Ulrikadrin
Codex
Fantasy Addict
- Pronouns
- She/Her
Behold! My garbage photo editing skills brings you my rough approximation of Ulrikadrin's location and a rough idea of the Underway highway passage:
The splotchy red dot is Ulrikadrin, the blue line is the Underway passage. I'll be describing Ulrikadrin from now on based mostly on information acquired from the quest and Boney statements. I can quote if asked to present evidence, but I sure hope I don't have to.
Ulrikadrin is a settlement built in a valley carved between mountains at the headwaters of the Blood River, the source of the river coming from higher up the mountain and carving out the valley as it flows northwards through the Badlands, fed by several tributaries until it eventually come to the Black Gulf where Barak Varr is situated. The Blood River is so named for its tendency to run red with blood whenever the Greenskins of the Badlands march out in their Waaghs up north. The river is fast flowing enough and runs northwards that no ship is capable of sailing down its length except for Barak Varr's steamships.
The Valley itself has been named Kagazan Thingit, or the Valley Grove, by the Dwarves. Whereas the areas of the Badlands and the near badlands that surround it are arid, lacking soil quality and only sporting shrubs, the valley itself grows grassy and lush with life the further you get close to the source of the blood river until you hit the Valley, in which groves of trees and woods (not quite sure that it's a forest) surround both sides of the stream up a slope of from the foothills of the World's Edge. It was in fact inhabited by a local population of goats and deer that didn't run away from Mathilde's scouting, indicating a lack of contact with Greenskins that would have harried them. Somewhere around the banks of the Blood River is the ruins of an ancient Dwarven port, with dozens of ancient stone jetties jutting out into the river that have been worn by the ages and recesses where cranes were once placed onto, but remain servicable. Nearby are square holes leading into gigantic underground warehouses that used to be covered by trapdoors but remained open to the elements for ages, leading to only stagnant water in it. This port and the warehouses have almost certainly been restored to full functionality with the settling down of Ulrikadrin.
The Valley is therefore bordered to the north by the blood river, have slopes leading to a wooded grove close to the headwaters of the Blood River from a mountain to their east, have a wide open field that eventually comes into an end at another tributary feeding the blood river, and to their south they are watches over by a number of very high peaks looking over the valley. Some of them, including the one that the road to K8P is built on, are so high up as to pierce the clouds. While the Valley itself is quite warm, the mountain heights can get cold enough for snow to accumulate, and it is above the snowline that the Winter Wolves (the actual wolves) like to be in.
Some notes that I have include: Gotri built a port/shipyard there, Kazrik brought over Barak Varr's Slotchenokri (riverine shipwrights) to set up maintenance facilities and a dry dock, Barak Varr and K8P are cooperating to send shipments up and down the river which includes Belegar hiring and funding ships to patrol and defend the trade routes. Ulrikadrin is a major trade thoroughfare so it sees significant trade, and even the Dwarves that move through it speak Reikspiel so it remains the dominant language. Most of the lodgings, bunkhouses and buildings are made with wood, and the architects for more complex operations within the settlement seem to be ones hired from Belegar. The population is largely split between Middenlanders and Nordlanders with a very strong Ulrican presence, and they are defined as a "Border Prince Theocracy", allied with K8P and a separate entity to the Empire, K8P and the Cult of Ulric. They've got fields and farms that allow them to feed themselves, and seemed to "bring in a good harvest" according to Kazrik indicating successful farming ventures. They are significantly farther ahead with livestock purposes than K8P, and have imported Averland Longhorns and have Draft-cows, Milk-Cows and horses, indicating widespread ranching/grazing practices. They have a majorly successful lumberyard that provides wood to K8P and Barak Varr and beyond if needed. The wood is particularly valued by Barak Varr because of the Charcoal fueling their steamships and the Carpentry guild not liking to be ignored.
They also have stables and coach/wagon services for making the trip from Ulrikadrin to K8P. I don't think you can bring your horse and wagon along Barak Varr's ships, so you're forced to use Ulrikadrin's Wagons and carts which would probably be a solid business to capitalise off of. Speaking of the Ulrikadrin-K8P pathway; the actual underway route is 50 miles, but the road leading up to the mountain that leads to the Underway is pretty long and goes up past the cloudline, providing a spectacular view (it's also pretty cold up there). The underway entrance then plunges southwards until it eventually picks up in Death Pass. The Underway has been smoothed out with proper maintenance since thousands of years, and there are lamps placed intermenintly to light the way for wagons passing through. The area is watched over by Ulrikadrin/Winter Wolf support until it reachs a halfway point where the Undumgi take over. The 50 mile underway trip is around 2 and a half days for a wagon.
