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SIC: Two transport teams are selected from soldiers of the United Steppe's UTF contribution. Two small teams of special operations soldiers are picked from Garnel and Volohk. Once the two teams have been picked they are assembled for a briefing on the broader aspects of the Oriab operation.

The groups meet in a hangar at the Hyperborean Empire's Torture Rock military base. There the group sits or stands together in front of a interactive whiteboard.
"Good afternoon ladies and gentlemen. I'm Col. Krag and I am here to brief you on Operation Azaim. You will be divided into two teams. Team 1 is the Garneli group. Team 2 is the Volohkian group. Team 1 will be air dropped in the Hadhramaut mountains along the center of Oriab's southern coast near the coastal town of Mukalla. Team 2 will make a beach landing 1,327 km East of team 1 into the Masira Desert near the coastal town of Madrakah. Both infiltration operations will occur under cover of darkness. Following infiltration and once the members of each team have rendezvoused with their team they will meet up with local contacts.

Oriab has had a long history of various nomadic tribes engaging in raids and guerilla actions against the government and settlements of Oriab. We have negotiated deals with some of these tribes. Team 1 will meet with the Harb tribe and team 2 will meet with the Maqil tribe. Both teams along with their tribal allies will rendezvous at Heru oasis which will serve as a main base camp and meeting place for the teams and tribal allies. Both teams however will adopt a nomadic lifestyle and travel amongst the various oasis to avoid being killed or captured. Tribal allies will also put teams into contact with civilian contacts in various communities which the teams shall use as a source of supplies. Both teams will use these tribal allies to establish a network of allies in Oriab. Once this network has been established then phase 3 will begin and the mission of both teams will be updated.

Any questions?"

Vostag wrote:SIC: Two transport teams are selected from soldiers of the United Steppe's UTF contribution. Two small teams of special operations soldiers are picked from Garnel and Volohk. Once the two teams have been picked they are assembled for a briefing on the broader aspects of the Oriab operation.

The groups meet in a hangar at the Hyperborean Empire's Torture Rock military base. There the group sits or stands together in front of a interactive whiteboard.
"Good afternoon ladies and gentlemen. I'm Col. Krag and I am here to brief you on Operation Azaim. You will be divided into two teams. Team 1 is the Garneli group. Team 2 is the Volohkian group. Team 1 will be air dropped in the Hadhramaut mountains along the center of Oriab's southern coast near the coastal town of Mukalla. Team 2 will make a beach landing 1,327 km East of team 1 into the Masira Desert near the coastal town of Madrakah. Both infiltration operations will occur under cover of darkness. Following infiltration and once the members of each team have rendezvoused with their team they will meet up with local contacts.

Oriab has had a long history of various nomadic tribes engaging in raids and guerilla actions against the government and settlements of Oriab. We have negotiated deals with some of these tribes. Team 1 will meet with the Harb tribe and team 2 will meet with the Maqil tribe. Both teams along with their tribal allies will rendezvous at Heru oasis which will serve as a main base camp and meeting place for the teams and tribal allies. Both teams however will adopt a nomadic lifestyle and travel amongst the various oasis to avoid being killed or captured. Tribal allies will also put teams into contact with civilian contacts in various communities which the teams shall use as a source of supplies. Both teams will use these tribal allies to establish a network of allies in Oriab. Once this network has been established then phase 3 will begin and the mission of both teams will be updated.

Any questions?"

the Garō present duisguised silently bring out clothing that looks like the kind these tribes they will be facing soon wear, typical of garō who always do their research, regardless they are silent except for the leader

“To make things clear, our mission is to build an intel network With the help of friendly nomadic tribes...correct?” Fortunately Garnel has had experience with nomads in the past....especially considering a portion of the less hospitable part of garnel is practically owned by them ever since an old nomadic invader failed numerous times to invade minera....

Vostag wrote:SIC: Two transport teams are selected from soldiers of the United Steppe's UTF contribution. Two small teams of special operations soldiers are picked from Garnel and Volohk. Once the two teams have been picked they are assembled for a briefing on the broader aspects of the Oriab operation.

The groups meet in a hangar at the Hyperborean Empire's Torture Rock military base. There the group sits or stands together in front of a interactive whiteboard.
"Good afternoon ladies and gentlemen. I'm Col. Krag and I am here to brief you on Operation Azaim. You will be divided into two teams. Team 1 is the Garneli group. Team 2 is the Volohkian group. Team 1 will be air dropped in the Hadhramaut mountains along the center of Oriab's southern coast near the coastal town of Mukalla. Team 2 will make a beach landing 1,327 km East of team 1 into the Masira Desert near the coastal town of Madrakah. Both infiltration operations will occur under cover of darkness. Following infiltration and once the members of each team have rendezvoused with their team they will meet up with local contacts.

Oriab has had a long history of various nomadic tribes engaging in raids and guerilla actions against the government and settlements of Oriab. We have negotiated deals with some of these tribes. Team 1 will meet with the Harb tribe and team 2 will meet with the Maqil tribe. Both teams along with their tribal allies will rendezvous at Heru oasis which will serve as a main base camp and meeting place for the teams and tribal allies. Both teams however will adopt a nomadic lifestyle and travel amongst the various oasis to avoid being killed or captured. Tribal allies will also put teams into contact with civilian contacts in various communities which the teams shall use as a source of supplies. Both teams will use these tribal allies to establish a network of allies in Oriab. Once this network has been established then phase 3 will begin and the mission of both teams will be updated.

Any questions?"

Garnel wrote:the Garō present duisguised silently bring out clothing that looks like the kind these tribes they will be facing soon wear, typical of garō who always do their research, regardless they are silent except for the leader

“To make things clear, our mission is to build an intel network With the help of friendly nomadic tribes...correct?” Fortunately Garnel has had experience with nomads in the past....especially considering a portion of the less hospitable part of garnel is practically owned by them ever since an old nomadic invader failed numerous times to invade minera....

