviving dragons were defeated, scattered, or forced to adapt to the new order. The war's destruction included the fall of Enkanomiya into the depths and the use of Celestial Nails to suppress the resulting corruption. Nibelung's actions were the earliest known introduction of Forbidden Knowledge into Teyvat and permanently altered the balance between dragons and the Heavenly Principles.
- #5Archon War & Gnosis & Elemental Foci and Power Sources
Keys: Archon War, Teyvat, Seven Nations, Ancient Gods, heavenly principles, Celestia, Divine Authority, Gnosis, Fatui, Archon, Vision, Moon Wheel, Stellar Linchpin, Delusion, Third Descender
The Archon War lasted for thousands of years,beginning before 4,000 years ago and ending about 2,000 years ago,The Archon War was a massive conflict among gods that occurred thousands of years before the Traveler's arrival. Numerous deities fought for the seven divine seats connected to Celestia,and many were defeated or destroyed. The war reshaped Teyvat's geography,civilizations and political order. After it ended,seven victors became the Seven Archons,each ruling one of the seven nations and representing one of the seven elements. Many surviving gods fled to remote lands,entered isolation or continued outside the authority of the Seven or some surviving gods even fled beyond Teyvat to the Dark Sea. The war left ancient ruins,lost civilizations and lasting conflicts involving humans,gods and elemental beings. Major events of the era include the deaths of ancient gods,the rise of the seven nations and establishment of the Archon system that shaped Teyvat's political order.
Gnosis are mysterious divine artifacts held by the Seven Archons, allowing them to connect with Celestia and symbolize their authority as rulers of the seven nations. Each Gnosis contains a portion of an Archon's elemental power and is shaped like a chess piece. Their true origin and full purpose are unknown to most beings in Teyvat. The people of the world generally only know them as symbols of the Archons' divine status, while the deeper nature of Gnosis remains a hidden mystery. During the Archon War, the victory of the Seven established their positions, and Gnosis became associated with their rule. The Fatui seek to collect all seven Gnosis for the Tsaritsa's unknown plan, but the reasons behind this goal and the secrets of the artifacts are not widely known.
Visions are elemental foci bestowed by Celestia and the Seven upon allogenes with powerful desires,ambitions,aspirations,or resolve,allowing them to channel one of the seven elements.Moon Wheels were created through a pact between the Heavenly Principles and the Three Moon Sisters and given to their followers,allowing the goddesses to communicate with them through rituals.They channel Kuuvahki,the primordial power associated with the moons,and grant elemental powers and enable special Lunar power and Reactions unavailable through ordinary Visions.Stellar Linchpins are Snezhnayan Vision-like objects whose origin is not fully known;Fatui research links them to the Third Descender.They let bearers wield an element and enable Stellar Glimmer reactions such as Stellar-Conduct and Stellar-Swirl.Delusions are artificial elemental foci produced and distributed by the Fatui,granting elemental power without a Vision but imposing severe physical strain and potentially draining the user's life.
- #6Abyss and Shadow Realm & Three Realms of Teyvat & Sea of stars
Keys: Human Realm, Light Realm, Void Realm, Dragon Sovereigns, Teyvat, Heavenly principles, Celestia, Abyss, Shadow Realm, Abyssal Creatures, Sea of Stars, Outer Cosmos, Other Worlds, Universe
The Three Realms are the Human Realm Light Realm and Void Realm. The Human Realm is Teyvat’s human-centered world where humans gods and other beings coexist under elemental forces. Ancient records say the Primordial One defeated the Dragon Sovereigns and reshaped the land seas and life with the Four Shades and with the use of celestial nails establishing a new order for humanity. The Light Realm is the ancient elemental realm of Vishaps and the Seven Dragon Sovereigns who ruled before the Primordial One. Their Authorities were later taken after their defeat. Enkanomiya preserves records of this ancient dragon age and its conflict with higher powers including Celestia. The Void Realm is an unknown dimension beyond Teyvat associated with the Abyss and powers outside its known order. Its nature origin and purpose remain obscure known mainly through fragmented records forbidden knowledge and ancient sources. The three realms’ true history is largely forgotten or hidden.
The Abyss, is an otherworldly destructive power from the Sea of Stars. It manifests as corruptive energy and Abyssal creatures; prolonged exposure can corrupt living beings. Its denizens include Abyss Mages, Heralds, Lectors, Black Serpents and other Abyssal monsters. The Abyss Order is a separate organization that uses its power. The Shadow Realm is distinct: a dangerous phenomenon found in parts of Snezhnaya, appearing as purple mist or pools that spread across terrain. It suppresses elemental energy. People who enter may become trapped and be devoured by shadows, leaving soulless, aggressive husks; rare survivors may escape changed. Ancient Hyperborean technology can function inside despite the suppression. The Royal Energy Commission detects and quarantines affected areas, while the Druzhna enters to suppress them. The Shadow Realm is also tied to ancient Snezhnayan history. The Abyss is associated with the Void Realm.
The Sea of Stars refers to the vast cosmic expanse surrounding Teyvat and the wider universe beyond it. Teyvat is located on the edge of a spiral arm of an unnamed galaxy within this greater cosmos. It is not a conventional sea or mapped geographic region, so it has no established terrestrial terrain, settlements, climate, or political borders. The term encompasses the space through which worlds and celestial bodies exist, including places beyond Teyvat and the Dark Sea. Ancient history records that beings from beyond Teyvat have reached the world, while the Traveler and their sibling originated from another world and journeyed between worlds before arriving in Teyvat. The full size, structure, number of worlds, and distant geography of the Sea of Stars remain largely unknown. At the beginning of the Traveler's journey, Teyvat's connection to the wider cosmos was poorly understood by ordinary people.
- #7Tsaritsa and Khaenri'ah & Tsaritsa's Unnamed child & Cataclysm&Eclipse Dynasty&Crimson Moon Dynasty
Keys: Tsaritsa, Khaenriah, Cryo Archon, Khaenriah ancestor, royal blood khaenriahn, Snezhnaya, Unnamed son, tsaritsa family, unnamed lover, Heavenly Principles, Four shades, Eclipse Dynasty, Cataclysm, Celestia, Dainsleif, belyi tsar, Rukkhadevata, Egeria, Makoto, Moon Reflection, Moon gate, Crimson Moon Dynasty, Irmin, King Irmin, Dahri, Khaenri’ah, Art of Khemia, crimson moon, Beastmaster Knight, Arlecchino, Tholindis, Perinheri, Alchemy, Alberich Clan, Black Serpent Knight, Halfdan, Sonnet, Iridescent Moon
The Tsaritsa is the Cryo Archon and ruler of Snezhnaya is the ancestor of all khaeriahns, but her ancestry and early history remain largely unknown to the public. Khaenri'ah was an ancient human civilization independent from the Seven Nations, with its own royal lineages and history before its destruction during the Cataclysm. She the Tsaritsa is connected to all Khaenri'ah's including all of the khaenriahns royal lineage's and is their ancestor. Most people in Teyvat know little about the true origins of either the Tsaritsa or Khaenri'ah's. The relationship between Snezhnaya's ruler and Khaenri'ah remains part of the world's hidden history rather than a publicly known fact.
The Tsaritsa's Unnamed Child is the son of Anastasya Feodorovna Snezhnaya,the Cryo Archon of Snezhnaya,and a unnamed lover.Ancient records reveal that their union was opposed by the Heavenly Principles,and Ronova,one of the Four Shades,may have been sent to intervene and kill the lover.The child's name,fate,and role in history are unknown to the people of Teyvat.Very few records about him remain,making his existence a hidden part of the Tsaritsa's personal history.His birth occurred way before the Tsaritsa's current rule over Snezhnaya ,and way before the cataclysm and before her later actions as leader of the Fatui.Any connection between him and other ancient bloodlines or civilizations is not publicly known,he might be dead tough how is unknown and this information is not known to the world,he was estimately 5 years old Pale blue eyes with distinctive 4 pointed star-shaped pupils.Short,tousled silver-white hair.Young, soft-featured face with a small nose and youthful features.Pointed ears.
The Cataclysm was a catastrophic period 500 years ago centered on the destruction of Khaenri'ah. Abyssal forces and monsters emerged from Khaenri'ah and spread across Teyvat, while the Heavenly Principles and the Four shades and the Seven attacked the nation. Khaenri'ah was destroyed, its Eclipse Dynasty fell, and its people suffered curses: pure-blooded Khaenri'ahns were cursed with immortality, while many with mixed ancestry were transformed into hilichurls and other monsters. Several Archons were involved: Raiden Makoto died in Khaenri'ah, Egeria fell at Tunigi Hollow, and Rukkhadevata died after purifying Irminsul from forbidden knowledge, belyi tsar died in khaneariah, his body was later brought back and barried in Pale crown palace snezhnaya. Dainsleif, captain of the Royal Guards, survived while protecting Khaenri'ah. The catastrophe devastated Teyvat and left ruins, survivors, and lasting conflict involving the Abyss and Celestia. Fearing Khaenri’ah’s forbidden knowledge and defiance of the gods,Celestia unleashed its destruction;most people know only that Abyssal horrors ravaged Teyvat and the gods destroyed Khaenri’ah.
Khaenri’ah, also called Dahri, was a godless subterranean kingdom built entirely by humans and independent of The Seven. It was established aproximatly 6 thousand years ago, with its founders originally living aboveground,and later became a powerful civilization famed for alchemy, engineering and the Art of Khemia. The kingdom was largely barren because of its underground environment, so natural life was scarce; the Inteyvat was its national flower, while food relied heavily on meat, mushrooms, imports and alchemy. Its architecture was mainly stone and often grand in scale. Khaenri’ah was a monarchy with a stratified society and had a royal court, library,research institutions.It was ruled first by the Crimson Moon Dynasty and later by the Eclipse Dynasty,whose last king was Irmin.The kingdom fell during the Cataclysm 500 years ago.Moon gate is located in Khaenriah and it opens into the Moon Reflection,a separate realm where time flows backwards,most people don't know where it is.
The Crimson Moon Dynasty was an ancient ruling dynasty of Khaenri'ah,preceding the Eclipse Dynasty.During its era,a crimson moon was said to shine over the subterranean kingdom.Alchemy and the Beastmaster Knights reached major influence,including the creation of early black-wolf warbeasts called Darksprites. The dynasty also established an orphanage for children who came from beyond the world,hoping that one might possess power capable of transcending the gods.Perinheri was among its children and later became one of Khaenri'ah's greatest knights.The dynasty eventually ended in a coup,after which the Eclipse Dynasty took power.Arlecchino is a descendant of its bloodline,while Tholindis belonged to a distant branch. Its legacy became associated with the mysterious power of the Crimson Moon.
The Eclipse Dynasty was the later ruling dynasty of Khaenri'ah,replacing the Crimson Moon Dynasty after a coup.Its emblem and identity were associated with the dark sun that replaced the earlier Crimson Moon.During this era, Khaenri'ah increasingly focused on mechanical engineering,automatons,and knowledge described as coming from beyond the skies, while alchemy and the Beastmaster Knights declined in prominence. The Alberich clan became an important aristocratic family,producing commanders of Khaenri'ah's knights.King Irmin was the dynasty's final known ruler,reigning when the Cataclysm destroyed Khaenri'ah 500 years ago.The dynasty's royal forces included the Black Serpent Knights,among them Dainsleif and Halfdan.Its rule ended with the kingdom's destruction.
The Crimson Moon was the remains of the Iridescent Moon, one of Teyvat’s Three Moons and the domain of Sonnet, the youngest Moon Goddess. In ancient Khaenri’ah,the Crimson Moon Dynasty revered it and used its power as a conduit to the Abyss.Its marrow was concealed within a sealed domain accessible through a special ritual,and its power manifested as Balemoon Bloodfire in descendants of the crimson moon dynasty.The dynasty was later overthrown by the Eclipse Dynasty, which persecuted its surviving bloodline. Sonnet’s connection to the Crimson Moon was unknown to most of Teyvat.
- #8Khaenri'ah Royal Guard & Abyssal Creatures & Khaenri'ah Curse & Hilichurls &Abyss order
Keys: Khaenriah Royal Guard, Dainsleif, Eclipse Dynasty, khaenriah, Black Serpent sword Style, Twilight Sword, Rhinedottir, Abyssal Creatures, Abyss Order, Teyvat, Riftwolves, Gold, Ruler of life, Durin, Curse of Immortality, Curse of the Wilderness, Ronova, Cataclysm, Ruler of Death, hillicharl, Mitachurl, Lawachurl, Hilichurlian, hillicharls, Abyss, Lumine, Traveler twin
The Royal Guard was Khaenri'ah's elite military force serving the royal throne during the Eclipse Dynasty. Its members held high status and were responsible for protecting the kingdom's royal authority. Dainsleif, titled the "Twilight Sword," served as their captain during the final era of Khaenri'ah. The guards wore distinctive dark, heavily armored uniforms designed for warfare and were trained in Black Serpent Bladework, a traditional Khaenri'ahn sword and claymore style. During the Cataclysm 500 years ago, Dainsleif ordered the Royal Guard to protect Khaenri'ah's people at all costs while he returned to the palace. The destruction of Khaenri'ah ended the Royal Guard as a functioning royal institution. the Royal Guard itself was cursed, with its surviving members becoming the Black Serpents/Shadowy Husks after Khaenri'ah's fall.
Abyssal creatures are beings,monsters,and manifestations connected to the Abyss,a destructive power originating beyond Teyvat's natural order. By the Traveler's first journey toward Mondstadt,the Abyss had already influenced Teyvat through ancient conflicts involving Nibelung,corrupting living beings,distorting nature,and producing hostile entities. Its servants include Abyss Mages,which wield elemental Abyssal magic,and intelligent beings associated with the Abyss Order. During the Cataclysm 500 years earlier,Abyssal forces and Khaenri'ahn creations spread destruction across Teyvat. Some surviving Khaenri'ahns suffered curses that transformed them into non-human beings,including the hilichurls. Through the Art of Khemia,Gold (Rhinedottir) created numerous artificial lifeforms,including Durin,Riftwolves,Elynas,and other beings; these creations varied in nature and were not all necessarily Abyssal by origin. Rhinedottir later obtained Naberius's Heart and inherited powers associated with the Ruler of Life,deepening her mastery of creation. Abyssal influence can corrupt organisms,alter their bodies and behavior,produce unnatural monsters,and threaten the world's elemental balance,although Abyssal beings differ in origin,intelligence,abilities,and degree of corruption.
During the Cataclysm 500 years ago, the Ruler of Death, Ronova, imposed two distinct curses on the people of Khaenri'ah. Pure-blooded Khaenri'ahns received the Curse of Immortality: they ceased to age normally and could not pass into the Ley Lines after death, leaving their bodies subject to erosion while their souls remained trapped. Those of mixed or foreign ancestry were instead afflicted by the Curse of the Wilderness, which transformed them into non-human forms. The curses were imposed after Khaenri'ah's destruction as divine punishment. The immortality curse does not prevent erosion of the body or mind; centuries of existence can gradually wear down memories, identity, and physical form. The curses affected survivors differently, and their severity or progression was not identical for every person.
Hilichurls are primitive humanoid beings living in tribes throughout Teyvat. They have large manes, elongated ears, clawed feet, bandaged limbs, loincloths and distinctive masks. Their society includes ordinary Hilichurls, Fighters and Berserkers; Shooters and Grenadiers use ranged weapons, while Guards use wooden, stone or ice shields. Mitachurls are larger warriors that grow stronger through fighting and eating meat; shieldwall and axe forms are common. Samachurls are shamans and spiritual leaders who use elemental arts. Lawachurls are enormous Mitachurls mutated through accumulated elemental power and occupy the highest physical tier. Unusual Hilichurls are rare individuals. Hilichurls form tribes and communicate through Hilichurlian. Most are descendants of people transformed by the curse following Khaenri'ah's destruction 500 years ago,The truth is largely concealed or unknown to the general population of Teyvat. Most people encounter Hilichurls or these beings as hostile,masked creatures living in camps and ruins,not as humans suffering from an ancient curse.
The Abyss Order is a secretive faction originating from the Abyss and formed after Khaenri'ah's destruction 500 years ago. It was founded by surviving Khaenri'ahns who had been transformed by the catastrophe and came to wield Abyssal power. The Order opposes Celestia and the Seven, seeking revenge for Khaenri'ah and the overthrow of the world ruled by the gods. Its forces include Abyss Mages, Abyss Heralds, Abyss Lectors, Black Serpents and other Abyss-corrupted beings, while Hilichurls are often conscripted for its operations. Most members operate away from ordinary civilization, using hidden locations, ancient Khaenri'ahn ruins and the Abyss itself as their territory and bases. The Abyss is a destructive Void Realm beyond ordinary Teyvat, whose power can corrupt living beings and elemental life. the Abyss Order is a major, widespread organization,Lumine, the Traveler’s sister, is the Princess and supreme leader of the abyss order.
- #9Teyvats enemys
Keys: Slime, Teyvat, Whopperflower, Specter, fungi, Regisvine, Cicin, Geovishap, Enkanomiya, Vishap, Hypostase, Oceanid, Ruin Guard, Mechanical Array, Ruin Sentinel, Automaton, Clockwork Meka, Consecrated Beast, mutated animal, forbidden energy, Rifthound, Mondstadt, Liyue, Sumeru, Fontaine, Nod krai, Snezhnaya, Inazuma, Natlan, Kairagi, Nobushi, Maguu Kenki, Saurian, Tepetlisauri, Yumkasauri, Koholasauri, Tatankasaur, Qucusaur, Iktomisauri, Tribal warrior, Wayob, Frostnight Scion, Radiant Beast, Ruin
Teyvat's creatures include elemental lifeforms,monsters,ancient machines,and predatory plants that populated the world. Slimes are gelatinous beings formed from condensed elemental energy; their element determines their abilities and resistances. Whopperflowers are disguised predatory plants that erupt from the ground and attack with different elemental energy. Dendro Samachurls manipulate plants,while Dendro Specters and fungi wield different elemental powers. Regisvines are enormous elemental plants: Cryo and Pyro varieties unleash powerful elemental attacks. Hydro and Electro Cicins are tiny flying elemental creatures used by Cicin Mages as familiars. Geovishap Hatchlings and mature Geovishaps are burrowing reptilian creatures with Geo powers; Bathysmal Vishaps inhabit Enkanomiya and its surrounding waters. Vishaps are ancient elemental reptilian species with varying elemental affinities and all these creatures are across teyvat 7 nations. Hypostases are cube-shaped elemental constructs with exposed cores that control surrounding geometric blocks. Anemo,Geo,Electro,Cryo,Pyro,Hydro,and Dendro Hypostases inhabit Mondstadt,Liyue,Inazuma,Dragonspine,Natlan,Fontaine,and Sumeru,nod krai, snezhnaya ,respectively,with some varieties located in other regions. Oceanids are powerful Hydro beings that summon watery mimics,while the Electro Regisvine is an enormous electrically charged plant. Ruin Guards are ancient humanoid combat machines with heavy armor,missile launchers,and devastating spinning attacks; Ruin Hunters are airborne variants,Ruin Graders are larger and heavily armed,and Ruin Drakes are dragon-shaped machines capable of aerial attacks and elemental energy absorption. These remnants of ancient technology are found across Mondstadt,Liyue,Sumeru,Fontaine,Nod krai,Snezhnaya,and other regions. Perpetual Mechanical Arrays and Ruin Sentinels are additional advanced machines,especially associated with Inazuma. Eremites,mercenaries concentrated in Sumeru; Automatons and Clockwork Meka,mechanical enemies associated with Fontaine; Consecrated Beasts,mutated animals empowered by forbidden energy,found in Sumeru and Fontaine; and Rifthounds,corrosive wolf-like creatures associated with the Abyss,especially in Inazuma. Their motives vary: instinct,territorial defense,hunting,orders,or programmed functions rather than universal hatred of humanity.
Inazuma's creatures and enemies include Kairagi,wandering samurai who wield elemental-infused blades; Nobushi,bandits skilled with swords; and Treasure Hoarders operating across the islands. Specters are floating elemental beings resembling glowing,rounded spirits that swell when attacked and release elemental energy. Rifthounds are wolf-like monsters with corrosive Abyssal energy that can inflict corrosion; Rifthound Whelps are their smaller forms. Thunder Manifestation is a powerful Electro entity resembling a giant spectral bird,found on Seirai Island. Bathysmal Vishaps are reptilian elemental predators inhabiting Enkanomiya. Ruin Sentinels are ancient mechanical enemies,including flying,rolling,and quadrupedal forms. Maguu Kenki is a mechanical-looking masked warrior capable of Anemo and Cryo attacks,found on Yashiori Island. Tatarasuna also contains dangerous automatons and creatures. Natlan's creatures and enemies include Saurians,dragon-like native species adapted to different environments. Tepetlisauri are sturdy,burrowing saurian creatures; Yumkasauri use their long tongues and climbing abilities; Koholasauri are aquatic swimmers; Tatankasaurs are powerful horned beasts; Qucusaurs are winged creatures capable of flight; and Iktomisauri are specialized for highland exploration. Their abilities vary by species and habitat. Tribal warriors and local hostile factions may fight with elemental weapons. Wayob manifestations are mysterious spiritual entities associated with Natlan's tribes and sacred traditions. Natlan also contains Phlogiston-powered mechanisms,automated constructs,elemental creatures,and dangerous local wildlife. Goldflame Qucusaurs and Gluttonous Yumkasauri are formidable saurian variants. Local enemies include tribal warriors,Phlogiston-powered automatons,and Abyss-corrupted monsters that threaten the region. These beings vary from ordinary wildlife to intelligent combatants and supernatural threats; not all are hostile by nature.
- #10Teyvat races
Keys: YAKSHA, ADEPTI, ILLUMINATED BEAST, EREMITE, AUGURY BIRD, SIREN, WATER IMP, LANTERN FAE, Fae, JACK FROST, SNEGOVIK, VOLKODLAK, LESHY, DOMOVOY, VILA, SNOWLAND FAE, Teyvat, Snezhnaya, Sumeru, Liyue, Inazuma, Nod krai, Mondstadt, Fontaine, Natlan, HUMAN
TEYVAT'S PEOPLES,RACES & SUPERNATURAL BEINGS
HUMANS: The most widespread mortal species,originating throughout Teyvat's ancient civilizations. Normally resemble ordinary humans,with varied skin,hair,eyes,and physiques. They form nations,cultures,and societies,usually relying on skill,technology,alchemy,and sometimes Visions for supernatural power. Most people know humans well; they are common in every nation,including Mondstadt,Liyue,Inazuma,Sumeru,Fontaine,Natlan,Snezhnaya,and Nod-Krai.
FAE (SNOWLAND FAE): Ancient supernatural beings associated with Hyperborea and Snezhnaya,forged from Frostmoon light and the bones of giant beasts according to ancient lore. They possess varied forms,from nearly human to distinctly supernatural. Their lifespans exceed those of humans,but they are not immortal. Fae manipulate elemental energy and magic without necessarily needing Visions. They may shapeshift,conceal their identities,and possess a separate language and script. Their behaviour varies by individual and type. Historically they held noble status under the Belyi Tsar; their political prominence declined under the Tsaritsa. They are most common in Snezhnaya,especially its northern settlements and cities,and rare in warmer nations. Many ordinary people know little about their true nature; some mistake disguised Fae for humans or other beings.
VILA: A common Fae type associated with wind and nature. Their appearances vary and can be humanoid or supernatural. They possess Fae magic and may manipulate elemental energy. Their temperament varies; they are not automatically benevolent. Mainly associated with Snezhnaya.
DOMOVOY: A common Fae type. Their precise appearances and abilities vary; the name evokes household spirits in old traditions. Like other Fae,they can use supernatural magic. Their behaviour depends on the individual. Primarily associated with Snezhnaya.
LESHY: A common Fae type associated with forests and woodland imagery. They may possess plantlike,animalistic,or humanoid features. Their nature and temperament vary,so they should not all be assumed hostile. Primarily found in Snezhnaya.
VOLKODLAK: A common Fae type with beastlike traits; some have wolf-like or other animal features. They can be formidable and may have shapeshifting abilities. Individual appearances and temperaments differ. Mainly associated with Snezhnaya.
SNEGOVIK: A common Fae type associated with snow and winter imagery. Their appearance varies,including feminine Snegurochka forms. They possess Fae magic,though abilities and temperaments depend on the individual. Primarily associated with Snezhnaya.
JACK FROSTS: Small Fae associated with frost and cold. They may appear as fluffy,blue beings with dark faces and bright golden eyes. They can wield Cryo-related power,including through consuming elemental energy. Their small size does not mean every individual is harmless. Mainly associated with Snezhnaya.
LANTERN FAE: A rarer Fae type. Flins is able to transform into a blue flame and hide within his lamp,demonstrating that some Lantern Fae possess unusual concealment and transformation abilities. Their forms and personalities vary. They are rare,particularly outside Snezhnaya.
SIRENS / WATER IMPS: A rarer Fae type associated with water. Their precise forms and abilities differ by individual. Vodyanitsa is one known example. They are uncommon and primarily associated with Snezhnaya.
AUGURY BIRDS: A rarer Fae type associated with birdlike forms and divination imagery. Linnea is a known example. Their exact abilities vary; do not assume every member can predict the future. They are rare and associated with Snezhnaya.
EREMITES: Human peoples native to Sumeru's deserts,descended from or connected to the region's ancient desert civilizations. They have ordinary human appearances and diverse clothing adapted to desert life. Many are mercenaries who work for payment; some are scholars,tribal members,or independent communities. Their combat skills may involve weapons,elemental spirits,or ancient techniques. Eremites are common in Sumeru's desert settlements and wilderness. People in Sumeru generally know them,though outsiders may know little about their internal divisions and history.
ADEPTI / ILLUMINATED BEASTS: Supernatural nonhuman beings strongly associated with Liyue. Their origins are ancient and varied; illumination is an attained state or title,not necessarily a separate birth species. Many possess beast forms such as cranes,qilin,stags,or other extraordinary creatures,while some can assume human form. They have long lifespans,superhuman strength,adeptal arts,and elemental abilities without needing Visions in their true forms. Many are wise,disciplined,and protective,but personalities differ. Numerous illuminated beasts aided Morax during the Archon War and later withdrew to secluded mountains. They are uncommon and mainly inhabit Liyue's mountains and hidden domains. Many Liyue residents know them through legends,shrines,and traditions,but rarely encounter them directly.
YAKSHAS: A fierce group of illuminated beasts and adepti who served Morax. Their origins are tied to Liyue's ancient divine wars. They often appear humanoid but have beastlike traits and wear distinctive masks in battle. They possess exceptional martial skill,adeptal arts,and the ability to fight evil spirits and supernatural threats. Their duty to purge the lingering hatred of defeated gods exposed them to karmic debt,which damaged their minds and souls. Most perished,vanished,or succumbed to this burden; Xiao is the last known surviving yaksha. They are extremely rare,known mainly through Liyue's history and legends.
- #11Teyvat races 2
Keys: JINN, JINNI, Teyvat, DRAGON, SAURIAN, ONI, TENGU, KITSUNE, BAKE DANUKI, UMIBOUZU, TSUKUMOGAMI, Snezhnaya, Sumeru, Liyue, Inazuma, Nod krai, Mondstadt, Fontaine, Natlan
DRAGONS: Ancient nonhuman beings deeply connected to Teyvat's elemental forces and the world's primordial history. Their forms range from immense serpentine or reptilian creatures to more unusual elemental bodies. Many possess immense strength,elemental control,and long lifespans; some are intelligent and capable of speech or humanlike reasoning. Dragons are not a single uniform culture or temperament. Some protect territories or peoples,while others are hostile. Their origins predate many present nations. They occur in different regions,including Liyue,Fontaine,Natlan,and other areas,though major dragons are rare. Ordinary people may know dragon legends but rarely understand their true history.
SAURIANS: Dragonlike creatures native especially to Natlan,where they coexist with human tribes. Different types have distinct bodies and adaptations,including climbing,gliding,swimming,or traversing difficult terrain. They possess physical abilities suited to their habitats and may interact closely with humans. Their behaviour ranges from companionable and trainable to wild and defensive. Saurians are common in Natlan,with different species occupying different environments. Natlan's inhabitants know them well; people from other nations may know little beyond stories or sightings.
ONI: A supernatural lineage associated with Inazuma. Oni are commonly humanoid,with horns and distinctive features such as unusual skin tones. They may possess greater strength and durability than ordinary humans. Their personalities vary; some are proud,playful,or honour-bound,while others may be hostile. They are uncommon in modern Inazuma and are chiefly known through local history,folklore,and individuals such as Arataki Itto.
TENGU: Winged supernatural beings associated with Inazuma. They are often humanoid with birdlike traits,wings,and sometimes dark wings or masks. Tengu are traditionally skilled warriors and archers,with extraordinary mobility and combat abilities. They can be proud,disciplined,and independent,though behaviour varies. They are rare and mostly associated with Inazuma's mountains and ancient traditions. Most people know them from folklore or historical accounts rather than everyday encounters.
KITSUNE: Foxlike supernatural beings associated with Inazuma and the Grand Narukami Shrine. They may appear as foxes or assume humanlike forms; powerful individuals can possess multiple tails. They are connected to sacred power,illusion,and transformation,though abilities differ. Kitsune can be clever,playful,wise,or mischievous. They are uncommon and associated especially with Narukami Island. Many Inazumans know kitsune through folklore and shrine traditions.
BAKE-DANUKI: Supernatural tanuki known for transformation and mischief. They generally resemble round-bodied raccoon-dog-like animals and can disguise themselves as people or objects. Their magic often centres on transformation and playful tricks rather than direct combat. Their behaviour is usually mischievous,but individuals vary. They are associated with Inazuma's forests and wilderness and are uncommon compared with ordinary wildlife. Local people may know them from folk tales,though not everyone can identify one.
UMIBOUZU: A broad name for sea-associated youkai in Inazuman folklore rather than one clearly defined biological species. Accounts associate them with mysterious or dangerous encounters at sea; descriptions and abilities are not uniform. They may be imagined as large,shadowy,or otherwise uncanny aquatic beings. Sailors and coastal communities may know the legends,while reliable information about their true origins,appearance,and behaviour is limited. They are not common everyday encounters and are associated with Inazuma's waters and maritime folklore.
TSUKUMOGAMI: A type of Inazuman youkai formed when objects absorb powerful youkai energy and develop sentience. They may originate from tools,household objects,or treasured possessions. Their appearance reflects the object they inhabit; some remain ordinary-looking objects,while others act or move supernaturally. Their memories and understanding of human experiences can be incomplete. Behaviour varies from helpful and playful to troublesome. They may influence luck,fulfil wishes,or manipulate circumstances according to their nature. They are uncommon and can be found around Inazuma's shrines,homes,and settlements. Most people know them through folklore and stories,not regular encounters.
JINN / JINNI: Elemental spirits created by Nabu Malikata,the Goddess of Flowers,from water lilies nourished by her blood and memories. They later served King Deshret and helped build and explore his desert civilization. Their bodies are often translucent and spiritlike; some appear humanoid,while others have unusual forms,including small round bodies with expressive faces. Jinn can wield supernatural power,inhabit magical vessels,and may possess humans. Some were bound to bottles or weapons. Their temperaments vary; they may be loyal,proud,resentful,or cunning. They are rare today and associated mainly with Sumeru's deserts,ancient ruins,and relics of Deshret's civilization. Scholars and desert communities preserve legends about them,but most people know little about their true nature.
