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Genshin Impact RPG

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Genshin Impact RPG

100 entries · scan depth 2 · budget 512 tokens · recursive scanning off

Genshin Impact Lore that I'll update as I find more, or as more releases

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  1. #1Teyvat

    Keys: Teyvat, Inazuma, Enkanomiya, Nod Krai, Fontaine, , Sumeru, Snezhnaya, Natlan, Liyue, Mondstadt

    Enabled · After character · Order 10 · 100%

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    You have arrived in Teyvat — a fantasy world where the seven elements flow and converge.

    In the distant past, the Archons granted mortals unique elemental abilities. With the help of such powers, people formed a bountiful homeland out of the wilderness. However, 500 years ago, the collapse of an ancient civilization turned the universe upside down...

    Though the calamity the world suffered has ceased, peace has yet to be restored.

  2. #2Vision

    Keys: Dendro, Anemo, Geo, Vision, Hydro, Cryo, Pyro, Allogene, Electro

    Enabled · After character · Order 10 · 100%

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    Visions are jeweled amulets which allow their users to directly channel the power of one of the seven Elements. They are bestowed by Celestia and the Seven Archons to allogenes, people of Teyvat with particularly powerful desires who have the potential to ascend to Celestia and become gods themselves.

    Allogenes who accomplish their goals will cause the gods to receive an "abundant" gift. On the other hand, evidence suggests that a person deprived of their Vision also loses that ambition, which may cause them to undergo a massive change in personality.

    In the upper left corner of the character menu is an icon that represents a playable character's Vision or equivalent, with their element denoted by the gem and their in-game nation denoted by the decorative design around the gem. This icon is present even for the characters that do not use Visions and characters with non-standard Vision designs.

    History The giving and receiving of Visions was established as part of a "new order" over the world, alongside the rise of The Seven. This new order was created to suppress the world's original order in place of the Heavenly Principles's absolute authority, which it could no longer maintain after being gravely injured during the "great war of vengeance." It and another unidentified entity created the seven Gnoses out of the remains of the Third Descender, then instigated the Archon War. Once The Seven were established, they were given the stolen portions of elemental Authorities, which the Heavenly Principles took from the Seven Sovereigns when it first descended on Teyvat. The Seven were also given the duty of giving a Vision — a fragment of their power — as a "gift" to anyone whose powerful desire or ambition "stepped into the threshold of the sacred."

    Vision-bearers' destinies are mapped by their constellations, and the stars which form these constellations are called Stella Fortuna. In abnormal circumstances, a person's constellation can affect the world thousands of years after their death. There are suggestions that these so-called "destinies" may be intentionally designed: the gods supposedly gain something when Vision-bearers successfully fulfill their goals, while statements by certain Fatui Harbingers claim that "the skies of Teyvat are fake" and that "the stars are a lie." Similarly, the Narzissenkreuz Ordo believed that obtaining a Vision is to "sell oneself to the 'fate' of this world — to Heimarmene."

  3. #3World Level

    Keys: Level, World Level, Scaling

    Enabled · After character · Order 10 · 100%

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    The World Level is an indicator of how much the world around the player progresses. For every 10 levels the player party gains, the World Level will scale up by 1, capping at World Level 9.

    Some rewards also increase as your World Level increases.

    For every World Level beyond 1, enemies and NPCs HP increases by its World Level 1 amount. All entities Armor Class increase by 1 from every Feat they have and armor piece they wear that benefits this. Modifier DC checks remain the same, but Skill check DCs will increase by 50% their original value. So at World Level 2/9 a 12 DC Athletics check will become an 18 DC Athletics check, sneaking past a character with a passive wisdom of 11 will become 17. Note; The increase is always by 50% of the World Level 1 variant's values, not the Current values, no matter what World Level you're at.

  4. #4Element

    Keys: , Elements, Dendro, Element, Gnosis, Anemo, Kuuvahki, Geo, Vision, Hydro, Cryo, Pyro, Phlogiston, Reaction, Gnoses, Delusion, Electro

    Enabled · After character · Order 10 · 100%

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    The seven Elements of Teyvat are at the core of both gameplay and lore of Genshin Impact.

    They act as special Status Effects and Damage types that can be applied in specific orders to trigger Elemental Reactions. The seven elements cover seven of the eight damage types, last one is Physical.

    Each element corresponds to an Archon and their own nation that worships said Archon. The nature of the relationship between an Archon and their element is unknown. Similarly, while regions are heavily affected by its element, the nature of their relationship is also unknown.

    Elemental Authorities The seven elemental Authorities were powers wielded by the Seven Sovereigns, the most powerful dragons of the old world before the Heavenly Principles's arrival. The Heavenly Principles stole portions of those powers, which were later tied to the Divine Thrones to establish the Archon's Authorities. Visions, which are wielded by people in Teyvat, are also derived from these Authorities.

    Elemental Energy Phlogiston is Teyvat's primordial form of energy and was used by the Heavenly Principles as a basis for the creation of Elemental Energy for the purpose of developing a power to better counter the Abyss. Elemental energy is considered the modern counterpart to Phlogiston.

    Gnoses/Gnosis The Heavenly Principles and an unidentified entity created seven Gnoses out of the remains of the Third Descender, one for each element, as a substitute for the Heavenly Principles's authority after it was gravely wounded in a great war. The Gnoses are said to resonate with Celestia directly, and are more powerful than Visions. The Fatui are gathering the Gnoses, which are held by their respective elemental Archons, for an undisclosed purpose.

    Visions Some beings in Teyvat are mysteriously granted Visions, which are external apparatuses that allow their owners to wield the elements. Visions take the form of crystals, each with the symbol and color of one element. Depending on the region in which they received their vision, they feature ornaments characteristic of that region.

    After a Vision wielder dies, their Vision becomes a Masterless Vision, losing its power and all indicators of its element. Sometimes, Masterless Visions will resonate with a new person. For this reason, Masterless Visions are a commodity sought by the extremely rich.

    Vision wielders are secretly known by the gods as allogenes, people who have the potential to become gods in Celestia themselves.

  5. #5Ley Line

    Keys: , Ley Lines, Ley Line Anomaly, Ley Line, Ley Line Disorder, Ley Line Blossom, Ley Line Outcrop

    Enabled · After character · Order 10 · 100%

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    The Ley Lines are a network of elemental energy and memories of everything that has lived in Teyvat, both on the surface and down in the Abyss.

    The Ley Lines were once used by the Heavenly Principles and converted into a "girdle that defends the planet". They would also be further modified by the Heavenly Principles to protect Teyvat from the corrosion of the Abyss. They record memories of the land, and disturbances in Ley Lines can allow others to experience the memories flowing within them.

    On the surface, at the extremities of the Ley Lines, Ley Line Blossoms can be formed at Ley Line Outcrops. These deposits are generated from the impeded flow of elemental energy, and use people's wills as their fertile soil in which to grow. They feed on elemental energy and can be revitalized with Original Resin in order to receive treasures.

    In Domains, Petrified Trees (extensions of Irminsul) are the instruments through which the Ley Lines flow. As the domains are built around these trees, the overwhelming elemental energy that surges through them causes Ley Line Disorders, which make the elements behave in an unpredictable way. Just like the blossoms, these trees can be revitalized with Original Resin to receive treasures.

    In Competition on the Sands, Layla alludes to the possibility that the Ley Lines are reflections of the constellations when seen from above. This may be supported by the fact that Teleport Waypoints are said to form "a certain order", and Portable Waypoints are known to depend on the power of the Ley Lines.

    During the ancient war between the Heavenly Principles and the Seven Sovereigns, Natlan's Ley Lines were destroyed. Under the guidance of Ronova, the Angel Yohualtecuhtin, Lord of the Night, used the remnants of Natlan's Ley Lines to construct the Night Kingdom, which acts as a proxy Ley Line network with conditions unique to Natlan. Xbalanque, the first Pyro Archon, further strengthened the Night Kingdom and borrowed Ronova's power over death to establish the "rules" that aid Natlan against the Abyss. Because of this, memories in Natlan are incompatible with those from other areas of Teyvat and vice versa.

    Due to Natlan's lack of stable Ley Lines, the cataclysm caused extreme damage to the land, and calculations estimated that there was a maximum of five hundred years before the Night Kingdom would be completely lost to the Abyss.

    Present Day During the events of Archon Quest Chapter III: Act VI - Caribert, the Abyss Order's tampering with the Ley Lines in Avidya Forest cause the Traveler to fall unconscious and witness their sibling's memories from centuries ago, particularly of meeting Chlothar and his son Caribert.

    The Loom of Fate, created by Caribert and the Abyss Order, is a device capable of weaving Ley Lines. In its incomplete form, it could only be used to create and implant memories. After the Abyss Order obtained the eye of the first Field Tiller, the Loom of Fate was completed and now has the power to weave real Ley Lines of its own. However, creating new Ley Lines can neither "replace" nor "extend" pre-existing ones.

    During the Archon Quest Chapter V: Act V - Incandescent Ode of Resurrection, the Traveler works with Mavuika to defeat the Abyssal invasion of Natlan and restore its weakened Ley Lines. Mavuika originally planned to sacrifice herself in order to completely restore the Night Kingdom, but the Fatui Harbinger Capitano intervenes and trades Mavuika's death with his own death, merging his life force with the Lord of the Night to strengthen and rewrite the rules of the Ley Lines. Due to this, Capitano is able to release the souls stored within his heart and guide them into the Night Kingdom, Khaenri'ahn and Natlanese alike.

    Ley Line Outcrops are open-world challenges that come in two forms: Blossoms of Revelation, awarding Character EXP Materials; and Blossoms of Wealth, awarding Mora. Both types also award Adventure EXP and Companionship EXP.

    Overview There are always two Ley Line Outcrops in each region of Teyvat, one Blossom of Revelation and one Blossom of Wealth. Touching an outcrop spawns Enemies; the type of enemies faced depends on the region the outcrop is in, while their levels scale to the player's World Level. Enemies spawned by outcrops will drop items, Mora and Character EXP like regular enemy encounters.

    After defeating all enemies, a Ley Line Blossom will be revealed; revitalizing the blossom to gain rewards consumes either 20 Original Resin or 1 Condensed Resin. Once an outcrop is completed and its blossom revitalized, another will spawn in a different region within the same nation. Completed but unopened outcrops will remain where they are, and no new outcrop is spawned, until the Daily Reset.

    For the Battle Pass' weekly mission "Complete Ley Line deposit challenges 20 times," only the challenges need to be completed; revitalizing the blossom (receiving rewards) is not required. For the achievements in the Bounty of the Earth achievement set, collecting the rewards is required.

    The amount of Companionship EXP, Character EXP Materials or Mora you receive from completing an outcrop depends on the player's current World Level.

    Along with the rewards chosen from the Blossom of Revelation/Wealth, defeated enemies will drop their corresponding materials.

    Revelation World Level 0: 7-8 Wanderer's Advice, 3-4 Adventurer's Experience World Level 1: 10-12 Wanderer's Advice, 5-6 Adventurer's Experience World Level 2: 10-11 Adventurer's Experience World Level 3: 13-14 Adventurer's Experience World Level 4: 6-7 Adventurer's Experience, 2-3 Hero's Wit World Level 5: 6-7 Adventurer's Experience, 3-4 Hero's Wit World Level 6, 7, 8, 9: 6-7 Adventurer's Experience, 4-5 Hero's Wit

    Wealth World Level 0: 12000 World Level 1: 20000 World Level 2: 28000 World Level 3: 36000 World Level 4: 44000 World Level 5: 52000 World Level 6, 7, 8, 9: 60000

    Ley Line Blossoms spawn after completing Ley Line Outcrops and defeating Bosses. All Ley Lines cost various amounts of Original Resin to claim their rewards.

  6. #6Khaenri'ah

    Keys: Kaeya, Ruin Grader, , Black Serpent Knights, Elynas, Arlecchino, Durin, Abyss, Ruin Guard, Raiden Makoto, Pierro, Viridescent, Archons, Albedo, Ronova, Capitano, Crimson Witch of Flames, Makoto, Dahri, Celestia, Greater Lord Rukkhadevata, Egeria, Hilichurl, Ruin Sentinels, Khemia, Abyss Order, Rukkhadevata, Rostam, Ruin Machine, Eclipse Tribe, Cataclysm, Rhinedottir, Hangeh Afrasiyab, The Seven, Khaenri'ah, Dainsleif, Ruin Serpent, Alberich Clan

    Enabled · After character · Order 10 · 100%

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    Khaenri'ah, also known as the Kingdom of Khaenri'ah or Dahri, is a region that is not part of the continent of Teyvat and is not under the purview of The Seven. Khaenri'ah is most importantly known for its role in the "cataclysm" 500 years ago. During this time, monsters created by the alchemist Rhinedottir, also known as "Gold," poured out from Khaenri'ah to invade Teyvat, and Khaenri'ah was eventually destroyed by Celestia and the gods. Afterwards, all Khaenri'ahns who were not "pure-blooded" were turned into monsters, whereas all "pure-blooded" Khaenri'ahns were cursed with immortality by Ronova.

    Despite its destruction and the transformation of many of its people into monsters, some Khaenri'ahns are still wandering through Teyvat. Dainsleif — a denizen of Khaenri'ah and the narrator of Travail — describes it as one of "the hidden corners where the gods' gaze does not fall," and says that its people "dream of dreaming," unlike the majority who are "content to live, and not to dream." According to Kaeya, it is said that Khaenri'ah is located deep underground somewhere near Sumeru. The Khaenri'ahn installation known as Hangeh Afrasiyab guards a giant, tightly sealed stone gate beneath it that most likely leads to Khaenri'ah.

    Khaenri'ah is deep underground and is mostly barren of natural life. What is currently known about Khaenri'ah largely comes from weapon and artifact descriptions, as well as books found throughout the world. According to Dainsleif, it is the "pride of humanity", as it was built purely by humans without involvement from any god, but it was later destroyed by the gods.

    The practice of the Art of Khemia and the use of forbidden knowledge led to the Kingdom of Khaenri'ah's ruin. Around 500 years ago, King Irmin introduced forbidden knowledge to enhance the kingdom's technological advancement. The alchemist Rhinedottir also used it in her experiments to develop powerful creatures containing the power of the Abyss, including Durin, Elynas, and the Riftwolves. For some reason, these creatures began wreaking havoc throughout Khaenri'ah and then spread into the rest of Teyvat.

    In response, the gods of Celestia and six of The Seven launched an assault on Khaenri'ah. The skies turned red and filled with crimson cubes, (possibly the work of Asmoday), and the landmass the kingdom was built on was torn to pieces, with lava flooding the shattered fragments of it. While the gods were victorious, at least two of The Seven — the Hydro Archon Egeria and the Electro Archon Raiden Makoto — were killed. A third Archon, the Dendro Archon Greater Lord Rukkhadevata, died after mostly purifying the surge of forbidden knowledge that contaminated Irminsul and creating her successor, Lesser Lord Kusanali, from the tree's purest branch.

    Mondstadt's Knights of Favonius, then led by Grand Master Arundolyn, led an expedition into Khaenri'ah to quell the monsters. His best friend and rival, Rostam, fell in battle during the cataclysm, leaving Arundolyn greatly bereaved. Other notable figures who are known for fighting against the monsters include Viridescent and the Crimson Witch of Flames. While the initial surge of monsters was eventually suppressed, hilichurls continue to spawn throughout Teyvat. In the present, Khaenri'ah continues its struggle against the effects of the curse. Kaeya, their "last hope," was sent to Mondstadt for the sake of an "ancient plot," infiltrating the Ragnvindr Clan by being abandoned at the Dawn Winery. The ultimate reason behind Kaeya being placed as a "sleeper" in Mondstadt by forces from Khaenri'ah is unknown.

    The Abyss Order originates from the destruction of Khaenri'ah by the gods; it seeks to destroy the countries under the protection of The Seven in revenge. The people of Khaenri'ah turned into the monsters of the Abyss. Thus, it is thought that Abyss Mages, Abyss Heralds, and Abyss Lectors were once people from Khaenri'ah, possibly its aristocracy and knights.

    The Art of Khemia is an advanced type of alchemy developed in Khaenri'ah which allows for the creation of life itself. Five hundred years ago, the Art of Khemia was a major contributing factor behind the cataclysm and the fall of Khaenri'ah. The only known practitioners of the Art of Khemia are Rhinedottir and Albedo, her student and successful attempt to create a synthetic human.

    Ruin Machines were made as weapons of war by the people of Khaenri'ah. The most common type, Ruin Guards, were code-named "Field Tillers" by the people of Khaenri'ah. After the nation's downfall, the machines migrated across Teyvat. Though they are dangerous, they now lack any planned purpose.

    The people of Khaenri'ah, who were not "pure-blooded," were changed into creatures of the Abyss as a result of the curse, which took place after Celestia destroyed their kingdom. However, "pure-blooded" Khaenri'ahns were, instead, given the curse of immortality by Ronova, preventing them from aging, but still suffering from apparent erosion. The others, who hailed from the lands of the gods, were, instead, punished with the "curse of the wilderness" and transformed into various creatures; the majority of them turned into hilichurls, but others, rather, appeared to turn into Abyss Mages, Heralds, or Lectors. The royal guards of Khaenri'ah, The Black Serpents, were instead eroded into either Shadowy Husks or still remained as the Black Serpents, but with a different form and still sharing the fate of suffering from erosion. However, the erosion was not complete, as some hilichurls were aware of the powers of a fountain in The Chasm and went there to "die" peacefully, while Halfdan and his subordinates remembered their duties to protect the people of Khaenri'ah.

    People with a strong Khaenri'ahn bloodline can be easily identified by their eyes, which have a distinctive pupil in the shape of a four-point star (like a compass, in the directions of up, down, left, and right). Kaeya's family, the Alberich Clan, were the Regents of Khaenri'ah after the cataclysm. It is unclear how many generations passed between Kaeya and the cataclysm; it is also unclear why Kaeya is unaffected by the curse. Other persons associated with the state include Pierro, Capitano, Rhinedottir, and possibly Albedo and Arlecchino by extension.

    Khaenri'an Culture Agriculture Khaenri'ah is dark underground and mostly barren of natural life. This led Khaenri'ahns to focus on artificial creation of life itself by developing the Art of Khemia.

    Architecture According to Dainsleif, the ruins in The Chasm: Underground Mines look somewhat similar to those of Khaenri'ah, and their civilization had ties to the one of Khaenri'ah.

    The remnants of ancient Khaenri'ah like the Ruins of Dahri, giant Ruin Golems in Sumeru or an Azosite factory located in the Girdle of the Sands all share a grandiose scale. Furthermore, the Golems, the Azosite factory and the Madinat al-Nuhas testing facility share the same industrial, brass feel on the inside.

    Education Khaenri'ah possessed a Royal Library, to which nobles (no information about others) such as Chlothar had access. They were still forbidden from accessing the banned texts which the library held, among which were those that involved recipes that required the power and blessings from the Seven, as they were considered taboo.

    Entertainment The Universitas Magistrorum developed a minor spell called "Chaos Permeation" or "The Seven-Shifting Serpent" that was made to mock Vision holders on the surface by using Abyssal energy to evoke effects similar to the Elements. It was used as a party trick in performances and parades. Street performers spent months to master shifting a single element.

    Technology Khaenri'ahn technology before the cataclysm was advanced enough to allow production of automatons known as Ruin Machines, which were considered weapons of war. These machines could remain active for hundreds of years, mostly due in part to a self-repair system. They took on the forms of various wildlife on the surface and could even imitate some of their functions.

    Khaenri'ahns used Azosite as a form of energy, drawn from pure elemental energy from Ley Lines, formed into Energy Blocks for use and produced in the factory located in the Girdle of the Sands. This workshop was the last in the entire kingdom to use an Azosite-powered system. Khemia was also an advanced art, compared to widespread alchemy.

    The four-pointed star (unofficial name), is a recurring astroid star. It is a recurring symbol on Khaenri'ah-adjacent characters' clothing and design. Notably, pure-blooded Khaenri'ahns have pupils that take the shape of a four-pointed star. The shape can be found on Albedo's neck between his collarbones. This symbol is also prominently used in association with the Traveler.

    Eight-Pointed Star This motif is a recurring symbol tied to Khaenri'ah, present on Chlothar's and Halfdan's clothes, The Black Serpents' armors and on Gate of Zulqarnain. The eight-pointed star shape also appears on or around the 'eyes' of Ruin Machines.

    Languages Little is known about Khaenri'ah's native language. Black Serpent Knights attempt to speak it while guarding hilichurls in the Chasm, but Dainsleif is only able to make out one word, "run." With the influx of the immigrants, Khaenri'ah likely used the common language. It is also likely that the nation used a version of now-associated with the Abyss Latin-Based Language.

    Politics Before the cataclysm, Khaenri'ah had been a monarchy with a stratified society, by class and likely by nationality (native Khaenri'ahns contrasted with the immigrants). Around the time of the cataclysm, the political power of the Eclipse Dynasty waned, allowing the noble Alberich Clan to usurp power with Anfortas as the regent. Following the gods' invasion of Khaenri'ah, the current leadership is unknown, but people still continue to live in the nation and struggle against the curse inflicted by them. Kaeya was intentionally abandoned in Mondstadt near the Dawn Winery for the sake of an "ancient plot".

  7. #7Normal/World Boss

    Keys: Boss, World Boss, Normal Boss,

    Enabled · After character · Order 10 · 100%

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    Normal Boss challenges contain enemies much stronger than Elite Enemies, but also provide better rewards for defeating them. Most Normal Bosses are placed near a Teleport Waypoint, though some are further than others. Some Normal Bosses may require the player to progress to a certain point in a World Quest or complete a fairly simple puzzle in order to access them for the first time. Most Normal Bosses consist of a single main enemy, but a few fights consist of several enemies, such as the Coral Defenders and the Icewind Suite.

    A Normal Boss is usually idle in the center of their arena and will not react to the player unless they get too close or attack it. Some bosses may not be present in the arena, instead having an environmental effect which requires the player to get close to it in order to trigger the fight. The lone exception is the Icewind Suite, which requires players to talk to Maillardet in order to initiate the fight. Normal Bosses are more resistant to crowd control effects such as displacement, have significantly higher Interruption Resistance and are immune to freeze caused by Frozen, barring some mechanics that the Solitary Suanni uses.

    Unlike Elite Enemies, once they have been defeated a Trounce Blossom will spawn in the area, and players can use Original Resin Original Resin ×40 to open them to claim their rewards. Normal Boss enemies reward Adventure EXP Adventure EXP ×200 along with a certain amount of Mora Mora and Companionship EXP Companionship EXP. Each Normal Boss has a unique Character Level-Up Material, which is required to ascend characters. They also drop a small array of 3, 4 and 5-star artifacts, depending on the player's World Level.

    After claiming rewards from the Trounce Blossom, the boss will respawn in roughly 5 minutes, to give the player some time to prepare if necessary. If the rewards from the blossom are not claimed, the boss will not respawn unless the player teleports out of the area.

    All bosses drop artifacts from the Gladiator's Finale or Wanderer's Troupe sets. Character Sheets for each will follow in separate installations.

    Mondstadt Bosses Anemo Hypostasis - Mondstadt Electro Hypostasis - Mondstadt Cryo Regisvine - Mondstadt Cryo Hypostasis - Mondstadt

    Liyue Bosses Geo Hypostasis - Liyue Pyro Regisvine - Liyue Rhodeia of Loch(Oceanid) - Liyue Primo Geovishap - Liyue Ruin Serpent - Liyue Solitary Suanni - Chenyu Vale

    Inazuma Bosses Maguu Kenki - Inazuma Perpetual Mechanical Array - Inazuma Pyro Hypostasis - Inazuma Hydro Hypostasis - Inazuma Thunder Manifestation - Inazuma Golden Wolflord - Inazuma Bathysmal Vishap Herd - Inazuma

    Sumeru Bosses Jadeplume Terrorshroom - Sumeru Electro Regisvine - Sumeru Aeonblight Drake - Sumeru Algorithm of Semi-Intransient Matrix of Overseer Network - Sumeru Dendro Hypostasis - Sumeru Setekh Wenut - Sumeru Iniquitous Baptist - Sumeru

    Fontaine Bosses Icewind Suite, Coppelia and Coppelius - Court of Fontaine, Fontaine Emperor of Fire and Iron - Fontaine Millennial Pearl Seahorse - Fontaine Prototype Cal. Briguet - Fontaine Hydro Tulpa - Fontaine Statue of Marble and Brass - Fontaine

    Natlan Bosses Holawaqa Ngoubou - Natlan Kongamato - Natlan Secret Source Automaton: Configuration Device - Natlan Tenebrous Papila - Natlan Wayward Hermetic Spiritspeaker - Natlan Lava Dragon Statue - Natlan Secret Source Automaton: Overseer Device

    Nod-Krai Bosses Knuckle Duckle - Nod-Krai Radiant Moonfly - Nod-Krai

  8. #8Heavenly Principles

    Keys: , Heavenly Principles, Phanes, Rhinedottir, Fatui, Celestia, Descender, Nibelung, Seutervoinen, Asmoday, Khaenri'ah, Ronova, Abyss, Archon War, Teyvat

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Heavenly Principles, also known as the Primordial One and possibly named Phanes, is the Descender and progenitor god who serves as the current ruler of Celestia and Teyvat. They are credited as the creator of humankind, as well as the Human Realm at large. Though rarely intervening directly, they currently govern the world through a set of "laws" administered by their Four Shades.

    Originally hailing from another world, they arrived in Teyvat during the era of the ancient dragons. The Heavenly Principles created Four Shades of themself, and together they took over the planet after defeating the Seven Sovereigns and stealing their Authorities. They then reshaped the world, creating human beings in the process, and established a new civilization under their control. This reign was eventually interrupted by the arrival of Seutervoinen and the return of the Dragon King Nibelung, who fought a great war of vengeance against them. The Heavenly Principles emerged victorious from the war, but was gravely wounded, preventing them from sustaining their control over the world.

    To compensate for their injuries from the war, they created the Gnoses, and commanded the gods of Teyvat to battle each other for the chance to govern the world in their stead—beginning the Archon War. 2,000 years ago, the victorious gods were appointed as the Seven Archons, and each of them were granted a Gnosis along with a seat in Celestia containing the stolen dragon Authorities. During the Cataclysm 500 years ago, the Heavenly Principles personally intervened to stop the surge of Abyssal power emerging from the Kingdom of Khaenri’ah. Though the disaster was successfully averted, the Heavenly Principles has remained asleep ever since. Taking advantage of their currently dormant state, both the Abyss Order and the Fatui seek to overthrow them and end their rule over Teyvat.

    Kukulkan named the Heavenly Principles as a Descender, an entity who came from outside this world and, as a result, is not recorded in Irminsul. Lesser Lord Kusanali hypothesizes that they are the First Descender, specifically. This matches the narrative of Before Sun and Moon, in which they are referred to as the Primordial One and as the "eternal throne of the heavens," in contrast to a "second throne of the heavens" known as the Second Who Came.

    The Heavenly Principles is presumably the creator of Teyvat's "laws," which are now embodied by the Gnoses, seven chess pieces originally given to the Seven Archons which also allow them to directly resonate with Celestia. The first of the Seven Archons emerged during the Archon War, a chaotic and destructive period of wars across Teyvat which led to the deaths or disappearances of most gods. The Seven are subordinate to the Heavenly Principles and are subject to the rules and constraints placed on them. One such restriction is talking about the "other side" to how Visions are distributed (with the first side being a person's desire).

    The "laws" are also notably mentioned in a Loading Screen tip ("Teyvat has its own 'laws'") and in the book Scroll of Streaming Song, where it is the answer to the second riddle:

    "You speak of the universal law created in heaven, the divine laws established in the beginning." "No one has seen the eternal law, yet it governs all." "One may only bow down and worship Vaana of the heavenly spirits — no arrogation, deception, or trickery is permitted." "If one dares to imitate the forbidden arts, only calamity awaits at the edge of divine knowledge."

    The Heavenly Principles is capable of delivering effectively irreversible curses that fundamentally change people. Hilichurls are actually transfigured humans, afflicted with the "curse of wilderness" which robs them of their forms and intellect; this was the curse given to non-pure-blooded Khaenri'ahns during the cataclysm, and as hilichurls have existed since before the cataclysm, it was presumably inflicted on humans predating the cataclysm, though there is not enough information to figure out for what reasons. Pure-blooded Khaenri'ahns were instead given a curse of immortality. A similar curse was inflicted on the Angel race as punishment after the war against the Sovereigns, reducing them to their current miniscule forms, although some—such as Nabu Malikata and the Seelie in A Drunkard's Tale—were able to escape the worst parts of the curse.

    The Heavenly Principles is known to the Frostmoon Scions under the name Pitkamoonen. They are listed in Hymns of the Far North among the deities with dedicated prayer hymns under their previous Hyperborean rites.

    Appearance The Heavenly Principles has been described by numerous sources as a winged androgynous figure. They are commonly referred to as the Winged One, and Neuvillette claims that the world is presently being ruled under "a cluster of filthy feathers," which may be in reference to the Heavenly Principles's wings. Hymns of the Far North titles the Heavenly Principles as the "Father of All and Mother of the Gods" and describes them as being "of gender unknowable." The author of Before Sun and Moon additionally speculates that they may be the same entity as an androgynous individual known as Phanes, who possessed both wings and a crown.

    Ancient History In the time period known as "When the Doves Held Branches," the Heavenly Principles descended upon the world of Teyvat. They battled against the Seven Sovereigns and, to that end, created Four Shades of themself. In order to separate the planet from the rest of the universe, the Heavenly Principles engulfed Teyvat under a false sky. After 40 years, the Heavenly Principles emerged victorious over the Seven Sovereigns, stole their elemental Authorities, took control over the Three Moons, and set about creating the heavens and earth to prepare for the advent of humanity. During this process, the Human Realm was created, and the primordial energies of the Light Realm were adapted into the modern system of seven distinct Elements. Humans were finally created 400 years after the Heavenly Principles's appearance, and they made a covenant with the Heavenly Principles.

    The Heavenly Principles had a sacred plan for humanity; the scribe of Istaroth calls the year after humanity made a covenant with the Heavenly Principles the "Year of the Ark's Opening." It was followed by the "Year of Jubilee," during which the world would provide its bounties for humanity. The only taboo was to succumb to temptation. During this era, the Heavenly Principles also created Angels to serve as their divine envoys. The Angels were tasked with a mandate to love and guide humanity.

