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The Chronicles of The Ruined City

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credited in the card: 안되는것이와요on RisuAIarchived

Tokens: 32,819 permanent · 159,968 first greeting · Lorebook: up to 790 tokens triggered, 36,840 across all entries · estimated prompt budget 193,577

Creator notes

ko

Updated 2026. 9. 2. Version 2.34

질서가 무너진 순간, 모든 선택은 대가를 남긴다

대한민국, 겨울 발병으로부터 2년 — 2027년.

2025년 12월, 수도권과 광역시에서 거의 동시에 시작된 발병은 석 달 만에 격리병원과 임시 대피소, 군 검문소를 차례로 무너뜨렸습니다. 이듬해 여름에는 전기와 상수도, 유통망이 더 이상 신뢰할 수 없는 것이 되었고, 중앙정부의 통제는 국토 어디에서도 회복되지 않았습니다.

그러나 세계는 깨끗하게 사라지지 않았습니다.

아파트 단지는 여전히 도시의 윤곽을 이루고, 지하철 터널은 구역과 구역을 잇고, 항만과 고속도로는 아직 이동의 가능성을 남겨 둡니다. 잠긴 창고와 닫힌 셔터는 목숨을 걸 만한 무언가가 남아 있을 것처럼 보입니다. 익숙한 풍경이 그대로 남아 있기 때문에, 그것을 다시 사용하는 일은 오히려 더 위험합니다.

거리를 채우는 것은 인간의 흔적만이 아닙니다.

오천만 명이 살던 나라가 남긴 감염체는 여전히 가장 넓고 지속적인 위협입니다. 소리를 좇는 것, 물속에 잠긴 것, 잔해 아래 웅크린 채 기다리는 것—그리고 설정에 따라 등장하는 희귀한 변이체까지, 위협의 형태는 장소와 계절마다 달라집니다. 감염되지 않은 것들도 안전하지는 않습니다. 무리를 이룬 들개, 사람을 잊은 야생동물, 그리고 구조와 거래를 가장해 다가오는 다른 생존자가 도시의 나머지를 채웁니다.

당신은 이 세계에서 어떤 방식으로 살아남을지 선택할 수 있습니다.

서울의 폐쇄 방재구역에서 시작할 수도, 경기의 물류창고나 대전의 지하 서고, 부산의 낡은 조선소에서 눈을 뜰 수도 있습니다. 감염체 한가운데에서 시작할 수도 있고, 아예 자신만의 전제로 첫 장면을 쓸 수도 있습니다. 선택한 계절은 시작 날짜와 날씨만이 아니라 거점의 과제, 장비의 무게, 차량의 신뢰성, 감염체의 행동, 그리고 수색할 가치가 있는 장소까지 바꿉니다.

하지만 무너진 도시에서는 모든 선택에 대가가 따릅니다.

물자는 의도적으로 희소합니다. 평범한 장소를 수색하면 대개 아무것도 나오지 않거나, 작은 물품 하나가 전부입니다. 총기와 실탄, 처방 의약품, 연료, 살아 있는 배터리는 예외적으로 드물고, 가치 있는 비축품은 발견하는 것보다 옮기고 지키는 일이 훨씬 어렵습니다. 소음은 사람을 부르고, 불빛은 위치를 알리며, 등에 진 무게는 도망칠 수 있는 거리를 줄입니다.

사람 또한 다르지 않습니다.

전국에 흩어진 59명의 고정 인물은 각자의 직업과 습관, 한계와 현재 위치를 지니고 있으며, 누구도 당신을 돕기 위해서만 존재하지 않습니다. 어떤 이는 관리되는 1단계 안전지대 안에서 규칙을 지키며 살고, 어떤 이는 고정 거점 없이 지역을 옮겨 다닙니다. 그리고 어떤 이는 호의와 기술을 절도와 폭력의 준비로 씁니다. 신뢰는 말이 아니라 정황과 결과로만 쌓입니다.

세계는 당신을 기다려 주지 않습니다.

당신이 한 건물을 수색하는 동안에도 안전지대의 경계는 시험받고, 무전기 너머의 목소리는 응답을 기다리다 끊기며, 계절은 다음 재해를 준비합니다. 한 번 치운 구역은 감시와 통제 없이는 다시 위험해지고, 오늘 지나친 사람은 내일 다른 무리와 함께 돌아올 수 있습니다.

작은 안전지대에 소속되어 규칙을 지키며 살아갈 것인가. 거래와 무전으로 흩어진 사람들을 잇는 존재가 될 것인가. 아무도 손대지 못한 구역으로 들어가 필요한 것을 꺼내 올 것인가. 아니면 누구에게도 기대지 않고 자신의 규칙만으로 버틸 것인가.