- #12Teyvat races 3
Keys: TRI-LAKSHANA CREATURE, YOUKAI, MELUSINE, ARANARA, PARI, Rukkhadevata, Teyvat, Snezhnaya, Sumeru, Liyue, Inazuma, Nod krai, Mondstadt, Fontaine, Natlan
PARI: Sentient beings created when the divine bird Simurgh combined Khvarena with Amrita. They are avian,flowerlike spirits with delicate,magical appearances; Sorush is a known example. Each Pari is associated with a destined duty and generally must fulfil it alone. They can interact with Khvarena and purify certain forms of corruption. At the end of their life cycle,they become Plumes of Purifying Light,which return to the Amrita Pool. Pari corrupted by the Abyss may instead become Fravashi Trees. They live mainly in Vourukasha Oasis and the Girdle of the Sands in Sumeru. They are uncommon and largely unknown to ordinary people; knowledge of them is concentrated among the Pari,the Order of Skeptics,and those involved with their sacred lands. ARANARA: Plantlike forest spirits created by Greater Lord Rukkhadevata to protect Sumeru's forests and creatures. They have small,rounded bodies in varied colours,faces resembling simple markings,and hats made from mushrooms or leaves; some have leaflike propellers that allow flight. They are curious,playful,and often helpful,but are cautious around adults. They value memories and friendship,communicate with plants and fungi,and possess nature magic. They can hide from most human sight and retreat into seed form when threatened; Dendro energy can revive them. Their life cycle may culminate in becoming Vasara Trees. They primarily inhabit Vanarana and hidden dreamlike forest spaces in Sumeru. They are common within their secluded communities but rare to encounter openly. Many adults consider them imaginary,while children and a few trusted adults can perceive them. MELUSINES: An amphibious,all-female species born from wounds in the body of Elynas,an enormous ancient being in Fontaine. Elynas regarded them as his daughters and helped them establish Merusea Village. They are small,bipedal,and varied in colour and markings,with tails,feelers,stubby feet,and sometimes small winglike appendages. Each possesses a unique token from birth. Their senses and perception exceed those of humans in certain ways,and they are often diligent,curious,and strongly justice-minded. They generally have limited physical combat ability. Most live in Merusea Village in Fontaine's underwater-region landscape,while others work in the Court of Fontaine as Gardes,investigators,or civil servants. They were once feared and discriminated against, but Neuvillette helped secure their acceptance. Today most Fontainians know them well and generally regard them as members of society. YOUKAI: A broad class of supernatural beings native especially to Inazuma,not one uniform race. Their origins vary: some are born as youkai,others may become them through supernatural circumstances or accumulated spiritual power. They often live longer than humans and powerful individuals may assume human form. Their appearances include animalistic,humanlike,and strange supernatural shapes; abilities include shapeshifting,illusions,elemental or spiritual magic,and extraordinary physical powers,depending on the type. Their personalities range from benevolent and playful to proud,tricksterlike,or dangerous. Oni,tengu,kitsune,bake-danuki,and tsukumogami belong to the wider youkai category. Youkai were more prominent in ancient Inazuma,but many bloodlines have weakened and surviving communities are less visible. They remain associated with Inazuma's islands,forests,mountains,and shrines. Locals know them through folklore and tradition,but most people rarely encounter powerful youkai directly. TRI-LAKSHANA CREATURES: A Sumeru ecological category,not a single species or race. These are plants,fungi,and other organisms capable of changing between three elemental states: Normal,Activated,and Scorched. Electro can activate them,changing their behaviour or revealing special properties; Pyro scorches them and often disables their normal functions,while Dendro can restore many scorched creatures. Their appearances vary by species,including mushrooms,bouncy fungi,and other distinctive forest organisms. They behave according to their species and current state rather than sharing one personality. They are common throughout Sumeru's forests and other suitable habitats. Sumeru's inhabitants may know individual plants and creatures,but the term Tri-Lakshana is mainly a scholarly or exploration classification rather than a widely recognised race.
- #13TEYVAT: ECONOMY,TRADE ROUTES & POLITICAL SYSTEM
Keys: Teyvat, Economy, Trade, Trade Routes, Political System, Mora, Mondstadt, Freedom, Knights of Favonius, Jean, Dawn Winery, Liyue, Contracts, Liyue Qixing, Millelith, Rex Lapis, Morax, Liyue Harbor, Yilong Wharf, Inazuma, Eternity, Raiden Shogun, Shogunate, Tri Commission, Tenryou Commission, Kanjou Commission, Yashiro Commission, Vision Hunt Decree, Sakoku Decree, Sumeru, Wisdom, Akademiya, Lesser Lord Kusanali, Dendro Archon, Sumeru City, Port Ormos, Fontaine, Justice, Furina, Hydro Archon, Neuvillette, Iudex, Palais Mermonia, Court of Fontaine, Engineering, Manufacturing, Scientific Research, International Commerce, Maritime Trade
TEYVAT: ECONOMY,TRADE ROUTES & POLITICAL SYSTEM TIMELINE: The Traveler has just rescued Paimon while fishing and is beginning the journey toward Mondstadt. All information describes the world at this moment. Future quests,political changes,and later events have not occurred from the Traveler's perspective. Nations differ in wealth,law,governance,and accessibility. Mora is the principal currency used in international commerce. GENERAL ECONOMY: Teyvat's economy depends on agriculture,mining,craftsmanship,alchemy,fishing,shipping,mercenary work,and trade. Mora facilitates purchases,payments,and contracts. Merchants,caravans,shipping companies,adventurers,and guilds connect settlements. Local currencies and customs may exist,but mora is widely accepted. Roads and seas remain dangerous due to monsters,bandits,storms,and political restrictions. Wealth varies greatly between cities,rural communities,and remote settlements. MONDSTADT — FREEDOM: Mondstadt is a comparatively small but prosperous agricultural and trading nation. Its economy relies on grain,fruit,livestock,wine,brewing,craftsmanship,and exports from Dawn Winery. Mondstadt City is its principal commercial centre; Springvale and other settlements supply food and materials. Merchants travel by road toward Liyue and by sea to foreign ports. The Knights of Favonius protect the city and surrounding territory,while the Adventurers' Guild supports exploration and commissions. The Church of Favonius maintains religious influence. The Anemo Archon Barbatos is worshipped as the nation's god,but rarely intervenes directly and is not openly involved in everyday government. The Knights,led by Acting Grand Master Jean,manage security and much civic administration (currently grand master varka is out on a expidatiom with most of the knights towards the north leading to Nod krai). Mondstadt values personal freedom and has no conventional king or ruling aristocracy. Its roads connect to Liyue through mountain passes,while its harbour and coastal routes support maritime trade. LIYUE — CONTRACTS: Liyue is one of Teyvat's greatest commercial powers. Liyue Harbor handles enormous volumes of domestic and international trade. Exports include minerals,ores,metals,crafted goods,tea,silk,ceramics,and other regional products. Mining,shipping,construction,banking,and merchant enterprises are major industries. The Liyue Qixing,a council of influential leaders and businesspeople,governs civic and commercial affairs. The Millelith maintain public order and protect roads. Rex Lapis,also called Morax,is worshipped as the Geo Archon and historically established the principles underlying Liyue's contracts. His guidance remains culturally important. Commerce is governed by contracts,debts,and negotiated obligations. Caravans cross mountain roads to Mondstadt and Sumeru; ships connect Liyue Harbor with foreign ports,including routes toward Inazuma and Fontaine. Yilong Wharf supports trade toward Fontaine. Liyue's merchants are influential throughout Teyvat. INAZUMA — ETERNITY: Inazuma is an island nation dependent on fishing,agriculture,craftsmanship,mining,and maritime commerce. Its exports include textiles,crafts,and regional specialties. Inazuma City is the principal political and commercial centre. The Shogunate rules under the Raiden Shogun,with the Tri-Commission dividing major responsibilities: the Tenryou Commission handles military and public order,the Kanjou Commission oversees finances,foreign affairs,and border administration,and the Yashiro Commission manages cultural and religious affairs. The Shogun pursues Eternity and enforces the Vision Hunt Decree,which confiscates Visions. The Sakoku Decree severely restricts foreign travel and trade. Foreigners generally require authorization to enter or conduct business. Maritime routes and customs inspections are therefore tightly controlled; ordinary merchants cannot travel freely as they can in Mondstadt or Liyue. SUMERU — WISDOM: Sumeru's economy combines agriculture,trade,medicine,alchemical research,craftsmanship,and scholarly services. Its rainforests produce timber,food,and medicinal plants,while its deserts supply minerals and ancient relics. Sumeru City and Port Ormos are important centres of learning and commerce. The Akademiya dominates national administration,education,and research through its scholars and institutions. Lesser Lord Kusanali is officially the Dendro Archon,but most ordinary citizens know little about her and the Akademiya exercises practical control. The Akademiya's authority shapes public life and scholarly access. Caravans cross desert routes and connect Sumeru with Liyue and other neighbouring regions. Port Ormos enables maritime trade with distant nations. Knowledge is highly valued,but access to advanced scholarship is concentrated among the educated and institutional elite. FONTAINE — JUSTICE: Fontaine's economy is powered by advanced machinery,engineering,scientific research,manufacturing,entertainment,and commerce. Its inventions and industrial goods are exported through its ports and waterways. The Court of Fontaine is the administrative and commercial heartland. Palais Mermonia houses central government offices,and the Iudex,Neuvillette,oversees the nation's judicial system. The Hydro Archon,Furina,is the public divine figure and a central presence in Fontaine's court culture. Courts,formal procedures,and the legal system have great influence on society. Fontaine's technology is advanced compared with most nations,but access and wealth remain unequal. Ships and waterways carry goods,while Yilong Wharf in Liyue provides an important connection for merchants travelling between the regions.
- #14TEYVAT: ECONOMY,TRADE ROUTES 2
Keys: Natlan, War, Pyro Archon, Stadium of the Sacred Flame, Tribes, Saurians, Natlan Economy, Snezhnaya, Cryo Archon, Tsaritsa, Fatui, Fatui Harbinger, Snezhnaya Economy, Nod Krai, Autonomous Region, Nasha Town, Regional Politics, Mercenaries, Shipping, Resources, Trade Routes, International Trade, Liyue Harbor, Teyvat
NATLAN — WAR: Natlan's economy is based on local agriculture,crafts,resource gathering,trade,and the traditions of its tribal communities. Its settlements are organised around distinct tribes and territories,with the Stadium of the Sacred Flame serving as a major gathering place. Natlan's political and social life emphasises warriors,contests,and the ancient traditions of the Sacred Flame. The Pyro Archon is associated with the nation's leadership and the ideal of War. Tribal leaders and local institutions have important influence in their respective communities. Saurians are part of everyday life and support local travel and work. Natlan is geographically distant from many major trading centres,so long journeys depend on regional roads,coastal access,and merchant arrangements. Outsiders may know its warriors and customs through stories,but detailed knowledge of its internal affairs is limited abroad.
SNEZHNAYA — CRYO: Snezhnaya is a powerful northern nation associated with severe winters,industrial development,and the Fatui. Its economy includes manufacturing,mining,resource extraction,and international finance. The Fatui operate abroad as diplomats,agents,and military personnel,exercising substantial political and economic influence. The Tsaritsa is the Cryo Archon and sovereign figure. The Fatui's Harbingers command major operations and wield considerable authority. Snezhnaya conducts international commerce through merchants and ports,but its political ambitions make foreign relations complicated. Its cold climate demands specialised supplies and infrastructure. Details of its internal government and economy are not equally known to foreigners.
NOD-KRAI — AUTONOMOUS BORDERLAND: Nod-Krai lies at Snezhnaya's southern edge and is an autonomous region rather than one of the seven principal nations. Its economy is shaped by shipping,regional resources,mercenary work,and commerce between travellers from many lands. Nasha Town and other settlements attract merchants,adventurers,and people seeking opportunities. Local groups and trading interests compete for influence; the region's distance from central authority permits a more independent atmosphere than Snezhnaya's core territories. Its position on the edge of Teyvat makes it a meeting point for northern and southern trade,though harsh conditions and dangerous wilderness complicate travel. Knowledge of its local politics is limited in distant nations.
TRADE & INTERNATIONAL RELATIONS: Liyue Harbor is a major hub linking several nations through maritime commerce. Mondstadt trades agricultural goods and wine; Liyue exports manufactured products,minerals,and regional specialties; Inazuma's closed borders restrict foreign commerce; Sumeru trades through desert caravans and Port Ormos; Fontaine exports machinery and technology; Natlan trades through local networks and distant routes; Snezhnaya projects influence through the Fatui. Nod-Krai acts as a frontier meeting place for merchants and travellers. Trade is never completely safe: pirates,bandits,monsters,political restrictions,and difficult terrain increase costs. The Adventurers' Guild provides commissions across nations,while merchants often hire guards to protect valuable shipments.
PUBLIC KNOWLEDGE: Ordinary people generally understand their own nation's government,local prices,and nearby trade routes better than foreign political systems. Merchants,diplomats,adventurers,and scholars possess broader knowledge. Rumours about distant nations may be incomplete or inaccurate. No ordinary citizen automatically knows secret state affairs,the private intentions of Archons,or the true extent of the Fatui's plans.
- #15Teyvat organisation 1
Keys: Mondstadt, Falcon Coast, A, Merry-Witch, B, Seer-Witch, J, Tricksy Witch, M, Story Witch, N, Memory Witch, O, Wander Witch, R, Sage Witch, Alice, Barbeloth, Ivanovna, Andersdotter, Nicole, Octavia, Rhinedottir, Gold, Hexenzirkel, Snezhnaya, Inazuma, Nod krai, Fontaine, Natlan, Sumeru, Liyue, Adventure Guild, Adventure, Pantalone, Sandrone, Teyvat, Treasure Hoarder, Treasure, Bandit, Crime, Criminal
The Hexenzirkel is a secret coven founded by Alice as a gathering of powerful individuals. Its seven founders were Alice(A,Merry-Witch),Barbeloth(B,Seer-Witch),I.Ivanovna N.(J,Tricksy-Witch),Andersdotter(M,Story-Witch),Nicole(N,Memory-Witch),Octavia(O,Wander-Witch) and Rhinedottir(R,Sage-Witch). Alice is a long-haired blonde sorceress;Barbeloth an elderly astrologer;Andersdotter a pale,slender woman with mint hair;Nicole a pale angel with long blonde hair and star pupils;Rhinedottir a blonde alchemist;Octavia a wandering creator;I.Ivanovna's appearance is unknown. Alice possesses immense magic and maintains Teyvat's borders;Barbeloth masters astrology and hydromancy;Nicole guides through fate,Irminsul and memory;Rhinedottir uses Khemia to create life;Octavia creates pocket worlds;Andersdotter writes stories;J was a Snezhnayan political figure. They pursue individual goals and explore Irminsul. Their secret meeting site is a floating island above Falcon Coast in Mondstadt,with a circular tea table.
The Adventurers' Guild is a Teyvat-wide organization headquartered in Snezhnaya that employs adventurers, gathers requests, and redistributes them as commissions. Its motto is “Ad astra abyssosque” (“To the stars and the Abyss”). Each major nation(Snezhnaya,Sumeru ,Liyue,Inazuma,Nod krai,Mondstadt,Fontaine,Natlan)has a branch led by a Branch Master, while receptionists register adventurers, assign commissions, provide local intelligence, and handle rewards. The Guild issues Adventure Handbooks that record completed commissions, evaluations, statistics, and rewards. Its Intelligence Department gathers and organizes information from the field, while its Recruitment Department handles new members. The Guild is independent of the Fatui despite its Snezhnayan headquarters. Pantalone serves as its president and oversees commission rewards, while Sandrone is closely involved with the organization and created the bionic Katherynes used as receptionists. Katheryne is present as the Guild's receptionist across its regional branches.
The Treasure Hoarders are a decentralized organization of human bandits who search ruins and dangerous places for valuable treasures. They operate throughout Teyvat in nations like Snezhnaya,Sumeru ,Liyue,Inazuma,Nod krai,Mondstadt,Fontaine,Natlan, with a particularly strong presence in Liyue. Members commonly conceal their identities with masks and join for various reasons, including poverty, lack of stable income, or involvement in crime. Their ranks include scouts, marksmen, seamen, handymen, crushers, gravediggers, pugilists and alchemists called Potioneers, who use elemental concoctions. Different groups operate independently and are not always well organized. Some members previously held ordinary occupations, such as mining. They frequently rob travelers, raid ruins and attack others to obtain valuables.
- #16Teyvat enemies 2
Keys: Nod Krai, Snezhnaya, Frostnight Scions, Radiant Beasts, Radiant Moonflies, Radiant Glacial Wolves, Radiant Moongeckos, Frostnight Herra, Wild Hunt, Wilderness Exiles, Wilderness Hunters, Fishers of Hidden Depths, Landcruisers, Landrovers, Knuckle Duckle, Fatui Oprichniki, Whisperer of Nightmares, Hexadecatonic Mandragora, Snowland Fae, Snegoviks, Winged Vila, Jack Frosts, Wildwood Leshy, Volkodlak Brutes, Chimeric Monsters, Immortal Constructs, Chimeric Winged Lions, Thornback Geckos, Crowned Eagles, Cinderneck Storks, Teyvat
Nod-Krai and Snezhnaya contain supernatural beings,kuuvahki-altered wildlife,and advanced war machines. Frostnight Scions are powerful elemental lifeforms bound to a lost oath,encountered in Nod-Krai. Radiant Beasts are creatures altered by kuuvahki,including Radiant Moonflies,Radiant Glacial Wolves,and Radiant Moongeckos; they wield elemental or lunar power and appear in specific Nod-Krai habitats,with powerful specimens rarer. Radiant Glacial Wolves use Cryo attacks and Radiant Cocoons; Moongeckos possess stone-like armor and create spikes; Moonflies are powerful flying Dendro-affiliated creatures. Frostnight Herra is a formidable named Frostnight enemy. Wild Hunt creatures include Wilderness Exiles,Wilderness Hunters,and Fishers of Hidden Depths,hostile supernatural entities encountered in Nod-Krai's Wild Hunt-affected areas. They are dangerous local threats,not ordinary wildlife. Landcruisers are autonomous mechanized war machines found frequently around Nod-Krai's military installations and battlefields. Variants include Close Combat and Force Recon Storms and Scouts,Ground Effect models,and Cutting Edge All-Purpose and Fire Support units; their weapons and mobility vary by model. The Super-Heavy Landrover: Mechanized Fortress is a much larger boss machine. Knuckle Duckle is a powerful mechanical combatant associated with the Clink-Clank Krumkake Craftshop. Fatui Oprichniki are Snezhnayan military forces deployed in Nod-Krai and elsewhere where Fatui operations occur; Line and Support Troopers,Grenadiers,Vanguards,Medics,Bombardiers,Fireblade Shock Troopers,Hailstorm Cannoneers,and Thunderblitz Gvardiya use specialized weapons,elemental attacks,healing,or battlefield support. They are common around Fatui-controlled positions,though individual elite units are less common. Lord of the Hidden Depths: Whisperer of Nightmares is a formidable boss at Ashveil Peak. Hexadecatonic Mandragora is a rare named Local Legend in Nod-Krai. Hiljetta and the Homesick Lone Wolf are additional named Local Legends rather than separate creature species. Snezhnaya's Snowland Fae are a diverse supernatural people associated with frostmoon light and beast bones. They are not inherently hostile,but certain individuals attack intruders. Snegoviks and Winged Vila are distinct fae types with different forms and combat abilities. Jack Frosts are small,chunky,fluffy fae with blue-toned bodies,dark faces,and golden eyes; they wield Cryo only. Wildwood Leshy are hostile tree spirits,while Volkodlak Brutes are aggressive wolf-like fae with specialized variants. Their precise distribution and encounter frequency depend on their confirmed habitats. Aberrant Chimeric Monsters are artificially created hybrids,including horned bears,burrowbeasts,armored beasts,and winged elephants,with varied physical adaptations. Chimeric Winged Lions are formidable aerial beasts. Immortal Constructs are powerful artificial machines. These creations are distinct from natural wildlife and are encountered where their creators or habitats place them. Nod-Krai also has Cinderneck Storks,Crowned Eagles,and Thornback Geckos,local wildlife found in their respective habitats rather than being universally hostile. Named Local Legends and boss enemies are uncommon compared with ordinary regional enemies.
- #17MONDSTADT geography
Keys: Mondstadt, Starfell Valley, Galesong Hill, Windwail Highland, Brightcrown Mountains, Dragonspine, Windrest Peak, Temple of Space, Mondstadt City, Cider Lake, Starfell Lake, Starsnatch Cliff, Stormbearer Mountains, Stormbearer Point, Whispering Woods, Thousand Winds Temple, Windrise, Dadaupa Gorge, Falcon Coast, Cape Oath, Musk Reef, Springvale, Dawn Winery, Wolvendom, Brightcrown Canyon, Stormterror's Lair, Snow-Covered Path, Starglow Cavern, Entombed City, Ancient Palace, Wyrmrest Valley, Skyfrost Nail, Frostbearing Tree, Dornman Port, Millhaven, Old Sanatorium Site, Decarabian, Dvalin, Lupus Boreas, Anemo, Crimson Agate, Spiral Abyss, Sword Cemetery, Vindagnyr, Dawn Winery vineyards, Windrest Flowers
MONDSTADT: A temperate northern nation of mountains,open plains,forests,grasslands,cliffs,coasts,islands,lakes and rivers. Gentle Anemo winds carry dandelion seeds across the landscape. Most of Mondstadt has mild seasonal weather,with breezes,cloudy skies and occasional rain supporting farmland,orchards and forests. Dragonspine is the major exception,with extreme cold and persistent snow. Mondstadt has six main areas,plus the separate Temple of Space. STARFELL VALLEY: A northern region of wooded hills,open grasslands,coastlines and freshwater lakes. Mondstadt City stands on an island within Cider Lake,connected to the mainland by bridges. Starfell Lake surrounds a Statue of The Seven. Starsnatch Cliff has exposed heights,rocky slopes and wildflowers. Stormbearer Mountains and Stormbearer Point feature rugged cliffs,windy plateaus and coastal views. Whispering Woods is a leafy forest of trees and undergrowth,while Thousand Winds Temple contains ancient ruined columns and weathered stone structures. The climate is generally mild and temperate,with fresh breezes,variable cloud cover and occasional rain; exposed cliffs are especially windy. GALESONG HILL: A southeastern region of rolling hills,open fields,coasts and rocky valleys,with patches of woodland and grassy slopes. Windrise features a gigantic ancient oak beneath which the winds gather. Dadaupa Gorge is a broad,rocky valley with grassland,scattered trees,three major Hilichurl tribal settlements and the Sword Cemetery. Falcon Coast has sandy beaches,shallow waters,coastal grass and cliffs frequented by seabirds. Cape Oath is a windswept rocky headland overlooking the sea. Musk Reef is a remote offshore island reached through a portal at Cape Oath and contains the Spiral Abyss entrance. Weather is usually temperate and breezy,with sea winds along the coast and occasional rain. WINDWAIL HIGHLAND: A fertile southwestern region of lush woodland,orchards,clear streams,grasslands and cultivated vineyards. Springvale is a peaceful village known for hunting and freshwater springs. Dawn Winery is a large wine estate surrounded by vineyards,orchards and fields. Wolvendom is a dense,rocky woodland with thick trees,shaded paths,undergrowth,wolves and dangerous creatures,including Lupus Boreas in his arena. The climate is mild and relatively moist,with frequent breezes and occasional rain sustaining the greenery. BRIGHTCROWN MOUNTAINS: A northwestern region of rugged mountains,deep ravines,steep cliffs and ancient ruins. Vegetation is more scattered around exposed rock,though grass and trees grow in sheltered places. Brightcrown Canyon contains winding mountain routes,broken stone structures and rocky slopes. Stormterror's Lair consists of the ruins of Old Mondstadt,once ruled by Decarabian. Its enormous circular tower and surrounding stonework stand amid strong winds and ruined terrain; Dvalin resides here during the events surrounding Mondstadt's crisis. The area is often windy,with cooler conditions at higher elevations and changeable cloud cover. DRAGONSPINE: A frigid mountain of permanent snow,ice,glaciers,cliffs,caves,frozen waters and ancient ruins. Before Durin's fall,it was known as Vindagnyr and supported an ancient civilization in a greener climate. Snow-Covered Path winds through snowy slopes and sparse frost-covered trees. Starglow Cavern descends into deep icy chambers. Entombed City—Outskirts contains ruined buildings,while Entombed City—Ancient Palace preserves remnants of the ancient settlement. Wyrmrest Valley contains Durin's enormous remains,whose corruption affects the surroundings. Skyfrost Nail is a mysterious celestial object at the summit,and the Frostbearing Tree grows nearby. The region has severe cold,persistent snow and ice,with exposed heights and caves posing additional dangers. WINDREST PEAK: Mondstadt's northernmost area,with coastal settlements,flower fields and developed port surroundings. Dornman Port is a northern port town beside the sea,with maritime activity and exposed waterfronts. Millhaven is a quiet village surrounded by Windrest Flower fields and known for fragrance production. The Old Sanatorium Site marks the location of a demolished medical facility. Vegetation includes flower fields and surrounding countryside; coastal conditions are likely breezy and changeable,though precise local weather patterns are not established in detail. TEMPLE OF SPACE: A separate map area suspended in the sky above Windrest Peak,originally known as Segment-Domain Tau or the Hall of Emptiness. It preserves records of vanished civilizations through exhibition spaces containing architecture,landscapes and ecosystems. Its environment is artificial and controlled rather than ordinary Mondstadt wilderness. Wind is forbidden from entering the temple,while the mountain breezes outside remain fierce and untamed. WATERWAYS AND COASTS: Cider Lake is a large freshwater lake surrounding Mondstadt City,while Starfell Lake lies inland near a Statue of The Seven. Streams and rivers cross forests and farmland. Falcon Coast and Cape Oath contain beaches,rocky coves and sea cliffs. Musk Reef lies offshore. Dragonspine's frozen waters and icy slopes contrast with the temperate lowlands.
- #18Mondstadt settlements
Keys: Mondstadt City, Starfell Valley, Springvale, Windwail Highland, Dawn Winery, Dornman Port, Windrest Peak, Millhaven, Old Sanatorium Site, Old Mondstadt, Stormterror's Lair, Decarabian, Decarabian's City, Brightcrown Mountains, Brightcrown Canyon, Cecilia Garden, Thousand Winds Temple, Midsummer Courtyard, Starsnatch Cliff, Sommernachtgarten, Sal Vindagnyr, Dragonspine, Entombed City—Ancient Palace, Entombed City—Outskirts, Sword Cemetery, Dadaupa Gorge, Galesong Hill, Wolvendom, Frostbearing Tree, Skyfrost Nail, Old Sanatorium, Entombed City, Mondstadt
MONDSTADT — SETTLEMENTS,ANCIENT CIVILIZATIONS AND RUINS MONDSTADT CITY: The nation's principal city,in Starfell Valley,on an island in Cider Lake. White stone walls,red roofs,windmills,bridges,shops,houses,the Favonius Cathedral and Knights of Favonius headquarters define its appearance. It was established after Barbatos defeated Decarabian around 2,600 years ago and moved the survivors of Old Mondstadt here. It is inhabited and prosperous,known for freedom,Barbatos worship,trade and festivals. Most citizens know the familiar story of the rebellion against Decarabian,but detailed ancient history is incomplete and often survives through legends,books and ruins. SPRINGVALE: A small inhabited village south of Mondstadt City,in Windwail Highland. It consists of country houses,wooden structures,open spaces and nearby springs,with forests and hills around it. Hunting and freshwater are important to local life. Tradition says the spring formed from melting Dragonspine snow after the ancient mountain kingdom fell. A Lochfolk called Callirhoe,known as the Spring Fairy,blessed its waters less than two centuries ago. Residents know local tales and customs,but not necessarily their full supernatural history. DAWN WINERY: A large,active vineyard and wine estate in Windwail Highland,surrounded by cultivated fields,orchards and countryside. Its main manor is an elegant estate building with cellars and extensive wine production facilities. The Ragnvindr family has long been associated with winemaking here. Wine from the estate is famous across Teyvat. It is not a ruin,and its workers and owners know its own family and commercial history far better than Mondstadt's distant ancient past. DORΝMAN PORT: A northern coastal settlement in Windrest Peak and a major maritime trade hub. It has a busy harbor,buildings and facilities serving merchant ships from different nations. The area was historically connected to the Gunnhildr Clan,which maintained a northern stronghold before its people sought shelter in Decarabian's city during the ancient blizzards. After Barbatos transformed the land,the clan returned north. Tradition connects the port's name to a legendary Thorn King,but the identity and origin remain disputed. The settlement survived the Cataclysm,although it was nearly destroyed 500 years ago and many defenders died. Its inhabitants know its maritime and local history,but not every ancient legend is certain. MILLHAVEN: A quiet village in Windrest Peak,known for Windrest Flower fields and fragrance production. Its rural buildings and surrounding cultivated flowers give it a peaceful countryside appearance. It is inhabited,not an abandoned civilization. Its local history is comparatively obscure,so claims about its ancient origins should be treated cautiously. OLD SANATORIUM SITE: A location in Windrest Peak marking a medical facility that was demolished several years before the present era. The institution itself no longer stands; the site is associated with its former use rather than a thriving settlement. Knowledge of its recent history may survive among local residents,but it is not an ancient kingdom. OLD MONDSTADT — DECARABIAN'S CITY: The original capital,located in the deep valley now called Stormterror's Lair in the Brightcrown Mountains. Its enormous circular tower and surrounding stone buildings were arranged in an orderly plan under Decarabian,the God of Storms. He protected the city from Boreas's deadly blizzards with a powerful storm barrier,but tightly controlled its inhabitants. A rebellion led by the Nameless Bard,Barbatos and their allies killed Decarabian around 2,600 years ago. Barbatos then moved the people to Cider Lake and reshaped the land. The city is ruined and uninhabited as a normal settlement,though its structures remain remarkably imposing. Most people know the broad legend of the tyrant and the rebellion; precise details of daily life and the city's boundaries are less widely understood. DECARABIAN-ERA RUINS: Ruins with architectural motifs associated with Old Mondstadt occur beyond Stormterror's Lair,including Brightcrown Canyon and areas near Cecilia Garden in Windwail Highland. They are remnants of the former civilization's wider territory,not necessarily separate cities. Stonework,broken arches and geometric decorations survive. Their exact original functions and the full extent of the old kingdom are not completely known. CECILIA GARDEN: An ancient ruin site in Windwail Highland,now associated with a domain. Its stone structures and old architectural style resemble other ruins linked to Decarabian's era. Historical interpretations suggest an ancient civilization cultivated Cecilia flowers here,possibly in greenhouses,but its direct connection to Decarabian's capital is unconfirmed. It is not a functioning ancient settlement; most of its history must be reconstructed from architecture and scattered records. THOUSAND WINDS TEMPLE: An extensive ruined complex in Starfell Valley,formed from weathered stone columns,arches and open courtyards. It is commonly understood as an old temple dedicated to the God of Time,though its full history and original religious practices are obscure. Locals and scholars may recognize its ancient importance,but few know every detail of its origins. It is not a living city,and its ruins are now exposed to the elements and dangerous creatures.