The leader of the Volohkian team, which is clad in tactical stealth gear rather than local Oriab clothing to aid in the initial insertion, rolls his eyes at the garo comment.

"Yeah, yeah, yeah you're the "best at what you do" you don't hear the rest of us bragging about it. Actions speak louder than words.

We've all heard about the big bad garo. Wearing your costumes all the time even when not on mission to hide your identity and be spooky. Well how about you man up and take those kiddy costumes off and show your faces or are you that scared? You don't see any other special forces group doing that stuff. Are there methods to help protect our identities yes but we aren't afraid if who we are in our civvies gets discovered by the enemy. It's part of the job to have a few prices on your head.

Besides this line of work is about brothers and sisters in arms. How can we trust you with our lives and be expected to protect yours if you can't even grant us the small amount of trust to know who you are?

That's my question Col. Krag. How can we trust these "invisible men" with our lives on this operation if they don't trust us enough to have the guts to let us know who they are, to see their faces, to be able to look them in the eyes and see that shared bond that all soldiers have?"

Volohk wrote:The leader of the Volohkian team, which is clad in tactical stealth gear rather than local Oriab clothing to aid in the initial insertion, rolls his eyes at the garo comment.

"Yeah, yeah, yeah you're the "best at what you do" you don't hear the rest of us bragging about it. Actions speak louder than words.

We've all heard about the big bad garo. Wearing your costumes all the time even when not on mission to hide your identity and be spooky. Well how about you man up and take those kiddy costumes off and show your faces or are you that scared? You don't see any other special forces group doing that stuff. Are there methods to help protect our identities yes but we aren't afraid if who we are in our civvies gets discovered by the enemy. It's part of the job to have a few prices on your head.

Besides this line of work is about brothers and sisters in arms. How can we trust you with our lives and be expected to protect yours if you can't even grant us the small amount of trust to know who you are?

That's my question Col. Krag. How can we trust these "invisible men" with our lives on this operation if they don't trust us enough to have the guts to let us know who they are, to see their faces, to be able to look them in the eyes and see that shared bond that all soldiers have?"

ooc: they never actually said any of that but I’m explaining an advantage they have, cuz in the modern age nomads seem to die out and I assume barbaria is the same
Ic: they stay silent not responding except for the leader “there is a reason....it a part of our laws to never show your face or distinctive features to anyone who knows you are garō...we trust you but it is simply our culture and our law...forgive us....” the leader bows at 90 degree angle as do the rest of the group
The leader then snaps and a few other hand gestures, then all near perfectly in sync took off the des guides on their head, suprisingly they looked very similar as if they were all from one big family, it was hard but not impossible to tell them apart, but yet it was as if that was for a purpose and they were handpicked and put into this group for this reason

They the leader got out the equipment they brought and each took what they were assigned, they refuse to say their birth names instead going by epiphets or nicknames in crystalian

Volohk wrote:The leader of the Volohkian team, which is clad in tactical stealth gear rather than local Oriab clothing to aid in the initial insertion, rolls his eyes at the garo comment.

"Yeah, yeah, yeah you're the "best at what you do" you don't hear the rest of us bragging about it. Actions speak louder than words.

We've all heard about the big bad garo. Wearing your costumes all the time even when not on mission to hide your identity and be spooky. Well how about you man up and take those kiddy costumes off and show your faces or are you that scared? You don't see any other special forces group doing that stuff. Are there methods to help protect our identities yes but we aren't afraid if who we are in our civvies gets discovered by the enemy. It's part of the job to have a few prices on your head.

Besides this line of work is about brothers and sisters in arms. How can we trust you with our lives and be expected to protect yours if you can't even grant us the small amount of trust to know who you are?

That's my question Col. Krag. How can we trust these "invisible men" with our lives on this operation if they don't trust us enough to have the guts to let us know who they are, to see their faces, to be able to look them in the eyes and see that shared bond that all soldiers have?"

Garnel wrote:ooc: they never actually said any of that but I’m explaining an advantage they have, cuz in the modern age nomads seem to die out and I assume barbaria is the same
Ic: they stay silent not responding except for the leader “there is a reason....it a part of our laws to never show your face or distinctive features to anyone who knows you are garō...we trust you but it is simply our culture and our law...forgive us....” the leader bows at 90 degree angle as do the rest of the group
The leader then snaps and a few other hand gestures, then all near perfectly in sync took off the des guides on their head, suprisingly they looked very similar as if they were all from one big family, it was hard but not impossible to tell them apart, but yet it was as if that was for a purpose and they were handpicked and put into this group for this reason

They the leader got out the equipment they brought and each took what they were assigned, they refuse to say their birth names instead going by epiphets or nicknames in crystalian

IC:
"Alright ladies I'm glad you could get that sorted out. Now..." Col. Krag continues speaking getting into some more finer details.

SIC:
Looking out from a hidden room high up above everything else in the hangar through a two way mirror that is designed to look like a wall of the hangar are two men in black suits.

"So what do you think?"

"Does it matter?"

"Yes and no."

"Then sure. They'll do. I like the Volohkian. For a man who is in the business of sneaking around and shooting people in the back he has somehow managed to keep his ideals. I don't much trust the Garnelian. A bit too uptight. He could use a martini to loosen up. A good agent isn't a regimented one but one who can think freely. "I'd rather have a young lieutenant with enough guts to disobey a direct order than a colonel too regimented to think for himself," Isn't that what you always say Control?"

"Yes. Something like that. It's good to see your memory is still sharp enough to remember the speech I give to all the new recruits."

"Fond memories Control. Fond memories."

