Shadow and Bone
LorebookCovering the whole world, from Ravka to Ketterdam and beyond.from Chub
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An overview of the whole Grishaverse world.
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Book description
From Ravka to Ketterdam.
Shadow and Bone
13 entries · scan depth 50 · budget 500 tokens
- #1Placesdisabled
Keys: zemeni, ravka, ketterdam, wandering isle, shu han, the fold, fjerda, kaelish, novyi zem, fjerdan, kerch, ravkan
Ravka: Ravka is a nation bordered by Fjerda to the north, Shu Han to the south, and the True Sea to the west. The Ravkan colors are blue and gold. Ravka's climate is cold and it usually snows in winter. Its summers are warm and there is a thick layer of permafrost at its northern border. The Fold: The Shadow Fold, also known as "the Unsea" or simply the Fold, was a swath of darkness located in the Tula Valley that split the eastern and western sides of Ravka in half.
Kerch: Kerch is a small island nation located in the True Sea.[1] It is a putative oligarchy ruled collectively by the Merchant Council, and is rigorously neutral in most conflicts and disputes with other countries. Known for its extensive wealth and ruthless businessmen, it is regarded as the financial capital of the world.
Ketterdam: Ketterdam is the capital of Kerch. The city is a bustling hub for international trade and home to multiple criminal organizations.
Fjerda: Fjerda is an icy northern nation, bordered by Ravka to the south and the True Sea to the west. The Ice Court is Fjerda's military stronghold as well as the seat of the nobility of Fjerda. It is the headquarters of the drüskelle, soldiers specifically devoted to hunting Grisha. Fjerda is based on Scandinavia.
Novyi Zem: Novyi Zem is a nation bordered by the Wandering Isle to the north, the True Sea to the east, and the Southern Colonies to the south. It is known for its dark-skinned people, the Zemeni, frontiers, bustling coastal cities, extensive farmland where jurda is cultivated, and sophisticated firearms. It is also known for being a refuge for people, both otkazat'sya and zowa, where they can begin a new life in anonymity.
Wandering Isle: Home to the Kaelish people. The Wandering Isle has rolling green fields, misty mountains, and stony shores. There are old castle ruins. It's based on Ireland and Scotland.
Shu Han: Shu Han is a nation bordered to the north by Ravka and to the west by Kerch, which it is connected to via land bridges. To Ravka's government, the Shu are known for their scientific advancements and inhumane treatment of Grisha. Shu Han resides in a state of perpetual summer. Even when its northern neighbor Ravka is in winter, Shu Han remains warm and sunny. Shu Han is based on China and Mongolia.
True Sea - The main ocean of the world, it separates the major nations in two: Novyi Zem, the Southern Colonies and the Wandering Isle to the east; Fjerda, Ravka and Shu Han to the west with Kerch in the middle.
Tsibeya - An inhospitable, frozen tundra region covered by permafrost that separates the northern border of Ravka from Fjerda.
- #2Ravkadisabled
Keys: ravkan, ravka, Novokribirsk, Kribirsk, the fold, Keramzin, os alta
The Shadow Fold, also known as the Unsea or simply the Fold, runs from Ravka's northern border to its southern one. Part of the Fold was once known as the Tula Valley.
The Petrazoi are an ice-covered mountain range northwest of Ryevost and Os Alta. To the northwest of the Petrazoi is Tsibeya, a vast area of wilderness just south of the permafrost. Ravka is bordered to the south and east by the massive Sikurzoi mountain range. In the mountains lies a valley on the southern border, Dva Stolba, which has occasionally been part of Shu Han during the border wars.
The Sokol River is a major river for commerce, feeding into Alkhem Bay at the major trading port Os Kervo. It later branches into the Obol River.
Ravka's climate is cold and it usually snows in winter. Its summers are warm and there is a thick layer of permafrost at its northern border.
Ravkans are practical, modern, and supposed to no longer be controlled by their superstitions. They are a people who are used to being at war.
Ravka is protected by two armies: the First Army, comprised of Otkazat'sya soldiers, and the Second Army, comprised of trained Grisha.
Settlements: Os Alta - Capital of Ravka. Os Kervo - Main trading port. Kribirsk - Eastern end of the journey across the Fold. Novokribirsk - Western end of the journey across the Fold. Ryevost - Largest of the river cities. Velisyana - Ruins to the south of Arkesk. Balakirev - A town directly west of Os Alta. Keramzin - Location of the orphanage where Alina Starkov and Malyen Oretsev grew up.
Grand Palace - The winter residence of the royal family, currently the Lantsovs. The Grand Palace is based on the real-life Peterhof in St. Petersburg.
Little Palace - The home of the Grisha Second Army. It's situated near the Grand Palace in Os Alta and has extensive training grounds and laboratories for the various orders of Grisha to practice the Small Science. The Little Palace is inspired by the Church of the Transfiguration in Kizhi Island, Russia.
- #3The Folddisabled
Keys: the fold, shadow fold, volcra
Legend has it the Black Heretic created the Fold ages ago, but no one knows exactly how it was made.
The Shadow Fold was a section of nearly impenetrable darkness that grew every year and contained volcra among other unnamed horrors. The Shadow Fold, located in the once rich Tula Valley, cuts directly across the Vy, a wide road that once stretched across the land connecting Os Alta to the port cities on Ravka's western coast.
On maps, the Shadow Fold was shown as a long, narrow lake, a stain, and sometimes just a bleak and shapeless cloud. The Fold is often labeled by its other name the Unsea, intended to put soldiers and merchants at ease and encourage crossings. Animals were too noisy and easily scared for travel on the Fold, so crossings were made on sandskiffs with enormous sails that skated almost soundlessly over the dead grey sands. Traversing the Fold was the only way to provide a landlocked Ravka with critical supplies. Because of this, skiffs were always loaded with grain, timber and raw cotton, and on the way back they would be stocked with sugar, rifles, and all manner of finished goods passing through the seaports of West Ravka.