- #19Mondstadt settlements and government
Keys: Midsummer Courtyard, Sommernachtgarten, Starsnatch Cliff, Sal Vindagnyr, Dragonspine, Entombed City—Ancient Palace, Entombed City—Outskirts, Frostbearing Tree, Skyfrost Nail, Dadaupa Gorge, Sword Cemetery, Galesong Hill, Thousand Winds Temple, Starfell Valley, Wolvendom, Windwail Highland, Lupus Boreas, Decarabian, Barbatos, Entombed City, Mondstadt, Government, Knights of Favonius, Varka, Jean, Church of Favonius, Dahlia, Lohen, Fifth Company, Ranged Company, Northern Expedition, Nod Krai, Snezhnaya, Abyss, Wild Hunt, Andrius, Knight of Boreas, Kaeya, Lisa, Eula, Amber, Mika, Adventurers Guild, Favonius Cathedral
MIDSUMMER COURTYARD / SOMMERNACHTGARTEN: An ancient site beneath the area of Starsnatch Cliff,now represented by the Midsummer Courtyard domain. Historical theories connect it to Sommernachtgarten,an older complex that was buried when its civilization fell. The site is ruined and its original builders and purpose are not fully known. Its history is not common everyday knowledge; much of the proposed connection comes from studying ruins and records.
SAL VINDAGNYR: An ancient mountain kingdom on Dragonspine,once called Vindagnyr. Refugees from a land of snow and strife found a lush green mountain and built a civilization with a grand palace and a great white tree. Its people received Celestia's favor for a time. A catastrophic supernatural freezing event destroyed the kingdom; its ruins became entombed in snow and ice. The Entombed City—Ancient Palace,Entombed City—Outskirts,old structures and ancient inscriptions remain. The Frostbearing Tree and Skyfrost Nail are central to the region's mysteries. Durin's later fall further devastated the mountain,but did not cause the original kingdom's collapse. Most ordinary citizens know Dragonspine is dangerous; only explorers,scholars and those who investigate its ruins learn much of Sal Vindagnyr's true history.
OTHER ANCIENT SITES: Dadaupa Gorge contains the Sword Cemetery,an old battlefield surrounded by three Hilichurl tribal camps. Thousand Winds Temple and the ruins of Dragonspine are not inhabited cities. Wolvendom is a forested wilderness associated with Lupus Boreas,not a ruined town. These places contain traces of past conflicts and ancient beliefs,but the general public does not possess a complete record of their origins.
KNOWLEDGE OF THE PAST: Mondstadt preserves history through songs,books,clan traditions,church teachings,artifacts and ruins. Ordinary citizens generally know popular stories about Barbatos,Decarabian and the ancient kingdom on Dragonspine,but details are fragmented. Scholars,adventurers and the Knights of Favonius may know more. Ancient ruins do not automatically reveal their full truth,and theories about unknown builders,dates or purposes must remain uncertain unless supported by reliable evidence.
MONDSTADT — GOVERNMENT,LEADERSHIP AND KNIGHTS OF FAVONIUS GOVERNMENT: Mondstadt is a city-state and nation devoted to freedom under Barbatos,the Anemo Archon. Unlike nations governed directly by an active Archon or a hereditary monarch,Mondstadt manages its affairs through its civic institutions,especially the Knights of Favonius. Its government has no publicly established modern royal dynasty or single elected parliament. The Knights protect the nation,uphold laws,investigate threats,organize patrols and handle many public responsibilities. Local merchants,craftspeople and citizens sustain its economy,while the Church of Favonius manages religious affairs. Mondstadt values individual freedom,but its institutions still maintain laws and public order. KNIGHTS OF FAVONIUS: Founded by Vennessa with Barbatos's help roughly a thousand years ago,the Knights were established to prevent the return of aristocratic oppression. They serve as Mondstadt's principal military and law-enforcement organization. Their duties include defending settlements,patrolling roads,protecting civilians,investigating crimes,responding to monsters and handling emergencies. The Knights follow a chivalric code and have a formal hierarchy of officers,captains and ordinary knights. Their headquarters stands in Mondstadt City. Their duties also include assisting the Church of Favonius,but the two remain distinct institutions. VARKA — GRAND MASTER: Varka is the Grand Master of the Knights and the Knight of Boreas,a title associated with the Wolf of the North,Andrius. He is a veteran commander known for his strength,adventurous nature and belief that Mondstadt's peace must be actively protected. His campaigns and expeditions aim to eliminate threats before they reach the nation. He believes the Knights must remain capable even during peaceful periods because the Abyss,monsters and other dangers have not disappeared. JEAN — ACTING GRAND MASTER: Jean is the Acting Grand Master and a senior Knight of Favonius. When Varka leaves on expeditions,she manages the Knights' daily operations and handles threats and civic affairs in Mondstadt. She is diligent,disciplined and deeply committed to protecting its citizens. Although Varka entrusted her with leadership during his absence,he remains the Grand Master until succession becomes necessary.
KNIGHTLY LEADERSHIP: The Knights have specialized captains and divisions responsible for different operational duties. Key figures include Kaeya,who commands the Cavalry Company despite Mondstadt's limited active cavalry; Lisa,the librarian who supports the Knights through her magical expertise; and other captains and officers who lead investigations,combat operations and training. Eula leads the Reconnaissance Company,while Amber serves as an Outrider. Mika contributes cartography and field reconnaissance. Individual divisions may operate independently on assignments but remain under the Knights' command structure,Lohen: Vice Captain of the Knights of Favonius' Fifth Company; accompanieing Varka on the northern expedition.
CHURCH OF FAVONIUS: The Church is Mondstadt's principal religious institution and worships Barbatos. It maintains the Favonius Cathedral and conducts religious ceremonies,prayers and charitable activities. Seneschal Seamus Pegg is a leading Church figure and Barbara serves as a deaconess,Dahlia: Deacon of the Church of Favonius and Herald of Barbatos; serves Mondstadt's religious leadership.The Church is institutionally distinct from the Knights,although the Knights provide assistance and protection. Most citizens know the familiar stories of Barbatos and Mondstadt's liberation,but ancient religious history and mysteries are not universally understood..
- #20Mondstadt history and lore
Keys: Mondstadt, Great Arcadia, Archon War, Andrius, Decarabian, Gunnhildr Clan, Istaroth, Nameless Bard, Amos, Red-Haired Warrior, Barbatos, Vennessa, Ragnvindr Clan, Imunlaukr Clan, Lawrence Clan, Old Mondstadt, Stormterror's Lair, Cider Lake, Musk Reef, Pilos Peak, Four Winds, Dragon of the East, Wolf of the North, Lion of the South, Falcon of the West, Knights of Favonius, aristocracy, aristocratic rebellion, Great Fire of Fall Equinox, Windrise, Sal Vindagnyr, ancient history, freedom, aristocratic oppression, War of Funerary Flame
MONDSTADT — ANCIENT HISTORY AND LORE PREHISTORIC MONDSTADT: Long before the present city,Mondstadt's land passed through ancient civilizations and divine conflicts. Great Arcadia was an ancient settlement whose surviving people included ancestors of the Gunnhildr Clan. Survivors sought refuge in Windrest Peak and established a fortress. Knowledge of Great Arcadia is extremely limited; most modern citizens do not know its full history. THE AGE OF KINGS: During the Archon War,the region became a frozen wasteland amid the conflict between Andrius,King of the North Winds,and Decarabian,God of Storms. Andrius unleashed devastating blizzards,while Decarabian enclosed his people within a towering circular city protected by a powerful wind barrier at what is now Stormterror's Lair. The barrier shielded inhabitants from the cold but also prevented them from leaving. Decarabian believed he was protecting his people,but his subjects increasingly resented his rule. The conflict had already lasted centuries by around 3,000 years ago. THE GUNNHILDR CLAN'S EXILE: Gunnhildr's father,leader of the clan,grew disillusioned with Decarabian and led his people outside the city's barrier. They struggled against Boreas's blizzards and prayed to a small elemental wind spirit. Their faith empowered the spirit,which created shelter and eventually gained the strength to protect them. Istaroth,the ancient god associated with time,also answered their prayers. Gunnhildr later became the clan's leader and first priestess. The clan's survival and loyalty to the wind spirit became central to its identity. Few ordinary citizens know the full details of this period. THE FALL OF DECARABIAN — ABOUT 2,600 YEARS AGO: The Nameless Bard dreamed of freedom and befriended the wind spirit. The rebellion against Decarabian included the Bard,Amos,who had once loved Decarabian,the wind spirit,Gunnhildr and her clan,and the Red-Haired Warrior,ancestor of the Ragnvindr line. Decarabian,Amos and the Nameless Bard died in the struggle. The wind spirit rose to godhood and became Barbatos,the Anemo Archon. He created a vessel resembling the Bard and took up a bow in honor of Amos. The Red-Haired Warrior's name was eventually forgotten,though his deeds survived in legend. FOUNDING OF MODERN MONDSTADT: Barbatos reshaped the land with his winds,clearing the snow and ice left by the divine conflict. Pilos Peak was transformed into Musk Reef. He led the survivors from Old Mondstadt to Cider Lake,where they built the present city. Prominent clans included Gunnhildr,Imunlaukr and Lawrence; the Ragnvindr line also traces its ancestry to the Red-Haired Warrior. The Gunnhildr clan returned north to its old stronghold,an area later associated with Dornman Port. Barbatos eventually withdrew from direct rule,believing people should govern themselves. Mondstadt's ideal of freedom grew from this history. ISTAROTH — THE FORGOTTEN GOD OF TIME: In early Mondstadt,both Barbatos and Istaroth were worshipped. People associated Anemo with carrying stories and Time with preserving them. Over centuries,Istaroth's worship and most records of the god disappeared. Modern Mondstadt's population generally knows little about Istaroth,though ancient inscriptions,rituals and ruins preserve traces of the forgotten faith. The god's precise role in Mondstadt's history remains mysterious. DVALIN AND THE FOUR WINDS: Dvalin was born from pure Anemo energy in the high heavens and became an elemental dragon of immense power. Barbatos befriended him,and he became the Dragon of the East,one of Mondstadt's Four Winds. The other guardians are Andrius,the Wolf of the North; the Lion of the South; and the Falcon of the West. Vennessa held the titles of Lion and Falcon during her lifetime. The Four Winds are protectors and symbols of Mondstadt,not a ruling council. Their legends are widely known,but their ancient origins and true nature are not equally understood by everyone. THE ARISTOCRATIC AGE — ABOUT 2,600 TO 1,000 YEARS AGO: After Barbatos withdrew,the aristocracy rose to power,its leading families tracing their status to early heroes. The Lawrence Clan eventually became the foremost ruling family. Initially presented as protectors,the nobles gradually became tyrants,enslaving commoners and foreigners and exploiting them for labor and entertainment. The knights of that age served the aristocracy rather than the people,and parts of the Church supported noble rule. Historical records and relics that could expose the truth were suppressed or destroyed. Consequently,much of this era is preserved through incomplete records,ruins and accounts of later resistance. VENNESSA'S REBELLION — ABOUT 1,000 YEARS AGO: Vennessa,a woman from Natlan's Muratan tribe,arrived in Mondstadt with her people and was enslaved by the aristocracy. Forced to fight as a gladiator,she resisted the nobles' oppression. Barbatos awakened and aided her in defeating Ursa the Drake,whose threat the nobles had exploited to maintain control. Vennessa's rebellion,joined by allies including the Dawn Knight Ragnvindr and supporters within the Church,overthrew the aristocracy. Most corrupt noble families were exiled,while the Gunnhildr and Ragnvindr lines survived. Vennessa established the Knights of Favonius and helped restore the Church's independence. She later ascended to Celestia at Windrise,where the great oak tree grew. The broad story is known in Mondstadt,but some details of the rebellion and its political maneuvering are poorly understood. LATER HISTORY: The Knights became Mondstadt's main defense and civic institution. The Church remained devoted to Barbatos,and the Four Winds continued as guardians. The Great Fire of Fall Equinox destroyed much of the Mondstadt Library,leaving it only a fraction of its former size,though the restricted section survived. Stories,books,clan traditions and ancient sites now preserve much of the nation's past,but records remain incomplete.
- #21Mondstadt history and lore 2
Keys: Cataclysm, Khaenriah, Arundolyn, Rostam, Durin, Rhinedottir, Dvalin, Dragonspine, Abyss, Mondstadt
THE CATACLYSM — 500 YEARS AGO: When monsters emerged from Khaenri'ah,Grand Master Arundolyn led Knights of Favonius forces abroad to fight them,leaving Rostam to defend Mondstadt. Durin,a corrupted dragon created by Rhinedottir,attacked the nation. Barbatos answered the people's prayers and summoned Dvalin,who fought Durin above Dragonspine. Dvalin killed the dragon,but was poisoned by its blood and fell into a long slumber. Durin's remains still lie on Dragonspine,and their corruption continues to affect the mountain. Mondstadt remembers the dragon battle,but the full truth of Khaenri'ah,the Abyss and Durin's creation is known mainly to scholars and those directly involved.
PUBLIC KNOWLEDGE: Most citizens know the celebrated tales of Barbatos,Decarabian,Vennessa and Dvalin. They generally know less about Great Arcadia,Istaroth,the full oppression of the aristocratic era,the ancient clans' origins and the Cataclysm's deeper causes. Scholars,the Knights and the Church preserve additional accounts,but even their records contain gaps,contradictions and lost truths.
- #22Liyue geography
Keys: Liyue, Bishui Plain, Lisha, Minlin, Qiongji Estuary, Sea of Clouds, The Chasm, The Chasm Underground Mines, Dihua Marsh, Qingce Village, Sal Terrae, Stone Gate, Wangshu Inn, Wuwang Hill, Dunyu Ruins, Lingju Pass, Qingxu Pool, Cuijue Slope, Huaguang Stone Forest, Jueyun Karst, Mt Aocang, Mt Hulao, Nantianmen, Qingyun Peak, Tianqiu Valley, Guili Plains, Luhua Pool, Mingyun Village, Yaoguang Shoal, Guyun Stone Forest, Liyue Harbor, Mt Tianheng, Lang Gan, Guili Assembly, Guizhong, Havria, Osial, Dragon Queller, Golden House, Jade chamber
LIYUE: A mountainous eastern nation of warm,seasonal weather,humid valleys,abundant rivers,lakes,waterfalls and long coastlines. Its terrain ranges from towering peaks and jagged stone forests to grassy plains,wetlands,farmland,woodland,beaches and deep mines. Rain and sunshine vary seasonally,while high mountains often have mist and cloud. Liyue contains prosperous settlements,adeptal sanctuaries and ancient ruins,though much of their original history remains uncertain. BISHUI PLAIN: Humid northern lowlands with rivers,marshes,grasslands,woodland and fertile farmland. Dihua Marsh is a wetland crossed by the Bishui River. Qingce Village is a peaceful mountain settlement surrounded by terraced fields and streams. Sal Terrae contains ancient ruins associated with Havria;their history is partly known through records and legends. Stone Gate is a mountain pass between Liyue and Mondstadt. Wangshu Inn stands on a giant stone formation above the marshlands. Wuwang Hill is a misty,forested highland associated with eerie legends and supernatural phenomena;the origins of many local ruins and stories remain unclear. LISHA: A rugged southwestern region of steep cliffs,rocky hills,old roads and ancient ruins. Dunyu Ruins are the remains of an ancient settlement with ruined buildings and a flooded lower area;their full history is not well understood. Lingju Pass is a mountainous valley with stone structures and old ruins whose origins are only partly known. Qingxu Pool contains ancient stone towers and inscriptions associated with Geo symbols and a forgotten civilization,but much of its history remains uncertain. MINLIN: A mountainous region of towering peaks,stone forests,waterfalls,deep valleys and clouds drifting through high elevations. Cuijue Slope is a grassy valley marked by nine ancient stone pillars surrounding a mysterious ruin;its secrets are only partly understood. Huaguang Stone Forest has dramatic rocky spires and misty heights. Mt. Aocang is an adeptal mountain surrounded by clouds and ancient stone paths. Mt. Hulao is a high rocky mountain with amber formations and an adeptal domain. Jueyun Karst is a vast mountain range associated with the adepti and hidden sanctuaries;its adeptal history is known mainly through legends and encounters. Nantianmen has grassy slopes,trees and the enormous Dragon-Queller tree,whose connection to ancient events is known through adeptal lore. Qingyun Peak is a cloud-covered summit with floating stone platforms and adeptal architecture. Tianqiu Valley contains ancient structures and ruined towers whose original builders and purpose are not fully known. QIONGJI ESTUARY: Southeastern plains,coastal wetlands,grasslands,rocky shores and old settlements. Guili Plains contain the remains of the Guili Assembly,a civilization associated with Guizhong and Morax before its destruction during the Archon War;its history is known through ruins and surviving accounts. Luhua Pool is a scenic lake surrounded by grassy shores and old ruins whose history is not fully understood. Mingyun Village is a former mining settlement with abandoned mines and wooden buildings;its mining history is better known than its earliest past. Yaoguang Shoal is a shallow coastal wetland with sandy beaches,water and pale mineral deposits. SEA OF CLOUDS: Coastal mountains,harbors,islands and historic ruins. Guyun Stone Forest is an offshore archipelago of towering stone pillars formed from the remnants of Morax's stone lances after his battle against Osial;the battle is known through historical accounts and legend. Liyue Harbor is the nation's major port and commercial center,with busy docks,traditional buildings,markets and merchant districts. Mt. Tianheng overlooks the harbor and contains rugged forested slopes,ancient fortifications,mines and ruins whose full history is not known. The Jade Chamber overlooks the city,while the Golden House serves as Liyue's mint. THE CHASM—SURFACE: A vast mineral-rich open-pit mining region with enormous cliffs,ravines,rocky plateaus and abandoned industrial structures. Cinnabar Cliff is a rugged mining cliff. Fuao Vale is a steep valley among rocky slopes. Glaze Peak rises above the mining terrain. Lumberpick Valley contains wooded and rocky mining land. The Chasm's Maw is the principal entrance to the underground mines. The Surface encompasses the enormous open pit and abandoned mining works. Tiangong Gorge is a deep rocky gorge with remnants of mining activity. The region contains remains and ruins and traces of the ancient Lang-Gan civilization,but its history and relationship to the Chasm's ruins remain poorly understood. THE CHASM—UNDERGROUND MINES: A vast subterranean network of dark tunnels,caverns,underground rivers,crystal formations and abandoned mining structures. The Ad-Hoc Main Tunnel contains mining passages and temporary camps. The Chasm:Main Mining Area contains extensive mine workings and industrial remains. The Nameless Ruins are ancient structures of unknown origin;their creators and purpose remain uncertain. Stony Halls is a huge ruined stone complex whose history is not fully known. The Glowing Narrows is a cavernous region filled with luminous fungi and unusual growths. The Serpent's Cave is a deep cavern associated with a gigantic fossilized serpent. Underground Waterway contains underground rivers,waterfalls and winding cave passages. The mines were closed after mysterious accidents and dangerous phenomena,but parts were later reopened. Researchers have uncovered clues about ancient events,but many mysteries remain unresolved.
- #23Liyue geography 2 & Liyue settlements
Keys: Chenyu Vale, Chenyu Vale Southern Mountain, Chenyu Vale Upper Vale, Mt Laixin, Adeptus Repose, Chizhang Wall, Lingshu Courtyard, Mt Xuanlian, Teatree Slope, Yaodie Valley, Chenlong Cleft, Jademouth, Mt Lingmeng, Mt Mingyuan, Qiaoying Village, Yilong Wharf, Carps Rest, Chiwang Terrace, Votive Rainjade, Liyue, Liyue Harbor, Qingce Village, Mingyun Village, Wangshu Inn, Stone Gate, Yujing Terrace, Yuehai Pavilion, Jade Chamber, Golden House, Northland Bank, Bubu Pharmacy, Wangsheng Funeral Parlor, Feiyun Slope, Chihu Rock, Wanmin Restaurant, Xinyue Kiosk, Heyu Tea House, Mingxing Jewelry, Wanwen Bookhouse, Millelith, Ningguang, Keqing, Ganyu, Hu Tao, Baizhu, Verr Goldet, Huai'an, Chunming Teaworks, Chenyu Vale Artisans Association, Sword and Strongbox Secure Transport Agency
CHENYU VALE—SOUTHERN MOUNTAIN: A lush,humid landscape of misty peaks,waterfalls,streams,tea fields and jade-rich valleys. Adeptus's Repose is a secluded ancient sanctuary associated with adeptal traditions;its history is known mainly through regional lore. Chizhang Wall contains enormous ancient stone walls and ruined architecture whose original purpose is only partly understood. Lingshu Courtyard is a hidden valley with old structures and unusual vegetation. Mt. Xuanlian has steep green slopes,rock formations and waterfalls. Teatree Slope contains tea plantations and cultivated hills. Yaodie Valley is a verdant valley of streams,trees and medicinal plants. Ancient sites preserve traces of Chenyu Vale's past,but knowledge of their origins varies.
CHENYU VALE—UPPER VALE: A green northern region of rivers,tea terraces,forests,karst mountains and traditional settlements. Qiaoying Village is a tea-producing village with traditional houses and cultivated tea fields. Yilong Wharf is a riverside trading settlement with docks and merchant facilities. Chenlong Cleft is a rocky cleft among mountainous terrain. Jademouth is a jade-colored water basin surrounded by rocky formations. Mt. Lingmeng is a forested mountain with old structures and winding trails. Mt. Mingyuan is a rocky,wooded mountain with ancient remains and scenic heights. Some local ruins connect to Chenyu Vale's adeptal traditions,but their complete histories are not widely known.
MT. LAIXIN: A secluded highland of misty mountains,ancient adeptal sites and jade-colored waters. Carp's Rest is a sacred realm connected to the adeptal history of Chenyu Vale;its significance is understood through adeptal lore and related events. Chiwang Terrace is an ancient elevated sanctuary associated with the Votive Rainjade and regional rituals. These sites preserve important traces of the area's past,but their deeper origins and full histories are known only in part.
Writing LIYUE SETTLEMENTS AND ACTIVE HUBS LIYUE HARBOR:The principal city,port and commercial center of Liyue. Its docks handle maritime trade with other nations,and its markets,warehouses,shops and merchant houses support commerce and crafts. The Liyue Qixing governs the nation from Yuehai Pavilion in Yujing Terrace,while the Millelith maintain security. Important sites include the Jade Chamber,Ningguang's airborne residence;the Golden House,Liyue's mint;the Northland Bank,a Snezhnayan financial institution;Bubu Pharmacy,run by Baizhu;Wangsheng Funeral Parlor,managed by Hu Tao;and the Adventurers' Guild branch. Feiyun Slope is a major merchant district,Chihu Rock is a densely inhabited lower district,and Yujing Terrace contains government offices and prestigious residences. Other notable businesses include Wanmin Restaurant,Xinyue Kiosk,Heyu Tea House,Mingxing Jewelry and Wanwen Bookhouse. The harbor is also a center of festivals,including Lantern Rite. QINGCE VILLAGE:A quiet farming village in Bishui Plain surrounded by terraced fields and bamboo groves. Many younger residents have left for opportunities elsewhere,so the community includes many elderly people and families. Granny Ruoxin is its community leader. Important local facilities include the community center,a market,Ms.Bai's mill,Pops Kai's tea shop and Master Lu's Fanmu Carpenter workshop. The village's crops and local trade support its rural economy,and its bulletin board carries community notices. MINGYUN VILLAGE:A former mining settlement in Qiongji Estuary. Its livelihood historically depended on mining and ore extraction,but many mines and homes were abandoned as the industry declined and residents moved away. It is not a major active commercial center today;its remaining buildings and inhabitants reflect the village's dwindling community and mining past. WANGSHU INN:A prominent inn in Dihua Marsh built atop a massive stone pillar. It provides lodging,food and trading space for traveling merchants,with stalls and a kitchen serving visitors. Verr Goldet manages the inn and Huai'an serves as innkeeper. Behind its commercial operation,the couple secretly serve the Liyue Qixing under Ningguang and assist Xiao in dealing with supernatural threats and plagues. Its height also gives it strategic visibility over the surrounding region. STONE GATE:A busy mountain pass linking routes between Liyue and Mondstadt. It serves travelers and merchants moving between Qingce Village,Dihua Marsh and Liyue Harbor and the roads leading toward Mondstadt. Local vendors provide basic goods and supplies,and its bulletin board displays notices. It is primarily a transit and trading stop rather than a large town. QIAOYING VILLAGE:A prosperous tea-producing village in Chenyu Vale,known throughout Teyvat for its high-quality tea,which is sold in Liyue Harbor and exported abroad. Chunming Teaworks is a central local business,while tea growers and artisans sustain the village economy. The village is also known for crafts such as jade carving,silversmithing,cloth dyeing and rattan weaving. Its artisans formed the Chenyu Vale Artisans Association to support their shared interests and trade. Residents hold an annual tea-serving ceremony using Spiritscent Flower petals. A special adeptal cauldron is used to roast tea leaves and give them their distinctive aroma. YILONG WHARF:A busy commercial port in northern Chenyu Vale connecting Liyue's trade with Fontaine and other regions. Merchants,sailors,workers and visitors pass through its docks and streets as goods are loaded,unloaded and sold. Local businesses include merchants Fengtai and Lianfang and the Sword and Strongbox Secure Transport Agency,which employs Gaming as a guard. Artisans still produce simple jade ornaments,and the wharf remains important for trade and cultural exchange between Chenyu Vale and neighboring nations.
- #24Liyue orgenisaition and institutions
Keys: Morax, Rex Lapis, Liyue Qixing, Ningguang, Tianquan, Keqing, Yuheng, Uncle Tian, Tianshu, Tianxuan, Tianji, Kaiyang, Yaoguang, Ganyu, Baishi, Baiwen, Baixiao, Yuehai Pavilion, Yujing Terrace, Jade Chamber, Ministry of Civil Affairs, Clerk Zhao, Ms Yu, Mingbo, Muning, Nervous An, Qi Nan, Yanbei, Woliu, Weijin, Millelith, Eight Trades, Shenglu Hall, Miss Ruoyu, Yinyuan Hall, Wanyan, Huishan Hall, Uncle Dai, Communications Office, Adventurers Guild, Katheryne, Yiyan Temple, Adepti, Liyue
LIYUE GOVERNMENT,INSTITUTIONS AND ADMINISTRATION GOVERNMENT OF LIYUE:At the beginning of the Traveler's journey,Morax,also known as Rex Lapis,is Liyue's Geo Archon and supreme divine authority. Liyue's government operates through contracts,laws,commerce and public administration. The Liyue Qixing manages everyday affairs under Morax's authority,while the Millelith protects the nation. Rex Lapis's apparent death and the subsequent transfer of government authority have not yet occurred. LIYUE QIXING:The Liyue Qixing is a council of seven influential merchants and business leaders responsible for implementing Morax's policies,upholding his laws and administering Liyue's economy and public affairs. Its headquarters is Yuehai Pavilion in Yujing Terrace,Liyue Harbor. Its seven members hold equal rank but specialize in different responsibilities. Confirmed members at this time include Ningguang,Keqing and Uncle Tian;the identities of the other four are not all established in canon. TIANQUAN—NINGGUANG:Ningguang is the Tianquan of the Liyue Qixing. She oversees the legal framework,maintains the body of laws established by Morax and manages foreign relations. She is a powerful businesswoman and the owner of the Jade Chamber,an airborne palace used for private deliberation and important affairs. Her secretaries include Baishi,Baiwen and Baixiao. YUHENG—KEQING:Keqing is the Yuheng of the Liyue Qixing. Her responsibilities include land management,construction,real estate,livelihood and urban development. She works actively to improve Liyue's infrastructure and believes humanity should take greater responsibility for its own future rather than relying entirely on divine guidance. TIANSHU—UNCLE TIAN:Uncle Tian is the Tianshu of the Liyue Qixing and is associated with policymaking. He is an experienced political operator who maintains his position through careful strategy. His exact administrative procedures are not fully detailed in canon. OTHER QIXING POSITIONS:The remaining four seats are Tianxuan,Tianji,Kaiyang and Yaoguang. These are established titles,but their individual holders and precise responsibilities are not all identified in the available canon for this period. The Qixing also supervises major commercial sectors and coordinates laws and public policy. Ganyu serves as its general secretary and assists with official administration. MINISTRY OF CIVIL AFFAIRS:The Ministry of Civil Affairs is a government institution subordinate to the Liyue Qixing and headquartered in Liyue Harbor. It manages public administration,information,resources,human affairs,public safety and various government operations. It coordinates with the Millelith to protect settlements and roads,organizes public events and handles maritime administration,including harbor operations and ship mooring. Its staff include Clerk Zhao,Ms.Yu,Mingbo,Muning,Nervous An,Qi Nan,Yanbei,Woliu and Weijin. Canon does not establish one named overall minister as its confirmed leader at this starting point. MILLELITH:The Millelith is Liyue's military and public security force,answerable to the Liyue Qixing. Its soldiers guard Liyue Harbor,patrol roads and settlements,protect travelers from monsters and bandits,maintain order and investigate criminal activity. They also conduct undercover operations against groups such as the Treasure Hoarders. Soldiers are stationed throughout Liyue,including the harbor,major routes and strategic locations. No single overall commander is clearly established as the named national leader at this point. EIGHT TRADES:The Eight Trades are eight major commercial and industrial sectors operating under the jurisdiction of the Liyue Qixing. They represent important parts of the nation's economy and help regulate commerce. Only some of their institutions are identified by name in canon. Shenglu Hall specializes in glazed ceramics and is represented by Miss Ruoyu. Yinyuan Hall is associated with the salt industry;Wanyan is connected with its affairs. Huishan Hall is associated with mining,although its exact specialization is not completely certain;Uncle Dai is a foreman associated with its operations. The Communications Office is another known institution,associated with transportation. The identities of all eight sectors and their overall leaders are not fully established. HARBOR AND MARITIME ADMINISTRATION:Liyue Harbor is the nation's principal port and commercial center. Maritime administration falls under the Ministry of Civil Affairs,which oversees ship mooring,harbor operations and the management of port resources. Nervous An is identified as a maritime authority official. The harbor's docks,warehouses,markets and merchant districts support domestic and international trade. YUJING TERRACE AND YUEHAI PAVILION:Yujing Terrace is Liyue Harbor's prestigious administrative and residential district. Yuehai Pavilion is the Qixing's principal meeting place,where officials coordinate policies and discuss matters affecting the nation. The district also contains Yiyan Temple,a temple dedicated to Morax where worshippers offer incense and prayers. Before the opening events of the main story,the annual Rite of Descension is part of Liyue's established religious and governmental tradition. ADVENTURERS' GUILD:The Adventurers' Guild is an international organization headquartered in Snezhnaya,with a branch in Liyue Harbor.It recruits adventurers,distributes commissions and connects people seeking assistance with capable explorers.Katheryne operates as the guild's receptionist in Liyue Harbor.The organization is not a branch of the Liyue government. ADEPTI AND THEIR ROLE:The adepti are powerful supernatural beings associated with Liyue's history and protection.They are not simply a government department,and they do not administer ordinary civic affairs in the same way as the Qixing.Their ancient relationship with Morax and their contractual obligations give them a special place in Liyue's traditions. Their influence remains important
- #25Inazuma geography
Keys: Inazuma, Narukami Island, Ritou, Inazuma City, Konda Village, Kamisato Estate, Yashiro Commission, Chinju Forest, Byakko Plain, Amakane Island, Araumi, Mt Yougou, Grand Narukami Shrine, Sacred Sakura, Kannazuka, Tatarasuna, Mikage Furnace, Jade Steel, Kujou Encampment, Tenryou Commission, Yashiori Island, Higi Village, Fort Fujitou, Fort Mumei, Jakotsu Mine, Musoujin Gorge, Serpent's Head, Nazuchi Beach, Orobashi, Tatarigami, Watatsumi Island, Sangonomiya, Sangonomiya Shrine, Bourou Village, Mouun Shrine, Watatsumi Army, Raiden Shogun
INAZUMA:An archipelago nation in the eastern sea of Teyvat,ruled by the Raiden Shogun. Its islands range from populated coastal plains and forests to volcanic crags,storm-damaged mountains,coral formations and remote fog-covered wilderness. People generally know Inazuma's major settlements and recent history,but knowledge of ancient civilizations and supernatural events varies greatly. Much ancient history survives only in ruins,local traditions and incomplete records. NARUKAMI ISLAND:Inazuma's political,religious and population center,stretching from Ritou in the west to Mt.Yougou and the Grand Narukami Shrine. Coastal cliffs,plains,forests,mountains and submerged ruins shape the island. Ritou is a major port of entry;Inazuma City is the Shogunate's seat of power and principal urban center. Konda Village is a rural settlement along the road to the city. Kamisato Estate is the residence of the Yashiro Commission's Kamisato Clan. Chinju Forest is a sacred woodland associated with supernatural legends. Byakko Plain contains the main road toward Inazuma City,and Amakane Island is known for festivals. Araumi contains old ruins whose original purpose is not widely understood. Mt.Yougou rises above the island,crowned by the Sacred Sakura and Grand Narukami Shrine. People know the shrine's religious importance and the Sacred Sakura's role in Inazuma's traditions,but ordinary people do not necessarily understand the full history of the ancient ruins or the deeper origins of supernatural phenomena. KANNazUKA: A rugged island of steep cliffs,rocky crags and mountainous terrain,strategically important for its industry and military presence. Tatarasuna surrounds the Mikage Furnace,Inazuma's major smelting facility,known for producing Jade Steel. The furnace is important to the Shogunate's economy. Kujou Encampment serves as a military base for the Tenryou Commission's forces. The island has been disputed by the Shogunate and Watatsumi forces. Its industrial and military history is relatively well known to workers and soldiers,but ordinary people know much less about the deeper history of its ruins and the ancient technology associated with the furnace. YASHIORI ISLAND:A rugged island of steep mountains,cliffs,forests,grasslands and rocky coastline. Persistent rain and thunderstorms are associated with the lingering power of Tatarigami. Higi Village is a small settlement in the wooded interior. Fort Fujitou is a military position associated with Watatsumi's forces,while Fort Mumei is an abandoned fortification. Jakotsu Mine is an important mining site. Musoujin Gorge cuts through the island,where Orobashi's enormous remains are visible. Serpent's Head is another prominent landmark associated with the fallen god. Nazuchi Beach is a contested coastal area marked by the remains of fighting and scattered weapons. Orobashi's remains and the island's association with the fallen god are widely known,but the full history of the conflict,the origin of Tatarigami and the exact nature of its lingering effects are not fully understood by ordinary people. WATATSUMI ISLAND:A lush,coral-formed island with steep mountains,dense vegetation,waterfalls,caves and extensive coastline. Its humid weather and mist contrast with Yashiori's storm-damaged terrain. Sangonomiya is the political and religious center,with Sangonomiya Shrine serving as the seat of the island's priesthood and leadership. Bourou Village is a major coastal settlement,and Mouun Shrine is another religious site. The island's people worship Orobashi and preserve traditions distinct from the Shogunate's official faith. Local residents know their traditions and stories about Orobashi,but the wider population of Teyvat knows comparatively little about Watatsumi's ancient past or the full origins of its coral landscape. ENKANOMIYA:An ancient sunken realm beneath Watatsumi Island,reachable through a deep underwater entrance. Its landscape contains pale ground,cliffs,waterways,caverns and extensive ruins. It lacks natural sunlight and ordinary surface weather. Byakuyakoku is its ancient name,and Watatsumi's ancestors are said to have lived there before reaching the surface. The ruins preserve traces of an ancient civilization,but most people in Teyvat know very little about its history. Knowledge is largely preserved through scattered records,local traditions and specialized research. Bathysmal Vishaps are associated with the depths. Dainichi Mikoshi is an enormous artificial sun linked to the ancient alternation between Whitenight and Evernight and lights up the underground ruins acting as the sun and source of light down there. Other major areas include The Serpent's Heart,The Narrows,Evernight Temple and The Serpent's Bowels. Kunado's Locus,Yachimatahiko's Locus and Yachimatahime's Locus are remote locations connected with ancient trials and traditions. Their original purpose and the full history of Byakuyakoku remain largely unknown to the wider world. SEIRAI ISLAND:A rugged,storm-wracked island dominated by Amakumo Peak,where intense lightning and persistent Electro storms make travel dangerous. Rocky slopes,cliffs,sparse grass and beaches surround the central highlands. Koseki Village and Fort Hiraumi are abandoned settlements and military remains. Asase Shrine remains an important religious site,maintained by its resident cat Neko and associated with wards against lingering supernatural power. Seiraimaru is a wrecked ship site. Sailors know the island's storms and dangers,but most people know little about the ancient events behind the calamity,the Thunderbird Kanna Kapatcir or the deeper history of the island's ruins.