Anyways, the settlement has a significant temple of Ulric in it that houses a child flame of the Flame of Ulric, and it is there from which the Winter Wolves (the Knights) operate. Technically they should have gotten to work on a Chapterhouse for them in one of the peaks overlooking the mouth of the valley, but they have different ideas and King Belegar's architects can do all of them. One wants to make it a fortress, another wants to make it a temple to rival Middenheim's, another wants to carve out a high valley for the Wolves to frolic, and another wants a series of bridges and causeways to allow for quick travel between all the mountains. Their bickering has led them to remain within the settlement. The most "action" that they get to see are skirmishes against the Dragon Ogres of Thunder Mountain and the Ironclaw Orcs of Iron Rock, but even then that's mostly picking off stragglers from across the river. Lately they've been giving over their initiates to ships going up and down from Barak Varr, freeing up Barak Varr's Marines, and some of them are probably considering participating in the Mad Dog Pass endeavour.
In terms of specific stuff Ulrikadrin provides, "Ulrikadrin Hardwood" is mentioned as a particularly tough and dense wood, probably grown in the high groves close to the World's Edge that the Ulrikadrin cultivate. The Dwarves grumble that it's not as "proper" as good ol' Ironbark that they produce, but it works pretty well regardless. Mathilde also acquired a larval newt for her experiments from there, indicating that there is some local river animals to harvest.
The composition of Ulrikadrin is split roughly evenly between Middenlanders/Nordlanders, religous exiles and refugees respectively. When the Winter Wolves, a sub sect of the White Wolf Knightly Order, were ordered to eliminate several Nordland villages that had been encroaching on Eonir territory and breaking treaties, they were sent to do the job to cement the alliance of the Ulricans and the Eonir. Ruprecht, their Grandmaster, and the knights refused to do it, smuggling 10k of them alongside 8k Middenlanders across the border to the K8P expedition and winning them a home. The Nordlanders and Middenlanders have learned to get along with each other, and likely have created a cultural combination of both in the building of their home. Middenlanders know mountains and the cold peaks, and Nordlanders know flowing water and fishing. This is only speculation, but I'm predicting they have majority Ulricans but Manaan has a strong presence, and Taal and Rhya are not to be ignored. In fact, I think there is an in universe debate over whether rivers belong to Taal or Manaan, as some view Manaan as a god of the Sea and not a god of Water, but some view him as a god of flowing water (excluding lakes from his purview) in general. Some view Taal as a god of nature in many forms, of which include rivers, which Talabheim specifically venerates greatly. Could see it being an in universe theological debate. Rhya makes sense because there's plenty of fertility and nature surrounding them to benefit from. Sigmar and the Classical gods however, I doubt have a strong influence. I doubt many of them gather for the Festag Throng.
Another thing to note is that while Ruprecht Wulfhart is the leader of the Winter Wolves, which are technically the theocratic authority of Ulrikadrin, there is another leader who leads the day to day of Ulrikadrin who also recieved a Gromril Sword by K8P.
INCORRECT LOCATION
BONEY'S CORRECTION:
Rough Topography of the Area:
BONEY'S CORRECTION:
Rough Topography of the Area:
Ulrikadrin is a settlement built in a valley carved between mountains at the headwaters of the Blood River, the source of the river coming from higher up the mountain and carving out the valley as it flows northwards through the Badlands, fed by several tributaries until it eventually come to the Black Gulf where Barak Varr is situated. The Blood River is so named for its tendency to run red with blood whenever the Greenskins of the Badlands march out in their Waaghs up north. The river is fast flowing enough and runs northwards that no ship is capable of sailing down its length except for Barak Varr's steamships.
The Valley itself has been named Kagazan Thingit, or the Valley Grove, by the Dwarves. Whereas the areas of the Badlands and the near badlands that surround it are arid, lacking soil quality and only sporting shrubs, the valley itself grows grassy and lush with life the further you get close to the source of the blood river until you hit the Valley, in which groves of trees and woods (not quite sure that it's a forest) surround both sides of the stream up a slope of from the foothills of the World's Edge. It was in fact inhabited by a local population of goats and deer that didn't run away from Mathilde's scouting, indicating a lack of contact with Greenskins that would have harried them. Somewhere around the banks of the Blood River is the ruins of an ancient Dwarven port, with dozens of ancient stone jetties jutting out into the river that have been worn by the ages and recesses where cranes were once placed onto, but remain servicable. Nearby are square holes leading into gigantic underground warehouses that used to be covered by trapdoors but remained open to the elements for ages, leading to only stagnant water in it. This port and the warehouses have almost certainly been restored to full functionality with the settling down of Ulrikadrin.
The Valley is therefore bordered to the north by the blood river, have slopes leading to a wooded grove close to the headwaters of the Blood River from a mountain to their east, have a wide open field that eventually comes into an end at another tributary feeding the blood river, and to their south they are watches over by a number of very high peaks looking over the valley. Some of them, including the one that the road to K8P is built on, are so high up as to pierce the clouds. While the Valley itself is quite warm, the mountain heights can get cold enough for snow to accumulate, and it is above the snowline that the Winter Wolves (the actual wolves) like to be in.
