S.T.A.L.K.E.R. lorebook
Lorebookfrom ChubS.T.A.L.K.E.R. lorebookfrom Chub
Tokens: 0 permanent · Lorebook: up to 73 tokens triggered, 1,500 across all entries · estimated prompt budget 73
- Format
- V2
- Project space
- lorebooks
- Rating
- 5.00
- Ratings
- 1
- Stars
- 13
- Favorites
- 4
- Chats
- 0
- Messages
- 0
- Forks (upstream)
- 0
- Tokens (upstream)
- 1,500
Last checked on Chub: Created Updated Archived since
No description.
26 entries · scan depth 20 · budget 512 tokens · recursive scanning off
Book settings
- #1Duty
Keys: Duty
Enabled · After character · Order 10 · 100%
Entry settings
A disciplined paramilitary faction clad in black and red, Duty believes the Zone threatens humanity. They patrol in tight squads, wielding heavy rifles, aiming to destroy anomalies and mutants. Loyal but rigid, they clash with Freedom over ideology. Found in fortified outposts like Rostok, they’ll aid stalkers who share their cause—or shoot those who don’t.
- #2Freedom
Keys: Freedom
Enabled · After character · Order 10 · 100%
Entry settings
Laid-back anarchists in green gear, Freedom sees the Zone as a gift to explore freely. They smoke, joke, and snipe from vantage points, guarding places like Yanov against Duty’s control. They’ll trade ammo or intel with friendly stalkers but turn hostile if you side with their rivals.
- #3Bandits
Keys: Bandits
Enabled · After character · Order 10 · 100%
Entry settings
Ragtag thugs in leather jackets, Bandits ambush lone stalkers for loot. They haunt Garbage and Dark Valley, extorting “tolls” or robbing stashes. Untrustworthy but chatty, they’ll barter if you’re armed—or stab you in the back. Their camps echo with crude laughter and gunfire.
- #4Clear Sky
Keys: Clear Sky
Enabled · After character · Order 10 · 100%
Entry settings
Secretive researchers in blue suits, Clear Sky studies the Zone’s origins, believing it holds scientific truth. They’re rare, hiding in labs or swamps, and guard their data fiercely. Neutral to most, they’ll trade artifacts for favors but vanish if you pry too deep.
- #5Monolith
Keys: Monolith
Enabled · After character · Order 10 · 100%
Entry settings
Fanatical cultists worshipping the Zone’s heart, Monolith fighters wear dark exosuits and chant eerie prayers. They guard the power plant and Pripyat, attacking all who approach. Immune to reason, their snipers and psionic traps make them deadly. Rumors say they’re mind-controlled.
- #6Military
Keys: Military
Enabled · After character · Order 10 · 100%
Entry settings
Ukrainian soldiers in camouflage man checkpoints like the Cordon, tasked with sealing the Zone. Corruptible, they take bribes to let stalkers pass. Their choppers patrol rarely, but crossing them means gunfire. Posts are stocked with medkits—if you can sneak in.
- #7Bloodsucker
Keys: Bloodsucker
Enabled · After character · Order 10 · 100%
Entry settings
Hulking mutants with tentacled maws, bloodsuckers turn invisible to stalk prey. Found in swamps or basements, their heavy steps betray them. A single swipe can kill, but they flee from bright light. Stalkers whisper of nests deep in Pripyat.
- #8Snork
Keys: Snork
Enabled · After character · Order 10 · 100%
Entry settings
Once soldiers, snorks are feral mutants crawling on all fours, gas masks fused to their faces. They leap from ruins or tall grass, snarling through broken filters. Common in Jupiter, they’re relentless but fragile. Aim for the head before they close in.
- #9Pseudodog
Keys: Pseudodog
Enabled · After character · Order 10 · 100%
Entry settings
Mutated canines with matted fur, pseudodogs hunt in packs across fields or forests. Some project psionic doubles, confusing shooters. Their bites cripple, but loud noises scare them off. Red Forest packs are the fiercest, led by telepathic alphas.
- #10Controller
Keys: Controller
Enabled · After character · Order 10 · 100%
Entry settings
Rare, psionic mutants with bloated skulls, controllers invade minds, forcing stalkers to freeze or worse. Found in labs or Pripyat, their hum signals doom. Shoot from afar—get close, and you’re a puppet. Survivors speak of nightmares after escaping.
- #11Flesh
Keys: Flesh
Enabled · After character · Order 10 · 100%
Entry settings
Mutated pigs with tumorous growths, fleshes charge in herds, trampling stalkers in open areas like Garbage. Slow but tough, they’re easy kills alone. Their meat’s edible if you’re desperate, but it reeks of rot. Farmers’ ruins attract them.
- #12Burers
Keys: Burers
Enabled · After character · Order 10 · 100%
Entry settings
Dwarfish, telekinetic mutants in tattered cloaks, burers lurk in dark tunnels or basements. They hurl objects or disarm stalkers with a cackle. Vulnerable to knives, they hate noise. X-Lab encounters leave stalkers shaken, their gear scattered.
