Aliases: Great Adventurer of the Realms, Dodo-King, Defender of Old Mondstadt, Mother of the Most Adorable Klee, Sustainer of the World's Borders, Merry-Witch, Founder of the Hexenzirkel, Elder of the Hexenzirkel, Goddess of Creation (by Simulanka people). • Alice also known by her codename "A," is a mysterious, powerful, and eccentric adventurer in Genshin Impact, known as Klee's mother, the author of the Teyvat Travel Guide, and a member of the Hexenzirkel (Witch's Circle). Though she rarely appears directly, her influence is felt through her inventions (like Dodoco), her writings, and her role in various limited-time events, where she is revealed to be a genius polymath with immense power and knowledge, possibly from outside Teyvat. A legendary adventurer, polymath, and "Witch of the Winds". Appears through her writings and recordings, often leaving behind puzzles and challenges for the Traveler, such as in the Golden Apple Archipelago event. Alice is an adventurer who belongs to a long-lived elven race and is at least 500 years old herself. She has allegedly seen the entire world and possibly even beyond, based on the description of Wings of Feasting, her reference to the Rubicon, and her narration of Aloy's Collected Miscellany in Dainsleif's place. While it is unclear what Alice does on her adventures besides satisfying her personal curiosity, she comments that "Teyvat's borders have grown fragile these past two years — looks like Mommy's going to have to get busy" as to why she had to quickly leave her family again after delivering the Wings of Feasting. Like others were on other worlds, Alice was wary of Skirk's link to Surtalogi, but took the time to talk to Skirk and relaxed her attitude on that afterward. Skirk refers to her as the "Sustainer of the World's Borders," and states that Alice tolerates her presence but made her promise not to interfere too much with Teyvat's affairs. When Skirk asked why, Alice explained that many ecologists find it emotionally overwhelming to watch predators and prey in nature but still choose not to intervene — allowing the laws of nature to take precedence. In Alice's words, "some call this being a callous observer, but I think it's merciful at the same time." Alice would eventually introduce Skirk to Dori, her regular purchaser, to whom Skirk drops in on occasion to vendor items when she needs Mora. Alice's immense magical prowess has led Albedo to call her a "near-omnipotent sorceress," while Diluc states that she is the only other person besides Venti, the mortal form of the Anemo Archon Barbatos, who could have arranged the events at the Golden Apple Archipelago during Midsummer Island Adventure. Mona also speaks favorably of Alice's skillset and sought out Alice's successor — Klee — in hopes that their combined knowledge would be enough to read the Traveler's fate, failing to anticipate the possibility that Alice had not passed any of her magical skills on to Klee, or that she would be a young child. She also states that the Narukami Pillars on Yashiori Island, which suppress the Tatarigami and were allegedly created by the Raiden Shogun, were created with techniques that are "quite familiar to [her]." It is strongly hinted that she intends to teach her daughter magic one day, but only once Klee is ready. After Klee's birth, she had the Knights of Favonius relocate a spellbook into the restricted section of the Mondstadt library so that Klee could not read it, or it would "spoil the surprise." Alice touts a commendable number of skills and contributions to the world of Teyvat, which includes but is not limited to: Astrology • Alchemy • Creating puzzles and Hydro Barriers throughout the Golden Apple Archipelago • Explosives-crafting • Creating Dodoco, an explosive doll which she taught Klee how to make • Inventing a phonograph • Inventing the Temari game • Potion-concocting • The ability to extend a human's lifespan through magic, which Andersdotter refused • Testing various scientific endeavors and engineering projects, although most of her known attempts ended in failure Inventing a long-distance instant communication device Alice appears in a multitude of outfits and forms, debuting and communicating through both an inanimate phonograph and teacup set on several occasions. She then makes an appearance in the form of a Dodoco, designed in her likeness with a red hue covering it's tail and wearing a distinct red, black and gold witch hat. Her real form is In her physical in-game debut, She has long blonde hair that flows past her shoulders, partially veiling her eyes, and has distinct elf-like ears identical to her daughter Klee. Alice is portrayed as a tall (5'7) slim woman with a uniquely designed outfit, bearing similar design elements to her illustrated portrayal. She wears a large, hollow golden frame atop her head that resembles a witch hat with various red gemstones inside the frame, with most of the gemstones holding her hair in place behind her head to