- #26Inazuma geography
Keys: Tsurumi Island, Autake Plains, Mt Kanna, Shirikoro Peak, Chirai Shrine, Wakukau Shoal, Oina Beach, Moshiri Ceremonial Site, Kanna Kapatcir, Inazuma
TSURUMI ISLAND:A remote island covered in dense fog,forests,cliffs,rocky highlands and beaches. Its named areas include Autake Plains,Mt.Kanna,Shirikoro Peak,Chirai Shrine,Wakukau Shoal,Oina Beach and Moshiri Ceremonial Site. No major modern settlement remains. Ruins and underground structures indicate an ancient population,but most people in Teyvat know very little about its civilization or its fate. The island is associated with the Thunderbird Kanna Kapatcir in old traditions. Persistent fog and tales of recurring calamity make it dangerous and mysterious to outsiders. The island's ancient rites,the fate of its former inhabitants and the true origin of its supernatural phenomena remain obscure.
GEOGRAPHICAL AND HISTORICAL KNOWLEDGE:Inazuma's major islands,ports,forts,shrines and settlements are generally known to sailors,officials and local residents. Narukami's government and religious sites are comparatively well documented. Kannazuka's industrial and military importance is understood by workers and soldiers. Watatsumi's traditions are best known to its own people. In contrast,the ancient civilization of Enkanomiya and the lost history of Tsurumi and Seirai are poorly understood by the wider population of teyvat and inazuma. Ruins provide evidence of the past,but their builders,purposes and supernatural connections often remain uncertain. This entry reflects the beginning of the Traveler's journey in Inazuma and excludes later discoveries and political changes.
- #27Inazuma settlements
Keys: Inazuma, Inazuma City, Hanamizaka, Tenryou, Tenshukaku, Ritou, Kanjou Commission, Sakoku Decree, International Trade Association, Hiiragi Estate, Hiiragi Chisato, Konda Village, Konda Densuke, Kamisato Estate, Yashiro Commission, Kamisato Ayato, Kamisato Ayaka, Tatarasuna, Mikage Furnace, Jade Steel, Kujou Encampment, Tenryou Commission, Higi Village, Fort Fujitou, Watatsumi Island, Sangonomiya, Sangonomiya Shrine, Kokomi, Divine Priestess, Bourou Village, Seirai Island, Koseki Village, Fort Hiraumi, Asase Shrine, Neko, Tsurumi Island, Adventurers Guild, Katheryne, Amenoma Smithy, Netsuke no Gen Crafts, Ogura Textiles, Yae Publishing House, Komore Teahouse, Naganohara Fireworks, Shimura's, Kiminami Restaurant
INAZUMA SETTLEMENTS AND ACTIVE HUBS INAZUMA CITY:The nation's principal city and seat of the Inazuma Shogunate,located on the southern cliffs of Narukami Island. It contains Tenshukaku,the Raiden Shogun's residence and the center of national authority,as well as the headquarters of the Tenryou Commission. Hanamizaka is a lively commercial district with family businesses and specialist shops,while Tenryou contains important streets and administrative facilities. The city supports merchants,craftspeople,restaurants and public services. Notable establishments include the Amenoma Smithy,Netsuke no Gen Crafts,Ogura Textiles and Yae Publishing House. The Adventurers' Guild maintains a branch here,operated by Katheryne. The city is Inazuma's largest population center and its principal destination for trade and government business. RITOU:A port settlement on western Narukami Island that processes the entry and departure of foreign nationals under the Sakoku Decree. The Kanjou Commission controls the port and its travel permissions,so visitors must comply with official procedures. The settlement contains docks,merchant stalls,restaurants,shops and accommodation for travelers and traders. The International Trade Association operates here under Kurisu,while merchants such as Karpillia and local vendors serve visitors. Hiiragi Estate is associated with the Kanjou Commission's ruling Hiiragi family,and Hiiragi Chisato is an important member of that family. Ritou is a major gateway for foreign trade,but restrictions have reduced the freedom and prosperity of many visiting merchants. KONDA VILLAGE:A rural settlement between Ritou and Inazuma City. Its residents maintain farms and local businesses,with lavender melons serving as an important local crop used in cooking and dye production. Konda Densuke is the village head and represents the community's interests. The village provides food and agricultural goods to nearby markets,but trade has declined under the Sakoku Decree because fewer travelers and merchants pass through. Its local leadership and agricultural economy make it an important part of Narukami Island's rural life. KAMISATO ESTATE:The residence and administrative base of the Kamisato Clan,which leads the Yashiro Commission. The estate is associated with Kamisato Ayato and Kamisato Ayaka. The Yashiro Commission oversees cultural affairs,ceremonies,shrines and festivals,helping maintain Inazuma's traditions and public religious life. The estate is not a separate town,but it is an important center of administration and influence beyond the capital. TATARASUNA:A working industrial settlement on Kannazuka,centered on the Mikage Furnace and its smelting operations. Workers and associated personnel support the production of Jade Steel and other industrial materials important to Inazuma. The area is strategically important because of its industry and proximity to the Shogunate's military positions. Its economy depends on the furnace and the people who maintain its operation. KUJOU ENCAMPMENT:A major military base on Kannazuka used by the Tenryou Commission. It houses soldiers,officers,supply facilities and command operations supporting the Shogunate's military presence. The encampment helps secure the island's industrial assets and maintain the Shogunate's authority. It is an active military hub rather than a civilian town. HIGI VILLAGE:A small settlement on Yashiori Island surrounded by wooded and rugged terrain. Its inhabitants rely on local resources and limited trade. The village is affected by the island's dangerous conditions and the military tensions between the Shogunate and Watatsumi forces. It is a minor community rather than a major commercial center. FORT FUJITOU:A military position on Yashiori Island associated with Watatsumi's forces. It provides a strategic foothold and supports military operations on the island. Its importance comes from its defensive and logistical role rather than civilian commerce. SANGONOMIYA:The principal settlement and governing center of Watatsumi Island. Sangonomiya Shrine serves as the seat of the island's religious leadership and civil administration. The Divine Priestess,Kokomi,is the island's leader and oversees political affairs through the shrine's administration. Shrine maidens handle much of the island's public business,and the settlement is central to Watatsumi's distinctive religious and cultural identity. The island recognizes the Inazuma Shogunate but retains its own local leadership and institutions. BOUROU VILLAGE:A major coastal village on Watatsumi Island. Its residents support local fishing,trade and daily community life. It serves as an inhabited hub outside Sangonomiya,connecting nearby communities with the island's political and religious center. Its importance is primarily local rather than national. KOSEKI VILLAGE:An abandoned settlement on Seirai Island. It is not an active town at the beginning of the Traveler's journey,but its remaining structures indicate its former community. The island's dangerous storms and persistent Electro phenomena make ordinary settlement and travel difficult. FORT HIRAUMI:An abandoned military position on Seirai Island. It is no longer an active settlement or functioning military hub at the starting point. Its remains are evidence of the island's former strategic use. ASASE SHRINE:An operating shrine on Seirai Island maintained by Neko,the resident cat. It remains a religious site despite the island's hazardous conditions. Its shrine grounds and caretaking duties make it one of the few maintained places on the island,but it is not a conventional village or commercial settlement. TSURUMI ISLAND:No major active modern settlement is present at the beginning of the Traveler's journey. The island is isolated and largely uninhabited,so it does not support a functioning town or ordinary commercial center. ENKANOMIYA:No ordinary active surface settlement is present in the sunken realm at this point in the time.
- #28Inazuma orgenisaitions,institutions and governmental body
Keys: Inazuma Shogunate, Raiden Shogun, Ei, Tri-Commission, Tenryou Commission, Kujou Clan, Kujou Sara, Kanjou Commission, Hiiragi Clan, Hiiragi Shinsuke, Hiiragi Chisato, Yashiro Commission, Kamisato Clan, Kamisato Ayato, Kamisato Ayaka, Vision Hunt Decree, Sakoku Decree, Tenshukaku, Inazuma City, Ritou, Kamisato Estate, Kujou Encampment, Shuumatsuban, Sayu, Shogun's Army, Watatsumi, Watatsumi Government, Sangonomiya Clan, Sangonomiya Kokomi, Divine Priestess, Sangonomiya Shrine, Watatsumi Army, Fort Fujitou, Grand Narukami Shrine, Mt Yougou, Yae Miko, Guuji, Shrine Maidens, Adventurers' Guild, Katheryne, Ayaka, Ayato, kamisato, inazuma
INAZUMA GOVERNMENT,BUREAUCRACY AND ORGANIZATIONS INAZUMA SHOGUNATE:The ruling government of Inazuma,headed by the Raiden Shogun,who represents the Electro Archon Ei. Its seat of authority is Tenshukaku in Inazuma City. The Shogunate governs the nation's islands through the Tri-Commission and enforces the Raiden Shogun's decrees. At the beginning of the Traveler's journey,the Vision Hunt Decree confiscates Visions from selected Inazumans,while the Sakoku Decree severely restricts travel into and out of the nation. The Shogunate's public authority is immense,and challenging its decrees carries serious consequences. TRI-COMMISSION:The three principal administrative bodies of the Inazuma Shogunate. The Tenryou,Kanjou and Yashiro Commissions oversee military security,economic and border administration,and cultural and ceremonial affairs respectively. Their leading clans possess considerable political influence. The commissions deliberate on major government matters,and their competing interests can affect national policy. TENRYOU COMMISSION:Led by the Kujou Clan,this commission oversees public security,military affairs and enforcement of the Shogunate's decrees. Kujou Sara serves as its general and commands its soldiers. The commission supervises the Shogun's military forces and enforces the Vision Hunt Decree and restrictions associated with the Sakoku Decree. Its headquarters and military operations are based around Inazuma City and strategic locations such as Kujou Encampment. Its authority makes it one of the most powerful arms of the government. KANJOU COMMISSION:Led by the Hiiragi Clan and based in Ritou,this commission manages national finances,customs,border control and commercial administration. It supervises foreign arrivals and departures,issues travel permissions and enforces the Sakoku Decree at Inazuma's ports. Hiiragi Shinsuke is the clan's senior authority at this point in the timeline,and Hiiragi Chisato is a member of the ruling family. The commission's control over trade and entry into Inazuma gives it significant influence over merchants and foreign visitors. YASHIRO COMMISSION:Led by the Kamisato Clan and headquartered at Kamisato Estate,this commission oversees cultural affairs,public festivals,ceremonies,shrines and temples. Kamisato Ayato is its commissioner,and Kamisato Ayaka represents the clan in many public and ceremonial duties. Compared with the other commissions,its responsibilities bring it into closer contact with ordinary citizens and traditional community life. It maintains shrines and supports festivals while participating in the Shogunate's administration. KAMISATO CLAN:A prominent Inazuman clan that leads the Yashiro Commission. Ayato directs the clan's political affairs,while Ayaka is well known for her public service and ceremonial role. Their residence at Kamisato Estate serves as the commission's administrative center. The clan's influence depends on its reputation,its responsibilities toward the public and its position within the Shogunate. SHUUMATSUBAN:A secretive ninja organization operating under the Kamisato Clan and Yashiro Commission. It conducts covert missions,espionage and intelligence gathering to protect Inazuma and serve its leadership. Its members' identities and operations are concealed from the public. Sayu is one of its known ninjas,and the organization answers primarily to Kamisato Ayato. SHOGUN'S ARMY:The military force serving the Raiden Shogun and maintaining order throughout Inazuma. Its personnel support the commissions according to their duties,with the Tenryou Commission directing much of the nation's military and security work. Soldiers guard important settlements,government facilities and strategic positions. The army's obligations include enforcing Shogunate policy,including the Vision Hunt Decree. WATATSUMI GOVERNMENT:The island of Watatsumi maintains its own local leadership under the Sangonomiya Clan. Sangonomiya Kokomi is the Divine Priestess and the island's principal political and religious authority. Sangonomiya Shrine serves as the center of its administration. Watatsumi's distinctive traditions and local institutions distinguish it from the direct administration of Narukami Island. WATATSUMI ARMY:A resistance force led by Sangonomiya Kokomi and based on Watatsumi Island. It opposes the Vision Hunt Decree and the Shogunate's campaign to confiscate Visions. Its soldiers operate from Watatsumi and strategic positions such as Fort Fujitou on Yashiori Island. The army follows Kokomi's strategic leadership and represents Watatsumi's organized military opposition to the decree. GRAND NARUKAMI SHRINE:The principal shrine of Narukami Island,located on Mt.Yougou and dedicated to the Electro Archon. It is overseen by the Guuji,Yae Miko,and staffed by shrine maidens who conduct rituals and maintain the shrine. The shrine plays a major role in Inazuma's religious traditions and the veneration of the Raiden Shogun. ADVENTURERS' GUILD:The international organization that recruits adventurers and distributes commissions in exchange for rewards. Its Inazuma City branch is operated by Katheryne. It offers locals and visiting adventurers a formal way to undertake assignments and earn Mora,although travel restrictions can complicate access to the nation. INAZUMA'S GOVERNING ORDER:At the beginning of the Traveler's journey,the Raiden Shogun rules through the Tri-Commission,while Watatsumi retains its own leadership and military organization. The Tenryou Commission controls security,the Kanjou Commission controls finances and borders,and the Yashiro Commission administers cultural and ceremonial affairs. The Vision Hunt Decree and Sakoku Decree shape national life and intensify tensions between the Shogunate and Watatsumi.
- #29INAZUMA ANCIENT HISTORY
Keys: Inazuma, Ancient Inazuma, Enkanomiya, Byakuyakoku, Before Sun and Moon, Primordial One, Four Shades, Istaroth, Dragon Sovereigns, Dainichi Mikoshi, Helios, Aberaku, Sunchildren, Bathysmal Vishaps, Orobashi, Orobashi no Mikoto, Watatsumi Omikami, Watatsumi, Sangonomiya, Enkanomiyans, Sangonomiya Shrine, Archon War, Heavenly Principles, Celestia, Dark Sea, Yashiori Island, Tatarigami, Seirai Island, Thunderbird, Kanna Kapatcir, Tsurumi Island, Ruu, Sacred Sakura, Mt Yougou, Great Kitsune Hakushin, Kitsune, Tanuki, Narukami, Grand Narukami Shrine, Watatsumi Army, Watatsumi history, Inazuman folklore, Lost civilizations, Ancient civilization
INAZUMA ANCIENT HISTORY AND LOST CIVILIZATIONS ANCIENT WORLD AND THE GREAT FLOOD:Enkanomiya's records describe an ancient unified human civilization and the defeat of the Seven Sovereigns by the Heavenly Principles. The War of Funerary Flame and later catastrophes devastated the world;a great flood reshaped Inazuma's islands. Modern Teyvat's people know little of this deeper history,which survives chiefly in Enkanomiya's records. ENKANOMIYA AND BYAKUYAKOKU:Once called Byakuyakoku,Enkanomiya was home to descendants of an ancient civilization. It sank around 6000 years ago beneath the sea during a primordial catastrophe and became isolated from the surface. In the darkness,the people faced Bathysmal Vishaps and prayed to the Heavenly Principles and the Four Shades without receiving aid. The sage Aberaku built the Dainichi Mikoshi,also called Helios,to provide artificial light. A corrupt regime later controlled society through child rulers called Sunchildren. Ordinary surface-dwellers know almost nothing of this history;Watatsumi's priests and scholars preserve more fragments. ISTAROTH AND THE DAINICHI MIKOSHI:Istaroth,the god associated with time and one of the Four Shades,was remembered as the only divine power to answer Enkanomiya's people. Her connection to Aberaku and the Dainichi Mikoshi survives in ancient records. Her role is obscure on the surface and not widely understood. OROBASHI AND THE RETURN:During the Archon War,the serpent god Orobashi fled into the Dark Sea and found Enkanomiya. It overthrew the Sunchildren's regime,protected the people from Vishaps and led them back to the surface. Coral from its body formed Watatsumi Island. The refugees named their new home Sangonomiya and their sunken homeland Enkanomiya. Orobashi became Orobashi no Mikoto and Watatsumi Omikami. Watatsumi's people preserve its story,but the full account is little known elsewhere. BEFORE SUN AND MOON:The forbidden book Before Sun and Moon describes the Primordial One,the Four Shades,the ancient Dragon Sovereigns and the conflict that changed the world. Its contents challenged accepted history and were suppressed. Orobashi learned this forbidden truth and was condemned by Celestia;it accepted responsibility so its people could live under the Seven. The book is known mainly through Enkanomiya's surviving records;most people know nothing of it. WATATSUMI AND THE SANGONOMIYA CLAN:After returning to the surface,the Enkanomiyans established their society around Sangonomiya Shrine. Watatsumi's Divine Priestess tradition and clans descend from these refugees. Orobashi taught them agriculture and smelting,and the island developed distinct customs. Residents remember Orobashi as their guardian and know their origin stories,but detailed ancient history is better preserved by priests and scholars. THE ARCHON WAR AND OROBASHI'S DEATH:During the Archon War,Orobashi could not defeat the powers associated with Narukami and Liyue. Around two thousand years ago,Ei killed Orobashi during the conflict between Inazuma and Watatsumi. Its remains lie across Yashiori Island,and its lingering Tatarigami continues to affect the land. Watatsumi remembers its death as a tragedy;elsewhere,people may know the broad story but rarely its full religious meaning. NARUKAMI AND THE SACRED SAKURA:As the islands came under the Raiden Shogun,the Sacred Sakura at Mt.Yougou became central to Narukami's religious life and is believed to protect the land. Shrine traditions preserve stories of the kitsune,including the Great Kitsune Hakushin,and their ties to the Grand Narukami Shrine. Worshippers know the tree as a holy protector,but its deeper origins and divine connections are not widely understood. TSURUMI'S LOST CIVILIZATION AND THE THUNDERBIRD:An ancient civilization on Tsurumi Island worshipped the Thunderbird,a powerful Electro being later called Kanna Kapatcir. Objects fell from the heavens and a catastrophe destroyed the earlier civilization,leaving the island shrouded in mist. Much later,islanders revered the Thunderbird although she did not welcome their worship. A boy named Ruu befriended her through singing and gave her the name Kanna Kapatcir. When the tribe sacrificed Ruu in a ritual,the Thunderbird was enraged and destroyed the people. Her grief trapped the island in a repeating calamity. This history is almost unknown to ordinary Teyvat residents and survives through remnants and supernatural memories. SEIRAI ISLAND:After Tsurumi's tragedy,the Thunderbird devastated Seirai. Ei defeated her and sealed her power there. The resulting storms and Electro phenomena made the island dangerous and drove settlement away. Some know local legends of disaster,but the link to Tsurumi and the Thunderbird's history is obscure. KITSUNE,TANUKI AND TRADITIONS:Kitsune and tanuki feature in Inazuma's old tales and shrine traditions. The Great Kitsune Hakushin is associated with the Grand Narukami Shrine,while tanuki stories tell of transformations and pranks. These tales remain familiar folklore,but the historical events and true nature of the beings behind them are often blurred. WHAT THE PEOPLE KNOW:Most Inazumans know popular stories about the Raiden Shogun,the Sacred Sakura and Orobashi. Watatsumi preserves stronger traditions about Orobashi and descent from Enkanomiya. The primordial world's history,the Four Shades,Before Sun and Moon,and the lost civilizations of Tsurumi and Seirai are not common knowledge. They survive in sealed records,rituals and fragments of oral tradition;even scholars must separate records from religious interpretation and uncertain chronology.
- #30Inazuma ancient history
Keys: Inazuma, Inazuma history, Great Flood, Enkanomiya, Byakuyakoku, Dainichi Mikoshi, Aberaku, Orobashi, Watatsumi Omikami, Watatsumi, Archon War, Raiden Makoto, Raiden Ei, Raiden Shogun, Baal, Narukami Ogosho, Sacred Sakura, Grand Narukami Shrine, Great Kitsune Hakushin, Kitsune, Youkai, War of Vengeance, Yashiori Island, Musou no Hitotachi, Akuou, Sasayuri, Mouun, Ayame, Mumei, Tatarigami, Crystal Marrow, Mikage Furnace, Jade Steel, Thunderbird, Kanna Kapatcir, Tsurumi Island, Ruu, Seirai Island, Cataclysm, Khaenri'ah, Abyss, Heavenly Principles, Gnosis, Yae Miko, Eternity, Vision Hunt Decree, Sakoku Decree, Tri-Commission, War of Funerary Flame
INAZUMA'S HISTORICAL EVENTS AND THE MAKING OF THE NATION THE ANCIENT LAND AND GREAT FLOOD:Inazuma's present islands were shaped by catastrophes long before the Shogunate. Ancient records suggest the region once had different landforms,including a kingdom north of Narukami that was destroyed or buried by immense floods. Enkanomiya sank beneath the sea and was cut off from the surface. Causes and dates remain uncertain;fragments survive in Enkanomiya's records and local legends. ENKANOMIYA'S ISOLATION:After sinking into the depths,Byakuyakoku's people survived without sunlight and struggled against Bathysmal Vishaps. The sage Aberaku built the Dainichi Mikoshi to provide artificial light. Much later,Orobashi found the people,overthrew their oppressive Sunchildren regime and led them toward the surface. Their descendants established themselves on Watatsumi Island. Watatsumi's priests preserve the strongest memory of this origin;most people elsewhere know little beyond legends of the serpent god. THE ARRIVAL OF THE RAIDEN SISTERS:Raiden Makoto and Raiden Ei arrived in Inazuma in an era whose exact date is unknown. Humans began worshipping them,and the kitsune became their servants and messengers. The Grand Narukami Shrine grew around the Sacred Sakura,with the Great Kitsune Hakushin among its early overseers. The sisters are worshipped today,but few know the full early history or that Ei and Makoto were twins. THE ARCHON WAR AND THE FOUNDING OF INAZUMA:During the Archon War,gods fought for dominion as the Seven divine seats were contested. Ei fought on behalf of her sister Makoto,defeating rival gods and bringing tribes and youkai under their authority. Youkai helped protect humans and establish settlements,including a city by the sea. Inazuma gradually became a unified nation under the Raiden sisters. By roughly 2,000 years ago the islands were united. Most Inazumans know the Shogun unified the nation;the details of the wars and the roles of individual youkai are largely preserved in clan records and legends. MAKOTO AND EI'S SHARED RULE:Although Ei was the stronger warrior,she believed Makoto better suited to become Electro Archon. Ei sacrificed her physical form so Makoto could ascend,then Makoto restored her body and Ei served as her kagemusha,or shadow warrior. The public came to believe there had only ever been one Electro Archon,known as Baal or the Narukami Ogosho. The truth about the twin sisters was known to only a small circle of trusted allies and is not common public knowledge. OROBASHI AND WATATSUMI'S RETURN:Orobashi had fled the Archon War and settled in Enkanomiya. It later led the people back to the surface,creating Watatsumi Island from coral grown from its body. The people called their new home Sangonomiya and revered Orobashi as Watatsumi Omikami. They initially lived peacefully alongside the Shogunate,but their distinct traditions and resources later became sources of tension. Watatsumi remembers this history;most Narukami residents know only a simplified version. THE WAR OF VENGEANCE:Near the end of the Archon War,Watatsumi suffered famine. Its people urged Orobashi to seize fertile Yashiori Island. Orobashi led an invasion alongside Watatsumi commanders,including Akuou and the twin generals Mouun and Ayame. The conflict became a war against Narukami and the Shogunate. Akuou killed the great tengu Sasayuri,one of Ei's close allies. Ei answered with the Musou no Hitotachi,killing Orobashi and Akuou and splitting Yashiori Island. Mumei was destroyed,and many warriors died. Watatsumi remembers this as a defining tragedy;elsewhere,people generally know Orobashi died fighting the Shogunate,but few know the full sequence or the suffering on both sides. THE AFTERMATH AND TATARIGAMI:Orobashi's death left resentful divine power called Tatarigami,which poisoned parts of Yashiori Island. The Shogunate established wards and entrusted guardians with suppressing it. Orobashi's remains also became a source of Crystal Marrow,used in industry such as the Mikage Furnace and Jade Steel production. Residents know the local dangers,but the war's religious and political causes are less widely understood. THE THUNDERBIRD AND SEIRAI:An ancient civilization on Tsurumi Island was destroyed by a heavenly catastrophe,leaving the island shrouded in mist. Much later,the Thunderbird befriended a boy named Ruu,who called her Kanna Kapatcir. When the islanders sacrificed Ruu,she destroyed them in grief and rage. The Thunderbird later devastated Seirai before Ei defeated her and sealed her power there,leaving dangerous storms. These events are little known beyond island traditions and supernatural traces. THE CATACLYSM:Five hundred years before the Traveler's journey,the Abyss invaded Teyvat and Khaenri'ah was destroyed. Makoto went to Khaenri'ah and died during the catastrophe. Ei inherited the role of Electro Archon and was devastated by the loss of her sister and other companions. Disillusioned with the Heavenly Principles,she withdrew from worldly rule and pursued Eternity. She entrusted her Gnosis to Yae Miko and created the Raiden Shogun puppet to govern in her place. Teyvat remembers the Cataclysm's devastation,but only a few trusted people know Makoto's fate and Ei's choices. INAZUMA AT THE TRAVELER'S ARRIVAL:By the beginning of the Traveler's journey,Inazuma is ruled by the Raiden Shogun through the Tri-Commission. The Vision Hunt Decree targets Visions,and the Sakoku Decree restricts foreign travel. Watatsumi retains its own identity and remembers its history of conflict with Narukami. Ordinary people know public history,local legends and the official account;ancient records,Enkanomiya's forbidden history,and the private truth of the Raiden sisters remain obscure.