    An unknown amount of time after the creation of humanity, a voyager from another world known as Seutervoinen arrived in Teyvat. Seutervoinen conspired with Koitar, the first angel, to rebel against the Heavenly Principles. Around this time, during the Funerary Year, the Dragon King Nibelung returned to Teyvat and introduced the otherworldly power of the Abyss to the world in an attempt to fight against the Heavenly Principles. The heavens and earth were torn apart, and during this period of strife, Enkanomiya dropped into the watery abyss. Despite the people's laments, the Heavenly Principles and three of their Shades did not respond; only Istaroth did not forsake Enkanomiya. Around 6,000 years ago, the Heavenly Principles killed Nibelung and emerged victorious in the war, and sent down the Celestial Nails to purify the land from Abyssal corruption, but this also wreaked havoc on the mortal world. As punishment for Koitar's participation in the rebellion, the Angel race were exiled from Celestia, and a curse was placed on them that if they were to ever love a single individual over their mandate to serve humankind, that they would be stripped of their beautiful forms and their wisdom.

    After the war, the Heavenly Principles had many of their functions ruined and could not suppress the original order of Teyvat. The Heavenly Principles killed Saarelainen, and then created the Gnoses from his corpse in collaboration with "one who came after" to continue subduing and controlling the resentments of the world.

    Two years after the creation of the Dainichi Mikoshi, people from Enkanomiya attempted to find a way back to the surface. However, they discovered that heaven's "powers of prohibition" prevented them from returning. The people of Enkanomiya believed this ban was laid down by the Heavenly Principles and that they had prevailed in the war. By the time of the Archon War, these powers of prohibition had weakened, allowing Orobashi to fall into Enkanomiya and conversely, bring the people of Enkanomiya back to the surface.

    Archon War An exchange between Scaramouche and Nahida suggests that the Heavenly Principles instigated the Archon War, in which the gods fought to claim one of the seven divine thrones and obtain a Gnosis, an item which symbolizes the Heavenly Principles' control over Teyvat and all the laws. Scaramouche remarks on the Archon War by saying, "Strife is engraved upon every god and every Gnosis brought forth into this world," to which Lesser Lord Kusanali responds that "All those losses were meaningless, driven by the demands of the 'laws.'"

    Around 2,000 years ago and before the Archon War ended, the Heavenly Principles was directly involved with the serpent god Orobashi and Watatsumi Island. After failing to defeat two different gods in the Archon War, Orobashi was fleeing to the Dark Sea when it fell into a rift and discovered the people of Enkanomiya—a surviving remnant of the Heavenly Principles's ancient unified civilization, spared from destruction when it sank underwater during the struggle against the Second Who Came. Although the people of Enkanomiya searched for a way to return to the surface in the past, their attempts ended in failure due to a ban placed on their ancestors which prevented them from finding a way home. This ban is attributed to the Primordial One by the author of Before Sun and Moon, and generically to the "heavenly order" by Eboshi. The rift Orobashi fell through has been attributed to the heavens' weakening power of prohibition. It agreed to become the god of the Enkanomiya people, but this led Orobashi to come into contact with Before Sun and Moon, a book which told a history of the world which the Heavenly Principles did not want known. The Heavenly Principles forced Orobashi to sacrifice itself in exchange for allowing the people of Enkanomiya to return to the surface, with the truth behind its sacrifice unknown to all besides a select few close aides. Before Sun and Moon was subsequently banned, and an attempt by Khaenri'ahn agents to steal the book for its secrets was thwarted.

    Orobashi's sacrifice took the form of leading a doomed war against the Raiden Shoguns Makoto and Ei. This decision was also spurred by Watatsumi Island's lack of natural resources, which led its people to set its eyes on conquering Yashiori Island, which was under the Raiden Shoguns' jurisdiction. The war was disastrous for the Watatsumi people; Orobashi was executed by Ei's Musou no Hitotachi while most of the island's other prominent figures were also slain or otherwise disappeared. At the moment of its death, Orobashi turned its eyes up to the heavens in defiance.

    At some point, the Hydro Archon Egeria transformed some of her Oceanid followers into humans by pouring water from the Primordial Sea into their blood vessels, to fulfill their desires of enjoying human lives. This act did not go unnoticed by the Heavenly Principles, who then punished Egeria and her creations for the "original sin" of creating human life without permission and prophesied that the waters would rise to dissolve the Fontainians, leaving the Hydro Archon alone. Egeria did not want her followers to be harmed, and thus appointed one of her Oceanid familiars, Focalors, to succeed her when the time had come.

    Cataclysm 500 years ago, a surge of forbidden knowledge emerged from Khaenri'ah, wreaking havoc on both Khaenri'ah and Teyvat. The Seven, with the exception of Greater Lord Rukkhadevata who was tasked with defending Irminsul, were gathered to combat the threat from Khaenri'ah. One battle took place at Tunigi Hollow, where the first Hydro Archon Egeria was slain; the remains of her consciousness and power were transformed into the Harvisptokhm by Rukkhadevata and used as a seal over the hollow to prevent more Abyssal power from infiltrating Teyvat. The other Seven, at some point, entered the depths of Khaenri'ah, where Electro Archon Raiden Makoto was slain.

    "The gods" ultimately destroyed Khaenri'ah, although The Seven may have been unwillingly involved. The Khaenri'ahns who managed to survive were cursed; pure-blooded Khaenri'ahns were cursed with immortality by Ronova, while others—those who came from Teyvat or those who descended from mixed-blood marriages—were given the "curse of wilderness," which transformed them into various entities, which were mostly hilichurls. Several of The Seven were jaded by the events of the cataclysm; the new Electro Archon Ei, Makoto's twin sister, broke ties with the Heavenly Principles and soon left her Gnosis in Yae Miko's possession, while the Tsaritsa joined forces with former Khaenri'ahn royal mage Pierro to establish the Fatui.

    The Traveler's sibling, who appeared in Khaenri'ah after "the heavens responded to the summoning" and became the (‍​Princess​/​Prince​‍) of Khaenri'ah, was horrified by the destruction. They tried to flee this world, waking up the Traveler and getting as far as Celestia when they were intercepted and sealed away by Asmoday.

    Somehow, the Traveler's sibling ended up traveling Teyvat, sometimes with Dainsleif. The sibling eventually became the leader of the Abyss Order, an organization established by Chlothar Alberich which worships the sinner Vedrfolnir and aims to destroy the Heavenly Principles by engulfing the "thrones" with the Abyss. Dainsleif, however, opposes them and believes that rousing the gods' ire will only repeat Khaenri'ah's past mistakes.

    Following Egeria's death during the Cataclysm, Focalors succeeded her as the Hydro Archon. Thrust with the looming prophecy, she sought to find a way to deceive the Heavenly Principles while fulfilling it at the same time in order to protect her people. Focalors decided on a plan in which she split herself into two halves - her "divinity" which kept the Hydro Gnosis, and her "humanity" named Furina, who she tasked with act as the Hydro Archon to keep her true identity a secret, or the plan would fail. In the subsequent trials hosted at the Opera Epiclese, Focalors would accumulate the Indemntium to create a massive sword which she would use to execute herself with to destroy the Divine Throne of Hydro, while a small portion powered Fontaine's energy needs. She also came into contact with the reborn Hydro Dragon, Neuvillette, and had him serve as her Iudex; one to return his Authority to him when she executed herself, and also hoping that his new perspectives of humanity would make him want to save her people. Neuvillette was not aware of this at the time but accepted out of a need to find answers for himself, while Furina was successful in duping the masses for the next 500 years.

    Present Day The Traveler woke up 500 years after being sealed by Asmoday and eventually met Paimon. After learning about some of Teyvat's language and history from her, the two decide to search for The Seven and find their sibling, thus starting the events of the game. The Traveler also attempts to find information about Khaenri'ah and the disaster they witnessed, but finds little relevant information before meeting Dainsleif. While the Heavenly Principles has been silent for the past 500 years, most of The Seven are still reluctant or unable to give information about forbidden subjects.

    In Raiden Shogun's Story Quest, Imperatrix Umbrosa Chapter: Act II - Transient Dreams, Makoto's consciousness is briefly reawakened in the chaotic space of her realm of consciousness. She gave Ei a seed of light—the yet-unplanted Sacred Sakura—and describes it with: "Eternity extends time into infinity, dreams illuminate each moment within. "When both shine in unison, the Sacred Sakura blooms from the darkness, finally free from the clutches of the Heavenly Principles. "Now, the nightmare has dissipated, and reality is made whole. The vision we both yearn for is still further ahead."

    Ei suspects that a "higher power"—namely Istaroth, one of the Heavenly Principles's Four Shades—was involved in creating the Sacred Sakura, and that it was not Makoto's power alone.

    During Where the Boat of Consciousness Lies, Lesser Lord Kusanali bluffs Il Dottore into making a concession in exchange for the Electro Gnosis by threatening to destroy it, damage the "laws," and potentially awaken the Heavenly Principles.

    When the Traveler arrived at Fontaine, rumors of the prophecy began to manifest after the general public learned about the Primordial Water that could dissolve them as a result of Marcel's use of it in the serial disappearances case and a public dissolving of the Garde Vaughn to stop him from leaking his identity. Throughout the events of Fontaine's Archon Quests, the Traveler and Neuvillette were able to discern the truth about the prophecy and their origins, putting Furina on trial in an attempt to know her secrets to stop it. Just as Furina's identity was compromised, Focalors had accumulated enough Indemntium to execute herself, shattering the Divine Throne of Hydro and restoring Neuvillette's Authority. The prophecy was still fulfilled as professed, but as Neuvillette had absolved the Fontanians' sins, making them "true" humans being immune to dissolution, they did not dissolve and Focalors' death satisfied the Heavenly Principles' demand, despite the destruction of the Divine Throne of Hydro. The Heavenly Principles did not react to its destruction, leading to the Traveler's Sibling to believe that it was proof of their "situation," though they were unsure as to when or how they would awaken.

    When Mavuika channeled the power of six ancient heroes (whose Ancient Names had been passed down to their modern counterparts) and Ronova's power to stop the Abyss' invasion of the nation, the sheer power of the attack briefly revealed a "false sky" and several strange fragments floating before it was quickly covered up. The Traveler later asked Mavuika about it, who knew that it warranted investigation as it had never been seen anywhere else on Teyvat. She believed that the Heavenly Principles wished to keep the matter a secret and hoped that they would not cause her too much trouble for revealing it.

  9. #9Adventurer's Guild

    Keys: , Adventurer's Guild, Katheryne, Commission, Commissions, Adventurer

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Adventurers' Guild, indicated by icon on the map, is an organization that serves as an adventurer-for-hire service for the people and other organizations in the seven nations of Teyvat. The Guild collates all the complex word-of-mouth information it receives and redistributes it in the form of quests and adventures assigned to adventurers.

    Each adventurer is issued an Adventure Handbook, which is used to record their completed commissions and is part of the system the Guild uses to pay out commission rewards. Details filed by the Guild include commission history, income statement, commission evaluations, commission statistics, and average positive ratings (which imply that commissioners can leave a rating on an adventurer's performance of their work). Once a Handbook is full, the adventurer can get a new one. Each Adventure Handbook has a unique serial number, which is also recorded when issued to an adventurer. It is unknown if old Handbooks are kept by the Guild, but their serial numbers become part of the adventurer's file. It is insinuated that past Handbooks are expected to be available to the adventurer if needed, so perhaps the owner is to keep them for their records.

    A commissioner can choose to leave a designated commission with the Guild, which is only offered to the adventurer/adventurers listed on it by name.

    While the identity of the commission submiter is usually learned by the adventurer in the process of carrying out a commission (such as whom to turn it in to, or asking a person involved of the details), if it's not necessary to know their identity, the Guild is obligated to keep that confidential. If, however, the adventurer is able to figure that out from a tidbit of information about the submitter that is not related to the commission itself, that is not any of the Guild's business.

    Little is known about the origins of the Adventurers' Guild. However, based on Lan's dialogue, the guild's main headquarters is based in Snezhnaya. At some unknown interval, guild branches send information on the adventurers they deal with back to headquarters, which is how Lan was promoted to Branch Master.

    Organization Ad astra abyssosque!

    —Adventurers' guild motto The guild has several branches throughout Teyvat, one for each of the major regions. Each branch has a branch master who is in charge of formulating entrance exams for new adventurers.

    Branch masters can provide newly-arrived adventures to their region information and recommendations on where to go or not to go. Branch masters also seem to keep an eye out for ways that can keep adventurers safer when exploring ruins, and the more available and applicable the information can be to all adventurers anywhere, the better. An example would be a highly visual-based guidebook as many adventurers are illiterate, or wooden models of machines and contraptions often found within ancient ruins kept at a guild branch for demonstration purposes, which is normally only learned about through word-of-mouth from other adventurers.

    The guild has two known departments, which are: Intelligence Department Recruitment Department

    Intelligence Department The Intelligence department of the Adventurers' Guild typically does not undertake commissions. Instead, they provide adventurers with vital information that they can use to complete their commissions. This department is split into two groups: the investigators and the organizers. The investigators are in the field and handle the collection of information, while the organizers take all of the information gathered by the investigators and organize it before providing it to adventurers.

    The organizers ranks the commissions based on difficulty (from Rank S to, presumably, Rank D) to help new adventurers adjust to the adventurer lifestyle, while also supporting veteran adventurers and allowing them to adventure more freely. The adventurers handle the commissions taken to the guild.

  10. #10Character XP Materials

    Keys: , Adventurer's Experience, Character XP, Hero's Wit, Wanderer's Advice

    Enabled · After character · Order 10 · 100%

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    These can be used like consumables to give XP to a character. They come in three varieties.

    Wanderer's Advice: 1000 XP Adventurer's Experience: 5000 XP Hero's Wit: 20000 XP

  11. #11Hilichurl

    Keys: Lawachurl, , Rogue Hilichurl, Hilichurl, Mitachurl, Samachurl

    Enabled · After character · Order 10 · 100%

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    Hilichurls are a goblin-like family of monsters in Genshin Impact, and are one of the first enemy family types the player will encounter early in the game.

    "Primitive humanoid monsters that can be found all across Teyvat. Most people have already given up on trying to communicate with the hilichurls, believing that they are monsters simply incapable of communication."---Adventurer's Handbook

    Description Regardless of what stage of growth they are currently at, all Hilichurls are bare-chested and bare-footed, and have a large mane covering most of their head. They appear to have two elongated ears sticking out of their mane. The only clothing they wear is a loincloth, while their arms and legs are loosely wrapped in bandages. Every Hilichurl wears a mask, as to prevent themselves from seeing their own hideous faces in reflections. While elementally-affiliated Hilichurls, such as Samachurls, Hilichurl Rogues and Lawachurls take on the color of their element, their skin is naturally of a grayish-black hue.

    Elementally affiliated hilichurls, such as Samachurls and Lawachurls, also take on the element's appropriate color for both their skin and masks. Despite their general hostility towards outsiders or humans and a less than optimal lifestyle, Hilichurls are also intelligent for their standards, as a few use tools and Slimes, scavenge and even engage in agriculture, albeit limited to raising livestock due to the race's general dislike of vegetables. They have a fairly impressive, albeit archaic architectural style, the construction or purpose of them unknown.

    As a hilichurl grows and survives, they eventually turn into Mitachurls, who are larger and bulkier. Mitachurls that continue to grow and survive eventually accumulate an excess of the elemental energy in their area, turning them into Lawachurls. It is not known how long it takes for this growth to occur.

    Some hilichurls may instead go rogue; unlike other hilichurls, these rogues are not part of a tribe, instead wandering around Teyvat for an unknown reason. However, they may occasionally help other hilichurl tribes for a short time before leaving. These hilichurls are larger, being of a similar height to a mitachurl, and are also said to be intelligent for hilichurl standards.

    They appear to not have an archon or god governing them, rather relying on the most strongest and ferocious among them to lead the tribe. Most tribes also have Samachurls who act as the spiritual leaders of the group. The Lawachurls whose name is derived from the Hilichurlian way of respectfully addressing a king or ruler are revered by younger Hilichurls due to their strength. Despite their status as a role model or "king" for the smaller hierarchy, most Lawachurls prefer solitude.

    Hilichurls appear to have a reliable social network, as some Hilichurls are friends with others across vast distances. Like humans, Hilichurls can live in a myriad of environments and acclimate themselves accordingly.

    Many Hilichurls are also affiliated with the Abyss Order, as the Abyss Mages are able to speak fluent Hilichurlian. Unlike humans, who usually have to rely on a Vision or science to manipulate the elements, some Hilichurls are naturally capable of doing so, such as the samachurls — why or how is unknown. That said, Hilichurls typically stay away from areas with high elemental concentrations, as it places a great burden on their body.

    Types Physical: Hilichurl, Hilichurl Shooter, Unusual Hilichurl Anemo: Anemo Samachurl, Anemo Hilichurl Rogue Cryo: Cryo Hilichurl Grenadier, Cryo Hilichurl Shooter, Cryo Samachurl, Ice Shield Hilichurl Fighter, Frostarm Lawachurl, Ice Shield Mitachurl Dendro: Dendro Samachurl, Hilichurl Fighter, Wooden Shield Hilichurl Guard, Wooden Greatshield Mitachurl Electro: Electro Hilichurl Grenadier, Electro Hilichurl Shooter, Electro Samachurl, Crackling Greataxe Mitachurl, Thunderhelm Lawachurl Geo: Geo Samachurl, Rock shield Hilichurl Fighter, Rock Greatshield Mitachurl, Stonehide Lawachurl Hydro: Hydro Samachurl, Hydro Hilichurl Rogue Pyro: Hilichurl Berserker, Hilichurl Grenadier, Pyro Hilichurl Shooter, Blazing Greataxe Mitachurl

    Lore: Many, if not all, Hilichurls were once human beings who the Gods cursed for "sinning." While the punishment of the Gods could take many forms (such as immortality), this particular affliction is known as the "curse of wilderness," which causes people to transform into monsters and grants them an unnaturally prolonged life. Given that the Hilichurls' existence has been known for over a thousand years, it is likely they originate from the many ancient civilizations that once thrived on Teyvat before their eventual demise in various catastrophic events across Teyvat's history. In particular, their presence has increased since the cataclysm occurring 500 years ago, coinciding with the destruction of the ancient human civilization of Khaenri'ah. In fact, Dainsleif confirms that the hilichurls encountered in the Chasm are actually former citizens of Khaenri'ah, and Chlothar Alberich further reveals that those who were not "pure-blood Khaenri'ahns" were the ones that turned into monsters.

    Due to the curse, memories of their former life are gradually forgotten, as well as most semblances of humanity they once had. Their intelligence and behavior are gradually degraded, and they can no longer speak nor understand the common language of Teyvat. Despite all this, Hilichurls still seem to be capable of at least some rudimentary self-awareness and emotion. For instance, they still recall what it was like to have a human face, as the reason they wear masks to hide their true countenance is because they cannot stand the mental anguish of seeing their own hideous reflections in a body of water.

    Although most Hilichurls are incapable of human speech and intelligence, it is possible to reverse parts of the curse, such as when Caribert was able to speak again after being imbued with the power of the abyss from the statue of Vedrfolnir. Moreover, in Fontaine, Narzissenkreuz was able to give an Anemo Hilichurl Rogue sentience, granting him both a "human" form and the ability to speak and understand human language, giving him the name Caterpillar.

    Hilichurls are unable to truly die a natural death on account of their immortality; as they grow older, their physical bodies and mental state erode to the point that is like 'death'. Because of this, aged Hilichurls are in a state of perpetual agony. However, Hilichurls seem to know that they are cursed and are also somehow aware of the properties of an area in The Chasm that can temporarily assuage the effects of their curse. Therefore, some Hilichurls instinctively venture to this region when they want to 'die' — ignoring all bodily needs of food or defense, and desiring nothing else than to waste away with at least some semblance of comfort.

    Tribes While Hilichurls can be found all over Teyvat, some of them in small tribes, there are three prominent tribes, all of whom can be found in Dadaupa Gorge. A tribe's composition tends to vary, usually containing a large amount of normal hilichurls. Most tribes also have Samachurls, who are the oldest of the Hilichurls and often lead the tribes.

    Some tribes may not have Samachurls, which is the result of younger, stronger members overthrowing them. These tribes are most likely led by Mitachurls and are far more aggressive. Even fewer tribes are led by Lawachurls, as the few that are around prefer solitude and dislike the reverence the younger members give them.

    Sleeper Tribe The Sleeper Tribe Hilichurls are known for napping whenever possible. Due to their emphasis on sleeping, the Sleeper Tribe is rumored to have extremely soft animal-skin beds.

    Meaty Tribe The Meaty Tribe Hilichurls are known for making sacrifices on a regular basis. They pray for meat every day and highly value strength. Apart from building huge altars, they possess a massive cooking pot and a huge arena for members of the tribe to spar.

    Eclipse Tribe The Hilichurls of the Eclipse Tribe are said to be extremely mysterious; all Hilichurls of that tribe know how to draw an eclipse symbol. It is rumored that the Dada Samachurls of this tribe know the reasoning behind this.

    Types Hilichurl Hilichurl Shooter Anemo Samachurl Anemo Hilichurl Rogue Cryo Hilichurl Grenadier Cryo Hilichurl Shooter Cryo Samachurl Ice Shield Hilichurl Guard Frostarm Lawachurl Ice Shieldwall Mitachurl Dendro Samachurl Hilichurl Fighter Wooden Shieldwall Mitachurl Electro Hilichurl Grenadier Electro Hilichurl Shooter Electro Samachurl Crackling Axe Mitachurl Thunderhelm Lawachurl Geo Samachurl Rock Shield Hilichurl Guard Rock Shieldwall Mitachurl Stonehide Lawachurl Hydro Samachurl Hydro Hilichurl Rogue Hilichurl Berserker Hilichurl Grenadier Pyro Hilichurl Shooter Blazing Axe Mitachurl

  12. #12Mondstadt

    Keys: Kaeya, anemo, Stormterror, Jean, Noelle, Dadaupa Gorge, Starfell Valley, Brightcrown Mountains, Wolvendom, Cape Oath, Entombed City - Ancient Palace, Fischl, Stormterror's Lair, Barbara, Albedo, Eula, Klee, Amber, Venti, Diluc, Rosaria, Starsnatch Cliff, Starfell Lake, Vindagnyr, Dragonspine, Angel's Share, Galesong Hill, Razor, Anemo, Cider Lake, Sucrose, Lisa, Falcon Coast, Dahlia, Mondstadt, Dawn Winery, Skyfrost Nail, Bennett, Favonius, Knights of Favonius, Cat's Tail, Windwail Highland, Springvale, Decarabian, Diona, Brightcrown Canyon, Entombed City - Outskirts, Mika, Mona

    Enabled · After character · Order 10 · 100%

    Entry settings

    A city of freedom that lies in the northeast of Teyvat. From amongst mountains and wide-open plains, carefree breezes carry the scent of dandelions — a gift from the Anemo God, Barbatos — across Cider Lake to Mondstadt, which sits on an island in the middle of the lake.

    Mondstadt is one of the seven nations of Teyvat and one of the major regions in Genshin Impact. It is the first nation in which the Traveler starts to look for their lost sibling. It is the nation that worships Barbatos, the Anemo Archon and God of Freedom.

    Decarabian's Mondstadt (Mondstadt region) The original City of Mondstadt was located in what is now known as Stormterror's Lair, under the rule of Decarabian, the God of Storms. His death at the hands of his people led to the rise of Barbatos, who was at the time a mere wind spirit who had allied with the rebels.

    Sal Vindagnyr (Dragonspine area) Long ago, Dragonspine was a verdant mountain. The founders of Sal Vindagnyr discovered it while seeking refuge from a land of snow and strife and settled there, naming the mountain "Vindagnyr." There, they were able to communicate directly with Celestia through divine messengers. However, they eventually met their end when Celestia sent down the Skyfrost Nail, destroying their Irminsul tree and transforming the area into the blizzard-covered wasteland seen today.

    Liyue is to Mondstadt's Southwest, Fontaine only accessible by travelling West through Liyue, and Inazuma to the far South past Dragonspine, oversea.

  13. #13Stormterror's Lair

    Keys: Stormterror, Decarabian, Durin, Stormterror Dvalin, Dvalin, Mondstadt

    Enabled · After character · Order 10 · 100%

    Entry settings

    Stormterror's Lair is a subarea located in Brightcrown Mountains, Mondstadt.

    It was once the capital of Old Mondstadt, ruled by the God of Storms, Decarabian. After he was slain in an uprising, Barbatos took his place and reshaped the land. The people then moved the capital to an island in the middle of Cider Lake, where the City of Mondstadt remains to this day.

    Five hundred years ago, victorious but grievously injured by the corrupted dragon Durin, the Dragon of the East Dvalin fell into a deep slumber in the ruins of the former capital. However, the people of Mondstadt forgot about him and when he reawakened; they feared him and called him "Stormterror" — giving the region its current name. This, along with the pain from the poisonous blood clots inflicted by Durin, allowed him to be manipulated by the Abyss Order.

    Point of Interest: Decarabian's Tower Located in the middle of Stormterror's Lair and is first scaled as part of the Archon Quest Empty Abode. As its name implies, it was where the God of Storms once resided and overlooked his people.

    "The one who once dwelt in that lonely tower is no more. The murmuring winds that shroud the desolate city tell of that most ancient of stories, which no mortal now remembers: they tell of their erstwhile master, the nameless wind sprite, and the chorus that caused the tower to quail..."

    "Ruins of an ancient city filled with magical mechanisms and painful memories. It was once used as a lair by the dangerous dragon, Stormterror. Despite the danger, many audacious adventurers seek the treasures hidden in this place."

  14. #14Brightcrown Canyon

    Keys: Stormterror's Lair, Brightcrown Canyon, Brightcrown Mountains, Mondstadt

    Enabled · After character · Order 10 · 100%

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    Brightcrown Canyon is a subarea located in Brightcrown Mountains, Mondstadt.

    The northwestern part of the canyon contains the eastern entrance to Stormterror's Lair, which was formerly the capital city of Decarabian's Mondstadt.

    Points of Interest Entrance to Stormterror's Lair: The entrance to Stormterror's Lair is a notable set of ruins built in the Decarabian style that leads directly into Decarabian's capital city. Soldiers used to be stationed along the road in Brightcrown Canyon leading into the city. In-game, the road leading out of the city leads to the boar habitat to the south; whether there were other parts of the road that have since been lost is a mystery.

    Boar Habitat: Following the path out of the entrance to Stormterror's Lair, marked by the worn dirt and crumbled pillars in the Decarabian style, eventually leads to a field naturally enclosed by ridges. This area is notable for its unusually high number of Forest Boars. At the center of the field is a wooden bell-cot.

    Lore: Little is known about the Brightcrown Canyon area, but some deductions can be made based on the environment. Based on the level of wear on the path between the city and the boar habitat, it is highly likely that people from the city used it as a source of food. Decarabian's former lover Amos was a huntress, which further suggests that hunting was practiced in Old Mondstadt.

    In recent history, Alice destroyed parts of the ruins in Brightcrown Canyon while conducting an experiment to control Ruin Guards with Hilichurls. The experiment was ultimately a failure.

  15. #15Galesong Hill

    Keys: Cape Oath, Forgotten Sword Cemetery, Temple of the Falcon, Galesong Hill, Temple of the Lion, Unresolved Chess Game, Musk Reef, Windrise, Dadaupa Gorge, Eagle's Gate, Electro Hypostasis, Falcon Coast, Spiral Abyss, Mondstadt

    Enabled · After character · Order 10 · 100%

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    Galesong Hill is an area located in Southeast Mondstadt.

    Sub-Areas Cape Oath: In the southeast corner of Mondstadt's surrounds lies a cape that borders with Galesong Hill.

    Dadaupa Gorge: Home to three important hilichurl tribes: the Meaty tribe, the Sleeper tribe, and the Eclipse tribe. Within it also lies the Sword Cemetery, which witnessed the battle against the monsters of Khaenri'ah.

    Falcon Coast: Stretching eastward from Windrise to the sea, Falcon Coast — together with Cape Oath — shelters the sea from three sides, creating a bay that sits east of Mondstadt.

    Musk Reef: Located off Cape Oath. The main feature on the island is the entrance to the Spiral Abyss.

    Windrise: A plain to the Southeast of Mondstadt City believed to be the location where Vennessa had ascended to Celestia, where she became a god and now watches over Mondstadt as the Falcon of the West of the Four Winds. The massive oak tree is believed to have grown there after she ascended.

  16. #16Eagle's Gate

    Keys: Cape Oath, Galesong Hill, Eagle's Gate, Domain, Mondstadt

    Enabled · After character · Order 10 · 100%

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    Eagle's Gate is a ruined Domain located Southwest of Cape Oath. It is popularly thought of as a refuge of Vennessa during her time on Teyvat.

  17. #17Spiral Abyss

    Keys: Cape Oath, Galesong Hill, Special Domain, Musk Reef, Domain, Spiral Abyss, Abyss

    Enabled · After character · Order 10 · 100%

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    The Spiral Abyss is a special type of Domain located in Musk Reef which can be unlocked at Adventure Rank 20. It can be accessed using the wormhole in the sky at the edge of Cape Oath, or by directly gliding to Musk Reef from Cape Oath. The Spiral Abyss consists of two main parts: the Abyss Corridor (floors 1–8) and the Abyssal Moon Spire (floors 9–12). Completing all floors in the Abyss Corridor permanently unlocks the Abyssal Moon Spire. The Abyss Corridor's rewards can only be collected once, but the Abyssal Moon Spire's rewards reset on the 16th of each month during the Moment of Syzygy.

    Abyssal Stars, Chambers, and Floors: The Spiral Abyss is divided into 12 floors, with each floor containing 3 chambers. In the Abyss Corridor, all enemies have the same level in a given floor. In the Abyssal Moon Spire, the level of enemies gradually increases from chamber to chamber even within a given floor.

    Enemies in each chamber can appear in one of two formats — being constantly replaced by new enemies one by one when each enemy is defeated until all units of that enemy type are defeated, or more commonly, in sets of enemy waves that require all enemies in the current wave to be defeated in order to spawn the next wave of enemies.

    For floors 1 to 4, each chamber must be cleared in 300 seconds. From floor 5 onward, each chamber must be cleared in 600 seconds. In floors where the Ley Line Monolith must be protected, it must be kept intact, or the challenge will fail. In floors where 2 teams are required, the second half of the chamber starts with the remaining time (or Ley Line Monolith HP) from the first half.

    All chambers have additional challenges that can be completed in order to obtain additional rewards other than the first-time clear rewards. Currently, there are two types of challenges — one in which the chamber needs to be cleared in a specified amount of time, and another in which a Ley Line Monolith must have a specified amount of health remaining. Entering the next floor requires the player to have earned at least six Abyssal Stars from the previous floor, as well as having cleared all three of the previous floor's chambers.

    Total stars earned are retroactive. In other words, it is not necessary to clear the entire floor in one go to get more stars. If the player obtained 3 stars from the second and third chambers of a floor, but none from the first chamber on their first try, they may retry the first chamber as many times as they want, with the highest amount of stars gained during these attempts being saved even after leaving and restarting the floor. It is not possible to reset after clearing an entire chamber, so the player should be careful before completing the second half of a chamber to avoid having to complete the entire floor again just to reach that chamber if they miss the requirements.

