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Snezhnaya/Culture

Last updated 2026-08-30

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] To survive, people rely heavily on Kresnik's Torches and other heating appliances which are powered by Kresnik Kristall, a material unique to the tundras. This material is responsible for allowing humans to live in Snezhnaya, as the land was so cold at the time that only the fae could survive.

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][5]

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.[6]

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.[7]

Although considered a part of Snezhnaya, the Nod-Krai region is more independent and warmer. Many criminals consider the place their home and so do a large number of hard-working people, who scavenge in order to make local ends meet. There are many factions in the area, but one of the most key goods in Nasha Town is intelligence. Additionally, those unaware of the city's reputation will quickly find themselves targeted by criminals both inside and outside.

Various tribes and small pockets of people can be found across Snezhnaya. The Frostmoon Scions, who live on Hiisi Island, live a very simplistic life and tend to avoid Nasha Town.

Snowland Faes, the followers of the previous Cryo Archon, live in Snezhnaya. There are numerous types of fae, with the most common being the Snegurochka.[8] Each fae subspecies is unique, with some being more common than others. Many fae reside in Snezhnaya's tundra, preferring the bitter cold of the region, while others are able to tolerate more warmer regions to varying degrees. Fae can be affected by genetic mutations, as evidenced by Lumi, a Jack Frost fae who has a distinct appearance compared to other Jack Frosts and has a unique affinity for the Geo element.[9]

Several areas in Snezhnaya are affected by a strange phenomena called the Shadow Realm, and is often indicated with a purple-like mist or puddles in the area. When these areas are detected, representatives from the Royal Energy Commission will quarantine the area and send for the Druzhna to handle it. Many who stumble into the Shadow Realm fail to escape and eventually become devoured by the shadows, leaving a soulless, aggressive husk behind that attacks non-corrupted entities. It is possible to escape the Shadow Realm, but it is usually rare for many people and they come out changed. The realm additionally prevents use of elemental energies, but technology was made by ancient Snezhnayans to circumvent this.

Cuisine

Seaside regions of Snezhnaya primarily eat seafood.[10] 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, which in real life historically referred to various sour Slavic soups, but now usually refers to a red variety made with beetroots.[11]

Another real-life Slavic food mentioned in-game (by the Fatui) are pierogi, implying they may be a part of Snezhnayan cuisine.[12]

Due to the colder climate of Snezhnaya, wheat is hard to cultivate, so rye is used as its substitute. Additionally, some milk is converted to smetana instead of cream.

Technology

Snezhnayan boilers powering mechanical gear drives

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, most of the equipment is able to restore itself over time, or immediately if an Anemoboxer is present. This equipment is incredibly heavy on the user, with those inexperienced in using them quickly finding it heavy and unbreathable.[13]

Oprichniki are known to use a wide array of equipment, such as grenade launchers, wide-covering shields, imbued blades, cannons and gatling guns. Landcruisers are also known to make use of both guns and cannons, and some of them are additionally capable of hovering. These are all powered by kuuvahki, though the equipment's durability can be left ambiguous; the ones provided to lower-ranked Oprichniki are less durable and can break if overloaded, while higher ranks and landcruisers temporarily stop in the same scenario. The locals of Nod-Krai also utilise kuuvahki to some extent.

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.

Alongside standard Visions, some Snezhnayans also make use of Delusions, a variant of Visions handed down by the Tsaritsa. They can be manufactured in large numbers, but often require remnants from deceased gods for their creation. The Eleven Fatui Harbingers all[Note 1] possess a Delusion, as do several Fatui specialists.

The Fatui are also shown to work on a weapon as part of Project Mistilteinn, that if correctly finished, would be able to harm the Heavenly Principles. Work on the project had progressed far enough that the Four Great Rulers are unable to damage it.

The fae population of Snezhnaya do not rely on Fatui technology, as they rely on their elemental powers in battle. The ones that do use primitive weapons such as throwing knives, bows, clubs and halberds.

It is shown and mentioned by Columbina that Snezhnaya has trains and a railroad system. The system is used by the populace to safely traverse across the frigid tundra, which could easily catch unprepared travelers off-guard.