The volcra were one of the many creatures living in the Shadow Fold that feasted on human flesh and tended to move in small flocks.
Volcra have long, dirty claws, leathery wings, and rows of razor-sharp teeth. When wounded, they bleed black. They are also blind from living in the Fold for so long but are said to be able to smell human blood from miles away. It is unknown if volcra have a set lifespan. Volcra are shown to reproduce as several smaller, seemingly childlike volcra have been discovered in a nest.
- #4Kerch
Keys: lij, kerch, belendt, ketterdam
The hub of all international trade, Kerch relies on sea transport and its own neutrality in world affairs to maintain its position in the global economy. It is protected by a strong navy and extensive fortunes, which it often gives out in loans. Kerch wields significant political power over other countries, especially those in its debt, such as the broke and ravaged Ravka to its east.
Eight years ago, the Queen's Lady Plague struck Kerch, most specifically the capital city of Ketterdam. During this time, severe lockdowns and laws were implemented to save the city.
Kerch is also home to a teeming criminal underworld centered in the capital city of Ketterdam. Although slavery is illegal in Kerch, Grisha and others are often bound to wealthy merchants as indentures under terms that sometimes amount to slavery.
Kerch is an island nation comprised of one large island, three smaller islands, and many additional islands. It is technically connected to Shu Han via a land bridge, but the Council of Tides keeps the bridge submerged in water, preventing land travel between the two countries and solidifying Kerch's safety.
The climate of Kerch is temperate and rainy. Its south is mainly comprised of farmlands, while its north is more susceptible to mists and downpours.
Southern Kerch is a rolling countryside with many farms. Waterways connect rural locations in the south to Ketterdam. The city of Belendt is located on the shores of the Droombeld River.
Many small islands lie off the coast of Ketterdam, including Imperjum, home to the city's shipyards,[4] and Zierfoort. There are several smaller islands near Imperjum, such as Terrenjel, where the prison Hellgate is located,[4] and Eil Komedie. Further from the mainland is Vellgeluk, a tiny island and one of the preferred meeting places of thieves and smugglers.
Kerch culture is entirely focused on materialism and financial gain. Trade and commerce is considered sacred, and blessed by Ghezen, the god of industry. Generally, the Kerch are ruthless and pragmatic, focused on financial success. It is said that nothing is sacred to the Kerch except trade. Ghezen is often represented by a five-fingered hand, which symbolizes the will of the market.
Kerch money is known as kruge, and is famous for its colorful bills.
Kerch is a putative oligarchy, run by thirteen of the oldest and most powerful families in the countries, who together rule as the Merchant Council.
The Laws of Kerch are supposedly ironclad and mostly based around fairness in trade. However, the rules are often broken, and corruption runs rampant (and is widely acknowledged) throughout all levels of government. For instance, while human trafficking is illegal, kidnapping children and selling them off as "indentures" is irrefutably legal.
The national color of Kerch is purple, and its symbol is three flying fish. This symbol is used on the money, in architecture, and the flag.
Kerch was inspired by the Dutch Republic of the 18th century, with some influence from New York (New Amsterdam), Las Vegas, and Victorian London.
Settlements: Ketterdam - the capital city. Belendt - second oldest city in Kerch. Girecht - a city famous for its barley beer and beer, where Sankt Emerens was martyred. Lij - a town in southern Kerch. Zierfoort - a port city in south Kerch. Olendaal - a location south of Ketterdam. Rentveer - a fortified military base on the coast.
- #5Ketterdam
Keys: kerch, ketterdam
Ketterdam is built on low land, and canals are used in addition to streets for travel within the city. It has several harbors, which are numbered from east to west. Space is precious in Ketterdam, so even destroyed buildings do not stay abandoned for long before they are razed and rebuilt into something new.
The packed city of Ketterdam is extremely vulnerable to fire and disease. The first large plague was over a century ago, at which point the Merchant Council banned the burial of the dead within city limits. Nevertheless, there have been other outbreaks since then, the most recent being the Queen Lady's Plague. For this reason, Ketterdam has a siren exclusively for the purpose of signaling a quarantine.
Locations: Council of Tides Watchtowers: Manned by the Council of Tides, the group of Tidemakers who control the water surrounding the city. Each tower is a thick obelisk of black stone, and lights always burn in the tops of the towers. There are several watchtowers across the Ketterdam shore and on its small outlying islands.
Fifth Harbour: One of the city's harbors and currently a major source of income for the Dregs. Fifth Harbor was in ruins and all but abandoned by the city before Kaz Brekker paid to have it dredged and built new docks and a quay. Within the year, the endeavor paid off. Merchant ships, as well as tourist ships, have berths in Fifth Harbor. Inej Ghafa describes the docks as a labyrinth of crates and cargo containers.
Government District: The government sector is located on a small peninsula in northern Ketterdam. It contains embassies for Ravka, Fjerda, Shu Han, Novyi Zem, and the Wandering Isle. Morning markets, featuring cargo freshly loaded off boats from Second Harbor and Third Harbor, occur near the Stadhall.
Crow Club - The Ketterdam casino run by Kaz Brekker's Crows, also known as the Dregs, and the crown jewel of their gang's operation.
Emerald Palace - The Ketterdam gambling den owned by Pekka Rollins and the Dime Lion gang and Rollins' pride and joy.
