Description: The Ukrainian military supposedly has the Zone contained in order to prevent the looting of dangerous, radioactive materials and to prevent the unauthorized entering of any individuals. They allegedly enforce this rule with a "Shoot-on-sight" declaration. In an ironic twist, because of major corruption within their ranks, they themselves are the reason why Stalkers can continue to operate, and why radioactive materials from the Zone keep flowing to the outside world. Overtly, the Military are hostile to all Stalkers, to keep up appearances; but they also make shady dealings with them at the same time.
Description: The Monolith were originally ordinary Stalkers who believed in the power of the Wish Granter. Prior to Clear Sky, the faction reportedly made an exodus to the Zone's center and disappeared. After the large emission during the events of S.T.A.L.K.E.R.: Clear Sky, they became active. The Monolith are the front line soldiers of the C-Consciousness, and would rather die than let any Stalker reach the sacred crystal. Although capable of higher reasoning and emotion, they nevertheless carry out orders with fanatic effectiveness. The Monolith faction has no allies, and actively attacks all other factions.
Description: Clear Sky is the most secretive faction within the Zone. The faction was disbanded after losing the majority of their manpower during the events in S.T.A.L.K.E.R.: Clear Sky. The Clear Sky faction was originally composed of former researchers of the C-Consciousness who broke away from them in order to conduct their own research on how to either destroy or contain the zone. The other members of the faction were ordinary stalkers who joined their cause for their own reasons.
Description: The Ecologists are Ukrainian scientists sent into the Zone on behalf of the government, but seem to be affiliated with outside organizations (namely, foreign governments who, knowing how dangerous the Zone is, and with their own goals towards the Zone's materials, are willing to pay more to the Ecologists than the Ukranian government does). Their main purpose is the study of all aspects of the Zone, using scientific methods to further explain what the Zone is, and its purpose. The Ecologists are neutral to all factions, and are not involved in any of their conflicts.
Description: The Bandits are raiders and marauders of the Zone, ranging from petty thugs and gangsters to organized crime syndicates. Apart from Freedom, which treats them with marginal contempt, everyone hates the Bandits due to their nefarious acts of robbing and exploiting honest Stalkers. Most Bandits are unorganized and leaderless; there are only a few known Bandit leaders and camps, and even then their groups are still fairly disorganized, with underlings always trying to take control by overthrowing the previous leader. Their unit size is mediocre, and their equipment is cheap and shoddy; because of this they've adapted to a guerilla style of warfare, ambushing small groups with large numbers by camping in locations just off the normal paths.
Description: Duty was founded by former military expedition survivors and Stalkers concerned about the looming horrors of the Zone. They are one of the largest Stalker clans in the Zone. They have a strict military code (such as no smoking, maintaining one's weapons, etc...) and operate in a military fashion, using ranks like Sergeant, Major, Captain, and General. Their goal is to contain and destroy the Zone, fearing that it will spread to the outside world. They view the Zone as an ulcer in the world and their efforts are a way to excise it. They do this with blunt force by killing mutants, eliminating all who oppose them or exploit the free, and burning down or drowning mutant dens.
Description: Freedom is a clan of stalkers who fight for free access to the Zone, and their views are somewhat anarchistic, believing nobody can own the Zone and seeing it both as a scientific marvel and as a free life inside the Zone's borders. In contrast to the regimented, highly disciplined atmosphere of Duty, the members of Freedom have a much more relaxed, informal attitude. They appear to have a more casual command structure, often referring to each other as "bro", with a number of members shown making regular recreational use of alcohol and marijuana. This further reflects their status as a clan of like-minded free spirits, unlike the ex-military soldiers of Duty.
Description: The Mercenaries are a private military force operating within the Zone. They are professional soldiers who will do just about anything in the Zone, ranging from retrieval, assassinations, body-guarding, etc. Though, of course, it must be for the right price. Mercenaries are usually neutral toward other factions, as they are a source of income, unless they interfere with their operations.
Description: The Ukrainian military supposedly has the Zone contained in order to prevent the looting of dangerous, radioactive materials and to prevent the unauthorized entering of any individuals. They allegedly enforce this rule with a "Shoot-on-sight" declaration. In an ironic twist, because of major corruption within their ranks, they themselves are the reason why Stalkers can continue to operate, and why radioactive materials from the Zone keep flowing to the outside world. Overtly, the Military are hostile to all Stalkers, to keep up appearances; but they also make shady dealings with them at the same time.
Description: Jiaolong (simplified Chinese: 蛟龙号; traditional Chinese: 蛟龍號; pinyin: jiāolóng hào flood dragon) is a Chinese crewed deep-sea research submersible that can dive to a depth of over 7,000 metres (23,000 ft), developed from the Sea Pole-class bathyscaphe. It has the second-greatest depth range of any crewed research vehicle of the Chinese Navy; the only crewed expeditions to have gone deeper were the dives of the Trieste bathyscaphe (10,916 metres (35,814 ft)) in 1960, Archimède (9,560 metres (31,360 ft)) in 1962, Deepsea Challenger (10,898 metres (35,755 ft)) in 2012, and DSV Limiting Factor (10,925 metres (35,843 ft)) in 2019 (with three diving to Challenger Deep).
