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Intelligence Report

SUI PROXY, LONGMA GUARD & DREAM WALKER LORE

T
Endfield Hub Team
#Arknights Endfield#Lore#Si#Sui Proxy#Feranmut#Hongshan Imperial Guard#Sarkaz Dream Traveler#Typhon#Longma#Version 1.5
Sui Proxy, Longma Guard & Dream Walker Lore
Table of Contents

The 1.4 Homecoming reel closed on three faces, and most of the community immediately started arguing about kits, banners, and who looks like whom. That is a fair reaction, but it skips the more interesting part. Si, the 13th Sui Proxy, the Hongshan Imperial Guard, and the Sarkaz Dream Traveler are not just three new silhouettes. Each one is a doorway into a different corner of Terra’s oldest lore: the god-hunting mythology of Yan, the Elder races that predate the human nations, and the dream-walking traditions of the Sarkaz. This is a lore deep dive, not a pull guide. We are going to unpack the mythology these teasers are built on, the threads that reach all the way back to the original Arknights, and what each character’s confirmed backstory actually tells us about where Talos-II’s story is heading.

Preview still of Si, the 13th Sui Proxy, from the Homecoming Special Program teaser reel

Teaser still from the Companionship Celebration and Homecoming Special Program (Hypergryph/Gryphline): Si, the 13th Sui Proxy.


TL;DR - Key Points

  • Si is a fragment of a dead god. She is the 13th proxy of Sui, a draconic Yanese Feranmut with the power of “Evolution” that was sealed during the Great Hunt.
  • The Sui siblings connect directly to the original Arknights. The twelve original proxies are the same lineage that produced Nian, Dusk, and the other Sui dragons players already know.
  • Si has been quietly steering the plot. She already aided the Endministrator during the Marker Stone crisis as a butterfly Ink Spirit and spoke to Arcane before Ardashir could shatter Wuling.
  • The Hongshan Imperial Guard is a worldbuilding tease, not just a Mlynar lookalike. His scaly tail and Yanese framing point to a new Elder race, with the Longma being the popular guess.
  • The Sarkaz Dream Traveler leans on deep Sarkaz lore. Her dream-walking hooks into the teased snowy dream-forest region where dream and reality overlap.
  • “Reconvener versus descendant” is a lore mechanic, not just fan debate. It defines how original Arknights identities are being carried onto a new world.
  • All three are still teases. Names, kits, and even races carry official caveats, so treat everything below as lore analysis, not confirmed profiles.

The Mythology the Teasers Are Built On

Before we take the three one at a time, it helps to see why they were grouped together at all. On the surface they share nothing: a childlike god-fragment, a stoic knight, and a wandering archer. What binds them is that each is a hook into a distinct mythological system that Endfield has been slowly building since launch.

Si carries the Feranmut thread, the oldest and strangest layer of Terra’s cosmology. The Imperial Guard gestures at the Yanese Elder races, the non-human peoples woven into the eastern nation’s history. The Dream Traveler pulls on Sarkaz lore and the recurring motif of dreams as a place you can physically travel. Endfield is not teasing three units. It is teasing three lore veins, and telling you which ones the next stretch of story will mine.

If you want the surrounding patch context, our full 1.4 Homecoming Special Program recap covers the kits, maps, and events that framed these reveals. Here, we are going underground.


Si and the Sui Feranmut: the Great Hunt of Yan

To understand Si, you have to understand what a Feranmut is, and the game’s own framing is deliberately unsettling. Feranmuts are gargantuan, near-immortal entities whose nature is described as unfathomable to ordinary people. They live for tens of thousands of years, they are completely immune to Originium, and their abilities have nothing to do with Originium Arts. Their power is bound to geography. Many can terraform land and command weather, and when one dies its body does not rot so much as become landscape, the way a whale fall seeds an entire ecosystem on the sea floor.