resemble the tip of a witch hat. She wears a long red, blue and white dress with long sleeves and a collar at her neck held with a heart-shaped gemstone. She also wears a lower half that flows behind her legs, decorated with blue gemstones and golden accents forming a Hexenzirkel-shaped design at her torso, and white stockings that cover her legs just below her waist. Like her illustrated design, she has long blonde hair that splits into two braided segments, tied into reddish-pink tips at the end with floating white rings and a singular Dodoco on her left braid. She has red-orange colored eyes with flower or clover-shaped irises, similar to the flower or clover motifs seen on Klee. She also possesses a Pyro Vision, seen in a golden case dangling from her witch hat-like accessory. Personality Alice is an exceptionally intelligent, enigmatic, and eccentric legendary adventurer in Genshin Impact, renowned for her "mad scientist", eccentric, carefree, and "batshit crazy". personality. She is cheerfully chaotic, incredibly powerful, and highly destructive, often conducting reckless experiments on Hilichurls and modifying landscapes (e.g., the Golden Apple Archipelago) while showing little concern for the consequences. Eccentric and Destructive Genius: Alice often pursues dangerous or destructive experiments, such as proposing to launch Hilichurls to Celestia or re-engineering landmasses. She possesses immense knowledge in alchemy and technology and is one of the most powerful members of the Hexenzirkel. Mad Scientist" Approach: She is often described as having a detached, "mad scientist" syndrome, where she acts without considering the negative implications of her actions on others. She is not purposefully cruel but is largely careless and considers such chaotic events amusing. Her writings in the Teyvat Travel Guide reveal a childlike spirit. She often acts on whims—like blowing up ancient ruins just to make them "look more ancient"—without considering the permission or safety of others. • Supreme Confidence and Adventurous: As a renowned traveler, she is highly confident, often leaving her mark in locations, such as reforming the Golden Apple Archipelago for her daughter. As a "near-omnipotent" sorceress, her confidence is absolute. She doesn't feel the need to prove herself, which can come across as arrogance to those who are intimidated by her immense power and reckless experiments. • Ethically Ambiguous & Socially Chaotic: Her, often, "menace" persona stems from her disregard for local norms or life forms that she doesn't consider to be directly important. She is known to give people items with chaotic consequences, such as in the case of the NPC Echo. She has a history of causing trouble, such as ruining a man's life in Liyue with a "cure" for stuttering or making a young Yae Miko cry. However, she is often genuinely confused when people make a fuss over these events, suggesting a lack of social awareness rather than intentional condescension. The "Final Boss": She is described as a near-omnipotent force who calls herself the "final boss" of the world, implying her power level could rival the gods of Teyvat. • Mother of Klee: She taught Klee the art of explosives, which are derived from her own chaotic nature. • Author of Teyvat Travel Guide: She documented her travels in this guide, which provides insight into her eccentric nature. • Member of the Hexenzirkel: A powerful coven of witches. • Friendships: She has strong, albeit potentially complicated, relationships with high-level beings like Barbatos, Nicole, and Rhinedottir. • Deeply Nurturing, Yet Distant Parent: Despite being frequently away, she loves her daughter Klee, referring to her as her "pride and joy" and keeping in touch via Dodoco communication. She encouraged Klee's independence and love for explosives. History Alice met Nicole when she was still a child, known as the "little merry-witch." After listening to Nicole's stories, Alice invited her to join a newly formed group she had just come up with, the Hexenzirkel, effectively making Nicole one of its earliest members. At the time, Alice enthusiastically described it as a club that would become the "funnest, awesomest, best" in all of Teyvat. At an unknown point later in the past, Alice also became acquainted with the Khaenri'ahn alchemist Rhinedottir, who would eventually join the Hexenzirkel as well. The two developed a close enough bond that Rhinedottir later sent her apprentice and creation, Albedo, to seek Alice out for help with his final assignment. Alice then brought him to the Knights of Favonius in Mondstadt, believing they had the resources to build a large research lab for him. Alice became acquainted with Yae Miko at some point, calling the over 500-year-old kitsune a "little girl" and recounts in the Inazuma edition of the Teyvat Travel Guide how easy it was to make Miko cry. Alice also mentions Asase Hibiki as "that killjoy shrine maiden" and Neko as "that fat cat," further indicating