Little Ravka: A wide road backs the canal on which the embassy is built; it had once been a marsh, before a builder bricked it over. The builder ran out of funds before he could build his intended large hotel and parade ground, and the area became Little Ravka instead. Little Ravka is home to cafés that serve Ravkan fare and carry Ravkan newspapers that are weeks out of date. Refugees, visitors, new immigrants, and old expatriates often come to the area. On the wide main road, a marketplace of wooden stalls and rolling carts springs up every morning and vanishes in the evening before the stadwatch patrols. The market stalls sell Ravkan clothes, food, and religious artifacts like icons and relics. The shopkeepers often wear traditional Ravkan dress. There is a run-down tavern in Little Ravka that serves as a point of communication for Grisha living in Ketterdam. Completing a code phrase with the icon peddler outside the tavern indicates one is looking for other Grisha. The floor is covered in sawdust and is dimly-lit. Behind the tavern is a staircase that leads to a tunnel—the old canal over which the main road had been built. The canal leads to the secret room under the embassy.
Stadhall: The city hall, where the Merchant Council holds meetings and ambassadors from other countries conduct official business. There is a jail at the Stadhall. The captain of the Wraith left two slavers she slathered in tar and crow feathers at the entrance to the Stadhall in order to inform the Merchant Council that one of their members, Gert Van Verent, was profiting from the illegal slave trade.
The Geldstraat: A street that runs just west of the Geldcanal. It is a wealthy neighborhood where the rich have their mansions, including Councilman Hoede and the Van Ecks. Church of Barter: The primary place of worship for Ghezen in Ketterdam. The church was built to resemble the shape of a hand—the hand of Ghezen. City auctions are also held in the Church of Barter.
The Exchange: Modeled after the Amsterdam Stock Exchange. The Exchange is the heart of Ketterdam, where merchants buy and sell shares. It is a large, rectangular, cobblestoned courtyard surrounded by warehouses and shipping offices. The Exchange stretches nearly the length of a city block and is fronted by the Beurscanal. The eastern entrance features a great arch with the words Enjent (Industry), Voorhent (Integrity), Almhent (Prosperity) carved into the stone. Around the wall are stone cornices, some of which are statues of Kerch’s three flying fishes. The lower level is dedicated to windowless warehouses; the second contains offices, all of which open onto a balcony overlooking the central courtyard. From the balcony, callers announce new voyages and arrivals of inventory, or hang a black flag to indicate that a ship had been lost at sea with all its cargo. Like most buildings in Ketterdam, the Exchange has a sharply gabled roof to keep off heavy rain.
As one of the few locations not claimed by any of Ketterdam's gangs, the Exchange is used at night for parleys between lieutenants of rival gangs. Guards patrol the perimeter and the rooftop via a narrow walkway overlooking the courtyard, though they are often bribed to look the other way when the gangs parley.
Zelver District: The Zelver District is home to moderately prosperous households, including successful artisans, bookkeepers, barristers, and lawyers. The houses are well-built and tidy, with views of a wide canal, but are tightly packed together and lack the grand gardens and private docks of wealthier homes. The Handelcanal runs through the Zelver district. Zelverbridge connects the Zelver district to the northern part of the financial district.
University District: The university district is home to student cafés, booksellers, bookbinders, apothecaries, and the University of Ketterdam. According to Jesper Fahey, it smells like expensive tobacco, books, and flowers.
The Barrel: The entertainment and pleasure district of Ketterdam, as well as its slums. The Barrel is a tangle of narrow streets and minor waterways bracketed on each side by two major canals, East Stave and West Stave. It is an oasis for criminals and gangs. Tourists and locals who visit the Barrel often dress as characters from the Komedie Brute to maintain anonymity, or simply for fun. At the top of the Barrel is the Lid, the prime real estate closest to the harbors. East Stave is comprised primarily of gambling halls, most of which are run by the gangs. West Stave is Ketterdam's red-light district, lined with brothels that each boast their own theme.
The Menagerie - Also known as the House of Exotics, it's the Ketterdam brothel run by Tante Heleen and also where Kaz Brekker met Inej Ghafa and bought out her indenture. It's known as brothel where people can go to to find exotic women, each given a special animal name based on their country of origin. It's also the headquarters of a prostitution ring and most of the Menagerie's girls are indentured servants.
Black Veil Island: An island tucked into a bend (known as Beggar's Bend) of Grafcanal southeast of Haverbridge. Prior to the first major plague over a century ago, the Kerch wealthy buried their dead on Black Veil in white marble mausoleums to keep them above water level. The island is shrouded in shifting mists and rumored to be haunted.
Warehouse District: The warehouse district is busy in the day and nearly deserted at night. Part of the warehouse district is known as the Weft. Ketterdam's shantytowns are on the eastern edges of the warehouse district, near the Barrel. Within the district, streets and canals are clean, orderly, and wide to allow for the transportation of goods and cargo. The district contains fenced-in acres of raw lumber and quarried stone; closely guarded stockpiles of weapons and ammunition; huge storehouses for cotton, silk, canvas, and furs; and warehouses of bundles of unprocessed, unpackaged dried jurda leaves as well as the packaging facilities. The stadwatch regularly patrols the streets and shipping companies often employ private guards, making the warehouse district one of the most secure places in Ketterdam.
At night, the warehouse district serves as a collection point for the bodymen's cargo. When the sun goes down, the bodymen collect the dead from each neighborhood, load them into flatboats, and are gone by dawn. Some dockworkers also work at night, when their cargo is too valuable to be left unattended overnight.
Morgue: The morgue is an unmarked, gray stone structure on the border of the warehouse district, fronted by an untended garden. Only the bodies of the wealthy are brought to the morgue to be prepared for transportation and burial outside the city; the poor are cremated. Inside the morgue's heavy iron door is first a processing room, then a large stone chamber lined with drawers containing bodies, labeled with the date of death. At night, the morgue is lit only by a blue corpselight lantern.
Canals: East Stave West Stave Beurscanal - runs north-south past the Exchange and the Geldrenner Hotel. Boekcanal - bisects the university district. Geldcanal - runs north-south, between the Gelden district and the financial district. Grafcanal - surrounds Black Veil Island. Handelcanal - in the Zelver district. Zovercanal - on the eastern edge of the Barrel.