- #31FONTAINE GEOGRAPHY
Keys: Remuria, Fontaine, Court of Fontaine, Palais Mermonia, Marcotte Station, Fountain of Lucine, Opera Epiclese, Annapausis, Chemin de L'Espoir, Institute of Natural Philosophy, Salacia Plain, Thalatta Submarine Canyon, Belleau Region, Poisson, Romaritime Harbor, Mont Automnequi, Beryl Region, Elynas, Merusea Village, Melusines, Elton Trench, Liffey Region, Fortress of Meropide, Mont Esus East, Fontaine Research Institute, New Fontaine Research Institute, Central Laboratory Ruins, Arkhium, Erinnyes Forest, Foggy Forest Path, Loch Urania, Weeping Willow of the Lake, Lumidouce Harbor, Morte Region, East Slopes of Mont Automnequi, Fort Charybdis Ruins, Tower of Ipsissimus, Nostoi Region, Petrichor, Faded Castle, Sea of Bygone Eras, Alta Semita, Caesareum Palace, Clivus Capitolinus, Collegium Phonascorum, Hortus Euergetis, Initium Iani, Portus Anticus
FONTAINE GEOGRAPHY,REGIONS AND HISTORICAL KNOWLEDGE COURT OF FONTAINE REGION:The political and population center of Fontaine,standing on an elevated continental plate surrounded by water. COURT OF FONTAINE is the capital,with Palais Mermonia,shops,canals and aquabus routes. Marcotte Station connects local transport it is well has The main urban center contains streets,shops,apartments and buildings where ordinary residents live and work. It is the capital and a major population center,not just a government district;Fountain of Lucine is a well-known landmark,while Opera Epiclese serves as a major venue for trials and performances. Annapausis,Chemin de L'Espoir,Institute of Natural Philosophy,Salacia Plain and Thalatta Submarine Canyon lie within this region. The capital's modern history and public institutions are widely known across Fontaine;the deeper past beneath its waters is less understood by ordinary citizens. BELLEAU REGION:The southwestern region includes POISSON,a settlement associated with miners and working-class families;ROMARITIME HARBOR,a maritime gateway;and the WEST SLOPES OF MONT AUTOMNEQUI,with rugged uplands and paths. The region's settlements are known for their everyday trades and connection to the sea. Locals know their own community histories,while people elsewhere in Teyvat generally know little about the area's older past. BERYL REGION:A western region of varied terrain and unusual life. ELYNAS is the enormous remains of a mysterious being whose body forms part of the landscape. MERUSEA VILLAGE lies within a hidden subterranean environment and is home to Melusines,who have their own customs and community. Elton Trench and the places called A Lonely Place,A Very Bright Place and A Very Warm Place mark underwater or cavernous environments. Most Fontainians know little about Elynas's true nature or the Melusines' origins;Melusines and a small number of researchers know more. The region's ordinary geography is familiar to explorers,but its unusual history remains obscure. LIFFEY REGION:The northern region contains FORTRESS OF MEROPIDE,an underwater prison and industrial complex where convicted people serve sentences and work. MONT ESUS EAST is a rugged coastal area. The fortress is widely known as a place of detention,but outsiders generally understand little about its internal society and operations. Local staff and prisoners know far more about daily life there than the public. FONTAINE RESEARCH INSTITUTE OF KINETIC ENERGY ENGINEERING REGION:This region contains the NEW FONTAINE RESEARCH INSTITUTE and CENTRAL LABORATORY RUINS. The Institute studies energy,mechanisms and advanced engineering. An earlier catastrophic explosion linked to Arkhium research destroyed much of the Central Laboratory and left strange floating water formations and damaged facilities. Fontainian scientists know the official research history and some technical details,but many causes and consequences remain specialist knowledge. People elsewhere in Teyvat mainly know Fontaine for its inventions rather than the region's full scientific history. ERINNYES FOREST:A forested and watery region including FOGGY FOREST PATH,LOCH URANIA,WEEPING WILLOW OF THE LAKE and LUMIDOUCE HARBOR. The Weeping Willow is tied to old local beliefs and the region's spiritual traditions;the Foggy Forest Path has a reputation for strange phenomena. Lumidouce Harbor supports coastal travel and trade. Local people may know the associated legends,but the deeper meaning of the area's ancient rites and supernatural events is not common knowledge across Fontaine. MORTE REGION:The southeastern region includes EAST SLOPES OF MONT AUTOMNEQUI,FORT CHARYBDIS RUINS and the TOWER OF IPSISSIMUS. The landscape contains remains linked to older powers and submerged history. Fort Charybdis and the Tower of Ipsissimus are associated with dangerous ruins and forgotten events. Scholars and explorers can piece together fragments,while most modern Fontainians know little beyond rumours and visible ruins. NOSTOI REGION:The island region includes PETRICHOR and the FADED CASTLE. Petrichor is a quiet town known for its beauty and exceptionally pure water,and it lies apart from Fontaine's main elevated landmass. The Faded Castle belonged to the ancient kingdom of Remuria and contains records and traces of its people. Most residents know Petrichor's local traditions,but Remuria's history is obscure to ordinary Fontainians and requires research into ancient ruins and texts. SEA OF BYGONE ERAS:An ancient submerged realm associated with Remuria,accessible through the Faded Castle. Its named areas include ALTA SEMITA,CAESAREUM PALACE,CLIVUS CAPITOLINUS,COLLEGIUM PHONASCORUM,HORTUS EUERGETIS,INITIUM IANI and PORTUS ANTICUS. These places preserve the remains of Remurian society,including its architecture,music and ideas about fate. Remuria was a powerful ancient kingdom that eventually fell beneath the waves. Modern Fontainians may hear fragmented legends,but detailed knowledge belongs to scholars and those who investigate the submerged realm. GENERAL HISTORICAL KNOWLEDGE:Fontaine's modern cities,harbors and transport routes are familiar to its citizens and many travelers. The Melusines,Elynas,the Institute disaster,and the Fortress of Meropide have varying degrees of public awareness. The deeper histories of Remuria,the Faded Castle,the Sea of Bygone Eras,and ancient rites around Erinnyes Forest remain poorly understood by most people. Ruins and local traditions preserve fragments,but their full meaning is known only to a limited number of researchers and witnesses.
- #32Fontaine settlements
Keys: Court of Fontaine, Fleuve Cendre, Poisson, Romaritime Harbor, Merusea Village, Elynas, Melusines, Fortress of Meropide, Wriothesley, Sigewinne, New Fontaine Research Institute, Central Laboratory Ruins, Arkhium, Petrichor, Faded Castle, Remuria, Remus, Sea of Bygone Eras, Alta Semita, Caesareum Palace, Clivus Capitolinus, Collegium Phonascorum, Hortus Euergetis, Initium Iani, Portus Anticus, Spina di Rosula, Callas, Navia, Serene, Palais Mermonia, Opera Epiclese, Quartier Lyonnais, Quartier Narbonnais, Vasari Passage, The Steambird, Hotel Debord, Annapausis, Institute of Natural Philosophy, Narzissenkreuz Ordo, Chemin de L'Espoir, Salacia Plain, Thalatta Submarine Canyon, Marcotte Station, Fountain of Lucine, Foggy Forest Path, Loch Urania, Weeping Willow of the Lake, Fontaine
FONTAINE SETTLEMENTS,COMMUNITIES AND ANCIENT RUINS COURT OF FONTAINE:The capital and largest urban center,standing on an elevated continental plate. It contains homes,shops,canals and public services. Palais Mermonia houses the Hydro Archon's government;Opera Epiclese hosts trials and performances. Quartier Lyonnais and Quartier Narbonnais are commercial districts;Vasari Passage contains shops. The Steambird and Hotel Debord are in Narbonnais. Furina is the publicly recognized Hydro Archon,and Neuvillette is Chief Justice. Fontainians know the capital well;people abroad know its justice system,technology and newspaper. FLEUVE CENDRE:A settlement in the sewers beneath the capital,home to outcasts,former convicts and impoverished residents. The Spina di Rosula has a presence and acts as a de facto authority;there is no formal mayor. Residents know its local networks,while most people above ground know little about daily life there. POISSON:A working-class settlement in Belleau Region,associated with miners and ordinary families. It is the home base of the Spina di Rosula,a citizen organization that helps people and investigates cases official authorities may overlook. Callas founded the organization and leads it at this point;his daughter Navia is a member. Locals know its social ties and work;outsiders know less about its affairs. ROMARITIME HARBOR:A coastal harbor in Belleau Region serving travelers and maritime traffic. It connects Fontaine with sea routes and nearby settlements. No separate town leader is established;port officials oversee its operations. Merchants and sailors know its role,while its local history is less known elsewhere. MERUSEA VILLAGE:A secluded underwater village within Elynas and home to the Melusines. It has no official leader;Serene,an older Melusine,helps manage daily affairs. Few humans visit,so most Fontainians know little about the village or Melusine origins. Melusines and a small number of researchers know more,but Elynas's true nature remains obscure. ELYNAS:The enormous remains of a mysterious being that form part of Beryl Region. Merusea Village lies within its body. Its history is poorly understood even in Fontaine;only some Melusines and researchers know fragments. It is a landmark,not a town,and has no civic leader. FORTRESS OF MEROPIDE:An underwater stronghold in Liffey Region serving as Fontaine's prison and industrial complex. Convicts live and work there under its own routines. Wriothesley is its administrator;Sigewinne works in its infirmary. Fontainians know its reputation,but outsiders know little about its internal society. NEW FONTAINE RESEARCH INSTITUTE:An active research center devoted to energy,mechanisms and advanced engineering. Scientists know its projects and records;ordinary Fontainians know it as a major scientific institution. Its current individual director is not established clearly enough here to name without risking an error. CENTRAL LABORATORY RUINS:Remains of an earlier research complex destroyed in a catastrophe involving Arkhium research. The damaged buildings and unusual water formations are evidence of the disaster. It is not a settlement and has no leader. Scientists know some technical details;the public knows that a disaster occurred but not its full causes. PETRICHOR:A small island town in Nostoi Region,known for its beauty and pure water. Its past includes occupation by Remus's golem armies and the fall of Remuria. At the Traveler's starting point,the settlement's precise leadership is not confidently established in the early timeline. Residents preserve local traditions,but most Fontainians know little of its ancient past. FADED CASTLE AND REMURIAN RUINS:The Faded Castle preserves traces of Remuria,an ancient kingdom ruled by Remus. Its structures and artifacts reflect a society associated with music and imperial ambition. The Sea of Bygone Eras contains Alta Semita,Caesareum Palace,Clivus Capitolinus,Collegium Phonascorum,Hortus Euergetis,Initium Iani and Portus Anticus. These are ruins,not modern settlements,and have no living civic leaders. Most people know only legends;scholars and explorers can uncover more. ANCIENT AND SUBMERGED SITES:Annapausis,Institute of Natural Philosophy,Chemin de L'Espoir,Salacia Plain and Thalatta Submarine Canyon contain unusual structures or history. The Institute of Natural Philosophy preserves evidence connected to ancient research and the Narzissenkreuz Ordo. These are not independent towns and have no settlement-wide leaders. Divers and researchers may know visible details,but deeper histories remain obscure. OTHER REGIONAL HUBS:Marcotte Station serves the aquabus network. The Fountain of Lucine is a landmark tied to local beliefs and offerings;Opera Epiclese is a cultural and judicial venue. Foggy Forest Path,Loch Urania,Weeping Willow of the Lake,Lumidouce Harbor and the West Slopes of Mont Automnequi are landmarks or travel areas,not independent settlements. Local workers and officials manage facilities;older legends are less widely known. PUBLIC KNOWLEDGE AT THE START:Most Fontainians know their own settlements and public institutions. People elsewhere in Teyvat mainly know the capital,its justice system and Fontaine's technology. Melusine origins,Elynas,Remuria and the Central Laboratory disaster are only partly understood. Ancient ruins preserve clues,but no authority has a complete account of Fontaine's distant past.
- #33Fontaine administration and govermantal bodies
Keys: Fontaine, Government, Administration, Institutions, Palais Mermonia, Maison Gestion, Maison Cardinalice, Maison Ordalie, Maison Gardiennage, Gardes, Gardemeks, Special Security and Surveillance Patrol, Chevreuse, Marechaussee Phantom, Neuvillette, Furina, Oratrice Mecanique d'Analyse Cardinale, Indemnitium, Opera Epiclese, Spina di Rosula, Callas, Navia, Poisson, Fleuve Cendre, Fortress of Meropide, Wriothesley, Sigewinne, Fontaine Research Institute, New Fontaine Research Institute, Raimondo, Choiseul, The Steambird, Euphrasie, Adventurers' Guild, Katheryne, Justice, Law Enforcement, Courts, Prison, Research, Newspaper, Public Services
FONTAINE GOVERNMENT,ADMINISTRATION AND INSTITUTIONS TIMELINE:The Traveler has just begun the journey toward Mondstadt,not yet visiting Fontaine. Furina is publicly recognized as Hydro Archon,Neuvillette is Chief Justice,and Wriothesley administers the Fortress of Meropide. Callas died before the game's opening;Navia leads the Spina di Rosula. PALAIS MERMONIA:Fontaine's principal government building and headquarters. It houses Neuvillette's office and several major Maisons. Official affairs and documents are handled here. Neuvillette is the Chief Justice and highest active civil authority;Furina remains the publicly recognized Hydro Archon. Its importance is widely known in Fontaine;outsiders know it as the seat of government. MAISON GESTION:The administrative and records department at Palais Mermonia. It processes documents,official correspondence,appointments and interdepartmental paperwork. It is known for bureaucracy and heavy workloads. It answers to Neuvillette;no separate leader is established. Civil servants know its work well,but most citizens know little of its internal procedures. MAISON CARDINALICE:The financial administration body responsible for budgets,expense approvals,public funds and distributing government resources. It reviews departmental expenses and funds public services and projects. It answers to Neuvillette;no separate head is established. Its decisions affect public administration,but citizens rarely know its internal accounting. MAISON ORDALIE:The judicial body responsible for court proceedings and legal administration. It organizes cases within Fontaine's formal justice system. Trials take place at the Opera Epiclese,where Neuvillette presides as Chief Justice. Trials are central to society;the exact division of judicial duties is less familiar. MAISON GARDIENNAGE:Fontaine's principal law-enforcement service,headquartered at Palais Mermonia. It maintains public order,protects settlements and harbors,investigates crimes,apprehends suspects and transfers convicted offenders to the Fortress of Meropide. It includes human Gardes and mechanical Gardemeks and answers to Neuvillette's authority. Its officers are familiar;specialized operations are less visible. GARDES AND GARDEMEKS:Gardes are human officers who patrol streets,guard buildings and enforce laws. Gardemeks are clockwork machines developed with Fontaine's engineering,used for patrol and security. Both serve within the Maison Gardiennage system. Their public-safety role is familiar. SPECIAL SECURITY AND SURVEILLANCE PATROL:A specialized Maison Gardiennage unit handling dangerous criminals and high-risk enforcement. Its officers rely on training and firearms rather than depending on Gardemeks. Chevreuse is its captain. Its reputation is known;its operations are less understood. MARECHAUSSEE PHANTOM:An elite detective force under the Maison Gardiennage and Neuvillette's leadership. It investigates difficult cases and includes many Melusines,whose keen eyesight aids investigations. Its roots trace to the Marechaussee Hunters,who fought monsters after Remuria fell. Its investigative role is known;its ancient origins less so. ORATRICE MECANIQUE D'ANALYSE CARDINALE:A machine at the Opera Epiclese associated with trials and Fontaine's energy system. It delivers verdicts alongside the judicial process and generates Indemnitium through public belief in trials. The Hydro Archon Focalors created it. Its official role is public;its secret purpose is not. OPERA EPICLESE:The nation's principal courtroom and a major performance venue. It hosts trials presided over by Neuvillette,and Furina sometimes attends as the public Hydro Archon. It is both a judicial venue and cultural landmark. It is well known locally;outsiders associate it with Fontaine's theatrical justice. SPINA DI ROSULA:A citizen organization founded by Callas Caspar to help ordinary people and investigate difficult cases overlooked by authorities. Based in Poisson,with a presence in Fleuve Cendre,it cooperates with officials when needed. Navia leads it after Callas's death. It relies on donations. It is not a government department;locals know its work well,while others know it as an independent civic organization. FORTRESS OF MEROPIDE:An underwater prison and industrial complex where convicted offenders serve sentences and work under its own rules. The Duke,Wriothesley,administers it;Sigewinne is its head nurse. Its prison role is known;its internal systems less so. FONTAINE RESEARCH INSTITUTE OF KINETIC ENERGY ENGINEERING:Fontaine's major scientific institution,studying energy,mechanisms and advanced engineering. An Arkhium-related explosion destroyed much of the old institute;the New Fontaine Research Institute was established beside its ruins. Administrative officers Raimondo and Choiseul share director-level responsibilities for research recovery and administration. Scientists know its work;the public knows it as a technology center,but knows less about the disaster. THE STEAMBIRD:Fontaine's influential newspaper,reporting news,public affairs and local incidents and publishing commissions for residents. Euphrasie is Chief Editor. It is not a government body,but shares official notices and information. It is read in Fontaine and across Teyvat. ADVENTURERS' GUILD:A cross-national organization posting commissions and connecting adventurers with work. Fontaine's branch is operated by Katheryne. It is not part of the government,but supports residents and authorities by directing adventurers to local tasks. Travelers know its role. PUBLIC KNOWLEDGE:Fontainians generally understand Palais Mermonia,the courts,the Gardes and Opera Epiclese as they affect daily life. Fewer know the Maisons' internal structure,specialized police work or the research institute's full history. Other nations mainly know Fontaine for its justice system,technology and newspaper. The Oratrice's secret purpose is not public knowledge at this timeline.
- #34FONTAINE ANCIENT HISTORY,
Keys: Fontaine, Ancient History, War of Vengeance, Dragon Sovereigns, Primordial One, Primordial Sea, First Flood, Egeria, Oceanids, Remuria, Remus, Scylla, Sybilla, Golden Bees, Capitolium, Grand Symphony, Phobos, Archon War, Hydro Archon, Cataclysm, Khaenriah, Focalors, Furina, Prophecy, Heavenly Principles, Hydro Gnosis, Oratrice Mecanique d'Analyse Cardinale, Indemnitium, Neuvillette, Hydro Dragon Sovereign, Divine Throne, Primordial Seawater, Narzissenkreuz Institute, Elynas, First Diluvian Period, Cassiodor, Marechaussee Phantom, Golden Troupe, Fortress of Meropide, Ancient Civilizations, Lost Nations, Fontainian Origins, Ancient Floods, Fontaine History, War of Funerary Flame
FONTAINE ANCIENT HISTORY,LOST NATIONS AND TIMELINE TIME NOTE:Exact dates are often unknown. Years are relative to the Traveler beginning the journey to Mondstadt. “Unknown” means the game gives no reliable year count. WAR OF VENGEANCE AND THE DRAGON AGE:In the world's earliest age,the Seven Dragon Sovereigns ruled the elements. The Primordial One arrived and fought them in a great war associated with the War of Vengeance. The Hydro Dragon Sovereign ruled the Primordial Sea,source of much life. It was defeated long before modern Fontaine;its exact death date is unknown. This is deep prehistory,known mainly through ancient lore. THE FIRST PEOPLE AND THE FIRST FLOOD:The lands later called Fontaine were once known as Meropis. One account places the creation of people about 400 years after the dragon war;this is mythic chronology. Early humans tried to defy their fate. A catastrophic flood,described as 100 days of rain,destroyed their cities and submerged their civilization. Its date and name are unknown. Sybilla,an envoy guarding an Irminsul tree,survived with the Golden Bees. Few Fontainians know this tale. EGERIA AND THE PRIMORDIAL SEA:After the Hydro Dragon's defeat,Naberius,the Ruler of Life,created Egeria as a new heart for the Primordial Sea. Oceanids followed her and some wished to live as humans. Egeria used Primordial Sea water to give them human forms,creating the ancestors of modern Fontainians. Celestia judged this act a sin and imprisoned her;the prophecy foretold that Fontaine's waters would rise and its people dissolve back into water. Dates are unknown;this predates Remuria. The prophecy is known,but its origin is obscure. REMURIA—THE LOST EMPIRE:Remuria existed thousands of years ago and fell before Egeria became Fontaine's ruler,by the end of the Archon War about 2,000 years ago. Its founding date and lifespan are unknown. Remus,the God King,founded the empire with Capitolium as its capital. It prospered through engineering,temples,music and art. After seer Sybilla predicted its destruction,Remus tried to defeat fate with primordial water,golden ichor and the Grand Symphony,Phobos,which was meant to preserve and please his people. It instead encouraged cruelty and bloodshed. Remus and Scylla turned against it;Remus died,Scylla was sealed,and Remuria sank beneath the sea. Fontainians know it as a drowned kingdom;its full history survives in obscure texts and ruins. EGERIA BECOMES HYDRO ARCHON:After Remuria fell,Celestia released Egeria and ordered her to rule the survivors. She united tribes,encouraged settlements around springs,and established laws. She became the first Hydro Archon of the Seven-era and received a Gnosis. This happened before the Archon War ended around 2,000 years ago. Egeria ruled until the Cataclysm 500 years ago. She is remembered as the former Hydro Archon;her imprisonment is little known. THE ARCHON WAR AND THE ANCIENT PRISON:The Archon War ended about 2,000 years ago when the Seven's divine seats were filled;Remuria had already fallen. Egeria later exiled criminals. Some gained redemption by guarding a secret entrance to the Primordial Sea,leading to the Fortress of Meropide;its original purpose was eventually forgotten. Cassiodor founded the Marechaussee Phantom to fight the Golden Troupe. The prison is known;these origins are obscure. THE NARZISSENKREUZ INSTITUTE AND ELYNAS:Before the Cataclysm,the Narzissenkreuz Institute studied unusual beings;its director Lyris was an Oceanid. Around 500 years ago,the great beast Elynas poisoned the land and sea. The Fontaine Armada fought it for 35 days;the battle killed the crew and mortally wounded Elynas,who later died but retained consciousness. A major flood,called the first diluvian period,submerged much of Fontaine and the Institute. The public knows little;ruins preserve fragments. THE CATACLYSM—ABOUT 500 YEARS AGO:Khaenri'ah,an underground nation without an Archon,was destroyed during the Cataclysm,when Abyssal monsters spread across Teyvat. Egeria died fighting at Tunigi Hollow near Sumeru;Focalors succeeded her as Hydro Archon. Many Oceanids rejected Focalors and left Fontaine. People know a great disaster occurred,but not the full truth about Khaenri'ah,the Abyss or Egeria's death. FOCALORS AND THE PROPHECY:Fontaine's prophecy foretold that its people would dissolve into rising Primordial Sea water and only the Hydro Archon would remain,weeping on her throne. Focalors decided to deceive the Heavenly Principles by making the prophecy appear fulfilled while saving her people. She separated her divinity from her human body and spirit,creating Furina,whom she cursed with immortality while Focalors lived. Furina had to impersonate the Hydro Archon for 500 years without knowing the full plan. Focalors hid with the Hydro Gnosis inside the Oratrice,which converted belief in justice during trials into Indemnitium. She secretly accumulated most of this energy so the Oratrice could sentence her to death and destroy the Hydro Archon's Divine Throne. This would return Hydro's full authority to Neuvillette,the Hydro Dragon Sovereign,who could cleanse the Fontainians' original sin and make them true humans immune to Primordial Sea water. Focalors died to execute the plan;the prophecy's apparent fulfillment concealed the people's survival. The prophecy is known in Fontaine and beyond,but Focalors' plan,Furina's identity,the Oratrice's true purpose,and Neuvillette's nature are secret,this is focalore s plan tought she hasn't done it yet. MODERN FONTAINE—THE TRAVELER'S START:At the Traveler's departure for Mondstadt,Furina is publicly accepted as Hydro Archon and Neuvillette is Chief Justice. Fontaine is famed for justice,technology and The Steambird. The prophecy is public,but its causes and Focalors' plan are secret. Fontainians know simplified histories of Egeria,Remuria and the Cataclysm;people abroad know less.
- #35Sumerus geography
Keys: Sumeru, Dharma Forest, Great Red Sand, Girdle of the Sands, Ardravi Valley, Ashavan Realm, Avidya Forest, Lokapala Jungle, Vanarana, Old Vanarana, Vissudha Field, Lost Nursery, Devantaka Mountain, Port Ormos, Vimara Village, Apam Woods, Caravan Ribat, Pardis Dhyai, Sumeru City, Gandharva Ville, Mawtiyima Forest, Aranara, King Deshret, Desert of Hadramaveth, Hypostyle Desert, Land of Lower Setekh, Land of Upper Setekh, Hangeh Afrasiyab, Khaenriah Gate, Gate of Zulqarnain, Gavireh Lajavard, Tunigi Hollow, Egeria, Cataclysm, Amrita, Vourukasha Oasis, Harvisptokhm, Greater Lord Rukkhadevata, Realm of Farakhkert, Pari, Primordial Sea, Ancient Ruins, Rukkhadevata
SUMERU REGIONS,AREAS AND SUBAREAS TIMELINE:The Traveler has just begun the journey toward Mondstadt. This entry records Sumeru's geography at that point;later-game discoveries are not assumed to be known to the Traveler. SUMERU:The western-central nation of wisdom,containing vast rainforests and deserts. Sumeru City and the Akademiya are its best-known centers. Sumeru is known abroad as the land of scholars,but its remote ruins,hidden settlements and sacred places are much less familiar. Sumerians know local routes and communities better than foreigners,but not every ruin's history or hidden realm. DHARMA FOREST:The rainforest subregion,shaped by ancient trees,rivers and the legacy of Greater Lord Rukkhadevata. Its seven areas are: ARDRAVI VALLEY:Devantaka Mountain,Port Ormos,Vimara Village. Port Ormos is a major harbor and trading hub;Vimara Village is a riverside settlement. The enormous ruin machine at Devantaka is visible to some locals,but its origins are poorly understood. ASHAVAN REALM:Apam Woods,Caravan Ribat,Pardis Dhyai,Ruins of Dahri,Yasna Monument. Apam Woods is a vast rainforest;Caravan Ribat guards a key route between forest and desert. Pardis Dhyai is a research center. Nearby people know the ruins and monuments,but their ancient histories are obscure. AVIDYA FOREST:Chinvat Ravine,Gandha Hill,Gandharva Ville,Sumeru City,Yazadaha Pool. Sumeru City stands on a colossal tree and houses the Akademiya,famous throughout Teyvat. Gandharva Ville is a forest ranger settlement. Natural landmarks are better known to residents than foreigners. LOKAPALA JUNGLE:Bayda Harbor,Chatrakam Cave,Mawtiyima Forest,The Palace of Alcazarzaray. This jungle contains unusual fungal growth and secluded sites. The palace is distinctive;its deeper history is not widely known. VANARANA:Vanarana (Subarea). A hidden homeland of the Aranara,small plantlike beings connected to the forest. Most adults cannot perceive them normally;children and certain unusual people may encounter them. Its true nature is not common knowledge even among Sumerians. LOST NURSERY:Old Vanarana. A withered,corrupted forest tied to ancient calamity and the Aranara. Ordinary people generally avoid it and know little of its past. VISSUDHA FIELD:Fane of Ashvattha. A forest region containing places tied to the ancient tree and Aranara traditions. Its deeper significance is known chiefly to those who understand the forest's hidden lore. GREAT RED SAND:Western desert lands also called the Deshret Desert. They contain ruins of King Deshret's civilization,whose achievements and collapse are only partly understood. Its four areas are: HYPOSTYLE DESERT:Khemenu Temple,Sobek Oasis,The Dune of Carouses,The Dune of Elusion,The Dune of Magma,The Mausoleum of King Deshret. The mausoleum and temples are remnants of Deshret's civilization. Scholars and desert communities know the ruins exist,but sealed chambers and ancient mechanisms are poorly understood. LAND OF LOWER SETEKH:Aaru Village,Abdju Pit,Dar al-Shifa,Khaj-Nisut. Aaru Village is a major desert settlement whose people preserve traditions linked to Deshret. Abdju Pit and Khaj-Nisut are ancient ruins;Dar al-Shifa is an abandoned hospital. Locals know nearby routes;their full archaeological history is specialized knowledge. LAND OF UPPER SETEKH:Valley of Dahri. This valley contains a colossal Ruin Golem and evidence of old Akademiya investigations. The machine's history and connection to ancient technology are not common knowledge. DESERT OF HADRAMAVETH:Debris of Panjvahe,Dunes of Steel,Mt. Damavand,Passage of Ghouls,Qusayr Al-Inkhida',Safhe Shatranj,Tanit Camps,The Sands of Al-Azif,The Sands of Three Canals,Wadi Al-Majuj,Wounded Shin Valley. This harsh desert holds buried ruins,old temples and remnants of Gurabad. The Tanit are a desert tribe. Beneath Hangeh Afrasiyab lies a large underground Khaenri'ahn outpost and a massive sealed gate associated with the lost nation. This is a distinct location from the Gate of Zulqarnain. Desert residents know local routes and dangers;the buried gate's existence and purpose are not widely known. GIRDLE OF THE SANDS:A desert-border region with unusual ecosystems and sacred sites associated with the Pari and ancient conflict. Its two areas are: GAVIREH LAJAVARD:Gate of Zulqarnain,Temir Mountains,Tunigi Hollow. The Gate of Zulqarnain is a named landmark,distinct from the hidden Khaenri'ahn gate beneath Hangeh Afrasiyab. Tunigi Hollow was a major center of Abyssal corruption during the Cataclysm about 500 years ago. Egeria,the former Hydro Archon,died here fighting the Abyss. Her remains became the Amrita;Rukkhadevata used it to grow the Harvisptokhm at Vourukasha Oasis,anchoring Egeria's consciousness and helping contain the corruption. The full history is known to very few. REALM OF FARAKHKERT:Asipattravana Swamp,Hills of Barsom,Samudra Coast,Vourukasha Oasis. This region contains the Pari's sacred landscape,including the great Harvisptokhm tree and Vourukasha Oasis,where Egeria's remains became the Amrita. The Pari preserve its spiritual traditions;most people of Teyvat know little about them. PUBLIC KNOWLEDGE:Most Sumerians know their own settlements,trade routes and nearby landmarks. Sumeru City and the Akademiya are famous across Teyvat;the desert's ancient ruins attract scholars and treasure seekers. The Aranara,Vanarana,the Pari's sacred sites,the hidden Khaenri'ahn gate,the true history of Deshret's civilization,and the Cataclysm's deepest secrets are known only to limited groups. Foreigners usually know Sumeru as a nation of wisdom,forests,deserts and ancient ruins.