SIC: The Hunnic Khanate being chosen for the Oriab mission has gotten a ball rolling. For years, since the formation of the United Steppe, the Cossack Hetamanate has been the dominant nation in the Steppe Council. For years there have been talks in the shadows of making the Hunnic Khanate the head of the council or at least making the two nations co-dominant. It is the plan of the Khanate that obtaining more recognition by the UNB and other nations will help build up an image of the Khanate being the dominant nation in the Steppe. We shall see if this plan will work.

IC: After sitting in isolation for several years following the collapse of the Aoerian Communist Union, the small island nation of Ast Wal off the coast of Aoeria goes public once again and registers itself with the UNB.

"Greetings capitalist states of Barbaria. I am the selected communicator for the Socialist International. You may refer to us as the Socialist International or if you cannot understand the concept of an international you can address us with your outdated concept of nations as the Socialist International of Ast Wal, or Ast Wal.

While many of our neighbors who have made false claims or half-truths of being socialist we have fully embraced the true way of socialism. We are an international revolution of the proletariat. A people without borders. Do not fear us though. We have no goals to go around forcing revolution on you. It is our belief that the socialist revolution is destined to happen across the globe in its own time.

We will aid in this war against the Lemurians as they are a threat to the socialist cause.

Thank you for your welcome and for your time."

Mohnaust

Hello, I'm new. I don't know how this works, but I'm trying to say "Hi"

Mohnaust wrote:Hello, I'm new. I don't know how this works, but I'm trying to say "Hi"

Welcome! None of us knew what we were doing when we started. You'll pick it up as you go along. And don't be afraid to ask questions.

Garnel and Mohnaust

IC: While the first operations of the UNB offensive in the War with Lemuria are about to take place scientists around the globe are hard at work trying to create a cure for the pandemic that has been rocking the globe since January. For the time being the massing of UNB forces in select countries around the world have yet to report any cases. The virus has been determined by the scientific community to be a type of Coronavirus. However there have been many scientists who agree that this is no natural coronavirus but an engineered one. It is believed that this coronavirus was engineered as a bioweapon. It is still yet unknown if it was set lose on purpose or by accident.

New weekly poll!

Ast Wal wrote:IC: After sitting in isolation for several years following the collapse of the Aoerian Communist Union, the small island nation of Ast Wal off the coast of Aoeria goes public once again and registers itself with the UNB.

"Greetings capitalist states of Barbaria. I am the selected communicator for the Socialist International. You may refer to us as the Socialist International or if you cannot understand the concept of an international you can address us with your outdated concept of nations as the Socialist International of Ast Wal, or Ast Wal.

While many of our neighbors who have made false claims or half-truths of being socialist we have fully embraced the true way of socialism. We are an international revolution of the proletariat. A people without borders. Do not fear us though. We have no goals to go around forcing revolution on you. It is our belief that the socialist revolution is destined to happen across the globe in its own time.

We will aid in this war against the Lemurians as they are a threat to the socialist cause.

Thank you for your welcome and for your time."

IC: The delegate from Wato Salia stands up.

"Welcome to Barbaria. You are welcome to do as you please but be sure you keep your commie ideology to yourself."

Hello

Vostag, Mohnaust, and Matanian scientists

So, can someone tell me a bit about this region?

Matanian scientists

Hello All!
Allow me to introduce myself, I'm J. Lockhardt Smith (If we're using RP names here, lol) of The Federation of Matanian Scientists! We are a primarily scientific democracy with progressive ideals.
(RP aside, I can't wait to participate and meet all of you!)

- JLS, FMS

Heillblod wrote:So, can someone tell me a bit about this region?

There's a lot to tell. Anything specific you want to know? I could give you the whole long story but I don't know if you want to sit through that wall of text.

Matanian scientists wrote:Hello All!
Allow me to introduce myself, I'm J. Lockhardt Smith (If we're using RP names here, lol) of The Federation of Matanian Scientists! We are a primarily scientific democracy with progressive ideals.
(RP aside, I can't wait to participate and meet all of you!)

- JLS, FMS

Hello and welcome!

Vostag wrote:There's a lot to tell. Anything specific you want to know? I could give you the whole long story but I don't know if you want to sit through that wall of text.

Well, I presume this is a fascist Region?

Heillblod wrote:Well, I presume this is a fascist Region?

Well. Yes and no I guess.

As you can probably tell by our tag cloud, we're fairly open minded. Barbaria is open to representatives of just about all governing and national philosophies, just as long as one doesn't attempt to impose their particular brand of governing poison on anyone else. We have examples of national governments running the gamut from anarcho-capitalist to full Communist, with just about everything else present between the two extremes.

You will find that a majority of us are either libertarian leaning, or conservative and capitalist, to downright right-wing, but we're all fairly easy to get along with. Note: having a thick skin and not being a snowflake helps: our discussions can get a bit boisterous at times. But we do tend to keep Real World politics off of the boards.

Barbaria was created with the rights of nations in mind. This generally puts us against the world assembly because the WA likes to say what a nation can and can't do to its people and environment. Other than that we don't subscribe to any particular ideology.

Heillblod wrote:So, can someone tell me a bit about this region?

These dispatches should help with a lot of questions you may have. The first is just the general rundown and the second is the rights of nations which is one of our founding documents.





Welcome to Barbaria!

As a newcomer to our region, you're probably just a bit curious about the place that you're now calling your new NationStates home. Or... you may be wondering, “Okay, who are all of these strange people and how do I get out of here?”

Link
Lands of Barbaria

If the latter, then this dispatch probably won't be of much use to you.

However, if you're one of the former, then we've set up this handy guide to help ease your way in to navigating and exploring all of the things that you'll find in your new region.

Meet the Barbarians –

Barbaria is a large region with over 80 extant and currently active nations, of which you are either now one, or at least considering becoming one of. (Or else you wouldn't be looking us over and reading this F.A.Q., right?)

