NPC FACTION · #86 · FREE

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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 Free Orcs 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

Free Orcs → target race · outgoing defaults
Target raceDefault standing
No default race standings recorded. Missing is not neutral or zero.

Faction defaults

Free Orcs → target faction · outgoing defaults
Target factionDefault standing
No default faction standings recorded. Missing is not neutral or zero.

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
Gjuk-Darak (320, -3176)#157

Many cultures tell of a ruler who must draw a sword from a stone or tree to prove his worth. The Free Orcs of Gjuk-darak have their own version of this: a sword lies on the altar of the main temple, and if their War Chief should die his successor is he or she who retrieves that blade, and sits with it upon the great throne in the marketplace. Picking up the sword is easy; nothing secures it. Getting out of the temple and through the market, without being killed by rival claimants - that is a challenge fit for a would-be War Chief.

Grisj-hhuragk (180, -3124)#158

Torkurz has grown up on the site of an old orc slave market. Storytellers still tell the bloody tale of the uprising that placed a Slave-Chief on the throne of this stronghold. Less well known is the tradition that, just like the stronghold's founder, each new War Chief must also be a slave. Conveniently, the proud Free Orcs have found a way to reconcile this tradition with their independent yearnings: it is quite normal to see a new chief kneeling before the bloody remains of his deposed predecessor, pledging himself in servitude to the fresh corpse.

Grujt Uruk (-207, -3176)#162

The stronghold grew up around the Altar of Storms, dedicated to orc deities (Always-Chiefs) of war, ice, death and destruction. Petitioners and penitents trek here across The Long White to stand at the exposed Altar, sometimes for hours or days; many earn frostbite scars that will never fade, and some are blinded by the cold.

Jhkej (32, -3200)#160

Jhekj's War Chief demands that other warbands within the stronghold actually do what he says, avoid brawling between one another, and submit to his law courts. Hence, most people within the stronghold are either the War Chief's slaves or followers, or are visiting traders and travellers. Most of the other warbands based here can, instead, be found camped outside the stronghold, huddled up against the walls - which allows them the convenience of access to the citadel, weaponsmiths and marketplace, without the inconvenience of submitting to anyone's authority.

Kachak (210, -2953)#159

Kachak resembles not so much a unified stronghold as a crushed collection of warring camps. Buildings are fortified against one another, and ownership of a prime area, such as a part of the market, can be hotly contested. One of the few laws enforced by the War Chief is that the orcs should not kill or main one and other. Brawling, on the other hand, is common, and fights erupt several times an hour. Visitors are recommended to employ burly bodyguards, and to become hardened to minor injuries.

Torkurz (967, -3153)#254

Torkurz has grown up on the site of an old orc slave market. Storytellers still tell the bloody tale of the uprising that placed a Slave-Chief on the throne of this stronghold. Less well known is the tradition that, just like the stronghold's founder, each new War Chief must also be a slave. Conveniently, the proud Free Orcs have found a way to reconcile this tradition with their independent yearnings: it is quite normal to see a new chief kneeling before the bloody remains of his deposed predecessor, pledging himself in servitude to the fresh corpse.

Trazurk (-419, -3224)#163

Clustered around an icy fishing port, the warbands of Trazurk scheme. Some argue, implausibly, that they will one day launch an invasion fleet against Virten. The more pragmatic hope that the town's market might become a centre for trade in hides and furs from The Long White. Others muse about building a pirate fleet. But always they bicker and fight amongst themselves, and never agree on a single plan.

Vdekurch (-967, -3276)#164

Vdekurch is the coldest, most desolate, most inhospitable of the Free Orc strongholds - and the local warbands are proud of their ability to thrive here. They deride northerners as "comfortable" and "without frostbite", and say that a battle against the elements is a battle worthy of any true orc.

Vduch (822, -3061)#155

The orcs of Vduch boast that they are the the finest hunters in Illyria - because, they say, while others hunt mortal beasts, they hunt ghosts. This seems to be a reference to the Guul-Hai, whom the Free Orcs view as an abomination, as corrupted orcs.

Vrakun (532, -3209)#156

The stronghold of Vrakun has grown up around the Cask of Skulls, a huge cauldron into which returning warbands hurl the skulls of anyone whom they kill. By custom, when the cask is filled with skulls, the ruling War Chief of Vrakun must step down. This serves the orcs well, as each victory therefore brings the chief's tenure closer to an end, so that few have any incentive to turn against or overthrow a successful leader; and Vrakun's warlords are unusual amongst the Free Orcs for retiring peacefully from office. But for visitors, this can seem morbid, as trade and socialising all take place around this great cauldron of bones.

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.