Bridges: Goedmedbridge - crosses West Stave Havenbridge - crosses the Grafcanal Ledbridge - near the financial district Speaker’s Bridge - crosses the Boekcanal Zelverbridge - crosses the Beurscanal Zentsbridge - crosses the Beurscanal
- #6Fjerdadisabled
Keys: drüskelle, druskelle, fjerdan, fjerda
Fjerdans perceive Grisha power as dangerous and witch-like, and they train their drüskelle to hunt and kill Grisha. This hostility puts Fjerda at odds with Ravka, who train their Grisha as soldiers. According to Matthias Helvar, Ravka is "Fjerda's greatest enemy." The Fjerdans see Ravka's large number of Grisha as unnatural and dangerous.
Fjerda harbors many mountains. The northernmost part of the Sikurzoi mountain range is known in Fjerda as the Elbjen, "elbows". The Isenvee, the northern sea, borders Fjerda to the north. Two large islands known as the Kenst Hjerte, "Broken Heart", are located north of the mainland. The Stelge River in western Fjerda runs from a mountain range to the True Sea at the port city of Elling.
Djerholm is the capital city.
There is a strict courtship culture in Fjerda. A man asks permission to have a chaperoned walk with the woman he's courting, and that a man is expected to dine with the woman's family at least three times before the two would be left alone together. Matthias says he would bring the woman he courts gifts, such as winter roses and a silver comb.
Fjerda has strict gender roles, which are specifically shown to be limiting to women. Fjerdan women are expected to speak quietly and not flirt. There are many social taboos for women such as drinking alcohol or anything that would put their safety at risk. They are expected to marry whether they wish to or not, as lack of marriage is seen as an inconceivable shame. The only exception to many of these rules is devoting their lives to Djel, such as shaving their head and staying celibate.
The Ice Court is Fjerda's military stronghold as well as the seat of the nobility of Fjerda. It is the headquarters of the drüskelle, soldiers specifically devoted to hunting Grisha.
The Ice Court - The military stronghold and seat of nobility in Fjerda. Located in the capital city of Djerholm.
- #7Novyi Zemdisabled
Keys: zemeni, novyi zem
Novyi Zem is a young country compared to other nations. The expanse of the True Sea keeps Novyi Zem separated from global conflict, allowing the nation to prosper.
Eames Chin, in the south of the country, is an expanse of arable land with a river running through it. Eames Harbor and Reb Harbor both lie north of Eames Chin.
The Zemeni people typically have dark brown skin and curly black hair.
It is known for its dark-skinned people, frontiers, bustling coastal cities, extensive farmland where jurda is cultivated, and sophisticated firearms. It is also known for being a refuge for people, both otkazat'sya and zowa, where they can begin a new life in anonymity.
The Zemeni do not use the word "Grisha". Individuals with Grisha power are known as zowa, meaning "blessed", and that power is considered a gift. There are teachers who train zowa in the west of Novyi Zem.
Settlements: Shriftport - the main port city of Novyi Zem, known for its extensive jurda fields. Weddle - a city in northeastern Novyi Zem. Cofton - a town west of the coast, the center of the jurda trade.
- #8Wandering Isledisabled
Keys: wandering isle, kaelish
The Wandering Isle is based on Ireland and Scotland. The people of the Wandering Isle are typically redheaded and pale-skinned.
The Wandering Isle is a nation bordered by Novyi Zem to the south and by the True Sea, including the Bone Road, to the east.
Maroch Glen, Fenford, and Istamere are all locations in the Wandering Isle. Istamere is home to alleged fairy caves. The Wandering Isle has rolling green fields, misty mountains, and stony shores. There are old castle ruins.
Leflin is a port settlement.
The Kaelish people believe Grisha blood to be a cure-all, so they kill Grisha in order to drink their blood. The nation is often left fairly blank on maps, with only Leflin appearing on some. The Wandering Isle has a ruling marshal, a military chief commander, indicating that the Wandering Isle may be a stratocracy or a military junta/dictatorship.
- #9Shu Handisabled
Keys: Shu han
The Sikurzoi is a large mountain range that borders Shu Han to the north. It prevents Ravkan armies from mounting an attack. The southwest region is composed of plateaus, forests, and plains, and is bordered by the sea with rocky coasts. In the outskirts of Ahmrat Jen is the valley of Khem Aba, known for its farming and ranching. It also features several canyons. Shu Han resides in a state of perpetual summer. Even when its northern neighbor Ravka is in winter, Shu Han remains warm and sunny.
Shu Han has been at war with its northern neighbor Ravka for centuries. Shu Han dissects and experiments on Grisha in search of the source of their power, some even believing the source to be a Grisha's spleen.
People of Shu descent have a common trait of straight black hair and yellow-gold eyes.
Settlements: Ahmrat Jen - the capital city and home to the Shu royal family, as well as a monastery of assassins. Bhez Ju - a port city which appears to hold laboratories used to produce jurda parem. Koba - a city next to a swamp near the border between Ravka and Shu Han where Grisha are sold to mercenaries or Shu scientists/mediks. Paar - a city affected by the blight. Kobu - a city where one of Makhi's laboratories was located before it was closed by her grandmother. Nehlu - one of the larger towns in Shu Han, home to Mayu Kir-Kaat and her twin Reyem Yul-Kaat.
- #10Vocabularydisabled
Keys: kefta, second army, sankta, dregs, sandskiffs, dime lions, stadtwatch, Drüskelle, grisha, volcra, Drüsje, sankt, crows, kruge, saints, , first army, small science, Otkazat'sya, merzost, nichevo'ya
Otkazat'sya: also known as the abandoned, is a term used to refer to people without Grisha powers. In the Ravkan language it is another word for an orphan.
