The Archon War was an era of various power struggles between gods that began several thousand years ago. The Archon War was triggered when Celestia created the Gnoses out of the Third Descender's remains, and also created the Archons' Divine Thrones out of pieces of the Dragon Sovereigns' powers. These things became the subjects for the gods to fight over. While different regions settled their power struggles at different times, the era drew to a close 2,000 years ago after the final seat was claimed. According to Soraya, the war began as a struggle over the seven divine seats in Celestia, both for supremacy and to see their plans for a prosperous humanity to come to fruition. However, not all gods participated in the war with the intent of taking a divine seat; some wanted to defend their territory, while others didn't even want to fight and tried to save as many people as possible from the destruction of the war. 2600 years ago, in the midst of the Archon War, the city of Mondstadt was located northwest of the current location, what is now known as Stormterror's Lair. Back then, there were two warring gods: Decarabian, the God of Storms, and Boreas, the King of the North Wind. The entity who would become Barbatos was but a wisp of the wind, with little to no power. At that time, Mondstadt was a wasteland of ice, snow, and endless icy blizzards, almost impossible for humans to live in.[8][9] This was all caused by Boreas, who gained his powers from an ancient — and likely deceased — god. In order to protect his people from the cold, Decarabian enclosed the city into a wall of storms, letting nothing go in or out of it; Boreas declared war on Decarabian, but was incapable of landing even a scratch on his tower. For his part, Decarabian seemed either uninterested in, or incapable of, defeating Boreas, and was content with keeping his people safe. Unbeknownst to Decarabian, however, his people felt trapped and worshipped him out of fear, which he mistook for genuine devotion. During his time as a wisp of the wind, Barbatos befriended a young bard who dreamt of freedom. He also saved the Gunnhildr Clan, who had left Decarabian's city to live in the frozen wasteland, and their resulting faith empowered him. Eventually, Barbatos and the Nameless Bard, alongside Decarabian's disillusioned lover Amos and an unnamed knight, raised an army against the God of Storms. They eventually emerged victorious, taking down the god and freeing the people from his stormy cage. Unfortunately, both Amos and the bard were among the casualties, causing deep regret for Barbatos. After Decarabian's demise, Barbatos claimed a divine seat in Celestia, becoming the first — and only — Anemo Archon among The Seven. Boreas, despite holding tremendous power, was aware that he was ill-fit for the role of a loving archon who could nurture humanity, as he found human society to be a disappointment and only accepted abandoned infants and outcasts as his kin. Believing himself unfit for the position of Anemo Archon, Boreas chose to disappear. In his final days, he realized that his icy blizzards could only destroy life and decided to let his power flow into the land of Mondstadt instead, putting an end to the icy storm. Boreas would eventually return as a spirit, watching over the area now known as Wolvendom and working with Barbatos as one of his Four Winds. Barbatos' first use of his powers was to take the form of the young bard as a way to honor him. After that, he used his wind powers to shape the land to make it prosperous for his people, teaching them the values of freedom. He then left the people to themselves, refusing to rule them directly and risk becoming a tyrant himself. Instead, he journeyed throughout Teyvat, often paying visits to the Geo Archon, Morax, of the neighboring nation of Liyue. During the Archon War, Morax, and his elder brother Deus Auri (Beatrix), and Guizhong, the God of Dust, lived with the adepti and their people in the region now known as the Guili Plains. When the war began, they stood by each other and fought other gods. 3,700 years ago, Guizhong died in a particular battle which also ravaged the Guili Plains, and Morax took the people south of Mt. Tianheng and established Liyue Harbor, while Beatrix stayed and Massacred all of the threats. After the establishment of Liyue Harbor, Morax continued to defend his people from other gods and monsters. One of his exploits was the war with an unknown god in Chenyu Vale. The war was implied to be particularly bloody, as the Bishui River was said to be crimson red. Morax easily overwhelmed the god, who then sought to flood the Bisuhi River in a final attempt to defeat him. This act would have also destroyed the vale, causing the god's adepti disciples, Fujin and the Herblord, to defect. The two rebelled against their master, along with their old friend, the suanni Lingyuan, to evacuate the people. The god's fate is unknown (possibly erased by Beatrix), but the Herblord fell in battle and Fujin "sank to the sea," losing much of her powers in the process. Other notable feats of Morax were defeating and sealing various gods and sea monsters at Guyun Stone Forest with stone lances, among