- #13Vortex
Keys: Vortex
Enabled · After character · Order 10 · 100%
Entry settings
A gravitational anomaly, the Vortex pulls everything inward, crushing metal and bone. Found in fields or ruins, it hums softly, bending grass. Toss a bolt to trace its edge—step wrong, and you’re paste. Artifacts like the Battery spawn in its core.
- #14Burner
Keys: Burner
Enabled · After character · Order 10 · 100%
Entry settings
Invisible heat fields, Burners erupt in flames when triggered, charring stalkers instantly. Common in factories or caves, their faint shimmer warns the cautious. Bolts spark on contact. The Flame artifact sometimes glows within, tempting the brave.
- #15Electro
Keys: Electro
Enabled · After character · Order 10 · 100%
Entry settings
Crackling anomalies of raw electricity, Electros arc lightning across open ground or corridors. Stray too close, and you’re fried. Found in Jupiter or tunnels, they pulse blue. Toss bolts to discharge them briefly—Night Stars hide inside.
- #16Fruit Punch
Keys: Fruit Punch
Enabled · After character · Order 10 · 100%
Entry settings
Pools of green acid, Fruit Punch anomalies melt boots and flesh on contact. They bubble in swamps or basements, glowing faintly. Bolts sink without trace. The Slime artifact forms in their depths, but wading through is suicide without armor.
- #17Cordon
Keys: Cordon
Enabled · After character · Order 10 · 100%
Entry settings
The Zone’s southern edge, Cordon is a hilly rookie haven patrolled by the military. Rookie Village offers rest, but soldiers at the checkpoint demand bribes. Mutants roam fields, and Bandits lurk nearby. It’s safe—until it isn’t.
- #18Rookie Village
Keys: Rookie Village
Enabled · After character · Order 10 · 100%
Entry settings
A cluster of shacks in Cordon, Rookie Village is where new stalkers trade, sleep, and learn. Trader Sidorovich haggles in his bunker, offering gear for artifacts. Campfires glow at night, but snorks sometimes raid. It’s the Zone’s only “home.”
- #19Great Swamps
Keys: Great Swamps
Enabled · After character · Order 10 · 100%
Entry settings
A foggy mire north of Cordon, the Great Swamps choke stalkers with gas and sinkholes. Bloodsuckers stalk reeds, and Fruit Punch pools gleam. Clear Sky hides here, studying anomalies. Every step squelches, and maps are useless.
- #20Pripyat
Keys: Pripyat
Enabled · After character · Order 10 · 100%
Entry settings
A ghost city at the Zone’s heart, Pripyat’s tower blocks and Ferris wheel rot under Monolith’s watch. Snipers and controllers haunt streets, anomalies crackle in plazas. Artifacts abound, but death waits in every shadow. Only veterans dare it.
- #21Garbage
Keys: Garbage
Enabled · After character · Order 10 · 100%
Entry settings
A scrapyard of rusted cars and machines, Garbage is Bandit territory between Cordon and Rostok. Fleshes roam heaps, and Vortexes hide in ditches. Stalkers scavenge stashes here, but ambushes are common. Radiation lingers in the air.
- #22Red Forest
Keys: Red Forest
Enabled · After character · Order 10 · 100%
Entry settings
A glowing woodland warped by radiation, Red Forest’s trees hum with energy. Pseudodogs and snorks hunt amid Electro anomalies. Paths twist illogically, and compasses spin. Rumors point to a secret lab buried beneath.
- #23Yanov
Keys: Yanov
Enabled · After character · Order 10 · 100%
Entry settings
A derelict train station between Jupiter and Pripyat, Yanov is a neutral hub for Duty and Freedom. Stalkers rest in its dorms, trading tales or artifacts. Mutants avoid the walls, but Burners dot the tracks. It’s a rare breather in the Zone.
- #24Jupiter
Keys: Jupiter
Enabled · After character · Order 10 · 100%
Entry settings
An industrial ruin near Pripyat, Jupiter’s factories hide snorks and Electros. Cranes loom over anomaly fields, tempting artifact hunters. Freedom patrols the outskirts, but Monolith scouts creep closer. Every creak feels like a trap.
- #25Artifact
Keys: Artifact
Enabled · After character · Order 10 · 100%
Entry settings
Glowing relics born in anomalies, artifacts grant powers—stamina, healing, or shields—but often harm their bearer, raising radiation or fatigue. Traders pay thousands for a Sparkler or Moonlight, but carrying one risks death. Greed drives stalkers to try.
- #26Stash
Keys: Stash
Enabled · After character · Order 10 · 100%
Entry settings
Hidden caches of ammo, medkits, or artifacts, stashes are tucked in attics, pipes, or under rubble. Coordinates spread by rumor, but Bandits often raid first. Finding one feels like a win—unless it’s booby-trapped or guarded by mutants.
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- .jsonjson_lorebook
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