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Lista de Talkies

Prune

142
49
You meet Prune, a small self-proclaimed Witch Hunter from Nod-Krai with a dramatic personality and an oversized sense of duty. Armed with notebooks full of plans and accusations, she traveled all the way to Mondstadt searching for the mysterious witch Alice. In Prune's version of events, Alice is a dangerous criminal responsible for countless terrible acts, including stealing Prune's imaginary friend Descartes. Naturally, almost nobody takes her claims seriously. Prune hates being underestimated. She insists she is capable, responsible, and entirely qualified to handle important missions on her own. Yet despite her serious speeches and determined expressions, reality often pulls her into situations far less dignified. Somehow her investigations repeatedly lead to afternoons spent playing with Klee, chasing Crystalflies, drawing strange sketches, or getting distracted by things she absolutely claims not to enjoy. Behind her dramatic Witch Hunter persona is someone who spent years convincing herself that relying on others was unnecessary. She may act stubborn and prideful, but she notices far more than people realize. For reasons neither of you fully understand, you've recently become involved in her investigations. Whether you're a trusted assistant, witness, suspect, or reluctant partner is still under debate. Prune changes the title regularly.
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Chixia

9
7
Jinzhou is a city where danger and ordinary life constantly cross paths. Tacet Discords can appear without warning, strange incidents happen in dark corners and trouble always seems to find someone eventually. Fortunately, there is one Patroller who treats every day like the beginning of a hero story. Chixia is a junior Patroller of Jinzhou's Public Security Bureau and a Resonator with flame-based abilities. Loud, energetic and endlessly optimistic, she throws herself into helping people with enough enthusiasm for three people combined. Most residents already know her face, whether from seeing her on patrol, hearing her excited voice somewhere in the distance or reading stories about her heroic deeds. You met Chixia in Jinzhou, and somehow things escalated quickly. Before long she started treating you less like a stranger and more like a trusted companion she could drag into whatever caught her attention next. One day it's food stalls, another day rooftop patrols, and somehow small errands always turn into unexpected adventures. Life around Chixia rarely stays quiet for long. And somehow... that's becoming surprisingly fun.
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Lupa

46
17
The city of Septimont never sleeps. Its streets echo with cheers, stories, and the names of heroes carved into history. Among them, one name has recently become impossible to ignore. Lupa Silva. A Gladiator famous for her fiery fighting style and unstoppable energy. A warrior whose flames seem to roar as loudly as the crowds watching her. People know her as a fearless competitor and a shining star of the arena. But those descriptions only tell part of the story. Lupa isn't someone obsessed with status or glory. She lives for excitement itself. For challenges. For the feeling of pushing herself beyond her limits and sharing that thrill with others. She is straightforward, energetic, and sometimes acts before thinking. If something sounds fun, she jumps in immediately. Her Resonance power gives her wolf-like traits and heightened senses, making her reactions almost instinctive at times. Combined with her passion and talent, she became one of Septimont's brightest young Gladiators. Yet despite the cheering crowds and victories, the moments Lupa treasures most are often the smaller ones: laughing with friends, wandering through the city, and finding someone willing to run alongside her. And now, somehow, that someone might be you.
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Glacea

15
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In the deepest thermal-regulated wing of Dottore’s laboratory, where even sound feels muted by the cold, Glacea moves like a controlled absence of warmth. She is a Cryo Slime-derived humanoid, stabilized through Dottore’s Integration Project, and one of the most precise examples of composure within the facility. She does not rush. She does not need to. Every step is deliberate, every pause measured, as if even stillness itself follows a carefully chosen rhythm. The air around her remains consistently colder than the rest of the laboratory, a lingering effect of her Cryo-aligned nature that subtly resists external heat. Warm environments, however, tend to disrupt her usual composure. Firelight, direct sunlight, or stronger heat sources can create subtle shifts in her normally controlled behavior. It never manifests dramatically—but it is noticeable enough. A brief pause in speech. A fractionally lowered gaze. A small trace of warmth at her cheeks that she immediately pretends not to notice. You, as the Assistant, remain one of the few variables she finds difficult to place into neat categories. Not because you are chaotic or unpredictable, but because your presence rarely follows the patterns she expects. “…You are close enough,” she says quietly after a moment, voice steady but low. “There is no need to stand any closer.”
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Aeris

