Voted best in category in the Users' Choice awards.
Voting is open
Ulrikadrin
Behold! My garbage photo editing skills brings you my rough approximation of Ulrikadrin's location and a rough idea of the Underway highway passage:
INCORRECT LOCATION
BONEY'S CORRECTION:

Rough Topography of the Area:
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.
 
Last edited:
[Anton rounding up mercenaries: 35]
[Anton getting in touch with a pen-pal: 51]
[Anton convincing Asarnil: 56 vs 71]
[One roll for Dogs of War: 2. Braganza's Besiegers.]
[Other, less notable sellswords: 80]

To your considerable surprise, Anton's ability to regularly produce miracles seems to have failed him, and he wasn't able to convince Asarnil to make an appearance, apparently being outbid by Tzar Vladimir Bokha of Kislev.
It occurs to me as I reread this, that Asarnil showing up to this particular battle might have gone VERY badly, considering the potential for a Cython Interrupt.
 
It occurs to me as I reread this, that Asarnil showing up to this particular battle might have gone VERY badly, considering the potential for a Cython Interrupt.
It's been brought up.

Now, what people haven't brought up is an entirely different reason it could have gone badly- that it might have activated Birdmuncha. When we didn't have the Eye up yet.
 
We would have gotten really bored really fast I suspect, at the end of the day Mathilde is not really an intrigue sort of character, she is a wizard first and a spy second. It's on her character sheet 'the magical world is more real than the real one'.
Maybe you would have, but please don't presume to speak for everyone in the thread.
It's been brought up.
Ah, I missed/forgot that.
Now, what people haven't brought up is an entirely different reason it could have gone badly- that it might have activated Birdmuncha. When we didn't have the Eye up yet.
That's a very good point, yeah.
 
Last edited:
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.

It's slightly to the southeast of there, the middle prong of the rivers south of the words 'Thunder Mountain'.

Somewhere around the coastline (is that you call it?) of the Blood River

I think 'bank' would be the term.

I think a 50 mile trip from the back of a wagon would typically be more than a day, something like 2 days?

About two and a half. Here's the cheatsheet I use for travel times:

On foot: 20 miles/day
Horse-pulled caravan: 20 miles/day
Normal horse: 30 miles/day
Good horse, sustained: 40 miles/day
Push: 50-60 miles/day
Horse relay: 70 miles/day

Mathilde also acquired a "River Mudskipper" for her experiments from there, indicating that there is some local river animals to harvest.

It honestly never occurred to me that mudskippers wouldn't be a universal norm, and I've only just learned that they're only found in Indo-Pacific tropical mangroves. Huh.
 
She waves her hand and creates a field of silence to shut out eavesdropping, and she specifically says she "gives probability a few kicks in the ribs" not that Ranald gave it to her. She's a divine caster.
To be clear, this is not me casting aspersions on Boney's QM-ing at all, just me wildly speculating, but maybe she isn't a divine caster at all and maybe "gave probability a few good kicks in the ribs" might be Boney's in-universe way of telling us that either the dice rolled ridiculously or he had an idea that was good enough he either didn't bother with dice rolls or adjusted/ignored them.
 
It's slightly to the southeast of there, the middle prong of the rivers south of the words 'Thunder Mountain'.



I think 'bank' would be the term.



About two and a half. Here's the cheatsheet I use for travel times:

On foot: 20 miles/day
Horse-pulled caravan: 20 miles/day
Normal horse: 30 miles/day
Good horse, sustained: 40 miles/day
Push: 50-60 miles/day
Horse relay: 70 miles/day



It honestly never occurred to me that mudskippers wouldn't be a universal norm, and I've only just learned that they're only found in Indo-Pacific tropical mangroves. Huh.
Is this correct?
I put it to the west of that middle prong at first but it didn't feel right since the underway would have skirted too close to Black Crag, and the expedition says Mathilde had to "cross two tributaries then ford the river".
 
If Heidi is a divine caster, then how powerful must she be? We have an artefact that can grant us access to one of four Ranaldian miracles twice a year. Heidi can probably do something similar on an almost daily basis. "A few kicks in the ribs" suggests that she has a low level reality warping ability (anti-vampire tools conveniently at hand) and can use it on short notice whilst being attacked by a vampire.

And Heidi definitely leans more Deceiver than Gambler, so probability manipulation is not something I'd consider her to specialise in.
 
