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The Grisha Chronicles

Grisha World Info

a part of “The Grisha Chronicles”, a fictional universe by Layla.

Years after the shadows of the Unsea are extinguished, new enemies dawn. The fate of the kingdoms depend on the unlikely alliance of outcasts and criminals. They will uncover the web of deceit and discover the truth is much greater than they'd imagined.

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This conversation is an Out Of Character (OOC) part of the roleplay, “The Grisha Chronicles”.
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Grisha World Info

Tips: 0.00 INK Postby Cloud on Sat Dec 03, 2016 9:23 pm


WORLD INFO

    This thread will have information necessary to understanding the Grisha world. Most of what we know is based on the Grisha Trilogy and Six of Crows books by Leigh Bardugo.

    Places her books did not visit have been imagined and created by your GMs. We'll add to this thread as needed, including information on places, social structure, and so forth that might be important as the roleplay progresses.

    If you have any questions relating to anything in this thread, or if there is something you'd like answered that hasn't been covered, please feel free to PM Layla or myself, or ask in the OOC thread. We'd prefer if only the co-GMs posted in this thread. Thanks!
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The Zemeni

Tips: 0.00 INK Postby Cloud on Sat Dec 03, 2016 9:53 pm


Novyi Zem Society

    Unlike Ravka, the Zemeni do not have one royal family. Instead the land is governed by several ruling houses. Together, they effectively form an aristocratic democracy, designed to rule the land fairly and peacefully. At least on paper. The truth is, just like any foreign court, the Novyi Zemi courts are ruled by politics, secret deals, and strategic marriages.

    The Zemeni dynasties hold power and wealth, many having risen from farmers and merchants cultivating and trading jurda. Many of the ruling houses have since cut their immediate ties with their working-class predecessors, though the majority, if not all, of the Zemeni nobles will still have large swaths of land dedicated to farming.

    The thriving agriculture and jurda trade is the main source of income for the tropical country, with many of the common folk to be found working on farms or in merchant trades. Unlike some of their neighbours across the True Sea, the Zemeni do not hold the same prejudice for Grisha. Quite the contrary, for some even consider them sacred, and their powers are praised for the help they can produce.

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Re: Grisha World Info

Tips: 0.00 INK Postby Layla on Sat Dec 03, 2016 11:10 pm


Fjerda Society

Note: Aspects of the kingdoms have been modified to suit the roleplay.

    Before there was life, there was flame, and in the bluest depths of its womb was Djel and his lover, Anai. The flame scorched higher, searching for beauty pure and unburnt. Its red fingers coiled around Anai's golden locks and consumed her. Djel wept and from his tears the ice plains of Fjerda were made where the furnace of oblivion had once been.

    Fjerdans believe they are the direct descendants of Djel come to cleanse the world of Grisha. They believe them to be abominations, the last embers of the great fire that destroyed all. Alongside Ravka and Shu Han, Fjerda is one of the strongest military powers. Fjerdans are devout worshippers of Djel and their government and church are one and the same. Although they claim to capture Grisha for fair trial, it is commonly known that nearly all captives allowed a hearing are strapped to wooden pyres and burnt.

    The Order of the Druskelle are the hunters of Grisha and represent the entirety of the Fjerdan army. Training begins early at the age of twelve and is rigorous and unforgiving. Although without Grisha gifts, Druskelle represent some of the greatest human warriors to have ever been. They are ruled by six commanders of equal standing each of which command a legion of druskelle soldiers and hold political and military sway. When druskelle come of age at sixteen, they are given the chance to be chosen by wolves, who are considered the sacred beasts of Djel. The wolves become their companions, joining them in battle and in life, though an unequal ratio of both means not all druskelle have wolves.

    The Ice Court is located off the shores of the capital, Djerholm, and is a remarkable architectural feat. Hovering above water, the glass and steel structure mimic spires of frost. Unbeknownst to most, the Ice Court was built thousands of years ago by Grisha slaves, its absence of a single nail made possible only by captured Materialki. In that that time, the punishment for being Grisha was serving the will of the church, which almost always led to their being worked to death.