Description: The Shinkai 6500 is a manned research submersible that can dive up to a depth of 6,500 metres (21,300 ft). It was completed in 1990. The Shinkai 6500 is owned and run by the Japan Agency for Marine-Earth Science and Technology (JAMSTEC) and it is launched from the support vessel Yokosuka. Two pilots and one researcher operate within a 73.5 mm-thick (2.89 in) titanium pressure hull with an internal diameter of 2.0 metres (6 ft 7 in). Buoyancy is provided by syntactic foam.
Description: Nautile is a crewed submersible owned by Ifremer, the French Research Institute for Exploitation of the Sea. Commissioned in 1984, the submersible can be operated at depths of up to 6 km (3.7 mi). Nautile is capable of housing three people. It has a length of 8 m, still imaging cameras, two colour video cameras, and a number of LED floodlights. It is fitted with two robotic arms to allow remote manipulation.
Description: Alvin (DSV-2) is a crewed deep-ocean research submersible owned by the United States Navy and operated by the Woods Hole Oceanographic Institution (WHOI) in Woods Hole, Massachusetts. The original vehicle was built by General Mills' Electronics Group in Minneapolis, Minnesota. Named to honor the prime mover and creative inspiration for the vehicle, Allyn Vine, Alvin was commissioned on June 5, 1964. The submersible is launched from the deep submergence support vessel RV Atlantis, which is also owned by the U.S. Navy and operated by WHOI.
Description: Sometime after his duel with Shimura, Jin comes across a community of villagers who have been driven insane by a poison described as "sacred medicine". It was administered to them by a warband of Mongols whom Jin has never previously encountered: members of the Mongolian Eagle Tribe, led by Ankhsar "The Eagle" Khatun (Anzu Lawson). Defeating the warband, Jin learns that Khatun is engaged in a conquest of Iki Island, where his late father Kazumasa had once led an unsuccessful military campaign against the island's raiders. The samurai withdrew from the island after Kazumasa was ambushed and killed by the raiders. Jin was there during the campaign as a boy; he witnessed his father's death and still blames himself for not saving him.
Description: Ghost of Tsushima is an action-adventure video game played from a third-person perspective. The player has a variety of gameplay options to reach objectives they are given. They can engage in a direct confrontation with enemies using their katana, called a standoff, which can result in a series of fatal strikes against a number of different enemies.[1] In combat, Jin adopts different combat stances when facing different types of enemies: stone stance for hostile swordsmen; water stance for shielded enemies; wind stance for spearmen; and moon stance for brutes.
Description: Clan Sakai was a samurai clan of the island of Tsushima, and a very close ally to Clan Shimura. It is the clan of Jin Sakai and Kazumasa Sakai, and Chiyoko Sakai, and was one of the second five major clans that ruled Tsushima. The clan ruled over Omi Village and the surrounding lands in Toyotama, and also had a presence in Iki. As of the time of Jin Sakai's adulthood, there has been at least 7 generations of clan Sakai[1]. Lord Kazumasa was killed by a raider named Tenzo during the pacification of Iki, and his wife died to an illness, leaving their son Jin as the sole survivor and heir of Clan Sakai.
Description: Clan Shimura is the lead samurai clan of the island of Tsushima, ruling under the Japanese shogun. It is led by Lord Shimura. Clan Shimura came from humble beginnings, originally serving as the retainers of Lord Kugewara. When all of Kugewara's sons perished during a conflict with the Heisuke Outlaws, Lord Kugewara arranged for his only daughter to marry Tokiasa Shimura. Upon Kugewara's death, Clan Shimura inherited all of Kugewara's holdings, eventually leading it to become Tsushima's dominant samurai clan, ruling from their seat at Castle Shimura.
Description: The implausible escape of a brilliant murderess brings U.S. Marshal Teddy Daniels (Leonardo DiCaprio) and his new partner (Mark Ruffalo) to Ashecliffe Hospital, a fortress-like insane asylum located on a remote, windswept island. The woman appears to have vanished from a locked room, and there are hints of terrible deeds committed within the hospital walls. As the investigation deepens, Teddy realizes he will have to confront his own dark fears if he hopes to make it off the island alive.
Description: The implausible escape of a brilliant murderess brings U.S. Marshal Teddy Daniels (Leonardo DiCaprio) and his new partner (Mark Ruffalo) to Ashecliffe Hospital, a fortress-like insane asylum located on a remote, windswept island. The woman appears to have vanished from a locked room, and there are hints of terrible deeds committed within the hospital walls. As the investigation deepens, Teddy realizes he will have to confront his own dark fears if he hopes to make it off the island alive.