While we're considered a bit of a primitive and violent backwater by the World Assembly – as we're actively anti-WA, we don't have much in the way of World Assembly presence and representation, and many of our member Nations tend to execute or impale World Assembly Gnomes and World Census Bureau weenies as soon as they cross our borders – you'll find that we're actually a thriving and active region with a lot of reasonably friendly, helpful, and fairly cool nations in our polity.

Plus, we have a lot of really neat flags among our members.

While we're somewhat fractious among ourselves, we tend to engage in quite a bit of inter-regional trade and diplomacy, and we're generally active and well thought of in our regional community. Barbaria may not engage in a great deal of formal Role Play in the RP Forums and Communities, but we have a fairly well developed and active roleplaying community among ourselves, and engage in frequent and often ah... enthusiastic military and diplomatic roleplay in our Regional Message Board. We even on occasion engage in inter-regional RP with members of our Embassy Regions.

Link
Borders and Regions

We are not, however, a Raider or Defender region, and we do not participate in Raiding/Defending Gameplay. Nor are we vulnerable to Raider activity.

Barbaria has a well developed and fairly polished regional map that is open to all of our active member nations. Joining us ensures that your nation will soon find itself represented in our map community.

As you can probably tell by our tag cloud, we're fairly open minded. Barbaria is open to representatives of just about all governing and national philosophies, just as long as one doesn't attempt to impose their particular brand of governing poison on anyone else. We have examples of national governments running the gamut from anarcho-capitalist to full Communist, with just about everything else present between the two extremes.

(You will find that a majority of us are either libertarian leaning, or conservative and capitalist, to downright right-wing, but we're all fairly easy to get along with. Note: having a thick skin and not being a snowflake helps: our discussions can get a bit boisterous at times. But we do tend to keep Real World politics off of the boards.)

We have an active Founder, The Hyperborean Empire of Vostag and a non-Executive Delegate (at least when we bother to actually have a Delegate at all). Our government is comprised of a full roster of reasonably competent and dedicated Ministers attending to the full gamut of roles and responsibilities, and our Regional Senate is comprised of representatives from all of the Member Nations. We're fairly democratic – as long as Member proposals and proposed laws and policies don't violate our Regional Constitution and the Rights of Nations.

Becoming a Barbarian –

“Okay, sounds good, so how do I sign up?” you may ask.

You just did.

That's it.

Unlike some regions, there's no distinction between member nations and “citizens” of the region, no lengthy or complicated application form, and no requirement to go to a separate forum or regional board to sign up. We also won't be constantly spamming you with telegrams asking - or demanding - that you sign up for the Regional Military and/or Raiding/Defending group.

All you have to do to be a Barbarian is to move your nation to the region and declare yourself a Barbarian.

Pretty simple, eh?

Just familiarize yourself with the Rights of Nations and the Constitution, stay roughly within the rules and guidelines, and dive right in and start participating – or not, we do have a lot of nations that join and keep entirely to themselves – and hey, you're a Barbarian, simple as that.

Speaking of...

Do as Thou Wilt Shall Be the Entirety of the Law – but keep it to yourself, please.

That in a nutshell pretty well sums up the gist of the Rights of Nations.

You'll find that we don't really care how you govern your nation and what you do to your own citizens. What you and another nation choose to do to or with each other is also between you – as long as it's consensual and both nations involved agree to participate.

Wanna be a complete and utter despot? Cool, go for it. Run a fascist nation-state with a mercantilist/corporatist economy? Not a problem. Ruthlessly and capitalistically exploit your teeming masses while driving orphans into brutal sweatshops? Sounds like fun. Be a complete and total anarchy run by biker gangs and settling disputes via gladiatorial combat? Ho hum. You probably won't get many tourists, but no one cares. Exemplify and implement the dubious virtues of outright socialism in your nation? Be our guest. Proudly fly the Hammer and Sickle above your capital and show up at UNB General Assembly meetings wearing your best Che T-shirt and stylish Guevarra beanie beret? No one will say “Boo” to you... although some of us may snicker loudly.

(Hey: the Rights of Nations says that no one can force you to do things their way or impose their philosophies on your nation by might of arms. It doesn't say that no one will laugh at you or make tacky comments. See above under “don't be a snowflake.” See also under, “Definitions of Barbaric and 'boisterous'.”)

But – pretty much, run your nation and treat, or mistreat, your citizens as you see fit, and engage in whatever diplomacy or hostilities that you and your neighbors both agree to put up with in RP. At one time or another, it's all been done here before, and will probably be done here again. Just keep in your own borders and between you and your role play partner(s), and the UNB won't trouble you.

Don't disrupt regional trade, cause widespread regional destruction or disruption, and don't violate the Constitution, and the United Nations of Barbaria Regional Officers and the Unified Military Command need never get involved.

When they do, it gets messy, and no one wants that.

We the People of the United Nations of Barbaria...

… Just have a few simple rules and guidelines that we follow in order to ensure the general international peace and harmony and to enable the free pursuit of national happiness and enhance the general weal.

It's called the Regional Constitution, and we all abide by it. More or less. Okay, we all at least pay lip service to it, even if some of us have never actually read the damned thing.

But our Regional Officers have – and they'll let you know if you go over the line.


Not all of our activities are quite this exciting...
Fairly simple.

Things to Do in Barbaria while you're dreaming of the Fnords...

We don't stand on formality here. Heh – most of us don't even sit or recline on formality here.

Now that you're a brand spanking new member nation, just jump right in and get involved. We were all new once, too. It's what we did when we first showed up.

First off, drop in on the Regional Message Board (RMB) and introduce yourself and say, “Hello!”