    The Fjerdans are a cold and reserved people. Displays of affection are frowned upon and children are regarded as little more than investments for the future. It is considered the greatest honour to be made a druskelle and parents have been known to offer their kids regardless of their will. Arranged marriages are not uncommon.
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Re: Grisha World Info

Tips: 0.00 INK Postby Layla on Mon Dec 05, 2016 9:58 pm


Ravka Society

Note: The following contains spoilers from the books.

    Centuries ago, the first stain of oblivion devoured the light. The Darkling created the impenetrable mask of night that grew uncontrollably, swallowing entire villages and cities whole. The creatures that festered in its womb were once the human victims of the shadow fold's reach but now they were tortured souls made grotesque and unrecognisable. Ravkan kings sent their soldiers to fight the spread of the disease. Few ever came back. The Unsea grew to devour the edges of Fjerda and Shu Han, forcing Ravka into a gridlock that made travel to and from the kingdom a perilous task. The army dwindled and Ravka was forced to draft its soldiers in order to compensate for those who died.

    Testing for Grisha gifts became mandatory for all children between the ages of ten to thirteen as gifts appeared in puberty. They were taken from their homes and forced to endure frightening scenarios that would trigger their gifts, which so often arose in self-defence. Those who showed unique powers were drafted into the army, and for those who did not, many would soon be drafted as well by the time they were sixteen, which was the youngest age at which soldiers were sent to the Shadow Fold.

    Sankta Alina, the Sun Summoner, was the one to scorch away the Unsea at the cost of her life. Yet before her arrival, none knew of the Darkling's involvement in the Unsea and he was in fact the commander of the Second Army, comprised entirely of Grisha. When the Sun Summoner abandoned the palace, many of the Grisha stayed behind with the Darkling. In the final battle of the Unsea, many Grisha turned against one another and countless lives were lost.

    King Nikolai, who had helped the Sun Summoner in her quest to free Ravka, was accepting of Grisha. He united the First and Second Armies and allowed those conscripted by the crown to return home. Crippled by centuries of loss and poor government, and occupied by the reconstruction of places destroyed by the shadow fold, Ravka was weak. King Nikolai refused to enable the Grisha's servitude and the army dwindled when many returned to their homes. Reparations were slow but steady.

    The Ravkan army is presently comprised of 5000 non-Grisha and 500 Grisha. The following list is presented in order of authority.

      1. First General and Supreme Commander ~ Kir Egorov
      2. Lieutenant General and Second Commander ~ Katya Volkov
      3. Colonel and Commander ~ There are 5 colonels, each responsible for their own division of the army.
      4. Sergeant ~ They lead small parties from their division and together, answer to their respective commanders.
      5. Soldiers

      Others ~ These include healers, Materialki soldiers who construct the weapons and poisons used by the army, trackers who hunt objects and individuals that are otherwise impossible to find, and cartographers responsible for mapping and studying the landscape.

    Many Ravkans worship saints like Sankta Alina, whom some suspect were not blessed souls who cast miracles but powerful Grisha. There is Sankt Petyr and Vladimir, and Sankta Alina, Marya, Lizabeta and Anastasia. People have been known to sell fragments of bone they claim to be body parts of the saints, which is said to bring luck and protection.

    Suli are nomadic people from the northwestern part of Ravka. They are mostly carnival performers and fortune-tellers, the latter whom wear orange silk cloaks and wear red jackal masks, and tell fortunes by reading coffee dregs. Suli are scarce in the Ravkan Army as their nomadic lifestyle makes them very difficult to track, although some have been known to join of their own free will. They are scarcer still outside of Ravka as they never venture too far from their tribe. Their young women are sometimes captured by slavers to be sold to pleasure houses, where their brown skin and occasionally pale, kaleidoscopic eyes are considered a rarity. Most notably, they can be found in the Menagerie or the House of Exotics, an expensive brothel located in the heart of Ketterdam, Kerch, where they are called lynxes.
Last edited by Layla on Mon Dec 12, 2016 6:55 am, edited 1 time in total.

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Re: Grisha World Info

Tips: 0.00 INK Postby Layla on Wed Dec 07, 2016 10:57 pm


Shu Han Society

    Emperor Guoxan and Empress Linwei preside over the vast expanse of the Shu Han empire. Their rule is totalitarian and their wealth immeasurable, yet the income disparity is evident from the moment on ventures beyond its strict borders. The capital city of Ahmrat Jen is one of the most beautiful in all the kingdoms, the architecture remarkable, the wares rare and exotic. Those who gain the favour of the royal family are promised a life of luxury and those who betray them are granted certain death by decapitation, the favoured method of execution.