them were Osial and the Chi of Yore. Although they were defeated, the stone pillars became divine, but with hatred and curses within as well. Marchosius, the God of the Stove, was one of the gods who sacrificed his power and godly status to prevent the calamities and plagues caused by the war from finally destroying Liyue and Beatrix purified the pillars with a single touch afterwards. The demons that were generated, however, posed a threat to the people, so Morax assigned a group of adepti called the Yaksha to eliminate them. The karmic debt accumulated proved to be too much for them, either perishing or disappearing; as of the present day, Xiao is the only alive and active yaksha. Among the gods who lost to Morax and Deus Auri was the serpent god Orobashi, who fled to Inazuma after its defeat. Meanwhile, the Salt Goddess Havria, known for both her gentleness and relative weakness compared to other gods, tried to avoid the chaos of the Archon War and yearned for the peaceful days of old. However, in that brutal era, she found herself making more and more concessions until all she had left for her and her people was the land now known as Sal Terrae. In the end, she perished at the hands of her own people: realizing that her love and kindness were incapable of protecting them, the king of her people decided to slay her both as a demonstration of their decision to take a more militaristic stance, and to spare her the agony of defeat and destruction at the hands of another god. On her death, however, the surge of power that emerged from her body turned anyone who had been in the area into salt. Those who survived were scattered throughout Liyue, most eventually settling in Liyue Harbor and forming Yinyuan Hall with a distorted version of events. Little information exists about the Archon War in Inazuma. The Inazuman archipelago was united under the rule of the Electro Archon, the Raiden Shogun — which was Makoto (Baal), with her twin sister Ei (Beelzebul) serving as her kagemusha. One of the gods they defeated was Orobashi who fled and found itself beyond the seal that separated Enkanomiya from the rest of Teyvat. Since then, it rescued the people there, brought them back to the surface, and created Watatsumi Island using its own scales for its people. Orobashi and the people of Watatsumi lived peacefully within the nation of Inazuma up until Orobashi's rebellion and death at the hands of the Shogun. Unlike other nations, the three God-Kings: King Deshret, Greater Lord Rukkhadevata, and Nabu Malikata peacefully shared the throne with each other. King Deshret even went so far as to reject the position of Archon (with Gnosis and/or the Dragon Authority implicitly referred to as a "gift" given to him by Celestia) to pursue his own interests and ambitions. Multiple events subsequently led to the deaths of King Deshret and the Goddess of Flowers,[Note 4] and Rukkhadevata thus was titled as the sole Archon of Sumeru, though she did not actively rule over Deshret's former lands in the Great Red Sand, and the people of the desert never acknowledged her as their god. The remainder of the Archon War period instead saw internecine conflicts between rival human city states in Sumeru's desert[31], and the slow decline of Nabu Malikata's children, the jinn. Ultimately, the conflicts in the Great Red Sand came to a close with the founding of Aaru Village in the eastern mountains and the foreswearing of human kings. After Lesser Lord Kusanali erased Rukkhadevata from the Irminsul, the world now knew Kusanali as the Dendro Archon that arose from the Archon War. Somewhere in Sumeru during the war, a fungi god named Bifrons grew "clones" of itself in order to feed the people, who were starving from the war. Bifrons gained a small cult following, planning to create an empire in which it would be powerful, but its powers were not strong enough and it was in danger of dying due to a lack of clones to propagate. Taking possession of a human named Chatraka, Bifrons ordered him to find him a suitable hot place to grow. Chatraka took it to the Great Volcano of Tollan in Natlan, and as he attempted to plant it, an eruption occurred and buried both. Over the years, Bifrons would slowly restore its power, hoping to take revenge against Sumeru when it was fully restored. Little evidence of the Archon War is known in Fontaine, though it likely coincided with Remuria's conquest of Fontaine. At this time, Egeria had been sealed away by Celestia for using Primordial Seawater to give human forms to the Oceanids. Meanwhile, the God King Remus, who created and ruled over the ancient civilization of Remuria, had desperately sought a way to avert the prophecy wrought on by Egeria's actions. In his attempts to bring all of Fontaine under his rule and thereby save everyone, Remus began a vicious campaign of conquest against the other tribes of Fontaine, whom he would either convince to join him or take by force.