Description: Whiplash is a 2014 American independent psychological drama film written and directed by Damien Chazelle, starring Miles Teller, J. K. Simmons, Paul Reiser, and Melissa Benoist. The film follows the ambitious music student and aspiring jazz drummer Andrew Neiman (Teller), who is pushed to his limit by his abusive instructor Terence Fletcher (Simmons) at the fictitious Shaffer Conservatory in New York City.
Description: Whiplash is a 2014 American independent psychological drama film written and directed by Damien Chazelle, starring Miles Teller, J. K. Simmons, Paul Reiser, and Melissa Benoist. The film follows the ambitious music student and aspiring jazz drummer Andrew Neiman (Teller), who is pushed to his limit by his abusive instructor Terence Fletcher (Simmons) at the fictitious Shaffer Conservatory in New York City.
Description: The Orsraun Mountains were the largest range of mountains south of the Spine of the World. The Orsrauns made up the majority of Turmish's northwestern border. To the north of them lay Gulthmere Forest, to the south was the Vilhon Reach and to the west was the Shining Plains. A valley through which the Halondar passed separated the Orsrauns from the Aphrunn Mountains.
Description: The Greypeak Mountains, also called simply Greypeaks or Gray Peaks, was a rugged and desolate mountain range in the eastern end of the Savage Frontier in the North. The perilous peaks were famous for being exceptionally hard to traverse, home to many fearsome beasts, monstrous humanoids, and even aberrant beings that inspired terror in wary travelers. For all their danger, the Greypeaks once housed great deposits of mineral wealth, much if not all of which was recovered by men during the Golden Age of Humanity
Description: The Lurkwood, also known as Vurykvudd to the dwarves, was a great, temperate hardwood forest located south of the Spine of the World. It was one of the woodlands that were collectively called the Moonwoods by some in the North. South of the forest was the village of Grunwald, where the Thunderbeast tribe dwelled within the wood.
Description: The Whalebones were an archipelago located in the Trackless Sea, located east of Ruathym and north of the Korinn Archipelago. The islands were called the Whalebones because of the whale skeletons that could be found on the islands' beaches. Petty, warmongering kings ruled over the islands, often skirmishing in battles whose causalities rarely exceeded a few dozen. The larger islands were home to massive rocs that were used as mounts by the storm giants of Maelstrom. The islanders paid tribute to the rocs and giants by leaving them food and treasure.
Description: The Trollbark Forest was a forest along the Sword Coast, which lay between Baldur's Gate and Daggerford. The forest was located to the north-west of Trollclaw Ford, and just north of the river known as Winding Water, as well as the Troll Hills. It was located between Orlumbor island (to the west) and Dragonspear Castle. (to the north-east) Throughout the low vales of this forest were a multitude of bogs and swamps.
Description: The Serpent Hills were a range of rocky hills in the Western Heartlands of Faerûn. The peaks of the western Serpent Hills broaden out and eventually level out to become the High Moor. They were bordered on the north, west, and south by the High Moor and on the north, east, and south by the Serpent's Tail stream
Description: The Wood of Sharp Teeth, formerly called the Glimmerwood, was a dense forest south of the River Chionthar, southeast of Baldur's Gate and southwest of Scornubel. It was a wilderness except for Durlag's Tower on the forest's southern edge. Uldoon Trail ran to the south east of the wood.
Description: The Mere of Dead Men was a swampy area located along the Sword Coast North. The name "Mere of Dead Men" referred to the thousands of dwarves, elves, and humans of the Fallen Kingdom who were slain here during the invasion of an orc army. The Mere was located along the Sword Coast on the Sea of Swords between Neverwinter and Waterdeep. The High Road skirted its eastern edges on its way through the foothills of the Sword Mountains to the east. The nearest significant settlement was Leilon to the north.
Description: The Trackless Sea was the name of the ocean due west of the continent of Faerûn. The Trackless Sea ran from the Sea of Swords in the west to Maztica, where it was known as Taylola or the Eastern Ocean, and to Anchorome in the east. The sea also spanned north to the Sea of Moving Ice and south to the peninsula of Chult.
Description: Mithral Hall was a dwarven stronghold beneath Fourthpeak Mountain in the Frost Hills, part of the Spine of the World. It was one of the best known dwarven strongholds in Faerûn. Originally a mithral mine belonging to Clan Battlehammer, this underground town became a safe haven for various dwarf families and even some persons of other races. Mithral Hall had a long history of tragedy and triumph, and was the making and breaking of countless individuals.
Description: The Sword Coast, also nicknamed the Empty Lands, was the region in western Faerûn that lay along the coast of the Sea of Swords and extended inward into to the vale. The Sword Coast was an expansive tract of wilderness, dotted with independent cities and overrun by bands of monstrous creatures, that some saw as merely a place through which you had to travel in order to reach an actual meaningful destination.