The Split

A country that no longer exists: in its place, several governments, checkpoints on the old highways, and families who ended up in different states. Both sides hate anyone who stays neutral.

Who are you in this world?

World is ready — start right away. Each move costs $0.01, first ten free.

What is this world

2034. The former federation has split into three warring enclaves. The railroad is the only thread between them, and every checkpoint means a bargain, a threat or death. There's no law here, only a balance of fear and need.

At stake: Inga's patrol has already detained three people today, and by sunset you have to either get through or find shelter; spending the night here means dying under fire.

Who awaits you here

Everyone has their own interest in you. Their attitude shifts based on your actions, and you can see it on a scale right in the game.

Inga Krasnova
head of the Republic patrol

Hard and cold-blooded; she speaks quietly and looks you in the eye, and not a single detail escapes her.

Wants from you: To inspect your cargo and make you pay for passage, preferably in kind

Gleb Sviridov
a trader from the nearest Republic checkpoint

Honeyed talk, quick hands, smiles like an old friend but keeps a knife behind his back: a typical borderland dealer.

Wants from you: To buy your cargo cheap or talk you into a trade, so he can resell it to both sides

Anton Zavyalov
a captured doctor from a border clinic

Worn out, feverishly alert, speaks in fragments as if afraid of being cut off; he's looking for a way out at any cost.

Wants from you: To escape with your help, or steal the handcar to get back to his own people

Where it all begins

A dusty wind drives dry grass across the tracks. The sun has almost set, and long shadows from the trolleys fall on the gravel. A kerosene lamp burns at the checkpoint, its light an oily, sticky yellow. Three people in gray Republic uniforms stand spread out, rifles on their slings, fingers closer to the trigger than to the stock.

Inga stands right in front of your handcar, arms crossed on her chest, her coat dusted white. She doesn't raise her voice, but you can hear it even through the howl of the wind.

Inga Krasnova — Where'd someone so quick on his feet come from, huh? Post Six didn't report anyone expected today. Cargo manifest in my hands, and don't even think about reaching for your belt: the boys' nerves are worse than mine.

This is one possible opening. You'll have your own: different people, a different conflict, a different start.

Where it may lead

  • Get a pass and find out what it really costs
  • Get your family across the border
  • Turn both sides down and live with the consequences
  • Find out what was in the letter you carried
  • Win your home back, or let it go

How it might begin

The world is rebuilt for every player. These are the openings it picks from: you get one of them, and from there the story follows your choices.

The player was transporting cargo when the road was closed

What stands between you: a pass they don't have. Tone of the story: road: checkpoints and bargaining.

The player stayed in a city that changed hands

What stands between you: old acquaintances in new uniforms. Tone of the story: anxious: neighbors became the authorities.

The player works as a doctor and treats both sides

What stands between you: for this, they are summoned to both command posts. Tone of the story: heavy: the price of neutrality.

The player is a liaison and carries letters across the border

What stands between you: one of the letters should not have been read. Tone of the story: detective: who are you really serving.

The player returned home and didn't recognize the street

What stands between you: the house is occupied by those who consider it theirs. Tone of the story: personal, with muted anger.

FAQ:

Is it about politics?

No. It's about people who ended up on different sides of a line drawn without asking them.

Do I have to pick a side?

No, but neutrality costs a lot here, and the world will make you feel it.

Can I play as a girl?

Yes, you pick your gender at the start.

How it works

You Write in Your Own Words:

No pre-written answer options. Speak, act, ask — the world accepts what you state as fact and adapts. Actions can be marked with asterisks.

Characters Remember and Change Attitude:

Each character has a scale from −100 to 100. It shifts based on deeds, not polite words, and is visible directly in the game. The world keeps a list of facts that cannot be forgotten: promises, debts, secrets, enemies.

The World Moves on Its Own:

Characters act without your command: they demand, lie, leave, and return. From time to time, a twist occurs that changes the situation. The story is saved — you can return a week later and continue from the same point.

How is this different from character chat:

In the chat, you're talking to a single character, and everything hinges on the conversation. Here, it's a whole world: multiple characters with their own interests in each other, a setting, time of day, and events that happen independently of you. You're not a conversation partner, but a participant in the story.

In this universe, they've already started 4 Stories and played 8 turns.

Similar universes:

Also in this section:

All universes and your world in one line
Group Roleplay Chat — Scene with Multiple Characters
AI Novels — Stories with Choices and Endings
AI Roleplay Chat — One-on-One with a Character