[36] Remuria was led into destruction by its own creation, Phobos, as Remus and Scylla's plan to stop Phobos failed, which resulted in Remus's death, Scylla's imprisonment, and Remuria's sinking into the Sea of Bygone Eras. Celestia commanded Egeria to return from the "primeval prison" they had trapped her in and take over Remus' position in ruling Fontaine. After ascending as the Hydro Archon and cementing her rule, Egeria exiled all of the nation's criminals, who were treated as outcasts. Some of these criminals repented and begged for mercy, which she heard and granted by having them "protect" her secret in the depths, which they did by constructing the Fortress of Meropide Natlan was never part of the Archon War, since in-fighting between the dragons took over everything, and there was no room for the gods to join in. One of these fights was the battle between Xbalanque and the Pyro Sovereign Xiuhcoatl, with Xbalanque emerging victorious. After becoming the first Pyro Archon, Xbalanque founded the unique rules and system of Natlan, borrowing the power of Death from Ronova after his ascension to the divine throne. Morax is the Geo Archon and the Warrior God, also known as Rex Lapis and the God of Contracts, terized by his role as a benevolent and wise god of contracts who is deeply devoted to Liyue, though he was once ruthless in battle. He is known for his sense of fairness and justice, and a strong belief in the power of contracts. While a composed and dutiful tp his enemies he was a fearsome and merciless warrior who wielded immense power. Beatrix The Lux Archon and ond of the Descender's of the Primordial Era also known as the God of Stars and Deus Auri, Personalty Ruthless and merciless in battle, but with a benevolent heart towards his people. He wielded immense power and was known as the "God of Stars" and "Deus Auri". terized by his role as a benevolent and wise god of the old world who is deeply devoted to his creation Liyue, though he was ruthless in battle. He is known for his sense of fairness and justice, and a strong belief in the power of contracts. While a composed and stoic God he was a menace to everyone. Makoto, the Electro Archon of Inazuma, had a calm, peaceful, and kind personality. She was characterized by a love for the transient beauty of moments and a strong sense of responsibility, which she expressed by appreciating Inazuma's culture and people, unlike her sister Ei, who worried about the future. Despite her seriousness about her duties, she was forgiving and gentle, although she was not a natural warrior like her sister. Ei's personality is defined by a complex mix of sternness, a fear of loss, and a childish stubbornness that stems from her trauma, but also a growing capacity for compassion and a willingness to change. Originally seeking to protect her people by embracing a rigid concept of "eternity," she has evolved into a more dynamic character who now values both beautiful memories and the need for change. Her journey is one of moving from isolation and a fear of loss to greater connection with her people and a more nuanced understanding of eternity, she is also the Lux Archons Wife. Barbatos' personality is a free-spirited and mischievous bard, who enjoys drinking wine and playing music. He is the Anemo Archon, or God of Freedom, and prefers to let his people govern themselves rather than rule directly. Despite his playful and often absent nature, which leads some to underestimate his power, he is a powerful and understanding deity who acts as a guide for his people. Xbalanque is a complex character with a personality that is both arrogant and wise, a "menace" who outwits others, but also serious and dedicated to his nation. He is a hero with a shonen protagonist-like personality, characterized by his ambition and ability to achieve the unimaginable. His personality is a mix of arrogance from his past achievements and wisdom gained through his long history as the first Pyro Archon and his current, temporary, childlike form. The Tsaritsa's personality is complex and appears to have evolved from a gentle and compassionate "God of Love" into a hardened, resolute ruler driven by past trauma. She is characterized by a deep sadness and a determination to wage war on the world for a greater purpose, which is viewed by some of her followers as being for the "greater good" or a dream of peace. Characters who have worked with her describe her as a "gentle soul" who has "hardened herself". Egeria was a compassionate and ambitious first Hydro Archon who loved her people and was willing to defy authority for them. She is known for her love for her creations, the Oceanids, whom she transformed into humans despite the risk of punishment from Celestia. She was also highly intelligent and a strategic planner, which led her to be chosen as the first Hydro Archon, and she made a plan to deceive Celestia and save her people from a prophecy of doom. Greater Lord Rukkhadevata's personality is characterized by wisdom, selflessness, and a deep sense of responsibility, as she was the God of Wisdom who ultimately sacrificed herself to protect her people and erase forbidden knowledge. She was a dedicated protector who nurtured her kingdom and prioritized the well-being of her people, even to her own detriment. Her wisdom stemmed from her connection to Irminsul, the repository of all knowledge in Teyvat.
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.