[hr][hr][center][img]https://massachusettsnovel.files.wordpress.com/2016/08/flat800x800075f.jpg?w=800&h=312&crop=1[/img][hr][hr][sub][i]"Another way of saying good luck. But it was something more. A dark wink to the fact that there would be no expensive burials for people like them, no marble markers to remember their names, no wreaths of myrtle and rose."[/i][/sub][/center] [url=https://i.pinimg.com/originals/ce/8c/4b/ce8c4b3edb821f4dca751ce2b1aab55d.jpg]World Map[/url] [url=https://i.imgur.com/3Fm1wNS.jpg]Katterdam Map[/url] [h2]Nations:[/h2][hr][hider=Fjerda] [indent]A land as cold and unforgiving as it's people, Fjerda lies to the north-east of the True Sea. It is a nearly inhospitable land of little more than ice and stone, with pockets civilization gathering close to the coasts for fishing or the southern mountains along the boarder shared with Ravka where the climate becomes mild enough for farming in the summer months. The capital is Djerholm, home of the Ice Court, arguably the greatest prison and military fortress in any of the nations. Native-born Grisha no longer occur in Fjerda. Any others who dare enter the country are routed out and put on trial. Governing: Stratocracy. Religion: Polytheistic. One of both the oldest and most practiced religions of the world. Fjerdans revere multiple god, assigning them things existing in their own world. There is a god of storms, of stone, and of fire but none are as devoutly worshiped as Djel, the god of water, life, and growth. Before trees are cut, or food harvested payers of thanks are offered to Djel in hope that something will grow again in its place. Fjerdans: [/indent] [/hider] [hider=Ravka] [indent]Governing: Monarchy Religion: Autotheism. Ravkan: Suli:[/indent][/hider] [hider=Shu Han] [indent] Governing: Crowned Republic. Religion: Shu:[/indent][/hider] [hider=Kerch] [indent]Kerch is the smallest nation in the world, but it relies more on its location than size. The only land in all of the True Sea, hundreds of trading ships dock into Ketterdam’s ports every day to restock or unload. To increase its trade, Kerch remains firmly neutral in any and all disputes that may plague the rest of the world. Aside from a few sugar-cane farms that make up most of the southern part of the island, all wealth in Kerch is made from trade; and their laws reflect that. A man failing to honour a business deal in Kerch is held with regard normally reserved for murders in other places. Slavery is strictly illegal in Kerch, however ‘voluntary’ indenture is allowed and even praised for those that seek to pay their debts. That the indenture’s debts grow rather than shrink as time passes, and that few can barely reach the Krech documents the sign when they take the deal is a formality quickly overlooked by the Merchant Council. There are few free Grisha in Kerch ouside the council of Tides. Most find themselves indentured in one form or another, though some manage to seek refuge using their skill with some of the more tolerant gangs and guild on the island. Governing: Plutocracy. The Merchant Council consists of the seven wealthiest men of Kerch who rule the country among themselves. Religion: Monotheistic. Ghezen is the deity of wealth, trade, and hard work. The foundations of Kerch society. Those who are pious and hardworking are blessed with wealth, while only the poor are lazy and godless. The ‘hand of Ghezen’ is his temple, located across from the Exchange. Kerch: [/indent][/hider] [hider=Novyi Zem] [indent] Once a wild jungle that was strictly used as an exile for unwanted criminals the world over, Novyi Zem has become the wealthiest nation on the globe. It was the Kealish that tamed the wilds, and discovered the tribal Zemeni that inhabited the continent. Government: Sortition. Religion: Zemeni: [/indent][/hider] [hider=The Wandering Isle] [indent]Once the largest empire in the world, the Kaelish have spent the past two centuries licking their wounds, cutting off most outside contact until the past few decades. Once a traditional culture, the Isle has seen rapid changes, and continues to to spread its trade and navy across the True Sea. Grisha are treated, bought, and sold as slaves in the Wandering Isle. The Kaelish believe their blood to hold special healing properties. Government: Elective Monarchy. Queen Sorcha is the first hereditary ruler since a time before Novyi Zem's revolution. Her father, King Carrick ruled for 50 years and brought such change and progress about the country it was accepted his daughter would accept his place, but not by all. The northern queen attempts to continue to success of her father, bringing the Isle out of its self-made isolation, but does so with a great deal of opposition, both from those abroad and in her home. She clings to her throne and is known as an exceptionally bloody ruler, carrying out torturous sentences to any that oppose her. Religion: Kaelish: A fair skinned people distinguished by dark red hair. The Kaelish are known to be lively and entertaining at their best, wrathful and greedy at their worst. They are a superstitious and slow to trust outsiders. [/indent][/hider] [h2]Grisha:[/h2][hr][hider=General]Magic, or 'small science' is preformed only by the rare Grisha, a people mostly scattered to the winds who face persecution and slavery most places they go. Magic is preformed through the hands, and a Grisha can be stopped quite easily with simple binding. The abilities are genetic, and Grisha are only born to those who have the gift somewhere along their bloodline. Magic displays early on in childhood, displaying itself as one of the orders, only through training can a Grisha specialize into a school and make proper use of their power.[/hider] [hider=Materialki (Order of Fabricators)] [/hider] [hider=Corporalki (Order of Life and Death):] [indent]Healers: Rather self explanatory, healers manipulate the body to mend itself more rapidly. Requires a good deal of training to master. Theoretically can preform heartrendering abilities as well. Heartrenders: Manipulating a body's internal organs to cause damage. While it is simple to become effective, it takes a good deal of training to master with enough finesse to not outright kill a person. Heartrenders can heal, but few have the training or patience for it.[/indent][/hider] [hider=Etherealki (Order of Summoners):] [indent]Inferni: Fire summoners, or technically 'combustible gas' summoners who can wield the fire or explosives produced as a side effect. Tidemakers: Water manipulators, able to draw moister from the air, and change currents. Squallers: Identical to Tidemakers, but use air rather than water. [/indent][/hider] [hider=Tailoring] A final use of 'small science' practiced by both Corporalki and Materialki. It involved the ability to change the appearance of a person with combination of magic and tools. The effectiveness of this skill is dependent on the Grisha's available tools and power. [/hider] [h2]Gangs of the Barrel:[/h2][hr][hider=Dregs] [/hider] [hider=Dime Lions] [/hider] [hider=Black Tips] [/hider] [hider=Razorgulls] [/hider] [h3]OOC Information:[/h3][hr][indent]A roleplay based off the Six of Crows Duology by Leigh Bardugo. It will have minimal if any reference at all to with the Shadow and Bone trilogy, but remains in the Grishaverse, with a few things taken away and a great deal supplemented in to fill out the empty bits. Having any foreknowledge of the books isn't needed to participate, it is after all only a backdrop to the important bit; characters. [/indent]