The Barbarians
Progress:
Technology level: Tier I - 80%
Sorcery lvl: 0%
About nation:
Government: Hierrarchial Hive Mind
Area: unknown
Population: unknown
The Barbarians are not a nation — they are a catastrophe. A sprawling, violent force of twisted biology, enslaved species, and monstrous hierarchy. Their origins are lost to time. Their intentions are unknowable. Their only pattern: consume, destroy, spread.

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Basic informations
Barbarians do not communicate. They do not negotiate. They do not stop.
Everything we know about them comes from the battlefield, and even that is mostly guesswork. They operate like a hive mind — coordinated, brutal, and relentless. Entire species serve under the Barbarian banner, either through forced breeding, genetic manipulation, or sheer domination. Their tactics are simple but effective: massive wave attacks, relentless charges, and bio-artillery using weaponized insects. Their technology consists of tamed organisms — including artillery-beasts that fire acid or plasma and self-exploding insects that function like grenades.


Diplomacy
There is no diplomacy.
There never has been. There never will be.
The Barbarians are incapable of speech, negotiation, or any mutual understanding. To them, everything is prey or a rival swarm to annihilate. Their hive-mind culture rejects all external authority, meaning all diplomatic efforts are either ignored or attacked. Furthermore, after their fleeing of Panthal, it was never attempted to establish any relations.
Status with major factions:
Denebolian Republic: Hostile, allied to the enemy.
High Kingdom of Arnor: Primary enemy
Amaurëa: Hostile, allied to the enemy
Ingerdminär: Hostile, walking snacks
Technology
The Barbarians possess no traditional technology — no circuits, no machines, no data systems. Instead, they rely on evolved biological equivalents.
Weapons: Grown from bone, chitin, or fused insect parts
Armor: Layers of hardened exoskeletons, often from prey species
Vehicles: Nonexistent. Barbarians rely on huge tamed beasts or foot-speed
Ships: Organic void-faring leviathan like creatures, likely bioengineered
Known Capabilities:
- Genetic manipulation through forced breeding
- Biological mimicry and camouflage
- Coordinated mass attacks without central command
- Deep tunnel networks and organic hive structures
- Sub-dimensional awareness (via Mithril exposure or instinctive resonance)
- Their entire war machine is self-replicating — a biological ecosystem of death.
Culture (Breeds & Caste system)
While the Barbarians lack true "culture," they possess a brutal biological caste system, enforced through selective breeding, mutation, and enslavement. It is unknown if this hierarchy is enforced by genetic programming or an actual hive-mind intelligence.
Notable Castes:
Scrape: Dog-sized quadrupeds with insectoid features. Fast, numerous, utterly fearless.
Orcer: Enslaved lizard-like bipeds (~1.5 m tall). Low morale, no armor. Used as cannon fodder.
Scourwhip: Barbarian enforcers (~2 m tall). Heavily armed and muscular. Lead raids and manage Orcers.
Crushurk: Towering champions (>3 m tall). Unbelievably strong and durable. Often used as shock units against elite enemy forces.
Sapneer: Rare, semi-intelligent caste (1.6 m tall). Handle bio-artillery insects, maintain breeding pits, and possibly conduct scientific work. Some appear hybridized with insects.
Bio-Weapon Insects: breed organic artillery — massive insects that fire acid, plasma, or exploding bile. Some carry smaller larval versions as living handguns, thrown or "fired" directly at enemies.
History
First Emergence: The Hydra Great War (2017 N.T.)
As the Star City Empire collapsed into civil war, the colonial worlds were abandoned. From deep beneath the surface, the Barbarians awoke — not with words, but with slaughter. Villages, towns, and twin cities like Armenelos and Rómenna were consumed in fire and chitin. With no help from SCE, the colonists were forced to unite under militia leaders — most notably Argonaut of the north.
The most legendary battle of the early war took place at Survival base, where Arnorians made their last stand against the largest Barbarian horde ever seen. Just as the walls fell, SHIELD forces arrived, driving back the tide and saving what remained. The city was renamed Sanctuary, and would later serve as the birthplace of the Kingdom of Arnor.
The Barbarian War (2018–2020 N.T.)
With the Kingdom of Arnor formed, a bitter war of attrition began. For years, Arnorians held the line alone. But with Denebol's eventual mobilization, the two allies launched a final offensive. The Barbarians, realizing their inevitable loss, fled the planet in organic ships.
Narnos Campaign (2020s N.T.)
Once a peaceful ocean world, Narnos was consumed by Barbarians, forcing its inhabitants, the Naru, to launch a nuclear armageddon to slow the tide of the war. Survivors in orbital outposts were detected by Arnorians through subdimensional death scream of their people on the planet and they decided to tak an action. The Acharn Company — three full legions strong — descended and waged a brutal two-year extermination campaign, led by Legio Aralâi and Legio Valto. Today, only irradiated husks remain.
Narnos Final Hours (2025s N.T.)
Fights on Narnos are continuing and unfortunately it is more and more obvious that Arnorian forces would not leave this world as victors. However due to irradiated wastelands and no population to protect there, there is little tactical nor strategic interest to hold this war indefinetly.
There are no further records of their other activity and occupied locations.
Summary
Though their massive armies have been destroyed or scattered, Barbarians are not extinct. Evidence suggests they existed for centuries underground — hibernating, not dormant. If one hive could exist beneath Panthal and one beneath Narnos, how many more wait among the stars? Their kind may lie dormant, waiting. Watching. Breeding.
Be ready.
