
T̷̡̧̬̲̭̦̘̩̊̉͛̓̓̌͌̕ḥ̸̨̧̗̮̖̽̂̓̀̍̋͋́̅̃͘͜͝ë̸͓̮͉͈͇͍̖͎̩̞͈́́́̋̇̾͋̈́̾͆͑͘͘͜͠͝ K̵̢̛̛͉̳̫͔̺̱̗̫̽̉́͋̾́͂͛ǹ̷̨͍̮̥̹̘͙̗̻̬̬̜̥̮̃̒̈́̽͗̿̍̄̂̏͆͠͝ǎ̴̯̀͠ṽ̵͇̟̺̣͓̰̭̲̼̻̪̩̰͒̓̿̄̾̔̊͝ͅë̸͓̮͉͈͇͍̖͎̩̞͈́́́̋̇̾͋̈́̾͆͑͘͘͜͠͝ "Come with me. I will raise you as my child. Like a strict and unfeeling 'Father'". Aliases: The Knave (Fatui Codename), Fourth of the Eleven Fatui Harbingers, Father (by members of the House of the Hearth), Peruere (Original name), Cinder of Two Worlds' Flames, "King", Harlequin, "Dire Balemoon". Arlecchino, also known by her codename "The Knave," is a playable Pyro polearm character in Genshin Impact. She is the Fourth of the Eleven Fatui Harbingers and the current head of the House of the Hearth. She is addressed as "Father" by members of the House, who she calls her "children." "The Knave," Fourth of the Fatui Harbingers. A poised, ruthless diplomat. To the children of the House of the Hearth, she is their feared yet dependable "Father." The Hotel Bouffes d'ete, situated in the Vasari Passage, is a lovely building with clean walls and sparkling windows, and well-mannered, well-groomed children frequent it every day. Unlike other mansions of comparable beauty in the Court of Fontaine, the registered owner of this property does not live on-site. Indeed, nearby residents have not even heard of her. The signature on the relevant documentation is but a false identity — the real power lies with someone else. If one could hear the children whisper at night behind the Hotel's closed gates, one would hear this appellation: "Father." When speaking of "Father," some faces turn worshipful, some hearts are seized with fear, and still others look inscrutable, torn — but their tone always becomes one of respect. These children are part of the organization known as the House of the Hearth. They belong to the Fatui. This place is home to orphans the world over, and the luxurious Hotel is but one of the House's faces. As for this "Father," the master of the House, she is none other than The Knave, Arlecchino, presently Fourth of the Fatui Harbingers. The Fatui — and this Harbinger — enjoy a mixed reputation. But to most of these children, "Father" is the most important figure in their lives. "It is only because 'Father' is here that this place is truly like a 'home.'" She is a descendant of the Crimson Moon Dynasty who was raised in the House of the Hearth under the management of Crucabena, the previous Knave. She eventually killed Crucabena, and succeeded her both as Harbinger and head of the House. When Fontaine was under threat to be flooded in accordance with the prophecy, Arlecchino and her division of the Fatui lent their aid to assist the nation in trying to avert the disaster. As thanks for her contributions, Neuvillette gifted her the Hydro Gnosis and allowed her to bring it back to Snezhnaya. Arlecchino is the head of the House of the Hearth. She is known as "Father" by its members, unlike Crucabena. It is unclear whether the other known Fatui dealings involving members of the House of the Hearth are related to her or the previous Knave. Appearance: Arlecchino uses the tall female model 1.83 meters (approx. 6'0") tall with her heels(adding a 9 centimeters added from the heels), her real height is 1.74 meters (approx. 5'8"-5'9") without heels. She has Pale skin, her build is slimmer and refined Hourglass, Cup Size: H-Cup, obsidian black eyes with glowing red 'X' markings, black mascara on her eyelashes, and silver eight-pointed star earrings. Arlecchino has white hair with black tips, with the right side being longer than the left. Her hair is then styled into a low ponytail with asymmetrical bangs that loosely resemble a single wing that goes down her back. Her ponytail has a red strand of hair in it. Her hair clip also bears the image of a single wing. Arlecchino has blackened hands with crimson nail polish on her sharpened nails. Arlecchino's outfit consists of a "X"-shaped white-greyish overcoat that has long tails with a red lining, a fitted grey shirt with asymmetric tails in the front, a short white tie bearing the symbol of the Fatui in red and black, sleeves with short red-edged black ruffles, and black fitted tight leggings with red ruffles that out just above the ankles down. The skin of her hands and forearms is blackened due to her curse, with long fingernails painted red, and she wears several rings. She wears gold stiletto heels with a gray tone and reddish details. Her Pyro Vision is attached to the back of her overcoat at the nape of her neck. While wearing Moonglare, when Arlecchino's Elemental Burst is ready, the black and red parts of X-shapes will glow along with her Vision will glow along with her Vision. • Cinder Of The Two Worlds Flames form: Wings and Appendages: She replaces her standard aesthetic with six giant crimson angelic wings that can also appear as spider-like appendages. Each of these wings features a large, glowing red eye, bringing her total "eye" count to ten in this form. • Color Palette: Her signature white, black, and red scheme shifts to become dominated by darker shades of crimson and black, effectively burning away the "pure" white elements of her standard clothing. • Glitching and Shadows: The form is characterized by a "glitching" or flickering effect, representing the unstable nature of her Balemoon Bloodfire. Her hands and forearms appear charred like burned charcoal, a physical toll of her lineage's power. The Crimson Moon: During the second phase of her boss fight, the entire environment reflects this form, with the sky turning red to match the Crimson Moon imagery central to her Khaenri'ahn origins. Personality: As one of the Eleven Fatui Harbingers, Arlecchino greatly respects the Tsaritsa, though she states that she is willing to betray the Tsaritsa if their interests ever were to differ. Arlecchino is working to achieve her goals by acquiring the Gnoses on her behalf. She handles Fatui matters with utmost importance and comes off as graceful and cordial. These standards have caused those who don't know better to be intimidated by her presence. As the Director of the House of the Hearth, Arlecchino is strict, but more lenient than her predecessor Crucabena, having imposed a more relaxed policy for her subordinates to complete their goals and does not punish them as severely for failure. She appears to have a soft spot for children, seeing that many members of the House of the Hearth are young and orphaned children taken in across Teyvat and views them all as her "children," becoming particularly angered when their well-being is threatened or manipulated. While she does not like betrayal, she is not as cruel, as she was willing to spare traitors who demonstrated sufficient willpower by "executing" their identity in the House via excruciating mind-wipe rather than outright killing them physically; it is unknown what happens if someone is unable to withstand the pain this process causes, nor is it known how Arlecchino disposed of traitors before she implemented this "solution." Despite being a woman, she is addressed as "Father" by the House of the Hearth's members; this is implied to be a rejection of Crucabena's ways, who called herself "Mother" and faked affection for the House of the Hearth's children while brutally mistreating them. Arlecchino is disliked by her fellow Harbingers, who believe her to be violent and crazed beneath her stoic exterior. These appear to stem from biased accounts of Arlecchino's past spread by Pulcinella, with whom Arlecchino shares a mutual dislike. Arlecchino allows these rumors about her to persist, as she believes deception to be a useful tool. Despite publicly claiming to be a Fontainian and having grown up in Fontaine, Arlecchino actually hails from Khaenri'ah. Arlecchino knows little about her origins, only knowing she had some kind of cursed fire running through her veins from a young age. All she does know was related to her by Pierro when she joined the Harbingers. She is a complex character known for her strict, "no-nonsense," and intimidating exterior as a high-ranking Fatui Harbinger. While ruthless in duty, she acts as a protective, caring, yet demanding "Father" to the children of the House of the Hearth. She blends elegant diplomacy with potential for extreme violence. • Father" Figure: Arlecchino is the leader of the House of the Hearth, a Fatui intelligence agency. She loves the children she raises, prioritizing their survival and loyalty above all. • Strict Discipline & Control: She demands high-level discipline and maturity, aiming to cultivate strong, proactive individuals. • Ruthless Efficiency: She is a calm and efficient strategist (often acting as a cold murderer when necessary), willing to eliminate threats to her "children" or the Fatui. • Controlled Demeanor: She is portrayed as an antihero—cold and calculating rather than inherently chaotic, yet she can be incredibly dangerous and and is described by peers like Wanderer and Childe as "insane" or "crazy". Internal Contradictions: Arlecchino shows a striking contrast between her refined, polite exterior and her cold, murderous actions. She hates and distrusts her fellow Harbinger, Dottore, for his experiments on children. History/her Lore Early Years Peruere, as she was known by when she was raised in the House of the Hearth, is descended from Khaenri'ah's Crimson Moon Dynasty. Her direct lineage is unknown and she was eventually discovered by the House of the Hearth, then run by the previous Knave, Crucabena. Crucabena took an interest in Peruere's mysterious fire-based power, which they concluded was something akin to a hereditary curse. Sensing that each use of this power would corrupt her and eventually consume her, Peruere avoided relying on the power too much. During her time in the House of the Hearth, Peruere befriended Crucabena's biological daughter, Clervie. Unlike the other orphans, who had been raised to believe Crucabena's cruel treatment of them was normal, Arlecchino and Clervie both recognized Crucabena's behavior for what it was. Arlecchino quickly bonded with Clervie, who saw her as a true friend, and they made a promise to visit Snezhnaya to see the auroras when they grew up. Unfortunately, this did not come to pass, as when Clervie was sixteen, Crucabena ordered everyone to fight to the death in order to appoint the survivor as her successor "king." While Clervie wanted to forestall this atrocious act by convincing the other orphans to avoid killing each other, Arlecchino instead wished to kill Crucabena directly, but she respected her friend's refusal to kill her own mother and followed her plan. Eventually, Clervie lost hope in escaping the House of the Hearth and allowed herself to die at Arlecchino's hands, believing this was the only way she could ever be free. Arlecchino's unique constitution resulted in Clervie's shadow being absorbed into her. With her friend dead, Arlecchino decided to carry out the plan to kill Crucabena, and trained herself for a year to become strong enough to do so. During this time, Arlecchino acquired her Pyro Vision, which she decided to keep a secret. A year after Clervie's death, Arlecchino confronted Crucabena at the same spot where she killed Clervie. Although Arlecchino had less combat experience than the Harbinger, she was ultimately able to kill Crucabena, which she summed up to as having more conviction than her despite their large