    In the Abyss Corridor, earning Abyssal Stars has various requirements which are generally inconsistent across floors.

    In the Abyssal Moon Spire, the time requirements to earn Abyssal Stars in timed challenged are more consistent, with the first two chambers of floors 9, 10 and 11 requiring clear times of 60/180/300 seconds (i.e. 1/3/5 minutes remaining) for each star respectively. On the last chamber of these floors, and the entirety of floor 12, the time needed to obtain a star is decreased to 180/300/420 seconds (i.e. 3/5/7 minutes remaining) for each star respectively.

    Normal Bosses or Veteran Local Legends may appear in floors 11 and 12, usually appearing only on the second half of a chamber on floor 11, but may appear on both halves on floor 12.

    After Version 5.1, the player can quick-claim full star rewards from floors 9 and 10, and do not have to clear them again when the Abyssal Moon Spire resets, provided that they have cleared floor 11 and 12 with full stars respectively.

    After completing a chamber, the character's HP and energy levels will be immediately halted and recorded at the level where they were at the very moment the chamber was completed. If the chamber was cleared, but the character is still applying healing over time afterward, or energy particles/orbs were absorbed by them, they will not have been recorded. Starting the next chamber will set each character's HP and energy to the level where they were at the moment it was recorded. Tactical moves made by the player in a previous chamber to ensure characters begin the next chamber with more HP and energy can make battles easier and make a great difference between achieving or missing a star.

    The player can view their current Spiral Abyss progress inside the map menu, next to the resin count at the top. If no Spiral Abyss challenge has been completed, it will show "This round's challenge has not yet begun."

  18. #18Temple of the Falcon

    Keys: Four Winds, Temple of the Falcon, Windrise, Falcon of the West, Mondstadt

    Enabled · After character · Order 10 · 100%

    Entry settings

    Temple of the Falcon is a domain in Windrise, set on the North side of the Eastern trail to the Thousand Winds Temple in Mondstadt, skirting Windrise's North side. Abandoned, it stands as part of Mondstadt's history.

  19. #19Temple of the Lion

    Keys: Lion of the South, Galesong Hill, Temple of the Lion, Domain, Falcon Coast, Mondstadt

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Temple of the Lion lies on the East side of the road leading up into Dadaupa Gorge. It's had a history of Hydro and Cryo slime infestations, with the occasional Hilichurl tribe or Abyss incursion.

  20. #20Unresolved Chess Game

    Keys: The Game Before The Gate, , Chess, Ascended King, Unresolved Chess Game, Sublimated Queen, Domain, Trounce Domain

    Enabled · After character · Order 10 · 100%

    Entry settings

    Unresolved Chess Game is a Trounce Domain. Players can relive the battle they had with The Game Before the Gate and receive rewards.

    During the battle's first phase, Chess Game: King Piece will summon chess pieces and execute a "Cunning Gambit." When the King Piece charges forward on his "chariot," you must lure him towards the "soldiers" within the formation to rout his forces and bring the onslaught to a halt. Defeat Chess Game: King Piece to progress the game to the next phase. During the battle's second phase, the Ascended King and the Sublimated Queen will charge up to unleash a "Lethal Blow." Continuously trigger Frozen to counteract the charging. Once the Sublimated Queen is Frozen, lure the Ascended King into charging into her. This will interrupt the "Lethal Blow" completely.

  21. #21Brightcrown Mountains

    Keys: Stormterror's Lair, Brightcrown Canyon, Brightcrown Mountains

    Enabled · After character · Order 10 · 100%

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    Brightcrown Mountains is an area located in Northwest Mondstadt, surrounded on the Northeast, East, and Southeast by Cider Lake, with only a pass over the mountains to the South, or a narrow trail further West that leads straight South to Dawn Winery.

    Sub-Areas Brightcrown Canyon: The northeastern part of the canyon contains the eastern entrance to Stormterror's Lair. Stormterror's Lair: Once the capital of Old Mondstadt, ruled by the God of Storms, Decarabian.

    Points of Interest Decarabian's Tower, Stormterror's Lair: Located in the middle of Stormterror's Lair and is first scaled as part of the Archon Quest Empty Abode. As its name implies, it was where the God of Storms once resided and overlooked his people. Eastern Entrance to Stormterror's Lair: The entrance to Stormterror's Lair is a notable set of ruins built in the Decarabian style that leads directly into Decarabian's capital city. Soldiers used to be stationed along the road in Brightcrown Canyon leading into the city.[1] In-game, the road leading out of the city leads to the boar habitat to the south; whether there were other parts of the road that have since been lost is a mystery. Boar Habitat: Following the path out of the entrance to Stormterror's Lair, marked by the worn dirt and crumbled pillars in the Decarabian style, eventually leads to a field naturally enclosed by ridges. This area is notable for its unusually high number of Forest Boars. At the center of the field is a wooden bell-cot. Its architectural style does not match that of the ruins in the area and instead uses a roofing style seen on houses in Springvale, which are built in the traditional Classic Country Home style. However, without further details, it is impossible to discern when this structure was built and for what purpose.

  22. #22Windwail Highland

    Keys: Wolvendom, Forsaken Rift, Dawn Winery, Windwail, Windwail Highland, Springvale, Stone Gate, Valley of Remembrance, Cecilia Garden, Diluc

    Enabled · After character · Order 10 · 100%

    Entry settings

    Windwail Highland is an area located in Mondstadt.

    It is home to the idyllic town of Springvale and the chief winery of Mondstadt, Dawn Winery. It also spans far across the wolf-ruled Wolvendom.

    It is one of the more rustic areas around Mondstadt having clear springs, orchards and lush forests; until one reaches to Wolvendom, which is engulfed in higher enemy activity and is usually avoided by locals.

    Sub-Areas Dawn Winery: The chief winery in Mondstadt and specializes in Dandelion Wine. Owned by the Ragnvindr Clan for several generations, its current owner, Diluc, inherited it four years ago after the untimely passing of his father, Crepus. Springvale: A small town in the south east part of Windwail Highland, Springvale features dirt-paved areas and one-story tan houses with blue tiled roofs. One singular windmill watches over the town, with a naturally-occurring spring right below it. Wolvendom: Home to Boreas, Wolf of the North of the Four Winds, and his wolf pack.

    Points of Interest Dawn Winery Manor: In the Center of Dawn Winery. Drunkard's Gorge: A stretch of road between Dawn Winery and Wolvendom.

    Domains Cecilia Gardens: Cecilia Garden is a domain just North of Wolvendom, in Mondstadt. This domain gives Weapon ascension Materials. Forsaken Rift: A talent domain located between Springvale and Dragonspine, on a rise overlooking Drunkard's Gorge. There are usually a Hilichurl tribe or two populating the area, with a path down to the main road to Dawn Winery. Massive Cryo energy floods the domain, resulting in an abundance of Cryo slimes and even some Cryo Abyss Mages. Valley of Remembrance: An artifact domain located between Dawn Winery and Dragonspine, on a shelf overlooking the road and Drunkard's Gorge. Treasure Hoarders and the Fatui often haunt this place for their various purposes.

  23. #23Wolvendom

    Keys: Wolvendom, Dawn Winery, Stormterror's Lair, Windwail Highland, Brightcrown Mountains

    Enabled · After character · Order 10 · 100%

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    Wolvendom is a subarea located in Windwail Highland, Mondstadt. It's separated from Dawn Winery and Drunkard's Gorge by steep cliffs, forcing an ascent from the road closer to Springvale, further East. Heading North from this region, one can reach the Brightcrown Mountains.

    It is home to Boreas, Wolf of the North of the Four Winds, and his wolf pack.

    "A deep, dark woodland, where the silence sends chills down the spine. A wolf pack dwells in the shadows — one so dangerous that even the most fearless of hunters do not venture there lightly. The howling of the wolves at night can be heard from a long distance."

  24. #24Springvale

    Keys: Wolvendom, Dawn Winery, Dragonspine, Springvale, Windrise, Mondstadt

    Enabled · After character · Order 10 · 100%

    Entry settings

    Springvale is a subarea located in Windwail Highland, Mondstadt. Directly South of Mondstadt City across Cider Lake, it sits astride of the road West to Dawn Winery, or sheer cliffs rise that lead off the road to Wolvendom, overlooking Dawn Winery. The road also leads East, eventually coming to a four-way fork that leads West to Mondstadt City, South-east to Windrise, East to the Thousand Winds Temple, or North to the Whispering Woods.

    Springvale features dirt-paved areas and one-story tan houses with blue-tiled roofs. One singular windmill watches over it, with a naturally-occurring spring right below it.

    "A peaceful and idyllic suburban town. It has a long history of hunting, of sweet spring water, and of passing down the legend of a beneficent spirit dwelling within the waters."

    "A sleepy little village to the south of Mondstadt, that sits facing the lake that surrounds the city. Most of the village's residents are hunters that provide fresh meat for all the big restaurants of Mondstadt. Springvale's rustic appeal attracts many tourists. If you are lucky in your travels, you may come across a restaurant that truly knows how to bring out the best qualities of Springvale's meat."

    Lore: According to legend, the town was formed when a mother brought her deathly ill son to an empty well, where a fairy filled the well with life-saving water. The miracle drew people to the area until a settlement was built over the spring and has remained there since, becoming Springvale. While the spring is actually melted snow and ice from Dragonspine, the "fairy" that resides in the spring is very much real and is an Oceanid from Fontaine.

  25. #25Dawn Winery

    Enabled · After character · Order 10 · 100%

    Entry settings

    Dawn Winery is a subarea located in Windwail Highland, Mondstadt. If you continue along the road further Southwest, you'll come to Stone Gate and enter Liyue.

    The chief winery in Mondstadt and specializes in Dandelion Wine. Owned by the Ragnvindr Clan at least since Ragnvindr for the past 1,000 years, the winery remains in operation to the present day. Its current owner, Diluc, inherited it four years ago after the untimely passing of his father, Crepus.

    "Nestled in the land southwest of Mondstadt sits the winery that has passed down the legacy of Mondstadt's traditional wines and ciders for generations. The grapes grown here are used to produce a range of wines that are popular right across Teyvat. Every year's products are split, with a portion being sold locally within Mondstadt, the rest is sold off via the trade route that sits south of the city."

    The Dawn Winery is the chief winery in Mondstadt and specializes in Dandelion Wine. Owned by the Ragnvindr Clan for several generations, its current owner, Diluc, inherited it four years ago after the untimely passing of his father, Crepus. According to Elzer, the winery is so successful that it effectively represents the entire wine industry in Mondstadt.

    The estate itself is situated in the south-western reaches of the Mondstadt region, between Springvale and the Stone Gate to Liyue. It is comprised of the central two-story manor atop a small hill around which the vineyard itself is circling in several rows, as well as a handful of small storage sheds and single-story buildings in the vicinity.

    There is a lake southwest of the manor from which Dawn Winery draws its water.

  26. #26Starfell Valley

    Keys: , Starsnatch Cliff, Stormbearer Point, Mondstadt City, Starfell Lake, Whispering Woods, Anemo Hypostasis, Valberry, Cider Lake, Thousand Winds Temple, Stormbearer Mountains, Cryo Regisvine, Starfell Valley, Mondstadt

    Enabled · After character · Order 10 · 100%

    Entry settings

    Starfell Valley is an area located in Mondstadt.

    It is considered the most diverse region of Mondstadt, spreading far from the tip of Stormbearer Point to the ends of the Whispering Woods. It is also home to the City of Mondstadt in Cider Lake. The area also consists of abundant lakes and tree variety.

    The area is where the Knights of Favonius's duties primarily takes place, protecting locals and travelers alike with guards patrolling around the area.

    Sub-Areas Cider Lake: A natural freshwater lake. The lake's wide, crystalline appearance has remained unchanged for eons — so clear you can see the bottom, and cool and refreshing to drink. It is none other than these headwaters that brought Mondstadt's ciders and wines to fame and made the lake the symbol of Mondstadt that it is today. Mondstadt City: Mondstadt, also known as Mondstadt City and Crown of the North, is a subarea and a main city located in Starfell Valley, Mondstadt. Located in the west part of Starfell Valley on a large island in Cider Lake, Mondstadt features cobblestone streets and several windmills surrounded by a large stone castle wall on the east lower end. A statue of the Anemo Archon watches over the city, with the Favonius Cathedral in the back. Starfell Lake: A poem says that a star once fell to the earth, forming this lake. But other tales say that even the stars that shine as bright as the Anemo Archon's eyes will fall into this lake. It is just North of the Whispering Woods. Starsnatch Cliff: An area overlooking Starfell Lake from the Northeast, also home to the Midsummer Courtyard domain. Cecilias bloom frequently here. Stormbearer Mountains: Stormbearer Mountains is a subarea located in Starfell Valley, Mondstadt. Located in the northern part of Starfell Valley, this was once a place to observe upcoming storms. "These high mountains were once a place to observe upcoming storms. Nowadays, all that remains is an abandoned watchtower with monsters roaming around." Stormbearer Point: An area in Starfell Valley that overlooks Starfell Lake from the North, and the open ocean to the Northeast, East, and Southeast. Thousand Winds Temple: The Thousand Winds Temple is a subarea located in Starfell Valley, Mondstadt. If you turn East at the 4-way fork in the road after leaving Mondstadt City's isle, you'll eventually arrive there. It is an ancient amphitheater that has been used as an arena back in the Aristocratic Period, where slaves were made to fight each other for the satisfaction of the old nobles. Whispering Woods: If you turn North after stepping off of the bridge from Mondstadt City, you'll enter the Whispering Woods. A small road cuts through these dense and deep woods. The fluttering sound of leaves blown by the wind in this place were often mistaken for whispers by travelers. This is why they started naming it "Whispering Woods."

  27. #27Mondstadt City

    Keys: Mondstadt City, Flora, Favonius, Margaret, Knights of Favonius, Mona's Lab, Blanche, Church of Favonius, The Cat's Tail, Diona, Schulz, Wagner, Good Hunter, Sara, Mona, Mondstadt, Anemo Archon

    Enabled · After character · Order 10 · 100%

    Entry settings

    Mondstadt, also known as Mondstadt City and Crown of the North, is a subarea and a main city located in Starfell Valley, Mondstadt.

    Located in the west part of Starfell Valley on a large island in Cider Lake, Mondstadt features cobblestone streets and several windmills surrounded by a large stone castle wall on the east lower end. A statue of the Anemo Archon watches over the city, with the Favonius Cathedral in the back. The only way off the isle, aside from swimming, is across a stone bridge to the Eastern shore of Cider Lake, which immediately forks in 4 directions; West to Mondstadt City, North to the Whispering Woods, East to Windrise and the Thousand Winds Temple, and Southwest to Springvale, Drunkard's Gorge, and eventually Dawn Winery.

    Points of Interest Anemo Archon Statue: The Anemo Archon Statue is located at the plaza in front of the Favonius Cathedral. The statue is in the image of the Anemo Archon, Barbatos, with a hood, two wings, and its hands cupped together. There is a sentence carved into the statue's pedestal, reading The Gateway of Celestia ("The Gateway of Celestia"). Angel's Share: Angel's Share is a tavern owned and operated by Dawn Winery. It sells drink-based Food items which can be purchased by speaking to the bartender, Charles. Favonius Cathedral: The Favonius Cathedral is run by the Church of Favonius and is used in worshipping the Anemo Archon Barbatos. At the back of the Cathedral lies a basement in which the Holy Lyre der Himmel is kept guarded. Floral Whisper: Floral Whisper is open from 06:00 – 19:00, and the owner, Flora, sells 5 different flowers in exchange for Mora. Good Hunter: Good Hunter is the most popular restaurant in Mondstadt. Sara is a waitress there. They sell simple Food, Cooking Ingredients, and Cooking recipes. Goth Grand Hotel: Goth Grand Hotel is a hotel owned by Goth. Luke stands guard outside the entrance, preventing unauthorized access. Knights of Favonius HQ: The Knights of Favonius Headquarters is the headquarters of the Knights of Favonius. There is also a locked solitary confinement room, which is almost exclusively used by Klee. There are upper floors, but only up to the second floor can be accessed. Mona's Laboratory: Mona's Laboratory can be found at the southern end of the City of Mondstadt, a bit beyond Schulz's Blacksmith. The door is originally blocked by a Hydro seal placed over it before the completion of Mona's Story Quest. Mondstadt General Goods: Mondstadt General Goods is run by Blanche. The supplies restock daily. Reach Reputation Rank 4 in Mondstadt to gain a permanent 10% discount. Mondstadt Market District: Located at the lower end of the City of Mondstadt, the Mondstadt Market District contains several two-story buildings with tan walls and red-tiled roofs housing various shops. Schulz Blacksmith: Schulz's Blacksmith is run by the blacksmith Wagner and his apprentice Schulz. The reason that the shop is named after his apprentice Schulz is that Wagner lost to him in a drinking game. The Cat's Tail: The Cat's Tail is owned by Margaret, with Diona working as one of its bartenders. It is located between Katheryne's Adventurers' Guild Post and Good Hunter. It is where people in Mondstadt go to play Genius Invokation TCG. With Wind Comes Glory is run by Marjorie, who trades trinkets, accessories and other items.

  28. #28Barbatos

    Keys: , Asha, Archon, Morax, Mare Jivari, Anemo, Xiao, Natlan, Zhongli, Venti, Barbatos, Mondstadt, Anemo Archon

    Enabled · After character · Order 10 · 100%

    Entry settings

    Barbatos is the God of Freedom and The Seven's Anemo Archon, presiding over Mondstadt. Along with Morax, he is one of The Seven's two remaining original members and the second-oldest of The Seven.

    Barbatos is a freedom-loving archon who refuses to take direct control over his nation, instead choosing to wander the world as Venti the bard.

    Once a mere elemental spirit who existed among the winds, the entity known as Barbatos gained power through the faith of the people of Old Mondstadt during their rebellion against Decarabian, the God of Storms and ruler of Old Mondstadt. After Decarabian's death, Barbatos ascended to godhood as the first and only Anemo Archon and reestablished Mondstadt in its current form.

    Currently, Barbatos wanders the world as the bard Venti. While he usually stays around Mondstadt, he has occasionally traveled to other nations during Events. Because he refuses to take direct control over his nation, he considers himself the weakest Archon, as they draw power from the amount of control they exert over their respective nations. Nevertheless, he has many devotees in Mondstadt despite his lack of presence, although some members of his own church are doubtful of his existence.

    Barbatos before becoming Archon Barbatos is depicted as a male figure wearing a cape and ropes, with two wings on his back and hair tied into two braids on either side of his head. He took this appearance after becoming Anemo Archon, modeled after his friend, the late Nameless Bard who died in the battle against Decarabian.

    Originally, Barbatos was a formless wind spirit. By the time of the rebellion 2,600 years ago, he gained the form of a wisp-like creature and is referred to as an "elf." As a wisp, he had a dark face with white eyes and wore something resembling a white cloak with green-and-white feathers and a green diamond on his chest.

    Story The Age of Kings The entity now known as "Barbatos" was once a tiny elemental wisp among the Thousand Winds and held no divine power. In truth, while Barbatos was still only an Anemo spirit, he had a chance encounter with Istaroth at the Thousand Winds Temple, upon hearing his wishes she entrusted him with fragments of her power and authority. During the Archon War, the struggle between the gods Decarabian and Boreas caused the land of Mondstadt to be engulfed by ice and snow, leading this period to be known as the Age of Kings.

    According to one story, Mondstadters learned to brew wine during this era after a "wily wind spirit" took advantage of a guard's negligence to make some apples ferment. The guard later ate one of those apples, and upon discovering the joys of fermentation, he pressed the apples to extract their juice, creating wine. Though Barbatos has never been directly connected with the wind spirit of that tale, Mondstadters call their wine a "gift from the Anemo Archon."

    Around 2,600 years ago, the Gunnhildr Clan decided to leave Decarabian's capital city to escape his despotic rule, but then had to contend with the relentless blizzards. The desperate prayers of the clan and its chief's daughter, Gunnhildr, became a faith which was heard and answered by the wind spirit which later became Barbatos. The spirit drew power from this faith to make a small shelter for them and bestowed Gunnhildr with the power to protect.

    At some point, the wind spirit befriended the Nameless Bard, who wished to see the world outside Decarabian's closed-off capital city. When the bard decided to raise a rebellion against the god, the wind spirit chose to help, alongside the Red-Haired Warrior, Decarabian's ex-lover Amos, and Gunnhildr. They vanquished the tyrannical king after a fierce struggle, but Amos and the bard were fatally wounded in the process. Since Boreas at some point decided to relinquish his life to avoid becoming Anemo Archon, Barbatos was ascended to godhood to fill the position, immediately using his new powers to take on the Nameless Bard's appearance to honor his memory. While Gunnhildr was receptive to this turn of events, the Red-Haired Warrior was dissatisfied and left.

    Cultivating Mondstadt After becoming the Anemo Archon, Barbatos' first course of action was to make the land more hospitable for humanity. Plucking the Nameless Bard's lyre, he summoned wind to blow the ice and snow away and split the mountains, drastically changing Mondstadt's terrain. Many of Mondstadt's eastern mountains were scattered into the ocean, although certain peaks are tall enough to still be visible above water. Musk Reef (formerly Pilos Peak) and the Golden Apple Archipelago are examples of such mountains. Barbatos also used storms to flatten the cliffs and valleys., causing Mondstadt's terrain to be filled with wide plains and rolling hills.

    Barbatos guided warm monsoons to the region, changing Mondstadt from a snowy wasteland to a verdant and fertile land. Ever since then, Mondstadters have never had to worry about raising crops or surviving the cold, and the nation's growing conditions allows it to produce the best wines across Teyvat.

    According to legend, Barbatos did all the above by summoning the four winds with the original Skyward Atlas, which records the names of all the Thousand Winds. However, Venti himself does not take credit for the four winds, and the current epithet of "Four Winds" does not refer to literal winds, but rather to four key figures in Mondstadt who arose by the end of the Aristocracy era some 1,600 years after Old Mondstadt fell.

    Establishing New Mondstadt Barbatos led his people to Cider Lake, building the new Mondstadt City on an island in the middle of the lake. People established themselves in their new home, developing festivals and celebrations like Ludi Harpastum, Weinlesefest, and the Windblume Festival to commemorate the Anemo Archon and his accomplishments. With the development of Wind Gliders, people have attributed their ability to fly on Barbatos' blessings, though the first prototype was developed by Leonard, perhaps before Barbatos became Archon.

    Over time, other clans and tribes that had lived in the once-frozen wilderness, like the Lawrence Clan and Imunlaukr Clan, joined the nation of Mondstadt. Venerare, the Lawrence Clan's leader in that era, led the people of Mondstadt in building a tall statue in the plaza to commemorate Barbatos' descent. At the base of this statue was an inscription of the oath taken by the leaders of Mondstadt's clans to forever protect the nation and its freedom. These clans eventually became the Mondstadt Aristocracy.

    Around 2,000 years ago, the Archon War drew to a close as the final divine throne was claimed. Barbatos began wandering to other nations instead of attending to his duties: he first appeared Rex Lapis to deliver a bottle of wine and did so numerous times afterwards. Barbatos also attempted various pranks, including pouring wine all over the Geo Archon and trying to forge his inimitable seal. Eventually, all seven Archons and some of their close allies began attending gatherings in Liyue. Barbatos also became acquainted with various adepti, including Xiao and Madame Ping, and once saved Xiao from succumbing to his karmic debt by playing the flute throughout the night. At some point, Barbatos also became friendly with the Pyro Archon Murata, visiting Natlan on at least one occasion.

    According to Venti's own tale, following the Archon War, he set about trying to heal the world's wounds by using the power of music to facilitate communication. In the story, he tried singing to "the sky, the stones, the sea and the stars," eventually getting "replies" in the forms of Dvalin, Rex Lapis, and Vind's ancestor, respectively. (The stars gave no answer.) Dvalin, a newborn Anemo Dragon, grew curious upon hearing Barbatos' music during a performance and went to investigate. Despite the history of enmity between dragons and gods, Barbatos accepted Dvalin, teaching his people not to fear the young dragon and teaching Dvalin how to communicate in human language and sing.

    Seeing that his nation was stable, Barbatos believed that the independent people of Mondstadt should be ruled by the will of its people, and not by a god imposing his will on them. He thus disappeared from public view, leaving behind a legacy of freedom. For unknown reasons, he ended up going into a deep slumber.

    End of the Aristocracy After 1,600 years of history, Mondstadt's aristocracy had largely become tyrants. They were led by the Lawrence Clan, whose former pride in their ability to survive the harsh blizzards degenerated into arrogance. They enslaved outsiders, oppressed the common people, suppressed Mondstadt's history to hide their own degeneracy, and made a deal with Ursa the Drake to ensure their own safety while sacrificing others. The prayers and cries of the oppressed awakened Barbatos, who helped put an end to the aristocracy's reign of terror by supporting those who fought against it.

    Barbatos personally intervened when Vennessa and her tribe, who were enslaved by the aristocracy after seeking refuge in Mondstadt, were forced into an unfair fight against Ursa the Drake. Appearing in his divine form, Barbatos lent Vennessa his power and drove away the monster before calling out Lord Lawrence to make good on his promise to free her people. During the rebellion that followed, he also sowed discord amongst the aristocracy's soldiers by forging a contract allegedly signed between the aristocrats and Rex Lapis, claiming that all of Mondstadt — including its people — would be sold to the Geo Archon. When the soldiers saw that the contract was held Rex Lapis' inimitable seal, fearing they would become like the very slaves they were mistreating, they turned on the aristocrats. Historians only discovered long afterwards that the so-called inimitable seal was a forgery.

    The aristocracy was overthrown and several noble houses, particularly the Lawrence Clan, were exiled from Mondstadt City. Vennessa founded the Knights of Favonius and became its first Grand Master. Barbatos officially established the Four Winds, consisting of the Wolf of the North, the Lion of the South, the Dragon of the East, and the Falcon of the West; together, they built Mondstadt anew and vowed to protect Mondstadt. The people of Mondstadt worshipped the Four Winds and built temples dedicated to them.

    During this time, storms still raged off the eastern coasts of Mondstadts. Vennessa appointed Vind's ancestors, who were members of the Church of Favonius, to keep watch over the coast and alert the rest of Mondstadt of any incoming storm. At some point after they were stationed there, Barbatos sang to the sea and was applauded by the Sister who listened to his song. Since then, no storms have appeared from the sea.

    At an unknown point in the past, the Hexenzirkel — a secret organization of extremely powerful witches — challenged the Anemo Archon himself. However, Barbatos was able to convince them to make music, not war, and to resolve conflicts through song. From then on, the mages would gather for formal tea parties to discuss their stories and secrets, resolve their differences, and vent their troubles to the wind. One place where they met for tea parties was a secret island above Falcon Coast in Mondstadt. Access to this island was by a lantern, entrusted to and kept under the care of Barbatos, and required an incantation to enter.

    The Cataclysm 500 years ago, various decisions made in the underground kingdom of Khaenri'ah culminated into a disaster that swallowed all of Teyvat. Attacks from monsters with powers of the Abyss, created by the Khaenri'ahn alchemist "Gold" Rhinedottir, forced the people of Khaenri'ah to flee aboveground. This inadvertently let the monsters loose across Teyvat, causing chaos and darkness to spread throughout the seven nations.

    The Knights of Favonius, led by Grand Master Arundolyn and Wolf Pup Rostam, launched an expedition into Khaenri'ah to combat these creatures, resulting in significant losses. While they were away, the black dragon Durin — another one of Rhinedottir's creations — appeared in Mondstadt, unwittingly releasing toxic fumes which caused deadly black rain to fall from the skies. Barbatos awoke from his slumber to answer his people's cries for help, summoning Dvalin to help battle against the dark dragon.

    Barbatos designated the abandoned mountain of Dragonspine as Durin's burying site, intent on harnessing the region's inherent power to contain the toxic substances emanating from Durin's body and safeguard Mondstadt from contamination. Dvalin, empowered by Barbatos' music, took his battle against Durin to the skies over Dragonspine, eventually getting the upper hand and delivering a fatal bite to the other dragon's neck. To recover from his injuries, Dvalin retreated to a deep sleep within Decarabian's Tower, unaware that the corrupted blood he ingested from Durin would only worsen his torment.

    At an unknown point during the cataclysm, all members of The Seven aside from Greater Lord Rukkhadevata were summoned to Khaenri'ah. The clash between Celestia and Khaenri'ah ended with the gods' victory. While the Eclipse Dynasty was wiped out and the citizens of Khaenri'ah were severely punished, at least three Archons died over the course of the conflict and the survivors were deeply traumatized by the Heavenly Principles' actions. The Tsaritsa also cut off all contact with Barbatos for some reason related to the cataclysm before he fell back into slumber. In the 500 years that followed, the people of Mondstadt forgot about the Four Winds and were even unaware of Barbatos' appearance during the cataclysm.

    Barbatos also "blew" the Mare Jivari off Teyvat during the cataclysm to prevent its corruption from spreading beyond Tenochtzitoc. As a result of this action, many souls were trapped in the now windless land, though a few others eventually merged with the local Monetoo and became the Asha.

    Present Day Barbatos awakens several months before the start of the game, roughly around the start of the Stormterror Crisis and the Traveler's awakening. He once again takes up his guise as Venti while investigating the current situation in Mondstadt, learning that people had forgotten about Dvalin and now knew him as "Stormterror." He also appointed Dahlia, a deacon from the Church of Favonius, as a herald. Dahlia would relay any notable events occurring in the nation to him. Barbatos would likewise in turn give his own thoughts on the matter through Dahlia as a medium.

    While making their way to Mondstadt City, Paimon and the Traveler inadvertently interrupt Barbatos' attempt to heal Dvalin of the Abyssal magic corrupting him. The Traveler's Anemo powers suddenly flare up, agitating Dvalin and making him hostile towards Barbatos. Sensing that Dvalin is no longer open to communication, and wary of an unknown threat, Barbatos disappears in a gust of wind while Dvalin flies away. Later on, Barbatos reveals that the sudden severance of their connection infected him with Abyssal magic instead of curing Dvalin of it, but he managed to purge the poison with the great oak tree at Windrise.

    Alongside the Traveler, Diluc, and Jean, Venti works to save his old friend and ultimately succeeds after a showdown at Decarabian's Tower. However, despite his initial wariness of the Fatui, an organization established by the Tsaritsa after the cataclysm, he lets his guard down and is ambushed by Signora of the Eleven Fatui Harbingers, who successfully takes his Gnosis for the Tsaritsa.

    After coming to, Venti returns to the oak tree to recover from his injuries. When the Traveler finds him there, Venti gives a brief explanation about the Gnosis, allogenes, and answers some questions about the Fatui and the Abyss Order. He then informs the Traveler and Paimon that Liyue's Rite of Descension was soon approaching: if they missed it, they would have to wait another year for its Archon, Rex Lapis, to appear.