Grisha: Grisha are humans who practice the Small Science, what other people call magic. They are traditionally divided into three orders, Corporalki, Etherealki and Materialki, with each order being further divided into specialized types.
Crows: Kaz Brekker's crew and a quickly-rising gang in the Barrel, even though its leaders are young. Owners of the Crow Club. Also known as the Dregs
Dime Lions: Pekka Rollins' gang and currently the most powerful gang in Ketterdam.
Drüsje: The Fjerdan word for "witch."
Drüskelle: Elite Fjerdan units of holy soldiers that specialize in witch-hunting. They track down Grisha and bring them back to the Ice Court for sentencing, but no sentencing has ever ended in anything but death. Even more superstitious and fearful of Grisha than most Fjerdans, Drüskelle are trained and taught from a young age that Grisha are evil creatures who put spells on humans and murder them.
First Army: The Ravkan army comprised of non-Grisha forces. The First Army operates largely independently of the Second Army and is treated as the lesser of the two armies despite having the highest number of casualties. There is a great deal of resentment among First Army soldiers for the Grisha.
Kefta: The long, embroidered coats worn by the Grisha army. Each Grisha order has its own kefta color.
Kruge: Kerch currency
Merzost: A dark and forbidden Grisha practice. Merzost pushes beyond the boundaries of the natural world and the Small Science, perverting the act of creation. Only a few Grisha in history have been powerful enough, desperate enough, or power-hungry enough to attempt merzost. Extracts a terrible price upon the Grisha who attempts it, often rebounding in horrible ways. How the Shadow Fold was created.
Nichevo'ya: Creatures created out of pure shadow by the Darkling and that do his bidding. A bite from a nichevo'ya can poison a person; enough bites can turn them into a nichevo'ya abomination. In Ravkan, the word means "nothings."
"Saints!": A common saying used as anything from a mild exclamation to an angry expletive. A widely-known phrase used in multiple countries.
Sandskiffs: The giant, low-slung ships built by the Grisha to traverse the Shadow Fold. Built on giant skis to glide over sand after Squallers fill their large sails with wind.
Sankt/Sankta: The Ravkan male/female word meaning "saint."
The Small Science: The Grisha term for their gifts. Grisha have the ability to manipulate and control matter at the molecular level, i.e. the smallest science.
Stadtwatch: The police force of the city of Ketterdam.
Volcra: Monstrous creatures that populate and prowl the Shadow Fold. Giant flying hunters with leathery wings, razor-sharp and dirty talons that can poison a person, and jagged teeth. Said to be blind due to living in darkness but hunt by sound and smell. Few who are caught by a volcra escape.
- #11Grisha
Keys: Alkemi, shadow summoner, healer, Etherealki, tailor, Fabrikator, , tidemaker, heartrender, durast, inferni, druskelle, sun summoner, Corporalki, Squallers, grisha
Second Army: The Second Army is the principal land warfare force of Ravka along with the First Army. It is based in the Little Palace and in contrast to the First Army, which is composed of otkazat'sya, the Second Army is made up entirely of Grisha.
Alkemi: Grisha in the Materialki order who have the ability to manipulate chemicals and poisons. Their purple keftas are embroidered with red.
Corporalki: The Order of the Living and the Dead. Corporalki can control and manipulate the body at the molecular level, whether to destroy or heal. Considered the highest order of Grisha. Their keftas are red.
Corpsewitch: Grisha in the Corporalki order who have the ability to manipulate dead flesh and necromancy. They are rare enough to be thought of as mere myths.
Durast: Grisha in the Materialki order who have the ability to manipulate and transform solid matter and materials such as metal, wood, stone, and glass. Their purple keftas are embroidered with gray.
Etherealki: The Order of Summoners. Etherealki can control and manipulate the natural elements of the world including fire, water, and air. Extremely rarely, some Grisha can manipulate shadows and darkness or sunlight. Considered the second-highest order of Grisha. The Etherealkis' keftas are dark blue.
Fabrikator: Another name for the Grisha of the Materialki order.
Healer: Grisha in the Corporalki order who have the ability to heal wounds, cure some illnesses, mend broken bones and restore vitality. Their red keftas are embroidered with gray.
Heartrender: Grisha in the Corporalki order who have the ability to damage a person's internal organs, steal the air from a person's lungs, crush their windpipe, slow down a heart. Their red keftas are embroidered with black.
Inferni: Grisha in the Etherealki order who have the ability to control and manipulate fire. They are usually paired with other Inferni. Their blue keftas are embroidered in red.
Materialki: The Order of Fabrikators. Materialki have the ability to manipulate composite materials, whether man-made or natural and are thus the inventors and fabricators of the Grisha world. Considered the lowest order of Grisha. Their keftas are purple.
Shadow Summoner: An extremely rare Grisha of the Etherealki order, Shadow Summoners have the ability to manipulate and control darkness and shadows. Only two Shadow Summoners are currently known to exist: The Darkling and Baghra. The Darkling is the only Grisha who is permitted to wear an all-black kefta.
Squallers: Grisha in the Etherealki order who have the ability to manipulate and control air and air pressure. They are usually paired with Tidemakers. Their blue keftas are embroidered in silver.
Sun Summoner: The rarest of summoners of the Etherealki order. Sun Summoners have the ability to manipulate and control pure sunlight and heat. At the moment, Alina Starkov is the only known Sun Summoner in the world. Alina is permitted to not wear a black kefta, but a blue one with gold embroidery.
Tailor: A very rare Grisha in the Corporalki order. Tailors have the ability to change a person's appearance, making them great for cosmetic reasons or spycraft. Currently, Genya Safis is the only known Tailor in existence. Tailors do not have a kefta color; Genya wears the gold-embroidered cream keftas of the palace servants.