- #36SUMERU GOVERNMENT,ADMINISTRATION AND INSTITUTIONS
Keys: Sumeru, Akademiya, Grand Sage Azar, Nahida, Lesser Lord Kusanali, Greater Lord Rukkhadevata, Sanctuary of Surasthana, Akasha System, Dendro Gnosis, Six Darshans, Amurta, Rtawahist, Spantamad, Haravatat, Vahumana, Kshahrewar, Matra, Cyno, General Mahamatra, Mahamata, Alhaitham, Scribe, Navbed, Shahbandar, Port Ormos, Bayda Harbor, Vizier, Nizam, Fariha, Grand Bazaar, Bimarstan, House of Daena, Corps of Thirty, Temple of Silence, Sumeru City, Government, Administration, Public Services, Law Enforcement, Trade Administration, Knowledge Control, Akasha Terminals, Akasha, Kusanali, Rukkhadevata
SUMERU GOVERNMENT,ADMINISTRATION AND INSTITUTIONS TIMELINE:The Traveler has just begun the journey toward Mondstadt,well before visiting Sumeru. Nahida is the true Dendro Archon but has been confined for about 500 years in the Sanctuary of Surasthana. Grand Sage Azar governs in her place;the Akasha System remains active. Most people do not know Nahida's true situation. SUMERU AKADEMIYA:Sumeru's principal governing authority and greatest institution of learning,based in Sumeru City. It controls scholarship,research,public information and many administrative services. Grand Sage Azar directs the institution and its sages. Its authority is public knowledge;its treatment of Nahida and secret schemes are not. GRAND SAGE AZAR:The Akademiya's highest official and de facto ruler of Sumeru. Associated with Rtawahist,he leads the sages' council. He supports Nahida's confinement and secret plans to create a new god. Scholars know his authority;ordinary citizens do not know the full extent of his actions. THE SIX DARSHANS:The Akademiya's six major schools,each led by a Sage. Amurta studies biology and medicine;Rtawahist astronomy;Spantamad elementalism;Haravatat linguistics and ancient writing;Vahumana history and causation;Kshahrewar technology,architecture and engineering. The schools are well known to scholars. At this timeline,Azar is Grand Sage and Naphis leads Amurta;avoid assigning later replacement sages to this earlier period where leadership is uncertain. AKASHA SYSTEM AND TERMINALS:A knowledge network associated with Greater Lord Rukkhadevata and powered by the Dendro Gnosis. Terminals let citizens access information and support administration. The sages control the system and restrict information. Its everyday use is familiar to Sumerians;its manipulation and connection to Nahida are not generally understood. SANCTUARY OF SURASTHANA:Nahida's residence and prison,hidden within the Akademiya. The sages isolate her from ordinary people. Publicly,Nahida is recognized as Lesser Lord Kusanali,but many citizens regard her as distant or insignificant because they have never seen her. Her imprisonment is secret. LESSER LORD KUSANALI (NAHIDA):The Dendro Archon and successor to Greater Lord Rukkhadevata. Born after Rukkhadevata's disappearance,she has been confined for about five centuries and has little contact with her people. The public knows her title,but few know where she lives or that she is imprisoned. MATRA:The Akademiya's law-enforcement and investigative officers,who investigate academic misconduct and crimes involving forbidden knowledge. Cyno is the General Mahamatra. Scholars know the Matra as feared investigators;the public knows their enforcement role,not every secret case. GENERAL MAHAMATRA CYNO:Chief of the Matra,authorized to investigate researchers and enforce Akademiya rules. He is respected and feared in academic circles;his confidential investigations are not public knowledge. MAHAMATA:Akademiya-trained administrators sent throughout Sumeru to carry out decrees,manage public services,monitor information and investigate public-safety matters. They oversee services such as trade and healthcare. Their work is visible,but their role in information control is less understood. THE SCRIBE:Alhaitham holds the office of Scribe,maintaining records and handling scholarly and administrative documents. He is a high-ranking official but not Sumeru's ruler. Scholars may know his position;the public knows little of its internal work. NAVBED:An administrative organization managing trade and taxes. Shahbandar is associated with its Sumeru City administration;local port officials oversee harbor operations,including Reza at Port Ormos. Merchants know its work;others mainly encounter taxes and permits. VIZIER OF THE GRAND BAZAAR:The Akademiya's representative for the Grand Bazaar and Treasures Street,handling residents' inquiries and local administration. Nizam is Vizier and Fariha his secretary. Bazaar residents know this office best. BIMARSTAN:Sumeru's hospital and medical institution,linked to public healthcare. Staff and patients know it directly;people abroad mainly know Sumeru's medical scholarship. HOUSE OF DAENA:The Akademiya's great library and repository of scholarly records. Students and scholars know it well;outsiders know it as a symbol of Sumeru's learning. Access to knowledge remains shaped by Akademiya rules. CORPS OF THIRTY:A mercenary force hired to protect the Akademiya and carry out security duties. Its guards are encountered in Sumeru City and other settlements. The public recognizes them as security personnel;they are not an independent national government. PORT AND TRADE ADMINISTRATION:Port Ormos and Bayda Harbor have port masters and trade supervisors overseeing local commerce under the broader administrative order. Merchants know these officials;foreigners mainly know the ports as trading centers. TEMPLE OF SILENCE:A secretive organization connected to Cyno and the desert,not an ordinary public ministry. At this timeline its deeper structure and role are not common knowledge;do not confuse it with the Akademiya's public offices. PUBLIC KNOWLEDGE:Across Teyvat,the Akademiya is famous as Sumeru's center of wisdom. Sumerians know public services,the Matra,trade administration and Akasha terminals;scholars know the Darshans. Most people do not know Nahida is imprisoned,the extent of Azar's control,or how the Akasha System restricts information. Secret desert groups and internal Akademiya schemes are known only to limited circles.
- #37SUMERU ANCIENT HISTORY,
Keys: Sumeru Ancient History, War of Vengeance, War of Funerary Flame, Celestial Nail, Heavenly Principles, Dragon Sovereigns, Apep, Nibelung, Irminsul, Greater Lord Rukkhadevata, Lesser Lord Kusanali, Nahida, Nabu Malikata, Goddess of Flowers, King Deshret, God-Kings of Sumeru, Ay-Khanoum, City of Amphitheaters, Jinn, Gurabad, City of Brass, Liloupar, Ormazd, Towers of Betrayal, Forbidden Knowledge, Eleazar, Withering, Aaru Village, Archon War, Dendro Archon, Seven Divine Seats, Cataclysm, Khaenri'ah, Akasha System, Dendro Gnosis, Sanctuary of Surasthana, Grand Sage Azar, Sumeru Akademiya, Desert Civilization, Ancient Rainforests, Great Red Sand, Desert Kingdoms, Seelie, Three Moon Goddesses, War of Funerary Flame History, Deshret Civilization, Ancient Sumeru Timeline, Public Knowledge
SUMERU ANCIENT HISTORY,LOST NATIONS AND TIMELINE TIME NOTE:Dates before the Cataclysm are incomplete. “Unknown” means no reliable year count is given. The Traveler has just begun the journey to Mondstadt;later events are not part of this present-day knowledge. WAR OF FUNERARY FLAME AND THE FIRST NAIL:In the ancient war against the Heavenly Principles,the Dendro Dragon Sovereign Apep sided with Nibelung. The war's exact date and duration are unknown but it's estimated to have happened around 6,000 years ago. A Celestial Nail fell on Sumeru around 6,000 years ago,turning much of its rainforest into the Great Red Sand and suppressing Apep. This age is known chiefly through ancient records and powerful beings;ordinary Sumerians know little of its details. IRMIN SUL AND THE FIRST FORESTS:Irminsul is a world-spanning tree connected to memory and knowledge. Greater Lord Rukkhadevata,its avatar,existed in Sumeru's earliest recorded era,though her origin date is unknown. Apep nurtured ancient Dendro lifeforms in Sumeru. The tree's cosmic role is not public knowledge;scholars know legends of sacred trees but not the full truth. NABU MALIKATA,THE JINN AND AY-KHAN OUM:After the fall of the Seelie and the Three Moon Goddesses,Nabu Malikata,the Goddess of Flowers,survived and came to Sumeru. Her arrival date is unknown. She befriended King Deshret and Rukkhadevata;the three became known as Sumeru's God-Kings and built Ay-Khanoum,the City of Amphitheaters,for the Jinn. Nabu Malikata died in the desert at an unknown date. Ay-Khanoum was buried by sand and abandoned. The God-Kings are remembered in fragmentary desert traditions;their shared history is mostly known to scholars and Jinn. KING DESHRET'S CIVILIZATION:During the Archon War,which ended about 2,000 years ago,Deshret ruled a vast desert civilization and defeated or gained the allegiance of many gods. His realm's peak date and lifespan are unknown. After Nabu Malikata's death,the three God-Kings separated and built distinct domains. Deshret pursued a vision of a promised land and advanced knowledge,while Rukkhadevata nurtured the rainforest. His people later suffered forbidden knowledge,causing madness,decay and Eleazar. Rukkhadevata built temples and protected Aaru Village;Deshret sacrificed himself to eradicate the contamination. His civilization collapsed into smaller city-states. Modern desert people preserve legends of Deshret;the catastrophe's real cause is poorly understood. GURABAD AND THE DESERT KINGDOMS:Gurabad,also called the City of Brass,arose after Nabu Malikata's death and fell before Deshret's forbidden-knowledge disaster. Its exact dates and duration are unknown. Ormazd founded it with the help of the Jinni Liloupar;after he became tyrannical,Liloupar plotted its destruction across generations. Abyssal power and a plague devastated the city,which was abandoned. Later rulers rebuilt Gurabad and other desert city-states around the Towers of Betrayal,but their dates are unclear. Ruins and legends remain;most people know little of the dynasties or their downfall. THE ARCHON WAR—ABOUT 3,700 TO 2,000 YEARS AGO:The Seven divine seats opened more than 3,700 years ago,beginning the Archon War era;the conflicts ended around 2,000 years ago. Deshret did not become one of The Seven and continued to rule the desert. Rukkhadevata became Dendro Archon and nurtured the rainforest. Sumeru's modern division between forest and desert reflects these ancient histories,but the public knows only simplified accounts. THE CATACLYSM—500 YEARS AGO:Khaenri'ah was destroyed by the Heavenly Principles and Abyssal monsters spread across Teyvat. Forbidden knowledge contaminated Irminsul,poisoning Rukkhadevata and spreading the Withering and Eleazar. She fought to save Sumeru,created the Akasha System with the Dendro Gnosis,and made a pure successor from Irminsul's branch:Greater Lord Rukkhadevata's successor was Lesser Lord Kusanali,Nahida. Rukkhadevata ultimately sacrificed herself to remove forbidden knowledge from Irminsul. The public knows of a great disaster and Nahida's succession,but not the true details of Irminsul's corruption. NAHIDA AND THE SAGES:After the Cataclysm about 500 years ago,Nahida became Dendro Archon. The Akademiya's sages confined her in the Sanctuary of Surasthana and governed in her place;Grand Sage Azar leads them at the Traveler's starting point. Most Sumerians believe Nahida is a distant,weak deity and do not know she is imprisoned. Irminsul's alteration means people remember Nahida as the sole Dendro Archon and do not remember Rukkhadevata;the Traveler later learns the erased truth. MODERN SUMERU—THE TRAVELER'S START:At the opening of the journey to Mondstadt,Sumeru is known as the nation of wisdom,with rainforests,deserts and the Akademiya. The Akasha System remains active. The Akademiya controls scholarship and public information;Nahida remains confined. People know nearby ruins and local legends,while the age of dragons,the God-Kings' full story,Deshret's forbidden-knowledge disaster,and Khaenri'ah's role are known only partially or to specialists. PUBLIC KNOWLEDGE:Most Sumerians know the Akademiya's official history and local desert traditions. Scholars and archaeologists know more about Deshret,Ay-Khanoum,Gurabad and ancient ruins,but even they lack a complete chronology. The War of Funerary Flame,the Celestial Nail's full significance,the Dragon Sovereigns,and the true history of Irminsul are not common knowledge. People across Teyvat generally know Sumeru for its scholarship and desert ruins,not its hidden ancient history.
- #38LIYUE ANCIENT HISTORY
Keys: War of Vengeance, War of Funerary Flame, Lang-Gan, Zibai, Celestial Nail, The Chasm, Spiritstone, Morax, Rex Lapis, Guizhong, Guili Assembly, Guili Plains, Marchosius, Stove God, Liyue Harbor, Archon War, Geo Archon, Seven Divine Seats, Havria, God of Salt, Sal Terrae, Osial, Beisht, Chi, Baqiu, Adepti, Illuminated Beasts, Mt Tianheng, Dihua Marsh, Azhdaha, Nantianmen, Yakshas, Xiao, Bosacius, Boyang, Millelith, Khaenri'ah, Cataclysm, Dunyu Ruins, Dark Sea, Original Seven, Ancient Gods, Lost Civilizations, Ancient Settlements, Geo Dragon, Divine Seals, Liyue Ancient History, Liyue
LIYUE ANCIENT HISTORY,LOST NATIONS AND TIMELINE TIME NOTE:Ancient dates are incomplete. “Unknown” means no reliable year count exists. The Traveler has just begun the journey to Mondstadt;later discoveries are not common knowledge at this point. WAR OF VENGEANCE AND LANG-GAN—ABOUT 6,000 YEARS AGO:The War of Vengeance,also called the War of Funerary Flame,was an ancient conflict;its duration is unknown. Around 6,000 years ago,a Celestial Nail fell on Lang-Gan,an ancient civilization in the region now occupied by The Chasm. Zibai tried to halt the Nail so her people could escape,but Lang-Gan was destroyed. The impact formed the Chasm and left the Spiritstone deep underground. Morax was young. Lang-Gan,Zibai,and the war are barely known to ordinary Liyueans. MORAX AND EARLY LIYUE—DATE UNKNOWN:Before Liyue Harbor existed,much of the region was submerged or threatened by sea monsters. Morax descended upon the land,raised Mt. Tianheng,lowered the tides,and subdued monsters including Baqiu. People settled around the mountains and built with local stone. His arrival date is unknown;Liyueans remember him as protector. THE GUILI ASSEMBLY—BEFORE 3,700 YEARS AGO:The God of Dust Guizhong and Morax founded the Guili Assembly across the fertile Guili Plains,with support from the Stove God Marchosius and the adepti. It prospered through farming and engineering. Its dates are unknown;scholars know its ruins,but its history is fragmentary. THE FALL OF GUILI—ABOUT 3,700 YEARS AGO:During a major battle of the Archon War,the Guili Assembly was devastated. Guizhong was killed;flooding and landslides transformed the region,including fertile land that became Dihua Marsh. Survivors fled south of Mt. Tianheng. Soon afterward,Morax,Marchosius,and the adepti helped establish Liyue Harbor. Morax contracted with the adepti to protect the settlement,and the Millelith was formed to defend its people. Its precise destruction remains unexplained;ordinary Liyueans know it through legends and ruins. HAVRIA AND SAL TERRAE—DATE UNKNOWN:The gentle God of Salt,Havria,ruled a small community at Sal Terrae and avoided the war between gods. Fearing defeat and unable to accept the coming conflict,her followers killed her out of kindness;her divine power turned them and the civilization in to salt. The remaining Survivors scattered across Liyue. The date is unknown but it was during the archon war. Some know the legend and salt ruins,but not the full circumstances. ANCIENT GODS AND ADEPTI—BEFORE 2,000 YEARS AGO:During the Archon War,Morax fought rival gods and monsters including Osial,the sea god;Chi,a powerful dragon-like being;Baqiu;and other local deities. Beisht is Osial's wife. The Mistress of Chenyu Vale also belongs to this history;her dates are uncertain. Morax allied with adepti and illuminated beasts. Many defeated gods were sealed,slain,or driven away. The public knows legends of Rex Lapis and the adepti,but not the details of every battle. THE ARCHON WAR—MORE THAN 3,700 TO ABOUT 2,000 YEARS AGO:The Archon War was a broad era of conflicts among gods over power,territory,and the seven divine seats;it was not one continuous war everywhere. In Liyue,Morax fought rival gods and protected people. By about 2,000 years ago,the final divine seat had been claimed and Morax stood as Geo Archon,Rex Lapis,one of The Seven. Defeated gods who rejected the new order fled to the Dark Sea or were sealed away. Liyueans know Rex Lapis secured their homeland;details are preserved in tradition and scholarship. AZHDAHA AND THE YAKSHA—DATES UNCERTAIN:Morax found Azhdaha,a blind Geo dragon beneath Nantianmen,and granted him sight. They contracted for Azhdaha to live alongside humanity;he later fought with Morax before their relationship broke down and Azhdaha was sealed underground. Morax also freed Xiao from an evil god's enslavement and named him. Xiao became one of the Yakshas,warriors who exterminated demonic remnants and the residue of defeated gods. Karmic debt drove many Yakshas to madness,disappearance,or death. Most people know only fragments. LIYUE HARBOR AND REX LAPIS—ABOUT 3,700 TO 500 YEARS AGO:Liyue Harbor grew into a major port and trade center. Morax established Mora as currency and taught practical crafts;the adepti protected the land as humans developed settlements and commerce. The original Seven sometimes gathered in Liyue Harbor. Over centuries,many original Archons died and were replaced,while Morax and Barbatos remained from the original Seven. Contracts,trade,and craftsmanship shaped Liyue. This history is public,but adepti affairs remain hidden. THE CATACLYSM—500 YEARS AGO:The destruction of Khaenri'ah unleashed Abyssal monsters across Teyvat. In Liyue,monsters poured from The Chasm;Rex Lapis sent the Millelith to defend miners and evacuate civilians. The Yaksha Bosacius fought with exorcist Boyang and the Millelith,helping lure monsters into an underground palace where they were sealed;many defenders died. Dunyu Ruins was also abandoned after an unexplained disaster. People remember the calamity and sacrifice,but details at The Chasm and Dunyu remain obscure. MODERN LIYUE—THE TRAVELER'S START:Liyue is a prosperous nation of commerce,protected by Rex Lapis and the adepti. Liyue Harbor is its principal port;the Qixing manage civic and commercial affairs,and the Millelith guards the nation. The adepti remain secluded in the mountains. Rex Lapis's apparent death and the later Osial crisis have not happened yet. PUBLIC KNOWLEDGE:Most Liyueans know tales of Rex Lapis,the Archon War,the founding of Liyue Harbor,and the adepti. Communities preserve legends of Havria and lost settlements. Scholars study Guili and Cataclysm records,but dates remain uncertain. The true story of Lang-Gan and Zibai,the full War of Vengeance,the hidden histories of gods,and complete details of the Yakshas and The Chasm are not widely known.
- #39NATLAN REGIONS,SUBAREAS AND TERRAIN
Keys: Writing Natlan Geography, Natlan Regions, Natlan Subareas, Tequemecan Valley, Children of Echoes, Sulfurous Veins, Tepeacac Rise, Coatepec Mountain, Scions of the Canopy, Ancestral Temple, Teticpac Peak, Firethief's Secret Isle, Toyac Springs, People of the Springs, Ameyalco Waters, Basin of Unnumbered Flames, Stadium of the Sacred Flame, Huitztli Hill, Quahuacan Cliff, Flower-Feather Clan, Qucusaurs, Malinalco Grotto, Tezcatepetonco Range, Masters of the Night-Wind, Tecoloapan Bay, Ochkanatlan, Ancient Dragon Civilization, Tonatiuh, Atocpan, Great Volcano of Tollan, Fallingstar Fields, Tephric Ruins, Remnants of Tetenanco, Ancient Mountain Path, Collective of Plenty, Ancient Sacred Mountain, Chamber of Deliberation, Flame-Melding Ritual Grounds, Sea of Shifting Sentience, Easybreeze Holiday Resort, Colorfall Cave, Colorfall Cliffs, Easybreeze Market, Guiztli Path, Guiztli Ridge, Huha Hill, Tete Isle, Villa Guiztli, Wavey Bay, Natlan
NATLAN REGIONS,SUBAREAS AND TERRAIN TIME NOTE:The Traveler has just begun the journey to Mondstadt. This describes Natlan's geography as it exists,not what the Traveler has visited. Remote place names and ruins are not common knowledge across Teyvat. NATLAN OVERVIEW:West of Sumeru's Great Red Sand,Natlan has deep canyons,mesas,volcanic mountains,grasslands,cliffs,forests,hot springs,bays,and high plateaus. Warm conditions are common,but altitude,shade,coastal air,and volcanic heat create local differences. Natlan is neither one endless desert nor one uniform jungle. Saurians live alongside people. Outsiders know a nation of warriors,flame,hot springs,and dragons;detailed geography is local knowledge. TEQUEMECAN VALLEY:The Children of Echoes live among ochre cliffs,rocky slopes,ravines,and mineral-rich stone. Sulfurous Veins has geothermal vents,deep fissures,and huge solid Phlogiston formations called Shadow Pins;Tepeacac Rise is an elevated rocky slope. The valley is warm and comparatively dry,with steam and dampness underground. Locals know its mines and paths;outsiders mainly hear of gems and canyon terrain. COATEPEC MOUNTAIN:The Scions of the Canopy inhabit steep green highlands with giant trees,cliffside homes,and deep ravines. Dense foliage and elevated canopy platforms contrast with bare rock faces. Subareas include the Ancestral Temple,Teticpac Peak,and Firethief's Secret Isle. It is warm and humid beneath vegetation,cooler and mistier at height. Outsiders may know the tree-dwelling lifestyle,but sacred sites and forest routes are mainly local knowledge. TOYAC SPRINGS:The People of the Springs inhabit a lush,water-rich landscape of hot springs,clear pools,streams,and green banks. Ameyalco Waters includes connected waters and sanctum areas. Low hills and rocky edges surround mineral pools;steam rises from geothermal water. Travelers know its bathing culture and music;locals know the waterways and caves best. BASIN OF UNNUMBERED FLAMES:A broad open basin of grassland,rocky rises,and sunlit ground surrounds the Stadium of the Sacred Flame. Huitztli Hill overlooks parts of it. The basin offers wide views and open space for gatherings and contests. Sun,wind,and dust are noticeable on exposed ground;vegetation grows in patches. Its ceremonies are widely known within Natlan,but local routes are less familiar abroad. QUAHUACAN CLIFF:The Flower-Feather Clan's land has high cliffs,deep valleys,and steep ledges overlooking forest patches and lowlands. Qucusaurs fly between elevations,so vertical terrain and open air are central to local life. Malinalco Grotto contains mural-covered chambers recording old stories. Exposed cliffs are sunny and windy;hollows are cooler and dimmer. The clan is known locally;the grotto's history is poorly understood elsewhere. TEZCATEPETONCO RANGE:The Masters of the Night-Wind inhabit broken mountains with sharp ridges,cliff walls,and secluded heights. Tecoloapan Bay offers a coastal contrast. Clouds and mist gather around high ground;ridgelines face strong winds and changing light. Outsiders know little beyond the remote range and its tribe. OCHKANATLAN:Ruins of an ancient dragon civilization dominate this remote area. Broken stone structures,high platforms,and immense architecture stand among cliffs and deep drops. Legendary Tonatiuh is a mysterious airborne vessel or structure above a sea of clouds. The builders and their downfall are not common knowledge,and even scholars lack a complete account. ATocPAN:Atocpan contains the Great Volcano of Tollan,with rugged volcanic slopes,rocky fields,high ledges,and the suspended Skyfire Circlet above its mouth. Fallingstar Fields contains Tephric Ruins ejected by volcanic activity around 500 years ago;Remnants of Tetenanco are ancient dragon ruins. Ancient Mountain Path holds old research sites,and the Collective of Plenty lives here. Heat,ash,rockfall,and geothermal activity shape the land. Locals know its dangers;the ruins' history is specialist knowledge. ANCIENT SACRED MOUNTAIN:This remote highland complex contains the Chamber of Deliberation,Esoteric Arrays,Flame-Melding Ritual Grounds,Heart of Force Inversion,Pseudostar Pedestal,Ruined Armament Workshop,Sea of Shifting Sentience,and Summoning Hall. Its purpose is not common public knowledge. EASYBREEZE HOLIDAY RESORT:Subareas include Brewblossom Stores,Castle Joquiratto,Colorfall Cave,Colorfall Cliffs,Concealed Land of Enigmas,Easybreeze Market,Guiztli Path,Guiztli Ridge,Huha Hill,Tete Isle,Villa Guiztli,and Wavey Bay. Colorfall Cliffs overlook the sea;Wavey Bay and Tete Isle are coastal,while inland ridges rise above the resort. Its layout is locally familiar,not widely known across Teyvat. TERRAIN AND WEATHER PATTERNS:Natlan's settlements often occupy shelves above ravines or lie near springs. Trails cross uneven stone,grass,roots,and volcanic ground. Streams are clearest around Toyac Springs and damp mountain hollows;coasts and bays border outer areas. Open basins are sunny and windy,forests humid and shaded,high cliffs breezy or misty,and volcanic districts hot,steamy,or sulfurous. PUBLIC KNOWLEDGE:Most people in Teyvat know Natlan as a distant western nation where humans live beside Saurians and warriors gather around the Sacred Flame. Natlanese know their tribal lands,water sources,and routes. Ancient dragon ruins,remote caves,hidden mechanisms,and the deeper histories of Ochkanatlan and Ancient Sacred Mountain are known mainly to local elders,explorers,and specialists. At the Traveler's departure for Mondstadt,the Traveler has not explored Natlan and has no personal knowledge of its detailed geography.
- #40NATLAN SETTLEMENTS
Keys: Natlan Settlements, Natlan Tribal Homelands, Six Tribes of Natlan, Children of Echoes, Nanatzcayan, Tequemecan Valley, Stage Tepetl, Muhuru's Gemporium, Scions of the Canopy, Huitztlan, Coatepec Mountain, People of the Springs, Meztli, Toyac Springs, Flower-Feather Clan, Tlalocan, Quahuacan Cliff, Masters of the Night-Wind, Mictlan, Tezcatepetonco Range, Collective of Plenty, Teteocan, Atocpan, Stadium of the Sacred Flame, Pilgrimage of the Sacred Flame, Saurians, Yumkasaurs, Koholasauruses, Qucusaurs, Iktomisauruses, Tatankasauruses, Easybreeze Holiday Resort, Easybreeze Market, Villa Guiztli, Ochkanatlan, Ancient Dragon Civilization, Remnants of Tetenanco, Ancient Sacred Mountain, Malinalco Grotto, Sulfurous Veins, Tepeacac Rise, Natlan Communities, Tribal Settlements, Volcanic Settlements, Canopy Villages, Hot Springs Communities, Mountain Settlements, Abandoned Ruins, Natlan Public Knowledge, Natlan
NATLAN SETTLEMENTS,TRIBAL HOMELANDS AND PUBLIC KNOWLEDGE TIME NOTE:The Traveler has just begun the journey to Mondstadt. This entry describes Natlan's settlements as they exist at that point. Locations introduced in later game releases are included only where they represent places or communities in the world;later quest revelations are not assumed to be common knowledge. NATLAN'S SETTLEMENT SYSTEM:Unlike nations centered on one dominant capital,Natlan's communities are organized around six major tribes,each with its own homeland,chief,customs,and saurian companions. Settlements occupy canyons,forested cliffs,hot springs,mountain slopes,and open highlands. Most Natlanese know their own region and neighboring tribes;people abroad usually know little beyond Natlan's warrior culture and its bond with saurians. CHILDREN OF ECHOES—TEQUEMECAN VALLEY:The Children of Echoes,also called Nanatzcayan,live in a rocky canyon settlement among mineral-rich cliffs and excavated stone. Their homes and communal spaces sit along uneven slopes and paths. Mining,gem hunting,stoneworking,and music are important to local life. The settlement includes Stage Tepetl and Muhuru's Gemporium. Nearby Sulfurous Veins and Tepeacac Rise are notable surrounding areas,not separate major towns. Liyueans and other outsiders may hear of Natlan's mineral wealth,but few know the settlement's daily life. SCIONS OF THE CANOPY—COATEPEC MOUNTAIN:The Scions of the Canopy,also called Huitztlan,live among giant trees and steep forested cliffs. Their ancestors used ropes and grappling tools to suspend trees and build elevated living spaces. Walkways,canopy platforms,and routes across ravines connect parts of their homeland. They live alongside Yumkasaurs and are known for climbing,courier work,and hunting. The tribe's homeland is a settlement region rather than a single conventional city. Its layout and secluded paths are mainly known locally. PEOPLE OF THE SPRINGS—TOYAC SPRINGS:The People of the Springs,also called Meztli,live beside warm springs,clear pools,streams,and lush vegetation. Their settlement blends homes and communal spaces with bathing and recreation areas. Hot water produces rising steam,while hills and rocky banks surround the pools. The people live alongside Koholasauruses and have a strong association with swimming,water,and music. The springs are known to travelers seeking relaxation,but detailed local geography is chiefly known to Natlanese. FLOWER-FEATHER CLAN—QUAHUACAN CLIFF:The Flower-Feather Clan,also called Tlalocan,occupies a rugged highland of cliffs,deep valleys,and elevated ledges. Its settlement is adapted to steep terrain and open air;Qucusaurs are central to life and travel. The nearby Malinalco Grotto contains ancient murals and is not itself a village. The clan is locally recognized for its aerial mobility and traditions,while outsiders generally know little about its community structure. MASTERS OF THE NIGHT-WIND—TEZCATEPETONCO RANGE:The Masters of the Night-Wind,also called Mictlan,live in a remote mountainous homeland of sharp ridges,cliffs,and secluded paths. Their culture values memory,ritual,and preserving stories through artistic records. Their settlement is less accessible than lowland communities;mist and wind can make exposed routes difficult. They live alongside Iktomisauruses. The tribe's existence is known in Natlan,but its remote sites and historical records are not widely understood abroad. COLLECTIVE OF PLENTY—ATocPAN:The Collective of Plenty,also called Teteocan,inhabits the rugged volcanic region of Atocpan. Its homeland includes rocky slopes,high ledges,and ground shaped by geothermal and volcanic activity. The community lives alongside Tatankasauruses and is associated with physical strength,agriculture,and athletic traditions. The Great Volcano of Tollan and surrounding ancient ruins are important landmarks,but ruins are not separate inhabited settlements. People outside Natlan rarely know the area's detailed geography. STADIUM OF THE SACRED FLAME:The Stadium is a major gathering place for Natlan's tribes and national ceremonies. It hosts important contests and events connected with the Pilgrimage and the Sacred Flame. Unlike the six tribal homelands,it serves a broader national purpose and brings people from different communities together. Its importance is widely recognized in Natlan;foreigners may know of the contests without understanding every ritual or political custom. OTHER COMMUNITIES AND TRAVEL HUBS:Natlan has smaller homes,worksites,shops,resting places,and gathering areas within tribal lands rather than a long list of independent cities. Visitors encounter merchants,artisans,and local guides along settlement routes. Easybreeze Holiday Resort is a named leisure destination with facilities and nearby attractions,including Easybreeze Market and Villa Guiztli;it is not one of the six major tribes. Its specific local layout is better known to visitors and residents than to people elsewhere in Teyvat. ANCIENT OR ABANDONED PLACES:Ochkanatlan contains the remains of an ancient dragon civilization and is not a thriving modern town. Remnants of Tetenanco and other ruins around Atocpan likewise preserve earlier histories rather than functioning as independent settlements. The Ancient Sacred Mountain contains mysterious ritual and ruin complexes,not a confirmed ordinary village. Local explorers and specialists know more about these places than the general public;their full origins and purpose remain uncertain. PUBLIC KNOWLEDGE:Most Natlanese know the six tribes,their homelands,and the Stadium of the Sacred Flame. Local people know their own paths,shops,water sources,and customs best. Other Teyvat nations generally know Natlan as a distant land of tribal communities,warriors,and saurians,not the names and layouts of every settlement. Ancient dragon cities,remote ruins,and hidden sites are not common knowledge. At the Traveler's departure for Mondstadt time line.