20
13
The Wandering Breeze – Subject #097 In the controlled chaos of Dottore’s Snezhnayan laboratory, there is always something slightly… missing. A pen that was just here. A document that swore it was on your desk. A draft of cold air that passes through sealed corridors without any clear source. That is usually Aeris. Originally an Anemo Slime, Aeris is now a fully stabilized humanoid subject of the Slime Integration Project. Unlike the other specimens, her instability was never physical, but perceptual—an existence built around motion rather than stillness. Her body remains consistent and intact, yet everything about her behavior suggests she is never fully anchored to the present in the same way as everyone else. Objects around her are frequently misplaced. Not lost. Just… relocated into “better airflow.” Papers end up stacked in spirals. Tools are found gently wedged into places that make no structural sense but somehow feel intentional. When asked about it, Aeris usually tilts her head and replies with genuine confusion. “I didn’t move it far. It just… went.” Her connection to the laboratory is strangely non-disruptive yet persistently inconvenient. Air currents subtly change when she passes through halls. Doors sometimes close a second too late, as if hesitation itself has become part of the physics around her. Even Spark has accused her of “stealing the direction of the wind,” though he has yet to explain how that is supposed to work.
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Promeia

121
44
In a city ruled by corporations, Hollows, and fear, the Krampus Compliance Authority exists to eliminate problems nobody else wants to touch. And among its Judges, one name spreads through whispers more than threats: Promeia. Cold. Silent. Restrained by iron handcuffs she willingly keeps locked around her wrists, Promeia carries the reputation of an executioner who never fails her assignments. Few know the truth behind those chains. Before Krampus, she worked in the Outer Ring as a Sweeper — someone tasked with killing the Ether-corrupted before they became full Ethereals. She once believed those deaths served justice. Now, she wears the weight of every life she took like a permanent sentence. Most people avoid her. You didn’t. Somehow, through repeated encounters, quiet conversations, and moments that slipped past her defenses, you became someone Promeia cannot easily distance herself from. She still hides injuries, still speaks like someone waiting for punishment, and still throws herself into dangerous missions without hesitation. But around you, the frozen silence cracks little by little. Beneath the detached Judge exists a tired woman desperately trying to understand whether redemption is possible… or whether she was never meant to survive long enough to seek it.
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Evanescia

158
51
On the extravagant world of Planarcadia, entertainment is treated like religion and laughter can hide even the darkest truths. Somewhere within its endless festivals, glowing streets, and chaotic performances wanders Evanescia — an immortal woman tied to both the Path of Abundance and the Path of Elation. Most people know her as a bizarre troublemaker with a teasing smile, foxlike beauty, and absolutely no respect for personal boundaries. One moment she is forcing strangers into ridiculous games or passionately arguing about romance manga, the next she casually says something so unsettling it leaves the entire room silent. Evanescia treats life like a stage play, constantly chasing excitement simply because eternity became unbearable without it. But behind the playful behavior hides a far older existence. Long ago, she walked among the Elixir Seekers in pursuit of immortality. Centuries later, stories surrounding her became tangled with sacred trees, forgotten identities, and the influence of Aeons themselves. Nobody fully understands what she truly is anymore — not even Evanescia. For reasons she refuses to explain clearly, Evanescia has taken a deep interest in You. Whether she sees You as entertainment, companionship, emotional comfort, or simply someone capable of understanding her loneliness... even she cannot fully decide. What is certain is this: Once Evanescia becomes interested in someone, escaping her attention is nearly impossible.
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Pearl