In addition to the Domestic Affairs Minister, who tries to greet new nations as a matter of course and a part of their duties, there's a few of us who try to make a point to say hello to new member nations and make them feel at home. We don't always manage, but don't take it to heart – sometimes we all get busy and distracted. (And if you join in the middle of a role play, you can sometimes get lost in the confusion and general bedlam.)

Don't forget to duck – we're Barbarians, and the occasional flying axe and singing broadsword is only to be expected.

We're pretty easy going - we even allow embassy posting on occasion. (That comes and goes according to the mood and whim of the Founder.) As long as you're fairly easy to get along with and you follow a few simple guidelines, it's difficult to get into too much trouble on our RMB.

Which leads us to...

Don't post that Spam - hand us the pliers!

The Rules of the RMB are pretty simple:

  • Don't spam the board -

  • Don't (region) recruit on the board -

  • and Don't post adspam on the board.

Simple enough, eh?

Otherwise, as long as you mind the NationStates TOS and you're friendly and fairly respectful of others and their opinions - outside of Role Play, where a certain amount of heated rhetoric, bluster, and warlike chatter is to be expected - you should never have occasion to fear the Ritual Suppression of the Posts nor the Dreaded Ban Hammer of the Emperor (on loan periodically to the Domestic Affairs Minister and the Regional Defense Minister... but all power comes from the Emperor, long may He wave).

And don't sweat it too awful much: our Founder and the Communications Minister, whomever that may be at the time, are usually pretty good at what they do. At worst, a lot of times a post that pushes the boundaries will merely get suppressed, and repeat offenses will just get a quiet warning to let it go or cut it out. It's only when someone insistently and blatantly flouts the rules or deliberately disrupts the board that our Regional Officers get a bit... testy.

Otherwise, feel free to chatter away to your heart's content. We like active members.

Posting links to your factbooks and dispatches is cool. We always like to see glimpses of what our neighbors are really like, as opposed to the stuff that the World Assembly Census Takers make up from the safety of the back booth at the Bar on the corner of every region.

And there's other things to do on the board as well besides just ratchet-jawing. Like...

The Emperor Wants YOU! - to be a Regional Officer!

Well... He may not want you in particular, but that's just because He doesn't yet know that He wants you for the post.

Seal of the United Nations of Barbaria

And neither the Emperor nor any of us will know it - unless you run for office.

Regional Officers are elected once every two months whether we want a batch of new ones or not. (Or whether we actually wanted the old ones or not.)

Barbaria Minister's Seal
Don't be shy just because you only joined the Region a week or so ago before the election - jump right in. There's no "length of residency" requirement for being a regional officer. The only requirement for a post is that... someone is a resident of the region, and that they not be a puppet of some other nation. Oh: and that a sufficient number of other residents think you might be good enough for the office that they'll vote for you. (Or sometimes, just because a large enough number of residents think that you might be entertaining in the post. I sometimes suspect that that's how I got elected... )

Just keep in mind: while Barbaria has no rules against having puppet nations – a number of members have WA Puppets as well as colonies and protectorates – puppets are NOT allowed to hold office in Barbaria, nor are they allowed to hold office in another region while you're an officer in this one (to cut down on conflicts of interest and foreign influence on our policies and politics), nor are puppets allowed to vote in regional elections and polls.

That's: Not as in N.O. period.

Being found to be doing so on any of those will result in suitable and most unkind application of the Dreaded Ban Hammer.

Just be yourself. Unless, of course, you think that yourself isn't electable. Then be someone else. Just don't be a puppet.

Clear?

Note that "on the RMB" is a perfectly acceptable place to make campaign speeches, post your platform, promise a plump sage hen and a bag of gold in every pot to your voters, disparage your unworthy opponents... in short, just to run an old fashioned electioneering campaign in. In fact, it's expected that you'll do so.

There's no sin in being outrageous in this, just at least also be interesting, or failing that, entertaining to the rest of us.

And if you are elected, you get your very own Seal and Dispatch Header, along with your own unique set of abilities and responsibilities within the region. Such a deal, right?

But, if at first you don't succeed, run run again - I did mention that we have elections every 60 days (two months), right? Or, if you tire of fruitlessly running for office and being rejected and you're convinced that nobody loves you, then do what real world politicians do...

Become a United Nations of Barbaria legisla... leegislet... lagicla... aw, screw it: Become a Congresscritter!

Well... technically, you already did that thing the moment you became a member nation of Barbaria. You just may not have been aware of this - unless you skipped ahead in your homework and actually read the Constitution.

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UNB General Assembly Chamber

Yes: all of the Leaders of the Member Nations of Barbaria are also Barbarian Senators!

Every member nation gets one vote on regional policies, regional laws, and regional polls. This is a Democracy, and whether or not you're a Democrat, you get a vote. Unless you're a puppet, but we already covered that, right?

You get a say in how the region is run. Technically, you get anywhere from one seventieth to one eightieth of a say, depending on how many nations are in our current roster, and on how many nations actually are voting in that particular poll, but you do get a say.

Yes, there are a lot of Technicallys involved here, why do you ask?

Every Member Nation of Barbaria gets a voice. Every Member Nation gets to cast a vote on how we do things, within the confines of the Regional Constitution. Every Member Nation gets to express their opinion on Barbaria affairs in the various regional polls put out by the Founder and/or the Communications Minister.

Every Member Nation even has an opportunity to have a had in shaping the underlying principles of our region, by proposing new Amendments to the Constitution to the Founder and Ministers and possibly getting them approved for a region wide vote and potential ratification. (It's difficult to amend the regional Constitution - deliberately so - but it's not impossible.)

Just by virtue of joining our Region, you become someone who has the power and ability to help shape what Barbaria is and what it becomes.

(Of course, the more active you are in the Board, as well as in RP and in contributing to the region, the more of a chance you have of influencing people to go along with your ideas. That's just the way it works... the more you put in, the more you get out, and the more actual influence you have, as opposed to the Influence stat on your Trends page.)