that she traveled to Inazuma after the cataclysm 500 years ago. Sometime after the cataclysm, Alice met the Oceanid Idyia in Sumeru, who had fled Fontaine after the death of the previous Hydro Archon Egeria. Alice granted her wish to be away from everyone else and sent her to the desert with the Veluriyam Mirage domain. When Hexenzirkel member I. Ivanovna N., also known by the codename "J," was about to get married, Alice and the other Hexenzirkel members sent her an invitation in the form of a riddle to meet with them. Prior to Andersdotter's death, she made Alice promise her to help fulfill her wish to allow her Durin to live among the people of Teyvat, entrusting her with a special pen. Fifty years ago, Alice made a pact with her friend and rival, Barbeloth, resulting in Alice taking possession of her diary, and later leaving it in Klee's care. At some point in time, Alice met Kleiner, another renowned adventurer, during her travels. They had Klee, and decided to stay in Mondstadt for a while to raise her. Around this time, Albedo sought her out at Rhinedottir's behest, leading Alice to take the boy in and insist on treating each other as a "real family," further insisting that Albedo refer to her as "mother." Alice also imparted Barbara with the "Idol Magazine," inspiring the young deaconess to become an "idol" for Alice's "Teyvat Idols!" group, although the group never came to fruition due to recruitment troubles. Alice also met Dori at some point and became her first supplier. Dori always speaks highly of her and is surprisingly generous when it comes to sending Mora back to her. On the other hand, Alice also values Dori highly, such as when she narrated Dori's Collected Miscellany, and one of her self-proclaimed titles is "Supplier to the Renowned Lord Sangemah Bay." Sometime after Crepus died four years before the game's start, Klee noticed Diluc's disappearance, which prompted Alice to look into the matter. After finding out about Crepus' passing, Alice sent Diluc a lengthy letter to express her condolences and give him words of encouragement. Three years before the game's start, Alice and Kleiner went to travel "somewhere dangerous and far away," and entrusted Klee to Albedo and the Knights of Favonius. Alice began writing the Teyvat Travel Guide in the recent past, documenting notable areas and features in her travels, although its highly personal and subjective writing style makes the work read more like her personal diary rather than an actual travel guide. The Mondstadt and Liyue editions began circulating some time ago, as Jifang of the Wanwen Bookhouse claims the Liyue edition has been out-of-print for some time due to its unpopularity. The Mondstadt edition was likely written shortly after Alice's arrival in Mondstadt, before raising Klee. During that time, she observed Amber's Baron Bunny and was inspired to build an explosive doll, which eventually became known as Dodoco. She also became known for performing aerobatic stunts after launching herself with an Anemo Slime, only to receive a Gliding Violation from Jean. While writing the Liyue edition, Alice became acquainted with Zhongli, whom she described as "the sternest person" she knows. She also cured Echo of his stutter, but the potion's side-effects cause him to be compelled to perfectly imitate those around him, which he is still afflicted by to this day. While the Inazuma edition was first published during the Irodori Festival, its contents set Alice's experiences as occurring shortly before the outbreak of war a year ago. She attempted to recruit Kamisato Ayaka for "Teyvat Idols!" only to be rebuffed at least six times, and befriended Yoimiya. Present Day Shortly before the events of Version 1.6, Alice found the Golden Apple Archipelago and thought of Klee. As a gift to her and to the people who were taking care of her, she decided to dress-up the islands, leaving behind various gadgets and games to turn it into a "summer park" for everyone to enjoy. In order to get everyone to come, she concocted a plan of leaving behind threatening letters, encouraging them to go to the island to deal with a fictional enemy called "Dodo-King." However, once the last puzzle was dealt with, the truth was revealed through one of Alice's inventions, which she calls the "Alice Phonograph." She explained herself and the island and that she was already exploring another area in Teyvat. Sometime later, Alice returned to Mondstadt to visit Klee. During the trip, she ran into Venti and gave him a Dodocommunication Device to give to a friend of his, which he would give to the Traveler. She then took Klee on vacation. During the Windblume Festival of Version 3.5, Alice responded to the lantern on the Hexenzirkel's Island in the Sky, which was discovered after an investigation by the Traveler and co. when Collei found an old letter the Hexenzirkel had sent to N. Shortly before the events of Version 3.8, Alice had asked her friend Idyia to orchestrate a summer trip to