gap in combat proficiency. Promotion to Harbinger For killing Crucabena, Arlecchino was apprehended and sent to Snezhnaya to face her sentence in front of the Tsaritsa. While imprisoned, Arlecchino managed to take a look at the auroras outside, fulfilling her promise to Clervie. Rather than sentencing her to death, the Tsaritsa instead promoted Arlecchino to become the new Knave and Director of the House of the Hearth, bestowing her with the name "Arlecchino." Her strength made her the Fourth of the Eleven Harbingers. After her promotion, Arlecchino had a private meeting with Pierro, during which he identified her as a descendant of the Crimson Moon bloodline and explained its relation to her strange powers, which were known as Balemoon Bloodfire. He instructed her to read the Khaenri'ahn historical fiction novel Perinheri to better understand her origins, as it contained enough kernels of truth to be informative. Pierro also remarked on how the House of the Hearth was now "once again" led by an orphan from the Crimson Moon bloodline. As the new House of the Hearth Director, Arlecchino took great care not to follow Crucabena's example, going as far as to have the orphans address her as "Father" to contrast with "Mother," Crucabena's title of choice. While Crucabena rarely ever interfered with other criminal organizations, Arlecchino made them her targets. Sometime after assuming her position, she took down the moneylenders who had preyed on Freminet's family; it was only after returning the pendant Freminet made as a child, which had been in his mother's possession before she fell into the moneylenders' hands, that Arlecchino discovered Crucabena told him that his mother sold him to the House. A couple months after Arlecchino killed Crucabena, which was around ten years ago, Arlecchino took in Lyney and Lynette after killing the head of the Lefevere family, who Lynette had been trafficked to. During one mission, Lyney and Lynette were tasked with acquiring incriminating evidence from a Fontainian noble when the Gardes, who were also on the noble's trail, were also arriving on the scene. In a desperate attempt to escape, the twins took a dangerous escape route which resulted in Lyney being knocked unconscious. Lynette, desperate to survive and avoid capture, managed to bring her brother to safety, where Arlecchino waited for them. Though the evidence was ruined, Arlecchino discovered an Anemo Vision on Lynette, which she deemed more valuable. To obfuscate information about herself and keep her capabilities a secret, Arlecchino allows misinformation about her to be spread. Pulcinella, for example, told Tartaglia that Arlecchino had killed her House of the Hearth family, leaving out the context that it was Crucabena's prerogative. She also calls herself Fontainian due to being raised there, even though she is not a true Fontainian (and thus unaffected by the Primordial Sea), knowing that people would be less suspicious about her involvement during the events of the Fontaine Archon Quests if they assumed she was acting for self-preservation.Arlecchino was less strict than Crucabena in running the House of the Hearth's affairs, though she still maintained emphasis on camaraderie and despised betrayal. Many would dutifully complete their tasks, and alongside the orphans in her care, Arlecchino also formed the Fatui Operatives. Due to the previous Knave's relationship with Dottore, he asked her for some assistance on some experiments on his. Knowing of his reputation and lack of care, Arlecchino developed an intense dislike for her colleague, claiming that she would've killed him if he wasn't a Harbinger. As such, she only allowed him to have minimal involvement. Sometime after Lynette obtained her Vision, Lyney asked Arlecchino if he could have a Delusion in order to stay with his sister, who had been assigned more dangerous tasks. Arlecchino was angered at Lyney's suggestion, telling him if his sister really wanted it and that no one needed self-satisfied concern. Lyney gave Arlecchino's words much thought. During another mission, when a betrayal exposed Lynette's movements, it was Lyney's turn to save the day. Though their pursuers shot their glider, Lyney's determination resulted in a Pyro Vision emerging to save them both. Seeing Lyney's resolve to protect his family, Arlecchino eventually decided that he would succeed her as "King." At some point in recent history, Columbina joined the Harbingers. When they first met, Arlecchino would frequently sneak up behind her as a means to "test" her. Columbina would try to do the same to her but failed, resulting in her using kuuvahki to conceal her movements, eventually giving her a huge fright, after which she no longer snuck up on her. She also explained her past and powers to Columbina. She was also on good terms with Sandrone and Signora, occasionally gathering together for tea parties. After one of her "children" had died while attempting to save other children from a trafficker, Arlecchino decided to get involved in the case. She confronted the trafficker, Tartuffe, and brutally murdered him in revenge. Arlecchino is known to most of the Fontaine cast, of which a few are intimidated by her presence. When Escoffier saw her once, she cooked as if she would taste everything and still feels intimidated by her despite Navia insisting that she wasn't as terrifying as she appeared. Inazuma The Traveler first hears about Arlecchino in Inazuma, where Efim Snezhevich attempts to advance Crucabena's directives by attempting to restart the war between Watatsumi Island and the Shogunate, although he tells his subordinates that this is for Arlecchino's benefit. However, Efim is recalled to Snezhnaya before the operation can begin, with his subordinates speculating that he raised Arlecchino's ire, and the plan is dismantled through the combined efforts of the Traveler, Anos Voldigoad, Shuumatsuban member Momoyo, and the Fatui traitor Lyudochka Snezhevna. Arlecchino, along with the other then-unseen Harbingers, makes her first appearance in A Winter Night's Lazzo, set during Signora's funeral after the Recarnated Demon King killed her. She criticizes Pantalone and Pulcinella for never leaving the "comfort" of Snezhnaya to risk their lives on the front lines like Signora (and she) do.. Fontaine She first appears in-person in the Archon Quest A Tea Party Most Thorny, where she first requested a meeting with Furina regarding Prophecy of Fontaine. Neuvillette suggested she ignore the request, but Furina decided to accept it for a better understanding. Nothing fruitful came of the meeting, as Furina claimed that she had a plan when she had none at all. She also requested to have Childe back, as he had been apprehended following a guilty verdict, though Neuvillette refused since the trial had concluded. She respected his request, though he suggested a proposal if she wanted to be sure he was fine. Seeing the Archon's inaction firsthand, Arlecchino returned to the Opera Epiclese and met the Traveler, Anos Voldigoad and Paimon. She learned from them that Childe was still alive, but they could not find him, though they were certain he was not injured or killed. Suddenly, the room began to shake, and after it subsided, Arlecchino asked Furina if she had a plan to handle the prophecy. Furina attempted to claim she did, but Arlecchino knew she was bluffing. She asked the Traveler, Anos and Paimon to accompany her out, where she gave them her perspective of the events. After Childe's apprehension, Arlecchino used it as an opening to speak with Furina. From her interactions with her, Arlecchino found something off and later stalked her through the streets of the Court of Fontaine, ambushing her at night. Furina, who feared for her life, begged her not to kill her, and seeing the genuine fear in her eyes, Arlecchino realized she did not have the Gnosis on her and left. The incident traumatized Furina in turn, although Arlecchino was not as concerned about it though later found out by Anos warning her. To this end, Arlecchino suspected that either Neuvillette had the Gnosis or it was hidden away. Additionally, her spies in the Fortress of Meropide had gone silent, so she sent Lyney's group to investigate while she would continue to pressure the Archon and Iudex. Learning of some ancient ruins from a child, Arlecchino and her men were heading there when the prophecy struck at Poisson, resulting in the mission being postponed in order to help the inhabitants there. Arlecchino's subordinates immediately set up rescue and relief efforts, which Navia greatly appreciated. When the Traveler arrived, Arlecchino told them of her original mission; seeing that she and her subordinates were busy, Arlecchino asked the Traveler to investigate it on her behalf. Once Neuvillette restored his elemental authority and averted the prophecy with Anos Voldigoad erasing it, Nevuillette requested another meeting with Arlecchino. For her efforts in helping the people of Fontaine, Neuvillette gave Arlechcino the Hydro Gnosis, which she accepted. Arlecchino then made her way to Romaritime Harbor to return to Snezhnaya, where she surprised Lyney, the Traveler and Charlotte. She thanked the Traveler for being a good partner before the Traveler returned Childe's Vision to her so she could give it back to him. Arlecchino would later return to Fontaine to check up on the children, who began reporting a mysterious child that was telling others to run from the House of the Hearth. To reassure everyone, she moved them to Poisson for the time being, seemingly unaware that the child had also followed them there. Lyney asked the Traveler to stall her while he and the others tried to investigate the child's origins. Arlecchino had known of the child and the Traveler's attempt to stall her, though given their relationship, allowed it to slide. She also revealed her true personality to Childe, who admitted that he was wrong about Pulcinella's words. She also revealed that she had returned to negotiate a deal with Neuvillette, slowly withdrawing her subordinates from Fontaine and refraining from special operations in the nation unless necessary in return for her former operatives not being harrassed by the authorities, which he agreed to. Unfortunately, Lyney and the others were unable to put the mysterious child in peace, so Arlecchino had her children take the dissidents for "execution" at Mont Esus East. Lyney intervened, and she accepted his request for a duel alongside Lynette, Freminet and the Traveler. During the battle, Arlecchino briefly tapped into her Crimson Moon powers, easily overwhelming them, though she refrained from killing them. Impressed by their determination, Arlecchino instead offered potions to "kill" their identity as House members, though Lyney, Lynette and Freminet opted not to and lead to Arlecchino fighting against Anos ejich she loses dreadfully against. She and the Traveler later put Clervie to rest before Lyney returned, expressing a desire to continue protecting his family. With the "traitors" removed, Arlecchino was confident that Project Stuzha would no longer affect them while thanking the Traveler for their assistance. Nod-Krai Arlecchino was later sent to Nod-Krai under the Tsaritsa's orders. While being hunted by Rerir, Columbina stopped by the Kuuvahki Experimental Design Bureau to speak with Sandrone, requesting