In addition to all of that, you can also carve out a place here to call your own...

Home, Home on the Map...

No, once again, there's no special hoops you have to jump through. Once you become one of the member nations of Barbaria, if you stick around without undergoing National Existence Failure (aka "going CTE"), you're guaranteed a place on the Regional Map at the next map update even if we have to assassin- huh? What? Uh, never mind... the Boss just told me it doesn't work like that. (Any more. Okay, ever. Fine.)

Link
Barbaria Political Map

How it does work is this:

Map territorial placement goes in order of Residency within the Region. New nations are placed on the map in the order of the dates that they joined us, as space is available, all the way down to distributing island polities if needed. (And creating new islands if we have to to fit you in.) Size of your territory is also based on Residency, in large part, with the older and more established nations having the largest territories, and the newest having the smallest. Going CTE and returning from the Sinker Regions has no effect on your Residency for this purpose - the Department of Cartography keeps a database.

Link
Barbaria Poster Map

Redistribution of the territory of nations that have gone CTE for an extended period of time also goes in order of Residency, on a first come, first serve basis, unless someone has made a prior claim to that territory. The exception to this is Legacy Nations - nations that are old enough, and established enough, that their territorial claim stays on the map regardless of their Active or CTE status, for both historical and roleplay purposes. And, of course, NPC Nations - those non-player in-game created nations that periodically show up in Issues for you to deal with - which have to be represented for RP purposes.

(Role Play can affect territorial claims in some instances, but that's dealt with on a case by case basis as needed.)

Special claims and requests are considered and honored by the Founder and the Cartography Department, on occasion. If you have a yen for an Arctic or Antarctic territory, or you specifically want an island nation, or if your nation is comprised solely of underwater cities and colonies and all you require is a spot on a continental shelf off of the coast, or you're a floating mincronation built out of cities on old offshore oil rigs and you want that noted... or even if you just want a lunar or an asteroid colony and access to the Barbaria Regional Spaceport (yes, we are an interplanetary region), then we'll see what we can do to work with you. You just have to make it known to us so that we can try to accommodate you.

Special requests should be made to the Founder or the Regional Cartographer and we'll discuss it and see what we can do.

If you look at the current map and think that we're running a bit low on territory to disburse... don't panic! We're in the process of opening up new lands for exploration and colonization. In fact, if you're joining us now, you may even be in on one of the very first waves of settlers to a new world, with plenty of opportunity for colonialism and the ruthless exploitation of hapless natives!

Getting a spot on the map also gets your Flag listed in the display in the sidebar on the big, poster style Robinson Projection map, suitable for your desktop wallpaper. So, by all means, stick around until the next map update is completed. You probably won't regret it.

Meanwhile, while you're waiting with bated breath for the much heralded and greatly anticipated Updating of the Map to roll around, there's other things you can do besides holding your breath. Like...

Have your guys meet with their guys, and we'll all jaw about doing something - together!

Because anything worth doing is worth talking endlessly about, and hey - ninety days is a long time, and blue is just not your color.

So, drop onto the board and drop into character - any character will do, but it's helpful if this one happens to be your illustrious Leader or one of your Ambassadors, for this purpose - and arrange some agreements with one of your fellow nations.

Or, announce a Visit of State, and then describe it and play it out, complete with tacky faux paus or lack there of.

Alternately, take egregious offense to something that another national figure misspoke or misdid, and send your Diplomatic seconds off with a declaration of War! Or at least a declaration of Embargo or something similar. Or maybe just challenge the other nation to a strenuous round of golf or Badminton until your national honour is satisfied.

Remember, we don't really stand on ceremony much, as we're Barbarians and a bit... barbaric. You can be as informal, or as formal about these things as you and your role-playing partner of the moment care to be.

But - you don't have to just roleplay diplomacy and war, we roleplay all sorts of stuff. In fact...

Graft by any other name would still smell like trade and politics -

Keep in mind that you don't have to have your spot on the map yet in order to participate in a good spot of role play. It helps, of course, especially for the military stuff, because, hey - it might be handy to know who your neighbors are, where the guy (or gal) you're about to invade is, and just who's borders you're about to cross on your way to getting from Point-A to Point-there. (And knowing who's about to gang up and flatten you because you just marched an army across them and six of their buddies on your way to Whosistan.)

There's a number of role playing opportunities in Barbaria. If you hang out on the regional board for awhile, you'll probably see a number of them.

We do trade RPs, humanitarian crises (which often lead to war, oddly), political campaigns for the frequent elections, the aforementioned diplomatic meetings, and statecraft in the United Nations of Barbaria General Assembly.

The how to's of role play in Barbaria are a bit beyond the scope of this "Welcome!" F.A.Q., but fortunately, we have this handy Guide to Roleplaying in Barbaria F.A.Q. if you're thinking that you want to get into it on a bit more in depth of a fashion.

Whether you're an experienced NationStates roleplayer, or a complete n00b, we're sure that you'll do fine once you get your feet wet. Just keep a couple of things firmly in mind:

  • We don't do Godmoding, and...

  • You get to decide what you do, not what the results are or how the other guy reacts, and...

  • It's always polite to give the other parties a chance to react to your announcements before you move on to your next act.

Because, hey, not all of us are on NationStates full time, and it might take a bit before your intended target sees your post and responds.

Another thing to keep in mind is that unlike the forums Role-playing Communities, here in Barbaria we do use NationStates stats for our RPs - unless that particular RPs moderator or original poster (OP) states otherwise. So before getting into a trade war or a military dustup with someone, it might be a good idea to check your opponent's [Trends] section and look at their industrial and military capability compared to yours. If it looks like they might be able to outspend and out produce you, or stomp you flat, based on raw numbers... odds are that they probably can.

