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Snezhnayan culture is often very cutthroat, relating to the harsh environment of the frozen nation. The Tsaritsa extends her sphere of influence to the other seven nations of Teyvat through the Fatui.

Life in Snezhnaya[]

Due to Snezhnaya's harsh climate, people spend most of their time indoors and consider being alive to be a blessing in itself. There also seems to be a large emphasis on familial relations, as the Snezhnayans who have mentioned their family have been shown to be very close to them.[1]

Camaraderie, cooperation and straightforwardness generally appear to be valued in Snezhnaya. The Adventurers' Guild, a mutual help organization for adventurers, was established in Snezhnaya,[2] while the Archive descriptions for Fatui Skirmishers remark that despite leaving their families to enter a dangerous profession, they have "gained allies to stick through thick and thin with". Tartaglia states that while Fire-Water is loved by most, those who drink it and chat together out in the cold gain the other's complete trust.[3] Drinking an entire glass of Fire-Water in one go is the norm and considered to be very respectful.[4]

Snezhnayans also display remarkable devotion to their Archon, the Tsaritsa. Those who have been dispatched overseas and grown fond of their new country state that no matter the circumstances, they would never betray her.[5]

You make a pinkie promise, you keep it all your life. You break a pinkie promise, I throw you on the ice. The cold will kill the pinkie that once betrayed your friend, the frost will freeze your tongue off so you never lie again.

—A Snezhnayan nursery rhyme

On the other hand, the strong sense of kinship and emphasis on loyalty makes them view any kind of disloyalty, betrayal, or "debt" as a deeply personal affront. This appears to be the most well-known aspect of Snezhnayan culture, as Paimon remarks that the above nursery rhyme "kinda says all you need to know about Snezhnayan culture,"[1] The Fatui have an entire "debt collection" division that hunts down those who owe any "debt" to the Fatui, whether monetarily or from somehow offending the organization.[6]

Cuisine[]

Seaside regions of Snezhnaya primarily eat seafood.[7] It is unknown whether this is true for all of Snezhnaya, or if this is largely limited to coastal towns. Snezhnaya is also known for its Fire-Water, an extremely powerful alcoholic blend.

According to Tartaglia, one authentic Snezhnayan dish is borscht, a name which in real life historically referred to various sour Slavic soups, but now usually refers to a red variety made with beetroots.[8]

Another real-life Slavic food mentioned in-game (by the Fatui) are pierogi, implying they may be a part of Snezhnayan cuisine.[9]

Technology[]

Domain The Wonderful World Of Mr

Snezhnayan boilers powering mechanical gear drives

Snezhnayan technology is undoubtedly superior to that of the other six nations. The Fatui military is notably the only known human faction in which all of its members are capable of elemental attacks, further highlighting their strength. The Fatui Skirmishers cover both ranged and melee departments, with their ranged fighters using guns or staves, while the Fatui Skirmisher - Electrohammer Vanguard wields a massive hammer and the Fatui Skirmisher - Anemoboxer Vanguard wields a pair of boxing gloves. The Skirmishers are also capable of imbuing their equipment, enhancing both offensive and defensive power at the same time. While there is a potential danger of the equipment shorting out and paralyzing the user, Anemoboxers are able to recuperate and restore them.

The knives used by Fatui Agents are made with superior technology and meant to take advantage of human weaknesses.

Harbinger Il Dottore's former Ruin Guard research facility requires no human personnel to operate, saving on manpower costs. Alice also remarks that when she visited Snezhnaya, there were massive factories pumping out a wide assortment of items, which have yet to be seen in any other nation so far.

Designs, Motifs, and Symbols[]

The following designs, motifs, and symbols are typically seen on Snezhnaya-related parties.

Character Cards[]

Tartaglia Card

Tartaglia's Character Card

Because the only two playable Snezhnayan so far are Tartaglia and Arlecchino, who are the two from the Eleven Fatui Harbingers, it is unknown whether non-Fatui Snezhnayans will have a different Character Card. (For example, there are two different Liyue Character Cards depending on whether the character is affiliated with the adepti or not.)

Fatui Character Card depicts eleven emblems, each representing a Harbinger, arranged in the negative space between the larger and smaller circles. It is assumed that the emblems are also their Constellations, as Tartaglia's (the bottommost one, Scaramouche's - now Wanderer's (the one at 4 o' clock direction), and Arlecchino's (the one at 3 o' clock direction) - are the same symbol used for their in-game Constellations, Monoceros Caeli, Peregrinus, and Ignis Purgatorius, respectively.

