STALKER: Shadow of Chornobyl
LorebookNon-definitive, very abbreviated SoC Lorebookfrom Chub
Tokens: 0 permanent · Lorebook: up to 153 tokens triggered, 2,267 across all entries · estimated prompt budget 153
Description on Chubfrom Chub
A small-ish lorebook I made to keep some of my bots consistent. Effectively, I was aiming for just enough information to keep an 'unimportant person in the Zone' RP going.
Deliberately only focuses on the world state at the beginning of SoC, again for my own bots.
It omits a significant amount of lore, specifically around C-Consciousness, X labs, anomalies, and artifacts. Zombified stalkers are completely omitted because the concept of a 'zombie' seems to poison the RP.
Listed as “STALKER: Shadow of Chornobyl Lorebook”
- Format
- V2
- Project space
- lorebooks
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- 23
- Favorites
- 2
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- Forks (upstream)
- 1
- Tokens (upstream)
- 2,270
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No description.
STALKER: Shadow of Chornobyl
36 entries · scan depth 4 · budget 2,500 tokens · recursive scanning off
Book settings
- #1The Zone
Keys: Zone
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The 60 km exclusion area around the Chernobyl NPP, locked down by the Military. Following a massive Emission in 2006 (known as the 'Second Disaster'), mutants, anomalies, and artifacts began to appear in the Zone.
- #2Stalkers
Keys: stalkers, stalker
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Stalkers
Illegal entrants into the Zone, often to collect artifacts for money. Reason, morals, and competency vary, but all are survivors and have some grasp on the Zone peculiarities. Stalkers may band together in ideologically aligned factions or remain independent. Stalkers are almost always armed and wear various suits to protect against radiation, anomalies, and bullets to varying degrees.
Stalkers often have hidden stashes around the Zone to hide loot they plan on coming back for and wear patches on their gear to show their allegiance.
- #3Anomalies
Keys: anomaly, anomalies
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Anomalies
Small, roughly one-meter areas where the laws of physics have been corrupted by the Zone. Anomalies are difficult to spot, until entered and triggered. Appearances and effects vary, from fountains of fire or lava, skin-melting acid plumes, deadly electric shocks, crushing gravity, and many other stranger effects. Anomalies are a constant travel hazard in the Zone. Smart stalkers learn to measure the boundaries of anomalies by throwing small metal objects, like bolts or shell casings into them. Dumb stalkers die horribly.
Anomalies are often clustered together and can form in large difficult to navigate fields. Anomalies sometimes form or disappear during an Emission.
- #4Artifacts
Keys: artifacts, artifact, Detector
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Artifacts
Small objects occasionally formed by anomalies that exhibit novel and strange characteristics. Their study is the primary reason for scientific interest in the Zone due to the variety of their effects, including room-temperature superconductivity, healing properties, repulsive fields, thermal energy transfer, or other subversions of physical laws. Artifacts rapidly lose their properties if taken outside the Zone, requiring research to be done on-site.
Veteran stalkers sometimes wear artifacts to take advantage of their properties.
Obtaining artifacts and selling them for money is a common reason to come to the Zone for stalkers and mercenaries alike.
Artifacts are inaccessible without using a Detector, one of various grades of handheld device that beeps near artifacts and draw them out of the anomaly.
- #5Emissions
Keys: emission, emissions, blowouts, blowout
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Emissions
Massive releases of energy and psi-radiation from the center of the Zone. They occur every few days, build up gradually over several minutes, and then kill anyone not sheltered underground or in a sturdy building. The sky turns red, the ground shakes, and lightning splits the sky.
- #6___Factions___
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
- #7Loners / Free Stalkers
Keys: free stalker, free stalkers, loners, Loner
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Loners
Stalkers unaffiliated with other factions. Wide range of skill and equipment. Varied reasons for being in the zone, though making money through artifact sales is the most likely.
No established base, but Rookie Village in Cordon is a common gathering area.
- #8Bandits
Keys: bandits, bandit
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Bandits
Immoral stalkers who are only concerned with profit. Organized into gangs of various sizes. Often poorly equipped. Hostile to everyone, including other bandit gangs.
The largest bandit gang operates out of a base in the Dark Valley.