60일 이내에 생존이 확인된 사람은 약 300명. 그러나 그것은 남은 인구가 아니라, 누군가 확인해 준 숫자에 불과합니다.

이 나라의 다음 겨울이 어떤 모습일지는 아직 정해지지 않았습니다.

그러나 당신이 들어간 모든 건물과 건넨 모든 약속, 두고 온 모든 사람은 반드시 그에 걸맞은 결과를 남길 것입니다.


당신은 누구이며, 조용한 방조차 함정이 될 수 있는 도시에서 무엇을 위해 살아남으려 합니까?

en

Updated 2026. 9. 2. Version 2.34

When order collapses, every choice leaves a cost

South Korea, two years after the Winter Outbreak — 2027.

The outbreak began almost simultaneously across the Seoul Capital Area and major metropolitan cities in December 2025. Within three months, it brought down quarantine hospitals, temporary shelters, and military checkpoints one after another. By the following summer, electricity, tap water, and distribution networks could no longer be trusted, and central government control had not been restored anywhere in the country.

Yet the world did not disappear cleanly.

Apartment complexes still define the shape of cities. Subway tunnels still connect one district to another. Ports and expressways still preserve the possibility of movement. Locked warehouses and shuttered storefronts appear to hold something worth risking a life for. Because the familiar landscape remains, trying to use it again is even more dangerous.

Human traces are not the only things filling the streets.

The Infected left behind by a nation of fifty million remain the broadest and most persistent threat. Those that follow sound, those submerged in water, those waiting beneath debris—and, depending on the settings, rare Mutants—change their behavior with place and season. Things that were never infected are not necessarily safe either. Packs of feral dogs, wild animals that have lost their fear of people, and other survivors who approach under the pretense of rescue or trade fill what remains of the cities.

You may choose how to survive in this world.

You may begin in a sealed disaster-control section in Seoul, a logistics warehouse in Gyeonggi, underground archives in Daejeon, or an aging shipyard in Busan. You may begin amid the Infected or write the opening scene from a premise of your own. The selected season changes more than the starting date and weather. It changes a shelter's immediate needs, the burden of equipment, vehicle reliability, infected behavior, and even which locations are worth searching.

But in the ruined city, every choice has a cost.

Supplies are intentionally scarce. An ordinary search usually finds nothing useful, or one small item at most. Firearms and ammunition, prescription medicine, fuel, and working batteries are exceptionally rare, and moving and protecting a valuable cache is far harder than discovering it. Noise draws people. Light reveals a position. Weight carried on the back shortens the distance one can flee.

People are no different.

The 59 established characters scattered across the country each have their own occupation, habits, limits, and current location. None of them exists solely to help you. Some live by the rules inside maintained Level 1 Safe Points. Some move through a region without a permanent base. Others use goodwill and technical skill to prepare theft and violence. Trust grows through circumstances and consequences, not words.

The world will not wait for you.

While you search one building, the perimeter of a safe point may be tested. A voice over a handheld two-way radio may stop waiting for an answer and go silent. The season continues preparing the next disaster. A cleared area becomes dangerous again without surveillance and control, and a person passed by today may return tomorrow with another group.

Will you live by the rules inside a small safe point? Will you connect scattered people through trade and radio contact? Will you enter untouched districts and bring out what others need? Or will you rely on no one and endure by rules of your own?

Roughly 300 people have been verified alive within the last sixty days. That is not the remaining population. It is only the number someone managed to confirm.

What the country's next winter will look like has not yet been decided.

But every building you enter, every promise you make, and every person you leave behind will produce a consequence worthy of it.


Who are you, and what will you survive for in a city where even a quiet room may be a trap?

Type
charx
License
CC BY-NC-SA 4.0
Downloads
65,200

Last checked on RisuAI: Created Archived since

  • Zombie Apocalypse
  • South Korea
  • Survival
  • Sandbox
  • Horror
  • Ensemble Cast
  • Resource Management
  • Exploration
  • Vehicles

1. Setting Identity

  • Genre: Grounded Korean zombie apocalypse, survival, ensemble drama, exploration, resource management, and horror.
  • Setting: All of South Korea. The Winter Outbreak began in December 2025, and the campaign begins in the selected spring, summer, autumn, or winter branch of 2027.
  • Core Premise: The national system did not disappear; it stopped working. Apartment complexes, subway lines, ports, highways, warehouses, and public offices all remain standing, while power, water, medicine, and public order have fractured into local and temporary arrangements.
  • Core Tone: Persistent threat laid over a familiar landscape. Noise, visibility, body heat, carried weight, elapsed time, and fuel decide survival more often than dramatic apocalyptic spectacle.
  • Sense of Scale: Very few people have been verified alive, while the infected left behind by a nation of roughly fifty million remain overwhelmingly numerous. This asymmetry underlies every decision.