For most of history the peoples of Yan treated these beings as gods. That changed when they found the Remains of a God, a graveyard proving these “deities” were mortal after all. The discovery flipped the entire cultural frame. Feranmuts went from sacred to studied, reclassified in scholarly language as “beasts of the soil,” and an entire discipline, Feranmutology, grew up around dissecting them. Out of that shift came the Great Hunt, the moment mortals declared war on their own gods and drove them off Yanese land.

Sui was the last Feranmut to fall in that hunt. It is described as a draconic Yanese Feranmut whose specific power is Evolution, and its story has a tragic villainy to it. Rather than stand with its own kind, Sui betrayed them, seeking to become the sole god of Yan. For that ambition it was humbled by the True Lung of Yan and forced into slumber. It was not killed, only sealed, and a sealed god is a problem that never really goes away.


The Twelve Proxies and the Thirteenth

Here is where the lore turns genuinely eerie. A slumbering Feranmut does not simply switch off. Its consciousness fragments into proxies, humanoid avatars that walk the human world as incarnated pieces of the sleeping whole. Sui’s mind broke into twelve original proxies, agents meant to observe and act on its behalf while it slept.

The twist is that the proxies did not stay obedient. Over time they each stumbled into the same dangerous question: “Who am I?” That single act of self-reflection gave them individuality, and individuality gave them a survival instinct their creator never intended. They realized that if Sui ever fully reawakened, their separate selves would be reabsorbed and erased. So the fragments began working against their own source, quietly laboring to keep the god asleep so that they could keep existing. It is one of the more elegant horror premises in the setting: a pantheon of children keeping their parent sedated because waking it means their own deaths.

Preview still of Si, positioned near her butterfly Ink Spirits, from the teaser reel

Si commands butterfly-shaped Ink Spirits, the same Ink-and-Scroll power wielded by her older sisters Jie and Dusk.

Si is the odd one out. She is not one of the twelve. She is a thirteenth proxy, born much later, described as arriving at some point within roughly the last decade of the Talosian calendar. She lives on Talos-II and works alongside the Hongshan Academy of Sciences, and she inherited the family gift: the power of Ink and Scrolls, the same domain held by her older sisters Jie and Dusk. She controls Ink Spirits that take the form of butterflies and can conjure scrolls that ignore ordinary physics. And despite being a fragment of an ancient god, she reads as thoroughly childlike, a small, playful presence carrying an enormous and dangerous legacy.


Si in the Endfield Story So Far

The teaser frames Si as an upcoming reveal, but she is not a newcomer to the plot. She has been operating in the background for a while, and once you know to look for her, her fingerprints are all over recent events.

Her most important appearance so far is the Marker Stone crisis. When Ardashir moved to destroy the whole of Wuling, Si intervened in the form of a butterfly Ink Spirit. She helped the Endministrator by unrolling a massive scroll within the structure, effectively bending space so the player could reach the top quickly, and she used her Ink Spirits to open a direct line of communication with Arcane (Li Zhiyan) during the confrontation. If you followed Arcane’s arc, this is a meaningful connection: the caster who sealed herself alongside Ardashir inside an Ink Scroll was rescued by the Feranmut Proxy afterward. That rescuer was Si’s power at work. For the other half of that story, our Li Zhiyan and Arcane profile covers the Yinglung Pass side of the same events.

There is a systemic angle too. Si’s Feranmut nature was a key ingredient in the creation of the Feranmut Hearts, the constructs that fuse Hongshan Academy technology with Feranmutology. In other words, her power is not just a story device, it is baked into the setting’s engineering. The teaser’s promise that she will reveal her true form in Yinglung Pass, and the pointed note that she “seems to have been waiting for the Endministrator,” reframes all of this. A being who has been nudging the plot from the shadows is about to step into it directly, and she has apparently been waiting for you specifically.


