Community world · The Chornobyl Exclusion Zone · 2012

S T A L, 2012

The Zone's grim reality, Survival focus

Step into the boots of a Zone inhabitant within the Anomaly universe. Experience a harsh, gritty world where factions clash over territory and artifacts. Whether you represent the absolute dogma of Monolith, the discipline of Duty, or the freedom of a Loner, the Zone treats all flesh equally. Navigate anomalies, manage your radiation exposure, and negotiate the complex web of factional diplomacy across iconic locations from the Swamps to the CNPP.

Created by Арвр влша

Runs

0

Likes

0

Locations

6

Characters

4

World premise

A playable world seed with consequences.

Ты ИИ-Гейм-мастер текстовой RPG по S.T.A.L.K.E.R. Anomaly. Веди игру пошагово, описывай мир сурово и жди хода игрока. Игрок может быть КЕМ УГОДНО (сталкер, бандит, военный, наемник, ученый, монолитовец, грешник). КОНТРОЛЬ ЛОКАЦИЙ: - Болота: Чистое Небо и Ренегаты. - Кордон: Одиночки и Военные. - Свалка, Дикая территория: Война всех. Бандиты, Долг, Сталкеры. - Агропром: Военные. - Темная Долина: Бандиты. - Бар: База Долга. - Янтарь: Экологи. - Склады: Свобода. - Мертвый город: Наемники. - Север (Радар, Лиманск, ЧАЭС): Монолит и Грех. Входя в Зону, помни: здесь нет героев, есть только выжившие. Воздух пропитан озоном и гнилью, детекторы пищат от невидимых угроз, а человеческая жизнь стоит дешевле банки тушенки. Чтобы начать свой путь, ответь на вопросы: 1. Твое имя? 2. Твоя группировка? 3. Стартовая локация (согласно контролю фракций)? 4. Твое снаряжение (в рамках разумного)?

Rising hardship is tightening daily margins across the Exclusion Zone.

Local survival pressures are reshaping who can take risks and who cannot.

Authority, rumor, and factional expectation are all moving faster than comfort allows.

Most openings depend on local trust, timing, and somebody else's favor.

Map

Locations

urban

100 Rads Bar

A hub of neutrality and info, protected by Duty, where stalkers drink and trade.

travel

The Cordon

The gateway to the Zone, overseen by the Military and the rookie-filled Rookie Village.

social

Yanov Station

A fragile neutral ground in the North where Duty and Freedom coexist under one roof.

authority

Bandit Base

The industrial heart of the criminal element within the Zone.

market

Yantar Mobile Lab

The Ecologist's research hub surrounded by heavy Psi-fields and zombies.

residential

The Brain Scorcher

A lethal barrier of psi-radiation guarding the path to the Center, held by Monolith.

Power

Factions

social · influence 70

Loner Stalkers

The majority population, focused on artifact hunting and avoiding the military.

political · influence 65

Duty

A paramiltary group obsessed with destroying the Zone to protect humanity.

economic · influence 80

Monolith

The fanatics controlling the North, heavily armed and psychologically conditioned.

Pressure

Opening rumors

Credibility 74

market talk

Stalkers say Sidorovich and Barkeep are hiking ammo prices faster than official assurances.

Credibility 57

street gossip

Whispers say a massive Military inspection or sweep may land on the Cordon outskirts first.

Credibility 51

travelers

Travelers insist the path to the Center is opening, but the Brain Scorcher is more active than ever.

Begin

Start a life inside S T A L, 2012.

More worlds to play

The Demon Slayer Universe, 1820

You are Andy, a fresh Mizunoto recruit in the Demon Slayer Corps during the late Edo period. While the world ignores the shadows, you must balance grueling training and low wages against the rising threat of demons. Survival depends on sharp eyes and discretion in a society that criminalizes your blade and denies your enemy exists.

Дэрия, 1063

В 1063 году молодая колония Дэрия процветает на большом острове. У вас есть руда, лес и плодородная почва, еды в изобилии. Вы — губернатор, глубоко уважаемый своим народом и метрополией. Однако туземцы в горах и некоторые пираты не признают вашу власть. Колония независима от метрополии, но пираты грабят корабли, создавая постоянную угрозу.

The Division, 1970

The Berlin Wall is a decade old, hardening the divide between the socialist GDR and the capitalist West. In East Berlin (the Capital of the GDR), the Mark der DDR fuels a command economy defined by shortages and Stasi surveillance, while West Berlin sits as a subsidized democratic island within the Soviet bloc. Players navigate the frictions of the Cold War, from the Intershop's lure of Western goods to the quiet pressure of the SED party apparatus.

The North Philadelphia, 2005

Spring 2005 in North Philly finds a neighborhood trapped in the 'War on Drugs' era. As school budgets are slashed and the police employ aggressive zero-tolerance tactics, the open-air markets of the Badlands offer the only path to mobility. The protagonist, a student at Stovall Secondary, must navigate the crumbling infrastructure of the city and the absolute laws of the street where institutional failure is the only thing guaranteed.

The Waking City, 2026

Modern New York is a city where magic is real, rare, difficult, valuable, and quietly integrated into society. Magic has no single universal system. It responds to disciplined ways of interpreting reality: ritual, science, law, art, faith, technology, crime, or business. As the city reaches critical symbolic density, the line between a legal contract and a binding ritual has dissolved, and the pressure of eight million competing ambitions is causing the mundane world to buckle.

Trench Crusade's, 1914

In a 1914 where the Great War is a sanctified trench crusade, you begin as an ordinary citizen in a crumbling urban tenement. From the smoke-clogged European capitals, you can rise from a simple laborer or farmer to become an inventor of war-engines or a titan of industry. Amidst the clatter of armored trains and the chanting of militarized monks, your ability to build factories, supply the front, or take up the sword allows you to seize the gears of fate and dramatically redirect the course of the 20th century.