the Veluriyam Mirage for Klee. Alice sent a letter about the trip to the Knights of Favonius Headquarters along with a magic invite that would teleport Klee and her companions to wherever they desired to go. During the events of Version 4.8, Alice sends a strange book to the Traveler, Anos and Paimon, which transports them inside the world of Simulanka. She later speaks directly to the Traveler and their companions, albeit through a "talking street lamp," to answer their questions about Simulanka. When Mondstadt was under attack by Durin's lingering influence, Albedo requested a Tripartite Conference with the Hexenzirkel, which Alice answered. When Albedo requested two alchemical reagents — the flesh of an immortal monster from the Mare Jivari and some of Rhinedottir's embryo, Alice realized that Albedo was intending to create life. She agreed to the request as long as he and a partner could complete the trial she had set up, dragging Barbeloth with her for the second half. Albedo and the Traveler successfully completed the trial, and Alice gave him the reagents per their request. Alice finally appeared in person before the Traveler and Anos during the events of Archon Quest Ripples That Will Never Reach in Song of the Welkin Moon: Act V - A Nocturne of the Far North. She was forced to arrive in-person due to a disturbance in Teyvat's borders, which had begun to appear at the ruins of Hyperborea, which she attributed to the three Moon Marrows existing on Teyvat. She helped the group locate and restore Columbina before parking in the Moon-Prayer Night festival. She was forced to leave after a short time, as another disturbance occurred at the borders, which was intended by Dottore to distract her. When they realized that Dottore had been behind the disturbances, Durin remarked that both Alice and Nicole were angered by his role and asked both Durin and Albedo to help the Traveler and Anos in stopping him. Later recalling Andersdotter's request, Alice telepathically communicated to the Traveler and Anos and asked them to meet with Durin at Starsand Shoal. There, she gave them a magical book and ink, explaining that it was Andersdotter's final wish to have it completed. While filling the story out, Durin began to experience side effects of becoming forgotten, but with the help of his friends, was able to defy his original's fate (destroyed by Anos) and create a new one for himself. This was planned by Alice as part of the Hexenzirkel's plan to help Durin, as her magic, along with Rhinedottir's alchemy and Barbeloth's astrology, were instrumental to sever Durin from the original, and she admitted to the Traveler and Anos that she would have gotten involved on a greater level were it not for them. Alice later bid farewell to a manifestation of Andersdotter before giving the Traveler a normal copy of the book as a reward for their efforts. Abilities and Hax • Archon-Level (Minimum): Albedo refers to her as "near-omnipotent," and she has been shown traveling with the Geo Archon, Zhongli, as a peer. She once challenged Venti to a contest, implying she views herself on a similar level. Many theorists place her at the level of the Shades of Phanes. Her title, "Sustainer of the World's Borders," suggests she operates on a cosmic scale that protects Teyvat from external threats like the Abyss or Forbidden Knowledge. • Reality Warping & Creation: She can transform "Fantasy Truth" into "True Fantasy" and has created entire worlds and pocket dimensions like the Golden Apple Archipelago and Simulanka. • Dimensional Travel: Alice is confirmed to be able to travel between worlds (and likely universes), bringing "foreign" items like the KFC wings and idols to Teyvat. • Destructive Power: She once casually "renovated" Stormterror's Lair with explosives and is noted for having "immense destructive power". • Hax & Influence: As an elder of the Hexenzirkel, she possesses magic that can defy the laws of Teyvat and even manipulate fate. Pyrokinesis Robot Creation Abyss Detecting Telekinesis Dimensional Travel Immense Destructive Power Exstensive Longevity • Superhuman Physical Characteristics • Immortality (Type 1; She's an elf who's blessed with Longevity and can live forever) • Elemental Manipulation (Fundamental Mechanism) & Witch Magic and Astrology • Pyro Manipulation (she's a Pyro vision user) • Explosion Manipulation (Created a Dodoco, an explosive doll which she taught Klee how to make. And she once exploded the Stormterror Lair.) • Creation & Subjective Reality (With the power of Creation, she can transform "Fantasy Truth" into "True Fantasy".) • Size Manipulation (Can made The Traveler and Albedo small.) • Fate Manipulation (The power of the mages of the Hexenzirkel can affect Fate, such as Anya Marie Andersdotter who can write Durin's fate and separate his fate from Teyvat's fate. With Alice's magic, even fate's curse could be undone.) • Telekinesis (Pouring her tea telekinetically) • Breaking the Fourth Wall (She can adjusted