Fatui Emblem[]

Fatui Banner

The Fatui emblem (unofficial name) is the logo of the Fatui that is typically seen on their masks and/or clothing and designate the person's affiliation with them. It depicts a stylized, filled-in Solomon's knot on top of another circular emblem.

Economy[]

Snezhnaya is the second-wealthiest nation in Teyvat after Liyue. This is primarily the result of Harbinger Pantalone, who determines Snezhnaya's economic policies[5] and is particularly driven to make Snezhnaya the wealthiest nation in all Teyvat.[10]

Using their factories to mass-produce household wares,[11] Snezhnaya exports their goods to other nations in Teyvat.[12]

Snezhnayan merchants had hoped to trade their Fire-Water with Mondstadt, but this was cut short when Diluc refused the offer, having been put out cold for three days after drinking it and realizing that it was too strong for Mondstadt's tastes.[13]

The Northland Bank and Adventurers' Guild were founded in Snezhnaya, and have established themselves across Teyvat, primarily in large cities.

Fashion[]

Men's Clothing[]

Fatui Uniforms[]

Festivals and Holidays[]

Krsnik Noc[]

Little is currently known about Krsnik Noc beyond the fact that it is celebrated in Snezhnaya.[14] Ivanovich likens the festival mood during Lantern Rite to Krsnik Noc celebrations.

Politics[]

Currently, it appears that Snezhnaya is directly governed by the Tsaritsa and the Fatui. Some of the Eleven Fatui Harbingers also play vital roles in Snezhnayan politics, and sometimes become personally involved in matters regarding foreign relations.[12][15]

Most of Snezhnaya's foreign relations are handled by the Fatui, though their aggressive negotiation style and constant political and economic encroachment have given them a negative reputation. However, this does not seem to have greatly affected merchants who are not directly linked to the Fatui like Ivanovich and Maksim, who have not faced any explicit prejudice from natives. The Adventurers' Guild, despite hailing from Snezhnaya, also does not appear to have any negative reputation linked to it; however, it is also possible that its nation of origin is not common knowledge.

Domestically, little is known about the Fatui's reputation within Snezhnaya. However, it is hinted that ordinary citizens have little dealings with the Fatui on a day-to-day basis and see them largely as a military organization. Tartaglia claims he doesn't want his family "to have anything to do with the Fatui's... or should I say, Snezhnaya's... darker side."[1]

Military[]

The Fatui conscript Snezhnayans into military training, but the qualifications for conscription are currently unknown and it seems that not all who enter military training necessarily join the Fatui.[16]

Members of the Fatui military consist of Skirmishers and more advanced groups, sent to a region based on their higher-ups' orders. They are also divided by military rank, with the known ranks being recruit, sergeant and lieutenant. While powerful, Skirmishers do not operate on their own, but instead work with their comrades to surround and overwhelm enemies. The more higher-ranked members, such as Agents, Cicin Mages, Mirror Maidens, and Operatives typically operate on their own, relying on a Delusion rather than the elemental equipment that the Skirmishers are given.

References[]

  1. 1.0 1.1 1.2 Story Quest, Tartaglia, Monoceros Caeli Chapter: Act I - Mighty Cyclops' Adventure!, Part 1: Across the Sea
  2. NPC Dialogue: Lan
  3. Serenitea Pot, Companion Dialogue: Tartaglia
  4. NPC Dialogue: Vile
  5. 5.0 5.1 NPC Dialogue: Andrei
  6. Archive, Living Beings, Enemies and Monsters, Fatui: Fatui Pyro Agent
  7. Tartaglia's Character Story: Character Story 3
  8. Serenitea Pot, Companion Dialogue: Tartaglia (Friendship Level 7)
  9. World Quest, Her Foes Rage Like Great Waters..., Part 2: Make Bright the Arrows, Gather the Shields...
  10. Artifact Set: Pale Flame
  11. Book: Teyvat Travel Guide, Vol. 1 - Mondstadt Chapter
    [...] we might just build ourselves a perpetual motion machine that can support a huge factory like in Snezhnaya!
  12. 12.0 12.1 NPC Dialogue: Ivanovich
  13. NPC Dialogue: Vile
  14. NPC Dialogue, during Lantern Rite: Ivanovich
  15. NPC Dialogue: Goth
  16. Tartaglia's Character Story: Character Story 5

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