    The Jade Palace located in the heart of the capital is built in a giant heptagon, the number seven being lucky in Shu culture. Every rooftop, door and pillar is laid with gold leaf and the walls of the throne room are made from mother of pearls. Few, if any from outside of Shu Han are granted entry into the palace.

    Beyond the towering walls of the great city is an impoverished land. Taxes are extremely high and many villages exist in poverty. They are held at bay by the royal army, a force of nearly ten thousand. Although Shu Han does not practice conscription, the money given to the families of the soldiers invites many to join. Although training is not nearly as ruthless as Fjerda's and they lack Ravka's Grisha, Shu Han makes up for it with sheer numbers.

    The Grisha are rare in Shu Han, simply by virtue of many being in hiding. Those who are discovered become virtual slaves, the Emperor and Empress' prized Grisha wearing a collar and chain of gold and jade. The Grisha are forced to wear chains, the weight of which around their ankles render them cripples.

    When the alkemi Bo Yul-Bayur made jurda parem, he did so with the intention of enabling Grisha to hide their powers without feeling the weakness and insanity that comes with the prolonged disuse of their gifts. However, he created a drug that altered them instead. Jurda parem made them extremely powerful, but it was highly addictive, so much so that it became a way for the Shu to control their Grisha without chains. They would do anything for the drug, though it was one that killed them slowly.

    Bo Yul-Bayur ended his life so that none would ever find him to extract the drug from his mind, but his son, Kuwei Yul-Bo, fled to Ravka with the help of criminals and Ravkan officials 10 years ago. Kuwei went missing not three years later, and five after that, the Onikh attacks began.

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Re: Grisha World Info

Tips: 0.00 INK Postby Layla on Sun Dec 11, 2016 2:53 am


Grisha

    A Grisha power is like a muscle. Use too little or none of it, as those in hiding do, and the body becomes weak. At worst, one succumbs to insanity. However, use too much of it at once and the body experiences aches and pains. Similar to muscle, those who use it regularly or are taught by trained Grisha have the added benefit of becoming stronger at their gifts, and so can exert more of it for a longer amount of time.

    Different Grisha have different weaknesses. Of the Grisha, tailors, alkemi, healers and durasts work the slowest, but the effects of their powers are much more long-lasting and in the case of healers and a Fabrikator's inventions, permanent. In contrast, heartrenders, tidemakers, inferni and squallers require little to no time for their powers to take hold. However, they require intense focus as the moment they cease to attend to the body or element they are affecting, their influence vanishes. The only exception to this are some enduring injuries to the body caused by powerful heartrenders, though they require their victims be in their line of sight to attack them.



Onikh

    Jurda parem is a drug derived from the jurda plant and has remarkable effects on Grisha gifts, though at great expense. Their consumption by non-Grisha results in instantaneous death. Onikh rarely survive long as the continued use of the drug kills within a matter of months. There has been only one documented case of a Grisha being able to overcome their addiction after one dose of jurda parem, a heartrender by the name of Nina Zenik. It altered her powers irrevocably so she could no longer manipulate living bodies but dead ones.

    Currently, no one knows where or who manufactures jurda parem, and there are only scarce samples held by the Ravkan army, who are attempting to replicate it to synthesise a cure. The following describes the powers of Grisha under the influence of jurda parem:

    Healers ~ Able to heal another person without physical contact and trace of injury. Some suggest they might be capable of resurrection.
    Heartrenders ~ Mass mind control and body distortion. They can snap numerous necks with only a slight jerk of the head.
    Tidemakers ~ Capable of matter state manipulation. They can change the state of matter of their surroundings and in themselves.
    Inferni ~ They can render objects and bodies to ash with a touch and create fire without first needing a spark. Their flame burns even in ice.
    Squallers ~ They are capable of flying and manipulation the weather, creating great tornadoes.
    Durasts ~ Periodic element manipulation. They can change an element to a new one or near identical version, like turning lead into gold.
    Alkemi ~ Rather than creating poison, they become it, and can spread disease with a single touch. They can also absorb the effects of potions and take on its effects, for example, consuming a sleeping potion would give them the ability to put others to sleep.

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