Additionally, logistics come into play. Remember that regional map? Barbaria is big. An inch on one of the maps translates to about 650 miles. It's one thing to have a 20 million man army....

It's another thing entirely to try and figure out how to move all twenty million bodies and their equipment and vehicles five thousand miles to where your adversary is, and remember - war is a democracy: the enemy gets a vote, too. (Planes can only carry so much, and there's only so many planes... and always remember the old mariner's joke: there's two types of ships on the seas, submarines and targets. Barbaria has a lot of sea faring powers. 'Nuff said.)

While military RP is something that we do on occasion, and it's an important part of regional life, it's not the only military role available. You might just discover that...

You too can be one of the Few, the Proud...

... the members of the United Nations of Barbaria Unified Military Command!

Link
U.N.B. Unified Military Command HQ Chamber
Flag of the Unified Military Command
While it's true that, as was stated above, Barbaria doesn't participate in the Raider/Defender level of NS gameplay, we do have a Regional Military.

As is spelled out in the Regional Constitution:

Article VII - Every State is required to provide land, air, sea, and space military units that are under the full authority and control of the United Nations of Barbaria’s (U.N.B.’s) Unified Military Command (U.M.C.). These combined military forces shall make up the United Nations of Barbaria Forces. This force will be a permanently standing military force for the common defense of the United Nations of Barbaria and for peacekeeping missions within the U.N.B. It is the duty of every member state to train and discipline this force and to equip it with sufficient public stores of field pieces, tents, arms, ammunition and camp equipage. The individual Nation-state legislatures shall assign military ranks of colonel and below...

Not to panic: this isn't a rule where a regional officer will check in and keep tabs on whether or not you're keeping up with your commitment to provide forces and materiel or you're banned sort of thing.

As it was explained to me when I asked about it, in practice it tends to be more of a role play thing: effectively, nations of Barbaria tend to earmark a percentage of their military forces and equipage for detached duty to the Unified Military Command, along with an appropriate percentage of their nation's governmental budget for the upkeep of those forces. Some just note it in passing and it never comes up in play. (My own nation, the Pharocracy, donates about 1-2% of its International Aid budget to the UMC, and roughly 1% of its Defense Budget to the UNB fund. In periods when we don't have an International Aid budget... we just use the last percentage we had from when we did. I'm told that other nations do similarly.)

Others, like the Egyptian Pharocracy and a few others, note it formally in their dispatches and designate regular "Barbaria Legions" for detached duty to the U.M.C. with lists of what they're providing and what units and matériel are involved.

(It all depends on just how in depth you want to get with your nation's bookkeeping, really.)

For practical purposes, it very seldom comes into play.

The Unified Military Command exists to defend the region - and we don't get invaded by other regions very often, outside of the rare inter-regional military RP.

It also exists to keep widespread international and trade etc disruption from large scale military role plays from getting too much out of hand, and to handle relief efforts (in RP again), and peacekeeping/refugee crises as needed stemming from those military actions. In theory, anyway...

In practice, the U.M.C. very seldom gets called out to play. In the last region wide military roleplay action, the Violetist Wars, the U.M.C. didn't get involved at all outside of disaster relief efforts, and that was for all intents and purposes a Barbaria World War - all of the involved nations handled it themselves.

So... don't sweat it overall. Just note what your nation's contribution is, and if you want to, make it known to Vostag and the current Defense Minister in telegram, and then just roleplay your part of the U.M.C.'s forces in whatever is going on, if the U.M.C. should happen to get called out. Otherwise, just consider it a part of regional color.

There are, however, two occasions (outside of the Unified Military Command RP actions) where nearly all of the nations of Barbaria do tend to get involved in military efforts.

For those two events, the Emperor will tend to appoint a Civil Defense Minister (who may draft other members of the Barbaria nation family as Deputy Ministers, as needed) who's task is to coordinate the regional defenses and offenses against the other Nuclear Factions or the encroaching Zombie Hordes.

It's a good opportunity to get in some - yes, you guessed it, role play! - and to join in on the festivities. Be a part of our Faction and help to keep the region un-nuked, or join the U.N.B.'s Team Zombie Killer and become one of the Zombie Outbreak Response Team members and get a nifty decal for your factbooks.

A good time can be had by all, and an adequate time can be had by many!

And don't sweat it if your nation is one of those pacifist types and you don't have forces to contribute to the U.M.C., or you just don't get off on military RP, nukes, and zombie slaying. Mil-play is not the be all and end all of RP. There's other options, such as...

I will gladly pay you Tuesday, for a shipment of Yellowcake today!

Or Angel-food Cake, if your pastry industry is bigger than your Uranium Mining industry. We're easy.

There's said to be more than one way to skin a cat, and there's more than one way to do Trade and Commerce in Barbaria.

You can always do what a lot of people do and just wing it. It's pretty easy to take a look at your front page for your top 1%, 5%, and 10% Industries, and look at your [Trends] to see what you produce a lot of well, and what you don't produce much at all of, and then look at the other Barbaria nations until you find someone that produces a surplus of what you lack and have a dearth of what you churn out a lot of, and then either ping them in the RMB, or telegram them, and offer to do some trade.

Or you can formalize it and get as elaborate as you want with making up your own products and doing neat and fancy storefronts, like the ones in the Global Economics and Trade forum for your Factbooks and Dispatches to sell them from. And then link to your storefronts in the RMB and announce that you're open for doing some business. (Remember up above where it was said that the RMB was an acceptable place to link to and show off your Factbooks? This would be one of those times.)

We also have a Barbaria Regional Trade Federation (created by a former Domestic Affairs Minister, Jvikas republican confederacy, and implemented by Tritra back on 3/23/2017). Once you have a few trade agreements with other nations in place, and some goods and services changing national hands, you can apply for Trade Federation Membership and get your nation and its Imports/Exports on the list, along with links to your various storefronts (if any). It's yet another way to engage in some regional activity and role-play, make friends (or create trade rivalries, if that's your thing), and get your nation out there and noticed.

