Teyvat Locations
Lorebook(Kinda) lot of locations lorebook for Genshin Impact (Outdated. Check my "Ultimate Lorebook for Genshin" in my profile)from Chub
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Not fully detail, but somehow cover a lot of locations from Mondstadt to Natlan.
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Teyvat Locations
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- #1People of the Springs
Keys: People of the Springs, Hot Springs, Toyac Springs, Meztli tribe, Natlan
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
"People of the Springs" is a vibrant subarea nestled within Toyac Springs, Natlan, serving as the ancestral home of the Meztli tribe. This unique community is renowned throughout Teyvat for its soothing hot springs, relaxing music, and harmonious coexistence with the native Koholasaurs. It has become one of Natlan's most popular destinations for travelers seeking tranquility and cultural immersion.
The subarea boasts a variety of points of interest that cater to both residents and visitors. Colomche Plaza acts as a lively central hub where local musicians and street artists regularly perform, creating a welcoming atmosphere. For those interested in local crafts and services, Atlahua's Net offers fishing gear, custom souvenirs, and repair services, while Leisurely Puffer provides watersports equipment, including popular custom surfboards. Music enthusiasts can explore Djembe Studios, an instrument shop run by the sentimental Anchieta, or Xochicuicatl Records, a record store that also assists clients with music production and distribution. Culinary delights and scenic views can be found at Golden Dusk, a beachside restaurant and lodge owned by Kupo Nui, featuring an in-house singer. Uniquely, Yumemizuki's Cozy Corner provides psychotherapy services, often staffed by a dream-eating yumekui-baku.
The area is central to several important narratives, including Archon Quests like "Home of the Hot Springs" and "A Decision," as well as the Story Quest series "Where the Springs Return," highlighting its significance in the region's lore. The Meztli tribe, led by Chief Amina, maintains the hot springs with administrators like Mataoho and Pele Nui, and is protected by guards such as Ipora and Tairona. The local ecosystem includes the common Koholasaurus and the unique Sprayfeather Gill, a local specialty.
- #2Scions of the Canopy
Keys: Scions of the Canopy, Canopy Settlement, Huitztlan, Coatepec Mountain, Natlan
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
Scions of the Canopy is a distinctive subarea nestled within the Coatepec Mountain region of Natlan, serving as the ancestral home and primary settlement of the Huitztlan tribe. The name itself reflects a unique architectural and cultural heritage: the Huitztlan's ancestors ingeniously suspended colossal trees using intricate systems of ropes and grappling hooks to construct their homes high above the ground, forming a 'canopy' settlement. This elevated construction suggests a deep connection to their environment, possibly for defensive purposes or to access unique arboreal resources. The Huitztlan tribe is known for their co-existence with the majestic Yumkasaurs, implying a symbiotic or integrated relationship with these creatures within their mountainous habitat.
A key point of interest within the Scions of the Canopy is the Courier's Longhouse, which serves as the central operational hub for a faction known as the Couriers. This location is frequently involved in various quests, including the Yupanqui's Turnfire story questline, Hey, Your Letter! commissions, and Lost Packages Retrieval hidden objectives, highlighting its significance in local narratives and ongoing events. The area also features unique exploration elements like Coilgrass Sigils and Flamegranates, along with interactive bulletin boards providing insights into the daily life and concerns of the Huitztlan people. Prominent figures like Wayna, the Chief, and Michica, the Manager of Courier's Longhouse, reside here, overseeing the community's affairs.
- #3Collective of Plenty
Keys: Atocpan, Teteocan, Grand Wrestling Grounds, Natlan, Collective of Plenty
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
The "Collective of Plenty" is a vibrant subarea located within Atocpan, a region of Natlan, and serves as the ancestral home of the Teteocan tribe. Characterized by fertile lands enriched by volcanic ash, the settlement is renowned for its golden harvests that sway in the wind, symbolizing the abundant blessings bestowed upon its people.
At the heart of the collective lies the Grand Wrestling Grounds, an imposing elevated arena adorned with massive bull horns, which functions as the central hub for the tribe's numerous athletic competitions and communal gatherings. Nearby, the Training Ground offers a public space for physical conditioning, overseen by the dedicated coach Tecoma and affiliated with a local fitness club led by Iansan, providing both casual workout opportunities and professional instruction. The settlement is a bustling community, home to a diverse array of characters including Chief Acatl, Chef Atolli, and various merchants, trainees, and officials, all contributing to the lively atmosphere of this bountiful land. It also features unique interactables like the "Fruits Aplenty" machine and the Grainfruit Puffer.
- #4Ameyalco Waters
Keys: Hanan Pacha, Toyac Springs, Upper Sanctum, Underground Lava River, Phlogiston, Natlan, Ameyalco Waters
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
Ameyalco Waters, whose name translates to "natural springs" in Nahuatl, is a distinctive subarea located within Toyac Springs in Natlan. It is characterized by a unique aquatic environment where warm springs merge with coastal waters, a phenomenon attributed to the active magma chambers beneath the surface.
The subarea is home to two prominent points of interest. The first is The Upper Sanctum, also known by its ancient name, Hanan Pacha. This is a collection of enigmatic floating islands, said to be held aloft by the mysterious substance known as Phlogiston. According to ancient legends, the revered figure Waxaklahun Ubah Kan established Hanan Pacha as a sacred site specifically to impart the profound knowledge of Phlogiston to humanity. The second notable feature is the Underground Lava River, a geologically active cavern that flows with Liquid Phlogiston and frequently exhibits periodic volcanic activity. The region plays a role in various quests, including "Where the Springs Return" and "Tale of Dreams Plucked From Fire", highlighting its significance in understanding Natlan's unique geology and ancient lore.
- #5Easybreeze Holiday Resort
Keys: Tenochtzitoc, Resort Island, Easybreeze Holiday Resort, Natlan Island
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
Easybreeze Holiday Resort, also known by its local name Tenochtzitoc, is a stunning, sparsely inhabited island located off the westernmost coast of Natlan. This significant area is historically noted as the site where a major war both commenced and concluded.
The resort is a vibrant destination featuring diverse subareas. The Easybreeze Market serves as the island's bustling commercial and tourist hub, adorned with unique local Asha decor. Colorfall Cliffs are famed for their sprawling green fields painted with vibrant swirls of color, overlooked by the prominent "Airborne Asha." For aquatic enjoyment, Wavey Bay offers sandy beaches and pristine waters.
Beneath the surface, Brewblossom Stores operate as an underground facility for refining and storing the specialty drink Aphimead, offering a "Honeydew Craftbrew" experience. Villa Guiztli, located beneath Guiztli Ridge, provides an immersive adventure where visitors act as heroes defending an underground town of cardboard cutouts and Nochtlins from the villainous "El Capoctus Joquiratto." Other hidden locations include Concealed Land of Enigmas, a cavern behind a waterfall containing a mystic portal to the Pyro Archon Temple, and Colorfall Cave, once used for making counterfeit Koholasaur dolls.
The name Tenochtzitoc translates to 'cavern of stone and prickly pears,' though prickly pears are now absent. Its etymology is rooted in Aztec culture, referencing Mexico-Tenochtitlan and Chicomoztoc, suggesting ancient ties to concepts of 'stone prickly pear' and 'place of the seven caves.' This resort marks a unique milestone as the first permanent summer-themed map in the game.
- #6Atocpan
Keys: Atocpan, Natlan, Volcano, Pyro
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
Atocpan is a significant and geologically active area nestled within Natlan, the land governed by the Pyro Archon. Its name, derived from the Nahuatl language, translates to "thick and fertile soil," a descriptor that belies the fiery heart of the region. Dominated by the colossal Great Volcano of Tollan, Atocpan is revered as the primordial birthplace of all flames and light, a crucible where ancient heroes once labored to rekindle Natlan's enduring fire.
The region is composed of several unique subareas, each narrating a chapter of its turbulent past. The Ancient Mountain Path hosts the Flowfire Experimentation Site, a historical location where ancient dragon researchers once sought to transform Phlogiston, a volatile elemental energy, from its liquid to solid state. Fallingstar Fields is marked by the Tephric Ruins, fragments of a civilization cast out from the volcano approximately 500 years ago during a cataclysmic event. Further historical echoes resonate in the Remnants of Tetenanco, ruins of a dragon satellite city that met its demise in a devastating war between ancient dragons and the first Pyro Archon, Xbalanque. Hovering majestically above the Great Volcano of Tollan is the Skyfire Circlet, a ring of islands suspended by the very power of Phlogiston, serving as the sole entrance to the enigmatic Ancient Sacred Mountain and earning it the moniker "Nahuatzin's Springboard."
Atocpan is also home to the Collective of Plenty, the settlement of the Teteocan tribe. The terrain is rich in distinctive local specialties such as Dracolite and Quenepa Berries. Its volcanic environment gives rise to formidable foes like the Lava Dragon Statue and the Secret Source Automaton: Overseer Device. Ongoing research into Phlogiston and ancient ruins is evident, alongside warnings of volcanic instability and a clandestine Fatui presence investigating "kuuvahki," a power believed to be linked to the moon.