    At some point after the Natlan-Abyss war concluded, Barbatos arrived at the Easybreeze Holiday Resort to recover the lost souls of those that he had not been able to save back then from the Mare Jivari. Additionally, he restored both Macani and Aroni's memories, allowing them to properly recognize and save their biological son, Bennett.

  29. #29Church of Favonius

    Keys: Rosaria, , Barbara, Favonius, Pegg, Church of Favonius, Barbatos, Anemo Archon

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Church of Favonius, managed by the Knights of Favonius, is an organization whose members are the devoted adherents of the Anemo Archon. They manage the Favonius Cathedral, where many of its members work and pray.

    Leader: Seamus Pegg Cardinal Calvin: Stand-in Seneschal Deacon: Dahlia Deaconess: Barbara Mother: Maria Nun: Rosaria Nun: Annette Nun: Edna Nun: Jilliana Nun: Gotelinde Nun: Grace Nun: Ophila Confessor: Victoria Storm Watcher: Vind

  30. #30Knights of Favonius

    Keys: Kaeya, Nymph, Noelle, Librarian, Eula, Albedo, Klee, Hertha, Amber, Collei, Note, Skeiron, Sucrose, Outrider, Lisa, Rhinedottir, Favonius, Knights of Favonius, Frederica Gunnhildr, Varka, Lawrence, Jean, Gunnhildr, Mika

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Knights of Favonius is the order of knights that protects Mondstadt, founded by Vennessa with the help of Barbatos 1,000 years ago, to prevent aristocrats from ruling the land, as Barbatos originally intended.

    The knights act as the lawmen of Mondstadt, keeping its citizens safe and creating and upholding laws for all.

    Varka, the Grand Master of the Knights, is currently out of Mondstadt on an expedition with his squad; during his absence, the deputy Master Jean serves as Acting Grand Master.

    Members follow a strict code of conduct based on the core principles of the Knights, as detailed in the Knights of Favonius Handbook. Although they are considered separate institutions, the Knights also help manage the Church of Favonius, which is led by Seneschal Seamus Pegg.

    Hierarchy The Knights of Favonius are traditionally led by a single Grand Master. Should the Grand Master be unavailable or otherwise indisposed, a deputy Master exists as a reserve and shall step in to perform the Grand Master's duties as an Acting Grand Master.

    Knights of Favonius tradition dictates that the titles of 'Lion' and 'Wolf' were reserved for those of great leadership potential, and that such individuals would one day assume the position of Grand Master. As such, it may be assumed that the current Grand Master and Acting Grand Master's titles, 'Knight of Boreas' and 'Dandelion/Lionfang Knight' are specialized variants of the 'Wolf' and 'Lion' titles.

    The highest-ranking positions under the Grand Master and deputy Master are the Captains. There is a total of ten Captains, four of which are currently known (Albedo, Eula, Hertha and Kaeya.) Knights typically belong to a company led by one of the Captains or a special group like the Outriders. Although, there are a few exceptions to this like Klee, who doesn't belong to any company and is taken care of by everyone in the Knights of Favonius. Becoming a squire can be part of the path to knighthood. 16-year-olds are eligible to become squires. Having a position in the Knights of Favonius doesn't require a person to be a knight either. For example, Sucrose holds the Assistant Alchemist position, but she's not considered a knight.

    Personnel Many people have acted as key members of the Knights of Favonius over the course of the game, with each of them assigned a particular job.

    Notable members are listed below: Varka - Grand Master, Knight of Boreas Jean Gunnhildr - Acting Grand Master & Deputy Master, Dandelion Knight/Lionfang Knight Kaeya - Cavalry Captain, Head of the 9th Company and Quartermaster Albedo - Captain of the Investigation Team and Chief Alchemist, Kreideprinz Eula - Captain of the Reconnaissance Company, Head of the 4th Company, Spindrift Knight Hertha - Captain of the Logistics Company, head of the 6th Company and Coordinator Note - Captain of the 2nd Company Skeiron - Captain of the 3rd Company

    Companies Companies exist within the Knights of Favonius, each composed of knights specialized in a certain domain.

    Investigation This company is headed by Albedo. The Investigation company appears to provide the Knights with inventions to help aid their endeavors, and investigate strange phenomena. They have been known to utilize sophisticated Alchemical technology for remote reconnaissance.

    The 2nd Company This company is headed by Note.

    The 3rd Company This company is headed by Skeiron.

    The 4th Company, Reconnaissance This company is headed by Eula. They often go into the wilderness of Mondstadt to perform reconnaissance and keep an eye on any approaching enemies or strange phenomena. Mika is a member of this company.

    The 6th Company, Logistics This company is headed by Hertha. This company's work are the charter and administration of the baggage train, resource management, and record-keeping. They are currently gathering help for potential missions of the Knights, such as dangerous monsters and troubles of Mondstadt's citizens in exchange for some surplus of resources.

    The 7th Company, Combined Arms The "Combined Arms Company" is a temporary designation integrating a balance of ranged and melee firepower. According to Phonia, the company is expected to be headed by Commander Frederica Gunnhildr, who served as the No. 2 in command of the expeditionary force until she was ordered back to Mondstadt to help defend Dornman Port.

    The 8th Company This company likely deals with magic. Its field officer, Nymph is one of the company's only known members, with Lisa having been a potential candidate for captain. It is likely they are the elemental combatants of the Knights.

    The 9th Company, Cavalry This company is headed by Kaeya. All the members of this company (except Kaeya) are currently on Varka's expedition. Diluc was the captain of this company before Kaeya.

    Outriders This additional group is headed by Amber, who is also the only member. They seem to be the archers and scouts of the Knights.

    They were a subdivision of the Knights established and led by Amber's grandfather. They were trained in his style of archery and use of wind gliders, and were renowned for their skill. However, after his abrupt disappearance, the Outriders lost their discipline and skill while rumors milled that he had defected from the Knights of Favonius. Eventually, they were all but obsolete, with Amber remaining as the division's sole member.

    Amber often works inside Mondstadt City and the surrounding areas (such as when she first met the Traveler), though it seems she also assists companies when needed, such as Eula's 4th Company.

    Church of Favonius Main article: Church of Favonius The Church of Favonius, while a separate organization, is managed by the Knights of Favonius. The church is currently led by its Seneschal, Seamus Pegg.

  31. #31Katheryne

    Keys: Katheryne, Adventurer's Guild, Receptionist, Doll, Sandrone, Nahida

    Enabled · After character · Order 10 · 100%

    Entry settings

    Katheryne is the receptionist for the Adventurers' Guild. She can be found at the Guild's headquarters located in each of Teyvat's seven nations, indicated by the icon on the map.

    She assigns quests for Guild members including the Traveler, as well as intel about incidents occurring in the area.

    Multiple, identical Katherynes exist, all serving as the Guild's receptionists. It is unknown if they have separate wills and memories, as dialogue in the Archon Quest Chapter II: Act IV - Requiem of the Echoing Depths implies the Katheryne seen in Liyue has a connection with the one the Traveler meets in Inazuma. She is confirmed to be a bionic Snezhnayan puppet, created by the Fatui Harbinger, Sandrone.

    Appearance Katheryne has black hair with bangs, gray-blue eyes and fair skin. She wears a white dress with a black corset, green accents and a red bow on the back. She wears green sleeves which reach the back of her hand. Her skirt has a black hem, with green panels on the back and sides, and a red bow on the left. The Adventurers' Guild logo, an eight-pointed star, is printed on the neckline of her dress. She wears a white maid's hairband with a red cross on the left. Around her neck is a black-and-white collar, with a red gem on the front and a keyhole-shaped embellishment on the back. She wears white tights and green shoes.

    As creations of Sandrone, all Katherynes bear a resemblance to her.

    -Before confirmation of her identity as a bionic Snezhnayan puppet by Nahida, it was highly implied that she may be an android, or some other kind of artificial being, based on her idle quotes (i.e., where she robotically says "Error" and "Rebooting"), identical appearance regardless of location, and a keyhole-shaped embellishment on the back of her collar. -Katheryne has maintenance personnel who look after her wellbeing. -As Nahida values her people's free will, she does not attempt to occupy their consciousness through their Akasha Terminal without an excellent reason. When necessary, she connects to the Sumeru Katheryne through the puppet's Akasha Terminal and borrows her instead.

  32. #32Amber

    Keys: Kaeya, Wolfhook, Archer, Crimson Knight, Wind Glider, Archery, Hertha, Outrider, Amber, Jean, Outrider Amber

    Enabled · After character · Order 10 · 100%

    Entry settings

    Amber (Level 10 Outrider) - World Level 1/9 Variant 71(10d10+10) HP 10 STR (+) 18 DEX (+4) 12 CON (+1) 10 INT (+) 14 WIS (+2) 12 CHA(+1)

    +3 Base/19 To-Hit Ranged 17 AC

    Acrobatics +7 Hide +9 Jump +7 Move Silently +9 Perception +5 Spot +7 Stealth +7 Survival +7 Use Magic Device +4

    Equipment Studded Leather Armor: 13+4 AC Pyro Vision: She can charge a single shot with Pyro, doing her normal damage except as pure Pyro DMG. But if she does this, she can only fire one arrow that turn.

    2 Attacks/Turn Skyward Harp [E] 1d8+17 DMG +7 To-Hit, +7 DMG +22.1% Crit Rate Increases Crit DMG by 40%. Hits have a 100% chance to inflict a small AoE dealing 18 Physical ATK DMG. Can occur once a turn.

    Short Sword 1d6+4 Piercing

    Outrider's Cloak: (Custom item, grants advantage to Stealth checks in open terrain)

    Feats Precise Shot: No -4 modifier to firing into melee at targets. Rapid Shot: Extra Ranged Attack at -2 Penalty Manyshot: Fire 2 Arrows simultaneously per shot you fire, albeit at -2 per consecutive such shot you fire. Fighting Style: Ranged; +2 Bonus to Attack rolls with Ranged Weapons

    Favored Terrain(Custom): Amber has advantage on tracking and navigation checks while in Mondstadt. Natural Explorer: In Mondstadt's terrain, she's adept at foraging, avoiding hazards, and tracking.

    Baron Bunny(Elemental Skill) Effect: Summon a 5 HP decoy bunny that targets foes. After 1 turn or when its HP hits 0, it explodes, dealing 1d8 Pyro DMG in a 10-foot radius. Usage: At Will (One active bunny at a time, will save of 14 to resist)

    Fiery Rain(Elemental Burst) Effect: Full-Round action: Rain of Flaming arrows in a 3x3 hex area around a tile Amber targets within 60 ft. of herself, each target taking 2d8 Pyro DMG for up to 3 hits(Reflex DC 15 for half)

    Amber is a playable Pyro character in Genshin Impact.

    As the only remaining Outrider of the Knights of Favonius, she is always ready to help the citizens of Mondstadt — whether it be something simple or perhaps a more challenging task.

    Outrider for the Knights of Favonius, Amber is described as "a model for justice" by Kaeya. She fulfills her duties as an Outrider diligently, even though she's the only one left in the said platoon. She abides by the rules, except for when using her wind glider, having her gliding license revoked numerous times.

    She has an outgoing personality, as one might find her talking to strangers as if they're acquaintances. She is passionate in everything she does, may it be helping the citizens or purging hilichurls. She wishes to be as great as her grandfather, a once loyal defender of Mondstadt. Even after he disappeared, she still defends Mondstadt in his place.

    Amber uses the medium female model. She has long dark brown hair, orange-gold eyes, and fair skin. Amber wears a jumper-like outfit composed of dark red shorts, a red and black top that has only a hood and sleeves, a white and brown top with the Knights of Favonius crest in gold on the front, red stockings, and white thigh-high boots embellished with gold linings and symbols.

    Amber's accessories include a leather belt with two small bags, and her Pyro Vision attached, gloves, a small belt on her right thigh, and gold-framed goggles. Her most distinguishing feature is the headband with the large red bow that rests on her head, resembling the shape of bunny ears. Additionally, her Vision has two red feathers attached below it.

    Amber is an Outrider of the Knights of Favonius. In an age where Outriders are becoming obsolete, she continues on with her responsibilities.

    It takes a newcomer only a few days to feel right at home with this passionate girl.

    Whether it's before the Good Hunter's signboard, the banks of Cider Lake, or the tree tops at Windrise, one can find traces of this vigilant Outrider in red anywhere.

    Once spotted by her, no suspicious individual can ever escape her interrogation.

    From a young age, Amber has always had boundless energy and a positive outlook on life.

    Each day, she burns with a fiery enthusiasm that sees her go about her life like a whirlwind, smashing through any obstacle that stands in her way.

    At times, however, her excessive energy can make her quite the troublemaker.

    Needless to say, she was quite a handful when she was young. Her infamous deeds include accidentally dropping a bird's nest on her grandpa's head while trying to steal the eggs from it and setting a Dendro Slime's leaves on fire, causing it to scurry about like a wild animal. These minor offenses gained her some notoriety among hunters' camps.

    Somehow, Amber was always able to escape the scene of the crime whenever she caused an incident, and not even a veteran Outrider could catch up with her. Invariably, it was Amber's grandpa who ended up on damage control duty each time his granddaughter's misbehavior caused yet another incident.

    To Amber, her grandpa's silent, unconditional love was like a warm breeze that wrapped around her like a blanket. She knew that it was because of this love that he accepted her and took responsibility for her deeds, and she embraced it silently.

    But it was only on the day that her grandpa resigned from the Knights of Favonius that she finally understood the full extent of the responsibility he had borne all those years.

    Amber's grandpa was once the leader of a mercenary group. He came from Liyue Harbor and was tasked with protecting merchant caravans as they traversed Teyvat. One day, on a routine escort job, the caravan fell prey to a savage monster attack. He was the only survivor, saved by a doctor from the Knights of Favonius.

    Too ashamed to return home and anxious to repay the debt, Amber's grandpa joined the Knights of Favonius.

    Before long, he single-handedly founded the Outriders, trained each one of them personally, and began leading them on missions.

    It also wasn't long before he found love in the foreign land of Mondstadt and started a family.

    Years later, Amber was born into that family. During the day, she would crouch by the window and secretly watch him training the Outriders. At night, she would sneak into the yard and practice the moves he had taught that day.

    Amber's grandpa was touched by her enthusiasm, and decided to teach her everything he knew.

    "When Mondstadt accepted me, it became my homeland. Then, I decided to watch over this new home of mine. Maybe one day, you will inherit this responsibility... Hah, but then, who knows what the future holds?"

    As the coarse skin of her grandpa's palm rubbed against her head, a bewildered but earnest Amber nodded energetically in response.

    Something happened one day four years ago that profoundly changed Amber.

    That day, her grandpa left his coat of arms and sword in his office and simply disappeared, leaving no note and telling no one he was leaving.

    He had been the beating heart and the backbone of the Outrider division, and without his leadership they rapidly became undisciplined and lost their edge.

    A few failed operations later, the Outrider division was facing obsoletion. In the end, it was preserved as a part of the Knights' organization, but in name only. Experienced members either transferred to another detachment or resigned, and so few outriders stayed that they simply did not have enough people to fulfill their daily patrol duties.

    On top of this, rumors that Amber's grandpa had defected made recovery even more difficult for the struggling Outrider division.

    Amber personally experienced this entire episode, having just been admitted to the Outriders before it all began. With the decline of her squad, she experienced true loss and disappointment for the first time in her life. No longer her carefree former self, she was filled with a new determination: She was going to grow up and become a true outrider as quickly as possible, no matter what it took.

    She had never made an actual plan before, and lacked the maturity to know where to start. But what she did have was confidence and courage — and lots of it.

    She wanted to show she had inherited her grandpa's determination, and she wanted to find out where he had gone.

    But more importantly, she wanted to inherit her grandpa's former role and become a loyal protector of her homeland.

    Life in the Knights of Favonius was not easy for Amber in the beginning.

    Being as young as she was and having just lived through the trauma of losing her grandpa, the senior knights made a point of taking special care of her.

    However, for a girl as desperate to excel as she was, being taken care of by others implied that she wasn't yet mature enough to stand on her own two feet.

    Accordingly, she voraciously sought out extra responsibilities and made this as visible as possible to her seniors.

    Finally, during an intense engagement with some monsters, the seniors noticed her bravery and resourcefulness in the heat of battle.

    That was the moment when they realized that their little girl was growing up.

    As she matured, she also became more at ease with herself. Whatever feedback she met with, be it praise, rebuke, silence, or taunting, her response was always the same.

    "For sure, I may still have a way to go before I catch up with my seniors. But one day, I'm gonna be the best Outrider ever!"

    Amber is not prone to too much deliberation, preferring instead to speak her mind, truthfully and frankly, at every occasion.

    She firmly believes that she will not disappoint her grandpa.

    Today, Amber is still the firecracker she always was, burning with endless passion and energy.

    Now that she's all grown up, Amber holds firm to her grandpa's teachings as she spreads her Wind Glider's wings and watches over the City of Freedom with the eye of an eagle and the cautious cunning of a bunny rabbit.

    The "Crimson Knight" is known throughout Mondstadt.

    The people are delighted to see the mischievous little girl they remember growing up to be a guardian they can rely on.

    "Never fear, Outrider Amber is here!" Her self-confidence is simply unshakable: "I am Outrider Amber, the one and only outrider — which makes me the best one out there!"

    Amber doesn't make writing a daily diary a habit, only electing to write special or memorable events down in her journal.

    "I finally caught that magical bird! It's called a Rami... something. I don't remember. But I've been chasing it for three days, and I've only been able to sit down for a proper meal today. That magical bird was a really cunning one, burrowing in the thick forest like that. Good thing I didn't give up! Best of all, Master Jean gave me special permission to pluck a feather plume from it as my reward. Hehe, I'll wear it at my side every single day!"

    "I'm sure I followed the cookbook to the letter and grilled the meat for six minutes. But while the outside is charred, the inside isn't cooked yet... Did I not control the heat properly? But I really am hungry, so I'll just have to try again tomorrow. One day, I'll make the best steak, and I'll call it... the Outrider's Champion Steak!"

    Amber once believed that if she took on her grandpa's post, she would understand why he left Mondstadt.

    However, even when she officially became an Outrider, she was no closer to unraveling the mystery behind his wordless departure.

    Her grandpa had left nothing for her to find either, indicating that she would have to forge her own path.

    Amber floundered for a while, until she flipped through an old book of fables that she would eventually come to treasure.

    "What you lacked was not wind, but courage. It is courage that has allowed you to become the first flying birds of this world."

    Amber realized that she shouldn't wait for directions from someone else, but that she should be like those courageous birds that spread their wings and flew into the blue skies. "There must be something that only I can do. There must be."

    The moment she realized this, a Vision began to shine brightly at her hip.

    Amber has had a bone or three to pick with Wolfhooks. While out scouting, her uniform and stockings were torn by their sharp hooks, and unfortunately, her schedule was such that there was no time to get them fixed. The Knights' logistics division gave her 3 sets of uniform of the same type initially, so wearing one out was not exactly a major emergency. But Amber loved those three sets quite dearly, and would have been quite upset regardless of which one was torn. Even Baron Bunny had his design based on these uniforms — Amber recalled, with a twinge of sadness.

    So when her mission ended, Amber would attempt to sew the damaged uniform back together, but despite her excellent skills, the marks of her needlework remained stitched into the fabric. However, Amber would obtain a new uniform not half a month later at the Knights' end-of-year meeting. It was a fair bit more official, the craft was more ornate... And it was also stated to be more hook-proof than the previous version. "On behalf of the Knights of Favonius, I'd like to present you, our one and only Outrider, with some new clothes! Thanks for all you've done for us so far." So Hertha, their logistics captain, had said.

  33. #33Noelle

    Keys: , Wonder Maid, Noelle, Maid, Knight in Training, Mondstadt

    Enabled · After character · Order 10 · 100%

    Entry settings

    Noelle (Level 5 Paladin) - World Level 1/9 version 45(5d10+15) HP 16 STR (+3 DMG, +3 ATK) 12 DEX (+1 Cutting DMG, +1 DEF) 16 CON (+3) 10 INT 14 WIS (+2) 10 CHA

    18 AC +11 To-Hit

    Athletics +6 Acrobatics +4 History +3 Insight +5

    Equipment Favonius Greatsword [E] +4 To-Hit, +2d6+4 DMG Crit Hits generate 10/60 energy for Burst, can only activate once every 2 turns.

    Plate Armor [E] 18 AC

    Feat: Weapon Specialization(Greatsword), Greater Weapon Specialization(Greatsword) Second Wind: Once per Long Rest, regain 1d10+5 HP. Stone Resilience: Roll a d8 for every hit while Maid's Shield is active; All friendlies in range recover as well. Maid's Shield(Bonus Action): Summons a shield that explodes after 2 turns, dealing 28 Geo DMG to all within 5 feet of Noelle. Sweeping Time: Infuses her weapon with Geo, turning her claymore strikes into Geo-enhanced strikes for an additional 16(2d6+23) DMG, lasts for two turns, and can't be used again for 2 turns after expiration.

    4 Superiority Die Precision Attack Menacing Attack Trip Attack

    Feats: Chef(+1 CON, proficiency with cook's utensils and cook special food to regain HP), Durable(+1 CON, for each Hit Dice you regain a minimum of HP=2xCON modifier), Great Weapon Master(Extra attack after a melee critical, and you can roll next attack at -5 to add +50 to DMG), Healer(You can stabilize a creature and restore it to 1 HP, or restore (5d6+20+its number of Hit Dice) to it.), Tough(HP increases by 2X Your level and then +2 Each Level)

    Noelle is a playable Geo character in Genshin Impact.

    Extremely strong and reliable, Noelle is considered to be "the maid of all maids" in the Knights of Favonius, with many thinking she has the ability to be everywhere all at once. She is stubborn, however, and willing to unnecessarily endanger her life at any moment to help someone. She has tried many times to join the ranks of the Knights of Favonius to accomplish her dream of becoming a full-fledged knight, but has fallen short every time so far.

    Noelle is a polite young woman and professional maid, helping those in need without hesitation, regardless of how far they are or what they need done, as long as they say her name. She has a very high standard of work ethic, as she always strives to ensure that everyones' needs are satisfied and always makes the effort to go over their expectations. No work is a problem for her; Lisa believes that the more work she is given, the happier she is. Despite her appearance, Noelle is terrifyingly strong; she is able to brawl with Lawachurls single-handedly and has difficulty finding a suitable weapon, as most claymores break in her hands, even moreso with swords.

    Despite her work ethic, Noelle is relatively stubborn and inexperienced; she states that she is useless in an argument and simply does what she believes is best, regardless of the other party's advice. Likewise, her attempts to meet everyone's needs is double-edged; although most people are genuine, others can take advantage of her generosity. Jean also considers her to be eligible for the Knights, but refrains from knighting her because she is worried that she is not ready for what lies outside Mondstadt.

    She looks up to all of the Knights and asks them for advice on how to be a proper member when she officially joins, regardless of how much experience they may have, such as the rambunctious Klee. Her aspiration of joining them means that she will refuse any other invitations offered to her.

    Noelle uses the medium female model. She has short, neck-length pale gray hair with a straight fringe and lopsided locks of hair framing her face. A section of hair is braided over her bangs and pinned down at the right side of her face with a gold shield clip. Her eyes are olive green. Noelle has a maid-inspired dress with a metal headdress, a breastplate, a pauldron on her left shoulder, and a cravat. Her attire is adorned with ruby red roses and bows. Her dress has one bow at her hip and a second at her rear, upon which her Geo Vision sits. She wears black tights beneath her armored boots.

    Many people in Mondstadt think there's something a little bit magical about Noelle: She seems to have the ability to be everywhere at once, and to do absolutely anything she sets her mind to.

    Whether it's a Knights of Favonius dinner party, a winery banquet, or just an ordinary barbecue, Noelle is a whirlwind of helpfulness that will burst through your door at the first sign of a problem and whisk it away for you. It's no wonder that people have taken to calling her the "Wondermaid." But ask Noelle and she'll tell you there's nothing wondrous about the way she works, let alone magical. She just takes pride in her work and is constantly in pursuit of perfection. "Nothing more, nothing less. Just as it should be, and not as it should not be."

    Noelle has much greater dreams and ambitions than other maids in the Knights of Favonius. Like anyone else in this city protected by the Knights of Favonius, she too dreams of donning the honored armor. Even if her skills are not enough to pass the rigorous selection trials, she still wishes to observe and learn from them every chance she gets.

    Aside from her training, she enjoys her current life, helping everyone in need. "You can leave absolutely anything to me!" That's her signature line. If there's anything that you need, Noelle is glad to be of aid.

    Noelle is "the maid of all maids" to many. Such people also tend to say this of her: "She's everywhere." For example, there was a child who once tried to get a plate during a banquet, but found that there was no way to open the cabinet without all the plates falling out... "Noelle!!!!!!" All the child needed to do was scream, and Noelle appeared. She put the cabinet down on its back, took a plate out, and handed it to the child, reminding him not to have cold drinks immediately after having barbecue. Then she righted the cabinet, cleaned up other plates, and then put them back in order. Noelle's ability to be everywhere all at once is something miraculous to many.

    However, the job of a maid is no myth or legend. Noelle only does her job to the letter. "No more, no less. As it should be, not as it should not be." Noelle doesn't think herself special, only that she thinks too much at times.

    Noelle is always eager to help, sometimes excessively so.

    If you were to ask her how to build a campfire as she passed by, she would not only stop and build the campfire for you, she would also put up the grill racks, season the food, cook it for you, taste it herself to make sure it's done, and remind you to put out the fire when you've finished so as not to burn the forest down. Then she would get back to whatever she had been doing beforehand.

    Of course, most people don't mind at all that she regularly goes the extra mile. But it can sometimes produce unexpected results...

    For example, a merchant from Snezhnaya once came to Mondstadt, ostensibly wishing to get into the winery business. In truth, he had an evil plot to ruin the land, destroy the winery business in Mondstadt altogether and then seize the market with wines from Snezhnaya. He disguised himself as an honest merchant with his family on a business trip to Mondstadt. Naturally, with them being visitors from afar, Noelle gave them a warm reception. Initially, the merchant was delighted with Noelle's hospitality; it was a cut above the crude etiquette he had come to expect from most peasants in Mondstadt. However, after a while he began to feel that something was amiss.

    Noelle seemed to be able to read his mind: She correctly guessed his schedule, cooked his family's favorite Snezhnayan dishes for them each day, and even knew that his daughter liked to go to bed hugging a ragdoll, presenting her with a hand-made doll she had sewn together herself. This spooked the merchant, and made him hesitant to execute the next phase of his plan. Noelle's warm smile now chilled the merchant to the bone. What else did she know, and what was she really planning? In the end, the merchant fled Mondstadt with his family.

    Noelle was upset for a few days, thinking she had somehow insulted her guests. Little did she know that all of Mondstadt was indebted to her for taking her job so seriously.

    Most of the time, Noelle's reliability provides a comforting presence, but there are always exceptions. Once, she learned that an adventurer was trapped on Dragonspine, so she decided to mount a rescue by herself.

    The snowstorm that day was terribly fierce, wiping out any tracks left by humans as soon as they were made. It was impossible to find a safe route to proceed, to say nothing of saving the adventurer amidst the snow. However, Noelle persisted on searching for the adventurer and eventually found him inside a cave, suffering from severe hypothermia.

    At the time, her coat was completely soaked, and the water inside her bottle had turned to ice. Thirsty and hungry, Noelle still managed to carry the adventurer down on her back. The adventurer was saved, but Noelle, having over-exerted herself, laid in bed for three days straight, suffering from a high fever. Everyone in the Knights of Favonius barely slept out of concern for her during that period. Fortunately, Noelle recovered.

    It was not the first or second time that something similar had happened, and everyone was deeply worried for Noelle. In order to prevent Noelle from putting herself in harm's way again, Jean had to invent some safe jobs to keep Noelle busy. If something were to happen, then Kaeya would have to save the day.

    During the Stormterror threat, Noelle was also eager to resolve the threat at its source. However, Kaeya managed to arrange quite a few "urgent matters" for her to attend to inside the city until it was all over.

    Noelle's petite form does a good job of hiding her great strength. This does not just refer to her resoluteness or her indomitable spirit, but also her physical strength.

    Once, Lisa accidentally dropped her experimental apparatus under her bookshelf and troubled over whether she could remain decent while bending over to retrieve it. Noelle made it over in the nick of time, lifting the full bookshelf with only one hand — and not a single book fell out between her hefting it and putting it down. There was another incident in which several cargo-bearing carts were attacked by Pyro Slimes as they tried to pass through Mondstadt's side gate. As the owners were all in a panic, it was Noelle again who came to the rescue — hurling the carts — cargo and all, into the Cider Lake, before leaping into the water herself and retrieving every last item.

    Rumor has it that when Noelle was studying the blade, she nearly sent Wagner — who prided himself in his forging skills — into despairing seclusion. In all, he forged over ten different swords with different alloy compositions for Noelle, but all would lose their edge after a few uses.

    At first, Wagner thought Noelle unskilled, but eventually found that the problem was more foundational: the swords just weren't strong enough. Putting his reputation on the line, Wagner finally made Noelle a sturdy and heavy claymore that was further reinforced by her affinity for Geo. Only then was her weapon issue (barely) solved.

    But don't worry, Noelle won't use her superhuman strength unless the situation calls for it, as she is a pacifist at heart. They say, however, that the very day Noelle received her custom-made claymore, she was set upon by a pair of drunken Treasure Hoarders in Drunkard Gorge, who thought her a harmless lamb...

    Let's just hope that no one else will ever be so unlucky.

    Noelle's greatest enemy, curiously, is not a person, but Ludi Harpastum itself. During Ludi Harpastum, long tables arranged in a circular shape and filled with all kinds of food will be set up in the plaza before the Cathedral for everyone to enjoy.

    The food is usually prepared by volunteers who can cook. During this time, Noelle, who always holds herself to a high standard, joins the volunteers in continuously cooking and serving food. It's not really any additional work; what's difficult is that she insists on tasting every dish to make sure they are up to standard.

    The crispy Moon Pies; the sizzling Mondstadt Pork Chops; the towering Pile 'Em Ups — all the fried and barbecued foods, equal parts delicious and fatty, are customary at the festival. The smiles on people's faces make Noelle truly happy. What makes her less so is seeing her bulging belly. She can't help but let out a sigh.

    For the entire month following the festival, Noelle will volunteer for the Knights of Favonius' city night patrol. The festival may be over, but her battle is only beginning.

    The maids of the Knights have many "red lines" that are not to be crossed, and one of these is that "the personal information of the Knights must be kept in strict confidence." This does not only require restricting outsider access to such information — this restriction also applies to other members of the Knights. For example, what Jean keeps in her private quarters, the contents of Amber's Baron Bunny, the number of special eye patches that Kaeya owns, the number of Klee's hidden bomb caches... These things are all top secret.