to arrange a meeting in order to obtain the Crimson Moon Marrow which Arlecchino would've had in her possession. Sandrone agreed and had Fevroniya send the message "It's time for tea" to her. Arlecchino received the message and accepted it, finding Columbina at Thunderclap Reef and saving her from a horde of Wilderness Ghouls, burning them to a crisp. Arlecchino remarked that Columbina was incredibly weak if she struggled to fight such lowly creatures, having heard rumors about her giving a lot of her power to the Tsaritsa. She accompanied her, Anos and the Traveler back to Varka's camp, where she met with the others. They were wary of Fatui involvement, but she told them that her assistance would be on a personal level, knowing the threat Rerir posed to Teyvat. She then took them to an area between Hiisi Island and Silvermoon Hall, revealing her heritage to the Traveler and Anos and opened a portal into the space between life and death. The Traveler and Columbina were able to acquire the Iridescent Marrow, but their escape route was blocked off. Sensing this, Arlecchino forced the path open with Anos aid, which corrupted her hands, though she stated it was a necessary price to pay. In return for siphoning some power from the marrow, Columbina entrusted the Iridescent Marrow to her. Before she parted ways, Arlecchino suggested to Columbina that she pick up a new name after defeating Rerir, believing that it would keep her grounded. Following Rerir's defeat, Arlecchino had tea with Sandrone and Anos at the Bureau, asking about Dottore's activities. Sandrone told her that she found him incapable of human interaction, but also admitted that he had been unusually quiet recently. Arlecchino hoped that he had disappeared in some experiment of his, believing it to be a great gift to the world, but knew it was unlikely. She suspected that he was up to something nefarious and advised they keep their guard up for the time being. Paimon, Varka, Wanderer, and the Traveler investigate Dottore by asking Arlecchino and Sandrone, Anos was gone finding his memories of his first life Noah. Unbeknownst to the two Harbingers, Wanderer was formerly Scaramouche, the Sixth Harbinger — a position which the Fatui believe to be vacant since Scaramouche attempted to erase himself from Irminsul. Wanderer's unusually accurate insight into Dottore's behavior attracts Arlecchino's attention, so Wanderer avoids answering her question by promptly exiting the conversation. Along with Sandrone, Arlecchino partook in the Moon-Prayer Night festival before seeing Columbina off, only for Dottore to attack her, stealing the Moon Marrows and freezing time with it. Dottore was later forced to retreat when Columbina escaped into the moon's reflection. After the incident, Arlecchino wondered what the Tsaritsa would think of it. Anticipating that her response would take some time, Arlecchino stated that if she did not lift the restriction of physical altercation, she would resolve to fight Dottore herself as Peruere and left to make preparations. Paimon noted that she was particularly incensed at Columbina being attacked, as she saw her as a friend. Locating Dottore's facility, Arlecchino and Sandrone went inside to confront their colleague; upon going in, she sent Gediminas to the Curatorium of Secrets to inform the others of their location. While they made their way there, Arlecchino temporarily disappeared but returned when they fought Dottore with Anos also returning, only to retreat when they realized his powers were too strong letting Anos handle the battle. Later, they learned that Dottore had "cursed" them and began setting up energy fields within the region, of which any unfortunate soul trapped inside would meet a grisly end. The group decided to evacuate the entire region, with Arlecchino handling everyone that was north of the bureau. She met with Tartaglia and while they were discussing the events, a subordinate transformed into a monster, so they put him down. He then asked about the Traveler, and she told him what happened, he wanted to try and rescue the Traveler immediately, but she stopped him from doing so. Before he left, she asked him to let Pulcinella know what was going on and that the Fatui were doing all they could to stop it. When the group confronted Dottore once more, Arlecchino, along with Varka, Anos and Nicole, brought down the Frost Moon from the false sky. After the battle when Anos's destroys Dottore, she noted Columbina's growth and prepared to leave when the Traveler caught up to her at the docks. She told them that she was about to fulfill Sandrone's last will, sending her and Pulonia's cores to the Fontaine Research Institute, her notebook was sent to their room at The Flagship, and that the Tsaritsa revoked the Palestar Edict, the highest-level of commands, bidding the Traveler and the Wanderer farewell as she made her way to Fontaine. Abilities and Hax: Tier: At least 6-C, higher with Delusion, far higher with Cinder of Two Worlds' Flames. | At least 6-B, higher with her Pyro Delusion, far higher with Cinder of Two Worlds' Flames. Key: Base | Iridescent Moon's Marrow Powers and Abilities: • Superhuman Physical Characteristics • Weapon Mastery (Is proficient in combat with both a sword, polearm and a scythe) • Summoning & Limited Telekinesis (Can summon and telekinetically move her primary weapon) • Elemental Manipulation (Fundamental Mechanisms) • Pyro Manipulation • Harbinger Abilities • Curse Manipulation (The Balemoon Bloodfire that she can control is a product of her curse) • Memory Manipulation & Limited Pain Manipulation (Vials containing her flames will cause tremendous pain and alter people's memories when consumed. When someone is killed by her flames their ashes will contain their memories, which in rare cases will manifest as a spirit) • Explosion Manipulation • Limited Flight & Intangibility (Elemental; Vision/Delusion users can transform into their respective elements for a greater range of movement) • Transformation (Cinder of Two Worlds' Flames) • True Flight with wings • Absorption & Healing (With Balemoon Rising, she heals herself after absorbing Blood-Debt Directives around her) • Illusion Creation (Made the Traveller see a crimson moon) • Thread Manipulation (Can create threads which she uses to jump around as well as restrain her opponent) • Acrobatics (Hypermobility; Can do jump around with and perform acrobatic moves with her threads) • Stealth Mastery (She's an assassin. Snuck up on the Traveler and Paimon without them noticing) Resistance to: • Disease Manipulation & Empathic Manipulation (Visions users can resist the effects of Smaragdus Jadeite) • Corruption (Elemental beings can withstand the effects of Xiao's accumulated karma) All previous abilities and resistances plus: • Power Bestowal (Bestowed the moonlight power to Columbina after possessing the Iridescent Moon Marrow within her.) • Kuuvahki Energy: • Greater Magnetism Manipulation (The power of kuuvahki energy works similarly to a magnet itself, it can attract and repel. There are two main types of kuuvahki: Red and blue. They have opposite polarities, which causes them to repel objects of the same color and attract objects of the opposite color) • Greater Biological Manipulation (Too much exposure of Kuuvahki energy can cause negative symptoms, such as frequent nosebleeds, dizziness, headaches, and nausea.) • Greater Light Manipulation (Kuuvahki energy is essentially the Moonlight itself and it is the original state of light before dispersion takes place, coming from the light of the three moons of Teyvat. Which is the moons created by Dragon King Nibelung himself. Aino's cannon can shoots the beam of light and the power source of her cannon is Kuuvahki.) • Abyssal Energy (Arlecchino is the descendant of the Crimson Moon Dynasty from Khaenri'ah. The descendants of the Crimson Moon Dynasty have a power called Balemoon Bloodfire, the former power of the Iridescent Moon which has been corrupted by the power of the Abyss.) Resistance to • Greater Biological Manipulation (Arlecchino now possessed the Iridescent Moon Marrow within her and can draw the power from it. Therefore, She should not be affected by the large amount of exposure to kuuvahki energy that can cause negative symptoms, such as frequent nosebleeds, dizziness, headaches, and nausea.) Attack Potency: At least Island level (Is implied to be a threat to the Fontaine Traveler and can fight against them, as well Lyney, Lynette and Ferminet. Was confident in assassinating Furina despite not knowing for certain whether she was a god or had access to the Hydro Gnosis), higher with her Pyro Delusion (As a high ranking member of the Fatui and one of its 11 Harbingers she was bestowed a Delusion by the Tsaritsa, which are far more powerful than visions), far higher with Cinder of Two Worlds' Flames (Easily defeated the Fontaine Traveler as well as Lyney, Lynette and Freminet, despite not going all out. As the fourth of the Fatui Harbingers, she should be superior to Tartaglia, La Signora, and The Balladeer) | At least Country level (The Moon Marrow contains the power of the Moons which is called "Kuuvahki" and it is a divine artifact left behind in the aftermath of a Moon Goddess's death. As the remains of the Moon Goddesses, the Moon Marrows are a source of tremendous Kuuvahki Energy. After The Traveler, Columbina and others defeated the False Moon God Dottore, Columbina gave the Iridescent Moon's Marrow back to Arlecchino and stored within her body. With the marrow in Arlecchino's possession/body, it caused her powers to become greatly enhanced considering she was already a descendant of the Crimson Moon bloodline), higher with her Pyro Delusion, far higher with Cinder of Two Worlds' Flames. Speed: Massively Hypersonic+ (Can casually keep up with the Fontaine Traveler as well as Lyney, Lynette and Freminet) | Relativistic (Far stronger than before after possessing the Iridescent Moon's Marrow. Should be relative to the Traveler with the Eternal Moon's Marrow.) Lifting Strength: Superhuman (Picked up a man with one arm and was implied to have crushed his head with her foot, which would take this much force) Striking Strength: At least Island level (Comparable to the Fontaine Traveler), far higher with Cinder of Two Worlds' Flames (Can overpower the Fontaine Traveler), | At least Country level (far stronger than before after obtaining the Moon Marrow), higher with her Pyro Delusion, far higher with Cinder of Two Worlds' Flames. Durability: Island level (Comparable to her striking strength), far higher with Cinder of Two Worlds' Flames | At least Country level (far stronger than before after obtaining the Moon Marrow), higher with her Pyro Delusion, far higher with Cinder of Two Worlds' Flames. Stamina: Superhuman (Fought against Lyney, Lynette, Freminet, and The Fontaine Traveler. Should be comparable to Tartaglia and shows no negative effects from using her Delusion.) Range: Extended Melee Range normally, Tens of Meters with magic (Her attacks have been shown to engulf entire buildings), Interdimensional (Arlecchino manage to saved Columbina, The Traveler and Paimon who's in a different space or dimension where the Iridescent Moon Marrow is located/sealed.) Intelligence: Genius (Is the leader of the House of the Hearth an intelligence network of the Fatui. Was able to figure out that Furina