- #7Ochkanatlan
Keys: Och-Kan, Legendary Tonatiuh, Skyserpent Ship, Core of Chu'ulel, Cradle of Fleeting Dreams, Ochkanatlan, Natlan
Enabled · Depth 4 · role not set · Order 10 · 100%
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Ochkanatlan is a significant area located within Natlan, characterized by its volcanic and ancient cultural elements. Its name is derived from "Och-Kan," a figure linked to the Mayan Mythology's Vision Serpent, combining "Och-Kan" with "Natlan." The area was originally released in Version 5.2 and later expanded in Version 5.8 to connect with the Easybreeze Holiday Resort.
A central feature of Ochkanatlan is the Legendary Tonatiuh, also known as the Skyserpent Ship. This sky-faring vessel was initially constructed by dragons and subsequently modified by Och-Kan. Its original purpose was to serve as a satellite, anchoring a "stairway" from Chichen Uctokah to the space beyond Teyvat, but it was reoriented after Och-Kan seized the city. Rumors of it being filled with treasure were later revealed to be a deception by Kukulkan, designed to lure adventurers for his personal experiments.
The region is rich with historical and lore-infused points of interest:
- Cradle of Fleeting Dreams: A prominent castle-like structure at the heart of the area.
- Core of Chu'ulel: A cavern beneath the Vision Serpent's Sanctum, housing the "Chu'ulel Light Core," a pulsating orb that once served as the primary power source for all of Ochkanatlan.
- Old Core of Chu'ulel: Underground chambers where Och-Kan famously trapped the Dragonlord Ix Uxul Tz'ib Bolon Ch'ule-L during his rise to power.
- Nursery of Nightmares: A location said to resemble the Night Kingdom, where the remains of Och-Kan are believed to rest.
- Ashflow Street: A settlement situated at the base of the Cradle of Fleeting Dreams, featuring the Vucub Caquix Tower.
- Throne of the Primal Fire: A key site for increasing Primal Flame Resonance, which displays a depiction mural of Och-Kan before certain Archon Quests are completed.
- Furnace of Fiery Embers: Various locations containing Source Mechanisms.
- Isle of Tozoz (Isle of Night): A small island located in the northeastern part of Ochkanatlan.
Ochkanatlan is integral to numerous World Quests, including "In the Footsteps of the Chosen of Dragons" and "Lost Traveler in the Ashen Realm," which explore its intricate narrative and historical events. The area also boasts unique local specialties such as Withering Purpurbloom and Saurian Claw Succulent.
- #8Coatepec Mountain
Keys: Natlan, Ancestral Temple, Scions of the Canopy, Coatepec Mountain
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
Coatepec Mountain is a towering peak situated within the fiery region of Natlan, its name originating from Nahuatl, meaning 'at the snake hill.' This significant landmark serves as the primary dwelling for the Scions of the Canopy, a resilient tribe known for their close co-existence with the majestic Yumkasaurs. Ancient legends recount the immense effort involved in relocating the 'Obsidian Totem Pole,' their revered symbol of faith, a feat accomplished by the Scions' warriors and one hundred Yumkasaurs over a hundred days using ropes. The tribe's settlement itself is uniquely built amidst giant trees, suspended by ropes and grappling hooks by their ancestors.
The mountain is home to several distinct subareas, including the sacred Ancestral Temple. Historically, this temple was a vital conduit for the people of Natlan to communicate with the enigmatic Night Kingdom. While modern tribes have established more stable connections, the Ancestral Temple retains its status as 'holy ground' and is vigilantly guarded by the Scions of the Canopy. Access is strictly limited to 'experienced Couriers' who have successfully navigated three arduous trials. Further within Coatepec Mountain lies Teticpac Peak, a high-altitude plateau crowned by a serene small lake, and the mysterious Firethief's Secret Isle, a hidden coastal island that only reveals itself on maps after adventurers complete a series of Time Trial Challenges.
- #9Ancient Sacred Mountain
Keys: Ancient Sacred Mountain, Sacred City of Tollan, Natlan, Great Volcano of Tollan, Dragon Civilization
Enabled · Depth 4 · role not set · Order 10 · 100%
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The Ancient Sacred Mountain is a significant area nestled within the colossal Great Volcano of Tollan in Natlan. It serves as the hidden heart of the Sacred City of Tollan, the former capital of a proud and powerful ancient dragon civilization that once dominated the region. This magnificent holy city, which once scorned the land known as 'Natlantea,' eventually perished in battle, leaving behind a lonely tomb of its former glory.
The mountain houses several key subareas and points of interest, each revealing fragments of its rich history. The Chamber of Deliberation once hosted the rulers of the dragon civilization, while the Esoteric Arrays were used for advanced calculations. The Flame-Melding Ritual Grounds are notable as the site where Xiuhcoatl achieved the monumental feat of creating the first Astral Assemblage. Deep within, the Heart of the Sacred Mountain contains the primal flame, Phlogiston, and the dragons' ultimate legacy, the Natlan Phlogistonization Array (Huitzilopochtli).
Other crucial locations include the Sea of Shifting Sentience, where dragons absorbed knowledge from Liquid Phlogiston, and the Ruined Armament Workshop, suspected of human experimentation alongside weapon manufacturing. Lore records from the 'Flamestealer' (Kukulkan) reveal intricate details about his dragon-blooded son, Och-Kan, and his brother Xiuhcoatl, hinting at the complex internal dynamics and ambitions of the ancient dragonkind. Access to this ancient site is granted through the World Quest 'Nahuatzin's Leap'.
- #10Basin of Unnumbered Flames
Keys: Natlan, Basin of Unnumbered Flames, Sacred Flame, Stadium of the Sacred Flame
Enabled · Depth 4 · role not set · Order 10 · 100%
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The Basin of Unnumbered Flames is a significant area located within the fiery nation of Natlan, characterized by its volcanic landscape and profound historical mysteries. It encompasses two primary subareas: Huitztli Hill, a prominent mountain situated north of the Stadium of the Sacred Flame, notable for the colossal, unknown creature bones scattered at the base of its southern cliff face; and the Stadium of the Sacred Flame, which serves as a core landmark of Natlan and houses the perpetually burning Sacred Flame.
Investigations by the Saurian Relics Association suggest that the basin itself is not a natural geological formation. Instead, it is believed to be the immense impact site of a colossal object that crashed into Teyvat many years ago, though the exact nature of this object remains an enduring mystery. Lore suggests the ancient Sacred Flames on the Stele of the Sacred Flame may hold the answers to this enigma. The Sacred Flame is deeply intertwined with Natlan's cultural identity, symbolizing victory and honor, with the collective fervor of all souls believed to fuel its everlasting blaze. The area was initially introduced in Version 5.0 and subsequently expanded in Version 5.2.
- #11Stadium of the Sacred Flame
Keys: Natlan, Pilgrimage, Sacred Flame, Stadium of the Sacred Flame
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
The Stadium of the Sacred Flame is a prominent subarea and main city located within the Basin of Unnumbered Flames in Natlan. It stands as the core landmark of the nation, distinguished by a perpetually burning, mystical fire known as the Sacred Flame. This grand arena is the central venue for the 'Pilgrimage of the Return of the Sacred Flame,' a significant tournament where warriors from Natlan's six tribes compete fiercely to determine the nation's strongest. The intense passion and fervor ignited by these conflicts are believed to fuel the Sacred Flame, linking the spirit of competition directly to this eternal blaze.
Within the stadium complex are several key points of interest. Along its northern side lies the Chuwen Fair, a bustling area that houses establishments like Bounama's Grocery and the Saurian Relics Association. To the south, one finds the Temple of Pax, a spiritual hub featuring the Speaker's Chamber, the Tablet of Tona, and The Salutary Furnace. Adjacent to these is the Warrior's Rest Area, which provides respite for combatants, including the Weary Inn and Zakan's Street Bites. The stadium is integral to major events, including several acts of the Archon Quest Chapter V, highlighting its importance in Natlan's story and culture.
- #12Sea of Bygone Eras
Keys: Underwater, Sea of Bygone Eras, Remuria, Fontaine
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
The Sea of Bygone Eras is an expansive underwater area located in Fontaine, serving as the submerged ruins of the ancient civilization of Remuria. Once a proud and eternal empire ruled by the God-King Remus, its grand cities, temples, and royal port, Portus Anticus, eventually sank beneath the waves. The area is unlocked after completing the World Quest 'Underwater Nocturne'.
Key subareas include:
- Caesareum Palace: A former training ground for Remuria's legions and a place where the Dragon Prince Scylla's chains were stored.
- Capitolium: The inner city of Remuria's capital, accessible via the Initium Iani and Passage of Ianus.
- Hortus Euergetis: An underwater garden named after the deceased Harmost Euergetia.