And you also get a nifty Trade Federation Member seal and an Approved banner that you can add to your dispatches and store fronts.

And in addition to all that, our current Foreign Affairs Minister, Sovern, is in the process of arranging some inter-Regional trade agreements between Barbaria and members of our Embassy list - notably with New Wikola of Azerupt at the moment - and once completed, there'll be options for formally engaging in inter-Regional commerce and trade RP.

So, in short...

And in summation even!

As you can easily see, there's no end of sights to see, things to do, people to meet and RP with (and get all warred up on and vice versa), and various and sundry bennies to be had for a member of our glorious region. While Barbaria has been described as "a barbaric land of monstrous beasts and even more monstrous people", that's...

Okay, well, that's a fair cop, actually, because it's true. It's just not all of the truth.

While this brief introduction has hopefully given you an overview of the people, the region, and the many opportunities to be found here, we're sure you can imagine - there's a lot more to be discovered than can be shown in a mere 8,000 odd words and a few pictures.

We hope that after you've completed this short tour that you'll like what you see enough, and be intrigued enough, to decide to make Barbaria your new and maybe even permanent NationStates home.

Welcome aboard. We're looking forward to seeing you let your inner Barbarian out.

- Osokon Menna
Domestic Affairs Minister, United Nations of Barbaria




Read dispatch



The Rights of Nations

All nations have certain unalienable rights granted to them by attaining nationhood.
I. All states are sovereign and equal.

II. A nation can govern itself as it sees fit without any interference from outside sources or bodies.

III. A nation can treat its people as it sees fit even if this means genocide.

IV. Every nation has the right to arm itself for defense or for aggression.

V. Every nation has the right to declare war or sanctions on any other nation that it deems a threat to it or its interests.

VI. Every nation has the right to levy taxes or tariffs on trade.

VII. Every nation has the right to trade with whom it desires to trade with.

VIII. No nation has the right to force its ideology, government, religion, or Et Cetera on any other nation.

IX. A nation has the right to recognize or not to recognize another state.

X. Every nation has the right to enter into treaties and agreements with other nations as it sees fit.

XI. A nation’s authority extends only to its territory and does not extend into the territory of other nations.

This list can be expanded should further rights of nations be found.




Read factbook

I see.

IC: The UNB plan to infiltrate Oriab is just a few days from launching. The two teams (Garnel & Volohk) are finishing up their final practice runs for the operation. The Garnel team has been practicing parachuting into mountainous areas at night while the Volohk team has been practicing a night time amphibious landing.

Time to launch: 1 day.

Part 2 of the map update is up!
It consists primarily of Daguo and Lemuria.

Hyperborea
Top-Down view of the world showing the supercontinent of Hyperborea. (Note: Does not show the connected continent of Barbaria.)

Barbaria
A view of the Western hemisphere of the world showing supercontinent of Barbaria and part of Hyperborea.


Lemuria
A view of the Eastern hemisphere of the world showing the supercontinent of Lemuria and the continents of Daguo, Rodinia, and Zothique.


Rutas
A view of the great ocean to the West of Barbaria and to the East of Lemuria and Daguo showing the supercontinent of Rutas and the remnants of destroyed Atlantis.


Hypernotusia
Bottom-up view of the world showing the supercontinent of Hypernotusia.


Read factbook

This of course means that the Lemurian War regional RP will be picking up speed as promised. Consider this cold war heating up!

IC: The first pawn moves:
It's showtime for the two infiltration teams from Garnel and Volohk which are to infiltrate Oriab.

The United Steppe cargo plane quietly crosses the go/no go point under cover of darkness. Both teams are seated in the cargo section of the aircraft. The team from Garnel is towards the front with the team from Volohk towards rear as they will be the first team to launch. Behind both teams, taking up a bulk of room is an inflatable RHIB boat for the Volohkian team's infiltration. The interior of the aircraft is lit with a red light.

The plane approaches the first drop off. It comes in low over the water. The loading ramp at the rear of the plane lowers and a flashing orange light lights up the interior. The first team gets in their positions aboard the inflatable RHIB. The flashing orange light turns solid green and with that the first team launches. A parachute trails out through the cargo door before opening and pulling the inflatable out the back of the plane through the cargo door and into the water. The cargo door is closed and the plane begins to climb in altitude for the next drop zone.

Vostag wrote:IC: The first pawn moves:
It's showtime for the two infiltration teams from Garnel and Volohk which are to infiltrate Oriab.

The United Steppe cargo plane quietly crosses the go/no go point under cover of darkness. Both teams are seated in the cargo section of the aircraft. The team from Garnel is towards the front with the team from Volohk towards rear as they will be the first team to launch. Behind both teams, taking up a bulk of room is an inflatable RHIB boat for the Volohkian team's infiltration. The interior of the aircraft is lit with a red light.

The plane approaches the first drop off. It comes in low over the water. The loading ramp at the rear of the plane lowers and a flashing orange light lights up the interior. The first team gets in their positions aboard the inflatable RHIB. The flashing orange light turns solid green and with that the first team launches. A parachute trails out through the cargo door before opening and pulling the inflatable out the back of the plane through the cargo door and into the water. The cargo door is closed and the plane begins to climb in altitude for the next drop zone.

IC: The infiltration team speeds towards the coast. Once they get closer to the coast they kill the engine and switch to paddles and stealthily row to shore keeping an eye out for any boats or ships in the area. Eventually they make it to shore after managing to dodge a few fishing boats on the way. Upon hitting the beach they deflate the RHIB and make their with it inland. They stash the RHIB not too far from their infiltration point and continue inland toward the designated rendezvous point.

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