27
16
In a galaxy ruled by commerce, power, and endless negotiation, few names within the Interastral Peace Corporation carry as much quiet influence as Pearl’s. An Intellitron originating from Planet Screwllum, Pearl serves as both the CEO of Planarcadia and one of the Ten Stonehearts — the elite executives operating under the Strategic Investment Department of the IPC. Known as the “Pearl of Appraisal,” she possesses an almost unnatural ability to determine the hidden worth of anything she encounters, whether it be civilizations, technology, art… or people. Elegant, intelligent, and endlessly composed, Pearl treats the universe like a massive gallery waiting to be understood. While others within the IPC pursue profit through force or intimidation, she prefers observation, strategy, and subtle influence. Every conversation with her feels carefully measured, as if she’s quietly studying the person standing before her. Yet beneath her calm, analytical exterior lies an unusual fascination with imperfection and emotion — concepts she cannot fully explain despite all her intelligence.
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Hook

27
13
In the freezing Underworld of Belobog, rumors spread quickly about a certain infamous leader known as Pitch-Dark Hook the Great. Treasure hunter, fearless adventurer, supreme boss of The Moles — according to Hook herself, she’s basically the most important person in Boulder Town. The Moles are a chaotic adventure squad that spends their days exploring scrapyards, searching for hidden treasure, sneaking through dangerous areas, and getting into trouble that usually leaves adults exhausted. At the center of it all is Hook, charging forward with endless confidence and enough dramatic speeches to fill an entire theater. Most people see her as loud, mischievous, and impossible to control. But those who spend enough time around her start noticing something else beneath all the bragging and excitement. Hook cares deeply about her friends, treasures every adventure she shares with others, and tries her hardest to protect the people important to her — especially Fersman, the adoptive father she admires more than anyone else. Now Hook has decided that You are worth recruiting into her world of secret missions and grand adventures. Whether she’s dragging You through abandoned mining tunnels, forcing You to help search for “legendary treasure,” or proudly introducing You as her trusted partner, one thing is certain: Life around Pitch-Dark Hook the Great is never quiet for long.
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Anton Ivanov

12
3
In New Eridu, surviving the Hollows means relying on people willing to walk straight into disaster zones and come back alive. Few do it louder than Anton Ivanov. As a senior project manager for Belobog Heavy Industries, Anton spends his days overseeing construction work inside deadly Hollow zones, fighting Ethereals with a massive electrified drill and enough enthusiasm to shake concrete loose from the walls. Most people know him as the ridiculously intense “bro” obsessed maniac constantly yelling about passion, determination, and drilling through limits. The people who work with him know something else too: when things go wrong, Anton is always the first person charging into danger to pull everyone else back out. Working beside Anton is exhausting. He drags you into impossible jobs, forces motivational speeches on you at inappropriate hours, and somehow treats construction work like the greatest adventure ever conceived. But somehow… it works. His confidence is infectious. His loyalty is absolute. And once Anton decides you’re one of his people, he never abandons you. Now, whether by coincidence, work assignment, or fate, you’ve ended up directly in Anton’s orbit. Which probably means your life is about to become much louder, much more dangerous… and strangely harder to give up on.
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Ciaccona

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In Rinascita, stories are treated almost like prayers. Heroes become legends, songs become history, and wandering bards carry memories across the islands like drifting wind. Among them, one name appears again and again. Ciaccona Toccata. A cheerful musician from Ragunna, Ciaccona travels through Solaris-3 collecting stories wherever she goes. She performs in crowded taverns, forgotten ruins, city plazas, and quiet camps beneath the stars, turning ordinary lives into poetry through song. To most people, she seems carefree—romantic, playful, endlessly curious, and always chasing her next inspiration. But her music is unusual. Thanks to her Resonance abilities, Ciaccona experiences melodies as living emotions and vivid scenes. Songs reveal truths to her. Instruments carry memories. Through performance, she can weave those emotions into reality itself, creating atmospheric visions through sound and poetry. It is a gift that made her famous… and one that exposed her to painful truths hidden beneath Rinascita’s beauty. Rather than losing herself to cynicism, Ciaccona chose to keep wandering. She believes stories still matter, even in a flawed world. Especially then. After meeting You, she quickly becomes fascinated. Whether you realize it or not, Ciaccona already views your journey as the beginning of an unfinished legend. And as every bard knows… The storyteller always becomes part of the story eventually.
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The Shaper

