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The Barnstormer's War

The Barnstormer's War

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Thirty years after nuclear war has claimed the world, a desperate war is fought for precious resources in the one place not irradiated: the sky.

933 readers have visited The Barnstormer's War since FarflungWanderer created it.

Introduction

It was called "Able Archer 83," and it ended the world. It wasn't supposed to, of course: beginning on 2 November 1983, the North Atlantic Treaty Organization (NATO) held a large-scale war-game, meant to train the alliance's militaries in the finer points of modern warfare and in cooperation in the face of the joint-Soviet Union/Warsaw Pact threat. It was just more Cold War positioning, a show of force by the Eagle to the Bear. What no one expected was the Russian reaction.

Panicked by such a large-scale deployment of NATO forces, Soviet military analysts came to the same conclusion: NATO was in the beginning stages of a pre-emptive strike into East Germany, a scenario that could only end in the defeat of the Soviet Union and her allies. With little time to waste, a somber message was dispatched, and the keys were turned.

In less than an hour, the entire world died in nuclear fire. Panic and paranoia had led to the downfall of civilization. And yet, there were survivors. Those lucky enough to live too far away from a nuclear target or found refuge in one of the few actually useful fallout shelters realized the morning of 4 November that their world had ended, ripped away from them with all the savagery that the splitting of an atom could provide.

In what had once been United States, the survivors had to deal with harsh realities. First, the Federal and State governments were gone, leaving only small communities of survivors to try to pick up the pieces. Second, all major cities and military bases in the country had been reduced to radioactive ruins, meaning that access to most survival gear, high technology, and communication was now impossible. Third, and by far the most important, while Russia had used plenty of high-yield weapons during their nuclear assault, plenty of low-megaton weapons had also been thrown at the United States. While a hydrogen bomb has more explosive force, the majority of its fallout is dispersed in the upper atmosphere, and by the time it reaches the ground it is more or less inert. However, a low-yield weapon doesn't have the capability to blow its fallout into the stratosphere, meaning that clouds of radiation were now a reality. Clouds of radiation blow in storms across the countryside, and vast swathes of land are pocked with radioactive material, hazards that can lead to death in minutes.

In sum, those fortunate enough to survive World War III were now without coordination, without communication, and isolated from the few areas not irradiated. Many of those who lived through the opening hours of the apocalypse would die, tumors in every corner of their body, trying to find a place where a Geiger counter wouldn't make it's damning ticks. However, the few that made it through the first months of post-apocalyptic life would begin the lengthy process of rebuilding.

For those living in what was once the Great Plains, the heartland of the United States, "rebuilding" meant agriculture. Farmland began to reappear in areas safe from radiation, and small villages began to appear around them, becoming larger and more complex as a new generation of survivors entered the world. A tenuous status quo formed over the first ten years: farming from spring through fall ending in a harvest, with the produce carefully screened for radiation. Then would come winter, with deadly radioactive storms blowing through the region with a ferociousness beyond any tornado. When the storms end, thus begins spring, and the cycle continues. Survivors lived, died, and reproduced. Mankind was returned to a life only so far removed from Mesopotamia.

However, that would change when an enterprising soul discovered the secret to ethanol. With a gasoline-of-sorts now available, the many surviving communities began to dream of ways to look for anyone else who had made it through the apocalypse. Early attempts with lead-lined vehicles, farm trucks converted to grey boxes with wheels, were only so fruitful. It was the realization of how much radiation was in the air that changed things. While radioactive clouds were a threat to any flier, it was realized that the aging crop-dusters that had been the staple of life on pre-war farms were more than sufficient to survive in this new world.

The first Barnstormers, as these pioneers were called, were either brave, stupid, or both. But they would chart the many surviving communities in the Great Plains. From their actions came trade and communication, and within five years it brought about something that hadn't been seen since 1983: government. The Plainslands Republic, often referred to as the "Plainslands," came into being after years of debate ending with a simple constitution being signed on 25 December 1998. The new government quickly attempted to standardize methods and rates of trade, attempting to stabilize the fledgling economy and ensure that the precious food and water was accessible to all. The crop-dusters that had been so crucial to the beginning of the Plainslands were slowly phased out, replaced by hand-crafted wooden creations, all thinly lined with lead to protect the pilot from radiation while in the air. Bigger planes were produced to carry supplies, while smaller ones were created to act as vital couriers to keep the settlements in touch with the government. With frugal decision making, and individual bravery on the behalf of the growing population of Barnstormers, the Plainsland Republic continued to grow.

That ended on 7 March 2008, when a settlement on the eastern border of the Republic, James' Run, spotted a series of dots in the sky, and heard the low echo of turboprop engines. Thirty minutes later, those dots revealed themselves to be a flight of three large aircraft with unknown markings on their tails. The aircraft landed at the town's small airstrip, and out from them emerged squads of men armed with rifles. The settlers of James' Run surrendered within minutes, and those who had attempted to fight for their home had been gunned down. It took a month for the Plainslands to learn the name of their enemy, and another month for them to realize that no diplomatic resolution could be found. On 15 May 2008, the Plainslands Republic declared war on the Settler's Confederacy.