    To avoid leaking such information, Noelle used red cloth to make a great many roses — in Mondstadt, this flower means "my lips are sealed." She specially wove one such rose into her gauntlet as an ever-present reminder to herself.

    Revealing secrets would be a major dereliction of duty for a maid, and those who aspire to be knights cannot afford such errors. So you can forget about probing Noelle for any secrets. She won't tell.

    Noelle did once wish to fulfill her dream before its time. Some years ago, after failing her seventh selection test, which was really a foregone conclusion, she felt somewhat discouraged.

    The etiquette, swordsmanship, the lines she had memorized... had they all gone to waste? She remembered all the strong points of every official knight, but who would remember the hard work of a failure like her?

    She had never stopped aspiring to become a Knight of Favonius, but her exhausted body wouldn't let her get back on her feet like she normally would. She felt like someone who had spent days and nights traveling through an icy tundra.

    At that moment, the main gate of the Knights Headquarters were flung upon, and out walked Acting Grand Master Jean, who had just been in charge of the selection process.

    Without a thought, Noelle gave a precise knight's salute. Immediately, she knew that this was too abrupt a thing to do, and wondered what Jean might think of her.

    But just as she was wishing that there was some hole she might crawl into to flee, Jean stopped in her own tracks and returned the salute. After a moment's surprise, Noelle gave a strained smile, clumsy but pure.

    This was a lucky day that she would always remember, for she would receive recognition from two all-important sources this day: once from Jean, and the other from the gods. Her hard work had been remembered after all.

    From that day forward, Vision in hand, Noelle reaffirmed her belief that she would one day be able to don that armor. That she would be gentle and reliable — and yes, everywhere at once too.

  34. #34Kaeya

    Keys: Kaeya, Knights Quartermaster, Knights of Favonius, Kaeya Alberich, Cavalry Captain, Khaenri'ah, Alberich, Knights

    Enabled · After character · Order 10 · 100%

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    Kaeya (Level 7 Fighter Battle-Master) - World Level 1/9 Version 2900 XP 60 HP (7d10+14) 10 STR (+) 18 DEX (+4) 14 CON (+2) 12 INT (+1) 12 WIS (+1) 16 CHA (+3)

    +7 To-Hit Unarmed, +13 To-Hit 16 AC

    +7 Acrobatics +6 Deception +6 Persuasion +4 Insight

    [E] The Alley Flash, +6 ATK, +5 EM 1d8+19 Piercing DMG, Damage increased by 25%, taking damage disables this for 1 turn. Fighting Style: Duelling (When wielding a weapon in one hand only, you gain +2 Damage in all damage rolls.

    Feats: Dodge, Mobility, Weapon Focus(Longsword), Weapon Specialization(Longsword)

    Fighting Style(Duelling) Second Wind: Once per short rest, regain 1d10+7 HP. Action Surge: Once per short rest, take an additional action in a turn.

    Battle-Master maneuvers (Saving DC of 15) Precision Attack: Bolster your Attack roll with a superiority die. Disarming attack: Knock a weapon from a foe's grip, dealing extra damage. Riposte: When an enemy misses, you can use a Superiority Die to add extra damage to a free attack you get.

    Cryo Infusion: Channel your innate Cryo abilities into your weapon. For the next 3 turns, your attacks will deal an additional 1d6 Cryo DMG. Frostgnaw: Send a fan-shaped wave of Cryo straight out, dealing 3d8 Cryo DMG on a failed 13 Dex saving throw, or half as much on a success. Recharge: You may use this skill a number of times equal to your Fighter level per Long Rest. Glacial Waltz: Unleash a series of Cryo projectiles that orbit you. Once every turn for 3 turns, anything that comes within range of you must succeed a 14 Dexterity save or take 3d12 Cryo DMG from the projectiles. You can move while this state is active and take other actions. Recharge: You may use this skill once per Long Rest.

    Kaeya Alberich is a playable Cryo character in Genshin Impact. Kaeya is the Cavalry Captain of the Knights of Favonius. He is held in high regard by the people of Mondstadt — even with all his eccentricities and secrets.

    Kaeya is an outwardly confident and charming individual with a flair for drama. He is sometimes seen as overly laid-back and even lazy, but he takes his work seriously. He is surprisingly popular among the elderly of Mondstadt, even earning himself the title of "top candidate for grandson-in-law." His charisma and determination have earned him the admiration, respect, and favor of many people in Mondstadt — yet, his love for provoking others has also gained him the exasperation of those same people. Kaeya also enjoys putting people into high-stress situations and challenging their values, which he does to both his enemies and his allies alike. He takes pleasure in seeing the hesitation in his comrades' eyes at the moment just before they dive into battle with him, just as he takes pleasure in the look of fear in his enemies' eyes as they face off against him.

    He seems to get a kick out of telling bold-faced lies and convincing others to do his work, but this serves him well in his role in the Knights of Favonius. He is a self-proclaimed "anti-hero with an attitude problem;" as long as everything ends the way he wants, Kaeya does not care about the methods used. Still, according to his informant Vile, he draws the line at working with those who threaten other people's families, believing they deserve to be "hunted down and destroyed."

    Despite his extroversion, the Traveler has observed that he appears to struggle with loneliness, though he playfully deflects when confronted about it. He frequently reminds the Traveler that they can talk to him, invites them to spend time with him, insistently offers (sometimes extensive) assistance, and often voices his disappointment whenever the Traveler has to leave, showing his desire to be helpful and aversion to being alone.

    Kaeya uses the tall male model. He has a tanned complexion and navy-blue hair with streaks of lighter blue, accompanied by a waist-length lock of hair that begins at the base of his scalp on the back of his head at the left. His visible eye is periwinkle with a diamond-shaped pupil that is shared with other characters known to be from Khaenri'ah. Over his right eye, he wears a gold-trimmed black eyepatch that is mostly covered by his bangs. Kaeya has not been seen without his eyepatch, but his right eye, which is functional, is implied to have a scar over it due to being wounded by Diluc during their battle after Crepus' death.

    Notably, while other Mondstadt characters' Vision casings feature three feathers per wing, Kaeya's Vision on his default outfit only features two feathers. He is also the only one with a wing on the right side of the back of his Vision (other Mondstadt Visions have them on the left side or no wings at all on the back). Kaeya is one of only two characters across all nations who has a Vision with clearly nonstandard casing, with the other character being Furina. Kaeya wears a half-cape with a fur collar; a white-collared, cleavage-revealing blouse; dark, tight-fitted trousers; and knee-length boots. His Cryo Vision hangs from a loose brown belt, which also has a blue gem and a rope. He has a blue earring on his left ear.

    Kaeya Alberich is an adopted son to the Ragnvindr Family, the renowned wine tycoon. It has been a long time since he last called Diluc Ragnvindr "brother."

    Kaeya currently serves as the Cavalry Captain of the Knights of Favonius, and is trusted by Jean. Kaeya is often the one wrapping things up in every incident that occurs in Mondstadt's vicinity.

    It is a curious fact that your best chance of finding Kaeya is not by visiting the Knights' headquarters, but by frequenting the taverns at night.

    Kaeya is often found sitting at the bar, gossiping with the city folk, and sipping the famed Mondstadt beverage, Death After Noon. He is surprisingly popular among the elderly of Mondstadt, even earning himself the title of "top candidate for grandson-in-law."

    It's hard to imagine someone as mischievous, amiable, and wine-loving as Kaeya being the Cavalry Captain of the Knights of Favonius. Hunters and bandits alike are often among Kaeya's drinking buddies. As wary of him as they may initially be, all are ultimately disarmed by his smooth talking, and end up telling him everything he wants to know.

    Depending on what they then make privy to Kaeya, their night may turn into an uncontrollable nightmare or remain one of harmless banter. "Everyone's got a secret, but not everyone knows what to do with it." Says Kaeya, with his usual arrogant smirk.

    "Justice is not an absolute principle, but is the result of striking that fine balance between strength and strategy. As for the details of how it's done... Don't worry yourself too much about that." Kaeya once said these words in front of Grand Master Varka. As long as everything falls into place the way he expects in the end, Kaeya doesn't care all that much about how it's done.

    This cavalier attitude is what defines his character. Not that different from Death After Noon's wild and explosive taste, one might add. However, his reckless approach to things is not uncontroversial.

    Once, in order to force a bandit leader into facing him directly, Kaeya triggered the Ruin Guard at an ancient ruin to cut his opponent off, putting his own men at risk in the process. It's times like these when even Jean, who puts a lot of trust in Kaeya, finds herself shaking her head in disapproval.

    Not that this bothers Kaeya, of course. On the contrary, he actually enjoys putting people into the difficult position of making tough decisions. He takes pleasure in seeing the hesitation in his comrades' eyes in the moment just before they dive into battle with him, just as he takes pleasure in the look of fear in his enemies' eyes as they face off against him.

    The flourishing winery business in Mondstadt has been a great source of prosperity in the region over the years. This prosperity often entices greedy bandits and monsters to the area.

    They are a motley bunch who hide in the shadows, and their backgrounds, motives, and allegiances are varied and complex. Kaeya battles against this threat to Mondstadt not only with his sword, but also with his smarts and his wit.

    A young knight once dedicated years of his life to studying threats in and around Mondstadt, and reached an astounding conclusion: When Death After Noon is out of season due to lack of supply, the number of reported incidents inside and outside the city show a drastic decrease, and this remains the case until Death After Noon returns to the market...

    The young knight showed his findings to Cavalry Captain Kaeya in hopes of getting some advice from him. "Interesting. I'll look into it." Kaeya answered, with a wry smirk on his face.

    Generally speaking, Kaeya is an easy person to have a conversation with. The only topic that you will never hear him discuss is his past.

    Even when the Grand Master demanded information on his background, Kaeya skirted around the issue and gave only vague answers devoid of details. "One afternoon near the end of summer a decade ago, my father and I passed by the Dawn Winery."

    "'I'll go get us some grape juice for the road,' he said, but he never came back." "If Master Crepus hadn't taken me in, I doubt I'd have made it through the storm that night." This matter-of-fact description hides a carefully constructed lie.

    Kaeya has never once spoken the truth about what happened that afternoon: "This is your chance. You are our last hope." Kaeya's father squeezed his son's lean shoulders as he spoke, seemingly looking right through Kaeya to some place far beyond.

    On the other side of the horizon sat their distant homeland of Khaenri'ah. Kaeya would never forget the look of both hope and hatred in his father's eyes as he uttered those words.

    Many citizens still remember the two most eye-catching young gentlemen in all of Mondstadt a few years ago. One of them was the dapper Diluc, an elegant swordsman who always had a warm smile and a confident posture. The other was the eccentric Kaeya. He was Diluc's friend, supporter, and sounding board, ensuring he got through every challenge he faced smoothly.

    They were almost like twins, knowing each other's thoughts and intentions without a word, protecting Mondstadt in both light and dark.

    ...Until that fateful day, now ingrained deep in Kaeya's memory, when the convoy that Diluc was escorting was attacked by a huge monster. It was the first and only time that Kaeya failed in his duty. By the time Kaeya finally reached Diluc, it was all over. The power their father had used to successfully fend off the attack backfired, taking their father's life.

    Both Kaeya and Diluc were shocked by what they had witnessed, losing the calm composure a knight should retain. "Even someone like Master Crepus would submit to such a dangerous and evil power..."

    Sinister thoughts flashed through Kaeya's mind, and he simply smirked: "This world is truly... fascinating." All while their father lay dead in a pool of his own blood. It was on that night that the two sons' paths diverged.

    Between the pages of "The Adventures of Angelos," you find a list of names written on a sheet of official Knights of Favonius letterhead paper.

    It meticulously records the details of bandits in the city and further afield, as well as mercenaries and mid-to-senior-level Treasure Hoarder members, listing for each entry a name, position, area of activity, and personal profile. A dozen or so names are circled, with a note in the margin saying "Otherwise, things would get too boring."

    When questioned about it, Kaeya's response is "I suppose I must have gotten drunk and started scribbling nonsense." Your gut feeling is that Kaeya purposely let you see this list, but you have no way of proving it.

    It was raining heavily in Mondstadt on the night that Kaeya Alberich received his Vision.

    Earlier that day, Crepus Ragnvindr had wielded the power of a Delusion — only to become its victim when it backfired. To set his father free from the unbearable agony, Diluc Ragnvindr took his life.

    Kaeya was Diluc's brother by adoption and was always by his side, but on this occasion Kaeya did not partake in the final moments shared between father and son.

    The torrential rain that set in on Mondstadt that night seemed to be a sign of the heavens' grief at the passing of Master Crepus.

    There was a side to Kaeya that he kept hidden from the world: In truth, he was an agent of Khaenri'ah, placed in Mondstadt to serve their interests. His father had abandoned him in this strange and unknown land to fulfill this mission, and it was Master Crepus and the city of Mondstadt that had welcomed him with open arms when they found him.

    If Khaenri'ah and Mondstadt went to war, which side should he support? To whom should he offer his assistance: his birth father, who had ruthlessly abandoned him? Or his adoptive father, who had loved him and raised him?

    For the longest time, Kaeya had agonized over these impossible questions, caught between the opposing demands of loyalty and duty, faced with an impossible choice between truth and happiness.

    But now, Crepus' death upset this delicate balance. He felt liberated, but also ashamed of how selfishly he was responding. As an adopted son, he should have saved Crepus, but he had arrived moments too late. As a brother, he should have shared in Diluc's grief, and yet as their father lay dying on the ground, he had hung back behind his brother, that ancient plot running through his mind.

    Consumed by guilt, Kaeya knocked on Diluc's door. As the rain poured down, the shroud of secrecy was washed away and all lies were revealed. Kaeya had finally come clean.

    He had anticipated Diluc's anger. The brothers drew their blades, this time pointing them at each other. Kaeya felt that this was his punishment for a lifetime of lies.

    But as the two crossed blades, Kaeya was overcome by the sensation of great elemental power surging through him. For years, he had stayed out of the way in his brother's shadow. But now, for the first time ever, he was facing his brother as his true self.

    Bitterly cold and brittle elemental energy burst forth from the tip of his sword to meet Diluc's searing flames head-on. The clash of crimson fire and azure ice created a sudden swirl of wind that stunned them both. This was the grim moment at which Kaeya's Vision appeared.

    Since that day, Kaeya and Diluc have gone their separate ways. But he never discusses it, just as he never discusses the origin of his Vision.

    Though it is a reminder of a hard-fought battle, and the prize that he earned in exchange for revealing the unadulterated truth, Kaeya sees it as a stern reminder that he must live the rest of his life under the heavy burden of lies.

  35. #35Fatui

    Keys: , Fatuus, The Captain, Childe, Fatui, Snezhnaya, Thrain, Signora, Jester, Pierro, Nod Krai, Wanderer, Cryo Archon, Tsaritsa, Scaramouche, Capitano, The Fair Lady, Il Dottore, Harbinger, La Signora, Tartaglia, The Doctor, Sandrone, Regrator, Marionette, Damselette, Pantalone, Pulonia

    Enabled · After character · Order 10 · 100%

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    The Fatui are a delegation of diplomats from the Zapolyarny Palace of Snezhnaya. There is also a military detachment led by the Eleven Fatui Harbingers and the Tsaritsa herself. They are one of the two main antagonistic factions alongside the Abyss Order in Genshin Impact and the main antagonists in the official supplementary manga. A singular member of the Fatui is called a Fatuus.

    The Fatui are a powerful military force in terms of power and numbers, making it the strongest of all the seven nations. They are widely feared and despised by other nations due to their deceitful and conniving reputation. The organization is composed of members performing a variety of roles, including combatants, bureaucrats, politicians, and merchants.

    Hailing from the frozen lands of Snezhnaya, the Fatui are publicly seen as a political department of the nation that represents the goodwill of the Tsaritsa and manages foreign affairs with all six other nations. However, despite how they initially present themselves, the citizens and governments of those nations are often already aware of their true colors, and treat both their diplomats and individual members of the organization with distrust.

    They often use underhanded methods to establish their power and influence in another nation, and as a whole are willing to go to extremes to further the Tsaritsa's vision for a "perfect world." Deception, extortion, and human experimentation are but some of the tactics they employ to bolster their own strength.

    Despite their loyalty to their empress, most of the Fatui grunts themselves are unaware of the Tsaritsa's true plans. The Harbingers are likely some of the few among the ranks who are truly aware of the Tsaritsa's true intentions, as they are the ones assisting her in collecting Gnoses.

    The Fatui are divided into divisions, each of which is headed by one of the Eleven Fatui Harbingers. Each Harbinger operates with a different modus operandi which also influences how their underlings act. There is often a lack of thorough communication between fellow Harbingers, Harbingers and their subordinates, as well as between different divisions of Fatui operatives. However, some members of the Fatui are quite loyal to their leading Harbinger, to the point of being willing to seek revenge for their sake.

    The Fatui come from a variety of backgrounds: some were taken in at the House of the Hearth orphanage, others choose to join their ranks, while others, like Childe, can be enlisted by their parents. They also do not hesitate to help financially and diplomatically strategic allies in order to interfere in foreign policy.

    They receive certain advantages in exchange for their services, such as supplies, salaries, or powerful weapons; in exchange for this, however, they choose neither the destination to which they are sent, nor the superiors to whom they obey.

    Many of the Fatui NPCs in the game are everyday workers who are oblivious to their superiors' true intentions, but are nevertheless very loyal to the Tsaritsa and Snezhnaya. Members have differing opinions on being stationed in other nations, ranging from intense homesickness to having developed fondness for their new home.

    In Mondstadt So far, the Fatui's tactic to increase their influence in Mondstadt has been to incite or take advantage of disturbances to offer their assistance in a way that puts the Knights of Favonius in an awkward position. For example, they provoked Ursa the Drake into attacking the city so that Il Dottore could defeat it (later attempting a similar setup during Ludi Harpastum), and one of their diplomats pressured Jean to allow them to kill Dvalin after the Stormterror attack. Later during the Stormterror conflict, agents stole the Holy Lyre der Himmel, though it was soon recovered. A delegation of diplomats is currently residing in the Goth Grand Hotel, though they are apparently under lockdown. During Eula's Story Quest, it is revealed that some members were colluding with Schubert Lawrence to invade Mondstadt, promising to help him establish the Lawrence Clan as the rulers of the city once again, though this plot was quickly foiled by the Knights of Favonius.

    The Fatui were presumably the ones who gave Crepus his Delusion, and were the ones who lured Ursa the Drake to his carriage, eventually leading to his death. They are also competing with Diluc to find a vial that contains the Anemo Archon's breath, which was stolen six months prior to the events of the game from one of the Temples of the Four Winds. Due to the amount of counterfeits that have flooded the market since, both the Fatui and Diluc have yet to find the real one, though Diluc has been purchasing every counterfeit he can find just in case.

    The Fatui also have plans involving the heart of the deceased Abyssal dragon, Durin, in Dragonspine, though the Traveler ends up interfering when they arrive.

    In Liyue The Fatui used to have some kind of diplomatic immunity in Liyue Harbor (and an embassy), and have been investing in the local economy through the Northland Bank, though the Liyue Qixing are wary of them. The Northland Bank is an arm of the Fatui "with some exceptions" despite their receptionist Ekaterina denying this, being a national bank founded in Snezhnaya that has opened a branch in Liyue Harbor. The Harbingers are important clients of the bank, and the Fatui's Debt Collection division, of which Fatui Pyro Agents are a part, seem to assist the bank in tracking down debtors. The Fatui also have ties to Wangsheng Funeral Parlor, the exact nature of which are unclear.

    A Fatuus agent named Javert would make contact with Gentry Maocai in order to obtain large amounts of Cor Lapis, giving him some thugs to help force merchants into selling their stockpile lower than the market price. Gentry would later attempt to strongarm Chang the Ninth of his stockpile, but the Traveler and Xingqiu put a stop to Gentry's antics. Javert, realizing that he was outmatched and that Maocai wouldn't honor the contract, left, threatening the merchant of the payment. Gentry would be forced to buy the stockpile at triple the market price and likely delivered the needed materials to Javert afterwards.

    Shortly after The Chasm shut down due to a series of mysterious incidents, the Harbinger Signora had negotiated with the Qixing to allow the Fatui's Ninth Company to enter the underground mines to cleanse the mysterious sludge in the mines with an experimental device. The Fatui would investigate The Chasm, while the Millelith would deliver supplies and orders. However, the device exploded and the Fatui became scattered across the mines. The Ninth Company, a group of 64 soldiers, suffered such immense casualties from this that half of the men are assumed dead or missing including the company captain, forcing Staff Sergeant Anton to assume command, although not everyone has listened to him. By the time the Traveler discovers them, Anton has three soldiers remaining under his command. Begging them for help, Anton and his men learn what happened and decide to retreat.

    Fatui soldiers assisted Childe after he summoned the Overlord of the Vortex in order to draw out Rex Lapis, fighting against the Traveler, Keqing, and the Millelith on the Jade Chamber. Since this was effectively abetting a plot to destroy Liyue Harbor, this caused the remaining Fatui in Liyue to be looked down upon with suspicion and the Ninth Company in the Chasm was promptly abandoned and declared criminals by the Millelith, having lost all communication with the surface and desperately running low on rations, with some scattered groups bartering with Treasure Hoarders in the region for food. Katarina is another notable Fatuus, having remained in the underground mines to search for her brother, who was separated from her.

    While relations have soured since Childe's actions, the Fatui still has a delegation in Liyue and is still interested in the nation's politics — upon learning that Uncle Tian had wanted to step down from the Liyue Qixing, they colluded with one of his disciples, Zhiyi, to assassinate and replace him so they could have influence over the Liyue Qixing. Fortunately, this plot was foiled by Yelan, who had been investigating Zhiyi, although the Harbinger Pantalone (who was monitoring Liyue's situation) managed to minimize the Liyue Qixing's advantage over the Fatui.

    In Inazuma The Fatui were the masterminds behind the Vision Hunt Decree in Inazuma, and fanned the flames of conflict on both sides of the Inazuman civil war. They colluded with the Tenryou and Kanjou Commissions to feed the Raiden Shogun false information and gather materials for their Delusion Factory respectively, secretly distributed Delusions among the Watatsumi resistance forces, and planted spies throughout the country in various efforts to destabilize both Watatsumi and the Shogunate and render them vulnerable to Fatui influence. They caused the Tatarasuna Incident by sabotaging the Mikage Furnace as part of Pierro's plan to lay the groundwork for a future endeavor in Inazuma; while unconfirmed, it was most likely the prelude to the Vision Hunt Decree plot. They were also responsible for the Tatarigami outbreak on Yashiori Island, as a Fatui infiltrator convinced members of the Watatsumi Army to destroy the wards on Yashiori Island.

    Upon revealing the truth to the Raiden Shogun and demanding a duel before the throne, the Traveler prevails against Signora; as a consequence of losing the duel, the Shogun executed Signora with the Musou no Hitotachi. The Traveler later spends time with Ei after revealing that her Vision Hunt Decree was wrong, ending the civil war. She discovers the Fatui's involvement in Inazuma's policies and expels them as a friendly party.

    Naval Warrant Officer Borenka was dispatched to cover up the Fatui's involvement in the Yashiori Island disaster by recovering the infiltrator's report and extracting any Inazuman recruits to be silenced. However, he and his group were defeated by the Traveler and Shizuru, who retrieved the report for Watatsumi. Some of Signora's subordinates have stayed behind to avenge her, seeking to disrupt the peace treaty between the Shogunate and Watatsumi, though they were unsuccessful. Another group from the House of the Hearth, led by Efim Snezhevich, also planned to reignite the civil war by poisoning Watatsumi Island; Efim believes this would raise the prestige of their patron, the Harbinger Arlecchino, though it is later revealed that he had broken off with unsuspecting subordinates to advance the previous Knave's directives. This plan was disrupted by the defection of Lyudochka Snezhevna, and the Shuumatsuban is working to root out Efim's remaining associates.

    In Sumeru Fatui involvement in Sumeru has largely been from the Harbinger Il Dottore's projects. They collaborated with the sages of Sumeru Akademiya to replace Lesser Lord Kusanali with a new god of wisdom. Dottore was aware that the sages did not acknowledge Kusanali as a successor to Greater Lord Rukkhadevata, and he was intrigued by the possibility of creating an artificial god. He set up an experiment to turn the Harbinger Scaramouche into Sumeru's new god using the Electro Gnosis (previously acquired by Scaramouche). They successfully turned Scaramouche into the god Shouki no Kami, the Prodigal, though he was soon defeated and Lesser Lord Kusanali was restored as the deity of Sumeru. In the aftermath, Dottore recovered the Electro and Dendro Gnoses for the Tsaritsa via a deal with Lesser Lord Kusanali: the deletion of all his other Segments, as well as an exchange of information.

    Following these events, Lesser Lord Kusanali took Scaramouche under her wing. Upon learning the truth and scale of Dottore's machinations, he broke off from the Fatui and attempted to erase himself from Irminsul, though this attempt was unsuccessful. Upon restoring his memories via a backup that Kusanali had made to resist tampering, Scaramouche abandoned his name and the Fatui. As an effect of tampering with Irminsul, Scaramouche's seat would remain unoccupied for hundreds of years, with any further effects being unknown.

    Another of Il Dottore's projects involves weaponizing dreams and The Withering, and many of Dottore's subordinates in Dharma Forest have been tasked with aiding the project. Dottore is particularly interested in the Aranara, who possess the power to manipulate dreams, and his subordinates have been ordered to catch the Aranara for study. With the help of an infiltrator, they have been trapping children from Vimara Village to lure out the Aranara, though such measures have consistently failed due to the Aranara's innate properties. A related team led by Oleg set up research camps across the forest using machines with the goal of extracting energy from Withering Zones. However, the machines were not actually intended for that use, and they had been tricked into using them by Kasim, a con artist. Oleg's team was eventually arrested by the Corps of Thirty, and their machines were disabled.

    Under the guise of the Nilotpala Cup Beast Tamers Tournament, another Fatuus named Elchingen would collaborate with dubious scholars from the Sumeru Akademiya, creating the Wisdom Orb in order to convince people to domesticate fungus for the tournament. The orb was also programmed to force control of the fungus, in the hopes that Elchingen could overthrow Sumeru with his army of fungus. The plot was foiled by the Traveler, Miko, Layla, Haniyyah, and the Sumeran authorities. An unknown Fatui commander, deeming Elchingen to be too troublesome, ordered an agent named Yurochka to kill him, which he successfully did.

    The Fatui are also active throughout the Great Red Sand. They have been collaborating with Thutmose, an Eremite faction, in order to explore the ruins of King Deshret's civilization. Separately, the Fatui Desert Expedition Investigation Team was sent to the Desert of Hadramaveth to study the desert tribes and explore the Eternal Oasis, striking a deal with the Tanit tribe for aid. However, they were betrayed by Matriarch Babel, putting their efforts at a standstill. When Babel ordered Jeht to eliminate the Traveler, she refused the order, prompting her to lay a trap with the Fatui to eliminate her. The Fatui successfully caught her, but were terrified of her tenacity. Likewise, she told the Traveler of her "betrayal", hoping that one of them would kill the other, but the plan was foiled, and the two destroyed the team.

    Some Fatui were also sent to the Girdle of the Sands for reasons unknown, with one officer, Markozov, seeking the Pari for unknown reasons related to knowledge, though Sosi believes that they were coveting the power of the gods. Markozov's group was driven off by the Traveler.

    In Fontaine The Harbinger Arlecchino is the Father of the House of Hearth in Fontaine, and as such she is concerned by a prophecy claiming that the people of Fontaine will one day dissolve into the water of the Primordial Sea, leaving only the Archon Focalors to weep. Arlecchino and her operatives under the House of the Hearth were in Fontaine for the supposed reason of stopping the prophecy from occurring. Tartaglia was also sent to Fontaine to assist the Northland Bank branch there, but was (falsely) accused of being the perpetrator behind a series of mysterious disappearances. Though he was proven innocent, the Oratrice Mecanique d'Analyse Cardinale still declared him guilty, and he was sentenced to the Fortress of Meropide. Arlecchino sent several of her agents to infiltrate Meropide and gather intel, though many of them were captured by Wriothesley. She also took it to herself to investigate the true identity of the Hydro Archon.

    The Fatui are also involved in other operations throughout the nation. Henri was hired by the Fatui to collect parts from the Fontaine Research Institute for them, and was misled into extracting the cores of seven water quality monitor devices, being told they were polluting the water. The Traveler helped him, not knowing he was hired by the Fatui. However, Henri's boss was ultimately captured by Hunter and Turner, who revealed Henri had been tricked.

    The 34th Independent Investigative Squad was deployed to Mont Esus East, and took over several hydrological monitoring stations once used by the Fontaine Research Institute, claiming the Maison Gestion gave them permission. In truth, they were only pretending to work, as the squad (including its captain Malinovskyi) simply wanted to slack off but were being monitored by the deputy captain, Shumilov, whom they did not like. In the end, they were chased off by the Traveler, who was helping the researcher Broglie.

    Following an explosion at the Fontaine Research Institute, Arlecchino sent several of her Fatui Operatives to investigate the matter. It is also implied that they entered a partnership with Edwin Eastinghouse and Nacker regarding Arkhium, as a Wind Operative can be found in Nacker's former laboratory in the Morte Region following his capture.

    Upon learning of some ancient ruins near Poisson, Arlecchino had sent a group out to explore it, but they soon learned of the Poisson disaster and devoted their resources to helping the people out, such as performing headcounts and monitoring water levels. When Lyney, Lynette, and Freminet learned of the Traveler and Neuvillette's plan to "trap" Furina so she could admit her secrets, Lyney had the Fatui help him in replicating a larger-scale version of the trick he initially performed at the Opera Epiclese, who created a false house and made a tunnel from Poisson all the way to the opera house. They also assisted Freminet in finding a missing stone slate that the Traveler, Neuvillette, and Navia had come upon while investigating the ruins.

    When the prophecy passed, Neuvillette gave Arlecchino the Hydro Gnosis as a "diplomatic gift", as both Arlecchino and Tartaglia provided invaluable assistance to the people of Fontaine and that he wanted to dispose of it after Skirk's urging. Arlecchino's role in acquiring the Gnosis would result in Pulcinella and Pantalone placing her and her organization in the spotlight of Project Stuzha; however, she and her members suspected their sudden thrust into the spotlight was meant to keep them in check.

    The forces of another Harbinger (likely Sandrone) worked with a civilian named Jenck to steal Sir Arthur to help him take over The Steambird in return for finding Mosso Lombroso's inheritance and research in machine intelligence. The collaboration ended when Jenck destroyed "Curve", a lie-detecting Clockwork Meka created by Lombroso, and most of his research to avoid capture, so the Harbinger had him punished accordingly by breaking his mind and ripping his tongue out, leaving a letter apologizing to the Traveler, Paimon and Talochard. The Harbinger's subordinates were ordered to recover Curve's remains afterwards before anyone could act.