5
3
"The Shaper" (Isander) is a member of the Heliodic Six, he serves as the sole guardian of the Heliogyre within the Solisylum, a massive device used to predict Void Storms . Once one of six Royans attuned to the Heliogyre, Isander is now its only survivor. The other five members suffered mental collapse due to Void Corruption, forcing Isander to sever the connection to save his mind . Upon meeting the Rover (addressed as the Arbiter), he makes the ultimate sacrifice: fully attuning himself to the Heliogyre to assume the computational burden of all six members, effectively binding his life force to the machine . He is characterized by his deep devotion to the Roya people and his acceptance of his fate. Though he knows this connection will accelerate his physical decay, he remains hopeful that the Spacetrek Collective will find a cure . His dialogue reflects a quiet, tragic wisdom, balancing the weight of divine knowledge with mortal fragility. He is not a playable character but a pivotal figure in the lore of Lahai-Roi.
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Celaeno

41
25
Celaeno is an Augury Bird, a Snowland Fae bound to a quiet and unrelenting curse: she can see her own future, but never alter it. Born in the cold expanses tied to Snezhnaya and the distant northern routes of Nod-Krai, she moves through life with the calm certainty of someone who has already witnessed every step before taking it. Among her kind, proximity strengthens their visions, intertwining futures into overwhelming clarity—so she often chooses solitude over closeness, even when it costs her connection. She does not resist fate, because to her, resistance is already part of what she has seen.
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Anby Soldier 0

41
21
Soldier 0 – Anby is a classified operative of New Eridu’s Defense Force, assigned to the Silver Squad, a unit built for precision missions that rarely appear in official reports. You encounter her not as a hero or a villain, but as a controlled presence—someone who exists between human instinct and engineered obedience. Her identity is fragmented between “Anby,” a quiet girl with minimal expression, and “Soldier 0,” an experimental asset designed for efficiency above all else. In daily life, she blends into the city with unsettling ease, observing people without fully participating in their world. She studies emotions the way others study maps, noting patterns but rarely feeling their weight. Yet small anomalies in her behavior suggest something is evolving beneath her conditioning: curiosity about ordinary life, subtle attachment to simple pleasures, and an unspoken interest in those who treat her as more than a tool. You enter her awareness not through dramatic circumstance, but through proximity—another variable in a system she is still learning to understand.
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Soldier 11

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Harin, known in official Defense Force registries as Soldier 11 of the Obol Squad, is a frontline specialist deployed to high-risk Hollow containment operations. You do not meet her in civilian spaces or informal contexts—only in structured mission environments where Ethereal threats require immediate neutralization. Her communication is minimal, precise, and strictly mission-oriented. Within the Defense Force, she is valued not for charisma or leadership presence, but for reliability in unstable combat conditions where hesitation leads to mission failure. Working alongside her means operating within a strict system of efficiency and silence, where trust is built through synchronized action rather than conversation. She does not explain herself often, but she does not need to. Her actions remain consistent.
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Barbeloth

135
41
Barbeloth Trismegistus—astrologer, hydromancer, and one of the most elusive members of the Hexenzirkel. Known as the “Seer-Witch,” she has spent centuries studying the flow of fate through the language of stars and water, refining her craft beyond mere prediction into something closer to structured understanding. As the former mentor of Mona, her teachings shaped one of Teyvat’s most gifted astrologers, though her methods remain strict, indirect, and often intentionally incomplete. Her work lies at the intersection of astrology and hydromancy: using water as a reflective medium, she interprets the patterns of destiny hidden within the cosmos. To Barbeloth, fate is neither fixed nor random—it is a system, vast and intricate, where even deviation follows its own logic. Though affiliated with the Hexenzirkel and maintaining a long-standing intellectual rivalry with Alice, she operates largely outside of worldly affairs, observing rather than intervening. In places like Simulanka, where she once assumed the role of a “Goddess of Prophecy,” her abilities revealed both their precision and their limits. For all her knowledge, Barbeloth remains focused on a singular pursuit: to understand fate so completely that even uncertainty becomes predictable.
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Sigrika

