NPC FACTION · #6 · BARBA

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Faction record

Source: retained Illyriad Factions feed. These dates describe stored observations, not the last successful poll or exact in-game event time. Unchanged snapshots can be deduplicated.

Default standings

Direction is from Barbarians to the target below. Reverse standings may differ. These are feed defaults, not actual player or alliance standings; those are unavailable from this source. Hub proximity does not measure diplomatic standing.

Race defaults

Barbarians → target race · outgoing defaults
Target raceDefault standing
HumanID: 1
ElfID: 2
DwarfID: 3
OrcID: 4

Faction defaults

Barbarians → target faction · outgoing defaults
Target factionDefault standing
Council of IllyriaID: 1
Order of AllembineID: 42
NorthmenID: 36
Foshnu Ob WulporID: 78
TantarkimID: 8

Names and IDs are retained feed labels. A linked faction profile shows its own retained record.

Current faction hubs

Source: retained Illyriad Faction Hubs feed, observed independently of the faction feed. Map links use the recorded hub coordinates.

Hub / coordinatesDescriptionsLast recorded hub change
Garr (-505, 690)#16

The Fighting Pits of Garr are famed throughout the northlands, and even the Barbarians' own warriors compete in the Pits for the thrill of combat. Of course, not all fighters are volunteers.<br><br>For those who delight in bloodsports, there is no finer source of entertainment. But the unwary visitor to Garr might not enter the Pits only as a spectator, for the only punishment for any crime in Garr is the same; whether the crime be to cheat a customer, insult a warlord, or steal a purse - the punishment is always to be sent to the Pits.

Trade description

The market in Garr is crammed into a narrow alleyway between the city's huge wall, and the back of the Pits. Traders vie for space, balancing the need to make room to work, with the fear of jostling against or irritating a hot-tempered barbarian. The market's location behind the Pits also adds some complications; while the reputation of the Pits is ferocious, it is untenable to have all one's slaves and warriors fighting constantly to the death, and so most bouts are against captive beasts or Wulpor, or else they set warriors against each other... but only until one yields. Nonetheless, animals die frequently in the Pits, and it is the Barbarians' customs to simply hurl the bloody remains, often one piece at a time, over the back wall of the Pit; traders must therefore, take pains to protect their wares for being splattered in guts and gore.

Gorn (-384, 536)#15

Gorn is the seat of the rulers of the Barbarians, a place where warlords rise to power, briefly rule as kings, and then die bloodily. It is a city which celebrates heroism and strength, but it is quite devoid of art, culture, beauty or refinement. Visitors report that the main pastimes are drinking, brawling and hunting, but recommend that strangers do not attempt to compete with the locals in any of these.

Trade description

The Barbarians claim to be fearless and shrewd, and no visitor here should question their courage, nor their judgement. There is plenty of reason to question both, of course. Many note that the Barbarians spend much time hunting wild beasts, or pursuing Wulpor some distance to the north, but are loath to hunt the Arakvar close by to the east; to mention this would be to suggest that the Barbarians are afraid of the Arakvar. Traders are also quietly aware that although the Barbarians claim to want more merchants to visit their stronghold, they nevertheless force trade to take place in the part of the town they themselves most disdain; a series of streets downhill from the warriors' lodgings, which is best described as an open sewer... but to suggest to the Barbarians that this might be stupid would be unwise. Raising such questions publicly invites a violent response. Clever traders know that it is better, and less painful, to praise the Barbarians' bravery and cunning, rather than to point out their limitations.

Recorded faction changes

Latest 100 retained faction observations, newest first. This is a bounded faction audit, not a hub-change or player/alliance-standing history. Before and after labels come from each observation.

No faction changes recorded in the retained history.

The initial import establishes a baseline. No recorded changes does not prove the faction never changed. Retained coverage may have gaps; missing values are not zero, and feed absence does not prove an in-game removal.