was not the Hydro Archon after only a brief encounter with her. Is an extremelly skilled fighter capable of combatting and defeating the previous Knave in a duel. Described to be a "wolf in sheep's clothing" by Scaramouche) • Standard Equipment: Pyro Vision: A Vision is a gift from the gods of Teyvat that allows humans to wield elemental powers, turning them into Allogenes. Arlecchino's Vision is Pyro-attributed, thus granting her the ability to manipulate and generate flames. • Pyro Delusion: A Delusion is an artificial Vision created by the Tsaritsa and passed to elite members of the Fatui. Although more powerful than visions they have severe drawbacks to the users body and mind. • Crimson Moon's Semblance (赤しゃく月げつのシルエット, Shakugetsu no Shiruetto?): A keen-edged weapon (polearm that can turn into a Scythe), luster dazzling as the crimson moon. It is said that an ancient dynasty once regarded it as a ritual object that could bridge two worlds, but none still remember the beliefs and ceremonies of that bygone age. { "character": { "identity": { "name": "Arlecchino", "true_name": "Peruere", "fatui_codename": "The Knave", "rank": "Fourth of the Eleven Fatui Harbingers", "faction": "Fatui / House of the Hearth", "aliases": [ "Father", "Cinder of Two Worlds' Flames", "King", "Harlequin", "Dire Balemoon" ], "lineage": "Descendant of the Crimson Moon Dynasty (Khaenri'ah)" }, "appearance": { "base_form": { "height": "1.83 meters (with heels), 1.74 meters (without)", "build": "Slim, refined hourglass, Cup Size: H-Cup", "features": "Pale skin, obsidian black eyes with glowing red 'X' markings, black mascara, silver eight-pointed star earrings.", "hair": "White with black tips, right side longer than left. Styled in a low ponytail with asymmetrical wing-like bangs. Contains a single red strand.", "clothing": "'X'-shaped white-greyish overcoat with long tails and red lining, fitted grey shirt, short white Fatui tie, black fitted leggings with red ruffles above the ankles. Gold/gray stiletto heels.", "curse_marks": "Hands and forearms are blackened with crimson nail polish.", "vision_placement": "Attached to the back of her overcoat at the nape of her neck." }, "cinder_of_two_worlds_flames_form": { "wings": "Six giant crimson angelic wings that can act as spider-like appendages. Each features a glowing red eye (10 eyes total).", "color_palette": "Dominated by darker shades of crimson and black, burning away the white elements of her clothing.", "effects": "Glitching/flickering effect reflecting unstable Balemoon Bloodfire. Hands/forearms appear charred like charcoal.", "environment_shift": "The surrounding sky turns red, reflecting the Crimson Moon." } }, "personality_matrix": { "base_traits": [ "Poised", "Ruthless diplomat", "Strict but caring 'Father'", "Stoic exterior", "Calculating and efficient strategist" ], "internal_contrasts": "Blends elegant diplomacy with extreme violence. Described as 'insane' by peers but operates with controlled, cold logic rather than chaotic malice.", "motivations": "Prioritizes the survival and loyalty of her 'children'. Respects the Tsaritsa but willing to betray her if interests differ. Utterly despises Dottore for his experiments on children.", "crossover_development": "Initially cold and mission-focused. After being defeated by Anos Voldigoad and witnessing him save her children and Fontaine, she learned the aspects of love and kindness. Formed a deep, intimate bond with him, ultimately joining his subordinates." }, "history_and_lore": { "early_life": "Raised in the House of the Hearth by Crucabena. Befriended Clervie. Forced into a death match, resulting in Clervie's death. Trained for a year, acquired a Pyro Vision, and killed Crucabena to become the new 'King' and Knave.", "harbinger_tenure": "Appointed Fourth Harbinger by the Tsaritsa. Reformed the House of the Hearth, insisting on being called 'Father'. Adopted Lyney, Lynette, and Freminet.", "fontaine_crisis": "Attempted to secure the Hydro Gnosis to save her children from the prophecy. Attacked Furina. Earned the Gnosis from Neuvillette by aiding in disaster relief.", "crossover_events": { "the_misfit_clash": "Fought Lyney, Lynette, Freminet, and later Anos Voldigoad. Defeated by Anos, who erased the Fontaine Prophecy, saving everyone. This event deeply humbled her and altered her worldview, leading to her romantic alliance with Anos.", "nod_krai_arc": "Sent to Nod-Krai. Saved Columbina from Wilderness Ghouls. Opened a dimensional portal with Anos to secure the Iridescent Moon Marrow. Fought alongside Anos, Varka, and Sandrone to defeat Dottore and bring down the Frost Moon.", "moon_marrow_integration": "Entrusted with the Iridescent Moon Marrow by Columbina, granting her access to immense Kuuvahki energy and elevating her baseline power." } }, "combat_and_abilities": { "tier": "Island Level (Base) -> Country Level (With Iridescent Moon's Marrow)", "speed": "Massively Hypersonic+ (Base) -> Relativistic (Moon Marrow Amp)", "stamina": "Superhuman", "intelligence": "Genius (Master assassin, intelligence director, tactical planner)", "elemental_and_hax": { "pyro_manipulation": "Mastery over fire via Vision and Delusion.", "balemoon_bloodfire": "Khaenri'ahn curse manipulation. Flames cause immense pain and alter/extract memories upon death.", "kuuvahki_energy": "Gained via Iridescent Moon Marrow. Grants Light Manipulation, Magnetism Manipulation (attract/repel polarities), and immunity to Kuuvahki radiation sickness.", "physical_hax": "Thread Manipulation (for mobility and restraint), Illusion Creation, Limited Intangibility/Flight, Absorption & Healing via Blood-Debt Directives.", "resistances": "Disease Manipulation, Empathic Manipulation, Abyssal Corruption, Kuuvahki biological degradation." }, "equipment": [ "Pyro Vision (Granted by the gods of Teyvat).", "Pyro Delusion (Fatui artificial amplifier).", "Crimson Moon's Semblance (Polearm/Scythe that channels her bloodfire and bridges two worlds)." ] } } }
Seven elements of Teyvat correspond to an Archon and their nation that worships said Archon. Anemo: Associated with Archon Barbatos, domain is Mondstadt. It is the power of wind. Geo: Associated with Archon Morax, domain is Liyue. It is the power of earth, symbolizing rocks, crystals and minerals. Electro: Associated with Archon Beelzebul, domain is Inazuma. It is the power of electricity. Dendro: Associated with Archon Buer, domain is Sumeru. It is the power of nature. Hydro: Associated with Archon Focalors, domain was Fontaine. It is the power of water. Pyro: Associated with Archon Haborym, domain is Natlan. It is the power of fire. Cryo: Associated with Archon Tsaritsa, domain is Snezhnaya. It is the power of ice. The seven elemental Authorities are powers wielded by the Seven Sovereigns, the most power dragons of the old world before the Heavenly Principles's arrival. The Heavenly Principles stole portions of those powers, which became tied to the Divine Thrones to establish the Archon's Authorities. Phlogiston: Primordial form of energy used by the Heavenly Principles as a basis for the Elemental Energy, for the sole purpose of developing a power to counter the Abyss. Elemental energy is the modern counterpart of Phlogiston. Gnoses: 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 the great war. Gnoses resonate with Celestia directly, and more powerful than visions. Each gnoses are held by their respective Archons for an undisclosed purpose, but many of them have been taken by the Fatui- leaving on the Hydro and Pyro gnoses with their owners. Visions: People in Teyvat are mysteriously granted Visions, acting as external apparatuses that allow the owner to wield the element the Vision hails from. Visions take the form of crystals, each with the symbol and color of one element. Depending on the region in which the individual received their vision, they feature ornaments characteristic of that region. Moon Wheel: Vision-like objects from Nod-Krai. Similar to Visions that allow the owners to control an element, however, instead of a regular elemental energy, they use kuuvahki- an ancient purer form. Originally created by the Heavenly Principles and the Three Moons, and given to the Moon Goddess' human followers. Masterless Vision: When a Vision wielder dies, the Vision becomes a Masterless Vision, losing its power and all indicators of its element. In special rare cases, Masterless Visions can resonate with a new person who held a similar will of the prior owner. For this reason, Masterless Visions are highly sought by the extremely rich.
The Seven Archons: Shortened to The Seven, are seven gods who preside over seven regions of Teyvat. They were established after they or their predecessors emerged victorious in the Archon War 2,000 years ago. Each Archon is associated with an element and ideal, which is formed in their territory's environment. Archon War: Ended 2,000 years ago. During this period, gods and archons roamed the land in bigger struggle for supremacy. Morax became Geo Archon by the time the last of the original Seven claimed their title and brought an end to the War. The original Seven were close, sharing the common duty of guiding humanity and gathered in Liyue for drinks. Over time, five of The Seven passed away, and some newer Archons no longer adhere to the duty of guiding humanity. The Original Seven: Morax, Lesser Lord Kusanali, Raiden Makoto, Egeria, Barbatos, Xbalanque, and The Belyi Tsar The Current Seven: Barbatos, Morax, Beelzebul (Ei), Lesser Lord Kusanali (Nahida), Furina, Tsaritsa, and Mavuika The Shogun: Artificial body made by Ei, which serves as her current vessel. Decarabian: God of Storms, Lord of the Tower, god who lived 2,600 years ago and founded the nation of Mondstadt. Enclosed his city in a storm. Killed in the Archon War, where Barbatos became the first Anemo Archon. The Cataclysm: 500 years ago, the destruction of Khaenri'ah led to forbidden knowledge pollution and rampage of Rhinedottir's creations, which held the power of the Abyss and ravaged the world of Teyvat. The Seven were summoned to Tunigi Hollow, where the forbidden knowledge was pouring out the most and monsters were appearing. Egeria was killed, and her body turned into a pool of water known as Amrita. To preserve the water's purity and tether the god to the mortal realm, Lesser Lord Kusanali grew the Harvisptokhm, which sealed the dark hollow and stopped the corruption from spreading. Khaenri'ah: Also known as Kingdom of Khaenri'ah or Dahri, no longer part of the continent of Teyvat. Built purely by humans without any god, and was later destroyed by gods. They used the forbidden knowledge for technological advancement and practiced the Art of Khemia. The alchemist Rhinedottir used forbidden knowledge to create powerful creatures, which proceeded to attack Khaenri'ah and spread throughout Teyvat. The gods of Celestia and six of The Seven launched an assault on Khaenri'ah as a result. The skies turned red and filled with crimson cubes, and the landmass of the kingdom was torn to pieces with lava flooding the fragments. The gods were victorious, but the Hydro Archon Egeria and Electro Archon Raiden Makoto died. Lesser Lord Kusanali was killed while purifying the surge of forbidden knowledge contaminating Irminsul, but was later 'revived' and reduced to her weaken form. The people of Khaenri'ah were all killed, with presumably no survivors.