The people of Nasha Town tend to rely on scrap metal that arrives in the nation. Many robots and devices not in the Fatui's jurisdiction make use of the leftover scrap, most of which were made by Aino. Because this metal comes from across the nations, her creations have numerous compartments in them. Most of these are suited for general use, but a few are also used for defense, such as Knuckle Duckle and Ineffa; they are on par or even stronger than Fatui machinery despite their humble origins.

These advancements in the scientific fields come with the caveat that alchemy in its entirety is banned within the nation's mainland. This ban was imposed during the Tsaritsa's reign by the Harbingers. Alchemy was freely practiced during the time of the Belyi Tsar.[14] Due to this, there were no restrictions on alchemy, causing some alchemists to recklessly combine all forms of life, resulting in Aberrant Chimeric Monsters. Many of these monsters have since perished for various reasons, but the few that remain are a force to be reckoned with.

Designs, Motifs, and Symbols

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

Character Cards

As the first two playable characters from Snezhnaya itself so far are Tartaglia and Arlecchino, who are the two from the Eleven Fatui Harbingers, Sandrone is first Snezhnayan to have a different Character Card without a Harbinger background, although she is still affiliated with the organization. Character Cards for those affiliated with the Fatui depicts eleven emblems, each representing a Harbinger, arranged in the negative space between the larger and smaller circles. The emblems are also their Constellations, with Tartaglia's (the 6 o'clock one), Scaramouche's - now Wanderer's (the one at 4 o' clock direction), Arlecchino's (the one at 3 o' clock direction), and Columbina's (the one at 2 o'clock direction) - are the same symbol used for their in-game Constellations, Monoceros Caeli, Peregrinus, Ignis Purgatorius, and Columbina Hyposelenia, respectively.

For characters associated with Nod-Krai, a circle-like shape is present with small fragments on top. On top of the circle is the associated character's element affiliation. The emblems on the sides represents the factions noted to be present in Nod-Krai.

In clockwise order:

For Snezhnayan characters with a Stellar Linchpin, a four-pointed star with a diamond shape on the bottom is present on top. On top of the circle is the associated character's element affiliation. The emblems on the sides represents the factions noted to be present in Snezhnaya.

In clockwise order: (Confirmed as of Luna VII)

Snezhnaya Characters

Nod-Krai Characters

Fatui Emblem

Fatui Banner

The Palestar Banner 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[6] and is particularly driven to make Snezhnaya the wealthiest nation in all Teyvat.[15]

Using their factories to mass-produce household wares,[16] Snezhnaya exports their goods to other nations in Teyvat.[17]

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.[18]

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

Fashion

Men's Clothing

Women's Clothing

Bounty Hunter's Clothing

Fatui Uniforms

Frostmoon Scions Clothing

Lightkeeper's Uniforms

Festivals and Holidays

Krsnik Noc

Little is currently known about Krsnik Noc beyond the fact that it is celebrated in Snezhnaya.[19] Ivanovich likens the festival mood during Lantern Rite to Krsnik Noc celebrations.

Politics

In the past, the nation was led by the Belyi Tsar, and the Snowland Fae, especially nobility, ruled over the populace. Following the Tsaritsa's rise to power during the cataclysm, fae nobility lost their monopoly over the nation's social and political order, with the Tsaritsa either purging dissenting nobles while many others went into self-exile.[20][21]

Snezhnaya is currently run by both the Tsaritsa and the Fatui. Some of the Eleven Fatui Harbingers also play vital roles in Snezhnayan politics, domestic and/or intentionally.[17][22] Politics are dealt with the Snezhnograd Veche, and the politicians of the Veche represent their region's local populace.

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]

Alongside the Fatui, an organization known as the Rokot play a role in Snezhnaya's politics. Unlike the representatives of the Veche, the Rokot consist of more common people who are given another identity so they can vent their frustrations without repercussions and help the people of Snezhnaya when the Veche are unable to. While they are not a violent organization, they are typically monitored by the Fatui since they oppose the policies implemented by the Veche.