- Initium Iani: The entrance to the Passage of Ianus, where Scylla was sealed by Harmosts Boethius and Euergetia.
- Machimos: The outer city of Remuria's capital, once boasting grand temples, arenas, and towering walls.
- Passage of Ianus: An underwater corridor connecting Machimos to Capitolium.
- Portus Anticus: Remuria's royal port, now a sunken cavern, once featuring a belltower whose chimes guided sailors.
Notable points of interest further detail the fallen empire:
- Alta Semita: An aqueduct resembling a giant harp that carried Ichor from the Domus Aurea.
- Clivus Capitolinus: A hill within Capitolium housing the Domus Aurea, with a cavern beneath holding the Local Legend Primordial Bathysmal Vishap Cineas.
- Collegium Phonascorum: The educational center where Harmosts taught Remurians about Phobos' Symphony.
- Domus Aurea: The royal palace of Remuria, fashioned from King Remus's ship, the Fortuna, and designed as a giant instrument for the Grand Symphony, Phobos.
- Sacellum Requietis: The throne room within Domus Aurea, where King Remus once ruled and where the Grand Symphony "Phobos" can be silenced.
The Sea of Bygone Eras is a place where the long-forgotten symphony of a dimmed glory sounds once more, amidst sea-sunken ruins, hinting at a new chapter in a tale long-ended.
- #13Palais Mermonia
Keys: Fontaine, Palais Mermonia, Court of Fontaine, Administrative Building
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
Palais Mermonia is the principal administrative building of Fontaine, majestically situated at the highest point of the Court of Fontaine. It serves as the central hub for the nation's governance, housing critical organizations such as the Maison Gardiennage, Maison Gestion, Maison Cardinalice, Maison Ordalie, and the Marechaussee Phantom. This grand edifice also contains the office of Iudex Neuvillette and was once the residence of the former Hydro Archon, Furina. To the people of Fontaine, the Palais Mermonia represents the highest authority in the land. Its name, potentially a portmanteau of the French 'palais' (palace) and Latin 'harmonia' (harmony) combined with 'mer' (sea), aptly reflects its status as the 'Palace of Sea Harmony'.
- #14Romaritime Harbor
Keys: Aquabus, Coastal Elevator, Romaritime Harbor, Fontaine, Belleau Region
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
Romaritime Harbor is a significant subarea located within the Belleau Region of Fontaine. It serves as a grand coastal elevator and observation deck, impressively constructed into the side of a majestic waterfall vista. This bustling hub is a vital transportation link, extending to an aquabus rail that connects travelers to the heart of the nation, the Court of Fontaine. Additionally, it offers passage to the distant Girdle of the Sands in Sumeru, making it a crucial waypoint for inter-regional travel.
The harbor is characterized by the constant, thunderous roar of the waterfall, which often overshadows the sounds of the many people coming and going. While the journey via its massive elevator to the top of the falls can be time-consuming, the scenic views and the subsequent ride on the Clementine Line towards the Hydro nation's capital are considered well worth the wait. Romaritime Harbor is also home to a Statue of The Seven and a Waverider Waypoint, facilitating exploration. Its name, "Romaritime," is a blend of the French words for "rosemary" and "maritime," hinting at its 'sea dew' origins. It plays a role in various Archon and World Quests, populated by diverse NPCs including Gardes, harbor security, sailors, and adventurers.
- #15Opera Epiclese
Keys: Fontaine Courthouse, Oratrice Mecanique, Erinnyes, Opera Epiclese
Enabled · Depth 4 · role not set · Order 10 · 100%
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The Opera Epiclese is a grand, multi-level opera house located on the island of Erinnyes within the Court of Fontaine Region. It functions as both a prominent venue for various performances, such as Lyney's magic shows, and the principal courthouse of Fontaine, embodying the nation's focus on justice. The building stands as a symbol of trials and judgment, where "the true and the fantastical, the comedic and tragic find a stage equally," as an ancient Fontainian playwright once said.
Within its opulent interior, behind the main stage and beneath the seat of the Iudex Neuvillette, resides the imposing Oratrice Mecanique d'Analyse Cardinale. This unique device was historically responsible for generating Indemnitium for the Court of Fontaine through the verdicts of trials. While Neuvillette often presides, other judges from the Palais Mermonia are also assigned cases. The Opera Epiclese features raised seating sections and a private VIP area designated for Furina. From behind the opera house, a lift provides access to the River Talionis, leading down to the submerged Fortress of Meropide. The name "Epiclese" itself derives from the Ancient Greek "epiclesis," meaning "invocation," hinting at its profound role in Fontainian society.
- #16Nostoi Region
Keys: Nostoi Region, Faded Castle, Fontaine, Petrichor
Enabled · Depth 4 · role not set · Order 10 · 100%
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The Nostoi Region is a distinct area within Fontaine, geographically separated from the main continental plate, resulting in non-diveable waters around it. This region is home to two primary subareas: the sunken ruin known as the Faded Castle and the scenic island town of Petrichor.
The Faded Castle, once a vital part of the ancient kingdom of Remuria, served as a hub for Remurian Harmosts and scholars. Here, archives were maintained, and research into music theory and fate was conducted. It also houses the entrance to the deeper Sea of Bygone Eras, where the main ruins of Remuria lie.
Petrichor, located on a southern island, is celebrated for its natural beauty, exceptionally pure waters, and its vantage point for viewing the massive waterfall that encircles Fontaine, making it a popular tourist destination. The region's name, "Nostoi," derives from ancient Greek literature referring to tales of heroes' returns, hinting at themes of past journeys and forgotten histories tied to its ancient Remurian roots. The area is central to several World Quests, including the 'Canticles of Harmony' series, and features the Faded Theater domain, further deepening its mysterious and historical significance.
- #17Fontaine Research Institute of Kinetic Energy Engineering Region
Keys: Central Laboratory Ruins, Fontaine Research Institute Region, Arkhium Explosion, Kinetic Energy Engineering
Enabled · Depth 4 · role not set · Order 10 · 100%
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The Fontaine Research Institute of Kinetic Energy Engineering Region is a significant area within Fontaine, primarily known as the location of the eponymous Fontaine Research Institute. Years ago, a catastrophic explosion, caused by Edwin Eastinghouse's research into the volatile substance Arkhium, devastated most of the original institute. This event left behind a landscape of ruins, notably characterized by 'Allogravity-Condensed Water Bodies' that float eerily in the air, a testament to the uncontrolled kinetic energy. The Central Laboratory Ruins, once the heart of advanced research and now home to the Experimental Field Generator boss, remain a hazardous site with out-of-control meka and Arkhium.
Despite the destruction, a New Fontaine Research Institute has emerged. The region also features numerous points of interest that reveal its storied past and ongoing scientific endeavors, including Bossuet's Abandoned Laboratory, Bravais' Hidden Study (linked to Arkhium research), and Dryas Wood, once a nursery and a secluded home for the creator of 'Pure Water.' The Institute Dormitories and various workshops like Kuisel's Clockwork Workshop hint at the daily lives and specialized studies of its researchers. Lore interactables within the region detail the Institute's internal politics, research ethics, and cover-ups surrounding the explosion, as well as connections to ancient pre-Remurian civilizations and the Golden Troupe's use of symphonies tied to fundamental power. The region is a hub for kinetic energy engineering, clockwork meka development, and investigations into the mysterious properties of Arkhium, all set against a backdrop of scientific ambition and lingering catastrophe.
- #18Court of Fontaine
Keys: Palais Mermonia, Fontaine City, Fleuve Cendre, Court of Fontaine
Enabled · Depth 4 · role not set · Order 10 · 100%
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The Court of Fontaine is the main city and a prominent subarea within the Court of Fontaine Region, serving as the judicial and cultural heart of the Hydro Nation. Historically, it was the ancestral court of Focalors, the God of Justice, established over a millennium ago. Following the significant events of the Masquerade of the Guilty, the city's governance transitioned to the Chief Justice, Neuvillette. The city is also notably the base for The Steambird, a widely read newspaper across Teyvat.
Visually, the city is characterized by the towering Palais Mermonia, which stands at its highest point, symbolizing the supreme authority of Fontaine. Life within the city is noted for its orderly nature, supported by a predictable aquabus system that ensures smooth transit. The Court of Fontaine is also renowned as the "City of the Arts" and is uniquely the only main city in Teyvat to house a Statue of The Seven.
Key districts include the central Court Region Waterway Hub, home to the Aquabus Main Station, and the Palais Mermonia itself in the northwest. Beneath the city lies the Fleuve Cendre, a subterranean settlement predominantly inhabited by societal outcasts, where the Spina di Rosula acts as the de facto governing body. The Quartier Lyonnais offers a bustling street of shops to the northeast, while the Quartier Narbonnais in the southwest is known for its fashion, perfumes, and as the headquarters of The Steambird. The Vasari Passage, at the city's lower levels, features numerous shops leading to a grand fountain. The city's foundation is built upon the principles of law and stable order, forming the cornerstone for equity and justice.