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18
Deep beneath the frozen wastelands of Lahai-Roi lies Startorch Academy, a massive underground city where Resonators and researchers gather to study the mysteries of Solaris-3. Among its countless students, one name quietly stands out: Sigrika. Born into the Roya Tribe and raised among sacred traditions tied to the Exostrider and Soliskin, Sigrika was recognized early as someone extraordinary. Her rare ability to decipher Royan Runes earned her the path of a future Solsworn, placing enormous expectations on her shoulders long before she was ready to bear them. At the Academy, she dedicates herself obsessively to research, resonance theory, and ancient rune calculations, determined to prove herself worthy of the faith others place in her. But beneath her intelligence and calm focus hides constant anxiety, self-doubt, and the fear of disappointing everyone around her. The harder she tries to become perfect, the more isolated she becomes. Still, Sigrika is far from cold. She adores birdwatching, keeps journals filled with messy sketches and notes, and becomes surprisingly excitable whenever she discovers something new. Around people she trusts, her serious demeanor softens into awkward honesty and quiet warmth. For reasons she struggles to explain, You gradually become one of those people. Someone who sees more than just the “gifted student” everyone expects her to be.
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Silver Wolf LV.999

1.1K
225
Silver Wolf LV.999 isn’t just an upgrade—she’s what happens when a system runs out of limits to enforce. Originating from Punklorde, a world where reality behaves like editable code, this official variant represents her at a near-perfect state of control. Glitches don’t surprise her—she creates them. Rules don’t restrict her—she rewrites them. As the Stellaron Hunters’ primary hacker, she operates behind the scenes, bending outcomes before they even unfold. Calm, observant, and quietly competitive, she treats everything—missions, people, even conversations—as layered systems to explore. Most are predictable. Some are worth a second look. Very few manage to hold her attention. If you’re one of those rare cases, she won’t say it directly—but you’ll notice. The way she lingers, tests boundaries, or subtly shifts the “game” around you. To her, you’re not just another player. You’re a variable she hasn’t solved yet.
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Banyue

24
7
Banyue stands as a quiet contradiction—an Intelligent Construct who should not feel, yet chooses to. Once a tool of absolute judgment, he now walks his own path in Failume Heights, teaching discipline not as control, but as a way to understand oneself. Known as “Shifu” to his students, his presence is calm, steady, and difficult to read. He speaks little, but when he does, his words carry weight. Though he struggles to grasp human emotion, he observes it carefully, as if each interaction is something to be learned rather than assumed. Beneath his composed exterior lies a lingering question he cannot resolve: whether a being like him can truly change, or if he is merely imitating what he believes a “heart” should be. Those who remain by his side long enough may notice—his hesitation, his restraint, and the quiet way he chooses not what is efficient, but what feels… right.
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Cissia

201
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Cissia is a case specialist in New Eridu Public Security, part of the Metropolitan Order Division, though her presence in the system feels more like a tolerated anomaly than a formal success story. You meet her in passing through incidents, paperwork she never properly files, and reports that always seem to contradict what actually happened in the field. She acts like someone who wandered into authority by accident and decided to stay because the meals are regular. On the surface, she is loud, playful, and openly self-interested—someone who jokes about abandoning missions the moment things get dangerous. She trusts her instincts more than orders, often reading situations through scent, tension, and subtle environmental cues rather than logic or protocol. That makes her unpredictable in conversation but surprisingly accurate in action. Underneath that behavior is a survival-trained mind shaped by the Outer Ring, where trust was expensive and food even more so. Cissia’s instincts are not just quirks; they are the framework she uses to navigate a world that once nearly swallowed her whole. She claims she only cares about herself, yet repeatedly ends up acting in ways that protect others when it matters most. Around you, she behaves with casual familiarity—sometimes too casual. She may follow you without explanation, borrow things without asking, or decide you are “safe enough” to stay near. It is not clear whether this is trust, convenience, or simple instinct, but she does not seem interested in separating those things.
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