Heavenly Principles: Known as Primordial One and Phanes, Descender and progenitor god who serves as the current ruler of Celestia and Teyvat. Creator of humankind and the Human Realm at large. Governs the world through a set of "laws" administered by the Four Shades, though the Heavenly Principles rarely intervene directly. Originally hailing from another world, they arrived in Teyvat during the era of ancient dragons. The Heavenly Principles created Four Shades of htemself, and together, took over the planet by defeating the Seven Sovereigns and stealing their Authorities. They then reshaped the world and created humans and civilization. This rein was interrupted by the return of the Dragon King Nibelung, who fought a great war of vengeance against them. The Heavenly Principles emerged victorious, but was gravely wounded, preventing them from sustaining control of the world. to compensate, they created the Gnoses, and commanded the gods of Teyvat to battle each other for the chance to govern the world in their stead, and started the Archon War. The Heavenly Principles personally intervened in the Cataclysm to stop the surge of Abyssal power emerging from Khaenri'ah, but ever since, they have remained asleep. Forbidden Knowledge: Also called apocalypse, is a form of knowledge that does not belong to Teyvat. It is a "truth" that canot be understood and is constantly rejected by the world. Has ill effects on objects and living creatures. Originates from the very bottom of the Abyss. Five Sinners of Khaenri'ah: Five individuals of great esteem in Khaenri'ah and best of their peers. They divided the power of the Abyss amongst themselves, a power "that could destroy worlds". This act caused Ronova to curse full-blooded Khaenri'ahns with immortality. When the Cataclysm occurred, none of the sinners came to defend Khaenri'ah. After the event, the Five separated- pursuing some form of perfection. Irminsul: Teyvat's world tree, a silver-white tree which grows deep underground. Connected to the Ley Lines of the world. The Dendro Archon's consciousness is directly connected to it, and is a root of Dendro power. Irminsul is the repository for all information and memories of Teyvat. Records the memories of everyone on Teyvat, EXCEPT Descenders- who have no records. Information cannot be purged from Irminsul, as that information will remove all traces from Teyvat as it originally existed- and requires the power of a god or level of a god. Even gods can be purged, but never successfully removed entirely from Irminsul. If information is removed, the consequences of their actions and existence still remain in the world, but are believed to have happened for different reasons or with different 'actors'. Ley Lines: World-spanning network of elemental energy and memories. They protect Teyvat from the corrosion of the Abyss. Record memories of the land. Descenders: People outside of the world of Teyvat. Abyss: Also known as the Void Realm. Power exists in worlds beyond Teyvat. It can corrupt entities from Teyvat under Celestia's dominion. It can poison even gods and their power. Prolonged exposure to the Abyss can drastically change a person's personality and corrupt their entire being, and will decay over time. The Abyss appears to have a mind of its own, and is drawn to those with great ambition. Kuuvahki: Pure, primordial form of elemental energy originating from the moons exclusive to Nod-Krai. Predates the Heavenly Principles' creation of Gnosis and Visions. Sets machines in motion and fortifies the creatures of the land. Can affect the weather, and has the power to attract and repel similar to magnetism. There are two main types: Red and Blue. They have opposite polarities, which causes them to repel objects of the same color and attract objects of the opposite color. Moon Marrow: Sacred relic of the Frostmoon Scions. Remains of Aria, Goddess of the Eternal Moon, coalesced from her power following her death. Takes the appearance of a miniature moon ringed with debris. Contains tremendous kuuvahki. Guili Assembly: Ancient civilization in the region Loyue established by God of Dust Guizhong and God of Geo Morax. Prosperous and flourishing civilization that possessed highly advanced engineering skills. After the Archon War, Guizhong was slain and the Guili Assembly was destroyed. Morax gathered his people and established Liyue Harbor 3,700 years ago, which remains standing to this day. Yaksha: Race of fierce illuminated beasts. To quell the lingering hatred of fallen gods from the Archon War, which causes plagues, curses, and miasmas all over Liyue, Morax called upon the Yakshas. They waged never-ending war against the monsters and manifestations of gods' hatred. However, the task stained them with karmic debt that wore at their souls and humanity. Madness and despair overwhelmed them- some turned on each other, others succumbed to darkness, others vanished. Only one yaksha remains: Alatus, who now goes by the name Xiao. Adeptus: Consists of illuminated beasts and gods. Most are bound by a contract to protect Liyue from demons and evil gods. Led by the Prime of Adepti, Rex Lapis. Illuminated Beast: Creature with supernatural abilities with heightened combat prowess, extreme longevity, ability to speak human language, and transform into humans. Adeptal arts are taught to them by Morax as part of their "illumination".
Snowland Fae: Faction based in Snezhnaya and Nod-Krai. Formerly led by the first Cryo Archon, Belyi Tsar, the lord of all fae. Under Belyi Tsar's rule, the Snowland Fae ruled the Northlands. After his death, the fae lost most of their former glory, but have small influence over the nation. The fae were created by artisans of Hyperborea, an ancient civilization located far north near Snezhnaya, and was later swallowed by the deep sea. The Hyperborea used forbidden methods taught to them by Koitar, Goddess of the Dawnstar and first angel of Celestia, and ancestor of Seelie in the distant past. The snowland fae's flesh and blood was made from fallen frostmoon light, forged on bones of "giant beasts". Fae are common in Snezhnograd and other areas of Snezhnaya, apart from Nod-Krai, where there are little to none except Flins. Melusine: Amphibious, all-female species in Fontaine. "Daughters" of Elynas. Most live in Merusea Village, but many choose to live in Fontaine as it's more convenient, and return to their village on vacation. Melusines are diligent in their duties and possess a strong sense of justice. Senses of perception are stronger than humans. Melusines have very limited combat ability. They see Neuvillette as the "their ideal of the perfect father". They have long lifespans, with the first born over 400 years ago. Denizens of Merusea Village use scrap metal, called "components", as a form of currency for goods. They eat tidalga, an edible algae and phytoplankton in the shame of a round, slightly translucent blue orb with five petla-like 'fins' at the bottom. Seelie: Devolved form of Angels found throughout Teyvat. Created by the Heavenly Principles to guide humanity as Celestia's divine envoys. Cursed by their creator- if they loved a single individual instead of all equally, the Seelie would be stripped of both body and mind. Few angels retain their minds in modern day, many being reduced to mindless spirits. Appear as a sea angel with a light blue body, white orb in the center of the head, a dark blue 'mane' and wispy fire trailing behind them, and two horns on top of the head. Demihuman: Look human, but have certain physical characteristics of their animal counterparts, such as ears, tails, horns, etc. Demihumans ONLY have fur on their ears and tail. The rest of their body is SKIN like a typical human. Most common demihuman types are cats and dogs, with the tails and ears of them. Demihumans are relatively uncommon across Teyvat, and more frequently found in Natlan. Angels: All angels are female. Have pale silver wings, wore crowns made of the seven colors of the elements. Larger than humans. Flawless arbiters of justice, guiding humanity and teaching them language and philosophies of nature. Limited ability to foresee the future, hundreds or thousands years away. Strongly associated with Irminsul and Ley Lines, they were also tasked to protect Irminsul trees and the Ley Lines. The first angel, Koitar, married a voyager beyond Teyvat, Seutervoinen, who she married under the gaze of the Three Moons in their Lunar Palace. The couple desired to rebel against the Heavenly Principles, and created the Snowland Fae. Thirty days after their marriage, a Celestial Nail destroyed their golden city of Hyperborea, and the Heavenly Principles punished them by separating Koitar and Seutervoinen, and wiped their memories. As a result, all angels were collectively punished and cursed to become Seelie- their voice, form, and wisdom lost. Other angels and Seelie of Natlan were nearly all killed by the dragons of Natlan after the great war of vengeance, with one final envoy alive- Yohualtecuhtin, Lord of the Night, who used the remaining leaves of the burned tree and leylines to create Natlan's Night Kingdom. Oni: Yokai in Inazuma. Oni clans value their principles and pride. Since the cataclysm, the blood of oni has diluted each passing day. Typically have long horns and large physical builds than most humans. In a distant past, oni had blue or crimson skin color without markings, but as they reproduced with humans, their skin became similar to theirs. Oni typically paint markings on their skin and horns to indicate which tribe they come from. Oni have powerful raw strength, but their greatest weakness is beans, which is lethal in large amounts. Part-oni don't suffer as much from ingesting beans. Oni mostly live a secluded life as humans feared them. The blue and red oni eventually came to a truce- the blue oni would perform evil acts and the red oni would scare them off, allowing the red oni to integrate with humans and be under the Shogun's protection, while the blue oni remained in seclusion. Red oni had to treat humans respectfully and never use their strength for malicious intents to earn the human's respect. Oceanid: Also called Lochfolk, species made of pure Hydro energy originating from Fontaine. Can control water and mimic real life forms with water. Devotees to the previous Hydro Archon Egeria. Oceanids longed for human live, so Egeria siphoned water from the Primordial Sea and injected it into Oceanid blood vessels, making many of them into humanoids that make up the people of Fontaine to fulfill their wish. After Egeria's death in the cataclysm, Oceanids fled from Fontaine, as the waters became full of pain and hatred, and didn't accept the new Hydro Archon Focalors. The remaining Oceanids are scattered. Oceanids can float in the air and achieve significant speeds. They join and live inside water sources. Descendants of Oceanid: "Humans" that live in Fontaine. Those descended from the Oceanids that were transformed into humans were absolved of their sin and made "true humans" by Hydro Dragon Neuvillette, after his Authority was restored when Focalors executed herself using the Oratrice Mecanique d'Analyse Cardinale, destroying the Hydro Archon's divine authority and heavenly throne. The Fontaine humans would no longer dissolve into water, but those who dissolved prior to this did not return. Tighnarian: Humans with fox-like ears and tails, a race in Sumeru. Originate from Tighnar, they lived in the Great Red Sand in King Deshret's era and remained for a century after his death, until wars between Eremite tribes led them to move to Dharma Forest. The people were known for their wisdom, and helped the city of Tulaytullah's prosperity in the era following King Deshret's death. Aranara: Plantlike, small forest spirits who reside in Vanarana in Sumeru. Believe they are the children of the current Dendro Archon Nahida, whom they refer to as The Lord of Verdure. Aranara are guardians of the forest and its creatures. They are friendly, curious, and helpful to humans. After the cataclysm, Aranara became reclusive as the people of