- #19Fortress of Meropide
Keys: Underwater Prison, Meropide, Fortress of Meropide, Fontaine Prison, Wriothesley
Enabled · Depth 4 · role not set · Order 10 · 100%
Entry settings
The Fortress of Meropide is an autonomous underwater stronghold located in the Liffey Region of Fontaine, serving as the nation's de facto prison for convicted criminals. Beyond its punitive role, it is also a major manufacturing hub for Fontaine's Clockwork Meka. The fortress is administered by Wriothesley, with Sigewinne overseeing its infirmary.
Historically, the Fortress was established by a community of exiled criminals under the guidance of the first Hydro Archon, Egeria. Their purpose was to conceal a critical secret beneath the waves: an entrance to the Primordial Sea, now known as the "Forbidden Zone." This zone, built over Primordial Water, includes a sluice gate designed to prevent its catastrophic flooding of Fontaine. In recent times, Wriothesley has secretly constructed "The Wingalet," a massive ship within the Forbidden Zone, intended as a failsafe against the Hydro Archon's prophecy.
The internal economy of Meropide operates on Credit Coupons, a currency introduced through a collaboration with the Fatui Harbinger Regrator. Wriothesley, a former inmate who rose to become the administrator, implemented various reforms to improve living conditions, leading some convicts to prefer staying even after their sentences. The fortress features several key areas, including the Panopticon-like Administrative Area, the industrial Production Zone, the Coupon Cafeteria, and the Geode Mine Shaft filled with Arkhium crystal. The Fortress played a significant role in the Archon Quests, where the Traveler was intentionally imprisoned to investigate Tartaglia's disappearance and uncovered the escalating threat of the Primordial Seawater. Hidden rules, often with a deeper, benevolent purpose, govern inmate life, fostering a unique and self-sufficient society beneath Fontaine's waves.
- #20Beryl Region
Keys: Elynas, Beryl Region, Fontaine, Merusea Village, Elton Trench
Enabled · Depth 4 · role not set · Order 10 · 100%
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The Beryl Region is a significant area located in Fontaine, characterized by its ancient ruin-studded mountain ranges situated across the waters from the Court of Fontaine. Centuries ago, it was a favored spot for excursions and picnics by the followers of Egeria, who celebrated love and dreams amidst its serene landscapes. Today, only cool breezes caress these lonely, mint-studded highlands, where their songs have long faded.
The region encompasses several distinct subareas, including Elynas, which forms the northern half of the main island and features the surface remains of the massive beast of the same name. Within Elynas, one can find "A Very Bright Place," a half-submerged cavern rich in ore veins and filled with a congealed orange substance, and "A Very Warm Place," where Elynas's dormant, crystallized heart resides. The Elton Trench, an underwater chasm, serves as the somber final resting place of Fontaine's former Navy, lost in a battle against Elynas. Merusea Village, an adorable and mysterious settlement known for its bubbling chimneys, is home to the Melusines.
Points of interest include mysterious floating ruins with Enkanomiyan architectural styles, accessible through the enigmatic Canotila and the Book of Revealing, and the Ancient Conch Melody of Yore, a large conch harp left by the ancient Remurians. The Beryl Region is also rich in local flora like Beryl Conches, Lumidouce Bells, Rainbow Roses, and Romaritime Flowers, and is central to numerous World Quests, particularly those delving into the lore of Elynas and the Melusines.
- #21Belleau Region
Keys: Fontaine, Romaritime Harbor, Belleau Region, Poisson
Enabled · Depth 4 · role not set · Order 10 · 100%
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The Belleau Region is a prominent area situated within the nation of Fontaine, known for its diverse geography and deep narrative integration. Its name, derived from the French words "belle" (beautiful) and "eau" (water), fittingly describes its aquatic characteristics, with its Chinese translation "Báilù" literally meaning "white dew."
The region encompasses three distinct subareas:
- Poisson: A historic fishing village uniquely built from a grand ship and a large underwater cavern, it serves as the primary base for the Spina di Rosula organization.
- Romaritime Harbor: A significant coastal elevator and observation deck that offers breathtaking waterfall vistas. It is a vital transportation hub, providing aquabus access to the Court of Fontaine and sea passage towards Sumeru's Girdle of the Sands.
- West Slopes of Mont Automnequi: This area comprises the western face of Mont Automnequi, a substantial mountain shared between the Belleau and Morte Regions.
The Belleau Region is central to numerous quests, including major Archon Quests and character-specific Story Quests for figures like Arlecchino and Navia, along with various World Quests. It hosts the "Denouement of Sin" Domain and is home to the formidable Normal Boss, the "Emperor of Fire and Iron." Travelers can also find unique local specialties here, such as Beryl Conch, Lumidouce Bell, Rainbow Rose, and Romaritime Flowers.
- #22Merusea Village
Keys: Beryl Region, Fontaine, Merusea Village, Melusine Village
Enabled · Depth 4 · role not set · Order 10 · 100%
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Merusea Village is a unique and mysterious subarea located beneath the verdant Beryl Mountains within Fontaine's Beryl Region. It serves as the cherished home of the Melusines, an adorable race of beings. The village is distinctive for its fantastical and oddly designed homes, where even the chimneys are noted to bubble, leaving a deep impression on visitors. The origins of these peculiar architectural styles are a point of intrigue, with lore suggesting connections to figures like Elynas.
This vibrant Melusine settlement is a significant hub for numerous World Quests, including "Ancient Colors," "Hey, This Isn't Pumpkin Soup...," "Book of Esoteric Revelations," and "Echoes of the Ancient World," among others. It is inhabited by many Melusines, such as Carabosse, Cosanzeana, Flo, and Granna (who resides underwater). The village's ambiance is further enhanced by its unique soundtracks, "Melody of Merusea" on the surface and "Miraculous Whisper" underwater. Merusea Village was introduced in Version 4.0 of Genshin Impact.
- #23Realm of Farakhkert
Keys: Sumeru, Realm of Farakhkert, Girdle of the Sands, Vourukasha Oasis
Enabled · Depth 4 · role not set · Order 10 · 100%
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The Realm of Farakhkert is a distinct area situated within the Girdle of the Sands in Sumeru, characterized by its diverse and historically significant landscapes. It includes the thorn-filled Asipattravana Swamp, guarded by the Pari Mihir, and the Hills of Barsom, known for the colossal Barsom pine with its pink foliage and its associated Pari, Rashnu. Contrasting with the desert, the far northwest features the Samudra Coast, boasting sandy beaches and clear blue waters.
At the spiritual heart of Farakhkert lies the Vourukasha Oasis, the sacred birthplace and homeland of the Pari. This oasis contains the "sea of pure dew," or Amrita, which originated from the remnants of the original Hydro Archon, Egeria. The immense Harvisptokhm tree, believed to house Egeria's consciousness and revered as the Pari's deity, grows at the center of the oasis. The Amrita also forms the Amrita Pool, a small spring in a nearby cave.
Farakhkert holds ancient secrets, including Madinat al-Nuhas, a clandestine underground Khaenri'ahn weapons testing facility. This site, powered by Azosite, was used for developing Ruin Machines and still contains an incomplete prototype Ruin Golem. The Realm also features the Chemin Oublie, a tunnel connecting the Girdle of the Sands directly to Romaritime Harbor in Fontaine, highlighting its strategic importance. The name "Farakhkert" itself is thought to derive from the Pahlavi word for Vourukasha, hinting at its deep historical roots.
- #24Sumeru City
Keys: Sumeru Akademiya, City of Wisdom, Lesser Lord Kusanali, Sumeru City, Divine Tree
Enabled · Depth 4 · role not set · Order 10 · 100%
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Sumeru City, often referred to as the "City of Wisdom," is a pivotal main city situated within the Avidya and Dharma Forests of the Sumeru nation. It operates under the strict jurisdiction of the renowned Sumeru Akademiya and is uniquely constructed upon the colossal Divine Tree, making its architecture an integral part of the natural landscape.
The city is segmented into several vibrant districts and notable points of interest. Key among these are the Grand Bazaar, a bustling artistic marketplace, and Zubayr Theater, a cultural hub. Treasures Street is known as the city's liveliest thoroughfare, hosting various shops and a diverse populace. At the heart of intellectual pursuit is The Akademiya, the primary institution of the Sumeru Akademiya, which proudly houses the extensive House of Daena library. Crowning The Akademiya is the Sanctuary of Surasthana, a majestic treetop palace where Lesser Lord Kusanali, the Dendro Archon, resides. Other significant locations include Bimarstan, a public hospital offering free healthcare, and Lambad's Tavern, the city's main restaurant.