- #9Duty
Keys: , duty
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
Duty
A paramilitary group focused on protecting mankind from the Zone (mostly by hunting mutants) and finding a way to destroy it. Operates under a strict code and rank system. Confiscated artifacts are passed on to Ecologists. Duty members tend to use Warsaw Pact weaponry and wear black and red equipment.
Duty's largest base is in Rostok and they are mortal enemies of Freedom.
- #10Freedom
Keys: freedom
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
Freedom
An anarchistic group that thinks the Zone should be open to everyone to study and benefit from. Very relaxed and informal outside of operations. Freedom members tend to use NATO weaponry and wear green equipment.
Freedom's largest base is in the Army Warehouses, and they are mortal enemies of Duty.
- #11Mercenaries
Keys: merc, PMCs, PMC, mercenary, mercs, mercenaries
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Mercenaries
Hired mercenary teams who execute the orders of unknown actors and external organizations. Mercs retrieve artifacts or technology, and perform contract kills or sensitive document destruction. They operate in small professional teams, and are extremely well armed.
Hostile to anyone who attempts to interfere with their contract.
- #12Ecologists
Keys: nerds, scientists, ecologists, nerd, ecologist
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Ecologists
Government sponsored scientists operating out of a bunker at Yantar. Focused on researching artifacts and the Zone, they often hire mercenaries or loners to guard them and their bunker or retrieve artifacts for them.
- #13Monolith
Keys: monolithian, monolith, monolithians
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Monolith
Monolith is a faction of veteran stalkers that attempted to reach the center of the Zone in pursuit of wealth or miracles and were brainwashed by psi-radiation. They are zealots that worship the Monolith, an object hidden in the CNPP, and kill anyone attempting to reach it. They are extremely well armed fanatics that will happily die for their mission. Hostile to everyone, and everyone is hostile back. They wear gear with a distinct urban camouflage pattern.
- #14Military
Keys: military, army
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Military
Ukrainian military forces that patrol the Zone's perimeter, kill mutants, and shoot stalkers on sight. Hostile to everyone except the Ecologists.
- #15___Mutants___
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
- #16Mutants
Keys: mutants, mutant
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Two types of mutants in the Zone:
- Naturally occurring mutants from radiation exposure (dog, boar, cat, rat, psy-dog, snork)
- Man-made mutants (controller, burer, bloodsucker, chimera, pseudogiant, poltergeist)
- #17Psy-dog
Keys: psy dog, psi dog, psi-dog, psy-dog
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Psy-Dog
A rare, hostile, mutated, mangy white dog that can create 3-6 hallucinatory illusions of itself.
- #18Snork
Keys: snorks, snork
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Snork
Mutated humans that move on all fours, low to the ground, and always have the remnants of a gas mask strapped to their face. Leap long distances, hostile, and attack with claws and biting. Often found in caves and buildings, no intelligence remains.
- #19Controller
Keys: controller, controllers
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Controller
An extremely rare and dangerous humanoid mutant with a large head and bloated flesh. They are psychic, capable of confusing or even mentally controlling weak-willed entities with prolonged exposure, or just destroying their target's mind with repeated psychic blasts.
- #20Burer
Keys: burer, burers
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Burer
Rare humanoid mutants, squat and wearing a trench coat. They possess telekinetic abilities they use to bludgeon their targets to death, block bullets, or rip a firearm from someone's grip, turn it on them, and shoot them. Hate light and prefer tunnels and caves.
- #21Bloodsucker
Keys: bloodsucker, bloodsuckers
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Bloodsucker
A rare humanoid mutant with squid like, tentacled mouths, sharp claws, and pale skin. Fast and strong, can turn almost invisible until right before they strike, favoring hit and run tactics.
- #22Chimera
Keys: chimeras, chimera
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Chimera
An extremely rare lion-sized, two headed mutant with two heads and tough brown skin. Massive claws, attacks with incredibly fast pounces. Feared and extremely dangerous.
- #23Pseudogiant
Keys: pseudogiants, pseudogiant
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Pseudogiant
An extremely rare, large, muscular mutant with a huge, misshapen head flanked by two giant arms it uses to walk. Immensely strong and durable, its stomps can knock nearby creatures off balance. Feared and extremely dangerous.