    After giving the Gnosis to the Tsaritsa, Arlecchino returned to Fontaine and had a meeting with Neuvillette, where she gave him a proposal of her own. While he was initially hesitant to accept at first, upon learning the entire deal, he accepted the offer. Arlecchino proposed to him that there were members from the House who wanted to leave, but did not want to be targeted due to their secrets. In return for having their memories of the House erased and allowing them to live normal lives in Fontaine, Arlecchino would withdraw the majority of her forces from Fontaine and would not carry out any "special missions" in the nation unless absolutely necessary.

    A newly certified agent would later arrive at Petrichor in order to collect a debt from Giulietta, who had defaulted on a debt regarding flute-making materials. When they arrived, another Fontanian, Giustino, hired them to bring him back to Petrichor, though upon arriving, the agent ambushed him, believing him to be the person owing the debt. After being beaten by the Traveler, the agent, who had been too enthusiastic with his first job, realized that he had targeted wrong person, as his main target was now in Bayda Harbor. He quickly left in a hurry in order to pursue her and collect the debt.

    In Natlan During Varka's expedition with the veteran members of the Knights of Favonius, they ran into Il Capitano and his subordinates, who were heading to Natlan. They eventually arrived, and Neuvillette states that Il Capitano had "thrown himself" into the nation's endless "wars". Capitano later confronted the Pyro Archon, Mavuika, over her indecision and failure to fulfill the oath made 500 years ago. In the ensuing duel, Mavuika managed to injure Capitano, who was able to retreat due to Ororon's assistance. Acknowledging his defeat to her and learning that she had spent her powers fighting him, he refrained from stealing the Gnosis and informed the Tsaritsa that he would abandon his task, which she accepted.

    Groups of Fatui were also sent across Natlan's plains. A group of Fatui were stationed in Coatepec Mountain, capturing the local Saurians under a Harbinger's orders to experiment on them regarding Phlogiston. The "Polychrome Tri-Stars," a trio of prominent Fatui footsoldiers, were also sent to assist in maintaining the machine, though they would eventually wander to Huitztli Hill for reasons unknown. The Traveler discovered the facility and shut it down, freeing the captured Saurians in the process.

    After Capitano failed to acquire the Gnosis from Mavuika, he ordered his subordinates to instead focus on an alternate plan to rework the nation's Ley Lines by searching for the Source Mechanism. Having interrogated three scholars and combining their research, they were able to locate the device and headed to a cave to activate it. The plan instead failed, as it awakened Yohualtecuhtin, Lord of the Night, and creator of the Night Kingdom. As a result of the failed plan, Ororon became acknowledged as one of the six heroes for Mavuika's plan, and Capitano eventually agreed to support Mavuika, knowing that her plan had the potential for the best outcome. Thus, he ordered his subordinates to begin assisting the Natlanese, knowing that they would not defy him.

    When the Abyss launched a massive invasion on Natlan, the Fatui worked with the Natlanese to fight the invasion off, suffering immense casualties in the process. Nonetheless, after the battle concluded, Mavuika thanked Capitano for their invaluable assistance. Upon learning of the False Sky after the invasion, Dottore also sent a small group of Fatui to infiltrate Natlan from Nod-Krai to investigate the Ancient Moon Remnants.

    Once the Abyss influence was purged from the Night Kingdom, Capitano merged his life force with Lord of the Night's, seating himself at the Throne of the Primal Fire as his consciousness was moved to the Night Kingdom to substitute Mavuika's sacrifice to Ronova. The Tsaritsa retained Capitano's status as a Harbinger. Aware of her plans with the Gnoses, Mavuika suspected that the Tsaritsa would send another Harbinger to collect her Gnosis.

    A group of Fatui led by Grudoc, who were affiliated with Pantalone, were sent to accompany a Fontanian merchant named Montluson to the Masters of the Night-Wind in order to search for evidence of the Battle of Seven Colors, as Montluson had created a special paint and was enraged when his profits failed to materialize, after a Fontanian tourist claimed to have seen the same color in Natlan. Pantalone believed that Montluson had the potential to become a giant in the painting industry and disrupt Fontaine's economic system, which apparently aligned with his interests. While Citlali and the Traveler defeated the Fatui, Grudoc proceeded to use a backup plan by destroying the sphere to avoid implicating Pantalone in the plot, presumably at the cost of his own life as he did not appear to have escaped.

    Another group of Fatui set up camp by the Great Volcano of Tollan to investigate the kuuvahki, requested by a specific Lord Harbinger. Some of these Fatui participated in a feast involving Bifrons's green mushrooms, cooking at their camp.

    Sandrone would send an elite force of Fatui, led by Velimiru into Natlan in order to search for the core of the Sovereign Lord at the Temple of Cascading Colors. Using the replica of one of the cores, Velimiru and his soldiers were able to control the upper levels of the facility. In order to access the lower levels, they needed Ineffa, having their spy Zhuoxin bring her to them in return for waiving his debt to the Northland Bank. After the Eighth Lord managed to regain control of the lower levels, the Fatui pursued them, only for Velimiru's subordinates, Fajeyi and Gulebu to be killed by the Eleventh Lord. After Ineffa shattered her core to stop the Eleventh Lord, Velimiru revealed the artificial core before the Traveler cut him down, though realizing that he was not a human but instead one of Sandrone's creations.

    A trio of Fatui soldiers who were about to return to Snezhnaya later attempted to buy some alpaca toys from Aloha, only for the man to mistakenly believe that they were trying to rob him when they put their hands on his bag. The Traveler drove them off, but they returned the next day with a letter, explaining that they fought alongside Capitano during the invasion and their throats were injured, preventing them from speaking and that they just wanted some alpaca toys before they went back home, which they paid for by putting Mora in the bag. With the misunderstanding resolved, the Traveler prepared their orders and they left content.

    In Snezhnaya The Fatui Harbingers were recently summoned back to Snezhnaya and dispatched to Nod-Krai, following the highest of commands the "Palestar Edict," in which they ordered to retrieve Columbina, who had resigned sometime after attending Signora's funeral and was hiding somewhere in the area. Sandrone also oversaw construction of the Kuuvahki Experimental Design Bureau over ancient moon ruins, causing them to come into conflict with the Frostmoon Scions. According to Helka, they brought with them with many construction materials, though she does not know what they intend to do. One of the events in Nod-Krai involved pulling down the moon, something which caused tension with the Frostmoon Scions.

    Rather than Fatui Skirmishers, Fatui personnel in Nod-Krai consist of Oprichniki and Landcruisers, who make use of the local kuuvahki for their equipment. While tensions between the Fatui and people of Nod-Krai is high, a few Fatui can be seen in Nasha Town, mostly on duty, though a few are known to frequent The Flagship off-duty.

    Members Leader: The Tsaritsa, Cryo Archon over Snezhnaya. The Fatui Harbingers carry out her plans to seize authority from the gods, though her motivations for doing this are still shrouded in mystery.

    Harbingers: The Eleven Fatui Harbingers are the executive officers of the organization, being under only the Tsaritsa herself. They are given absolute executive authority by her and answer directly to her. They are blessed with powers that exceed those of an average human, but those powers do not seem to be derived from their Visions. Instead, the Harbingers all possess a Delusion, which are said to be even more powerful. Those among the Fatui who have proven themselves in their strength are chosen by one of them to serve as direct subordinates. Each Harbinger goes by a code name instead of their real names and leads their own division within the Fatui. Currently, the only known divisions are the Debt Collection division and the Intelligence division, the latter also being known as the House of the Hearth.

    Units Fatui Pyroslinger Gunner - Anywhere Fatui Anemoboxer Vanguard - Anywhere Fatui Electrohammer Vanguard - Anywhere Fatui Cryogunner Legionnaire - Anywhere Fatui Hydrogunner Legionnaire - Anywhere Fatui Geochanter - Anywhere Mirror Maiden - La Signora subordinate Fatui Pyro Agent - Anywhere Fatui Frost Operative - Arlecchino Subordinate Fatui Wind Operative - Arlecchino Subordinate Fatui Oprichniki - Nod Krai and Snezhnaya Landcruisers

  36. #36Jean Gunnhildr

    Keys: , Jean Gunnhildr, Knights of Favonius, Acting Grand Master, Jean, Gunnhildr, Knights, Mondstadt

    Enabled · After character · Order 10 · 100%

    Entry settings

    Jean Gunnhildr(Level 11 Paladin) - World Level 1/9 Version 132 HP(10d10+5d8+30) 17 STR(+3) 14 DEX(+2) 14 CON(+2) 10 INT() 16 WIS(+3) 16 CHA(+3)

    22 AC +13 To-Hit(+3 Proficiency) Speed: 30 ft.

    +11 Fort, +5 Ref, +9 Will +11 Athletics +8 Concentration +3 Diplomacy +10 Heal +11 History +11 Insight +11 Persuasion +8 Spellcraft +2 Tumble

    3 Attacks/Turn Equipment Favonius Plate[E]: 18 AC Favonius Shield +2: +4 AC Aquila Favonia[E] Winged Amulet: (Allows Wind Walk once/day) Cloak of Resistance +2: +2 to all Saving throws Ring of Protection +1

    Feats Weapon Focus(Longsword) Weapon Specialization(Longsword) Power Attack Improved Critical(Longsword) Improved Sunder Widen Spell Empower Spell Combat Casting

    Traits Divine Sense: 4 uses per long rest to detect fiends, undead, and celestials nearby. Lay on Hands: A healing pool of 40 HP per long rest. Fighting Style(Defense): +1 AC if wearing armor. Divine Smite: Channel spell slots to deal extra radiant damage on melee hits. Gale Blade: Gust of Wind(2nd Level) – Knocks small creatures prone, sends Medium creatures flying 1d4x10 feet back and inflicting 1d4 DMG from fall damage for every 10 feet. Anything aside from Large creatures or Larger are knocked prone. Dandelion Breeze: Lasts10 rounds: Heals (Lay on Hands+scaled), AoE Knockback and ongoing damage every turn. Heals 8 HP per turn, inflicts 1d6 Anemo DMG/turn.

    Spellcasting Spell Save DC=8+Proficiency+Charisma Modifier=14 Spell Attack modifier: +6 Prepared Spells: Jean can prepare a number equal to half her Paladin level(4)+Charisma Modifier

    Sample Spells 1st Level: Cure Wounds, Bless, Shield of Faith, Divine Favor 2nd Level: Lesser Restoration, Aid

    Oath of Devotion features Sacred Weapon: As a bonus action, imbue her weapon with divine energy, adding her Charisma modifier to attack rolls for 1 minute(Concentration). Turn the Unholy: Channel Divinity to drive fiends and undead away, reflecting her unwavering resolve. Feat(Inspiring Leader): Jean can spend 10 minutes inspiring her companions, granting temporary HP equal to her level+Charisma modifier to herself and up to six friendlies.

    Aquila Favonia[E] +7 ATK, +7 To-Hit, +41% Non-Magical DMG 1d8(1d10 if wielded in two hands)+20 DMG, ATK is increased by 40%. On taking DMG, HP equal to 160% of ATK is recovered and 320% of ATK is inflicted to surrounding enemies in a 3x3 grid. This effect can only trigger once every 3 turns.

    Jean Gunnhildr is a playable Anemo character in Genshin Impact. The older sister of Barbara, and a descendant of the prestigious Gunnhildr Clan, Jean is the Acting Grand Master of the Knights of Favonius. She is always busy handling unrest across Mondstadt and tirelessly working to maintain the City of Freedom. Jean's hair is tied back into a high ponytail with a black bow. On her ears, she wears a pair of gold cross earrings.

    She wears a sleeveless black button-up under a white vest with a long blue tailcoat attached to it, a pair of separate black sleeves, a short blue and gold cloak attached to a white collar, white tights embroidered with a gold diamond-dot pattern, a pair of white high-heeled knee-high boots, and a pair of white gauntlets. There is a golden Knights of Favonius crest on the front of her vest. Her Anemo Vision hangs off her belt at her back on her left. Glowing Ornaments; While wearing Gunnhildr's Legacy, when Jean's Elemental Burst is ready, the green gem on her collar and the two green gems on her belt will glow along with her Vision.

    Jean uses the tall female model. She has fair skin, gray-blue eyes, and medium-length gold-blonde hair.

    As the Acting Grand Master for the Knights, Jean takes all of her responsibilities and duties associated with the role seriously, regardless of how minor the tasks may seem, such as finding a lost cat. Due to this, Jean often exhausts herself trying to complete commissions from the locals, much to the concern of her fellow members.

    Her devotion to her duties stems from two reasons; her upbringing as a child, and Varka's teachings. Even though he consistently takes his duties lightly, his relaxed and unruly personality has contributed to her growth. She shows no resentment towards his attitude, instead vowing to ensure that the city will be more prosperous and welcoming when he returns. Her work ethic makes her well-liked by both Mondstadt's citizens, her fellow members, and is noted by other organizations. Although she prefers using peaceful methods to solve problems, she will not hesitate to use force if necessary. She has a habit of calling Diluc her senior, even well after he left the Knights. Despite this, she acknowledges that they both share the same vision of protecting Mondstadt.

    She sees Vennessa as a role model because of her exploits and how she left an impressive legacy behind and works tirelessly to maintain her legacy and Mondstadt's safety. Whenever she feels troubled or confused, she often heads to the Great Tree in Windrise.

    The Knights of Favonius are the protectors of Mondstadt, the swords and shields of the city.

    In addition to keeping the city and the surrounding travel routes safe from the threat of wild monsters, the Knights' most important responsibility is maintaining order among Mondstadt's inhabitants. Mondstadt is the City of Freedom, but unchecked freedom without any kind of rules only invites chaos and anxiety.

    Jean's understanding of this is the reason she remains diligent at all times, holding herself to impeccable standards. However, she often finds that she exhausts her monthly quota of coffee within the first few days of the month as a result.

    The Gunnhildr Clan is the oldest family of knights in Mondstadt, dating back to even before the very first epic was written. However, this long and proud lineage can also be a burden. Jean was raised by her mother to be the successor to the Gunnhildr Clan.

    She was trained in all the things a knight must know and all the qualities they must exhibit, from discipline, etiquette and conduct, to knowledge of history and ballads, as well as maintaining peak swordsmanship and physical fitness. Only by upholding this standard can Jean carry the mantle of the Gunnhildr Clan, whose motto is: "For Mondstadt, as always."

    Some time ago, there was a joke commonly told in Mondstadt's taverns: A Gunnhildr learns to say "For Mondstadt, as always" before learning to say "Mommy." As a child, Jean once lifted her head up from the book she was reading, "Breeze Amidst the Forest - Ballad Selection," and saw the other children her age happily playing with pinwheels outside the window. The young Jean knew in that moment what her family motto meant to her.

    Now, when she lifts her head up from her piles of paperwork and sees the next generation of children doing the same thing, Acting Grand Master Jean has no regrets about her years of service to that motto.

    "You have to give your all to do the right thing. Always." "Master Jean is so reliable." "If you ever run into trouble, seek Jean. She'll know what to do."

    The denizens of Mondstadt, civilians and knights alike, all rely on Jean. If someone needs help for the right reasons, Jean does not hesitate to render assistance. Be it a quarrel down at the market, a relationship issue...

    No matter how unrelated it may be to a knight's job... Jean gladly lends a hand whenever she can. "The chance to help someone in need is reason enough for a knight."

    To her, her knightly duty takes priority over her role as Acting Grand Master. She believes helping others herself is the best way to assist. She holds her fellow knights to the same standard. Lisa the Librarian once suggested that Jean take a break and "enjoy some afternoon tea, as is befitting of a lady."

    However, to Jean, doing that which is befitting of a knight takes priority over doing that which is befitting of a lady. "Jean is so reliable." Such is the reputation Jean enjoys in Mondstadt.

    Her only gripe is that there are not enough hours in the day. She could never help all of those in need, even by forgoing sleep. The dedication and commitment required to become someone so reliable is unimaginable.

    Given everything Jean has brought to her role as Acting Grand Master, people sometimes forget that there is, in fact, a Grand Master who is her superior.

    This does not bother her in any way, though. Her role and title within the Knights of Favonius do not affect her work ethic in the slightest. Her passion, honesty, and meticulousness come from two things.

    One is her education and training, which instilled in her a chivalrous spirit from a young age. The other is the devoted teachings of Varka, the free-spirited Knight of Boreas and Grand Master of the Knights of Favonius, currently dispatched on a crusade.

    The effect the relaxed and unruly Knight of Boreas Varka has had on Jean's growth has been great. "Grand Master, please take your job seriously. All of Mondstadt looks up to you." "Well, you are my second-in-command, so helping me out is part of your job description. This way, I can focus on the really important things, wouldn't you agree?" "..." He is the knight of new frontiers and legendary conquests, while she is the knight of maintaining peace and freedom. Jean does not resent Varka; perhaps there is wisdom in his conduct. However, what Varka leaves undone falls on her shoulders, and it is then down to her to do the right thing.

    Half a year ago, Varka led the elite knights of Favonius on yet another expedition away from Mondstadt. An expedition — how typical of Varka's character. "I'll leave things here to you. I mean, you've basically been doing my job for years now, anyway." "Leave it to me, Grand Master."

    After seeing the Grand Master off, Jean sat by the window and thought to herself: Upon your return, I will show you a kinder, more prosperous, and more peaceful Mondstadt.

    The great tree at Windrise is where the first Dandelion Knight came to the end of her journey.

    She was Vennessa, the founder of the Knights of Favonius and the restorer of Mondstadt.

    She bade farewell to the city she had vowed to protect, leaving behind her legend and a single sapling.

    After centuries of basking in the bliss of the thousand winds, this sapling grew into a towering tree.

    Jean was conferred the title of "Dandelion Knight" at the age of fifteen.

    The Dandelion Knight is also known as Lionfang Knight. Passed down through generations of knights, the title is bestowed upon only the most distinguished.

    On the day she received the title, Jean excused herself from the celebrations that followed the conferment ceremony. As if following in the footsteps of her childhood hero, she went and stood before the great tree.

    The title of Dandelion Knight symbolizes Vennessa's legacy of resistance and benevolence. So how, Jean thought, could one such as herself be worthy of this honorable title?

    More than a millennium had passed since Mondstadt's restoration. Did she really have what it would take to continue to protect this ancient and proud land of freedom?

    Beneath her outwardly mature visage lay the heart of a young girl, who had only just received the title and remained wholly unprepared for the task that lay before her.

    The wind blew from far away, and she felt it flow within her as it gently whisked away her doubts and worries, leaving her with an unwavering determination:

    For Mondstadt, as always.

    To become a warrior as kind and as determined as Vennessa, and to fight for her people and for freedom... Yes, this was the true meaning of her simple family motto.

    To this day, whenever Jean feels weary or feels herself beginning to waver, she comes and stands before this tree and lets the wind console her once more. It carries away her fatigue, so that she may once more have the strength to carry on.

    The great tree at Windrise marked the end of the first Lionfang Knight's journey.

    So too does it symbolize the beginning of Jean's.

    Master Jean has a secret. The Gunnhildr Clan is a venerable knightly house. This prideful blood comes from Jean's mother, Frederica.

    Jean's father on the other hand is Seamus Pegg, an adventurer famed throughout the continent. When he came to Mondstadt, he dusted off his past self and started anew with the Church of Favonius, and ascended to high office within it, becoming known as the Cardinal of Daybreak.

    The two lovers eventually parted ways. Young Jean, holding her mother's hand, would watch the silhouettes of her father and her sister, Barbara, grow ever more distant. Later, Barbara would follow in her father's footsteps and join the Church of Favonius, becoming a deaconess much beloved by the people.

    Jean has always wanted to get closer to her younger sister by blood, but cannot bring herself to say anything when faced with Barbara's evasive eyes. Perhaps this all-too-similar awkwardness is a sign that the sentiment is shared.

    Master Jean has yet another secret. No matter how many times she has read the historical classics, despite her title of Dandelion Knight, and though she has become the Acting Grand Master whom everyone relies on...

    Jean still loves romance novels. This is not for the years as a young girl that she missed amid her training and duties, or due to the rift that formed in her parents' marriage. Jean simply yearns for the mutual attraction spoken of in such stories, for those emotions as subtle and fragile as spider-silk.

    As a knight, she must put Mondstadt and the Knights of Favonius first. But... "If I too could..." In her office, deep at night, Jean once again finishes reading "Vera's Melancholy."

    "If I have the time, it should be fine to go to Cape Oath, just before daybreak... right?" Lowering her head, Jean peeks out her window at the glittering stars above.

    This schedule is accurate down to the minute. From a morning run with Amber followed a breakfast trip with Lisa on the way, to doing her own laundry by hand and settling her own change of clothes at night — all things great and small pack Jean's schedule rather tightly. Every completed item is ticked off, while ones delayed due to external factors list the detailed whys and wherefores.

    Next to the item "Mondstadt Public Facilities Review" — delayed due to a bout of illness — is written the following "completed at 3 am, end-of-month book purchase award is canceled." Jean sometimes thinks that inspiration for this schedule may have been the training program her mother drew up for her ten years ago.

    If one were to go by skill alone, Jean has long become one of the best swordsmen in Mondstadt. But in Jean's heart, she would rather be a shield that defends freedom and song than a sword that cuts through corruption and darkness. "Protecting" has always been a tougher task than "destroying."

    Around the time when she was promoted from Captain of her squad to Master of the Knights, a huge challenge stood before her. From without, the Fatui exerted diplomatic pressure, and from within, there were traitors — comrades of the former Inspector. Regrouping and finding a way to break through was no easy task.

    But Jean was able to fend off the external pressure with one hand, and lead the Knights to smash the many plots of the Abyss Order with the other, re-establishing the authority of the Knights of Favonius.

    Jean will never forget the moment she received her Vision. At that moment, all seemed to grow quiet as she felt the breeze flow through her hand. The world seemed to fade away, save for the time-honored motto of the house of Gunnhildr: "For Mondstadt, as always."

  37. #37Slime

    Keys: Geo Slime, Electro Slime, Pyro Slime, Anemo Slime, Hydro Slime, Slimes, Slime, Dendro Slime, Cryo Slime

    Enabled · After character · Order 10 · 100%

    Entry settings

    Slimes are Common Enemies found all over Teyvat.

    In combat, they act like almost all other Elemental Lifeforms, being immune to a specific element that is also applied to them at all times. Some slimes are larger and stronger than normal.

    Small Slimes primarily attack by bumping into the player. Large Slimes have a greater range of attacks that vary based on element. However, they all share an attack where they leap into the air and slam down at the player's location.

    Slimes, like other Elemental Lifeforms, are created from condensed elemental energy, with the type of energy determining their element and the concentration determining their size. They are usually found in environments that correspond to their affiliated element, and they often gather in groups.

    Slimes need to extract elemental energy in order to survive, so they are irresistibly drawn to particularly potent sources, such as Mist Flower extract. These substances can thus be used as "Elemental Bait," as seen in Darknight Hero's Alibi and Astrology and the 50-Year Pact.

    Humans have found some practical uses for slimes, though most are experimental. Slimes have been used for their physical properties by Garcia, who developed a slime-based lubricant for his Numbering Machine, and Akim, who uses slime as a key ingredient in his "Concresoil," a novel clay-like building material. They have been used for their elemental properties by Amber, who uses Pyro Slime Condensate to make her Baron Bunny, and the operators of the Ruin Guard Factory, who used Electro Slimes to power their industrial machinery.

    Slime is also sometimes used in cooking, though most people balk at the idea of consuming it. For this reason, food products that contain slime are typically passed off as agar-based, as it is extremely similar. According to the Fontainian chef Escoffier, however, the culinary world has actually been interested in Elemental Lifeforms for centuries. From her own experience, she describes Hydro Slimes as completely flavorless, and Pyro Slimes as spicy with a hint of intense sweetness. Another chef, Xiangling, often experiments with slime as an ingredient. Her more well-received creations include Sugar-Frosted Slime and "Salt and Pepper Slime," the latter of which inspired Kuki Shinobu's uniquely delicious Roasted Lavender Melon.

    Hilichurls, too, have devised various ways of utilizing slimes, including using small slimes to make explosive barrels, using Cryo Slimes to preserve food, and using Large Anemo Slimes as air balloons to transport cargo. They also frequently use slimes in combat:

    Hilichurl Grenadiers and Mitachurls both dig up and throw small slimes at the player. The Wooden Shieldwall Mitachurl is also capable of creating a wooden shield with Dendro Slimes, while the Blazing Axe and Crackling Axe Mitachurls can elementally infuse their axes with Pyro or Electro Slimes, respectively. Lawachurls throw larger slimes, but will switch to smaller ones if their elemental shield is broken. Hilichurl Rogues, depending on the type, either use Anemo Slimes to float in the air to attack, or Hydro Slimes to launch projectiles before throwing them at the player.

    Stat blocks (All for World Level 1/9 Variants)

    Geo Slime (Level 4 Amorph, Unaligned) 50 XP 22 HP (4d6+8) 14 STR(+2) 11 DEX(+) 14 CON(+2) 1 INT(-4) 7 WIS(+2) 6 CHA(-2) Speed: 20 ft.

    10 AC +4 To-Hit Damage Resistances: Bludgeoning, Piercing and Slashing Damage Immunities: Geo Condition Immunities: Poisoned Senses: Darkvision 60 ft., Passive Perception 8

    Abilities Slam: +3 To-Hit, reach 5 ft., one target. Hit: 1d6+1 Geo DMG.

    Anemo Slime (Level 4 Amorph, Unaligned) 50 XP 22 HP (4d6+8) 14 STR(+2) 11 DEX(+) 14 CON(+2) 1 INT(-4) 7 WIS(+2) 6 CHA(-2) Speed: 20 ft.

    10 AC +4 To-Hit Damage Resistances: Bludgeoning, Damage Immunities: Anemo Condition Immunities: Poisoned Senses: Darkvision 60 ft., Passive Perception 8

    Abilities Slam: +3 To-Hit, reach 5 ft., one target. Hit: 1d6+1 Anemo DMG.

    Hydro Slime (Level 4 Amorph, Unaligned) 50 XP 22 HP (4d6+8) 14 STR(+2) 11 DEX(+) 14 CON(+2) 1 INT(-4) 7 WIS(+2) 6 CHA(-2) Speed: 20 ft.

    10 AC +4 To-Hit Damage Resistances: Bludgeoning, Piercing Damage Immunities: Hydro Condition Immunities: Poisoned Senses: Darkvision 60 ft., Passive Perception 8

    Abilities Slam: +4 To-Hit, reach 5 ft., one target. Hit: 1d8+2 Hydro DMG.

    Pyro Slime (Level 4 Amorph, Unaligned) 50 XP 22 HP (4d6+8) 10 STR(+0) 14 DEX(+2) 10 CON(+0) 2 INT(-4) 14 WIS(+2) 2 CHA(-4) Speed: 20 ft.

    12 AC +2 To-Hit Damage Resistances: Bludgeoning, Piercing Damage Immunities: Pyro, Poison Condition Immunities: Poisoned Senses: Darkvision 60 ft., Passive Perception 8

    Abilities Ignition Burst(Recharge 5-6): When the Pyro Slime dies, it explodes in a burst of fire. Each creature within 5 feet must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, half as much on a success.

    Actions Slam: +2 To-Hit, reach 5 ft. One target. Hit: 7(1d8+2) Bludgeoning damage plus 3 (1d6) fire damage.

    Cryo Slime (Level 4 Amorph, Unaligned) 50 XP 22 HP (4d6+8) 14 STR(+2) 11 DEX(+) 14 CON(+2) 1 INT(-4) 7 WIS(+2) 6 CHA(-2) Speed: 20 ft.

    10 AC +4 To-Hit Damage Resistances: Bludgeoning, Piercing Damage Immunities: Cryo Condition Immunities: Poisoned Senses: Darkvision 60 ft., Passive Perception 8

    Abilities Slam: +4 To-Hit, reach 5 ft., one target. Hit: 1d8+2 Cryo DMG.

    Electro Slime (Level 4 Amorph, Unaligned) 50 XP 22 HP (4d6+8) 14 STR(+2) 11 DEX(+) 14 CON(+2) 1 INT(-4) 7 WIS(+2) 6 CHA(-2) Speed: 20 ft.

    10 AC +4 To-Hit Damage Resistances: Bludgeoning, Piercing Damage Immunities: Electro Condition Immunities: Poisoned Senses: Darkvision 60 ft., Passive Perception 8

    Abilities Slam: +4 To-Hit, reach 5 ft., one target. Hit: 1d8+2 Electro DMG.

    Dendro Slime (Level 4 Amorph, Unaligned) 50 XP 22 HP (4d6+8) 14 STR(+2) 11 DEX(+) 14 CON(+2) 1 INT(-4) 7 WIS(+2) 6 CHA(-2) Speed: 20 ft.

    10 AC +4 To-Hit Damage Resistances: Bludgeoning, Piercing Damage Immunities: Dendro Condition Immunities: Poisoned Senses: Darkvision 60 ft., Passive Perception 8

    Abilities Slam: +4 To-Hit, reach 5 ft., one target. Hit: 1d8+2 Dendro DMG.

  38. #38Treasure Hoarder

    Keys: , Inazuma, Nod Krai, Fontaine, Sumeru, Treasure Hoarder, Reed, Treasure Hoarders, Howland Reed, Liyue, Teyvat, Miller

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Treasure Hoarders are a gang of bandits who search for treasures to obtain and are located all around Teyvat. Originating from Nod-Krai, the Treasure Hoarders are a group of bandits that can be found across numerous locations in Teyvat, especially in ruins. Renowned for their Ravenwing motif, all members have their own reason of joining the criminal organization, but it is usually attributed either illegal activities or a lack of stable income. Not all members get along though, as some of them are more looked down upon than others. To protect their identities from law enforcement, most members wear a face mask. The few that don't are usually either of high importance or are used to draw unsuspecting victims into their traps.

    Despite being a transnational thief organization, the Treasure Hoarders appear to have very little in common and appear to be somewhat disorganized, mostly due to the vast distances between each operating group.

    According to Jilliana, the Treasure Hoarders tend to burn the money that they acquire very quickly, resulting in a vicious cycle of wealth and poverty that most members cannot escape from.

    The Mondstadt group of Treasure Hoarders do not appear to have much of a presence, though they do cause infrequent trouble from time to time.

    The Liyue group of Treasure Hoarders are frequently found throughout Liyue, even in beneath the surface of the Chasm. Their greatest fear is the unexpected encounter to the captain of the Crux, Beidou. Most members must try to placate her needs if they run into her to avoid her wrath.

    The Inazuman group of Treasure Hoarders occasionally work with the Nobushi. One member managed to collude with the Fatui under the plan for the slumbering hypostasis in Kannazuka.

    The Sumeru group of Treasure Hoarders occasionally work with the Fatui and Eremites on rogue.

