Udril

Purity
 Nation
 Size

Udril is a nation of varied clans, each operating as it’s own “city-state” within a loose confederation, ruled by Clan Royal, a title that applies to whomever the currently ruling clan may be. Each clan is granted holdings by Clan Royal, lands over which they preside, but in reality these lands are largely ancestral - the clans owned these lands from before the first Dwarvish king united Udril, and it is merely a formality for the current king to “grant” an extension of the clan’s holding them. The territories between clan holdings belong to the king or queen, and the land is dotted with smaller castles and keeps atop it’s many rolling hills that are occupied by the royal garrisons to maintain peace both within Udril, and with the nations nearby.

## Landmarks

There are two large cities in Udril, Hargrim and Veg Badir. These cities are bustling centers of trade and art, maintained and protected by garrisons of the Clan Royal (currently, Clan Lupus rules over Udril).

* **Hargrim** is a port city, with access through a small sea to the northern ocean. It connects Udril with Zherus to the West, and Ceswana to the east. It’s cobbled streets and twisting alleys are home to some of the oldest craftspeople in Ureda, makers not of trinkets and frippery but of resilient tools and hardy constructions.
* **Veg Badir** lies nearer to the heart of Udril, at the end of a river. This city was formed first as a neutral gathering place for the clans to discuss politics in the time before a king, and has since evolved into a place of festival and merriment. The city has many large, multi-level inns and taverns. The city itself is ringed with hills, and atop each of these is perched a large sporting field, enabling the city to host many different events simultaneously. It is common to see friendly competition between the dwarves’ friendly competitions as hilltops battle to cheer more raucously than their neighbors. In between national celebrations, Veg Badir is also a prominent stop for every traveling bardic troupe worth their salt, so there is always something to see.

*The Royal Holdings of Udril*, while not city-sized, are common destinations. These holdings are maintained by clan royal in addition to their normal clan holdings (For example, the current ruling clan, Clan Lupus, maintain these lands in addition to Clan Lupus’ Holdings). The royal holdings have one major castle connected to a huge Gometun cathedral directly by one wide, straight street. Surrounding this royal boulevard are a network of tight, cobbled streets that play host to embassies, scribal workplaces, courier services, and all manner of other political functions.

In addition to it’s two main cities, the holdings of each clan are very unique and each worth visiting.

The keeps that dot the countryside between holdings can be noteworthy landmarks in their own right. Constructed of stone, these keeps measure 100 feet across and 40 feet high, with a large open interior warmed by two roaring fires kept hot by soldiers placing dice while a handful of unlucky souls keep watch from the wooden roof behind half crenellations. In the basement of each keep are a number of storerooms, lockable quarters that can be used either to house guests in an emergency, or prisoners, and a small armory tended by the Clan Royal. Engraved on the north and south side of each tower is a large number in a historical Sylvan script, so that keeps may be readily identified and used to place a traveler on a map.

Between keeps are large signal spires that are lit only in emergencies by hawks or ravens carrying torches from the nearest keep. When one spire is lit, the others follow. Using an old pyrotechnic tradition, the color of the flame is used to indicate the proximity to the emergency - a bright green fire indicates the closest signal fire. All beacons within view of this green fire are lit in blue. All the others are lit in natural red. In this way, a messenger or garrison can quickly navigate to the emergency without needing to receive orders first. In the event of a national emergency or a summons to arms, the beacons are all lit in purple.

## Demographics

* Demonym: Udrian (singular) / Udrienne (Plural)
* Majority Race (or melting pot): Hill Dwarves
* Common Language(s): Common, Dwarven, Draconic
* Socioeconomic Distribution of citizens: Each clan holds it’s resources in common within itself. Each clan pays tribute as assessed by a royal tax collector. Clans vary in wealth but most are prosperous.

## Economy

* Major trade: Architecture, Tools, Etc
* Major imports/exports: Export many raw materials, blueprints, tools. Very few imports because they need very little - primarily, they import art and artifice.
* Overall wealth: Vast
* Taxation: assessed annually by tax collectors per clan

## Government

* Leader(s): The king is the head of Clan Royal. The current king is Tactus The Unyielding
* Description of heirarchy: The older members of the Clan Royal serve as advisors, judges/arbitrators, diplomats, and generals. The younger serve as captains, scribes, couriers, tax assessors, and the like.
* Clan Royal takes slaves as punishments/prison sentences, for temporary or permanent menial work postings.

## Police/Guards and Crime

* Crime rate: Varies by location
* Corruption: “Not in the presence of the king” and rare within one’s own clan
* How organized? The clan militia typically has a captain or two, an administrator, and a varying number of soldiers
* How well trained? Varies by clan. Clan Royal’s soldiers are all very well trained. Some militias are formed mostly of peasants.
* How strict? Within one’s own clan, very strict. Outside one’s own clan, not so much.
* Notable laws: Most clans do not allow weapons, magic more powerful than a cantrip, or armor in their camps besides simple knives.

## Religion

* Majority Religion/Primary Gods: Primarily The Gomteun Church but a few of The Qhotes as well.

## Culture

### Legacy

* Legacy is everything in Udril. There’s no greater honor than constructing a monument that withstands the Udrian winds, and there is no greater monument than one you build for the Clan Royal. It is the aspiration of all builders to create something of such quality that the king invites them to build something for him.

### Traditions/holidays

* All clans have specific/unique festivals commemorating grand achievements, such as winning a war, being awarded lands, or constructing a monument.
* All Udril celebrates the King’s birthday week, and the winter solstice is dedicated to Gomteus.

## Factions/Organizations

* Thames
	+ has a single warehouse near the acid corridor to the southwest
* The Grey Watch
	+ Monitors the territory up to the southwestern border of Udril, but not within

* Clan Tructa
* Clan Lupus
* Clan Falco
* Clan Noctua
* Clan Vulpes
* Clan Aranea
* Clan Tructa
* Clan Cetos
* Clan Elephas
* Clan Dorcas
* Clan Cerva