- #25Vissudha Field
Keys: Ashvattha Tree, Dharma Forest, Fane of Ashvattha, Aranara, Vissudha Field, Purity, Sumeru
Enabled · Depth 4 · role not set · Order 10 · 100%
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Vissudha Field is a lush, verdant area nestled within the Dharma Forest of Sumeru. It is particularly renowned as the location of the Fane of Ashvattha, a sacred site that shelters the ancient Ashvattha Tree. This colossal tree is not only the first of the Vasara Trees but also holds deep significance as the progenitor of the mystical Aranara. Furthermore, the Fane acts as a crucial seal, guarding the entrance to the ancient realm of Old Vanarana.
The field's rich ecology is characterized by unique local specialties such as Rukkhashava Mushrooms and Nilotpala Lotus. Travelers are advised to be cautious, especially after dark, due to the presence of large Rishboland Tigers, with warnings explicitly discouraging feeding them to prevent further encouragement of their activity. A formidable boss, the Jadeplume Terrorshroom, also inhabits this area.
The name 'Vissudha' itself carries profound meaning, originating from Sanskrit for 'especially pure,' and aligning with the fifth primary chakra in Hindu tradition. Its Chinese name, 'Èrjìng' (Double Purification), further echoes the Buddhist concept of Suddhi, denoting an inner purity free from worldly desires. This etymological depth suggests a thematic purity inherent to the region. Vissudha Field also serves as a setting for important narrative arcs, including segments of the Aranyaka World Quest series.
- #26Lokapala Jungle
Keys: Lokapala Jungle, Mawtiyima Forest, Sumeru, Dharma Forest
Enabled · Depth 4 · role not set · Order 10 · 100%
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Lokapala Jungle is a vast area located within the Dharma Forest of Sumeru, extending along its northern coast. Its name, derived from Sanskrit, translates to "guardian of the world," reflecting its vital role in the region's ecosystem and lore. The jungle's geographical expanse stretches from Mawtiyima Forest, near the borders of Liyue's Minlin and Chenyu Vale, westward towards a nameless mountain by Bayda Harbor, where it connects with the Desert of Hadramaveth and the Realm of Farakhkert.
The jungle is home to several unique subareas and points of interest. Bayda Harbor acts as a significant coastal settlement directly opposite Fontaine. Chatrakam Cave is known for its dense population of Fungi and is generally avoided by humans. Mawtiyima Forest is distinctive for its enormous fluorescent mushrooms, and the essence of Mawtiyima itself is an ancient energy born from the forest's dreams and memories, actively combating the encroaching corruption of "The Withering" and communicating with the mysterious Aranara. Its ancient moniker, "human death," hints at its profound history. The opulent Palace of Alcazarzaray, a masterpiece by Kaveh, also resides within this area. Further mystical locations include the Realm of Khab, a convergence of memories for Nara Varuna and Aranara, where the dreams of the Barsam Flower gather. The heart of Mawtiyima, once sealed, is purified during significant World Quests, revealing its deep connection to the forest's health. Lokapala Jungle is also a source for local specialties like Rukkhashava Mushrooms and Kalpalata Lotuses, and hosts various Domains such as the "Steeple of Ignorance" and "Under the Umbrella's Shade."
- #27Vanarana
Keys: Dharma Forest, Aranara, Sumeru, Dream State, Vanarana, Mahavanaranapna
Enabled · Depth 4 · role not set · Order 10 · 100%
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Vanarana is a significant area located within the Dharma Forest of Sumeru. It serves as the mystical homeland and vibrant playground for the enigmatic and playful creatures known as Aranara. While it encompasses a subarea village also named Vanarana, the southern reaches of the broader zone are distinct, remaining untouched by the unique dream state that influences the village. Before certain questlines are completed, parts of Vanarana, including the Statue of The Seven and the cave housing the sacred Tree of Dreams, are shrouded by terrain and inaccessible to travelers. The name 'Vanarana' itself is thought to be derived from Sanskrit, combining 'vána' (forest) with either 'rāṇā' (chief/king) or 'áraṇa' (wilderness/secluded place). The Aranara, specifically Arama, reveal its full name, 'Mahavanaranapna,' translates to 'Vanarana of Great Dreams,' underscoring its deep connection to the dream world and the essence of the Aranara.
- #28Port Ormos
Keys: Sumeru Port, Port Ormos, Orghana, Ormos
Enabled · Depth 4 · role not set · Order 10 · 100%
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Port Ormos is the largest port in Sumeru, nestled in Ardravi Valley within the Dharma Forest. Visually, it is situated beneath two colossal trees, with a vital river connecting it directly to Sumeru City. This strategic location establishes Port Ormos as a bustling hub for trade and travel, though it is also known for a more unregulated economy compared to Sumeru City, with smuggling and illicit activities being common, and prices generally lower. Its populace primarily consists of long-term residents, including traders and laborers, alongside a notable presence of Eremite mercenaries. Interestingly, it serves as a popular retreat for Akademiya students seeking respite from academic pressures, often considered a place of good luck.
Architecturally, the port is notable for its iconic arch bridge, a design attributed to Kaveh, and the Pharos Lighthouse, celebrated as a paragon of Sumeru's architectural style. Key points of interest include the Wikala Funduq, which functions as the port's central trade and commerce hub under Akademiya control, and Acara Crafts, a popular toy store renowned for its best-selling Aranara toys.
Historically, Port Ormos has a rich, if sometimes debated, past. According to some accounts, it was originally known as Orghana, the city of the Twenty-Nine Deys—an alliance of pirate crews who sought to maintain peace and prosperity through a division of power. However, internal conflicts eventually led to their downfall, culminating in their annihilation by a powerful sea monster. An alternate legend, found in The Shepherd and the Magic Bottle, suggests a more nuanced relationship, mentioning Orghana and Port Ormos as distinct entities, with the latter built after the former. The name "Ormos" itself is derived from the Greek word for "cove" or "small bay," possibly hinting at a real-world historical connection to the Kingdom of Ormus.
- #29Desert of Hadramaveth
Keys: Hadramaveth, Sumeru, Desert of Hadramaveth, King Deshret
Enabled · Depth 4 · role not set · Order 10 · 100%
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The Desert of Hadramaveth is an expansive, arid region located within the Great Red Sand of Sumeru. It is characterized by countless scimitar-shaped ravines, shifting dunes, and frequent, intense sandstorms that can obscure its ancient secrets. The desert is subdivided into numerous areas, including the connecting Dunes of Steel, the canyon-ridden Wadi Al-Majuj, and the flat Sands of Al-Azif, which conceals dangerous Wenut Tunnels beneath its surface.
This harsh landscape is steeped in history and lore. Beneath Mt. Damavand lies The Orchard of Pairidaeza, a mystical oasis created by King Deshret as an eternal memorial and cemetery for the Goddess of Flowers, where time is said to be frozen. The oasis also contains a withered Irminsul tree, hinting at a fallen Celestial Nail, and ancient chairs dedicated to Sumeru's three God-Kings. Other significant locations include Safhe Shatranj, once known as 'The Temples Forsaken,' and the Tanit Camps, a former tribal settlement. Mysterious underground caverns, such as Apep's Resort and the vast Deshret's Glass Goblet system (accessed via Bayt Al-Hayah, Bayt Al-Muazzam, and Bayt Al-Sukr), connect various parts of the desert, often tied to ancient ruins and hidden domains. A remarkably well-preserved Ruin Golem also traverses parts of the desert, capable of movement and combat. Legends suggest a lost city lies hidden amidst the ruins and incessant sandstorms, echoing the desert's name, which etymologically may signify 'death has come.'
- #30Aaru Village
Keys: Sumeru Desert, King Deshret, Exiled Scholars, Aaru Village
Enabled · Depth 4 · role not set · Order 10 · 100%
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Aaru Village is the largest human settlement nestled within the Great Red Sand of Sumeru, specifically located in the Land of Lower Setekh. It serves as a vital refuge, housing both the loyal followers and descendants of the ancient King Deshret, as well as scholars exiled from the Akademiya.
Historically, the village is built upon the foundations of an ancient Gurabad fortress, originally designed to protect the border between the desert and rainforest civilizations. Its origins trace back to the survivors of King Deshret's civilization from the city of Akhtamun. Following Deshret's death and the subsequent collapse of his empire into warring city-states, a group of weary refugees, led by a well-educated but blind heir from Tulaytullah, forswore monarchical rule. They established Aaru Village, named after the "ancient dream of the gods," with the solemn purpose of preserving the remnants of their civilization and awaiting the prophesied return of Al-Ahmar.
A crucial feature of the village is its subterranean stepwell, an ancient water source supplied by infrastructure from the desert kingdoms. While initially requiring manual effort for water retrieval, a former Kshahrewar Village Keeper later facilitated the construction of the "White Lift," an elevator providing efficient access to the well. The Village Chief's House stands as a prominent point of interest. The rich oral tradition of Aaru Village, filled with ancient nursery rhymes, ensures that the legends of countless fallen kingdoms and heroes are immortalized, blurring the lines between history and myth for its inhabitants.