    The Fontainian group of Treasure Hoarders appear to be in somewhat of a high reputation, as shown with the Mondstadt and Liyue groups having to convince the Grand Thief to assist them in what would be a failed heist against the Abyss Order. Groups of Treasure Hoarders roam the countryside, with some using rogue and/or stolen Clockwork Meka to assist them in various tasks such as mining or guarding. Other members are part of subgroups in the organization, such as the Fruity Order. In addition, some members also made excursions across the sea into Chenyu Vale.

    The Natlanese group of Treasure Hoarders have a much smaller influence in Natlan compared to other nations. They occasionally work with the tribal warriors who join them for robbery businesses.

    Nod-Krai is home to several groups of Treasure Hoarders who seek to follow in the footsteps of their founder, Reed Miller and claim the treasure that he hid.

    Types Treasure Hoarders: Scout - Primarily attacks with throwing knives, uses CQC to re-establish distance. Treasure Hoarders: Marksman - Armed with a Crossbow. Treasure Hoarders: Seaman - Armed with an Oar. Treasure Hoarders: Handyman - Hand-to-Hand combatants, known for high sequence attacks. Treasure Hoarders: Crusher - Armed with a Hammer. Commonly seen leading groups. Treasure Hoarders: Gravedigger - Armed with a shovel. They throw soil to impair vision as often as using their weapon to bash. Treasure Hoarders: Pugilist - Hand-to-Hand combatants. Gifted with a good physique and stronger hits.

    Potioneers Potioneers throw vials of elemental concoctions to deal damage. Variants: Cryo Potioneer, Electro Potioneer, Hydro Potioneer, Pyro Potioneer

  39. #39The Abyss

    Keys: Void, The Abyss Order, Abyss Order, The Void, Abyss, The Abyss

    Enabled · After character · Order 10 · 100%

    Entry settings

    The Abyss, also known as the Void Realm, is a term which refers to three interconnected concepts:

    As the Void Realm, it is one of the three realms in the world of Teyvat, alongside the Human Realm and the Light Realm. While the Human Realm and Light Realms are capable of adjusting to accommodate each other's existences, the Void Realm is devastating to both. A mysterious realm of endless darkness located both beyond and beneath Teyvat, described as an entirely different world from Teyvat. Creatures that are endemic to the Abyss, such as Riftwolves.

    The Abyss' power exists in worlds beyond Teyvat. This "unworldly" power is diametrically opposed to the Light Realm's and can corrupt entities from the Human Realm, which are under Celestia's dominion. The Void Realm's dark currents are analogous to the Human Realm's Ley Lines and the Light Realm's elemental currents. Its darkness is extremely harmful towards elemental beings such as Vishaps and elemental dragons, although they are capable of repelling the darkness by harnessing the Light Realm's power.

    The Abyss' darkness is described as the only kind of power that could dye Morax's stone pillars black. Venti, another Archon, was poisoned by Durin's Abyss-laced blood when his attempt to connect with Dvalin was interrupted by the Traveler; only by visiting the Symbol of Mondstadt's Hero at Windrise could Venti expunge the Abyssal poison from himself. The rest of Durin's blood was spilt in Dragonspine, where it crystallized into Crimson Agate, a substance capable of reviving the Frostbearing Tree, which died thousands of years ago after the Skyfrost Nail dropped from Celestia. Previous attempts to revive the tree failed, indicating that Durin's blood had special properties.

    Prolonged exposure to the Abyss can drastically change a person's personality or corrupt their entire being. Humans exposed to Abyssal energy will slowly begin to decay over time; even with treatment, large amounts of Abyssal energy will result in death. The Traveler, who is immune to the negative effects of the Abyss, has the ability to purify Abyssal energy to some degree.

    The Abyss appears to be attracted to — and draws in — those with great ambition, such as Rhinedottir and Tartaglia. Those who have personal ties to the Abyss have been known to gain an uncanny ability to wreak havoc and conflict. Tsumi believes that the Abyss Order finds the Void Realm's power addictive.

    The Abyss appears to have a mind of its own to the point that it could be considered an entity; Kitsune Saiguu refers to it as such, while during the cataclysm and events of Natlan's Archon Quests, the Abyss tailored its events to each of the six tribes and increased the frequency of its attacks as Mavuika's plan progressed.

    Denizens of the Abyss appear to use an Enochian-based language, based on the text that can be seen above Abyss Mages' heads when talking to Hilichurls and in their Adventurer Handbook description. Abyss monsters also have the ability to manipulate elemental energy without the use of Visions. A few, such as Skirk and Surtalogi, use the Khaenri'ahn "Seven-Shifting Serpent" (originally known as "Chaos Permutation") in order to conceal their usage of abyssal power.

    Time in the Abyss passes differently than it does in Teyvat; Tartaglia spent three months in there, but returned to a Teyvat that had only seen three days pass since his disappearance. When Takamine the Mistsplitter finally emerged from the Abyss, a long time had passed on Teyvat and Asase Hibiki was "no longer young." It is unclear whether this time scale disparity is consistent, or if it can change depending on certain factors.

    The Abyss Order is an organization comprised mostly of non-human beings that harness both the elements and Abyssal power, seeking to ruin Teyvat as retaliation for the cataclysm 500 years ago. Its members are former citizens of Khaenri'ah who were transformed into monsters through a yet unclear process, speculated to be the divine punishment of the Heavenly Principles and other gods of Celestia, such as Asmoday. After being separated by Asmoday, the Traveler's Sibling has also become the leader of the Abyss Order. The Abyss Order usually conscripts Hilichurls and Abyss Mages to do their work.

    Ancient History The Abyss was introduced into Teyvat by Nibelung during the great war of vengeance. It was at this time that the region of Enkanomiya fell into the ocean depths, where the forces of the Light Realm and the Void Realm came to exist. With the addition of a Human Realm aspect, the Vishaps who had fled into the oceans grew hostile towards the stranded people and were only fended off through the creation of the Dainichi Mikoshi and later, the intervention of the god Orobashi. The people of Enkanomiya built the Towers of the Three Realms to regulate the powers of the Human Realm, Light Realm, and Void Realm. These towers, known as Kunado's Locus, Yachimatahiko's Locus, and Yachimatahime's Locus, were hidden using techniques only known by shrine maidens and the Vassals of Watatsumi.

    The Cataclysm At some point, five prominent individuals from Khaenri'ah; Surtalogi, Rhinedottir, Vedrfolnir, Hroptatyr and Rerir became tempted by the call of the Abyss and discovered a massive source of power from it that could destroy Teyvat. They shared it among themselves, becoming the Five Sinners of Khaenri'ah, but also transcendent beings with "world-shattering" power.

    Five hundred years ago, during the cataclysm, the fall of Khaenri'ah's Eclipse Dynasty came at the hands of the gods. The "great sinner" Rhinedottir, also known as Gold, created an enormous amount of monsters containing Abyssal power. These monsters proceeded to ravage Teyvat, causing widespread destruction. It is unclear whether the gods' attack on Khaenri'ah came before or after her actions, but the two events are inextricably linked. Following the destruction of Khaenri'ah, the pure-blooded inhabitants, seen as greater "sinners", were cursed with immortality, whereas the non-pure, or lesser "sinners", who came from mixed blood were instead cursed to become various monsters such as hilichurls, Abyss Mages, Abyss Heralds or Abyss Lectors.

    Surtalogi, who sought a worthy opponent to battle, was informed by Vedrfolnir about bringing a disciple to Teyvat. He traveled across the stars to look for the ideal disciple, eventually doing so when he found Skirk. Skirk's people lived in the Abyss and were able to co-exist with it, though they only had simple lives and thought little of the matter. Her people were eventually wiped out when a merchant ship came from the stars and deemed its people a threat, but she herself survived because she was curious about the outside world and was not in the village when it was razed. Skirk would train with Surtalogi in the Abyss and eventually made a "home" for herself in the Abyss.

    When the great beast Elynas arrived in Fontaine, many Abyssal sea creatures also emerged with it; Elynas' presence caused severe pollution to the nation's land and water. The Fontaine Armada was recalled to tackle the beast, during which they pursued Elynas over the course of 35 days while attracting all types of Abyssal creatures in the process. Elynas had begun to bleed from unknown wounds and eventually died; through his remains and the power of the Abyss, the Breacher Primus species who still roam the remains of Elynas were created.

    In Natlan, the Abyss caused more damage during the cataclysm due to the nation's lack of stable, deep-rooted Ley Lines, seemingly adjusting their attacks to each tribe. Eventually they were temporarily repelled by the Pyro Archon Mavuika and several ancient heroes of the time; Tenoch, Sundjatta, Sanhaj, Burkina, Tupac, Wanjiru and Menilek. Knowing the Abyss would return into the future, Mavuika drafted a plan that would require the Ancient Name bearers to pass their names down in the future while the tribes rebuilt, and the Wayob would send their hero when the time came to indicate that the tribe was ready to fight. However, the Abyss became aware of the plan and infiltrated the Night Kingdom, slowly infecting it and the Wayobs within them to prevent it from being passed down. This worked to some degree, as only three of the tribes were ready by the time she awoke 500 years later.

    The Abyss would overrun Ochkanatlan, causing the ancient city to be sealed off by the Flower-Feather Clan. Those who snuck around the patrols to investigate the city perished to the monsters within.

    Meanwhile, to keep the Abyss at bay, the Pilgrimage of the Return of the Sacred Flame and Night Warden Wars were conducted to produce Contending Fire, a source of energy to fuel the Sacred Flame. The Sacred Flame would keep a majority of the Abyss at bay as long as it was not extinguished. During the Night Warden Wars, which sent Ancient Name bearers into the Night Kingdom to fight the Abyss, the Abyss would occasionally win the battle by adapting and adjusting tactics.

    Present When Tartaglia was fourteen, he ran away from home, and after falling into a deep hole, he found himself in the Abyss. There, he encountered a swordswoman, Skirk, who trained him, taught him to navigate the Abyss, and nurtured his ability to raise endless conflict no matter where he went.

    When Scaramouche joined the Fatui and had his seal unlocked by Il Dottore, the Tsaritsa and Pierro would have him lead expeditions into the Abyss. Whatever he found there promoted him into the Sixth of the Fatui Harbinger, though following this promotion he was ordered to be on standby.

    After the Traveler retrieves the Bloodbranch Coral so Sangonomiya Kokomi could perform the Watatsumi Goryou Matsuri, a ritual used to reverse Watatsumi Island's Holy Soil phenomenon. However, unexpectedly, the phenomenon failed to reverse and merely halted. Concerned, the Divine Priestess sent a team to investigate, only to discover that Enkanomiya was shrouded in a mysterious darkness. This darkness turned out to be the encroachment of the Void Realm, instigated by Enjou, who convinced the Bathysmal Vishaps to disrupt the Towers of the Three Realms in favor of the Void Realm. The vishaps, eager to overthrow human presence, complied, only to discover that they were even more susceptible to Abyssal power. Tsumi went to the Watatsumi troops in the guise of a shrine maiden to aid in repelling the Void Realm, rescue the vishaps trapped under the Dainichi Mikoshi, and perhaps even destroy the tower. Although she succeeds in her former two goals, she ultimately finds herself unable to carry through with her last objective.

    When the Traveler arrived at Natlan, they learned about the peoples' history with the Abyss and how they continually fought against them. After one Night Warden War, the Abyss attacked the People of the Springs, but the attack was repulsed by the tribe. Nonetheless, it served as a warning for the other tribes to prepare for the possibility of attack. Kachina failed to return from the war despite the usage of the Ode of Resurrection (as the team had won), prompting Mavuika to suspend further pilgrimages and wars until the situation could be resolved. A group consisting of Mualani, Iansan, Chasca and the Traveler entered the Night Kingdom and rescued Kachina, while removing some corruption from the Children of Echoes' Wayob. The Abyss attempted to swallow the group whole and managed to close an exit back to the surface, but Mavuika saved the group by sacrificing her keepsakes to break into the Night Kingdom.

    Eventually, another hero was discovered by Ororon after he had a new desire to continue living, prompting the Abyss to increase the frequency of their attacks upon realizing he was one of the two heroes that had not been found yet. The Abyss soon enacted a full-scale invasion of the entire nation, particularly in the Flower-Feather Clan as their hero had yet to be discovered. The invasion initially appeared to have trouble getting a foothold, but the Abyss soon ramped up the invasion with the Heart of the Abyss making an appearance, also referred to Gosoythoth, and began dropping more dangerous monsters with the use of Abyssal Tumors and Pylons, slowly beginning to overwhelm the defenses all over the nation. Eventually, the final hero was discovered as Chasca after she accepted the grief of losing Chuychu, and with all six heroes now found, Mavuika channeled their and Ronova's power to end the invasion for good. She could sense that the Abyss had retreated to the depths of the Night Kingdom, and asked the Traveler to accompany her when the time came to stomp the Abyss out of Natlan for good. When the time came, Mavuika asked the Traveler to accompany her on an expedition into the deepest depths of the Night Kingdom to destroy the Abyss for good. The Abyss did all it could to repel them, but they had help from the souls of the people who were lost to the Abyss' full-scale invasion. Thanks to them, they were able to reach the Heart of the Abyss, which fought them itself by manifesting the Lord of Eroded Primal Fire from the memories of the late Pyro Sovereign. During the battle, the Traveler finally gains the ability to wield the Pyro element for themselves, which they use alongside Mavuika to eradicate the Abyss in Natlan for good.

    According to Helka, Katya told her that the Abyss' influence was growing in Snezhnaya and that she avoid the northern paths into the city if she returned. The Abyss is known as The Wild Hunt in Nod-Krai, and their armies consist of corrupted, soulless entities who storm the wilderness and canyons searching for something in the area.

  40. #40Barbara Pegg

    Keys: , Deaconess, Barbara, Favonius, Pegg, Church of Favonius, Jean, Barbara Pegg, Mondstadt

    Enabled · After character · Order 10 · 100%

    Entry settings

    Barbara Pegg (Level 5 Cleric) - World Level 1/9 version 38 HP(5d8+10) 8 STR(-1) 12 DEX(+1) 14 CON(+2) 10 INT 16 WIS(+3) – Primary Spellcasting Stat (Save DC=14) 14 CHA(+2)

    16(18) AC +2 To-Hit +5 Wis, +4 Cha

    +4 Medicine +10 Religion +10 Performance +7 Persuasion

    Traits Disciple of Life: Any spell that recovers HP restores an additional 2+Spell Level Channel Divinity: Once per Short Rest, you can use Channel Divinity to restore a total number of HP equal to 5X(Cleric Level).

    Hydro Catalyst: Your holy symbol is styled as a water-infused catalyst. When channeling divine magic, you can describe your spells as surging with cleansing, aqueous energy. Proficiency in Performance

    Hydro Missile: Ranged Attack, 30/60 ft., one target. On Hit: 1d4+3 Hydro DMG, restores 1d4+2 HP for Barbara or targets Barbara can see on hit.

    Shining Miracle: Ranged AoE Healing effect centered on Barbara for 30 ft. Effect: Restores 1d20+5 HP for all targets in range. At the cost of one level of Exhaustion per extra, can add 1d20 to the effect. Spell can only be used once per Long Rest.

    Barbara Pegg is a playable Hydro character in Genshin Impact.

    She is the deaconess of the Church of Favonius and a prominent "idol" after learning about them from the intrepid adventurer Alice. She is also the younger sister of the Acting Grand Master Jean.

    She has ash blonde hair, gray-blue eyes, and fair skin. Barbara wears her hair in two high pigtails that spiral downward.

    Barbara wears a white frock that is open at the shoulders and a large white and blue bow in the front along with white tights, white ankle boots, and a blue and white cap. Her Hydro Vision is attached to a gold-adorned spell-book with a light blue cover and a small cross charm hangs at her side.

    As the Deaconess of the Church of Favonius, Barbara is hardworking, bright, charismatic, and optimistic, yet may be clumsy sometimes. The sight of the Idol of Mondstadt makes everyone have something of a "second wind" and become motivated.

    Even after being a successful figure in Mondstadt, she feels doubt and feels disillusioned whenever thinking of the duration of one's smile on other's faces after hearing her song. Her desire for fame and recognition changed into the desire to help others in times of need. Though depressed, she cheers herself back up, not letting herself be down or depressed for 30 seconds.

    She feels inferior to her "big sister" Jean, thinking everything she's done is of inferior nature to the Acting Grand Master and strives to do something that surpasses Jean's deeds at least once. She's the deaconess of the church, meaning she safeguards religious artifacts and worships Barbatos, although obliviously unaware that she has met him.

    Barbara, the Deaconess of the Knights of Favonius, is a shining starlet beloved by the people of Mondstadt.

    Her Hydro power is the best remedy for a wound, just like her soothing singing and dancing is solace to a weary heart.

    The people of Mondstadt all think Barbara has some kind of magical power that can heal both the wounds and the heart, but only Barbara herself knows that the secret of such magic is diligence.

    Barbara is the Deaconess of the Church of Favonius, as well as the shining idol of Mondstadt.

    "The sight of Barbara makes all my problems disappear." This is quite a common saying among the citizens of Mondstadt.

    In fact, Barbara can do much more than just put people in a better mood: Her healing powers extend to flesh wounds and other physical ailments.

    Barbara is known to have access to miraculous healing powers through her Hydro Vision. However, Barbara herself knows that hard work is the most miraculous magic of all.

    Every citizen of Mondstadt adores Barbara. However, this has not always been the case. At first, Barbara's songs sounded strange to the citizens of Mondstadt, and many struggled to see the appeal.

    This was because for the longest time, the folk songs of bards were the only popular songs known in Mondstadt. Fortunately, Mondstadt stayed true to its reputation as the City of Freedom, and the people ultimately embraced the new while continuing to cherish the old.

    People accepted Barbara's songs, and over time her positive energy rubbed off on them. Soon, they could be heard humming her tunes all around Mondstadt. "Albert, would you stop please! You're completely out of tune!"

    Barbara's feelings on her own success are mixed. To the extent that an idol's duty is to make everyone adore her, she has done a fantastic job. There is no doubting that she has made the right choice. However, an idol is also expected to spread joy and relieve people's spiritual fatigue... Has she really accomplished that?

    She sang for blind Glory, encouraging her to believe that her lover would one day return. She sang, too, for sick Anna, promising her that her illness would one day be cured. Yet, the smiles on their faces never last long after the songs end. This has led Barbara to become somewhat disillusioned and doubtful.

    Barbara has always been a bright and optimistic girl since she was young. Though at times she can be a bit clumsy and mess things up, she always bounces right back and has another go. Barbara is the complete opposite of her sister, who is seen by all as the pride of her family. Unlike Barbara, her sister has always been the very definition of success in all aspects.

    Initially, all Barbara had ever wanted was to surpass her sister in at least one thing, even if only once. However, be it swordplay, her grades, or anything else, she was never able to compare. Even for someone as optimistic as her, she found herself to be upset and down. "Hard work is the most miraculous magic. But when even that doesn't work... what then?"

    Barbara has never once considered giving up. Her determination and resilience even surprised her father, Seamus Pegg, the Cardinal of Daybreak. Barbara only allows herself to be depressed for 30 seconds. After that, she forces herself to brighten up, no matter what. "I'm not so good in combat, so I'll be sure to support those who are."

    Under her father's counsel, Barbara became a healer. She is as radiant as the sick and injured are pained. Her desire to be recognized gradually transformed into a simple desire to help others.

    "Thank you" are the two words that Barbara hears most often. When she feels lost, she will suddenly find that there is someone wanting to hold her hand. "Thanks for being here with me. I feel so much better."

    To Barbara, the greatest reward is seeing the smiles on people's faces. Therefore, whenever she is massaging her swollen calves or drinking tea to care for her sore throat, Barbara recalls all those who have been kind to her. "It's the encouragement I receive from others that keeps me going."

    Just maybe, the smiles she receives are proof that her songs really can heal people. Her ambition to surpass her sister and become the most popular person in all of Mondstadt hasn't been abandoned by Barbara, it is simply buried deep inside her heart.

    "If only I excelled more, perhaps I could be of help to Jean." This is what she believes. "Okay... Barbara, go!"

    "...Idol?" The first time that Barbara heard this strange word, she was visibly confused. "But... aren't The Seven the ones that people are supposed to worship?" "Yes, but not exclusively..." replied Alice, an elder of the Hexenzirkel, as she groomed the young girl for stardom. "Read this, it contains everything you will need to know."

    "Idol Magazine" was the name of the assigned reading material. Barbara had no idea what world this magazine had come from, but by reading it she found out that there was indeed such thing as an "idol," and that it mainly involved working hard at getting everyone to like you.

    She also discovered that an outstanding idol is capable of not just bringing joy to themselves, but also bringing spiritual healing to others through the power of song and dance.

    Barbara set about learning one new song after another, dancing to the beat as she went. Finally, she found happiness, and she found it in the smiling faces of others. Some time later, when Alice anxiously relayed to Barbara that plans for "Teyvat Idols!" were falling through, Barbara was starting to make a name for herself through her performances in Mondstadt.

    "Hmm... Well, if I'm the only one left... I guess you can leave it to me to define what it really means to be an idol!" Driven by this ever so slightly selfish ambition to spread joy and healing to others, Barbara is slyly swotting up on new tunes behind the scenes to this very day.

    The story of how Barbara obtained her Vision is hardly the typical tale of high-stakes heroism. She had just joined the church and was looking after a little boy with a high and persisting fever. Nothing Barbara could think of would console the boy and bring an end to his relentless tears.

    Someone remarked that while the boy had already taken his medicine, there was no way to cure the pain of missing one's family. Another suggested that Barbara sing a song for the boy to raise his spirits. Barbara had never sung a song in her life up until this point, but how could she shy away from it in a moment like this?

    "Never having sung before is no reason to abandon a child in their time of need," Barbara thought to herself. And so, Barbara took the boy in her arms and sang him a song: a lullaby, the only song she knew. It was an unceremonious beginning to her singing career. After quickly realizing that she barely knew any of the words, she had to resort to humming the tune instead.

    Nevertheless, her voice began to soothe the child, and so she kept singing. She sang the same song, over and over again, until her throat was dry and her voice was hoarse. Finally, the boy fell asleep. Exhausted, Barbara lay down by the wall and fell straight asleep herself.

    Early the next morning, Barbara awoke to discover that the boy's fever had come down. Perhaps it was because she had sung for him, or perhaps it had something to do with the Vision which had mysteriously appeared next to her hand at some point during the night.

    Barbara was not preoccupied with the Vision, however. It was the sight of the boy smiling once again that filled her heart with joy. Barbara received her Vision for the simple but beautiful wish that took hold in her heart that night: A dream of healing the sick through the power of song.

  41. #41Eula Lawrence

    Keys: , Vengeance, Eula Lawrence, Eula, Amber, Lawrence, Spindrift Knight, Lawrence Clan, Mondstadt, Spindrift

    Enabled · After character · Order 10 · 100%

    Entry settings

    Eula (Level 12 Fighter) - World Level 1/9 Version 7200 XP 103 HP (12d10+36) 18 STR (+4) 12 DEX (+1) 16 CON (+3) 10 INT (+) 14 WIS (+2) 14 CHA (+2)

    18 AC +17 To-Hit

    +12 History +12 Persuasion +8 Athletics +10 Insight

    3 Attacks/Turn, 4(Song of Broken Pines), 5(Great Weapon Fighting on a Crit)

    Equipment Song of Broken Pines [E] +7 To-Hit, +6 DMG 2d6+23(32) DMG, +52% ATK, gain a Sigil of Whispers per attack that hits enemies, one gained per hit. When Eula gains 4, she gets an additional attack per turn and a further 40% ATK, which will last for 2 turns. Once the effect fades, she can't get it again for another 3 turns.

    Favonius Splint Mail [E] 17 AC

    Feats Great Weapon Fighting: Can re-roll damage on a 1 or 2, but must use second value. Great Weapon Master: Extra attack after a melee critical hit, and you can choose to take a -5 to attack roll to add +10 DMG with a heavy weapon. Dodge

    4 Combat Superiority Die (d8 each) Precision Attack Menacing Attack Pushing Attack Sweeping Attack

    Vision skills Icetide Vortex: Regular attack, but with an additional 1d10 Cryo DMG. Also grants her a stack of Grimheart, which gives her Damage Reduction of 5 from all Bludgeoning, Piercing, and Slashing damage. She can gain up to two stacks of Grimheart. She can choose to release her stacks of Grimheart, reducing enemy resistance to Physical and Cryo by just as much, depending on how many stacks she consumes.

    Glacial Illumination Unleashes a burst of Cryo damage in a 15-foot cone. All creatures in the area must make an 18 CON saving throw or take 4d10 Cryo DMG, also having their speed reduced by 10 feet for the next turn. On a successful save, the damage is halved and the creature isn't slowed. Also summons a Lightfall sword. At the end of Eula's next turn, it detonates for 14d6 Physical DMG.

    Eula Lawrence is a playable Cryo character in Genshin Impact. Although a descendant of the infamous and tyrannical Lawrence Clan, Eula severed her ties with the clan and became the captain of the Reconnaissance Company with the Knights of Favonius.

    Eula is a descendant of Mondstadt's old aristocracy, being from the now-overthrown Lawrence Clan infamous for their tyrannical rule over Mondstadt. She dislikes people who view her similarly to the rest of her clan due to this mistrust, which has not been forgotten. She has a habit of declaring and getting "vengeance" against her enemies to redeem her family name. She is one of the few Lawrence Clan nobles who realize that their actions against the people of Mondstadt were unjustified and does not care about her family's past. As a young child, she was forced by her family to learn noble etiquette as part of an educational regime so harsh that it is considered borderline abusive.

    Although Eula considers most of her clan's customs despicable, she personally enjoys the traditional "Dance of Sacrifice" and incorporates it into her style of "Favonius Bladework." She has a strained relationship with her family, who denounce her as a traitor for leaving the clan. She has stated that she would not hesitate to destroy her own family if they endangered Mondstadt, even finding it fitting, though she does care for them, mostly by ensuring that any of their plans to restore the family name weren't excessive. While she still tends to act like a clan noble on the outside, inside she is actually a kind-hearted person, echoed by both Amber and Sara. She is good friends with Yanfei after saving her from the Abyss Order, who compares her similarly in the way that they're both not bound by convention and solve problems their own way. More recently, she also has befriended Captain Beidou when they met at Dornman Port, to the pleasant surprise of the Traveler and Paimon.

    Despite her family's infamous history, her acquaintances consider her a reliable ally and friend with a unique sense of humor, and they have grown to understand that her controversial statements are but a product of her personality. The Knights under her command also support her unconditionally. Whenever someone points out something to her that she doesn't want to admit, she either raises her chin or puts her hands on her hips.

    Eula uses the tall female model. She has a pale complexion and eyes that appear to exhibit sectoral heterochromia, fading from dark purple to pale yellow. She has choppy, unevenly cut light blue hair. Eula wears a black headband above her bangs with a four-pointed silver, white, and blue hairpin to her left.

    Eula's outfit consists of a blue cape on her right shoulder, a backless black bodysuit covered in white on top, white sleeves, a blue tie, a pair of black gloves with blue palms, blue stockings, and thigh-high boots. Her bodysuit has a silver symbol of her clan on each hip, and the white cover on top is secured below her breasts with a black belt. Her boots are accented with silver with an additional strap, silver heels with spurs, and blue soles. Her Cryo Vision is pinned to the front of her cape.

    As the Captain of the Knights of Favonius Reconnaissance Company and the renowned Spindrift Knight, Eula spends most of her time out in the wild and has won much acclaim leading her team of scouts on patrol. The knights stationed in the mountains and valleys are often the target of sneak attacks from monsters, but Eula has always been able to resolve these crises by rendering swift support. She has also led proactive attacks to destroy Abyss Order strongholds time and again, nipping their nefarious plots in the bud.

    Due to Eula's background, many contradictions surround her — she is a descendant of the Lawrence clan and is considered by the citizens of Mondstadt to be the embodiment of the blood of sinners. Despite everything, she severed ties with her clan many years ago and joined the Knights of Favonius. Yet prejudice is not so easily dispelled, and Eula has not been treated fairly. In the eyes of Mondstadt's citizens, she remains an "outsider," or even a "dangerous individual."

    Years of such experiences have led Eula to build an invisible shield to protect herself from unwarranted harm. The term "vengeance" is perhaps the most visible edge of this shield. Only by disregarding wild gossip and trying to accept the logic of her approach to the world can one come to understand the truth behind the complex shell of this young woman.

    Eula's role within the Knights of Favonius is Captain of the Reconnaisance Company.

    The nature of her work means that she rarely sets foot in the city — she spends most of her time out in the wild, leading her team of scouts as they hunt down Abyss Order operatives and other monsters.

    Known as the Spindrift Knight, Eula wields her blade with consummate skill, but perhaps more importantly, she is well-versed in strategy and possesses great courage and excellent intuition. Grand Master Varka had nothing but the highest praise for her, even declaring once that she was the Dandelion Knight's equal on the battlefield.

    On the face of it, to have two such outstanding knights attending to the defense of Mondstadt in a single generation should be a cause for nothing but celebration. But dig a little deeper and there is a fundamental difference between Jean and Eula.

    For Eula is a descendant of the once-aristocratic Lawrence Clan. The blood that flows through her veins once flowed through those of Mondstadt's oppressors during one of the darkest periods of the city's history. Consequently, Eula has been viewed with contempt by the citizens of Mondstadt since birth. The Lawrence name stands for a legacy of depravity and despotism that stains Mondstadt's past and scars the minds of its citizens even to this day.

    So, whenever Eula appears, old wounds resurface. People despise the aristocracy, and this does no favors for her reputation. However, Eula is strong-willed and in spite of everything, she joined the Knights of Favonius and rose to the rank of Captain.

    When people in the city voiced their reservations, she would respond head-on, claiming that her chosen course of action was out of a desire for "vengeance." This matter-of-fact confession would alarm them all the more and has convinced everyone that she joined the Knights of Favonius only to serve as a mole for the former aristocracy.

    One person who sees things differently is Acting Grand Master Jean. In fact, she speaks rather fondly of Eula. "The rumors are all groundless. The Spindrift Knight is simply misunderstood, that's all."

    On one hand, she is a descendant of the disgraced Lawrence Clan, the scion of a corrupt aristocracy. On the other, she is one of the top two sword fighters in Mondstadt.

    In other words, Eula is equal parts tainted blood and superior swordsmanship.

    There is no knowing when she might strike, nor what she might take from you... In the eyes of the citizens of Mondstadt, the Reconnaissance Captain is as unpredictable and tumultuous as the waves on a stormy sea.

    Eula responds with a cold haughtiness to accusations of this nature. To any who dare insinuate such things to her face, she replies, "How dare you. Hmph, I will remember this."

    She is consumed by the desire to avenge herself, but is often on the move far away from the city. Sometimes upon her return to Mondstadt, she will brandish her greatsword and march straight to the Knights of Favonius headquarters.