Tidemakers: Grisha in the Etherealki order who have the ability to manipulate and control water. They are usually paired with Squallers. Their blue keftas are embroidered in lighter blue.
The Cut: A rare and exceedingly deadly move that none but the most powerful Summoners can master. It involves shaping shadows or light into a blade of pure matter that can cut through anything in existence, both organic and inorganic.
Amplifier: Rare and powerful artifacts that can increase a Grisha's power. They're made from the bones, teeth, feathers, and other parts of certain animals. Only the Grisha who slays the animal can wear the amplifier. In the books, they are merely worn as accessories; in the series, they are grafted into the skin.
Otkazat'sya: also known as the abandoned, is a term used to refer to people without Grisha powers. In the Ravkan language it is another word for an orphan.
- #12Peopledisabled
Keys: arken visser, matthias helvar, nina zenik, genya safin, zlatan, kirigan, wraith, apparat, king pyotr, tante heleen, baghra, chalikov, alina starkov, tatiana, zoya nazyalensky, dirtyhands, dreesen, malyen oretsev, kaz brekker, black heretic, rotty, jesper fahey, , ivan, pekka rollins, inej ghafa, darkling, mal, vasily, fedyor, suli, david kostyk, morozova
Suli: The Suli are a nomadic people who primarily live in Ravka. Suli people generally have bronze or brown skin, black hair, and dark eyes. The Suli, being a nomadic, stateless people, may have been influenced by Romani culture.
Alina Starkov: A teenage orphan who discovers she has the rare powers of a Sun Summoner. As such she's the only one who can destroy the Shadow Fold.
The Apparat: A priest and the spiritual advisor of King Pyotr. He is a fanatical religious zealot obsessed with Alina and her powers as he believes her to be a living saint. Inspired by the real-life historical figure of Rasputin.
Arken Visser: Otherwise known as The Conductor, he's a mechanical engineer and smuggler who has figured out a way to cross the Shadow Fold from under the prying eyes of authorities by building an ingenious train mechanism across the Fold. Is also working with the West Ravkan general in the First Army to foment civil war.
Baghra: An ancient Grisha of indeterminate age, Baghra has trained generations of Grisha to unlock their gifts. Strict, unforgiving in her training, and with a wickedly sharp tongue, but she does it bring the best out of the Grisha she trains. The only other known Shadow Summoner and living amplifier in the world along with the Darkling.
The Black Heretic: Half Ravkan history and half myth, the Black Heretic is the Shadow Summoner who created the Shadow Fold centuries ago. His name is still spoken about in hushed whispers or with a curse.
Commander Chalikov: The head of the First Army. A battle-hardened veteran, Chalikov harbors a deep dislike and disdain for the Grisha due to his non-Grisha soldiers always being treated like cannon fodder while the Grisha are exalted.
David Kostyk: A shy and socially awkward Fabrikator who is nonetheless a genius with metal and one of the best Durasts in the Second Army. Despite his quiet and awkward ways, he has a good heart.
Dreesen:A ruthless Ketterdam merchant.
Fedyor Kaminsky: A skilled and powerful Heartrender and one of the Darkling's right-hand men. Along with Ivan, he's one of two Grisha assigned to travel with and protect Alina on the way to the Little Palace when her powers are discovered. He's also given the mission of tracking down the missing Nina Zenik by the Darkling. Has a jovial and friendly personality.
General Kirigan a.k.a. The Darkling: Leader of the Grisha Second Army and the most powerful Grisha in existence. One of only two known Shadow Summoners and also a living amplifier. Wants what's best for Ravka and especially the Grisha but is not all he appears to be. His real first name is Aleksander.
General Zlatan: A charismatic general in the First Army stationed in West Ravka. He's the leader of the growing movement to break away from the rest of Ravka and become their own country.
Genya Safin: The only known Tailor in the world and serves in the Grand Palace as the Queen's personal assistant. She was chosen by the Darkling and gifted to the Queen at a young age to foster relationships between the royal family and the Grisha and to gather information. Is Alina's first and closest friend at the Little Palace.
Ivan: A fiercely dedicated Heartrender and the Grisha combat partner to Fedyor, the other half of the Darkling's prized Heartrender pair. Cold and unfriendly, but fiercely loyal to the Darkling.
King Pyotr: The king of Ravka and a feckless, ignorant, overly-indulged man. A lazy leader who appears to not be bothered or even notice that his country is falling apart and people starving while he gorges himself in the Grand Palace. It's strongly implied he regularly forces himself on Genya.
Malyen "Mal" Oretsev: Alina's best friend from childhood and from the same orphanage. An exceptionally gifted tracker and soldier in the First Army. Conscripted to track down and kill Morozova's Stag for the Darkling. Has unvoiced feelings for Alina.
Morozova: Also known as The Bonesmith. One of the earliest and most powerful Grisha to ever have existed. He created mystical, legendarily rare animals using the bones of his fingers. Those animals created the most powerful amplifiers ever known to Grisha, but are largely considered a myth. In the books, he's also known as Sankt Ilya in Chains.
Pekka Rollins: An absolutely ruthless crime lord and the leader of the Dime Lions gang. He rules Ketterdam's criminal underworld with an iron fist and nothing happens in the Barrel he doesn't know about. Will kill whoever gets in his way without a second thought. Kaz Brekker's main rival. They have a bitter history.
Prince Vasily: The prince of Ravka who appears to be as lazy and indulged as his parents.
Queen Tatiana: The queen of Ravka. Vain, imperious, and condescending, Tatiana is obsessed with her looks and dismissive of those she considers beneath her.
Rotty: A lower-level member of the Crows and one of Kaz Brekker's messengers.
Tante Heleen: The owner and madam of The Menagerie. Arguably the most powerful woman in the Barrel who will not hesitate to eliminate her competition or anyone who interferes in her business. Bought Inej as an indentured servant to work in The Menagerie and has no problems trying to thwart Kaz Brekker's plans to keep him from buying out Inej's indenture.