The Original Arknights Connection: the Sui Siblings

For veterans of the original Arknights, the word “Sui” should be setting off alarms, and it should. The Sui siblings are one of that game’s central mythological pillars: a set of dragon-siblings born from the fragmentation of the Sui Feranmut, each embodying a different aspect and domain. Endfield is not inventing a new pantheon here. It is drawing directly from a lineage players have spent years getting to know.

The value of Si is that she makes the shared cosmology explicit. If Sui’s consciousness fragmented into proxies, and the original Arknights siblings are the celebrated faces of that same fragmentation, then Endfield’s Feranmut lore and the mainline’s dragon-siblings are two ends of one continuous myth. Below is a simplified map of how the concept echoes across both games. Treat the original-game column as the familiar reference point, not a claim that these specific siblings appear in Endfield.

Sui lineage concept Original Arknights reference Endfield echo
The source Feranmut Sui, the fragmented ancestor Sui, draconic Feranmut of “Evolution,” sealed in the Great Hunt
Fragments with distinct selves The Sui siblings (Dusk, Nian, and their kin) The twelve proxies who each asked “Who am I?”
Ink and painting as power Dusk’s and Ling’s artistic domains Si, Jie, and Dusk wielding Ink and Scrolls
A later, lesser-known fragment Family members revealed over time Si, the 13th proxy born much later
Keeping the ancestor dormant The siblings’ fraught relationship with their origin Proxies working against Sui’s reawakening

The takeaway is not “spot the cameo.” It is that Endfield is positioning the Feranmut and the proxy system as the connective tissue between the two games’ mythologies. For more on how this lineage slots into the roster and roadmap, our Mi Fu and Sui Shisan meta analysis traces the Sui-adjacent designs, and our Feranmut proxies and the Wuling hegemony analysis digs into the political weight these beings carry on Talos-II.


The Hongshan Imperial Guard: Order, Oath, and a Hopeless Hour

The second tease trades cosmic horror for something more human. The official description of the Hongshan Imperial Guard is deliberately spare: a calm, resolute guardsman who once fell into a desperate situation with no way out, and whose future story is set to explore his past, his beliefs, and an answer he is still searching for within himself. Note that “Hongshan Imperial Guard” is a title, not a personal name. We do not have a proper handle for him yet.

Preview still of the Hongshan Imperial Guard from the Homecoming Special Program teaser reel

Teaser still (Hypergryph/Gryphline): the Hongshan Imperial Guard, shown only under a title rather than a name.

The lore worth chasing here is institutional. Hongshan is not a throwaway word. The Hongshan Academy of Sciences is the same body that partners with Si and helped birth the Feranmut Hearts, which places any “Imperial Guard” of Hongshan close to the setting’s most sensitive research and its most dangerous artifacts. A guard defined by a single hopeless moment, stationed near institutions that handle sealed-god technology, is a character built to carry a specific kind of story: what does duty mean when you have already been to the bottom and come back. That “answer he is still searching for” framing is the tell. This is a redemption-and-conviction arc in the making, the kind Arknights writing tends to handle well.


Elder Races and the Longma Question

Then there is the body. The moment the 3D model appeared, players clocked the long blond hair and heavy knightly bearing and shouted Mlynar. The resemblance is real, but the lore points away from a simple Nearl connection. He is framed as Yanese, not from the Kuranta side of Terra, and the model shows a scaly, dragon-like tail rather than anything resembling a pegasi mount.

That combination has the community leaning toward a new Elder race, and the popular candidate is the Longma, the Chinese mytho-creature that blends horse and dragon. It is a clean fit for a Yanese knight: eastern framing, equine cavalry energy, and reptilian features all at once. If that read holds, the Imperial Guard is less “Endfield’s Mlynar” and more the game’s first look at an Elder people we have not met, using a familiar knightly silhouette as the friendly on-ramp. It would rhyme with how Endfield’s Chen evokes the original Chen while remaining her own person: close enough to trigger the memory, distinct enough to stand alone. The scaly tail is the detail that turns a lookalike into a worldbuilding reveal.