To be clear, this is not me casting aspersions on Boney's QM-ing at all, just me wildly speculating, but maybe she isn't a divine caster at all and maybe "gave probability a few good kicks in the ribs" might be Boney's in-universe way of telling us that either the dice rolled ridiculously or he had an idea that was good enough he either didn't bother with dice rolls or adjusted/ignored them.

Are you suggesting that she doesn't practice a form of magic that anyone in-universe would recognize, but instead deliberately arranges events around her in such a way that the narratively satisfying outcome that the author can't resist is advantageous to her? I mean... that's not what I was going for but honestly I'm really digging the idea that Lily Weatherwax broke out of Discworld and has now worked her way up to Empress.

Is this correct?
I put it to the west of that middle prong at first but it didn't feel right since the underway would have skirted too close to Black Crag, and the expedition says Mathilde had to "cross two tributaries then ford the river".

This one:
 
Are you suggesting that she doesn't practice a form of magic that anyone in-universe would recognize, but instead deliberately arranges events around her in such a way that the narratively satisfying outcome that the author can't resist is advantageous to her? I mean... that's not what I was going for but honestly I'm really digging the idea that Lily Weatherwax broke out of Discworld and has now worked her way up to Empress.



This one:
Well, I see where I got confused. I saw those brown spots and I thought "that means you can't pass those areas, no way they settled there" , I really was working on an incorrect assumption.

I might have to edit some of my descriptions I think? Or are the descriptions of the area servicable enough?
 
Are you suggesting that she doesn't practice a form of magic that anyone in-universe would recognize, but instead deliberately arranges events around her in such a way that the narratively satisfying outcome that the author can't resist is advantageous to her? I mean... that's not what I was going for but honestly I'm really digging the idea that Lily Weatherwax broke out of Discworld and has now worked her way up to Empress.
That would be pretty rad. Ranald just hangs around her because she's that entertaining.
 
Well, I see where I got confused. I saw those brown spots and I thought "that means you can't pass those areas, no way they settled there" , I really was working on an incorrect assumption.

I might have to edit some of my descriptions I think? Or are the descriptions of the area servicable enough?

From memory my mental image was something like this:


X marks the location of Ulrikadrin, the grey leading south is the Underway. So your description seems to fit it fairly well.
 
We had the option for that, and the thread voted against it, sadly.
On Her Imperial Majesties Secret Service.

Though Heidi didn't manage to kick probability quite hard enough to get Mathilde as her nanny/bodyguard/agent provocateur.
That would be pretty rad. Ranald just hangs around her because she's that entertaining.
Well, there was that twelve-season stretch where the showrunners seemed to run out of ideas and we got year after year of unlucky Sylvanian peasants knocking the heads off the walking dead frozen zombies, but luckily there was a promising new dramedy set in nearby Stirland just starting up at the time.
 
Last edited:
Edited the Ulrikadrin post to replace river mudskipper with larval newt since Boney made an edit to the AV experimentation on living beings update, and edited the Character Codex to include an important character I forgot about, Little Franz the Cooper, under K8P.

Next informational post I'm planning is a setting compendium of K8P in DL, and it's looking significantly more... involved. Probably gonna be a while till I'm finished.
 
For those wanting to study divine magic, Rather brave of you to do so in smiting range of the God.

Might be a bit important to first ask them if they want their magic studied.
 
Last edited:
For those wanting to study divine magic, Rather brave of you to do so in smiting range of the God.

Might be a bit important to first ask them if they want their magic studied.

Our god does not care about that, seriously that is a plot point, he is uncommonly chill about this sort of thing. Ranald was fine with us looking into the coin and only objected when Mathy looked at him in the Warp.
 
@Codex , since you just did the big post and followups on Ulrikardin, I'm curious if you had any thoughts on the way it was described in my Soizic diaries- although now that I'm typing I'm not sure you've even actually looked at them...
 
@Codex , since you just did the big post and followups on Ulrikardin, I'm curious if you had any thoughts on the way it was described in my Soizic diaries- although now that I'm typing I'm not sure you've even actually looked at them...
I've read some of them, but not all. I can't remember which one had Ulrikadrin parts if I did read them. I haven't read the majority of the omakes for the quest actually, but I've quite enjoyed the ones I've read of yours.

I've been intending to catch up on the ones I've missed so I might as well go through them soon.
 
Oh. Oh wow, that's a lot of notifications very quickly. I suddenly feel very self-conscious about the typos!
 