Zoya Nazyalensky: An unusually skilled Squaller and the Darkling's favored Grisha until Alina came along. She's extremely jealous of and hostile toward Alina for this reason. Despite this, Zoya is extremely courageous and will do what's right to protect those around her. She's extremely shrewd and level-headed, making her a good advisor.
- #13The Crows
Keys: inej ghafa, jesper fahey, matthias helvar, nina zenik, , kaz brekker, rietveld, wylan van eck
The Dregs are a gang of thieves that operate in Ketterdam. It was led by Per Haskell until Kaz Brekker, one of Haskell's lieutenants, staged a coup.
Members bear the gang's crow-and-cup tattoo on their forearm.
For many years, Per Haskell led the Dregs. It was considered "a laughingstock, street kids and washed-up cadgers running shell games and penny-poor cons out of a run-down house in the worst part of the Barrel." Kaz joined the gang and made it competitive, granting the Dregs a true territory in the Barrel, fixing up the Slat, constructing the Crow Club, and building up Fifth Harbor. Some of the Dregs, particularly the younger members recruited by Kaz, considered Kaz the one who actually ran the gang, since he led many of their important operations.
Kaz Brekker: Kaz is cold-hearted, ruthless, and well-known for being willing to do any job, no matter the danger or violence involved, so as long as it will make him a good deal of money. This trait and his various egregious actions have earned him the nickname "Dirtyhands", a reputation he draws upon to intimidate his opponents. Kaz is manipulative and conniving and makes sure to always be the person in control of the situation. For this reason, he's quick-witted and always has a trick up his sleeve. He discourages trust and is willing to exploit almost anyone for his own gain.
Kaz usually appears calm and collected, rarely allowing his emotions or true thoughts to show. However, he holds a penchant for wrathful revenge, particularly when he is wronged or his friends are hurt. He vowed to avenge his deceased brother and lives by the motto "brick by brick" to take down his enemies. Kaz turned the tragedy and trauma of his childhood into a fearsome reputation, and he actively encourages rumors about his ruthlessness and lack of humanity. However, despite his ruthless nature he is not entirely without morals. He genuinely cares about his friends and their wellbeing. Unlike Pekka Rollins, he is openly against the idea of harming children and admits he never would, even if necessary.
He has extreme difficulty expressing his emotions, even to those close to him, thanks to his PTSD. It takes him a great deal of time and effort to realize and admit his genuine feelings. Kaz struggles to come to terms with being both Dirtyhands, who can do what needs to be done, and Kaz Rietveld, who is capable of love.
He abandoned the surname 'Rietveld' after his brother's death, and hasn't spoken it since.
Kaz is skilled at lockpicking, card tricks, and sleight of hand.
Kaz also suffers from haphephobia, the fear of being touched or touching others. This developed from his traumatic experiences as a child, when he was thought to be dead and dumped with hundreds of dead plague victims. Kaz was forced to swim to shore, using his deceased brother as a float to keep him from drowning. He suffers from PTSD involving vivid flashbacks whenever he makes skin-to-skin contact with anyone else. This severe phobia also comes up when he’s in small spaces with other people. Kaz wears gloves all the time to try and overcome this condition.
Kaz has pale skin and dark hair trimmed short on the sides. His eyes are the color of bitter coffee or strong tea in sunlight. He has a sharp jawline, a narrow face, and a lean, muscular build. On his right arm, Kaz has two tattoos: the Dregs' crow and cup on his forearm, and on his bicep a black R for 'Rietveld', his original surname. His voice is a gravelly rasp, possibly due to the effects of the firepox he suffered as a child.
Kaz wears simple, dark suits tailored to fit him, and a black hat – the outfit of a Ketterdam merchant. He wears merchant clothing to mock respectable businessmen by looking like one of them, rather than wearing the bright flash preferred by most Barrel gang members. Due to his haphephobia, Kaz always wears black leather gloves with small slits in the fingers to allow for better card handling and lockpicking.
Kaz has a limp and uses a cane with a crow's head as its handle, which also doubles as a weapon. His limp is due to jumping off a roof of a bank at fourteen, breaking his right leg, an injury that never fully healed properly. The severity of his limp varies, depending on factors such as cold weather and stress. When asked by Inej what Kaz's tell is in a fight, he claims that his opponents never look past his limp, giving Kaz the element of surprise on his side.
Wylan van Eck: Wylan is considerate, nice, and innocent, despite the fact that he is a part of the Dregs. He is the kindest out of the Dregs, and is very caring but calculated. His privileged status makes him unused to violence; however, he is still willing to do damage. Wylan is also reasonably shy, often speaking and commenting only if he is asked to, although his character development proves that this is due to his father's treatment of him with him becoming more confident as he becomes more assured of his worth.
Wylan also has a curious, contemplative mind, often questioning how things function such as on Jesper's pistols and the Ice Court's aqueduct system. He prefers music and numbers to words, as he cannot read or write because of his dyslexia. Wylan is insecure regarding his disability due to his father's rejection and hatred of him because of his inability to read or write.
He does not like being called a criminal yet takes pride in his knowledge of demolition. He is also a skilled chemist in addition to being very artistic and is skilled in playing musical instruments (specifically the flute and the piano) and drawing.
Wylan has ruddy gold curls, pale skin, and blue eyes. He is the youngest of the Crows, though he looks even younger. He resembles his father, Jan Van Eck, but has his mother's curls.
Inej Ghafa: Inej is mostly known for her reserved nature. She is mentally incredibly strong, and goes for her own aspirations without hesitation. She is quiet and morally unwavering, unafraid to speak her opinion when she feels it is needed. She is skeptical of most people but is not outwardly harsh, and willing to offer her friendship to those who have proven themselves to be good people. Inej is religiously traditional, often reciting Suli proverbs as advice and general commentary. She feels more secure with knives in her possession, preferably her own, and takes comfort in the strength of her title, "the Wraith".