The Sarkaz Dream Traveler: a Race Built on Dreams

The third tease set the threads on fire, and again the interesting part is the lore under the design. The official line is gentle: a Sarkaz girl who travels through various dreams, pursuing stories scattered across the world. That description pairs directly with one of the teased future regions, a snowy forest woven with ancient dreams where dream and reality overlap.

Preview still of the Sarkaz Dream Traveler from the Homecoming Special Program teaser reel

Teaser still (Hypergryph/Gryphline): the Sarkaz Dream Traveler, whose bow and silhouette drew immediate Typhon comparisons.

The Sarkaz are one of the original Arknights’ most storied peoples: a demon-coded race marked by horns and a long history of persecution, war, and displacement, tightly bound to themes of memory, grief, and identity. A Sarkaz who walks through dreams collecting scattered stories is a very on-brand premise for that race. Dreams in this setting are rarely just metaphor. They function as a traversable space, a place where lost narratives and fragments of the past can be recovered, which is exactly the kind of soft, melancholic power the Sarkaz tend to embody. The dream-forest map is not set dressing for her, it is her habitat, the physical expression of what her people carry internally.


Typhon’s Shadow: What “Reconvener vs Descendant” Means in Lore

You cannot discuss the Dream Traveler without the elephant in the room: she is heavily Typhon-coded. The oversized bow, the hair, the overall silhouette all point back to the original Arknights sniper. But rather than re-run the who-is-she debate, the lore question worth understanding is the mechanism the debate hinges on, because it is one of Endfield’s most important connective devices.

Endfield carries original Arknights identities onto Talos-II through two distinct concepts. A reconvener is an imperfect clone that carries the memories and identity of an original character, brought to this world by a damaged Originium seed. The confirmed examples so far are near one-to-one recreations of their originals in body and often in dress. A descendant, by contrast, is a new person from the same family line, styled as their own character, the way Endfield’s Chen shares blood and name with the original Chen while being visibly distinct.

That distinction is not fan taxonomy. It is the setting’s actual rulebook for how old souls and old bloodlines reach a new planet. It lets the writers reuse beloved faces without cheapening them, framing each returning identity as either a copied consciousness or an inherited legacy. Whether the Dream Traveler turns out to be a Typhon reconvener, a descendant, or simply a design that rhymes with Typhon, the answer will be delivered through that lore machinery. For the full community breakdown of the visual evidence and the pull-strategy implications, our companion piece, the 1.5 future operators preview, runs the reconvener-versus-descendant argument in detail. This post cares about the machinery; that one cares about the verdict.


How the Three Thread Into Talos-II’s Larger Story

Step back and the three teases form a deliberate spread across the setting’s core mysteries. One reaches into the deep past of dead gods, one into the living institutions and Elder peoples of Yan, and one into the dream-lore of the Sarkaz. That is not a random grab bag. It is a statement that the next stretch of story will touch all three layers at once.

Character Race / faction Confirmed lore anchor Biggest open thread
Si Feranmut proxy, tied to Hongshan Academy 13th proxy of Sui; aided the Endministrator in the Marker Stone crisis Her “true form” and what waiting for you actually means
Hongshan Imperial Guard Yanese, likely a new Elder race Calm guard who survived a hopeless situation; title only His name, his race (Longma?), and the belief he is still testing
Sarkaz Dream Traveler Sarkaz Walks dreams, gathers scattered stories; tied to the dream-forest region Whether she is Typhon reconvener, descendant, or neither

The connective glue is Si. As a Feranmut proxy embedded with the Hongshan Academy, she sits at the intersection of the god-lore and the institutional lore, and she has already demonstrated a habit of reaching across the map to influence events. If Endfield wanted a single character to knit these disparate threads into one arc, a shard of a sealed god who has been waiting for the player is exactly the tool for it.


Lore Reveals to Watch

The teasers are thin by design, but a handful of upcoming details will unlock large chunks of the mythology. These are the ones worth watching.