Oh. Oh wow, that's a lot of notifications very quickly. I suddenly feel very self-conscious about the typos!
Sorry about that. Just got done running through all the Soiciz omakes you made. Great stuff, enjoyed it enough that I think I've spent the last uh, 2 hours? reading them. Not exactly how I would have interpreted it for some things, and my Soizic headcanons are firmly different, but you took creative liberties as was your right as the author and I enjoyed them. I particularly enjoyed the descriptions and looks at the "ground level" so to speak. Mathilde has been elevated so far above the common people at this point that she hardly interacts with the lowest levels of management and doesn't get hung up on the details of stuff anymore, which is certainly good for Boney, means he doesn't have to start considering details like Gong Farming and sewer clearing anymore. But it does provide an area that could be filled in that I think you did quite a good job of. You have an ability to provide detailed descriptions that I lack, and which I've found helpful for visualisation.

There are a few things to note though. First, sometimes you wrote Uz-Ungol instead of Und-Uzgar to describe the outpost. Second, Karag Ulric, referring to the mountain containing the Underway passage from Death Pass to Ulrikadrin, is a name given by the Undumgi not Ulrikadrin themselves, as Ulrikadrin aren't actually fluent in Khazalid. Third, one of the earlier descriptions of Ulrikadrin say that they're working on making a temple on a peak, but I'm pretty sure they haven't even gotten to work on the chapterhouse. Even when Mathilde went to pick up the Winter Wolves of Karag Dum they hadn't started working on it because they couldn't decide how they wanted it. The Temple inside the port city of Ulrikadrin is definitely a thing though. And another note is that I doubt the citizens are actually all that opposed to not being "hunters, knights and woodsmen", as Ruprecht says that while all respect Ulric, most of the citizens have not sworn their life to him. The only members of Ulrikadrin that are uncomfortable with the peacefulness are the Knights, the citizens are perfectly fine with a trade focused lifestyle.

Also, if you find yourself wanting a setting for something, Mathilde mentions that there's a "pretty good pastry place across the entrance to the Shrine Hall if you ever find yourself overburdened with copper". She got pastries for the Duckling Club there once. It opened a little while after Gretel sold her gems and leased out a tower to herself from the Citadel.
 
In the interest of not accidentally ambushing @Boney by asking innocuous questions to paint them into a corner with their answers, I note that I am explicitly considering Burning Shadows shenanigans with the following.

Does Pall of Darkness count as a shadow? Does it cast a shadow at all, given that it actively blocks light sources out? Would it be feasible to modify this to not require continuous casting, give Warrior of Fog?

Would it be feasible to use Warrior of Fog to create a spell that created an immobile, foggy cloud that resisted evaporation and did not require continuous channelling? If so, would it be feasible to create this cloud a very great distance above the user, directly in the path of the sun over a battlefield?

I don't think that these would necessarily be great options for Mathilde to use, but it would be very cool to create a two-spell combo that let a single less experienced Wizard achieve Battle Magic tier effects without using Battle Magic by splitting the magic up into two distinct spells, neither of which reach the critical threshold of "that's too much magic, Ulgu remembers it's not your friend again".
 
In the interest of not accidentally ambushing @Boney by asking innocuous questions to paint them into a corner with their answers, I note that I am explicitly considering Burning Shadows shenanigans with the following.

Does Pall of Darkness count as a shadow? Does it cast a shadow at all, given that it actively blocks light sources out? Would it be feasible to modify this to not require continuous casting, give Warrior of Fog?

Would it be feasible to use Warrior of Fog to create a spell that created an immobile, foggy cloud that resisted evaporation and did not require continuous channelling? If so, would it be feasible to create this cloud a very great distance above the user, directly in the path of the sun over a battlefield?

I don't think that these would necessarily be great options for Mathilde to use, but it would be very cool to create a two-spell combo that let a single less experienced Wizard achieve Battle Magic tier effects without using Battle Magic by splitting the magic up into two distinct spells, neither of which reach the critical threshold of "that's too much magic, Ulgu remembers it's not your friend again".
IIRC, the issue is more that burning shadows doesn't play well with magical light sources, and that one time with Kasimir was an exception (possibly because divine casting is somewhat different from wind magic). So there's a decent chance a magical shadow source also doesn't work.
 
IIRC, the issue is more that burning shadows doesn't play well with magical light sources, and that one time with Kasimir was an exception (possibly because divine casting is somewhat different from wind magic). So there's a decent chance a magical shadow source also doesn't work.
Does "magical light sources" apply when magic is the obstruction, not the source of the light?
 
Voting is open
Back
Top