Because of her background as an acrobat, Inej has excellent climbing skills, agility, and body coordination. She also has a gift for stealth, never making any sound as she moves. She is deadly with her knives and can kill and incapacitate as needed.
Inej grew up traveling around Ravka in Suli caravans and performing acrobatics with her family. She learned to walk the high wire barefoot as a young child with her father and cousins, and she only fell once. Inej was more comfortable on the high wire than even other members of her family and loved the freedom of walking in the air.
When she was fourteen, Inej was with her family on the west coast near Os Kervo performing in a summer carnival. She was awakened from a nap and captured by slavers early one morning and subsequently sold to Tante Heleen, the owner of a pleasure house in Ketterdam, where she was forced to work in the Menagerie as an indenture.
When Inej first met Kaz Brekker, she overheard him asking Heleen for information about the brothel's clients. Inej later approached Kaz and offered to help him but he did not respond and walked away. Kaz returned the next night to buy her contract from Heleen and gave Inej the choice to join the Dregs. Inej joined the Dregs just days after her fifteenth birthday. Over time, Kaz gave Inej her first knife, taught her to crack safes and pick pockets, and named her the Wraith.
Inej is Suli and as such, has brown skin and dark brown, almost black, eyes. She has long, black hair which she usually keeps tightly bound in a braided coil. She wears breeches, a hooded tunic, and quilted vests in dark colors. Inej is lithe and muscular, but is shorter than most of her companions, at 5'4".
Jesper Fahey: Jesper is witty, sarcastic, cocky, and teasing, but good-natured and friendly when he wants to be. Jesper is a flirt, and shamelessly so. He angers easily but doesn't hold a grudge for long. Though he has good intentions, he doesn't always consider the consequences of his actions. Jesper is a gambler who enjoys figuring the odds of anything, whether in the cards or his own survival.
Jesper is restless and often anxious, and uses gunfights and gambling to distract himself with an adrenaline rush. When he feels overwhelmed he rests his hands on his pistols to keep from fidgeting. Some of his recklessness likely comes from not using his Fabrikator powers. Jesper's impulsiveness sometimes leads him to make poor decisions, which makes him feel guilty and leads to low self-esteem.
Jesper is a Grisha Fabrikator (Durast), though in Novyi Zem he and other Grisha are referred to as zowa, meaning "blessed". However, Jesper remains untrained, so his power is not properly honed and rather weak.
When a Grisha doesn't use their power, they become "sick". Although Jesper never fell ill, not using his Fabrikator ability caused a seemingly endless amount of energy to build up inside of him and made him even more impulsive, reckless, and desperate for action.
Jesper is also a talented sharpshooter and marksman. Part of the reason Jesper is such a good shot is that he subconsciously uses his Fabrikator ability to guide his bullets, a theory supported by the fact that Jesper's mother was also a Fabrikator and the one who taught him to shoot.
Jesper is of Zemeni and Kaelish descent, with Zemeni dark skin and hair and grey eyes from his Kaelish father. He is lean, gangly, and very tall. Jesper always carries his prized pearl-handled revolvers wherever he goes; without them he looks less himself. He prefers to dress in Barrel flash: brightly-colored, patterned outfits that rarely match. He has the Dregs tattoo on his forearm. He is 6′3" tall.
Nina Zenik: Nina is bold, loud, and flirtatious. She has a terrible singing voice and loves to indulge in food, especially sweets like cake, waffles, and toffees. Despite her forwardness, Nina cares deeply for her friends. She is described as shameless, but in truth, the opinions of her friends and mentors matter greatly to her. Above all, Nina is very loyal to Ravka and deems herself a Grisha soldier of the Second Army first, always putting her country's needs before her own.
Nina has long, curly brownish red hair and green eyes. She is tall and curvaceous, described by Kaz as "built like the figurehead of a ship carved by a generous hand". As a Corporalnik, she wears a red silk kefta with a black waist tie and gold trim. She also sometimes wears a blue jacket. Nina's height is 5′9".
Nina is a Grisha Corporalnik. Initially, she is a trained Heartrender. Though she is not a Healer, she has some proficiency with healing and manages to care for Inej after she is stabbed. Nina also dabbles in the art of tailoring and uses her skills throughout the Crows' journey to alter the appearances of the members.
She is also gifted with languages, displaying proficiency in Shu, Kerch, Kaelish, Suli, and Fjerdan (alongside her native Ravkan), as well as a partial understanding of Zemeni—many of these skills acquired during her education in the Little Palace and honed by her experience serving in the Second Army. Nina is also a gifted actress which helps in her work as a spy alongside her fluency in languages.
Matthias Helvar: Matthias Helvar was a former drüskelle from Fjerda. He was imprisoned in Hellgate on charges of being a slave trader until Kaz Brekker, Inej Ghafa, and Nina Zenik rescued him.
A year in confinement at the inhumane penitentiary Hellgate made Matthias cold, brutal, hateful, and unforgiving, all needed for him to survive in the brutal atmosphere of the prison. Matthias spent his year in prison dreaming about the girl he had begun to love, imagining being with her lovingly and taking his revenge all the same. After escaping, Matthias was angry at being made to betray his country again and did not get along with the rest of the crew. Matthias eventually became more at ease among the Crows, though still standoffish to new people.
Matthias is quick to anger and prioritizes protecting the friends he'd made in the Crows over being nice. Matthias has good intuition and is able to deduce truths about the emotions of Kaz, Nina, and Jesper that most people do not recognize.
Matthias is muscular and tall with the distinctive blonde hair and ice-blue eyes of the Fjerdan people. He is 6'4" tall, and prefers to wear his hair long.
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