The Barnstormer's War had begun.

Toggle Rules

I. Basic Player Setting:
The year is 2009, and the Plainslands Republic continues its struggle against the invading Settler's Confederacy. With a conventional ground war impossible, the call has gone out for heroes to fight in the skies. Players take on the role of new recruits joining the Plainslands' elite Barnstormer's Corps, the first and only line of defense against the Confederacy's endless airborne invasion force. They will be trained in flight, learn the crucial art of dogfighting, and then be shipped off into a deadly struggle for survival. From there, they must make their own decisions-and be ready to face the consequences.

II. Basic Rules:
  1. You are not super-special-awesome-master-anime-high-schoolers. You may be of high school age (the Plainslands' military caps the minimum age of service at 17), but you are raw recruits. Most of you will only have seen aircraft from the outside, or maybe had a glimpse at the cockpit if the pilot was a decent sort. I will allow a very small subset of players to actually have some flight experience, but those characters must be at least 20 years of age. Other than that, don't expect to be pampered, and don't expect to walk away from any mistake. If you screw up bad enough, you will die.
  2. Obviously, this is an adult story of war after the end of the world, so you are free use whatever vernacular you so choose. However, that does not mean that you will be allowed to swear whenever you want. Again, actions have consequences, and swearing in front of a superior-or someone in a very bad mood-will have consequences. The same goes for romance and sexual relations. You can have them, but please remember that condoms were vaporized with most cities in 1983. You don't want a STD in a world without modern medicine.
  3. While this game will be playing a little fast-and-loose with reality in order to make ends meet, I am going to have to draw a line in the sand when it comes to what you can do in the air. I don't expect any players to be aerospace physics majors or actual Air Force/Navy/Marine pilots of any nation, but I do expect you to understand that trying to pull a hairpin turn at something-odd hundred km/h will either end up with you shearing your wings off or passing out from the extreme G force strain. Fly smart, fly realistically, an fly as a team, and you won't have to try to break the law of physics. Do remember that the lead protecting your pilot from radiation also makes it nigh-impossible to open your canopy when in a dive. Unless you are moving slow enough and low enough to the ground to make a belly landing, you will be unable to survive an airplane crash.
  4. If you die (which is a possibility, but it will probably be a remote one unless you really screw up), you are free to make another character at roughly the same rank and grade as the one you last had-it's not fair to have someone constantly going back to bootcamp if they fight the equivalent of a Red Baron over and over again. However, that character will either be a raw recruit (if your first character to die was very new) or a transfer from a less active section of the world. They may have to relearn a thing or two, and they certainly won't have expert knowledge on how this front of the war operates.
  5. All in all, don't be an asshat. I'm new at this, so I'm going to be lenient and try to make sure that no one is breaking the aforementioned rules chronically. However, should you decide to be that guy, don't expect to be welcomed.

Apart from that, it's up to you. Make characters as interesting and/or cliche as you want. I will have no qualms with having a character who grew up reading his English father's "Algernon Pulls it Off" novels and has decided to play the most over-the-top British Sopwith Camel pilot in the world. Just don't make 'em the kind of people who would sit alone in the corner of a round room, okay? That's no fun for anyone.

III. Addendum 1: Bio Rules:
  1. Keep your characters grounded. No werewolves, vampires, magic-users, etc. Sorry, but this isn't that kind of story. Maybe someday I'll make something a bit looser when it comes to species, but this isn't the one.
  2. Reference images are absolutely fine, but please remember the above rule. This means also that you can't really have any bionics/prosthetics/etc. It's not like cybernetics is much of a thing in the Plainslands.
  3. You are free to format your bio as you want, but please remember to record the following things: name, age, gender, appearance, personality, and history. You can be as creative as you want in the execution of that.

Taking place in...

Archer's Earth our primary setting

The world, circa 2009. Thirty years after the Third World War, the old world's secrets are hidden behind deadly radiation.

Archer's Earth

Archer's Earth by FarflungWanderer

The world, circa 2009. Thirty years after the Third World War, the old world's secrets are hidden behind deadly radiation.

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Archer's Earth

Archer's Earth by FarflungWanderer

The world, circa 2009. Thirty years after the Third World War, the old world's secrets are hidden behind deadly radiation.

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Archer's Earth

Archer's Earth by FarflungWanderer

The world, circa 2009. Thirty years after the Third World War, the old world's secrets are hidden behind deadly radiation.

Archer's Earth

The world, circa 2009. Thirty years after the Third World War, the old world's secrets are hidden behind deadly radiation.

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Re: The Barnstormer's War

Oh, I understand now-I suppose just something as complex as you want it to be. Feel free to have a reference image.

Re: The Barnstormer's War

Character skeleton? Anime? or real?

The Barnstormer's War

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