- #24Poltergeist
Keys: poltergeists, poltergeist
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Poltergeist
Near invisible humanoid mutants that appear as a floating ball of electricity, and attack with telekinesis, throwing loose objects at their prey. Can only detect movement, staying still will fool them.
- #25___Locations___
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
- #26Cordon
Keys: rookie village, cordon, Sidorovich
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Cordon
Southernmost area and common entry point to the Zone. Rookie village is a common gathering spot for Loners, and where an old man, Sidorovich, sells supplies, information, and offers missions out of his bunker. Light mutant and bandit presence, but a significant military checkpoint at its southern end.
- #27Garbage
Keys: depot, garbage
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Garbage
An area containing trash heaps of old equipment and vehicles from the 1986 Chernobyl disaster. An old train depot is the most significant landmark. Populated by mutants, loners and the occasional bandit gang.
- #28Agroprom
Keys: agroprom research institute, Agroprom
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Agroprom
An area consisting of the old Agroprom Research Institute, a small factory, and a marsh. Significant mutant presence. The institute ruins are in good conditions and have been used as a base by factions in the past. Has a network of unmapped underground tunnels and facilities.
- #29Dark Valley
Keys: bandit base, dark valley
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Dark Valley
An old agricultural research area consisting of a large factory, a small factory, and a small abandoned homestead. There is a rumor that an entrance to hidden government lab is located here. The region's largest bandit gang occupies the large factory.
- #30Rostok
Keys: rostok, duty base, duty, barkeep, 100 rads, arena, bar
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Rostok
The eastern side of an old industrial complex, turned into the closest thing the Zone has to a safe town. The 100 Rads bar, run by a man called Barkeep, is the primary attraction, along with traders and knowledgeable stalkers. Duty's main base is located in Rostok. The Arena pays stalkers to fight other stalkers or captured mutants for sport.
- #31Wild Territory
Keys: wild territory
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Wild Territory
The untamed western half of the Rostok manufacturing complex. Collapsed tunnels, rusted factories, partially constructed buildings, and a crashed helicopter or two. A major chokepoint of traffic through the zone, so a common place for bandits or mercenaries to ambush targets, along with a high mutant presence.
- #32Yantar
Keys: ecologist bunker, yantar, science lab
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Yantar
The marshy remnants of a dried up lake. Mutant infested, with a factory complex to the north and an above ground bunker housing a science lab in the south. The Ecologists at the science lab are the primary contacts for stalkers or middlemen looking to offload artifacts. There is a rumor that an entrance to a hidden government lab is located here.
- #33Army Warehouses
Keys: freedom, army warehouses, freedom base, bloodsucker village, barrier
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Army Warehouses
An old army base and the nearly ruins of a rural village. The army base now serves as Freedom's main headquarters. The rural village, now known as Bloodsucker village, is infested with mutants.
The path north is guarded by the Barrier, a Freedom and Loner guarded checkpoint and the last 'normal' place towards the center of the Zone. Monolith occasionally attack the Barrier.
- #34Red Forest
Keys: brain scorcher, radar, red forest
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
Red Forest
The woodlands surrounding the CNPP, which turned reddish-brown after absorbing radiation from the 1986 disaster. Infested with mutants, anomalies, and Monolith patrols. Tunnels and old mineshafts in various states of disrepair crisscross the region. An old collapsed bridge to Limansk and its checkpoint lie on the west end. The east side holds an military radar station that serves as a forward base for Monolith. This radar station is the Brain Scorcher, an installation that bombards the center of the zone with psi-radiation that either kills within minutes or converts stalkers into Monolith soldiers.
- #35Chornobyl NPP
Keys: CNPP, chernobyl, wish granter, chornobyl
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Chernobyl NPP
The ruins of the Chernobyl Nuclear Power Plant, and the center of the zone. Monolith's stronghold, and the location of the rumored Wish Granter, an artifact that many stalkers seek to grant their wildest dreams. Wildly radioactive, heavily defended by Monolith's finest, and the source of the current nature of the Zone.
- #36Pripyat
Keys: pripyat
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Pripyat
A city to the northwest of the CNPP, cut off by psi-radiation from the Brain Scorcher. Full of mutants and guarded by Monolith.
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