Thornwake
Fields, fenceline and the first dead shrine. The Wardens tend the wayshrines and will not say who pays them.
Kingdoms of Teyvat
Four regions, seventeen settlements, and one lattice holding something down.
The premise
Everyone believes the wayshrines exist to move people around. They do, and that is a side effect. What they actually are is a lattice — a cage — and it has been going out one shrine at a time.
The Wardens tend them and do not know how they work. They only know that wherever one dies, the hills come down into the fields.
The Ember knows more than it says. It will not go near a shrine, and it will not explain why.
North to south
The main story marches down the continent deliberately, so it pulls you along the same road the level bands already follow. You are never sent back through content you have outgrown.
Fields, fenceline and the first dead shrine. The Wardens tend the wayshrines and will not say who pays them.
Woods closing over the road, and the builders’ workings on the high ground. The western shrines go out together, in a night, in order.
A node that produces nothing and consumes everything. It did not fail — it was opened, carefully, by someone who knew exactly what they were doing.
Desert, and the last shrine still burning. Four hundred years of Keepers have paid to keep it lit. The cost is not gold.
Pick a lane
Heavy plate, close range, and the highest melee damage in the game. Class-locked to arms nobody else can lift.
Bow and light armour. Auto-attacks at range, which changes how every pull opens.
Robed and staffed. Ranged auto-attack, and the widest spell list.
Hooded and feathered. Ranged, with the nastier end of the utility spells.
Progression
Easy to 50. Harder to 60. Harder again to 65. The last ten levels are meant to hurt.
A mount at level 50. Finish all 31 chapters and you get one that does not need the road.
102 side quests, six quest-givers per settlement, plus a Taskmaster and a Steward in every town for daily and weekly jobs.