The autonomous zone of Nod-Krai is left largely to the local organizations. Initially that meant that the Voynich Guild was responsible for law and order in and around Nasha Town, while the other areas were basically left up the local inhabitants, Lightkeepers or in the case of Hiisi Island, the Frostmoon Scions. Following Dottore's defeat, the organizations agreed to form a "League" of sorts for further development and stability for the entire region.[23]

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.[24]

The Eleven Fatui Harbingers have their own subordinates and use them as they see fit. They tend to have representatives for diplomatic matters and soldiers for any conflicts that arise. The Harbinger's personality tends to reflect on their subordinates, who are loyal to them; Ororon thought that Capitano's soldiers were well experienced and had good moral standards,[25] while a good number of Signora's soldiers desired revenge against The Shogun after she slew the Harbinger for losing a duel before the throne.[26].

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.

In areas not covered by Skirmishers, the Oprichniki instead fill the role of soldiers. Unlike their Skirmisher cousins, Oprichniki are formally recruited and trained, primarily focusing on defending critical areas or being placed in the deadliest frontline battles. They are also given elemental equipment, with a focus on weapons rather than armor. Each soldier specializes in a different area and they are also trained in melee combat. Although ranks are not well-known, there is a staff officer role amongst the Oprichniki. Raskolnikov holds the rank of Poruchik in the Oprichniki.

The House of the Hearth, led by Arlecchino, takes in orphans from across Teyvat and raises them to be loyal to the Tsaritsa. When they grow up, they can be assigned various tasks, such as assassinations, espionage and sabotage. They are said to have stations across Teyvat, though the only one that is seen is the Hotel Bouffes d'ete in Fontaine. The group also makes use of Fatui Operatives.

Higher-ranked members, such as Agents, tend to work alone, or with other similarly ranked members. These higher ranks make use of Delusions alongside their equipment. Oprichniki officers are also assigned Delusions, though their roles mean that most of them generally work alongside their lower-ranked counterparts in various tasks such as surveillance or overseeing their training.

Prominent Fatuus can enroll in the Snezhnaya Royal Military Academy, and almost every Oprichniki officer was trained there. A large amount of Oprichniki officers originally started off as Bombardiers, implying that promotion is somewhat based on merit.

Snezhnaya also has a naval presence, with its battleships considered able to rival that of Liyue and Fontaine.[27]

In Nod-Krai, the Fatui maintain a presence at the Kuuvahki Experimental Design Bureau. They are not the primary law enforcers of the area. The local force in this area are the Lightkeepers, who help protect both the locals and travelers against the dangers of The Wild Hunt, an abyssal force that has deeply contaminated several areas in the region. They are led by a Starshyna, who oversees Lightkeeper operations across the region. Lightkeepers use a large array of weapons and special lanterns that help repel the darkness of the Abyss.

Notes

  1. Due to some of the Harbingers not being human and therefore not requiring Visions or Delusions for Elemental Attacks, it's currently unknown if they actually possess Delusions or not.

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. Ororon's Character Story: Character Story 5
  6. 6.0 6.1 NPC Dialogue: Andrei
  7. Archive, Living Beings, Enemies and Monsters, Fatui: Fatui Pyro Agent
  8. NPC Dialogue: Viliana
  9. Linnea's Character Story: Character Story 4
  10. Tartaglia's Character Story: Character Story 3
  11. Serenitea Pot, Companion Dialogue: Tartaglia (Friendship Level 7)
  12. World Quest, Her Foes Rage Like Great Waters..., Part 2: Make Bright the Arrows, Gather the Shields...
  13. Event Homeward, He Who Caught the Wind Quest: Part II, Part 2: For a Reunion Without Tears
  14. Artifact, Disenchantment in Deep Shadow: Moment That Ceased Upon Waking From Grand Dreams
  15. Artifact Set: Pale Flame
  16. 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!
  17. 17.0 17.1 NPC Dialogue: Ivanovich
  18. NPC Dialogue: Vile
  19. NPC Dialogue, during Lantern Rite: Ivanovich
  20. Flins's Character Story: Character Story 5
  21. Book: A Brief History of the Pale Starborn
  22. NPC Dialogue: Goth
  23. Archon Quest, Song of the Welkin Moon, Act VIII - True Moon, Part 3: Welkin Moon's Homecoming
  24. Tartaglia's Character Story: Character Story 5
  25. Ororon's Character Story: Character Story 5
  26. Story Quest, Sangonomiya Kokomi, Dracaena Somnolenta Chapter: Act I - Warriors' Dreams Like Spring Grass Renewing, Part 5: New Beginning
  27. Event Where Waves Meet the Reef Dialogue: Beidou's booth

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