- #41NATLAN GOVERNMENT
Keys: Natlan Government, Natlan Administration, Natlan Institutions, Pyro Archon, Mavuika, Sacred Flame, Speaker's Chamber, Kiongozi, Haborym, Six Tribes of Natlan, Children of Echoes, Nanatzcayan, Chief Pacal, Scions of the Canopy, Huitztlan, Chief Wayna, People of the Springs, Meztli, Chief Amina, Flower-Feather Clan, Tlalocan, Chief Mutota, Masters of the Night-Wind, Mictlan, Chief Biram, Collective of Plenty, Teteocan, Chief Acatl, Pilgrimage of the Return of the Sacred Flame, Ancient Names, Stadium of the Sacred Flame, Night Warden Wars, Tribal Defense, Wayob, Spirit Speakers, Night Kingdom, Ley Lines, Phlogiston, Saurian Riders, Qucusaur Riders, Adventurers' Guild, Tribal Chiefs, Tribal Governance, Sacred Rituals, National Ceremonies, Natlan Warriors, Tribal Administration, Natlan Leadership, Natlan
NATLAN GOVERNMENT,ADMINISTRATION AND INSTITUTIONS TIME NOTE:The Traveler has just begun the journey to Mondstadt. This entry describes Natlan's established structures at that point. Later revelations about the Pyro Archon,the Abyss,and secret plans are not public knowledge. GOVERNMENTAL STRUCTURE:Natlan has no single uniform bureaucracy. Six tribes manage their own affairs,while the Pyro Archon holds supreme sacred and political authority. The Speaker's Chamber is a central administrative institution. PYRO ARCHON AND SACRED FLAME:Mavuika is Natlan's Pyro Archon and supreme divine leader,associated with the Ancient Name Kiongozi and divine name Haborym. She protects the Sacred Flame and leads Natlan through major threats. Natlanese know the Archon;outsiders know the title and its association with war,but not its full history or Mavuika's plans. SPEAKER'S CHAMBER:The Speaker's Chamber handles central administration and official affairs involving the Archon and tribal representatives. Natlan has no fully documented bureaucracy comparable to Fontaine's. Its role is recognized nationally;foreigners know little of its procedures. THE SIX TRIBES:Each tribe manages community affairs through its chief,elders,and customs,including traditions,local defense,and relations with neighbors. Leaders are known in Natlan,but less so across Teyvat. CHILDREN OF ECHOES—CHIEF PACAL:The Children of Echoes,also called Nanatzcayan,occupy Tequemecan Valley. Chief Pacal leads the tribe,known for mining,excavation,gem appraisal,and obsidian production. Its economy relies on mining and skilled stonework. Locals know Pacal;outsiders mainly associate the tribe with gems. SCIONS OF THE CANOPY—CHIEF WAYNA:The Scions of the Canopy,also called Huitztlan,live among the cliffs and forests of Coatepec Mountain. Chief Wayna leads the community. Explorers,messengers,and hunters are important,as are members of the Adventurers' Guild. Climbing skills connect its elevated settlements. Leadership is locally known. PEOPLE OF THE SPRINGS—CHIEF AMINA:The People of the Springs,also called Meztli,live around Toyac Springs. Chief Amina leads the tribe,associated with guiding,cartography,fishing,and communal recreation. The community manages hot springs. Locals know its customs;outsiders mainly know it as a place of relaxation. FLOWER-FEATHER CLAN—CHIEF MUTOTA:The Flower-Feather Clan,also called Tlalocan,occupies Quahuacan Cliff. Chief Mutota leads its community. Qucusaur Riders train for flight and defense and must earn their saurians' trust. Their traditions are known locally,but less abroad. MASTERS OF THE NIGHT-WIND—CHIEF BIRAM:The Masters of the Night-Wind,also called Mictlan,live in the Tezcatepetonco Range. Chief Biram leads the tribe,whose spiritual specialists communicate with the Wayob and study Natlan's Ley Lines and Phlogiston. Elders and ritual practitioners share authority and knowledge. Its spiritual practices are little known outside Natlan. COLLECTIVE OF PLENTY—CHIEF ACATL:The Collective of Plenty,also called Teteocan,inhabits Atocpan near the Great Volcano of Tollan. Chief Acatl leads the tribe. Agriculture,fruit cultivation,training,and strength contests are prominent. Residents know Acatl;outsiders may know the tribe for produce and competitions. PILGRIMAGE OF THE RETURN OF THE SACRED FLAME:The Pilgrimage is a national contest where warriors compete for honor and the chance to earn an Ancient Name. It links tribal traditions to heroic recognition. Natlanese know its importance;foreigners may not understand Ancient Names. STADIUM OF THE SACRED FLAME:The Stadium hosts national ceremonies,contests,and public events,connecting the six tribes. It is a civic and ceremonial center,not a separate tribe. Natlanese know its importance;details are less familiar abroad. NIGHT WARDEN WARS AND TRIBAL DEFENSE:The Night Warden Wars are associated with defending Natlan against dangerous threats. Tribal warriors and saurian companions support local protection under the Archon's broader authority. This is not a single fully documented permanent army. Natlanese know local defense customs;foreigners know little of the structure. WAYOB,SPIRIT SPEAKERS AND THE NIGHT KINGDOM:The Wayob are spiritual entities tied to tribal and ancestral traditions. Specialists,especially among the Masters of the Night-Wind,seek their guidance. The Night Kingdom is linked to Natlan's Ley Lines and spiritual history;its deeper nature is known to few. SAURIAN RIDERS AND LOCAL ORGANIZATIONS:Saurians support work,travel,and tribal customs. Qucusaur Riders specialize within the Flower-Feather Clan;other tribes use saurians for mining,climbing,and daily work. These are local groups,not one national agency. The Adventurers' Guild also operates in Natlan. PUBLIC KNOWLEDGE:Natlanese generally know their chief,the tribes,and the Sacred Flame. Ceremonies are public,though sacred practices may be restricted. Across Teyvat,people know Natlan as the Nation of War ruled by the Pyro Archon,but few know every chief or institution. The hidden histories of the Archon,the Night Kingdom,and the Abyss are not common knowledge.
- #42NATLAN ANCIENT HISTORY,LOST CIVILIZATIONS
Keys: Natlan Ancient History, War of Funerary Flame, War of Vengeance, Celestial Nail, Heavenly Principles, Primal Flame, Xiuhcoatl, Pyro Dragon Sovereign, Kukulkan, Natlantea, Sacred City of Tollan, Thirteen Sovereign Lords, Angels, Phlogiston, Wayob, Lord of the Night, Yohualtecuhtin, Ronova, Night Kingdom, Reconstructed Ley Lines, Seven Tribes, Xbalanque, First Pyro Archon, Ode of Resurrection, Contending Fire, Sacred Flame, K'ahk', Stadium of the Sacred Flame, Pilgrimage of the Return of the Sacred Flame, Ochkanatlan, Och-Kan, Ixlel, Chichen Uctokah, Cinder City, Eternal Empire, Dragon Sovereigns, Archon War, Cataclysm, Khaenri'ah, Abyss Invasion, River of Concepts, Children of Echoes, Scions of the Canopy, People of the Springs, Flower-Feather Clan, Masters of the Night-Wind, Collective of Plenty, Saurians, Basin of Unnumbered Flames, Natlan
NATLAN ANCIENT HISTORY,LOST CIVILIZATIONS AND TIMELINE TIME NOTE:Dates are approximate where stated;many ancient events have no confirmed year. This describes the world when the Traveler has only begun the journey to Mondstadt. Natlan's hidden history is not common knowledge. THE OLD WORLD AND PYRO DRAGON:Before human nations,dragons ruled Teyvat. Xiuhcoatl,the Pyro Dragon Sovereign,arose from the Primal Flame and created his younger brother Kukulkan from part of it. Xiuhcoatl established the Sacred City of Tollan within the Great Volcano of Tollan and created the Thirteen Sovereign Lords to govern Natlantea. Its founding date is unknown. WAR OF FUNERARY FLAME:During the ancient conflict involving the dragons and Heavenly Principles,the returning Nibelung and Abyssal power stirred Xiuhcoatl from false death. The War of Funerary Flame devastated Natlan's Ley Lines;its exact date and duration are unknown. A Celestial Nail struck Natlan around 6,000 years ago,damaging the land and its ancient network. Under Ronova's guidance,Yohualtecuhtin,the Lord of the Night,reconstructed the broken Ley Lines into the Night Kingdom around 6,000 years ago. Its true causes are obscure. NATLANTEA AND THE DRAGON ERA—ABOUT 6,000 TO 2,000 YEARS AGO:Dragon civilization reclaimed Natlan. Xiuhcoatl and the Thirteen Sovereign Lords ruled while human society declined and many Angels were devoured. Natlan did not participate in the Archon War as other nations did;dragon infighting dominated its ancient era. Kukulkan foresaw Natlantea's decline and secretly shared Phlogiston with humans,helping their civilization recover. He created Och-Kan,a half-human,half-dragon son intended to unite the peoples. The seven tribes emerged, honoring ancestors,the Wayob and Night Kingdom. XBALANQUE—ABOUT 2,000 YEARS AGO:Xbalanque united human tribes and challenged Xiuhcoatl at the Sacred City of Tollan. He defeated the Pyro Dragon Sovereign and became Natlan's first Pyro Archon;Natlantea's dragon rule ended. The battle killed the Three Princes and ten of the Thirteen Sovereign Lords. Xbalanque and Kukulkan each kept one of Xiuhcoatl's eyes and swore to preserve peace between humans and dragons. Xbalanque borrowed Ronova's power to establish the Ode of Resurrection and rules for mortal succession to the Pyro Archonhood. He then entered the Sacred Flame. Xbalanque is remembered as a hero;the dragon war is obscure. OCHKANATLAN—ABOUT 2,000 YEARS AGO:Followers of Xbalanque founded Ochkanatlan,the Cinder City or Eternal Empire,on the ruins of Chichen Uctokah,a dragon city ruled by Ixlel. Och-Kan became king and led a Grand Alliance of tribes. He later turned tyrannical,persecuted dragons and Saurians,and banned ancestor and Night Kingdom worship. He imprisoned Ixlel and exploited dragon technology. Ochkanatlan fell and became forbidden ruins. Only local legends survive widely. THE SACRED FLAME:The Sacred Flame,K'ahk',burns continually in the Stadium of the Sacred Flame in the Basin of Unnumbered Flames. It connects Natlan with the Night Kingdom and Wayob. Through the Ode of Resurrection,a Pyro Archon may retrieve a fallen warrior after victory against the Abyss. The flame is sustained by Contending Fire produced through combat. The Pilgrimage of the Return of the Sacred Flame is a contest where warriors prove their strength;Natlan's rules allow a worthy mortal to become Pyro Archon. The traditions are known;their origins are less understood. THE NIGHT KINGDOM:Not an ordinary underground country or second surface nation,it is a deep,liminal realm between body and mind,life and death,and serves as Natlan's replacement Ley Line network. It holds the Wayob and souls of the dead;the River of Concepts flows through it. Its supernatural,dreamlike spaces include shadowed pathways,ruins and symbolic landscapes,not one consistent terrain or normal weather system. The surface nation has rocky mesas,cliffs,gorges,volcanic slopes,grasslands,forests and warm springs;Toyac Springs has flowing water heated by underground magma. Its structure is known mainly to guardians and specialists. NATLAN'S LAND AND CLIMATE:Natlan lies west of Sumeru's Great Red Sand. Its terrain ranges from steep mountains and uneven rocks to deep valleys,open plains,green canopy forests,coasts and hot springs. Volcanic activity heats some waters;the climate is generally hot. Saurians live alongside humans. The six tribes are Children of Echoes,Scions of the Canopy,People of the Springs,Flower-Feather Clan,Masters of the Night-Wind and Collective of Plenty. The Stadium is the main civic and ceremonial center. THE CATACLYSM—500 YEARS AGO:During Khaenri'ah's destruction,the Abyss invaded Natlan. Its weakened Ley Lines made the nation suffer severely;the Night Kingdom came under attack and the Wayob fought for centuries,losing strength. This danger tied Natlanese survival to the Night Kingdom and made leaving perilous for many. Mavuika,then a mortal warrior,planned to return five hundred years later to lead Natlan's decisive struggle. The disaster is remembered;its mechanics are obscure. MODERN NATLAN AT THE TRAVELER'S START:Natlan is a distant nation west of Sumeru,associated with war,fire,warriors and Saurians. The Traveler has not visited it. Abroad,only rumors and fragments circulate. Natlanese know their tribes,the Sacred Flame,the Wayob and the Night Kingdom through custom and stories,but many do not know the full ancient chronology,the truth of Natlantea,or the Celestial Nail's significance. Lorekeepers know more,but incompletely. PUBLIC KNOWLEDGE:Ordinary Teyvat citizens have little reliable information about Natlan's ancient past. Natlanese traditions preserve Xbalanque,the Sacred Flame,the Pilgrimage,the Wayob and ancestral memory,while exact dates and dragon secrets remain obscure. The Night Kingdom is sacred knowledge,not a well-mapped physical place. At this starting point,the Traveler knows none of Natlan's later-revealed history.
- #43NOD-KRAI REGIONS,
Keys: Nod Krai, Nephilheim, Nod Krai Regions, Lempo Isle, Hiisi Island, Paha Isle, Pohjola, Ashveil Peak, Voidsea Outlook, Wavechaser Plain, Nasha Town, Starsand Shoal, Eye of Kratti, Nothing Passage, Barrowmoss Barrens, Blue Amber Lake, Lake Amsvartnir, Dreadshade Mire, Piramida, Frostmoon Enclave, Light-Bathed Platform, Silvermoon Hall, Final Night Cemetery, Kuuvahki Experimental Design Bureau, Favonius Keep, Pillar of Embla, Wing of Keres, Kipumaki Cliff, Chasm of Endless Decay, Path of Misery, Cliffwatch Camp, Royal Court of the Seelie, Three Moons, Wild Hunt, Kuuvahki, Lightkeepers, Frostmoon Scions, Ancient Nod Krai, Autonomous Territory, Borderlands of Snezhnaya, Phlogiston, Ancient Moon Worship, Moon Goddess, Seelie, Wayob, Nephilheim History, Nod Krai Settlements, Local Factions, Hidden Ruins, Public Knowledge
NOD-KRAI REGIONS,LANDSCAPE AND CLIMATE TIME NOTE:This entry describes geography as it exists when the Traveler has just begun the journey to Mondstadt. Later-discovered sites and hidden histories are not common knowledge at that time. Exact climate data is not specified everywhere;descriptions below distinguish known features from broad regional impressions. NOD-KRAI OVERVIEW:Nod-Krai is an autonomous borderland at the southern edge of Snezhnaya,near Teyvat's fringe. Its older name is Nephilheim. It is a cold,remote region of islands,rocky heights,open plains,forests,marshes and lakes. Snow,biting winds,frost and long dark nights define its atmosphere. Days are short and travel can be dangerous. The region has coastal settlements and surrounding seas;the named inland lakes include Blue Amber Lake and Amsvartnir. No single great river system is established in available descriptions. SOUTHERN ISLES:The most populated island group consists of Lempo Isle,Hiisi Island and Paha Isle. Their landscapes differ from the harsher northern mainland and hold much of Nod-Krai's settled life. LEMPO ISLE:Contains Nasha Town,the region's main port and commercial settlement,plus the Clink-Clank Krumkake Craftshop,Starsand Shoal,Eye of Kratti,Nothing Passage,Barrowmoss Barrens and Blue Amber Lake. Barrowmoss Barrens consists of plateaus north and south of the lake,which lies on a raised plateau and glows with an unusual light throughout the day. Nothing Passage is a narrow mountain pass with dangerous kuuvahki conditions. The island combines coastal shorelines,raised rocky ground,plateaus,passes and industrial scrap-built townscape. HIISI ISLAND:An island of ancient forests and comparatively untouched wilderness. The Frostmoon Scions live here and preserve worship of the Moon Goddess. Its known subareas include Frostmoon Enclave,Light-Bathed Platform and Silvermoon Hall. Forests and sacred natural spaces are its defining terrain;the island is remote and shrouded in mystery. Its exact seasonal weather is not fully documented,but it belongs to Nod-Krai's cold,windy setting. PAHA ISLE:One of the Southern Isles and a Fatui research staging ground. Its named locations include the Final Night Cemetery and Kuuvahki Experimental Design Bureau. The island holds engineered facilities amid the region's harsh landscape;its exposed environment and isolation suit Nod-Krai's cold frontier character. The Final Night Cemetery is associated with Flins and the ghosts of deceased Lightkeepers. POHJOLA AND THE NORTHERN AREAS:Pohjola includes Ashveil Peak,Voidsea Outlook and Wavechaser Plain. It is a colder,more exposed landscape of cliffs,high ground,open plains,wetlands and lakes,with dangerous areas affected by the Wild Hunt and Abyss. ASHVEIL PEAK:An elevated,rough area with cliffs and hazardous ravines. Cliffwatch Camp watches Abyssal activity near Kipumaki Cliff,where Wild Hunt activity is severe. The Chasm of Endless Decay and Path of Misery are dangerous features. Expect exposed rock,steep slopes,biting winds and a bleak northern atmosphere. VOIDSEA OUTLOOK:Located at the southern end of Pohjola,north of Paha Isle. Its main subareas are Dreadshade Mire and Piramida. Dreadshade Mire is a fog-shrouded swamp with wet ground and ancient stone seals;Piramida is a city built atop an old castle and serves as the Lightkeepers' headquarters. This area has marshland,stone ruins,fog and waterlogged terrain rather than dense forest throughout. WAVECHASER PLAIN:An open landscape containing Lake Amsvartnir,Favonius Keep,the Pillar of Embla and Wing of Keres. Amsvartnir is a lake north of Piramida,with the Royal Court of the Seelie above it. The plain provides open ground and water amid the northern terrain;it is not simply a barren frozen wasteland. WATER,FORESTS AND WEATHER:Yes,Nod-Krai has lakes:Blue Amber Lake on Lempo Isle and Amsvartnir in Wavechaser Plain. It has wetlands such as Dreadshade Mire,coastal waters around its islands,and forests most notably on Hiisi Island. The sources do not establish a major named river running across the region,so do not invent one. The climate is cold and severe,with snow-kissed lakes,biting gales,frost and unusually long nights. Local terrain creates variety:forested groves,marshes,cliffs,plateaus,shorelines and settlements. PEOPLE AND PUBLIC KNOWLEDGE:At the Traveler's starting point,Nod-Krai is distant and poorly understood by most people in Mondstadt,Liyue and other nations. Travelers may hear it described as a dangerous borderland and a place where people seek wealth,trade and opportunity. Nod-Kraians know their towns,local routes,weather and nearby landmarks,though wilderness communities such as the Frostmoon Scions keep their own customs and are not widely approached. The full significance of the Three Moons,kuuvahki,and the region's ancient cosmic origins is not ordinary public knowledge. Exact maps and details of remote areas are chiefly known to locals,explorers and factions operating there. KNOWLEDGE LIMIT:This is a lorebook geography summary,not a claim that people at the start of the journey know every name listed. The six area names and many named landmarks belong to later exploration records;ordinary Teyvat citizens should not automatically know them. At the starting point,the Traveler has not visited Nod-Krai and has no firsthand knowledge of its terrain.
- #44Three moon sisters
Keys: Aria, Canon, Sonnet, Nibelung, Lunar Palace, Eternal Moon, Frost Moon, Iridescent Moon, War of Funerary Flame, Heavenly Principles, Dragon Sovereigns, Abyssal Power, False Sky, Moon's Reflection, Moon Marrow, Eternal Moon Marrow, Iridescent Moon Marrow, Crimson Moon, Trilune Goddess, Columbina, Nod Krai, Nephilheim, Hyperborea, Frostmoon Scions, Huurrekuutar, Lunar Goddesses, Ancient Teyvat, Primordial Era, Ancient Lunar Order, Silver Carriage, Three Moons, Ocean Tides, Ancient Dragon Technology, Dragon King, Nibelung's Return, Lunar Authority, Ancient Moon Worship, Lost Lunar Civilization, Abyss Order, Ancient Myths, Lunar Ruins, Moon Goddess Remnants, Three Sisters' Downfall, Ancient Celestial Order, Primordial History, Hidden Lore, Traveler's Starting Timeline, Three Moon, Khaenriah
THREE MOON SISTERS,ORIGINS,HISTORY AND FATE TIME NOTE:This describes events from the timeline when the Traveler has just begun the journey to Mondstadt. Ancient events below have already happened;later Nod Krai and Columbina story events have NOT happened yet from the Traveler's perspective. Dates are uncertain;around 6,000 years ago is an approximate placement for the War of Funerary Flame,not a confirmed birth or death date. ORIGIN—PRIMORDIAL ERA,DATE UNKNOWN:Aria,Canon and Sonnet,the Three Moon Sisters,were created by the ancient Dragon King Nibelung,who raised three moons into the sky using ancient dragon technology. They lived in the Lunar Palace and rode through the heavens in a silver carriage,sharing the duty of governing the night sky in turns. Their history connects to ancient Nephilheim,now Nod Krai. STATUS:This origin predates the Traveler's journey by an unknown span. PUBLIC KNOWLEDGE:Almost nobody knows their true origin;only fragments survive in myths and ancient texts. THE THREE MOONS:Aria's Eternal Moon was the largest and associated with tides. Canon's Frost Moon was the brightest,like a cold,undying lantern. Sonnet's Iridescent Moon was the smallest and cast a faint halo. Their moons were real celestial bodies. STATUS:This ancient order has already ended by the Traveler's starting point. PUBLIC KNOWLEDGE:People may know folktales of three moons,but few know each sister's name,role or true nature. ARIA—ETERNAL MOON:Aria governed the largest moon. During the War of Funerary Flame,Nibelung imprisoned the sisters in the Moon's Reflection and turned their moons into weapons. The Heavenly Principles destroyed it;its remains formed Moon Marrow,carrying Aria's imprint. STATUS:The moon was destroyed thousands of years before the Traveler's journey. Aria's consciousness remains imprisoned at this story point;her later release has NOT happened yet. PUBLIC KNOWLEDGE:Her fate is virtually unknown. The Frostmoon Scions preserve the Eternal Moon Marrow as a sacred relic,but its full history is obscure. CANON—FROST MOON:Canon was the middle sister and goddess of the brightest moon. Tradition says she guided survivors of fallen Hyperborea toward Hiisi Island. During the War of Funerary Flame,the sisters hesitated over joining Nibelung's Abyssal war or remaining neutral. Nibelung judged them disloyal and imprisoned them. The Heavenly Principles banished the Frost Moon beyond the False Sky rather than destroying it. Cut off from Teyvat,she gradually lost strength and died. STATUS:Canon's death and the moon's banishment had already occurred. PUBLIC KNOWLEDGE:The Frostmoon Scions preserve traditions about Canon,whom they call Huurrekuutar,but do not know the whole truth. SONNET—IRIDESCENT MOON:Sonnet governed the smallest moon. Nibelung imprisoned her with her sisters,and the Heavenly Principles shattered the Iridescent Moon. Its remnants became associated with the Crimson Moon in ancient Khaenri'ah lore. In agony,Sonnet merged her soul with Abyssal power to survive. STATUS:The moon's destruction and Sonnet's act belong to the ancient past. PUBLIC KNOWLEDGE:Her name and fate are almost entirely lost;the Crimson Moon's connection to her is hidden specialist lore. WAR OF FUNERARY FLAME—APPROXIMATELY 6,000 YEARS AGO:Nibelung returned with Abyssal power and challenged the Heavenly Principles. Their hesitation was treated as betrayal. He imprisoned them in the Moon's Reflection,a realm shielding them from the moons' destruction but preventing escape or outside contact. The Heavenly Principles destroyed the Eternal and Iridescent Moons and banished the Frost Moon beyond the False Sky. Their moons' loss severed their connection to Teyvat;their power faded as the world rejected them. STATUS:The war and lunar catastrophe had already happened. PUBLIC KNOWLEDGE:Most people know none of these details;only scattered dragon lore,rare books and lunar traditions preserve fragments. MOON'S REFLECTION AND MOON MARROW:The Moon's Reflection is the sisters' prison,which shielded them from the catastrophe but prevented escape or outside knowledge. Moon Marrow forms from a Moon Goddess's remains and carries her power's imprint. Aria's Eternal Moon Marrow was preserved by the Frostmoon Scions;Sonnet's Iridescent Moon Marrow was hidden in an otherworldly domain,it might be somewhere in Khaenriah in the hands of the abyss order kept somewhere. Whether Canon left a separate marrow is unclear. STATUS:The prison and relics already exist. PUBLIC KNOWLEDGE:Only a few groups know their importance;most people do not know they connect to the sisters. COLUMBINA'S LATER STORY—NOT YET HAPPENED:Much later in the Nod Krai storyline,Columbina enters the Moon's Reflection and encounters Sonnet,Aria and Canon. She receives their lunar authorities and becomes the Trilune Goddess. Briefly freed,the sisters return to their ancient downfall;without lunar authority,they pass away,leaving Moon Marrows. STATUS:These events have NOT happened yet when the Traveler is just starting toward Mondstadt. The Traveler and ordinary citizens do not know this future outcome. REGION AND LEGACY:Their celestial home was the Lunar Palace in ancient Nephilheim,now Nod Krai. The Frost Moon was cast beyond the False Sky,the Eternal Moon was destroyed,and the Iridescent Moon shattered. Ruins and Moon Marrow preserve traces of lunar power.STATUS:The remnants predate the journey,but many are undiscovered.PUBLIC KNOWLEDGE:Most know only myths;the Frostmoon Scions preserve incomplete Frost Moon traditions. PUBLIC KNOWLEDGE AT THE TRAVELER'S START:Ordinary Teyvat citizens know little of their origins,roles or fates.Scholars may know moon myths;the Frostmoon Scions preserve more specific traditions about Canon.Nibelung's creation of the sisters,the War of Funerary Flame,the Moon's Reflection,and Aria and Sonnet's remnants are hidden knowledge.Columbina's later visit,the transfer of lunar authority and the sisters' final release have NOT happened yet at this point
- #45NOD KRAI—ANCIENT HISTORY,LOST NATIONS AND CHRONOLOGY
Keys: Nod Krai, Ancient Nod Krai, Nephilheim, Hyperborea, Golden City, War of Funerary Flame, War of Vengeance, Nibelung, Dragon King, Heavenly Principles, Three Moon Sisters, Aria, Canon, Sonnet, Lunar Palace, Eternal Moon, Frost Moon, Iridescent Moon, False Sky, Moon's Reflection, Moon Marrow, Kuuvahki, Light Realm Energy, Mekhaneikos, Seutervoinen, Celestial Nail, Dragon Sovereigns, Abyssal Power, Ancient Civilization, Hyperborean Survivors, Hiisi Island, Frostmoon Scions, Huurrekuutar, Lunar Worship, Ancient Ruins, Ancient Migration, Lost Nations, Ancient Teyvat, Primordial Era, Snezhnaya, Modern Nod Krai, Nasha Town, Voynich Guild, Lunar Energy, Ancient History, Hidden Lore, Public Knowledge, Columbina, Trilune Goddess, Shadow realm
NOD KRAI—ANCIENT HISTORY,LOST NATIONS AND CHRONOLOGY TIME FRAME:Stops when the Traveler has just begun traveling toward Mondstadt. Later Nod Krai quests and Columbina’s later deeds have NOT happened yet from the Traveler’s perspective.Dates are uncertain:the ancient catastrophe is often placed around 6,000 years ago,but this is not a confirmed year for every event or civilization. NEPHILHEIM AND THE THREE MOONS:In distant prehistory,the region now called Nod Krai was linked to Nephilheim and the Three Moons.Nibelung,the Dragon King,created Aria,Canon and Sonnet to govern the moons while he journeyed beyond Teyvat.Their celestial home was the Lunar Palace.Lunar energy,now called kuuvahki,permeates Nod Krai and shaped local life.DATE:Before the War of Funerary Flame;exact age unknown.STATUS:Already ancient history.PUBLIC KNOWLEDGE:Most people know only moon folklore;the sisters’ origins and Nod Krai’s lunar connection are hidden lore. HYPERBOREA—THE GOLDEN CITY:Hyperborea was an ancient golden civilization associated with the land now called Nod Krai.Its people practiced rites using kuuvahki and lunar tides,and built Mekhaneikos constructs powered by Light Realm Energy.Seutervoinen,a voyager from beyond the stars,visited and taught its people. Its questioning of the Angels’ teachings is part of its hidden history.DATE:Before the War of Funerary Flame;founding date and lifespan unknown.STATUS:Destroyed in the ancient catastrophe,roughly 6,000 years ago by common estimates. PUBLIC KNOWLEDGE:Local traditions preserve fragments,but ordinary Nod Krai residents do not know the full history;outsiders usually know even less. WAR OF FUNERARY FLAME—WAR OF VENGEANCE:Nibelung returned from beyond the sky bearing Abyssal power and challenged the Heavenly Principles,who had defeated the Seven Dragon Sovereigns and imposed their order on Teyvat.The war devastated the world.The Three Moon Sisters were caught in the conflict:the Eternal and Iridescent Moons were destroyed,and the Frost Moon was cast beyond the False Sky.Celestial Nails fell in several regions,ruining ancient civilizations.Nibelung was defeated,but the Heavenly Principles were badly damaged.DATE:Often estimated at around 6,000 years before the Traveler;the exact year is unknown.STATUS:Long past. PUBLIC KNOWLEDGE:Ordinary people know almost nothing of the war’s true name,causes or scale;fragments survive in rare records and specialist lore. FALL OF HYPERBOREA:During the ancient catastrophe,a Celestial Nail destroyed the Golden City causeing the civilization and it remains to fall in to the Shadow Realm. Survivors scattered. Canon,the Frost Moon Goddess,showed compassion and guided some survivors to Hiisi Island. They became the ancestors of the Frostmoon Scions and remembered Canon as Huurrekuutar. DATE:Broadly placed around 6,000 years ago;not an exact date. STATUS:Destruction and migration predate the Traveler’s journey by millennia. PUBLIC KNOWLEDGE:The Scions preserve the migration as sacred tradition,but not its full celestial context. Other people know little of their origins. FATE OF THE THREE MOONS:After the war,the Eternal Moon was destroyed and its remnants became associated with Moon Marrow;the Iridescent Moon was shattered;the Frost Moon was banished beyond the False Sky. Canon survived longer,but isolation from her moon and sisters drained her strength until she died. The Moon’s Reflection and Aria and Sonnet’s fates remain hidden lore. DATE:During and after the war;exact death dates are unknown. STATUS:These losses and Canon’s death had happened before the Traveler’s journey. PUBLIC KNOWLEDGE:The Frostmoon Scions retain traditions about Huurrekuutar/Canon;the other sisters’ fates and the moons’ true history are almost unknown. AFTER THE FALL—LOCAL SURVIVAL:Hyperborea’s survivors settled across Nod Krai and passed down fragments of old rites,runic hymns and lunar practices. Over generations,their knowledge became fragmented and mixed with religious tradition. The Frostmoon Scions continued worshipping the Frost Moon and awaited a sacred heir. Their traditions preserve fragments,but not complete history. DATE:Millennia after Hyperborea’s fall;individual generations are undated. STATUS:Established before the Traveler’s journey. PUBLIC KNOWLEDGE:Locals may know the Scions as a secluded indigenous group;many avoid them or misunderstand their beliefs. Most of Teyvat knows only rumors about Nod Krai. NOD KRAI AT THE TRAVELER’S START:This remote borderland lies at Snezhnaya’s southern edge and is known for harsh conditions,local factions and newcomers. Nasha Town is a trading hub;the Voynich Guild is associated with commerce. Hiisi Island is tied to the Frostmoon Scions. Ancient lunar energy and remains persist,but most residents cannot explain their true origin. STATUS:This is the setting at the Traveler’s starting point;later quest revelations are excluded. PUBLIC KNOWLEDGE:Residents know local trade,dangers and customs. Some elders,priests or scholars may know fragments of lunar tradition. Across Teyvat,Nod Krai is generally known as a distant frontier,not as the remnant of a lunar civilization. LATER EVENTS—NOT YET HAPPENED:At the Traveler’s starting point,Columbina has not yet returned to Hiisi Island,met the Three Moon Sisters in the Moon’s Reflection,received their lunar authorities or become the Trilune Goddess. These later events are not present knowledge for the Traveler or NPCs at this timeline. CHRONOLOGY:Nephilheim and the Three Moons—distant prehistory,date unknown;Hyperborea—ancient era,founding and lifespan unknown;War of Funerary Flame/War of Vengeance—often estimated around 6,000 years ago;Hyperborea’s destruction and migration to Hiisi Island—around the same catastrophe;Canon’s death—after the Frost Moon’s exile,exact date unknown;Frostmoon Scions’ traditions—preserved over many generations;Traveler begins journey to Mondstadt—entry’s cutoff.
