Leigh Bardugo built the Grishaverse across Shadow and Bone and Six of Crows, and she's talked in detail about how she does it. She starts with people and plot, then works out how power moves through the world. The maps come with rules she can't undo later.
Power Comes Before the Map
Bardugo doesn't begin with a pile of invented history or a glossary of made-up words. She starts with her characters and the plot, and the first structural thing she settles is how power works. She's described this as the sense of power, the question of who holds it and how it moves through a society. That could be governmental power, personal power, or magical power. Once she knows that, she knows how her characters can behave and what they're allowed to do. In the Grishaverse, magic gets treated as a commodity, another form of power that people trade, protect, and go to war over.
The world-building that really falls into place first is what I always describe as the sense of power.
Leigh Bardugo, Writer's Digest (2018)
Maps Are a Promise You Can't Break
She's honest about the trade-off of drawing a map. The moment a map is printed, the geography is locked, and she can't quietly move a mountain range two books later without breaking faith with readers. That's part of why she commits so carefully to a world's shape early on. A map gives a series a spine, and it also takes options off the table.
Real places do a lot of the heavy lifting. Ravka draws on Russian folklore and Tsarist-era history, and Ketterdam, the canal-laced port city of Six of Crows, echoes the merchant world of Amsterdam. Bardugo has talked about keeping years of visual reference, including Pinterest boards, to hold the mood of a setting in her head while she writes.
How Six of Crows Made the World Bigger
Shadow and Bone is a chosen-one story about royalty and rare magic. Six of Crows opened a very different door into the same world, following expendable kids from the streets running a heist to survive. Bardugo has said that inventing that crew changed how she saw the whole universe and made it feel bigger and more believable, because readers finally got to see it from the gutter as well as the throne room.
For the daily mechanics behind all this, see the full Leigh Bardugo writing routine.
What You Can Steal
- Define power before geography. Decide who holds it and how it moves before you name a single mountain.
- Treat magic as a resource. Give it a cost and a market, and people will behave believably around it.
- Draw the map late. A published map is a promise, so commit only when you're sure.
- Change the vantage point. A view from the streets can make a royal world feel twice as large.