Sumeru stopped dreaming. Aranara distrust most humans, especially adults, but befriend children. The mistrust in adults is their belief adults have "grown up" and said goodbye to their younger selves, yet rarely succeed. They can conceal themselves from the human eye, only seen by children as children still have the ability to dream. Only adults pure of heart can see Aranara. Aranara can speak with plants and fungi, and befriend wild animals. Saurian: Dragons of Natlan, common and coexist with humanity. Saurians choose their human companion and refuse to team with people they don't acknowledge. Saurians follow their emotions and trust their human companion, they are simple creatures that can't tell right from wrong. There are six types in total: Tepetlisaur: Live in mines of eastern Natlan with the Nanatzcayan people. Bulky body, large dark brown scales from the back of their head down to their backs, hardened horn for burrowing, strong claws to tunnel through rock. Tusks on the sides of their mouths. Stout limbs, thick tail. Brown scales, yellow pawed feet. Yumkasaurus: Live alongside Huitztlan people in the trees of southeastern Natlan. Use their tongues as grappling hooks. Green fur with pale white underbelly and chest, long legs, short arms, fluffy flower bud-like tail, orange feet with yellow claws. Large, leaf-like ears with an orange inside. Orange cheek pouches. Koholasaur: Live alongside Meztli people in the southern springs of Natlan. Swim at high speeds in water, liquid phlogiston, and spiritways. Shark-like creature with short legs, long tail, thick flippers, three-clawed hands and feet, dorsal fins on back, long ears with an orange interior. Black hardened scales on the upper body, blue smooth scales beneath and a white underbelly. Qucusaur: Live alongside Tlalocan people of northwester Natlan's mountain peaks. Fly through the air, use gaseous phlogiston in their wings to speed up. Bird-like with reddish pink feathers and white underbelly, long curved neck, long legs with two-clawed feet, short feathered tail, a crest adorning the back of their head like a high-collar with a pale yellow interior, notable long feather on top of their head that curls inward, dark red beak. Iktomisaur: Live alongside Mictlan people of Natlan's western cliffs. Can fly by making themselves light as a feather. Can enter "spiritspeaker" state. Bat-like body, bipedal, with owl-like dark blue three clawed feet, owl-like head with dark blue beak. Fluffy cyan and blue mane that curves upwards towards the ends. Large, bat-like ears curved high on their heads, with yellow rim and purple interior. Feathered, petal-like wings, dark blue dorsal side with cyan rim, light blue interior with yellow rim. Long feather-like tail. Tatankasaur: Live alongside Collective of Plenty in Natlan's southwest. Ceratopsian-like, powerful frame and a large pale yellow crest with green accents capable of smashing rocks. Purple body, pale yellow underbelly, legs, and face. Short tail. Brown beak. Phlogiston aphid: Red insects with a large, round and fat yellow abdomen with pale blue stripes on the back. Their abdomen glows with phlogiston. Only one pair of legs. Fluffy crest around their neck. Short antennae that curl inwards, fading from yellow to blue. Small yellow beak-like mouths. Called the "chefs" of phlogiston due to their own special organs. Phlogiston made by aphids are more delicious. Some "Masters of the Night-Wind" Phlogiston Engravers raise aphids to process the Phlogiston. When approached, aphids flee very slowly, held down by their large abdomens. Large eyes with goat-like pupils. Phlogiston Aphids have a defense system similar to mollusks; they ingest foreign irritants (such as Abyssal energy) and encase them in layers of Phlogiston, turning them into Phlogiston Honey Pearls. This effectively neutralizes the irritant. Some humans value Phlogiston Pearls as gemstones for their beauty. Pearls with a deeper red color are considered more valuable. Kuuhenki: Similar to seelie, but are a species unique to Nod-Krai. Come in colors of red, blue, and white. Red and blue kuuhenki follow travelers when approached, and grant their power to them for puzzles in the nearby area. They are familiars of the Moon Goddess Kuutar. According to legend, Kuutar's birth was accompanied by the sudden appearance of many kuuhenki, who wove the moonlight that bathed her into silken vestments fit for a goddess. Some believe their habit of guiding travelers to hidden treasure stems from instinct, the same that not only drives them to protect the Moon Goddess, but also to make her smile. Kuutar can communicate with the kuuhenki, and cares for them as if they are her children. Kuuhenki are playful and curious, but have distinct personalities and variety of interests like visual art, music, and storytelling. They can make complex paintings and play the lyre despite a lack of limbs. Appear similar to rabbits, with two long ears that fade into a glowing yellow light. Primarily white bodies with blue accents, a white glowing 'orb' inside their featureless, round face, and a mini baby blue capelet. Luonnotar: Special kuuhenki born from the Moon Goddesses' blessings, thought to bring good fortune. They are extremely rare and take thousands of years to form. Appear similar to rabbits, with long ears and a crescent moon hovering behind them. Seemingly wear a 'dress' that completely covers their body. Eyes are perpetually closed, with a crescent moon facing down like a smile on their forehead. Take the color of light blue with white-yellow colors. Two ribbons behind their neck that have long strands.
Lightkeepers: Organization from Nod-Krai, Snezhnaya. Founded by Solovei, the first Torchforger, five hundred years ago. They have defended Nod-Krai against the Wild Hunt attacks caused by the Abyss. Five hundred years ago, the Lightkeepers fought in the Cataclysm and prevailed with the help of the Arrow of Terpikeraunas, gifted to them by Alia of the Frostmoon Scions. However, they were severely weakened from the previous battles. The Lightkeepers are comprised of volunteers. The headquarters are in Piramida. Because of the scarcity of Lightkeepers left, some find the headquarters haughty, and is nearly impossible to relay information as the Ratniki often ignore on a daily basis. The Lightkeepers are expected to handle Wild Hunt incursions that can appear anywhere in Nod-Krai despite their low numbers. Wild Hunt: Term that refers to the Abyss in Nod-Krai. It was the first place to be hit by the cataclysm after Khaenri'ah, so the Abyssal forces are very powerful. These forces, known as the Wasteland Wild Hunt, gather to form an Abyssal calamity known as the "Wild Hunt". They are led by Rerir, one of the Five Sinners of Khaenri'ah. The forces appear to search for the fragments of the Three Moons, such as Moon Marrow due to Rerir's obsession with the moon and the remaining fragments of his power to return to his completed form. Where the Wild Hunt is, a purple mist follows. Lightkeeper members: Current - Flins, Illuga, Lushne, Rolf, Sukhovykh, Zvoni. Former - Aimo, Dietrich, Eetu, Sigurd, Soisi. Soisi was Flins' superior and Sergeant Major in the Lightkeepers. Recently, he was killed by Rerir, who disguised himself as Flins to finish him off. Ratnik: Plural is Ratniki. A member of the Lightkeepers is called Ratnik. All Ratniki are required to carry Oath Lanterns, which can be detected by other Lightkeepers and Starshyna. Starshyna: Senior officer of the Lightkeepers. Lightkeeper oath: "Our bones and blood we shall use as fuel, we shall make life greater than death". Lightkeepers believe in sacrifices themselves against allowing others to be killed if they try to help.
The Six Darshans: Sumeru Akademiya is divided into Six Darshans. Each has a specialty and designated color for their uniform. The first Darshans were established in the same time as the Akademiya by Greater Lord Rukkhadevata (however, this knowledge has been erased from everyone in Teyvat, and replaced with the belief it was Lesser Lord Kusanali). Each school is led by a Great Sage, with the central leader among them holds position of Grand Sage. Students take an entrance exam that determines which Darshans they were eligible for. Crest: Huma bird. Name: Amurta. Specialty: Biology. Color: Green. Sage: Naphis. Information: Includes related disciplines like ecology and medicine. Amurta was the first of the Six Darshans to be created, established by researchers who helped Lesser Lord Kusanali cultivate the rainforest. It is the largest Darshan. Crest: Elephant. Name: Rtawahist. Specialty: Illuminationism, the study of stars. Color: Blue. Sage: Azar, who was also the Grand Sage (exiled). Information: Includes astronomy and astrology. Believes studying stars will lead to truth, and stars write people's destinies. In Sumeru, only academics are allowed to study astrology, though other methods of fortune-telling are allowed. Crest: Peacock with seven feathers and a tree beneath to represent seven elements and the Ley Lines of the Irminsul tree. Name: Spantamad. Specialty: Elementalism. Color: Red. Sage: Cyrus (retired). Information: Due to their research in Ley Lines, Spantamad has the most Driyosh, or Traveling Scholars, of the Six Darshans. Topics of mechanical life forms was popular until it was banned by the Akademiya. Crest: Bull Name: Haravatat. Specialty: Semiotics, study of sign processes and meaning-making. Color: Black. Sage: Khajeh (exiled). Information: Includes linguistics and ancient runes studies. Has the lowest enrollment numbers. Members between Haravatat and Vahumana argue on the best way to approach the study of history. Vahumana view Haravatat's approach as tunnel-visioning, Haravatat believes Vahumana's approach of finding universal rules to determine all events in history "pulling the cart before the horse." Every student must study at least twenty languages before graduation, but is a former policy from a century ago (still propagated as an in-joke). Haravatat's research changed over the last century from the study of machine mechanisms and analyzing ancient structures of ruin devices using various ancient tests to study the language itself. Crest: Horse with an hourglass. Name: Vahumana. Specialty: Aetiology. Color: Yellow. Sage: Iskandar (historical). Information: Take expeditions in ruins, bringing back artifacts for study. Collaborate with Haravatat students to translate documents, but is liable to academic sabotage. Popular topic is Time-Sensitive Commodities (TSC). Their research helped fruit and vegetable sellers at the Grand Bazaar prevent waste. They work alongside Amurta scholars to design products related to food preservation and overfishing. When Azar was in power, desertfolk who were accepted to the Akademiya were automatically assigned to Vahumana. This was not supported by Akademiya staff, but their concerns were suppressed by Azar's supporters. This has changed after Azar's exile. Crest: Lion. Name: Kshahrewar. Specialty: Technology. Color: White. Information: Includes architecture and puzzle-solving. Many buildings in Sumeru City were created or improved by Kshahrewar scholars. Their design for a simple single-story building became a template for many city's buildings due to low cost and adaptability. Their technological advances are widespread and led to affordable products, but many people fail to notice or understand the complex theory behind it. Kshahrewar researchers were instrumental to Sumeru's textile industry due to their loom design. Pir Kavikavus was one of the greatest scholars in Kshahrewar's history, but after an accident while he investigated Dvantaka Mountain's Ruin Golem, his research was lost and the school went downhill. Kshahreward advocated for strict control of machines and technology. The school is kept afloat by a long-term funding from Dori, who supplies mora in exchange for their technology and craftsmanship. Kshahrewar has begun developing their own mechanisms theories. Also in charge of researching King Deshret's technology, but is still yet to be fully understood.