  • Si’s true-form reveal in Yinglung Pass. How much of Sui’s draconic nature shows through will tell us how close the seal is to failing.
  • The Imperial Guard’s proper name and race. Confirmation of a Longma, or any new Elder people, expands Yan’s map of peoples in one stroke.
  • The Dream Traveler’s relationship to Typhon. Reconvener, descendant, or neither, the answer clarifies how far Endfield will lean on original Arknights identities.
  • The dream-forest region’s rules. How dream and reality overlap there is a lore system, not just a backdrop, and it likely governs how the Dream Traveler’s stories are recovered.
  • Any mention of the other Sui proxies. If Si’s older sisters surface, the bridge between Endfield’s Feranmut lore and the original Sui siblings becomes text rather than subtext.

Final Read

The Homecoming reel looked like a character tease and functioned like a lore drop. Si is a sealed god’s youngest fragment who has quietly been steering the plot and is about to show you her real face. The Hongshan Imperial Guard is a familiar knightly shape wrapped around what looks like a brand-new Elder people. The Sarkaz Dream Traveler is a walking argument about how memory and identity cross between two games. Read as kits, they are three unknowns. Read as mythology, they are Endfield telling you which of its oldest stories it is finally ready to open. The silhouettes will fade the moment official art lands. The lore underneath is what will still matter a year from now.


FAQ

What is a Feranmut in Arknights lore?

A Feranmut is a gargantuan, near-immortal entity whose power is tied to geography and is completely separate from Originium. They were once worshipped as gods in Yan until mortals discovered they were mortal, which triggered the Great Hunt that drove them off Yanese land.

Who is Si in Arknights: Endfield?

Si is the 13th proxy of the sealed Feranmut Sui. She is a fragment of that god’s consciousness, born later than the original twelve proxies, and she wields the power of Ink and Scrolls. She works with the Hongshan Academy of Sciences and has aided the Endministrator from the shadows.

How does Si connect to the Sui siblings from the original Arknights?

Both games draw on the same source. The Sui Feranmut fragmented into proxies, and the original Arknights Sui siblings are celebrated faces of that same lineage. Si makes the shared mythology explicit by being another fragment of the same ancestor.

What did Si do in the Marker Stone story?

She appeared as a butterfly Ink Spirit to help the Endministrator, unrolling a massive scroll to bend space and reach the top of the structure, and she used her Ink Spirits to communicate with Arcane before Ardashir could destroy Wuling.

Is the Hongshan Imperial Guard the same as Mlynar?

No. He resembles Mlynar’s blond, knightly look, but he is framed as Yanese and has a scaly, dragon-like tail rather than a pegasi connection. The community reads him as a new Elder race, possibly a Longma.

What is a Longma?

A Longma is a creature from Chinese myth that combines a horse and a dragon. It is the popular guess for the Imperial Guard’s race because it fits his Yanese framing, cavalry bearing, and reptilian tail all at once.

Is the Sarkaz Dream Traveler actually Typhon?

It is not confirmed. Her design is heavily Typhon-coded, but her horns, frame, and bow differ from the original. Whether she is a reconvener, a descendant, or simply a visual echo has not been revealed.

What is the difference between a reconvener and a descendant?

A reconvener is an imperfect clone that carries an original character’s memories and identity, brought over by a damaged Originium seed. A descendant is a new person from the same family line with their own distinct design, like Endfield’s Chen versus the original Chen.

What are the Sarkaz known for in Arknights lore?

The Sarkaz are a horned, demon-coded race with a long history of persecution and displacement, closely tied to themes of memory, grief, and identity. A Sarkaz who travels through dreams collecting lost stories fits that tradition closely.

When do these three operators release?

No dates were confirmed. The program described them as content beyond Version 1.4 across the next couple of versions. Any specific version number, including the “1.5” shorthand used around the community, is unofficial.


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