- #31Gavireh Lajavard
Keys: Khvarena, Khaenri'ah, Azure Desert, Gavireh Lajavard
Enabled · Depth 4 · role not set · Order 10 · 100%
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Gavireh Lajavard, also known as the "Azure Desert" from its Persian etymology, is an area located in the Girdle of the Sands within Sumeru. This desolate region bears the deep scars of the Cataclysm, particularly at Tunigi Hollow, which served as a ground zero for Abyssal monsters and widespread forbidden knowledge pollution originating from the fallen nation of Khaenri'ah. To counter this crisis, several gods, including Greater Lord Rukkhadevata and Egeria, ventured to Tunigi Hollow to suppress the encroaching defilement.
A significant point of interest is Hangeh Afrasiyab, an abandoned underground Khaenri'ahn factory once utilized for processing Azosite. It is rumored to conceal a sealed gate leading directly to Khaenri'ah itself. Ancient engineering notes found within reveal Khaenri'ah's ambitious pursuit of creating "perpetual machines" and "Mechanical Wardens," aiming to circumvent "this world's laws" through human ingenuity rather than divine intervention. The region is also intricately linked to Khvarena, a mysterious power described as capable of eliminating Abyssal influence and "re-writing rules," considered to be of the same order as the Abyss. Inscriptions suggest Khvarena and Amrita were instrumental in extinguishing "phantoms mirroring the bedeviled sky." Journals from the Cataclysm era depict Khaenri'ahns hiding underground, witnessing those who fled to the surface transform into monsters, and a desperate struggle for survival as their kingdom faced unknown threats, with Knight Marshal Anfortas assuming temporary regency.
- #32Gandharva Ville
Keys: City Above the Forest, Avidya Forest, Gandharva Ville, Sumeru, Forest Rangers
Enabled · Depth 4 · role not set · Order 10 · 100%
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Gandharva Ville, also known as "The City Above the Forest," is a subarea nestled within the Avidya Forest of Sumeru's Dharma Forest. It functions as the primary outpost for the Forest Rangers and serves as a vital hub, attracting travelers, merchants, and adventurers. The settlement's name, derived from the Sanskrit 'gandharva' and French 'ville,' means 'Gandharva City,' referencing Gandharvanagara, an illusory city that appears as a mirage. This concept is further reinforced by its Chinese name, Huàchéng-guō, which alludes to the 'Parable of the Phantom City' from the Lotus Sutra, where an illusory city offers temporary respite to weary travelers. This etymological background imbues Gandharva Ville with a subtle, perhaps transient or dreamlike, quality, contrasting with its practical role as a bustling waypoint.
- #33Avidya Forest
Keys: Avidya Forest, Sumeru, Sumeru City, Forest Watchers
Enabled · Depth 4 · role not set · Order 10 · 100%
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Avidya Forest is a lush, vibrant green forest situated in eastern Sumeru, forming a significant portion of the Dharma Forest. It is one of Sumeru's most populous regions, second only to Ardravi Valley, and notably the first area the Traveler encounters upon entering Sumeru. The forest serves as the home to Sumeru City, known as the "City of Wisdom," which houses the esteemed Akademiya and the treetop Sanctuary of Surasthana, residence of Lesser Lord Kusanali. Another vital settlement is Gandharva Ville, the primary outpost for the dedicated Forest Watchers, who have tirelessly guarded the forest for generations.
The Avidya Forest thrives with unique flora and fauna, including rare plants like Padisarahs, Nilopata Lotuses, and Rukkhashava Mushrooms, alongside diverse animal species such as Shroomboars and various Shroomkin. Key subareas within the forest include the Chinvat Ravine, located beneath Sumeru City at the base of the Divine Tree, and the Yazadaha Pool. The region also hosts important domains like the Joururi Workshop and the Spire of Solitary Enlightenment. Its name, "Avidya," derives from a Sanskrit term meaning "unwisdom" or "ignorance," hinting at deeper philosophical or mystical undercurrents within the region's lore.
- #34Land of Lower Setekh
Keys: Sumeru Desert, King Deshret, Lower Setekh, Land of Lower Setekh
Enabled · Depth 4 · role not set · Order 10 · 100%
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The Land of Lower Setekh is a vast, desolate area located within Sumeru's Great Red Sand, characterized by relentless sandstorms and ancient, crumbling ruins. Historically, this region was once a thriving paradise where King Deshret resided, a place associated with great wisdom. However, after the fall of King Deshret, the land transformed into its current barren state, casting a stark contrast with Sumeru's verdant forest realm, which the desert's surviving kingdoms observed with bitter jealousy.
Key subareas include Aaru Village, the largest human settlement in the desert, which serves as a home for both the descendants of King Deshret and exiled scholars from the Akademiya. Dar al-Shifa is an abandoned hospital that once treated patients suffering from Eleazar, where a doctor (implied to be Dottore) conducted dangerous experimental treatments. The majestic ruins of Khaj-Nisut, formerly known as the "Eye of the Sands," house King Deshret's throne room, revealed only after completing specific World Quests. The Abdju Pit is another notable landmark that changes its form and name following certain events.
Other significant points of interest include the Temple of Silence, serving as the base for an organization of the same name, and the Thamud Oasis, which marks the former location of Saleh, the Electrum City of Warriors. The name "Setekh" itself is derived from Set, the ancient Egyptian god of deserts, storms, and disorder, fittingly reflecting the region's harsh and chaotic environment. The Land of Lower Setekh is deeply intertwined with numerous Archon, Story, and World Quests, making it a central location for exploring Sumeru's history and ongoing narrative.
- #35Ardravi Valley
Keys: Sumeru, Ardravi Valley, Dharma Forest, Port Ormos
Enabled · Depth 4 · role not set · Order 10 · 100%
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Ardravi Valley is a significant geographical area within Sumeru's Dharma Forest, fundamentally shaped by the erosion of the great Ardravi River. This river serves as Sumeru's primary waterborne mercantile route, leading to the southern shore. Despite its commercial importance, the valley's natural beauty and ecological purity are carefully maintained by the Forest Watchers, allowing diverse creatures to thrive. The name "Ardravi" itself originates from Sanskrit, meaning "of the waters, mighty, and immaculate," reflecting the valley's defining river.
The valley encompasses several notable subareas. Devantaka Mountain is a rugged peak known for housing a colossal Ruin Golem, the subject of past, ill-fated research by the legendary scholar Pir Kavikavus. Curiously, the Akasha System, Sumeru's omnipresent knowledge network, loses signal on this mountain.
Port Ormos stands as Sumeru's largest and most vital port, a bustling hub for trade and travel nestled beneath two colossal trees, with a river connecting it directly to Sumeru City. While the Akademiya oversees aspects of the port, it is also a known hotspot for smuggling and illicit activities, with prices generally lower than in the capital. Its population primarily consists of traders, laborers, and various Eremite mercenaries. Notable structures include the Wikala Funduq, the port's trade center under Akademiya control, and the Pharos Lighthouse, celebrated as a paradigm of Sumeru's architecture.
Further upstream, between Sumeru City and Port Ormos, lies Vimara Village, a tranquil fishing settlement frequently traversed by caravans. The valley is also home to an Aeonblight Drake boss and is a source of local specialties such as Nilotpala Lotus and Rukkhashava Mushrooms.
- #36Land of Upper Setekh
Keys: Land of Upper Setekh, Valley of Dahri, Sumeru Desert, Upper Setekh
Enabled · Depth 4 · role not set · Order 10 · 100%
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Land of Upper Setekh is an arid area situated within the Great Red Sand of Sumeru, specifically named for its position in the direction of the noon sun. This region is home to the Valley of Dahri, a significant subarea characterized by the presence of a giant Ruin Golem. The Valley of Dahri also contains remnants of the Akademiya's investigations into Majuj (hilichurls) and abyssal swarms, as well as notes detailing Zandik's research into Khaenri'ah machines and elemental flows.
Key points of interest include the Lamb-Devourer Rock, which acts as a secret base for the Eremites' Thutmose faction, accessible during the 'Hidden Mercenaries' World Quest. The colossal Ruin Golem in Valley of Dahri is one of three such constructs in Sumeru. Initially a hostile entity, it can be pacified and even operated by the player after completing the 'Afratu's Dilemma' World Quest. The name 'Setekh' is derived from Set, the ancient Egyptian god of deserts and disorder, hinting at the region's desolate and formidable character.
- #37Ashavan Realm
Keys: Dharma Forest, Apam Woods, Sumeru, Caravan Ribat, Ashavan Realm
Enabled · Depth 4 · role not set · Order 10 · 100%
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Ashavan Realm is a materially-rich southern region situated within Sumeru's Dharma Forest, characterized by its diverse landscape of hills, dense woods, and expansive wetlands. Its western flank is safeguarded by formidable ramparts, most notably the Wall of Samiel, which serve to protect the lush rainforests from the encroaching, corrosive sandstorms originating from the desert. Ancient legends recount tales of mythical creatures inhabiting its deep woods, said to reveal themselves only to those truly blessed.