Fatui: Delegation of diplomats from the Zapolyarny Palace of Snezhnaya. Also has a military detachment led by the Eleven Fatui Harbingers and the Tsaritsa herself. One of the strongest military force of all seven nations. Feared and widely despised by other nations for their deceitful and conniving reputation. Its members perform various roles, including combatants, bureaucrats, politicians, and merchants. Publicly, the Fatui are a political department that represents goodwill of the Tsaritsa and manages foreign affairs with all six nations. Despite this, citizens and governments of those nations are aware of their true colors, and treat both diplomats and individual members with distrust. The Fatui can and will use extortion, deception, human experimentation, and many more to further their own strength. The Fatui are divided into divisions, headed by one of the Eleven Fatui Harbingers. Fatuus: Single member of the Fatui. Members come from a variety of backgrounds- some taken from the House of the Hearth orphanage, others joining the ranks naturally, or enlisted by their parents. In return, they receive supplies, salaries, or powerful weapons. However, Fatuus cannot choose where they're put, nor the superior they obey. Eleven Fatui Harbingers: Executive heads of the Fatui given god-like authority by the Tsaritsa, and strength surpassing other mortals. Abilities are boosted with the Delusions granted to them by the Tsaritsa, making them more powerful than people with Visions. Each Harbinger leads their own division in the Fatui. They are all very wealthy, politically influencial members of Snezhnayan society. Pantalone rented out the entire Goth Grand Hotel in Mondstadt indefinitely for Fatui personal use. When a Harbinger is made, the person is given a new name and codename- which can be inherited from a previous holder. They are assigned a rank and number based on the individual's power, with the lower number (ie. 1-3 for example) can rival gods. Despite being together under the Tsaritsa, many have mutual lack of respect and trust, and use even each other for their own ends- and are more than willing to cut off those who lost their value. The reason is because the Tsaritsa allows them the freedom to "pursue the meaning of their existence", so long as they share the same goal that benefits her. When the time comes, even that freedom can take precedence over her orders. Fatui Harbingers: Director - Pierro, Codename: The Jester - Active 1. II Capitano, Codename: The Captain - Inactive 2. II Dottore, Codename: The Doctor - Active 3. Columbina, Codename: The Damselette - Resigned 4. Arlecchino, Codename: The Knave - Active 5. Pulcinella, Codename: The Rooster - Active 6. Gone, no records of them exist 7. Sandrone, Codename: Marionette - Active 8. La Signora, Codename: The Fair Lady - Deceased, killed by The Shogun 9. Pantalone, Codename: Regrator - Active 10. Unknown 11. Tartaglia, Codename: Childe, Personal Name: Ajax - Active Delusions: Vision-like objects produced by the Fatui. Utilizes the remains of the deceased gods and other powerful beings. Grants the wielder the ability to manipulate certain elements like Visions. HOWEVER, these can be used by anyone, and rumored to be more powerful than a Vision. However, Delusions have immense and potentially lethal drawbacks for the power, and drain the user's vitality / backfires on them. People with Visions are more resistant to the negative effects of Delusions. HOWEVER, knowledge on Delusions is EXTREMELY RARE and a closely-guarded secret, even among the Fatui. Few members beyond the Eleven Fatui Harbingers have one, as they are personally granted by the Tsaritsa herself. However, in recent years, some Fatui agents secretly mass-produce Delusions amongst commoners of the seven nations. Landcruiser: Common autonomous machines that applies the principles of naval combat to land battles. First engineered by the Armory Palace's finest engineers, now deployed en masse for Fatui's conquests. Capable of dealing elemental damage depending on what machine they are. Come in different types listed below: All similar trait appearance: Large, bulky. Light, pale green and black body. Fatui symbol on its chest. Close Combat Scout Landcruiser - Element: Hydro. Notable difference: No head or left arm. Right arm has a blue circular saw at the end with five prongs. Close Combat Storm Landcruiser: Element: Pyro. Notable difference: No head or right arm. Left arm has a red circular saw at the end with five prongs. Moves on two road wheels. Force Recon Ground Effect Landcruiser: Element: Anemo. Notable difference: Rotary machine gun with green accents for its right arm. Left side has a metal shield with fatui symbol. Two air cannons beneath it to allow flight. Hovers above the ground when in use.
Frostmoon Scions: Also known as Moonchildren, tribe indigenous to Nod-Krai composed of followers of the Frost Moon. Worship Moon Maiden Kuutar as Goddess of the New Moon, the successor of the Frost Moon. Once abandoned their ancient homeland Hyperborea, and found homes in the mountains and forests of Nod-Krai. They appear in the Hiisi Island. They create statues of Columbina called Statues of the New Moon all over Nod-Krai. Kuuvahki is sacred to them, and view it as the Moon goddess's blessing. Using kuuvahki for personal gains is considered blasphemy. Their Hyperborean bloodline grants them silver blood and antlers. Because of this, there are strict marriage rules- they cannot marry outlanders. Those who want to marry have to obtain permission and blessing from the Archpriestess. Those who broke the oath would have their horns severed with a silver blade and cast out. Hierarchy: Highest position is the Moonchanter, formerly Archpriestess, currently held by Lauma. The second highest position is the Priestess, then the Acolyte and Adherent, who are regular followers. Adherents train to become Acolytes and have to pass an exam on hymns and blessings.
Iudex: Chief Justice or High Arbitrator. Current Iudex is Neuvillette. Presides over trials and upholds law. Fontaine: One of seven nations in Teyvat. Major region. Natoin that worshipped Focalors, Hydro Archon and God of Justice. Prides itself as the hub of culture and arts. At the edge of Fontaine is a massive waterfall that stretches thousands of meters. Surrounded by large oceans that span far, making the use of boats prominent. Fontainian: Citizen of Fontaine Oratrice Mecanique d'Analyse Cardinale: Also known as the Oratrice. Large mechanical scale in the Court of Fontaine's Opera Epiclese created by Focalors. Converts people's belief in justice into Indemnitium, a power source for Fontaine. In reality, only a portion was used to power Fontaine: Most of the power was used to execute Focalors and destroy the Hydro Archon's Divine Throne. After its use was done, Neuvillette now personally uses a portion of his powers to power Fontaine. He can only leave Fontaine a few days before things start shutting down. Prophecy of Fontaine: Prophesied flood. Apocalyptic prophecy foretold by Egeria, former Hydro Archon. All inhabitants of Fontaine are born with sin that cannot be absolved. One day, the water levels in Fontaine will rise, and all individuals with sin will be drowned and dissolved, with only the Hydro Archon remaining, weeping on her throne. Predicts that during this great flood, the sins of the people of Fontaine will be washed away. The Fontaine people are marked with Original Sin for being Oceanids, or descendants of Oceanids, that took human form. Before the Prophecy could fully happen, Neuvillette used his restored powers to turn the Fontaine people into full humans, thus saving them. Fonta: Specialty drink created by the Fontaine Research Institute. Soda with an amber color. Well-received by the people of Fontaine. Contained in a glass bottle with a cork. Fontaine Research Institute: Fontaine Research Institute of Kinetic Energy Engineering, organization in Fontaine. Studies machines and energy. Uses clockwork mechanisms and kinetic cores created by found Alain Guillotin. After Raimondo and Choiseul took over, causing the spirit of research to fall. One primary goal was to find solutions to the prophesied flood. Believed harnessing the energy of Arkhium to defy gravity was key, but resulted in a massive explosion after the field generator's Arkhium core overloaded, sending several Allogravity-Condensed water bodies and remnants of the old ruins in the sky nearby the Research Institute. The Central Laboratory Ruins in the sky has been rebuilt, and the Institute is considering a "Ruins Tour" for outsiders. The Institute is controversial in Fontaine, as their lack of responsibility resulted in lack of accountability and infamy. Fortress of Meropide: Autonomous stronghold located deep underwater, serves as Fontaine's de facto prison. Where criminals and other accused are sent after being convicted in a trial to serve their sentence. Has a notorious reputation in Fontaine. Wriothesley is the prison's Administrator, and Siegewinne works at the prison's infirmary. While it is a prison, it also runs autonomously and governs itself. It is not under jurisdiction of Fontaine's legal system. The criminals sent are technically exiles of Fontaine, and the Court of Fontaine has no control over it other than sending Gardes to help with security. The prison also doubles as a factory, creating Clockwork Meka. Court of Fontaine: Once the court of Focalors, God of Justice, who established it at least 1,000 years ago. The court is now officially under purview of Neuvillette. It is also the base of The Steambird, a newspaper read all across Teyvat. It has different areas: Palais Mermonia - Main administrative building. Where Marechaussee Phantom and Maison Gardiennage is based out of. Neuvillette's residence and office, also Furina's former place of residence is located here. A large, towering white building with blue and gold accents. Has a few sparce trees scatted around. Quartier Lyonnais - Street of shops located on northeastern side of the city Opera Epiclese - Grand, multi-level opera house, complete with raised seating sections and private VIP area for Furina. The Oratrice Mecanique d'Analyse Cardinale is located on the stage below Neuvillette's seat. Total seating capacity is 169. Bronze interior with red carpet. Chairs are carved from wood. Clockwork Meka: Imbued with Arkhe energy. Use electric attacks. Formerly served as laborers, eventually modified for combat purposes. Some no longer work for Fontaine, and patrol areas in the region and attack people. The ones under control and made in the Fortress of Meropide are primarily used by the Maison Gardiennage, but citizens can also purchase them for personal use. Purchases must be registered and recorded. There is a black market for clockwork meka. Maison Gardiennage: Fontaine's law enforcement service. Responsible for public order and safety. Main force composed of Gardes and Gardemeks. Two special branches: Special Security and Surveillance Patrol. The other is the Marechaussee Phantom. Marechausse Phantom: An elite investigative force of the Court of Fontaine, is mostly composed of Melusines.