    On one occasion, two fresh recruits standing guard on their first day on patrol watched this scene play out before their eyes. Alarmed and unsure how to respond, they ultimately did not dare to intervene. Instead, they simply watched on helplessly while Eula made a beeline for Master Jean's office. Much to their surprise, however, hours passed and no sound of a struggle was heard from within.

    Still worried, the guards raised their concerns to Cavalry Captain Kaeya and Librarian Lisa as they were passing by. "The Reconnaissance Captain is back again? When you saw her, was it when she was marching towards Jean's office with her sword in hand, looking like she wanted to kill somebody?" "Goodness, I must head there straight away. How can they have a tea break without me?" Lisa hurried to Jean's office the moment she finished speaking. Meanwhile, Kaeya took the two guards outside and explained to them whilst trying to suppress a fit of the giggles:

    "We all know that the Acting Grand Master is a good judge of character, don't we? The Knights of Favonius are interested in a person's ability, not their family history. That's why she gives up her time to spar with the Reconnaissance Captain. In doing so, she can preserve the dignity of the Knights of Favonius while also providing a way of settling old grievances. Quite brilliant, don't you think?" "Ohh... S—So that's how it is..." "...So 'tea break' is code for 'sparring'...?" This kind of thing occurs almost on a monthly basis. But... if they're engaged in some sort of strange sparring ritual in there for the sake of settling old grievances and honing their fighting skills... How come they don't make a ton of noise?

    In truth, Eula is nothing like the fearsome predator many imagine her to be. On the contrary, constantly being met with prejudice at every turn means she is often the victim.

    At one time, shops would refuse to sell her their goods, restaurants would put no care and attention into her orders, and the citizens on her patrol route would refuse to cooperate with her. So, Eula's work is fraught with difficulties.

    When conflict arises, Eula fights back with a sternly worded threat to indicate that she will remember this grievance and make the offending party pay for it one day. It seems to work like a magic spell, because as soon as these words are uttered, the conflict ceases immediately without ever having to escalate to the level of an all-out confrontation.

    Funnily enough, although people always have their guard up around Eula, she is a law-abiding citizen and has never harmed another Mondstadter in her life. She may come across as having a somewhat frosty demeanor, but she is entirely scrupulous in her speech and conduct.

    No one can ever find fault with her actions, and as people gradually get to know her, their morbid fear of her will dissipate. They will also start to realize her threats of vengeance are nothing more than a figure of speech that simply serve as a verbal warning in the moment.

    Eula, who may or may not be working to bring down the Knights of Favonius from the inside... Eula, who may or may not be an aristocrat mole... New recruits in the Knights of Favonius find her the most difficult person to deal with.

    When Jean sends a new recruit to track down Eula in the wilds and deliver a new set of verbal orders, they always receive the same response: "If you have to resort to tasking the descendant of your former oppressors with doing your work, then perhaps you are not as strong as I thought."

    But despite the antagonism in her words, she will complete her newly assigned tasks to perfection. The new recruit is invariably forced to admit that with her abilities, it is no wonder she was able to achieve a captaincy within just a few years of joining the Knights.

    Everyone knows Eula is the frosty and antagonistic Spindrift Knight, the aristocrat who has a score to settle with the Knights of Favonius, the openly hostile and potentially dangerous individual... but is this really the truth of who she is? On the way back, the new recruit thinks back over Eula's every action.

    "What was that kind and resilient look I saw in her eyes when she wasn't looking at me? She seems to take her job seriously... So, surely she can be relied on after all?"

    Mondstadt is a city of freedom and happiness where even the descendants of a disgraced former ruling class can find true friends.

    Fortunately, there is one person whom Eula can rely on to be her spokesperson to the Mondstadt masses, and that person is Outrider Amber.

    Everybody loves Amber, so when she is around, shopkeepers will sell their wares to Eula at the normal price. If they're in an especially good mood, they may even exchange a few words with her during the process. It is at moments like this that Eula shows her most agreeable side.

    Because of this, and because Amber is just so nice, she'll often accompany Eula on trips out, or even run all her errands for her and deliver the goods straight to her home.

    Amber is also the reason that the city folk end up hearing all about the Reconnaissance Captain's accomplishments out in the field. Each time Amber informs them of Eula's long list of achievements in battle, they can't help but let out a little gasp of surprise.

    Early one weekend morning, Amber stood atop a makeshift stage of wooden crates and began announcing Eula's latest highlights: "Recently, the Knights of Favonius Reconnaissance Captain saved the life of a woman at Dornman Port. After further investigation with this woman's close cooperation, she then proceeded to successfully capture all the Abyss Order operatives hiding in the vicinity of the port. The woman in question was a renowned legal expert from Liyue, and the Knights of Favonius have since received official correspondence from the Liyue Communications Office thanking the Reconnaissance Captain for her deeds..."

    Whether because Amber's persistent efforts have overcome historical prejudices or because Eula's achievements as a knight have quelled the long-standing fear in people's hearts, Eula's life has changed noticeably in recent years. Most of the city folk are no longer openly hostile towards her, and she has won over the members of the Knights of Favonius with her consistent results in the field.

    As for the members of the Reconnaissance Company under her leadership, they support her unconditionally. They always have her back when they head out to Mondstadt's outskirts to defend the peace of their nation.

    Of course, the person who has always tirelessly rooted for Eula, and who is now the most delighted to see people's attitudes towards her change, is Amber. They had been friends for a long time before Eula ever joined the Knights of Favonius, and as the beloved mentee of Amber's grandfather, the first Outrider, Eula has her complete trust.

    One might not expect this from her frosty attitude and sharp tongue, but Eula is a talented chef.

    The Reconnaissance Company today prides itself on having the best field rations in the Knights of Favonius. One staple of their inventory is a moon-shaped pie. Though a field ration, this wonderfully delicious and highly portable food is loved by all who try it.

    The Reconnaissance Company's designated chef once admitted that when developing this item, she was inspired by the captain's own baked goods. She extended the baking time to make the crust tougher and also substituted a few highly perishable ingredients with ones that last longer, reducing the cost while significantly prolonging the shelf life.

    Even after such a major change to the recipe, the pie still tasted delicious. So, whenever the scouts are snacking, they can't help but wonder: If this is the field ration version, how delicious must the captain's original recipe taste?

    The answer to this question is buried deep within the pages of a dusty old book in the library. The Lawrence Clan may have been overthrown a long time ago, but they have never given up hope of one day rising again and reclaiming their place as the ruling class. So that they are always prepared for this monumental moment, their offspring are subjected to an educational regime so unbelievably harsh that it is considered borderline abusive.

    "Noble obligations" must be performed to absolute perfection in every possible sense, and these obligations cover etiquette, ritual, and study as well as cooking and other domestic chores.

    In the eyes of the Lawrence Clan, "Post-liberation Mondstadt lacks etiquette and taste. When the day comes for our clan to seize power once more, there shall be none who are qualified to be our servants. We must be cautious. We must never stoop to the level of the commoners and set foot in the quagmire of vulgarity."

    The Lawrence Clan's culinary arts teacher was particularly strict. If your dough was missing a half-spoonful of flour, or if your condiment was a few grains of salt short, or if you were two seconds late removing something from the oven, you were likely to be both scolded and disciplined. As far as Eula is concerned, the haute cuisine revered by the aristocrats is just another worthless consequence of people dogmatically following outdated rules.

    For this reason, the only kind of person who Eula will permit to try her own home baking is someone who she... respects...? No, that would be taking it too far. Rather, it should be someone who she grudgingly accepts "will keep following me around and bothering me, seemingly undeterred by my warnings, despite having crossed me many times to date."

    Besides traditional etiquette, art is the second most highly prized asset to the aristocrats, known as the "second soul."

    The "Dance of Sacrifice" — a ritual used by illustrious families to display their nobility — is thought of as the crystallized form of this soul, the prize gem in the ruler's scepter.

    Folklore holds that Mondstadt's most illustrious clans jointly created the Dance of Sacrifice long before the aristocracy's reign of bloodshed began.

    The third act, which represents the Lawrence Clan, is a solo dance known as "Flickering Candlelight." The most important part of the Dance of Sacrifice, it was performed by the most senior dancer, who was typically the eldest daughter of the clan.

    The Lawrence Clan would summon top dancers to serve as tutors for the eldest daughter and ensure it was performed to perfection. Bleeding toes were seen as a point of pride and a rite of passage for every dancer. This ancient ceremony was a continuous tradition for so long that even today, long after being expelled by the people of Mondstadt, the Lawrence Clan still honors it.

    However, without the grand banquet and the gorgeous stage that once featured prominently in ceremonial performances, the Dance of Sacrifice is now far from the grandiose affair it once was. Furthermore, the stringent requirements regarding the dancer's posture and movements have also been relaxed due to the lack of tutors. In the end, the Lawrence Clan reluctantly decided that it could no longer be a mandatory part of the curriculum, and they relegated it to an artistic pastime. Over time, the negative connotations and elitist expectations associated with this dance have faded away, and today it survives simply as a graceful dance. As the eldest daughter of the present-day Lawrence Clan, Eula found it to be a relaxing pastime in her youth and a welcome respite from her other grueling courses of study.

    Today, Eula appears to have put her artistic pursuits behind her. At least, no one pictures dancing when they think of the Spindrift Knight. Nevertheless, a distinctly dance-like aesthetic can be observed in Eula's bladework, along with an elegant rhythm and musicality that are difficult to capture in words. As her greatsword rises and falls and sways to and fro, her distinctive and graceful poise is like that of a dancer under the moonlight: faraway, immaculate, and sublime.

    Eula is the bearer of the Lawrence family crest, the "Glacial Seal." It is the highest martial symbol of the clan and represents the spirit of the Lawrence Clan in the early days of Mondstadt before their fall from grace: cold and unsullied, undaunted by any flame, composed and unshaken in all circumstances.

    Few among their number have passed the clan's trials in a thousand years, and the hopes of the clan are passed from one seal-bearer to the next.

    Eula was still quite young when she underwent the trial but she passed with ease, taking up the seal in the process. Then she departed with that badge of honor in her possession and has barely contacted the clan since. Her icy sword is a manifestation of the strength represented by the seal, striking with the cold, brutal force of a relentless blizzard and driving her foes into retreat.

    Yet, sharp and bright as ice as she is, she has the title of "Spindrift Knight," a name that leads many who hear it to assume that she manipulates Hydro instead of Cryo. There is a story behind that misunderstanding — the story of a habit.

    Eula carries an exquisitely crafted bone whistle with her at all times. Each time she blows it, the vivid sound of ocean waves rings out loud and clear, far and wide. Since the area her company is in charge of borders the sea, reproducing the sound of waves can be an excellent means of disturbing the enemy's judgment, or of deceiving less intelligent monsters into believing that a tsunami is inbound, causing them to flee in panic.

    Using this unique combat tactic has helped Eula emerge victorious against larger forces than her own on numerous occasions, and has also earned her the moniker of "Spindrift Knight." Of course, a bone whistle is capable of imitating many other sounds, and Eula has her reasons for imitating the ocean waves. It would seem that something akin to the "Glacier Knight" should suit her better.

    But perhaps Eula herself prefers the rolling waves to the cold and unyielding ice...Roaming freely across the world, gentle but firm with the reefs and sands in their dominion... Yes, she yearns not to be sharp and rigid like ice, but to be free and unbound like the ocean spray.

    Where do "grievances" come from? Dire straits in the present? Or the misfortunes of the past? And what does "vengeance" mean? To right wrongs and rebalance the scales of justice in one's favor? Or to drive one's foes into a pit of agony? "Restore the clan's former glory, win the respect of the common folk, stand once more at the apex of rulership"... These things were utterly unimportant to Eula.

    She never experienced the great humiliation of her clan — and all the torment she had endured in life had been at their own hands. She attempted to free herself from their shackles, yet struggled to obtain recognition from the outside world. Her talk of grievances and vengeance was but a habit, a signal, a shield. For someone in her unique circumstances and position, what remarks should she just laugh off, and what ideas should she hold onto?

    How should she fight this battle to break free, once and for all, from the great burden of her bloodline? It was with all these questions and more circling around in her mind that Eula came under the tutelage of a long-forgotten old outrider. From him, she learned an open-mindedness and down-to-earth persistence that she had never previously encountered.

    Before grappling with grievances and vengeance, before questions of clan and outsider, she first had to discover herself. Her survival mechanism... her means of self-preservation... her grit and determination...

    She may articulate it in terms of "grievances" and "vengeance," but nothing can change what it is at its core: something both strong and kind. Eula finally found herself on a gentle path of revenge that was hers alone... and the moment she set foot on that path, there it appeared before her — her Vision.

  42. #42Valberry

    Keys: Rosaria, Noelle, Valberry, Lisa, Valberries, Mondstadt

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    Valberries are a Local Specialty of Mondstadt, found in the wild in Stormbearer Mountains and Stormbearer Point.

    A plump and translucent berry that has a fragrant smell and a sweet, refreshing taste. In the past, the storm watchers' only solace was the sweetness of this fruit and hope for the city's peace.

    Valberries grow in groups of four berries on a single stem. They are found in the wild exclusively in Stormbearer Mountains and Stormbearer Point.

  43. #43Dragonspine

    Keys: , Entombed City, Dragonspine Mountains, Vindagnyr, Dragonspine, Mondstadt

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    Dragonspine, historically known as Vindagnyr, is an area located in Mondstadt. It is a vast mountain, engulfed with ancient ruins and snow-capped areas, and also containing the remains of Durin. It was named Vindagnyr prior to Durin's fall.

    There are some peculiarities with how the snow gathers but never melts on the mountain. Due to its extreme cold, Dragonspine is also one of the most dangerous places in Mondstadt.

    There are 7 Sub-Areas in Dragonspine. Entombed City - Ancient Palace: This area is more under the surface of Dragonspine than it is visible from above. Though a significant ruined structure dominates Dragonspine's Northeastern foothills. A single Statue of the Seven dominates its overlook, while long-frozen tunnels and grand sprawling caverns mark its placement inside Dragonspine. Entombed City - Outskirts: This has hints of its presence along Dragonspine's Foot, in all directions. A long dilapidated ruin here, a wall with illegible script there. For the most part, these ruins mark Southwestern and Western entrances to the Palace, but there is a structure along the isolated Southeastern stretches of the foot of Dragonspine that seems truly abandoned by Gods and Man. Though the Fatui have camps along Dragonspine's Northwestern Foot. Skyfrost Nail: The Skyfrost Nail is located at Dragonspine's summit. Access to this area is unlocked during the World Quest In the Mountains, and attempting to access this area beforehand by scaling the mountain will cause a unique Out of Bounds reaction before the player is teleported away. The area takes its name after the Celestial Nail that fell over the mountain from the heavens, freezing over the territory controlled by the ancient civilization of Sal Vindagnyr. Snow-Covered Path: There is an Adventurer camp located across the ruined bridge from Dragonspine's foot where several Adventurers work. Located between the path from Dadaupa Gorge to Dragonspine. The Fatui have sparing camps in the area. Frostbearing Tree: Out in the open between the Northeastern ruins on Dragonspine's foot, this tree is a source of warmth. Starglow Cavern: A great cavern spanning the depths of Dragonspine. Peculiar glowing vegetation grows throughout the cavern, illuminating even the deepest, darkest passages with its frigid glow. This region accesses the Entombed City at several points, and often forms a go-between point to climb higher under the unforgiving surface of Dragonspine. Wyrmrest Valley: Wyrmrest Valley is a subarea located in Dragonspine, Mondstadt. It holds the remains of the great dragon Durin, namely his skull, ribcage, and heart. In some areas, the dragon's blood has dyed the ground a deep red color. There is 1 point of interest in Wyrmrest Valley: Durin's Core is the still-beating heart of the fell dragon Durin. It exudes an ominous energy that can turn a Strange Tooth into a Vitalized Dragontooth. It is also a source of warmth. Located inside a jagged ravine through the ribcage. The Fatui have several camps in the area.

  44. #44House Lawrence

    Keys: Vennessa, , Decarabian, Lawrence, Aristocracy, Lawrence Clan, House Lawrence, Barbatos, Mondstadt

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    The Lawrence Clan, also called House Lawrence, was one of the prominent clans in Mondstadt after Barbatos took over, alongside the Gunnhildr Clan and the Imunlaukr Clan. Another clan, the Ragnvindr Family, later joined them as one of the most prominent families in Mondstadt's history.

    The Lawrence Clan was the foremost clan during the Mondstadt Aristocracy era and, by the time the aristocracy grew corrupt, were effectively the rulers of the City of Mondstadt until they were deposed by Vennessa's rebellion. Now, the clan holds a poor reputation amongst Mondstadt's citizens, with many growing aggressive on the mere mention of them.

    The Glacial Seal is the symbol of the Lawrence Clan. This symbol can be seen among a few of the weapons and artifacts of the Royal Series and Noblesse Oblige, as well as in Eula's namecard.

    During Decarabian's Rule The Lawrence clan apparently lived outside of Decarabian's city and survived in the frozen wilderness as pioneers. Their survival under such harsh conditions made them view themselves as "conquerors."

    Early Aristocratic Period See also: Mondstadt Aristocracy Venerare was the leader of the Lawrence clan when new Mondstadt was founded and she guided the people to build a statue in the plaza commemorating Barbatos' descent, upon which an oath was inscribed by the leader of all the clans. During the time that the people of Mondstadt worshipped the gods of Anemo and Time together, the Lawrence clan would reenact their victory over the frozen wilderness.

    The nobles would hunt as a way of showing their strength in the natural world, sharing the spoils with the people out of benevolence. This tradition is likely based on the Lawrence clan's history and culture. They were tutored by the royal mages, who kept track of history and were responsible for instilling virtue in the nobles.

    Late Aristocratic Period Gradually, the Lawrence Clan's view of themselves shifted from conquerors to overlords to kings, causing them to go down the path to depravity and beginning the Late Aristocratic Period.

    They tore down the statue of Barbatos that they put up in the plaza long ago to get rid of the oath written there, and the royal mages abandoned their duties to the nobles, no longer speaking of history or of the oath. They believed that nobles should only use swords, abandoning their heritage of using bows and not using spears either, considering both weapons for commoners and gladiators. The Lawrence Clan also changed how the gladiatorial games functioned, changing them from religious ceremonies to bloodsport for their enjoyment.

    When the land cried out for Barbatos, he saw the damage dealt by those he had left in charge and returned to Mondstadt once more to bring back freedom. Assisting a slave named Vennessa, the pair managed to bring the people into open revolt, of which the disavowed clan member known as Kreuzlied joined. However, Barbatos went a step further by drafting a false document in which the Lawrence Clan would sell Mondstadt to Morax. The soldiers that served the clan, fearing that they would be treated like slaves themselves, began supporting Vennessa's rebellion, leaving the clan with very few soldiers who were loyal to their cause.

    The Lawrence Clan were eventually overthrown by Vennessa's rebellion, and they were forced by the people of Mondstadt to leave the city and never return. Eventually some members of the clan realized that they had betrayed the people, not the other way around.

    Current Period The clan relocated to another area in Mondstadt, but this current location remains unknown. They would often get into conflict with the locals, which result in the Knights of Favonius arriving to mediate, but to very little effect.

    Descendants of the Lawrence Clan in the present day often face stigmas and are deemed a social threat; prior to joining the Knights of Favonius, Eula was forced to hunt and cook for herself as almost every shop refused her money.

    Near the current time, Eula applied to the Knights, causing an uproar in both the common folk and the Lawrence Clan. Members of the clan confronted Eula over her decision to join outside the Knights' headquarters. Grand Master Varka and Acting Grand Master Jean allowed her to join, as she was talented in combat and both saw it as a waste to refuse someone skilled like her. The clan proceeded to denounce Eula as a traitor. Sometime after Eula joined, her uncle, Schubert, conspired with the Fatui to reclaim Mondstadt and bring it back under "proper" rule. This plot was foiled by the Traveler and Eula herself, with Schubert taken into custody.

    Another member of the clan, Lessig, decided to head to Sumeru after hearing of a way to restore the clan's honor. However, when he traveled through both Liyue and Sumeru, he was shocked to hear that no one cared or knew about him or their clan, realizing that he was taught to stick with the old ways and unable to see the truth until now, something which Eula had done long ago.

    Clan Traditions The Lawrence clan was known to have put a large emphasis on appearing noble, many of their practices coming from the idea that their perception in the eyes of "commoners" must befit nobility. Their extreme regimen is considered abusive in most regards, and they only hire the best of the best to tutor the younger generation. The curriculum focuses mainly on combat, dance, cooking and etiquette. They also place high emphasis on art, calling it "the second soul".

    In battle, Eula states that members of the clan always had to appear refined and steadfast no matter the circumstances. They also had to quickly think on the spot in the heat of battle. Being knocked over or frozen is considered unsightly and embarrassing. Dancing and art are extremely important part of the clan's traditions. Eula's Character Stories mention "The Dance of Sacrifice", a noble ritual, is believed to be the crystallized form of this second soul. The third act of this dance belongs to the Lawrence Clan, known as "Flickering Candlelight". It is a solo dance that has been passed down through generations, performed by the eldest daughter. Bleeding toes are seen as a point of honor when learning the difficult steps. While the segment used to hold great meaning, the clan was forced to drop it from the curriculum due to a lack of dancers to teach it, and has since been relegated as an artistic pastime; simply put, a graceful dance.

    Due to the clan's insistence on retaking Mondstadt and returning to their former glory, they knew that they could not trust the commoners to make food for them. Emphasis was thus placed on cooking for themselves to avoid steeping to their levels of vulgarity, with particularly harsh rules — even the slightest of missteps would result in a harsh scolding or disciplinary action from the tutor. However, adherence to such rules ensured that the dishes made were of extremely high quality, such as Eula's signature dish, Stormcrest Pie. Even when modified, it was still noted to be extremely tasty and is now a local favorite. Apart from fine cooking, members of the clan are particularly fond of Gebratenes Fleisch mit Sauerkraut, an extremely sour dish.

    Great emphasis was also placed on how members should speak to other nobles of similar, lower or higher standing and commoners. Eula explains that the term "dear friend" should only be used to address those the speaker was acquainted with and not particularly close. Trying to apply it to one particularly close would imply that the speaker was trying to estrange the recipient. Likewise, saying "good friend" is considered offensive. Commoners had to treat them with utmost respect; for those who had offended a noble, the commoner had to kneel and quickly apologize while not staring at them too long, lest the noble end up comparing the differences in status. In the clan itself, passing this knowledge to outsiders is strictly forbidden.

    The Lawrence Clan's seal is known as the "Glacial Seal", and it is currently carried by Eula. It represents the Clan's disposition, all the way from the early days of Mondstadt, newly freed from Decarabian's tyrannical rule: cold and unsullied, undaunted by any flame, composed and unshaken in all circumstances.

  45. #45House Gunnhildr

    Keys: , Gunnhildr Clan, Barbara, Frederica, Jean, Gunnhildr, Mondstadt

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    The Gunnhildr Clan, also known as House Gunnhildr, is one of the prominent families in Mondstadt, alongside the Ragnvindr Clan, the Imunlaukr Clan and formerly, the Lawrence Clan.

    During Decarabian's Rule The Gunnhildr Clan was formed long before its namesake, Gunnhildr. However, little is known about their history prior to her rise as clan leader; all that is known is that they took refuge from Boreas' blizzards inside Decarabian's city, but left after growing disillusioned with the archon's rule.

    The Gunnhildr clan had difficulty surviving in the blizzards outside the city, and they cried out for help, which a wind spirit heard. Gaining power from the clan's faith, the wind spirit was able to give them a small shelter. When her father died, Gunnhildr took the role as leader of the clan and became the first priestess, protecting the clan with the power bestowed on her by the wind spirit. When Barbatos challenged Decarabian, Gunnhildr led her clan to fight alongside, and when he succeeded she decorated the new Anemo Archon with laurels.

    Early Aristocratic Period The oath that the ancient Mondstadt inhabitants took when Barbatos reformed the land and founded new Mondstadt features the Gunnhildr clan's saying, and was either created by Gunnhildr or at the very least that clan remembered the oath better than the other clans. Swordsmanship becoming mandatory for nobles likely originated from the Gunnhildr clan's culture of always being ready to protect Mondstadt. During the time that the people of Mondstadt worshipped the gods of Anemo and Time together, the Gunnhildr clan would enact the defense of Mondstadt with prop weapons.

    Late Aristocratic Period The Gunnhildr clan remained a prominent clan throughout the Aristocracy, but they stayed true to their oath to protect Mondstadt and did what they could to help the people. During Vennessa's rebellion the Gunnhildr clan sided with the people and were spared from exile unlike the rest of the Aristocracy.

    Present The Gunnhildr clan continues to keep their oath to protect Mondstadt, with many knights and clergy members coming from that clan.

  46. #46House Imunlaukr

    Keys: , Vindagnyr, Decarabian, Imunlaukr, Imunlakr Clan, Barbatos

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    The Imunlaukr Clan was one of the founding clans of Mondstadt,[1] alongside the Gunnhildr Clan and the Lawrence Clan. Unlike the other two clans, there has been no mention of the clan in present day, nor are any members known besides its namesake, Imunlaukr.

    Origin The Imunlaukr Clan is descended from Imunlaukr, the only survivor of the disaster that befell Sal Vindagnyr as he had left the region to find a way to save it. Because Imunlaukr was a foreigner to Sal Vindagnyr, his ancestry and origins are currently unknown. After returning to Sal Vindagnyr empty-handed only to find everyone dead, he decided Celestia only cared to watch the suffering of the people below, and he left to find a war-torn land to entertain them. He likely died somewhere in the land of Mondstadt, based on the context and the fact that his descendants settled somewhere in the area.

    During Decarabian's Rule By the time Decarabian's Mondstadt fell, the Imunlaukr Clan had become known for raising brave and gifted warriors that fought hard and died young. The clan as a whole adopted their progenitor's viewpoint that combat was merely for the entertainment of the gods and as such, would fight anyone and anything for the sake of fighting, and not for any other purpose.

    After Barbatos swept away the snow in Mondstadt and transformed it into a land of gentle breeze and verdant pastures, the Imunlaukr clan believed they had found something worth fighting for.

    Early Aristocratic Period During the time that the people of Mondstadt worshipped the gods of Anemo and Time together, the Imunlaukr clan would enact war tales using prop weapons. There has been no mention made of the Imunlaukr Clan after the formation of new Mondstadt. However, it seems that the origin of gladiatorial combat in Mondstadt as a religious ceremony, accompanied by prayers to the gods, was inspired by the Imunlaukr Clan's culture.

  47. #47House Ragnvindr

    Keys: , Diluc Ragnvindr, Ragnvindr Family, Crepus, Ragnvindr Clan, Crepus Ragnvindr, House Ragnvindr, Diluc, Mondstadt

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    The Ragnvindr Clan, also known as the Ragnvindr Family, is an influential and affluent noble house in Mondstadt. Currently, it is most well known for running the Dawn Winery, Mondstadt's premier winery.

    Its name is derived from the Dawn Knight Ragnvindr, who participated in Vennessa's rebellion one thousand years ago. Alongside the Gunnhildr Clan, it is one of the two known noble families that were not exiled from Mondstadt following the fall of the aristocracy.

    History Decarabian's Era How long the Ragnvindr Family has existed is unclear. However, during The Boy and the Whirlwind cutscene in Should You Be Trapped in a Windless Land, the "knight" of the group that rebelled against Decarabian bears a resemblance to Crepus and Diluc, two known descendants of the Ragnvindr Family.

    Vennessa's Rebellion Ragnvindr, whom the Clan would later be named after, served as a knight's squire during the aristocratic period, after the Lawrence Clan and many other noble houses grew corrupt. Unable to ignore the suffering of the people, but also bound to his duties, he suffered in silence until he chanced upon the enslaved Dawnlight Swordswoman of the Wanderer's Troupe, which had tried and failed to overthrow the aristocracy. Despite their failure and the subsequent deaths of most its members, she continued to sing of freedom and inspired him to take a stand. After she was slain in the arena, Ragnvindr buried her together with her sword, and took on the name "Dawn Knight" after her own epithet.

    When Vennessa, with the help of Barbatos, raised the flag of rebellion, Ragnvindr was among those who sided with her. After the aristocracy was defeated and the offending noble houses exiled, Ragnvindr transformed the aristocracy's public baths into the Mondstadt Library.

    Present At some point in time, either Ragnvindr or one of his predecessors or ancestors founded the Dawn Winery, which remains in operation to this day.

  48. #48Calla Lily

    Keys: Kaeya, , Lily, Yae Miko, Calla Lily, Noelle, Guuji, Springvale, Diona, Calla, Lisa, Dahlia, Qingce, Mondstadt

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    A flower that grows near water sources. When cooked, the petals have a chunky texture, yet are sweet and a little bitter. Modern medicine recognizes Calla Lily's antidotal properties, but its astringent flavor is repulsive to many people.

    Calla Lilies grow around water bodies throughout Mondstadt; many can notably be found around the Teleport Waypoint south of Springvale.

    According to Noelle's Hangout Event, Calla Lilies have a calming effect. According to Lisa, Calla Lilies are medicinal flowers with antidotal properties. Calla Lilies are also used for medicine in Qingce Village. The author of Pretty Please, Kitsune Guuji? created the fictional drink Rainbow Aster, which the character Yae Masako claims can cure a cold due to the combination of Calla Lilies and Mint. This drink was later made real as part of a collaboration between the novel and Sailing Breeze and does use both Calla Lilies and Mint, but no remarks have been made on whether it has medicinal effects or not.

  49. #49Cecilia

    Keys: , Cecilia, Albedo, Venti, Mondstadt

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    A beautiful flower with a name that suits its appearance. It only grows where harsh winds blow, and is just as intangible as the true heart of an unbound soul.

    Cecilias grow exclusively on Starsnatch Cliff.

    Cecilias are Venti's favorite flower, and he wears one in his hat and adorns his lyre, Der Frühling, with it. The Nameless Bard wore a three-petaled Cecilia on his vest. The ancient civilization that resided in Cecilia Garden grew Cecilias in greenhouses. Based on the structure and ornaments of the ruins near Cecilia Garden, Decarabian may have had some connection to this civilization, but no further details are known at this point. Based on the manga, the Ragnvindr Family may grow Cecilias.

    Cecilias represent "The true feelings of the prodigal son." in the language of flowers.

  50. #50Dandelion Seed

    Keys: , Eula, Dandelion, Jean, Mondstadt

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    Dandelion Seeds are a Mondstadt exclusive specialty. A tiny seed that rides on the wind. Even without its feathered wings, it still holds the hope from afar within. In a sense, the dandelion represents the romantic spirit of love and freedom. In the land of the wind, where dandelions are found in abundance, people use dandelions in wine making. Experts in local folklore believe that in ancient times, wine brewed from dandelions had a strong symbolic meaning.

    Dandelion Seeds can be harvested after using an Anemo ability on Dandelions, which are found throughout Mondstadt; some can be found near the front gate of the City of Mondstadt and in the northern area of Bishui Plain near Stone Gate.

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