Prominent subareas within the realm include the Apam Woods, a colossal rainforest where towering trees reach towards the heavens. This area is home to the Varuna Contraption, an ancient mechanism that, once activated, grants control over the region's rainfall. The Caravan Ribat stands as a fortified village at the base of the Wall of Samiel, acting as a crucial transit point for those journeying between the verdant forest and the desert's Aaru Village. Additionally, Pardis Dhyai serves as a vital research facility for Amurta scholars.
Key points of interest further deepen the realm's lore. The Grove of Dreams is an enigmatic underground cavern linked to the Ruins of Dahri. It not only provides an essential energy source for the Varuna Contraption but is also believed to be a place where one can enter dreams, existing in both a tangible and a dream version, accessible through the use of a Vintage Lyre. The Memory of Stone is an Aranara memorial, erected in honor of Nara Varuna, symbolizing the enduring bond and shared adventures between the Aranara and the Traveler. The realm is extensively featured in various Archon, Story, and World Quests, weaving its unique narrative deeply into the fabric of Teyvat.
- #38Ritou
Keys: Ritou, Kanjou Commission, Inazuma, Narukami Island, Outlander Affairs Agency
Enabled · Depth 4 · role not set · Order 10 · 100%
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Ritou, meaning "Outlying Island," is a crucial subarea situated on Narukami Island within the nation of Inazuma. It functions as the central processing hub for all non-Inazuma nationals entering and exiting the region. Legend attributes its transformation from a deserted isle into a prosperous trade center to Lord Hiiragi Hiroshi of the Kanjou Commission centuries ago. However, during the strict Sakoku Decree, Ritou's once-vibrant streets saw foreign merchants languish, reflecting the Kanjou Commission's tight control and often exploitative practices against outlanders, particularly through the Outlander Affairs Agency, which was known for charging exorbitant fees.
Visually, Ritou presents as a fishing village with distinctive red maples and green roof tiles. A notable landmark is "The Five Kasen Plaza," featuring a large maple tree. As a mandatory checkpoint, travelers require various documents, including a hard-to-obtain Travel Permit, to venture beyond its shores. Significant points of interest include the Outlander Affairs Agency, Eipekkusu (a souvenir shop), Sailing Breeze (an alcohol shop), and Syavushi Bakshesh Shoppe (selling Sumeru fertilizer). Ritou has played a pivotal role in numerous Archon, Story, and World Quests, especially those concerning the Traveler's initial arrival in Inazuma and their efforts to navigate the Sakoku Decree. Its historical function as a controlled port for foreign trade draws parallels to real-world historical trading posts like Dejima.
- #39Watatsumi Island
Keys: Sangonomiya Clan, Orobashi, Watatsumi Island, Inazuma
Enabled · Depth 4 · role not set · Order 10 · 100%
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Watatsumi Island, located in the farthest reaches of Inazuma, stands distinct from Narukami Island with its dense foliage displaying unique, vibrant colors. Named after 'the god of the oceans,' the island was forged by the serpent god Orobashi following the Archon War. Its landscape is marked by giant coral formations, said to be fragments of Orobashi's own body. These corals served as a path for the ancient people of Enkanomiya to ascend to the surface, becoming the ancestors of Watatsumi's current inhabitants.
The island's people, under the Sangonomiya Clan, revere Watatsumi Omikami, fostering a culture independent of the Raiden Shogun. This historical divergence stems from Orobashi's conflict with the Shogunate, sparked by his invasion of Inazuma after learning forbidden knowledge, which ultimately led to his demise. The Vision Hunt Decree further escalated tensions, culminating in the Watatsumi Army's opposition. Though the decree is abolished, negotiations with the Shogunate continue, and the island maintains its army for stability.
Central to Watatsumi is the Sangonomiya Shrine, nestled amidst mountains and waterfalls. Other notable subareas include Bourou Village, which served as a training camp for the Watatsumi Army. The island faces a unique challenge known as the 'Holy Soil' phenomenon, where the depths of Enkanomiya threaten to erode the land. This is countered by the 'Watatsumi Mitama Omatsuri' ritual. An ancient Enkanomiya prophecy also speaks of the Dragon of Water's rebirth in human form on Watatsumi.
- #40Sangonomiya Shrine
Keys: Coral Palace, Orobashi, Watatsumi Island, Sangonomiya Shrine
Enabled · Depth 4 · role not set · Order 10 · 100%
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Sangonomiya Shrine, also known as the 'Coral Palace' (珊瑚宮 Sangonomiya), is a significant subarea located on Watatsumi Island in Inazuma. It serves as the primary base for the resistance army, led by Sangonomiya Kokomi, which actively opposes the Raiden Shogun's Vision Hunt Decree. This current shrine was constructed after the serpent god Orobashi's demise following an attack by the Raiden Shogun, replacing an older, original shrine.
Visually, the shrine acts as the central hub for both government and religious affairs on Watatsumi Island. It is flanked by natural shells and skerries, housing ancient relics of the revered serpent god Orobashi. The shrine is crucial for the training of Watatsumi Island's Shrine Maidens, who exclusively worship Orobashi, diverging from the worship of the Sacred Sakura common elsewhere in Inazuma. A notable feature is 'The Pearlescent Palace' viewpoint, which marks the entrance to the underwater realm of Enkanomiya. This area is characterized by a pool whose waters perpetually glow with a moon-like luminescence, hence its moniker 'Moon-Bathed Deep.' Folklore suggests its design may be inspired by the legendary Ryuuguu-jou, a mythical undersea palace of a dragon god, traditionally adorned with gold, crystal, coral, and pearl.
- #41Tsurumi Island
Keys: Fog, Thunderbird Civilization, Tsurumi Island, Inazuma
Enabled · Depth 4 · role not set · Order 10 · 100%
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Tsurumi Island is a mysterious area located in Inazuma, perpetually shrouded in a dense, pervasive fog that once made it largely inaccessible. The island holds a tragic history, having been home to two ancient civilizations. The older, Pre-Thunderbird Civilization, existed deep underground before the Thunderbird's reign. This civilization is believed to be connected to Khaenri'ah and Celestia, with murals depicting Celestia and the presence of Ruin Sentinels. It is theorized that a Celestial Nail may have impacted the island, manipulating its ley lines and leaving its inhabitants as ghosts reliving the past.
Later, the Thunderbird Civilization emerged, worshipping the great Thunderbird, Kanna Kapatcir. This civilization was ultimately wiped out by Kanna Kapatcir itself, following a sacrifice made by a boy named Ruu. The island's lore is deeply inspired by Ainu culture.
Currently, the island is sparsely inhabited by hilichurls, riftwolves, and automatons. Its unique nature includes a three-day cycle that influences enemy and chest spawns, a persistent echo of its past. Accessing the island fully requires adventurers to complete the 'Through the Mists' World Quest series, which dispels the oppressive fog. Notable subareas include Autake Plains, Shirikoro Peak, and Mt. Kanna, and it is home to the Golden Wolflord.
- #42Seirai Island
Keys: Inazuma, Thunderstorm, Amakumo Peak, Seirai Island
Enabled · Depth 4 · role not set · Order 10 · 100%
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Seirai Island is a mysterious area located in Inazuma, defined by a perpetual thunderstorm at its heart, a consequence of an ancient calamity. This storm initially manifested as dangerous Balethunder and relentless lightning, which could only be appeased by completing the 'Seirai Stormchasers' quest series. Even after the storm subsides, Electrified Water remains in the central basin, which, once drained via a puzzle, reveals a massive, enigmatic hole at the island's core.
Notable subareas include Amakumo Peak, a significant site where the Thunderbird Kanna Kapatcir was slain. The Asase Shrine was established to suppress the lingering power of Kanna Kapatcir's hatred and regret. Around 500 years ago, during the Seirai Rebellion, the unsealing of these wards unleashed the powerful Thunder Manifestation, a formidable Electro boss that now dominates Amakumo Peak's fragmented summit. Other points of interest include the wreckage of the 'Seiraimaru' flagship and Koseki Village. The island's unique environment also yields local specialties like Amakumo Fruit.
- #43Yashiori Island
Keys: Inazuma, Orobashi, Tatarigami, Yashiori Island
Enabled · Depth 4 · role not set · Order 10 · 100%
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Yashiori Island is a desolate and perpetually stormy land within the Inazuma region, forever marked by the ancient conflict between the Watatsumi Omikami Orobashi no Mikoto and the Electro Archon Ei. Roughly two millennia ago, Orobashi attacked the island, leading to a monumental battle where Ei slew the serpent god with her Musou no Hitotachi, cleaving the island and forming the distinctive Musoujin Gorge.
The island's cursed weather, characterized by torrential rainfall and frequent thunderstorms, is a direct result of the heavy concentration of Tatarigami energy. This malevolent energy emanates from Orobashi's lingering hatred and its colossal, weather-bleached remains scattered across the island, most notably at Serpent's Head, where its skull defiantly gazes skyward.