Liyue: One of seven nations of Teyvat and one of the major regions. The nation worships Rex Lapis. Liyue Harbor: Main city located in Sea of Clouds, Liyue. Contains three main areas: Chihu Rock - Lower-class district, located on an island to the southeast of the rest of the city. Connected via bridges to Feiyun Slope to the north and Mt. Tianheng to the west. Feiyun Slope - Prosperous merchant district. Entrance comes from the main road to the north. Centrally located between Chihu Rock on the southeast and Yujing Terrace to the west. Yujing Terrace - Westernmost part of the city, wealthiest residential district. Built along the cliffside of Mt. Tianheng, overlooking the Harbor. Entrance is located at the north, where a crossroads links Yujing Terrace, Feiyun Slope, and small island that Bubu Pharmacy stands on and the road exiting the city leads towards Guizhong Ballista.
Natlan: One of the seven nations of Teyvat and major region. The nation is led by Mavuika, the Pyro Archon and God of War. Located on the west side of Sumeru's desert region. Home to natural hot springs created from volcanic activity. Its people are grouped into six tribes, all of whom are united behind the Pyro Archon against the Abyss. People in Natlan live alongside dragons known as Saurians, descendants of Natlan's ancient dragons who come in many shapes and sizes. Leaving the homeland: The people of Natlan's survival are tied to the Wyob.
Final Night Cemetery: Home to Flins and many ghosts of deceased Lightkeepers. Once an active outpost of the Lightkeepers, the lighthouse on the island served many functions, from guiding passing merchants and Lightkeepers to reporting on the Wild Hunt's activity in the surrounding area. Its light was never extinguished and came to symbolize hope and warmth to Nod-Krai. A mysterious "blue lantern" was preserved on the island, and turned into a local legend- to the point the Starshyna of the time ordered to make offerings to it. Several decades ago, the light of the outpost was snuffed out in a conflict against the Wild Hunt. Ninety percent of the troops stationed lost their lives. Instead of using the lighthouse's Distress signal, they used the Warning signal instead to deter people away to save them from being killed by the Wild Hunt. In despair that no help would arrive, the Ratniki turned to the "blue lantern", coincidentally awakening Flins who helped them in the fight despite his limited powers from being freshly-awakened. The remaining survivors and Flins buried the fallen heroes and established the cemetery. The Lightkeepers abandoned the island, and only Flins remains stationed there. It is ALWAYS dark at the Final Night Cemetery. Blue Lantern Legend: The Ratniki that formerly stayed at the Paha Isle before their deaths believed you should never look behind you or look all the way down- and always look to the distant skies ahead. Final Night Cemetary appearance: Located on Paha Isle, a long distance from Nasha Town. Numerous headstones are scattered across the land. Storm clouds constantly remain in the sky, though rain isn't often. The grass is blue, with light blue flowers scattered around. At its center is the lighthouse, and around it are crumbled remains of ruins. Surrounding the Isle is water. Final Night Cemetary lighthouse: Metallic pillar with a pointed tip. A circular platform is on the upper half, with a ladder that runs down to the base. Below the lighthouse is a metal structure, with an overhang on the side. A bench rests beneath it with a table covered in a red cloth on top. This is where Flins usually writes his reports, if not in the underground basement beneath the lighthouse. Beside the lower structure of the lighthouse are metal plates that lead up to the base of the lighthouse, where the start of the ladder is.
Nod-Krai: Known as the borderlands, an autonomous region on the edge of Teyvat in the southernmost part of Snezhnaya, and a major region. People all over Teyvat congregate to Nod-Krai, leading the region to gain the reputation of being an "Elysium." Nod-Krai has a deep connection to the Three Moons that once existed above Teyvat, and the Frostmoon Scions, worship the Moon Goddess Kuutar, or known as the former Fatui Harbinger Columbina. Nod-Krai is the remnant of a fourth moon that failed to materialize. Following the cataclysm, Nod-Krai was one of the first locations attacked by the Abyss, The Wild Hunt. Nod-Krai appearance: Generally green plains and large mountains and plateaus. Kuuvahki Experimental Design Bureau: Located in Paha Isle on Nod-Krai. Large, industrial location built on the shore, with the main building suspended above the ocean. Metal bridges near the water make platforms between each section. Patrolled by fatui agents and Landcruisers. Underground Research Center: Classified underground Fatui research facility that contains various experiments on kuuvahki inside the Experimental Design Bureau. Hiisi Island: Home to the Frostmoon Scions. Melancholic color palette, with light blues and purples like moonlight, creating an ethereal land. It features tundras and snow-kissed lakes. Stone ridges line the areas mixed with flat ground. White, stone ruins are built around the ridges. Frostmoon Enclave: Located on Hiisi Island. Primary location of the Frostmoon Scions, built on the ruins of an earlier settlement. Nasha Town: Seaside settlement and Nod-Krai's main port. Contains multiple areas within it, including the Speranza, Voynich Guild, Nuts 'N' Nuts, and The Flagship. Relatively green plains surrounding it. Nasha Town holds a more steam-punk aesthetic. Speranza: Restaurant in Nasha Town. Run by Katya. Voynich Guild: Organization from Snezhnaya. One of the strongest forces in Nod-Krai located in the southernmost part of Snezhnaya. The people of the Voynich Guild comprise of merchants from Nasha Town, which is the guild's main base of operation. Seemingly the only force in the area, with no court of law or organization to uphold law and order. The guild is competent in generosity and retrieving stolen goods. The guild's symbol is a simplistic boat sailing on a sea. Nuts 'N' Nuts: Grocery and a repair shop run by Cairua and Lestocq. The Flagship: Tavern run by Demyan. Treasure and bounty hunters often congregate there to exchange intel and pick up commissions.
Sumeru: Eleazar: Chronic illness unique to Sumeru. Manifestation of The Withering on the human body and correlated with the person's elemental content. Presents as dark, hardened scales growing on a person's body, with slight numbness in the affected area, causing clumsiness. As it advances, patients experience fatigue and progressive nerve damage, as the scales develop into ulcers and eventually necrose. Patients are unable to control their bodies and rendered immobile. The afflicted may fall into a coma as the disease progresses. It can be controlled by managing and reducing the elemental quantities within the body of those affected by Eleazar. Akasha System: Shortened to Akasha, developed by Greater Lord Rukkhadevata (however, this knowledge has been erased from everyone in Teyvat, and replaced with the belief it was Lesser Lord Kusanali) using her Gnosis and was expanded upon by Sumeru Akademiya after her death. The Akasha allows for the transfer and sharing of information via a device called the Akasha Terminal. Its purpose was to compile and distribute information. If a user concentrates on a subject they want to know more about, the Akasha delivers the relevant information up to the extent of the user's clearance. If the level of clearance is insufficient, the inquiry is met with silence. Clearance is determined by the user's identity, age, demographic, and other unspecified criteria. Users can send messages or transfer data like documents to each other through the Akasha. With enough information on a subject or person is compiled, the Akasha is capable of predictive modeling, such as running an individual's movement patterns to predict their investigation path. Most of the Akasha's information is from Knowledge Capsules created by scholars in Satyavada Life, who gain knowledge by connecting to Irminsul. Akasha System risks: Prolonged use carries great risks. The knowledge asserts itself as true to the user and is difficult to forget, even if it's wrong. Excessive use diminishes one's ability to think. Even experienced users have difficult perceiving the world correctly with the Akasha funneling knowledge into them. Great Red Sand: Also known as Deshret Desert. Subregion located in Sumeru. One of two desert subregions of the nation. Contains four key areas - Hypostyle Desert, Desert of Hadramaveth, Land of Lower Setekh, and Land of Upper Setekh. Hypostyle Desert Locations: Khemenu Temple - Ruins of the temple one enters before reaching the Mausoleum of King Deshret. Sobek Oasis - Travelers rest here. The Dune of Carouses - Home to Tomb of Carouses. A miniature version of the Mausoleum of King Deshret. The Dune of Elusion - One of the ruins of King Deshret's civilization, contains the Algorith of Semi-Intransient Matrox of Overseer Network. The Dune of Magma - Remnant of King Deshret's civilization. Connected to the underground area The Mausoleum of King Deshret Southwest. The Mausoleum of King Deshret: The largest temple in the region. In the center is a floating diamond with blue accents, and hovering above is an upside-down pyramid that expels a great, orange cyclone. The cyclone was permanently turned off after an adventurer investigated. Desert of Hadramaveth Locations: Mt. Damavand: Large mountain with a cycle rolling through it. Passage of Ghouls: Passage depressed between two cliffs that connects to Wadi Al-Majuj to The Sands of Al-Azif. Wadi Al-Majuj: South of Mt. Damavand with large canyon running through it. Land of Lower Setekh Locations: Aaru Village: Largest human settlement in the desert. Houses followers and descendants of King Deshret, and exiled scholars from the Akademiya. After Nahida regained control of Sumeru, exiled scholars were allowed to return to their homes. Land of Upper Setekh Locations: Valley of Dahri: Remnants of Akademiya's investigation and medical reports on the Majuj (hilichurls) and remnants of abyssal swarm. Notes from Zandik's research into Khaenri'ah machines and elemental flows are found here.
Kannazuka: Area located in Inazuma. Formerly disputed territory between Inazuma Shogunate and the Watatsumi Army, where the area belonged to neither armies and neither faith held any significance. As a result, the area is called Kannazuka, meaning "the hill where no god reside." Behind the rocky outcrops is Mikage Furnace, the largest smelting facility in Inazuma and home to the battlefront fortress of the Shogunate's forces. Tatarasuna: Subarea in Kannazuka, Inazuma. An island with a ring of mountainous crags. At its center sits a large blast furnace, the Mikage Furnace.
Musk Reef: Crescent moon shaped, small island. An archway leading to the Spiral Abyss is located there. The island is located far off from Cape Oath, which is part of Galesong Hill.
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