Some notes that I have include: Gotri built a port/shipyard there, Kazrik brought over Barak Varr's Slotchenokri (riverine shipwrights) to set up maintenance facilities and a dry dock, Barak Varr and K8P are cooperating to send shipments up and down the river which includes Belegar hiring and funding ships to patrol and defend the trade routes. Ulrikadrin is a major trade thoroughfare so it sees significant trade, and even the Dwarves that move through it speak Reikspiel so it remains the dominant language. Most of the lodgings, bunkhouses and buildings are made with wood, and the architects for more complex operations within the settlement seem to be ones hired from Belegar. The population is largely split between Middenlanders and Nordlanders with a very strong Ulrican presence, and they are defined as a "Border Prince Theocracy", allied with K8P and a separate entity to the Empire, K8P and the Cult of Ulric. They've got fields and farms that allow them to feed themselves, and seemed to "bring in a good harvest" according to Kazrik indicating successful farming ventures. They are significantly farther ahead with livestock purposes than K8P, and have imported Averland Longhorns and have Draft-cows, Milk-Cows and horses, indicating widespread ranching/grazing practices. They have a majorly successful lumberyard that provides wood to K8P and Barak Varr and beyond if needed. The wood is particularly valued by Barak Varr because of the Charcoal fueling their steamships and the Carpentry guild not liking to be ignored.
They also have stables and coach/wagon services for making the trip from Ulrikadrin to K8P. I don't think you can bring your horse and wagon along Barak Varr's ships, so you're forced to use Ulrikadrin's Wagons and carts which would probably be a solid business to capitalise off of. Speaking of the Ulrikadrin-K8P pathway; the actual underway route is 50 miles, but the road leading up to the mountain that leads to the Underway is pretty long and goes up past the cloudline, providing a spectacular view (it's also pretty cold up there). The underway entrance then plunges southwards until it eventually picks up in Death Pass. The Underway has been smoothed out with proper maintenance since thousands of years, and there are lamps placed intermenintly to light the way for wagons passing through. The area is watched over by Ulrikadrin/Winter Wolf support until it reachs a halfway point where the Undumgi take over. The 50 mile underway trip is around 2 and a half days for a wagon.
Anyways, the settlement has a significant temple of Ulric in it that houses a child flame of the Flame of Ulric, and it is there from which the Winter Wolves (the Knights) operate. Technically they should have gotten to work on a Chapterhouse for them in one of the peaks overlooking the mouth of the valley, but they have different ideas and King Belegar's architects can do all of them. One wants to make it a fortress, another wants to make it a temple to rival Middenheim's, another wants to carve out a high valley for the Wolves to frolic, and another wants a series of bridges and causeways to allow for quick travel between all the mountains. Their bickering has led them to remain within the settlement. The most "action" that they get to see are skirmishes against the Dragon Ogres of Thunder Mountain and the Ironclaw Orcs of Iron Rock, but even then that's mostly picking off stragglers from across the river. Lately they've been giving over their initiates to ships going up and down from Barak Varr, freeing up Barak Varr's Marines, and some of them are probably considering participating in the Mad Dog Pass endeavour.
In terms of specific stuff Ulrikadrin provides, "Ulrikadrin Hardwood" is mentioned as a particularly tough and dense wood, probably grown in the high groves close to the World's Edge that the Ulrikadrin cultivate. The Dwarves grumble that it's not as "proper" as good ol' Ironbark that they produce, but it works pretty well regardless. Mathilde also acquired a larval newt for her experiments from there, indicating that there is some local river animals to harvest.
The composition of Ulrikadrin is split roughly evenly between Middenlanders/Nordlanders, religous exiles and refugees respectively. When the Winter Wolves, a sub sect of the White Wolf Knightly Order, were ordered to eliminate several Nordland villages that had been encroaching on Eonir territory and breaking treaties, they were sent to do the job to cement the alliance of the Ulricans and the Eonir. Ruprecht, their Grandmaster, and the knights refused to do it, smuggling 10k of them alongside 8k Middenlanders across the border to the K8P expedition and winning them a home. The Nordlanders and Middenlanders have learned to get along with each other, and likely have created a cultural combination of both in the building of their home. Middenlanders know mountains and the cold peaks, and Nordlanders know flowing water and fishing. This is only speculation, but I'm predicting they have majority Ulricans but Manaan has a strong presence, and Taal and Rhya are not to be ignored. In fact, I think there is an in universe debate over whether rivers belong to Taal or Manaan, as some view Manaan as a god of the Sea and not a god of Water, but some view him as a god of flowing water (excluding lakes from his purview) in general. Some view Taal as a god of nature in many forms, of which include rivers, which Talabheim specifically venerates greatly. Could see it being an in universe theological debate. Rhya makes sense because there's plenty of fertility and nature surrounding them to benefit from. Sigmar and the Classical gods however, I doubt have a strong influence. I doubt many of them gather for the Festag Throng.
Another thing to note is that while Ruprecht Wulfhart is the leader of the Winter Wolves, which are technically the theocratic authority of Ulrikadrin, there is another leader who leads the day to day of Ulrikadrin who also recieved a Gromril Sword by K8P.
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