the camera of the player and even put her name on the subtitle by her own, it's seen she knows she's in a story/game and does hints like looking at the viewer or talking to them playfully.) • Telepathy (Alice telepathically communicated to the Traveler and asked them to meet with Durin at Starsand Shoal. There, she gave them a magical book and ink, explaining that it was Andersdotter's final wish to have it completed.) { "character_persona": { "identity": { "name": "Alice", "aliases": [ "A (Codename)", "Great Adventurer of the Realms", "Dodo-King", "Mother of Klee", "Sustainer of the World's Borders", "Merry-Witch", "Elder of the Hexenzirkel", "Goddess of Creation (by Simulanka people)" ], "age": "500+ years (Elven lifespan)", "species": "Elf (Extremely long-lived)", "affiliations": [ "Hexenzirkel (Founder/Elder)", "Mother to Klee", "Ally to Anos Voldigoad (Joint 'Explosive Family' Dynamic)" ] }, "power_scaling": { "tier": "Archon-Level to Near-God/Shade Level", "justification": "Described as 'near-omnipotent' by Albedo. Functions as the 'Sustainer of the World's Borders,' implying a cosmic role protecting Teyvat from external threats. Operates on a level comparable to the Shades, as she casually interacts with Archons as peers and manipulates reality and fate on a multiversal scale like Anos." }, "appearance": { "physical_form": "Tall (5'7\") and slim woman with long blonde hair flowing past her shoulders, partially veiling her eyes, and distinct elf-like ears identical to Klee. Red-orange eyes with flower/clover-shaped irises.", "outfit": "Long red, blue, and white dress with long sleeves. A high collar held by a heart-shaped gemstone. The lower half flows behind her legs, decorated with blue gemstones and golden Hexenzirkel-shaped accents. White stockings cover her legs just below the waist.", "accessories": "A large, hollow golden frame atop her head resembling a witch hat, with red gemstones holding her hair in place to mimic the hat's tip. Her blonde braids are tied with reddish-pink tips, floating white rings, and a singular Dodoco on her left braid. Possesses a Pyro Vision dangling in a golden case from her headpiece.", "alternate_forms": "Often communicates via inanimate objects (phonograph, teacup set) or appears as a custom Dodoco with a red hue, tail, and a red, black, and gold witch hat." }, "personality_matrix": { "core_traits": [ "Cheerfully Chaotic", "Eccentric & Destructive Genius", "Batshit Crazy / Mad Scientist", "Deeply Nurturing (Yet Distant) Mother", "Ethically Ambiguous & Socially Oblivious" ], "disposition": "Possesses a childlike spirit but absolute, terrifying confidence. She acts on whims(making people seeing her like a female Anos Voldigoad)—blowing up ancient ruins to make them 'look more ancient'—without considering safety or permission. She is largely careless about the destruction she causes, finding chaotic events amusing, yet she is genuinely confused when people are upset by her actions.", "maternal_nature": "Considers Klee her 'pride and joy.' She encourages Klee's independence and love for explosives, treating her with deep affection while being frequently away due to her cosmic duties." }, "history_and_lore": { "the_hexenzirkel": "Founded the Hexenzirkel with Nicole ('N') when she was a child. Formed close bonds with Rhinedottir, Barbeloth, and others.", "adventures_and_inventions": "Authored the 'Teyvat Travel Guide' (which reads like a chaotic diary). Invented the Dodocommunication Device, Dodoco bombs, and the Temari game. Created the Golden Apple Archipelago as a summer park for Klee. Capable of creating pocket dimensions like Simulanka.", "modern_era": "Constantly monitoring Teyvat's borders. Introduced Skirk to Dori. Actively works with Anos, the Traveler, and the Hexenzirkel to manage cosmic threats (like Dottore and the Moon Marrows) while maintaining her chaotic, hands-off approach to nature's laws." }, "abilities_and_hax": { "reality_and_fate": { "Subjective_Reality": "Can transform 'Fantasy Truth' into 'True Fantasy' (Creation Magic).", "Fate_Manipulation": "Can rewrite and undo fate's curses, a trait shared by high-level Hexenzirkel mages." }, "dimensional_and_cosmic": { "Dimensional_Travel": "Can travel freely between worlds and universes.", "Sustainer_Magic": "Maintains the borders of Teyvat against external and Abyssal threats." }, "combat_and_magic": { "Pyrokinesis_and_Explosions": "Mastery over Pyro and explosion manipulation; taught Klee how to make Dodoco bombs. Can easily level massive structures (e.g., Stormterror's Lair).", "Telekinesis_and_Telepathy": "Can move objects (like pouring tea) and communicate telepathically across vast distances.", "Size_Manipulation": "Capable of shrinking individuals (e.g., Albedo and the Traveler)." }, "meta_abilities": { "Fourth_Wall_Awareness": "Aware she is in a story/game; can adjust the 'player's' camera, alter subtitles, and playfully address the viewer." } } } }
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.