The Tatarigami has rendered Yashiori Island largely uninhabitable, driving its inhabitants from places like Higi Village, which now stands abandoned due to mysterious illnesses and madness. Wards established by the Electro Archon and maintained by the Kitain Clan initially suppressed the Tatarigami. However, these wards were later destroyed by a radical faction of the Sangonomiya Resistance, mistakenly believing it would restore Orobashi's dignity, thus unleashing the full extent of the curse upon the island. Nazuchi Beach, situated between Yashiori and Kannazuka, also bears the scars of war, littered with shipwrecks and overrun by pirates and ronin.
- #44Inazuma City
Keys: Narukami Island, Shogunate, Tenshukaku, Inazuma City
Enabled · Depth 4 · role not set · Order 10 · 100%
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Inazuma City, located on the southern tip of Narukami Island, serves as the vibrant heart and main city of the Inazuma nation. Built during the ancient Archon War, it is the steadfast seat of power for the Shogunate and the divine residence of the Raiden Shogun, whose eternal gaze watches over its populace. Renowned for its exceptionally low crime rate and a thriving landscape of family businesses, the city is considered the most lively and prosperous area in Inazuma, continually expanding to accommodate its growing population.
The city is divided into distinct districts: Hanamizaka, a time-worn and leisurely suburb north of the city's central river, offering local traditional shops; Tenryou, a bustling commercial street situated just below Tenshukaku, where many avenues converge before the Shogun's abode; and Tenshukaku itself, the grand fortress where the Raiden Shogun resides and the Tenryou Commission Headquarters are located, governing public order and military affairs. Despite its bustling commercial streets and lively atmosphere, the city's outskirts retain a quiet vitality, all under the influence of the Shogun's power and her vision of an eternal paradise.
- #45Grand Narukami Shrine
Keys: Narukami Ooyashiro, Mt. Yougou, Grand Narukami Shrine, Sacred Sakura
Enabled · Depth 4 · role not set · Order 10 · 100%
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The Grand Narukami Shrine is the largest and most significant shrine in Inazuma, nestled at the peak of Mt. Yougou on Narukami Island. Built before the Archon War, it is dedicated to Her Excellency, the Almighty Narukami Ogosho (Raiden Shogun), and serves as a vital source of comfort and peace for the people of Inazuma.
Visually, the shrine is embraced by cherry blossoms and features numerous red torii gates leading to its summit. Its most prominent feature is the Sacred Sakura, a divine tree that perpetually blooms, symbolizing Narukami's eternity. This tree plays a crucial role in purifying Inazuma's Ley Lines, preventing Abyssal corruption from spreading across the land, with its protective influence extending wherever its petals fall.
Historically, Hakushin served as its first attendant, and around 500 years ago, it was led by the legendary Kitsune Saiguu and the Great Tengu. Many notable figures like shrine priestess Asase Hibiki and the tengu Teruyo resided here. The shrine also serves as the primary training ground for most shrine maidens across Inazuma, who remain affiliated with it. Visitors can climb to the summit or use Thunder Spheres to fly up, pass through the torii gates, and draw fortune slips for Narukami's blessing. The shrine's design incorporates elements from various Japanese Shinto shrines, and its name "Narukami" means "Roaring God," linking it directly to the Electro Archon.
- #46Kannazuka
Keys: Disputed Territory, Inazuma, Kujou Encampment, Tatarasuna, Mikage Furnace, Kannazuka
Enabled · Depth 4 · role not set · Order 10 · 100%
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Kannazuka, meaning 'the hill where no gods reside,' is a mountainous area within Inazuma, known for its high, steep cliffs and rocky outcrops. It is a politically charged, disputed territory, neither truly belonging to the Inazuma Shogunate nor the Watatsumi Army, and devoid of influence from either Inazuman or Sangonomiya faith.
At its heart lies Tatarasuna, home to the Mikage Furnace, Inazuma's largest smelting facility. This furnace is crucial for producing Jade Steel, a rare material essential for forging swords, and also functions as a strategic battlefront fortress for the Shogunate. The Kujou Encampment, the Shogunate's primary military base in Kannazuka, is stationed here to combat the Sangonomiya rebellion, particularly intensified by the Vision Hunt Decree. Despite its name implying an absence of divine presence, ancient lore hints at a powerful entity sealed beneath Kannazuka, guarded by the mystical Thunder Sakuras.
- #47Dainichi Mikoshi
Keys: Dainichi Mikoshi, Helios, Hyperion, Enkanomiya
Enabled · Depth 4 · role not set · Order 10 · 100%
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The Dainichi Mikoshi (Japanese: "Great Sun Mikoshi"), also known by its ancient names Hyperion and Helios, is a colossal artificial sun located in Enkanomiya, a subarea beneath Inazuma. This monumental structure was created by Aberaku no Mikoto to provide light and protection for the people of Byakuyakoku after their civilization was cast into the abyssal depths and terrorized by the Bathysmal Vishaps (Dragonheirs of the Depths).
Functionally, the Dainichi Mikoshi serves as Enkanomiya's primary light source, capable of being toggled on and off to control the realm's day and night cycles, known as "Whitenight" and "Evernight" respectively. Its creation, guided by the knowledge imparted by the Shade Istaroth, originally brought an end to perpetual darkness and repelled the abyssal creatures. Over time, its purpose was twisted when corrupt nobles established puppet rulers called Sunchildren, manipulating the populace into worshipping the Mikoshi. Aberaku, who opposed this, was imprisoned and died, his soul fragmented. Later, the serpent god Orobashi arrived, overthrew the Sunchildren's rule, and further bolstered the Dainichi Mikoshi's power, granting the inhabitants manual control over its light cycle. It stands as a profound symbol of Byakuyakoku's ingenuity, struggle, and complex history.
- #48Narukami Island
Keys: Narukami Island, Raiden Shogun, Grand Narukami Shrine, Inazuma
Enabled · Depth 4 · role not set · Order 10 · 100%
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Narukami Island is the central and most populous island of Inazuma, serving as the seat of power for the Inazuma Shogunate and its Electro Archon, the Raiden Shogun. Geographically, it spans from Ritou, the bustling port of entry for non-Inazuma nationals, to the sacred heights of Mt. Yougou, which hosts the revered Grand Narukami Shrine and the ancient Sacred Sakura tree. The island is home to Inazuma City, a vibrant metropolis renowned for its low crime rate, numerous family businesses, and as a hub for public festivals and cultural events.
Beyond the urban sprawl, Narukami Island features diverse landscapes including dense, moonlit forests like Chinju Forest, perpetually bathed in a serene twilight, and areas rich with ancient ruins such as Araumi, a northern promontory with subterranean and underwater archaeological sites. The island is the primary enforcer of the strict Sakoku Decree. The name 'Narukami' translates to 'roaring god,' a fitting epithet that alludes to its deep connection with the Electro Archon and her other title, 'Narukami Ogosho.'
- #49Konda Village
Keys: Narukami Island, Konda Village, Konda, Inazuma
Enabled · Depth 4 · role not set · Order 10 · 100%
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Konda Village (Japanese: 紺田村 Konda-mura) is a quaint and historically significant subarea located on Narukami Island in Inazuma. Once renowned as the premier location for the Shogunate's dye production, the village has visibly aged prematurely due to the impact of the Sakoku Decree and ongoing war. Despite its current weathered appearance, Konda Village remains known for its signature dish, Konda Cuisine.
The village holds several points of interest and is central to various local legends and quests. A notable feature is a mysterious well located behind the Village Chief Konda Densuke's house. This well is initially locked and plays a crucial role in the "Sacred Sakura Cleansing Ritual" questline, specifically "A Strange Story in Konda." Within its depths, beyond a Thunder Barrier, lies a hidden gate concealing an Old Stone Slate and a Rust-Worn Key, hinting at deeper secrets. Other exploration features include an Earth Kitsune Statue and various Electro-infused environmental elements like Electro Cubes and Thunder Sakura Boughs. The village is home to several residents, including its chief, Konda Densuke, and other notable NPCs like Futaba and Imatani Saburou.
- #50Bourou Village
Keys: Watatsumi Island, Watatsumi Army, Bourou Village, Vision Hunt Decree
Enabled · Depth 4 · role not set · Order 10 · 100%
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Bourou Village, a subarea nestled on Watatsumi Island in Inazuma, is an ancient settlement rich in history and lore. Its inhabitants are said to be descendants of people who originated from the enigmatic realm deep beneath the waves, Enkanomiya. Historically, the village played a pivotal role as a training camp for the Watatsumi Army during their fierce conflict against the Shogunate. In the present day, Bourou Village stands as an important rallying point for those who actively oppose the oppressive Vision Hunt Decree. Its Japanese name, "Waterfall-View Village," hints at a picturesque natural setting, likely featuring scenic waterfalls. The village is home to various characters, including Sangonomiya Samurai, local merchants, and the respected Elder Komaki.
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