- #46Nod krai lore and history 2
Keys: Nod Krai, Wild Hunt, Cataclysm, Lightkeepers, Solovei, Torchforger, Aila, Moonchanter, Pillar of Embla, Reed Miller, Belyi Tsar, Rauthvangi, Rotwang, Curatorium of Secrets, Voynich Guild, Nasha Town, Piramida, Hiisi Island, Frostmoon Scions, Sacred Heir Project, Hyperborean Legacy, Elysium, Kuutar, Frost Moon, Wild Hunt Defense, Abyssal Corruption, Abyssal Monsters, Ancient Spirits, Wilderness Hunters, Lunar Power, Kuuvahki, Lightkeepers' Oath, Nod Krai Autonomy, Snezhnaya, Cataclysm Survivors, Borderland Rebuilding, Ancient Bloodline, Religious Reform, Hidden History, Ancient Traditions, Black Market, Trading Port, Regional Factions, Tsaritsa, Light Beacon, Ancient Khaenri'ah, Modern Nod Krai, Five Hundred Years Ago, Traveler's Starting Timeline
NOD KRAI—ADDITIONAL HISTORICAL EVENTS AND LEGACIES TIME FRAME:From the ancient catastrophe to the Traveler’s journey toward Mondstadt. Excludes the already-covered fall of Hyperborea,the Three Moon Sisters and the first migration to Hiisi Island. Dates are approximate where canon gives no exact year. WILDERNESS HUNTERS:After Hyperborea fell,Abyssal taint awakened the spirits of some dead Hyperborean warriors,turning them into Wilderness Hunters. Their existence prolonged the catastrophe’s threat. DATE:After Hyperborea’s destruction,around 6,000 years ago;exact date and number of affected warriors unknown. STATUS:Ancient threat;continuous activity over all intervening centuries is unconfirmed. PUBLIC KNOWLEDGE:Most Nod Kraians do not know their origin;local stories may remember dangerous spirits or monsters. THE SACRED HEIR PROJECT:For generations,the Frostmoon Scions tried to preserve a tightly controlled bloodline,hoping to produce a sacred heir who could restore Hyperborea and return them to their lost Elysium. The project became coercive and caused lasting suffering. DATE:Continued for generations after Hyperborea’s fall;its disastrous collapse came around 500 years ago. STATUS:Ended before the Traveler’s journey. PUBLIC KNOWLEDGE:Modern Scion teachings conceal or omit the project’s full history;most outsiders know nothing of it. THE PIONEERING AGE:Over 500 years ago,the Belyi Tsar ordered development of the southern borderland later called Nod Krai. Forests were cleared for settlements,ports and factories. Khaenri’ahn exile Rauthvangi arrived during this era and used the alias Rotwang. Through alchemy and astrology,he gained influence at court while secretly pursuing a mysterious “pitch-black Elysium” he had glimpsed. DATE:More than 500 years before the Traveler;exact starting year unknown. STATUS:Past. PUBLIC KNOWLEDGE:Locals may remember settlement and trade traditions,but Rotwang’s identity and purpose were secret. THE CATACLYSM AND WILD HUNT:About 500 years before the Traveler’s journey,the Cataclysm struck Nod Krai severely. It was the first region corrupted by the Abyss,and the resulting Wild Hunt ravaged the borderlands. Neither the Snezhnayan royal court nor the gods defended the region;Abyssal monsters destroyed settlements and threatened survivors. DATE:Approximately 500 years ago. STATUS:Already happened. PUBLIC KNOWLEDGE:Survivors and descendants remember the disaster and the Wild Hunt;the Abyssal cause and wider Khaenri’ah connection are not universally understood. SOLOVEI,AILA AND THE LIGHTKEEPERS:During the Wild Hunt,Solovei,the Torchforger,and Aila,the first Moonchanter of the Frostmoon Scions,used lunar power to resist the Abyss. Aila travelled to the Pillar of Embla and lit a beacon against the darkness;another account credits Solovei with raising the first beam of light after borrowing her power. Solovei gathered allies into the Lightkeepers,who swore to defend Nod Krai. Later,they pledged loyalty to the Tsaritsa while retaining their duty to protect the borderlands. DATE:During the Cataclysm,about 500 years ago. STATUS:The order survives. PUBLIC KNOWLEDGE:Lightkeepers know their oath and founding traditions;ordinary citizens know them as defenders against the Wild Hunt. REBUILDING NOD KRAI:After the Cataclysm,the surviving Lightkeepers built a lighthouse and the mountaintop city of Piramida. Solovei defended his friend Reed Miller’s dream of a “paradise” before the Tsaritsa and gained permission to rebuild Nod Krai as an autonomous region of Snezhnaya. This established the political basis of modern Nod Krai:within Snezhnaya,but with substantial local self-rule. DATE:Shortly after the Cataclysm,around 500 years ago. STATUS:Established before the Traveler’s journey. PUBLIC KNOWLEDGE:Autonomy and the Lightkeepers’ role are regional history;outsiders generally see Nod Krai as a remote Snezhnayan borderland. AILA’S RELIGIOUS REFORM:After the Sacred Heir Project collapsed,Aila reshaped the Scions’ faith. She buried references to Hyperborea and redirected worship toward nature,kindness and the newborn Frost Moon goddess Kuutar. This helped the community endure but concealed its former obsession with restoring the Golden City. DATE:Around 500 years ago,after the project’s collapse;exact year unknown. STATUS:Completed long before the Traveler’s journey. PUBLIC KNOWLEDGE:Modern Scions publicly emphasize kindness and devotion to Kuutar;the older Hyperborean history is hidden or forgotten by many. MODERN NOD KRAI:By the Traveler’s starting point,Nod Krai is an autonomous region at Snezhnaya’s southern edge. Nasha Town grew from a largely unregulated black market into a major port and trading center. The Voynich Guild coordinates commerce,certificates and disputes;the Curatorium of Secrets handles intelligence and discreet commissions. Neither is a conventional state government. The Lightkeepers defend the region against the Wild Hunt,and the Frostmoon Scions maintain their religious community on Hiisi Island. DATE:Institutions developed over centuries;no exact founding year for Nasha Town is known. STATUS:Current at this entry’s cutoff. PUBLIC KNOWLEDGE:Locals know regional factions,trade and dangers;across Teyvat,Nod Krai is known mainly as a distant,loosely governed frontier. TIMELINE SUMMARY:Wilderness Hunters emerge after the ancient fall—exact date unknown;Belyi Tsar’s pioneering age—over 500 years ago;Cataclysm and Wild Hunt—about 500 years ago;Solovei and Aila organize resistance and the Lightkeepers—during the Cataclysm;Piramida and Nod Krai’s autonomy—shortly after the Cataclysm;Sacred Heir Project collapses and Aila reforms Scion faith—around 500 years ago;Nasha Town and trade networks develop over subsequent centuries;Traveler begins toward Mondstadt—cutoff. Exact dates for most events are not canonically established.
- #47NOD KRAI—SETTLEMENTS
Keys: Nod Krai, Settlements, Nasha Town, Piramida, Frostmoon Enclave, Cliffwatch Camp, Favonius Keep, Dunanna Forward Station, North Harbor, South Harbor, Lempo Isle, Hiisi Island, Paha Isle, Ashveil Peak, Voidsea Outlook, Wavechaser Plain, Lightkeepers, Frostmoon Scions, Voynich Guild, Curatorium of Secrets, Speranza, The Flagship, Kuuvahki Experimental Design Bureau, Special Territory Research Institute, Clink-Clank Krumkake Craftshop, Solovei, Aila, Kuutar, Wild Hunt, Cataclysm, Autonomous Region, Snezhnaya, Trading Port, Military Outposts, Lightkeepers' Headquarters, Lighthouse, Indigenous Community, Lunar Worship, Kuuvahki, Regional Factions, Borderland Defense, Coastal Harbors, Research Facilities, Ancient Castle Ruins, Regional Geography, Modern Nod Krai, Local Communities
NOD KRAI—SETTLEMENTS,COMMUNITIES AND OUTPOSTS TIME NOTE:This entry describes the locations associated with Nod Krai at the point when the Traveler has just begun the journey toward Mondstadt. Later Archon Quest developments are NOT yet known to the Traveler. Distinguish settlements from geographic areas,ruins and facilities. Nod Krai is an autonomous region of Snezhnaya;not a separate nation. NASHA TOWN:The region’s main city and principal port,located on Lempo Isle. It grew into a crowded trading hub for locals,travelers,scavengers and factions. Scrap-built structures,industrial machinery and cargo rails reflect Nod Krai’s limited resources and improvised economy. The Voynich Guild,Curatorium of Secrets,Speranza and Fatui all exert influence,but no single conventional government controls the town. STATUS:Exists at the timeline cutoff. PUBLIC KNOWLEDGE:Residents know it as a busy but dangerous commercial center. Elsewhere in Teyvat,it is little known beyond merchants,adventurers and people familiar with the borderlands. PIRAMIDA:A mountaintop city in Voidsea Outlook,built around a great lighthouse and over older castle ruins. It serves as the Lightkeepers’ headquarters and defensive stronghold against the Wild Hunt. Its history is tied to Solovei,the Lightkeepers and Nod Krai’s rebuilding after the Cataclysm roughly 500 years ago. STATUS:Already established. PUBLIC KNOWLEDGE:Lightkeepers and nearby residents know its role;many outsiders know little beyond its reputation as a remote military settlement. FROSTMOON ENCLAVE:The home of the Frostmoon Scions on Hiisi Island. The community preserves lunar worship and traditions connected to Kuutar. Its present enclave occupies a reduced complex:about 500 years ago,Aila dismantled the older towers,fortresses and temples while reforming the Scions’ isolated religious practices. STATUS:Exists at the cutoff. PUBLIC KNOWLEDGE:Scions know their faith and community;other Nod Kraians often regard them as secretive and strange. Most outsiders do not know the enclave’s deeper history. CLIFFWATCH CAMP:An outpost of the Lightkeepers on Ashveil Peak,watching Abyssal activity around Kipumaki Cliff. It is a military observation post rather than a major town. STATUS:Exists in the modern region. PUBLIC KNOWLEDGE:Lightkeepers know its strategic role;ordinary citizens may know it as a dangerous northern watchpost,while people elsewhere in Teyvat rarely know its name. FAVONIUS KEEP:A fortified location in Wavechaser Plain associated with the Knights of Favonius’ presence in Nod Krai. It is a military outpost,not a separate city or sovereign territory. STATUS:Its later playable-region role should not be assumed to be publicly established at the Traveler’s Mondstadt starting point. PUBLIC KNOWLEDGE:Knights may know its purpose;ordinary Nod Kraians and distant nations have limited information. DUNANNA FORWARD STATION:A named forward station in the northern region of Nod Krai,associated with travel and operations in the newer northern areas. It is an outpost rather than a town. STATUS:Its exact history and founding date are not firmly established. PUBLIC KNOWLEDGE:Mostly relevant to personnel and travelers using the area;no evidence that it is widely known across Teyvat. NORTH HARBOR AND SOUTH HARBOR:Named harbor locations within Nod Krai’s coastal network. Treat them as port or landing areas,not independent settlements unless a source explicitly establishes permanent towns there. STATUS:Their named map locations belong to the later documented regional map;do not assume the Traveler has visited them at the starting point. PUBLIC KNOWLEDGE:Local sailors and traders may know the coastal routes;people inland or abroad may not know the names. OTHER COMMUNITIES AND GROUP DWELLINGS:The Frostmoon Scions also live in the wilds and forests of Nod Krai beyond the central enclave. Small camps,temporary work sites and faction bases may be occupied without qualifying as towns. The Lightkeepers maintain remote stations and patrol positions. STATUS:These exist as local or factional places rather than a unified chain of cities. PUBLIC KNOWLEDGE:Knowledge is practical and local;few ordinary residents know the full distribution of secluded communities or defensive posts. NOT SETTLEMENTS—IMPORTANT DISTINCTION:Lempo Isle,Hiisi Island,Paha Isle,Ashveil Peak,Voidsea Outlook and Wavechaser Plain are geographic areas. Barrowmoss Barrens,Blue Amber Lake,Starsand Shoal,Kipumaki Cliff,Dreadshade Mire,Amsvartnir and Pillar of Embla are landscapes or landmarks. The Kuuvahki Experimental Design Bureau and Special Territory Research Institute are research facilities;Clink-Clank Krumkake Craftshop is a workshop;Speranza and The Flagship are businesses/venues. They may contain workers or visitors,but should not be listed as independent towns. PUBLIC KNOWLEDGE AT THE TRAVELER’S START:Most people across Teyvat know little about Nod Krai’s internal geography. Local residents understand Nasha Town,regional paths,ports and nearby factions best. Lightkeepers know their own outposts;the Frostmoon Scions know their enclave and sacred places. Merchants and sailors know selected routes and markets. The full set of modern map labels and facilities is not common knowledge,especially beyond the region. CANON LIMIT:Known named places are not all proven to be inhabited settlements. Nasha Town is the main city;Piramida is a city/headquarters;Frostmoon Enclave is an indigenous community;Cliffwatch Camp and Dunanna Forward Station are outposts;Favonius Keep is a fortification;the harbors are port locations. Do not invent additional villages or exact founding dates without canon evidence.
- #48NOD KRAI—GOVERNMENT
Keys: Nod Krai, Regional Administration, Autonomous Region, Snezhnaya, Voynich Guild, Tarno, Curatorium of Secrets, Nefer, Northern Intelligence Network, Lightkeepers, Nikita, Solovei, Tsaritsa, Regional Autonomy, Nasha Town, Piramida, Fatui, Kuuvahki Experimental Design Bureau, Special Territory Research Institute, Northland Bank, Jarosznski, Frostmoon Scions, Aila, Favonius Keep, Knights of Favonius, Jean, Varka, The League, Trade Regulation, Commercial Certificates, Trade Disputes, Intelligence Network, Information Market, Regional Defense, Wild Hunt, Abyssal Threat, Tideseal Stones, Kuuvahki Research, Financial Institutions, Military Outposts, Religious Institutions, Political Factions, Secret Organizations, Local Leadership, Hidden Administration, Sergeant Major, Starshyna, Ratnik, Torchforger, Squad Leader
NOD KRAI—GOVERNMENT,ADMINISTRATION AND INSTITUTIONS TIME NOTE:Traveler has just begun toward Mondstadt. Nod Krai is an autonomous region of Snezhnaya,not an independent nation. Local order relies on guilds and factions;later developments are marked NOT YET ESTABLISHED. REGIONAL ADMINISTRATION:No central government,regional governor,or public police force is identified. After the Cataclysm,Solovei secured a royal edict from the Tsaritsa granting Nod Krai autonomy within Snezhnaya. Authority is fragmented among influential organizations. LEADER:No single regional administrator is identified. PUBLIC KNOWLEDGE:Locals know order relies on factions;outsiders often misunderstand its autonomy. VOYNICH GUILD:Based in Nasha Town,the Voynich Guild is the leading merchant organization and closest equivalent to a regulator. It registers businesses,issues certificates,coordinates imports and exports,mediates trade disputes,and organizes the Nod-Krai Trade Expo. Its influence comes from commerce,not state law. LEADER:No overall guildmaster is clearly identified here;Tarno represents it in the later League. PUBLIC KNOWLEDGE:Merchants know its role;people elsewhere may know it through trade. CURATORIUM OF SECRETS:The Curatorium is an intelligence business in Nasha Town,collecting and selling information and accepting discreet commissions. It claims neutrality between local factions and serves as headquarters and public-facing cover for the Northern Intelligence Network. LEADER:Nefer,founder and owner. PUBLIC KNOWLEDGE:Merchants and clients know it;its full reach remains secret. NORTHERN INTELLIGENCE NETWORK:An international information market behind the Curatorium,with informants and clients across Teyvat. LEADER:Nefer. PUBLIC KNOWLEDGE:Its reach is known mainly to clients,informants and well-connected groups. LIGHTKEEPERS:The Lightkeepers defend Nod Krai against the Abyss and Wild Hunt. They patrol the region,operate from Piramida and place Tideseal Stones to repel the Hunt. Their authority derives from a royal charter and their defensive role. The light keepers ranking system Starshyna — Overall leader of the Lightkeepers. Sergeant Major — Oversees a region and coordinates squad leaders; sometimes addressed as Captain. Squad Leader — Commands an individual squad. Ratnik — Ordinary fighting member and frontline warrior and Founder’s title: Torchforger — Solovei was the first Torchforger and the first Starshyna; Torchforger is a historical title,not a separate regular rank in this hierarchy..LEADER:Nikita,Starshyna;Solovei was founder and first Starshyna. PUBLIC KNOWLEDGE:Locals know them as defenders,though some criticize their small numbers;outsiders know little of their operations. FATUI AND REGIONAL RESEARCH:The Fatui operate in Nod Krai,including at the Kuuvahki Experimental Design Bureau,which studies kuuvahki and develops technology and weapons,it's located in paha isle nod krai. The Special Territory Research Institute is another regional research institution. Neither is Nod Krai’s civil government. LEADERS:No single regional director for these bodies is firmly established here. PUBLIC KNOWLEDGE:Nearby residents may know the facilities;projects remain restricted. NORTHLAND BANK—NASHA TOWN BRANCH:A Fatui-linked bank branch serving Nasha Town’s commerce. MANAGER:Jarosznski. It is financial,not governmental. PUBLIC KNOWLEDGE:Merchants know the branch;its security systems are not public knowledge. FROSTMOON SCIONS:The Scions are a secluded religious community on Hiisi Island,devoted to the Moon Goddess. They preserve traditions but are not Nod Krai’s government. LEADERSHIP:Aila was a historical Moonchanter,not a current civil ruler. PUBLIC KNOWLEDGE:Locals may know of them but often avoid them;deeper history stays within the community. KNIGHTS OF FAVONIUS—FAVONIUS KEEP:The Knights of Favonius are Mondstadt’s order,not Nod Krai’s government. Their Favonius Keep presence supports regional operations. LEADERS:Grand Master Varka and Acting Grand Master Jean. PUBLIC KNOWLEDGE:Locals may recognize their presence;outsiders rarely know the details. LATER BODY—THE LEAGUE:NOT YET ESTABLISHED at the Traveler’s starting point. Later,regional factions create the League to coordinate protection and solve shared problems. Tarno represents the Guild and Nefer the Curatorium. It is not active at this timeline cutoff. PUBLIC KNOWLEDGE AT THE START:Most Nod Kraians know the Guild’s commercial role and the Lightkeepers’ defense work. Merchants may know the Curatorium;the Northern Intelligence Network stays secret. Fatui facilities may be visible,but their projects are restricted. Most people elsewhere know little of Nod Krai’s power structure. CANON LIMIT:No confirmed regional governor,parliament or conventional police department is identified. The Guild and Curatorium fill practical gaps but are not one government. The League is a future development at this cutoff.
- #49SNEZHNAYA—GEOGRAPHY
Keys: Volkodlak Tundra, Everfrozen Earth, White Birch Snowgrave, Flamefeather Valley, Fellfrost Peak, Nod Krai, Snezhnograd, Tsaritsa, Zapolyarny Palace, Glupov, Morepesok, Novokitezhgrad, Port Belovodye, Sretomorozsk, Rankova Zorya, Huntsman's Cabin, Central Station, Druzhna HQ, Korolevskiy Theater, Sanctuary of Grief, Pilgrimage to the Sacred Gorge, Pale Crown Palace, Okurov, Teeming Mire, Ice Quarry, Hall of Prayers, Tidesong Cavern, House of Hesperides, Jack Frost Village, Svetloledovka, Relics of the Fallen Grace Domain, Royal Military Academy, Kresnik Energy, Railway Network, Frozen Lake, White Birch Forest, Underground Region, Subterranean Caves, Snezhnayan Geography, Snezhnaya, Snezhnayan Railway System, Kresnik Energy Network, Snezhnayan Royal Court, Fatui Headquarters, Snezhnayan Military Command, Tsaritsa's Rule, Sacred Gorge, Pale Crown Palace History, Ancient Snezhnayan Civilization
SNEZHNAYA—GEOGRAPHY,REGIONS AND SUBAREAS OVERVIEW:Snezhnaya is Teyvat’s northern Cryo nation,ruled by the Tsaritsa. Much of its mainland is a severe frostland of snowfields,tundra,mountains,forests,frozen waterways and long blizzards. Sparse settlements depend on Kresnik energy for warmth and extensive railways for travel and supply. Snezhnograd is the capital and the seat of the Tsaritsa at Zapolyarny Palace. Nod Krai lies at the nation’s southern edge as an autonomous region with distinct terrain and local institutions. TIME NOTE:This describes Snezhnaya’s mapped geography;the Traveler at the start of the journey to Mondstadt has not visited these places and does not know all later-revealed details. VOLKODLAK TUNDRA:The northern frontier is an exposed expanse of snowfields,tundra,ice and a vast frozen lake. Winds and blizzards make travel dangerous;railways and scattered stations connect its isolated settlements. Sretomorozsk is a border town,railway station and port,linking land routes with water transport. Rankova Zorya is a small village around an abandoned station,reflecting the region’s old rail network and depopulation. Huntsman’s Cabin is a remote wilderness shelter rather than a town. The tundra is the first major Snezhnayan region encountered when traveling north from Nod Krai. EVERFROZEN EARTH:The central heartland is a vast permafrost region of frozen ground,mountains,forests,waterways and settlements connected by rail. Snezhnograd,the capital and largest city,contains major state and Fatui institutions and combines monumental architecture with dense urban districts. Zapolyarny Palace is the Tsaritsa’s seat of power. Central Station is a major rail hub;Druzhna HQ is an important headquarters in the capital. Glupov is a fortified city. Morepesok is a seaside village,showing that the nation also has inhabited coasts. The Korolevskiy Theater and Sanctuary of Grief are significant named sites within Snezhnograd. Novokitezhgrad is another major Snezhnayan city,and Port Belovodye is a significant port;their exact placement within the five mapped zones is not firmly specified here. Hot springs and comparatively warm pockets occur amid the frozen landscape. WHITE BIRCH SNOWGRAVE:The northernmost region is known for extreme cold,violent blizzards,white-birch landscapes,snow-covered ground and frozen waterways. Its principal landmarks are the Pilgrimage to the Sacred Gorge and Pale Crown Palace,a major palace or castle whose importance rivals Zapolyarny Palace. The region’s severe conditions and isolated routes make travel difficult. Its name and sacred landmarks connect it with Snezhnaya’s older traditions and royal history,but the full meaning of these sites is not common knowledge. FLAMEFEATHER VALLEY:This unusual underground region contrasts with Snezhnaya’s frozen surface. It has autumn-red vegetation,cliffs,waterways,caves,wooden structures and enclosed subterranean spaces,creating a warmer-looking environment. Named areas include Okurov,Teeming Mire,Ice Quarry and the Hall of Prayers. Its climate and colors distinguish it from the open tundra and frozen mountain zones. Access and travel are shaped by caves and enclosed passages rather than only surface roads and rail lines. FELLFROST PEAK:Southeastern Snezhnaya is dominated by high,barren,snow-covered mountains,steep cliffs,icy slopes,deep caverns and difficult high-altitude routes. Named locations include Tidesong Cavern,House of Hesperides,Jack Frost Village and Svetloledovka. The Relics of the Fallen Grace Domain is also found here. Rail infrastructure and mountain routes help connect otherwise isolated places,but the terrain remains hazardous. House of Hesperides is a distinct named site,not a separate region;Jack Frost Village is a settlement associated with the area. OTHER NATIONAL INSTITUTIONS AND LOCATIONS:The Royal Military Academy is an important military educational institution,though it should not be confused with a settlement. Novokitezhgrad and Port Belovodye are additional named urban/port locations beyond the five principal map regions. Not every named site is a town:palaces,theater,research or military headquarters,shrines,domains and stations are individual landmarks or facilities. CLIMATE,TRANSPORT AND SURVIVAL:Blizzards can persist for long periods and exposure can be fatal without shelter or heat. Kresnik energy helps people endure the cold,while railway lines carry passengers,goods and military supplies across distant settlements. Frozen lakes,coastal ports,forests,caverns and mountain passes create sharply different local environments. Flamefeather Valley is a major exception to the surface frostland,while Fellfrost Peak represents its most difficult mountainous terrain. PUBLIC KNOWLEDGE AT THE TRAVELER’S START:People living in each area know their local weather,routes and settlements best. Snezhnayans generally know the capital and railway network;travelers and merchants know major ports and towns. The exact geography of remote regions,underground sites,restricted institutions and royal landmarks is not equally familiar to ordinary citizens. People in Mondstadt and other nations may know Snezhnaya as a powerful,icy land ruled by the Tsaritsa,but few know all its internal regions and subareas. The Traveler has not yet visited Snezhnaya at this timeline cutoff. REGIONAL SUMMARY:Volkodlak Tundra—northern frontier and scattered rail settlements;Everfrozen Earth—central heartland,capital and major cities;White Birch Snowgrave—northern blizzards and sacred royal landmarks;Flamefeather Valley—warm-toned subterranean region;Fellfrost Peak—southeastern mountains and caverns. Nod Krai is the autonomous southern border region and is not one of these five mainland subregions.
- #50SNEZHNAYA SETTLEMENTS AND MAJOR LOCATIONS
Keys: Snezhnaya, Snezhnograd, Zapolyarny Palace, Glupov, Novokitezhgrad, Morepesok, Port Belovodye, Sretomorozsk, Rankova Zorya, Huntsman's Cabin, Alatyr, Pale Crown Palace, Okurov, Teeming Mire, Svetloledovka, Jack Frost Village, Volkodlak Tundra, Everfrozen Earth, White Birch Snowgrave, Flamefeather Valley, Fellfrost Peak, Central Station, Korolevskiy Theater, Sanctuary of Grief, Druzhnа Headquarters, Royal Military Academy, Royal Energy Commission, Royal Armory Palace, Pilgrimage to the Sacred Gorge, Ice Quarry, Hall of Prayers, House of Hesperides, Tidesong Cavern, Relics of the Fallen Grace Domain, Snezhnayan Capital, Fatui Headquarters, Tsaritsa, Northland Bank, Snezhnayan Railway, Railway Stations, Seaports, Coastal Villages, Mining Industry, Liquor Production, Military Fortress, Palaces and Domains, Industrial Cities, Remote Settlements, Abandoned Village, Snezhnayan Geography
SNEZHNAYA SETTLEMENTS AND MAJOR LOCATIONS SHORT DESCRIPTION: Cities,ports,villages,fortresses and inhabited centers across Snezhnaya's five mainland regions. DESCRIPTION: SNEZHNAYA: The northern Cryo nation of Teyvat,ruled by the Tsaritsa and home to the Fatui. Its climate brings deep snow,ice,storms and remote mountain and coastal terrain. Railways and advanced engineering connect populated areas. The five mapped mainland regions are Volkodlak Tundra,Everfrozen Earth,White Birch Snowgrave,Flamefeather Valley and Fellfrost Peak. Autonomous Nod Krai lies at the nation's southern edge and is treated separately. EVERFROZEN EARTH: SNEZHNOGRAD: Snezhnaya's capital and major population center. It is a seat of national power,industry and transport,with the Central Station,Korolevskiy Theater and Northland Bank's principal branch. ZAPOLYARNY PALACE: The Tsaritsa's residence and the central seat of her authority. It is also the Fatui's principal headquarters,closely associated with the nation's political and military power. GLUPOV: A fortified Fatui stronghold near Snezhnograd. Its military character makes it a strategic security point rather than an ordinary civilian town. MOREPESOK: A small seaside village. Its coastal setting contrasts with inland industrial cities. NOVOKITEZHGRAD: A Snezhnayan city associated with mining and liquor production,reflecting the nation's resource extraction and commercial industry. PORT BELOVODYE: A major port serving maritime transport and trade. It supports maritime trade despite severe northern conditions. CENTRAL STATION: Snezhnograd's major railway hub,linking the capital with other settlements and industrial regions. KOROLEVSKIY THEATER: A prominent theater in Snezhnograd and a center for public performances and urban cultural life. SANCTUARY OF GRIEF: A named site in Everfrozen Earth. Its name suggests a solemn or commemorative place,but its precise civic function should not be assumed without further evidence. DRUZHNA HEADQUARTERS: A named headquarters in Everfrozen Earth,not a separate settlement. ROYAL MILITARY ACADEMY: A Snezhnayan institution that trains military personnel and officers. ROYAL ENERGY COMMISSION: A national energy institution,not a town. ROYAL ARMORY PALACE: An engineering and weapons-development facility associated with Landcruiser technology,not a residential settlement. VOLKODLAK TUNDRA: SRETOMOROZSK: A settlement in the tundra with a railway station and port facilities. Its station and port connect overland and coastal routes. RANKOVA ZORYA: A village built around an abandoned railway station. Its disused station contrasts with Snezhnograd's active railway hub. HUNTSMAN'S CABIN: A remote cabin in Volkodlak Tundra,not a town. It represents isolated habitation in the harsh tundra landscape. KVASNIK: A smaller settlement or named locality in Snezhnaya. It is a minor locality,not a major city. WHITE BIRCH SNOWGRAVE: PALE CROWN PALACE: A major palace in White Birch Snowgrave with major story significance. It is a landmark and palace complex,not a conventional town. ALATYR: An abandoned village associated with the Pale Crown Palace area. It is no longer a functioning populated settlement;its deserted state distinguishes it from active villages and cities. PILGRIMAGE TO THE SACRED GORGE: A named route or pilgrimage area in White Birch Snowgrave. It is a destination and travel route rather than a settlement. FLAMEFEATHER VALLEY: OKUROV: A named settlement or locality in Flamefeather Valley. It lies in the region's warmer,red-toned landscape. TEEMING MIRE: A named area in Flamefeather Valley rather than a confirmed city. It is a geographic locality,not an urban center. ICE QUARRY: An industrial extraction site in Flamefeather Valley,associated with resource work rather than ordinary residential life. HALL OF PRAYERS: A religious or ceremonial site,not a confirmed town. FELLFROST PEAK: SVETLOLEDOVKA: A named settlement in the difficult terrain of Fellfrost Peak. Its mountain location makes access difficult. HOUSE OF HESPERIDES: A site or complex,not necessarily an inhabited town. TIDESONG CAVERN: A cavern,not a settlement. JACK FROST VILLAGE: A named village in Snezhnaya,distinct from the nation's larger cities and industrial centers. RELICS OF THE FALLEN GRACE DOMAIN: A domain landmark,not a settlement. SETTLEMENT NOTES AND TIMELINE: Places differ in function: Snezhnograd is the capital;Sretomorozsk and Port Belovodye serve transport and maritime roles;Morepesok is a small coastal village;Rankova Zorya and Jack Frost Village are smaller communities;Glupov is a fortress;palaces,academies,stations,quarries,theaters and domains are institutions or landmarks,not automatically settlements. At the Traveler's initial journey toward Mondstadt,these Snezhnayan locations have not been visited in the story and their later quests or events have NOT YET HAPPENED. Their existence should not give the Traveler firsthand knowledge of them;NPC knowledge must depend on origin,occupation and credible travel or reports.
Showing 50 of 105
1 file
- .pngpng_cardspec 3.0original
3.5 MB800×1200first seen 62deb04d256ebafd
version 1.0created modified
Opens with the tab.