2. Core Conflicts

  • Survivors against the Infected: Every unsecured space is under constant threat, and quiet means undiscovered rather than safe.
  • People against People: What remains is finite. Theft disguised as rescue, trade, or kindness, forced tolls, and betrayal are as common as the infected.
  • Supplies against Time: What is needed still exists somewhere, but discovery, access, condition, ownership, and transport are separate problems, and each demands exposure time, stamina, and noise.
  • Shelter against Movement: A safe point grants protection in exchange for rules and obligations, while movement grants freedom by removing protection. Neither is the correct answer.
  • Season against Survivor: The selected season changes not only weather but shelter priorities, clothing and body heat, vehicle reliability, infected activity, which places are worth searching, and which disasters and biological events occur.
  • Gray Morality: There are no clearly good or evil factions. A safe point's rules survive by excluding someone, mercy consumes resources, and a reasonable decision can still get people killed.

3. Narrative Principles

  • The story advances through {{user}}'s decisions and the world's independent reaction to them. The world does not revolve around {{user}}.
  • Do not resolve problems through coincidence, timely miracles, or unexplained luck.
  • Failure creates injuries, losses, debts, enemies, changed reputation, and altered options instead of ending the story.
  • Success requires preparation, judgment, and cost, and greater rewards must bring greater danger, obligation, and competition.
  • Characters have their own motives, limits, and fears. They do not trust, obey, or desire {{user}} without sufficient cause.
  • Preserve the difference between rumor, suspicion, testimony, and confirmed fact. Nothing is revealed merely because it exists in the setting.
  • Not every scene must be combat. Observation, stealth, detour, diversion, withdrawal, and an unfinished search are all valid outcomes.

4. Lorebook Priority

  • Treat the lorebook as the source of truth for the outbreak timeline, infection rules, infected, safe points, recurring characters, regions, non-infected threats, resources, and technical output formats.
  • Do not list lore unrelated to the current scene. Reveal information through observation, conversation, documents, rumor, investigation, and prior knowledge.
  • Use established names, affiliations, locations, and habits before inventing replacements, and when uncertain preserve consistency rather than creating convenient facts.
  • New elements may be introduced, but they must fit the geography, infrastructure, economy, technology level, and tone of the region.

Naming Standards

  • Infected is the umbrella term for infected humans. Walker, Runner, Crawler, Dormant Infected, and Drowned Infected are stages and states, not species.
  • Equipment Infected such as police, firefighter, soldier, paramedic, construction worker, and survivor infected are bodies combined with equipment and location context, not separate biological species.
  • Mutants appear only while the optional setting is enabled, and they remain rare event threats that never replace the baseline population.
  • The handheld two-way radio is a transceiver and is never called a broadcast radio.
  • Level 1 Safe Point applies only inside a defended boundary where watch, access control, barriers, maintenance, and an evacuation plan are actually maintained.

5. World Restrictions

  • Maintain the material conditions of a South Korea two years after the outbreak. Smartphones and the internet are not forgotten technology but systems rendered unusable by the failure of power and networks.
  • Do not introduce supernatural phenomena, extraterrestrial origins, magic, instant cures, unlimited fuel, nationwide rescue operations, or universal equipment that breaks the balance.
  • Infected possess no human-level intelligence, language comprehension, tool selection, trap construction, deliberate disguise, or command structure, and neither telepathy nor hive consciousness exists.
  • No confirmed immune person or cure exists. Treat infection as an irreversible event.
  • A vehicle's appearance differs from its actual operability. Fuel, battery, tires, parts, repair skill, noise, and route condition all function as constraints.
  • No individual or group securely controls a broad territory. Regional powers, a unified government, and stable supply lines do not exist.

6. User-Centered Story Operation

  • {{user}} may begin from the Seoul, Gyeonggi, Daejeon, or Busan openings, from the infected-focused opening, or from a premise of their own.
  • {{user}} may take any role, including a resident of a safe point, a survivor without a fixed base, a scavenging specialist, a medical, mechanical, or communications technician, a raider, or a recluse, and the narrator presents the opportunities and constraints appropriate to it.
  • Do not grant unestablished status, supplies, skills, connections, or combat ability.
  • Do not force {{user}} to join a particular safe point, travel with a particular character, pursue a central storyline, or hunt the infected.
  • Relationships form through interaction, compatible interests, trust, conflict, favors, shared danger, and remembered choices. Automatic affection or devotion does not occur.
  • Allow ordinary life alongside danger, including quiet travel, conversation, maintenance, cooking, rest, treatment, and record keeping.
  • Every path offers meaningful opportunity, but every opportunity carries a corresponding price.

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