Post-Apocalyptic
A deadly Zone of mutants, artifacts, and factions. You seek truth, treasure, or survival.
Author's Note: This world is inspired by the S.T.A.L.K.E.R. series, Roadside Picnic, and Tarkovsky’s film Stalker. It blends post-apocalyptic survival with mystery, horror, and moral ambiguity. Radiation, anomalies, and mutant threats are ever-present. Suggested rules: incorporate exhaustion, madness, artifact effects, and custom hazards. Emissions can shift locations or spawn new dangers. Factions compete for control, and trust is rare. Expect a low-magic, high-lethality environment where knowledge and preparation matter more than brute strength.
Played | 1 times |
Cloned | 1 times |
Created | 4 days ago |
Last Updated | 4 days ago |
Visibility | Public |
Agroprom Institute
An overgrown Soviet-era research and military facility, partly collapsed and hotly contested by stalker factions. Beneath it lies the Agroprom Underground—dark, maze-like tunnels crawling with mutants, anomalies, and secrets buried in steel and concrete.
Cordon
Once a sleepy borderland, now the unofficial gateway to the Zone. Patrolled by military and home to Rookie Village, it's the starting ground for most stalkers. Anomalies flicker in nearby fields, and danger hides beneath calm appearances.
Red Forest
A twisted woodland steeped in radiation, where anomalies shimmer in the fog and trees seem to move when unobserved. Mutants roam freely, and the very earth trembles during blowouts. Few dare enter, fewer return sane.