I wrote a doco back in... June 2020, outlining a zona in my own backyard so to speak, Sydney Australia.
I never ended up specifically using the document for campaigning, but it was a fun exercise...
Zona Alfa - Zone Australis
Overview
Zone Australis is a campaign setting for use with the Zona Alfa game/ruleset.
Zona Alfa is set in an alternate universe in which hazardous ‘zones’ have popped up at multiple locations across the planet; these zone contain ‘anomalies’ which are localised “fields” that warp the very nature of physics.
Although the zones have caused many detrimental effects (not least the closing off of the surrounding anomaly-stricken areas) they also produce potentially useful ‘artifacts’ imbued with - what can be termed for succinctness as - ‘supernatural’ powers.
Governments and societies struggle to come to terms with the new reality that has been imposed upon them; mass relocations and rising civil disorder threaten many nations; and through the disturbances, opportunist forces compete to capitalise by retrieving and peddling illicit artifacts for riches.
While large, (sometimes extremely publicized) zones are present in the Ukraine and Canada, other zones exist elsewhere across the globe; sometimes in the middle of nowhere, sometimes in suburbia, some have even been discovered upon the ocean floor. So far contemporary research suggests that the more powerful zones appear to develop closer to sites of radioactivity - reactors, mines, and especially dump sites and sites of radioactive mishaps.
Zone Australis
A notable anomaly zone in Australia is focused at Lucas Heights on the far southern edge of Sydney. Lucas Heights has been synonymous with nuclear science in Australia since the 1960s and the facilities include several generations of research reactor – no power generators, but facilities for producing medical and industrial resources.
When the zones appeared, Lucas Heights quickly bloomed numerous powerful anomalies, and many lesser anomalies were reported in the surrounding region. Fortunately, much of the surrounding area is bushland. That said, a number of smaller settlements in the area were dramatically impacted and the resident rapidly evacuated.
The somewhat fortuitously located military base at nearby Holsworthy cordoned off the area and maintains an exclusion zone – at least on the primary thoroughfares.
This anomaly zone does not appear to be expanding, and official scientific enquiries are undertaking to understand and catalogue the hot spots in the area.
Forth Wall
The suburbs used in this campaign are real places. I am moderately familiar with the area as I used to ride my motorcycle through the area many years ago, and also had friends living near Holsworthy. Fun.
The main campaign map shows greatly reduced distance and altered positions in order to fit the content to the map scale I had in mind. It’s appropriate to think of the map as an abstraction of the area - technically the general locations are kinda, sorta correct and I have used (extremely vaguely) similar road layouts/shapes etc just for fun where possible.
Campaign
Like most zones across the globe, Zone Australis is beset by opportunistic souls looking to profit from the artifacts that can be obtained illegally within the area – a risky proposition to be sure, but with the dearth of societal disturbances besetting a perhaps overly sheltered society, one that increasing numbers are willing to attempt.
The main map (below) shows the core of Zone Australis - this is the core location of the disturbance - the epicentre of the most potent and dangerous anomalies. The military’s exclusion zone extends well beyond the area shown (maybe twice the diameter of the map area), but this is a precautionary buffer as there are only a handful of weak anomalies reported beyond the immediate area shown. Unfortunately, the large exclusion zone provides a substantial ‘border’ that determined individuals can and do easily slip through.
The campaign starts at the ‘Woronora East’ segment, progresses ‘anti-clockwise’ (‘Wilderness North’, ‘East Hills’ etc), and culminates at the ‘Lucas Heights’ segment.
Each of the segments will be discussed briefly to describe what is known about that particular segment.
Board
While building a whole map-size board is practically unfeasible, the various zones should instead be seen as an abstraction of local terrain/features/content. ‘East Hills’ for example is largely suburban, and the map provided shouldn’t be taken literally. Instead games should be played with ‘more suburban’ style terrain, and the individual maps can be seen as a small actual piece of the that larger segment.
Segment 1 – Woronora East
The campaign starts in ‘Woronora East’, a small village on the river front. The village – a mix of old houses and a couple of takeaway shops/corner store - is abandoned/evacuated. The river is traversed by an overpass bridge and a small local crossing – both have been destroyed by anomalies and are impassable. There are only a few mild anomalies in the area, and scavenging dogs seem the prevalent lifeform around the streets, though malevolent presences often increase after dark. The campaign progress to the north between the cliffs.
Segment 2 – Wilderness North
Segment 3 – East Hills
The next segment is ‘East Hills’. This is a suburban area, with ritzier homes toward the waterfront. The locals have been evacuated. There are a few mild anomalies in the area, and packs of scavenging dogs compete with elusive zombified residents (or careless stalkers) for sustenance. The campaign progresses to the south-west across a pedestrian bridge spanning the river.
Segment 4 – Voyager Point
The next segment is ‘Voyager Point’. This was the bones of a new estate - set to pop up in Sydney’s overwhelming desire to cover the entire area in suburbia. Although the segment looks straightforward, it contains a number of powerful (and very deadly) anomalies, which thence contain the booty so sought after by treasure seekers.
Bandits and mutants are rife in the area. The campaign progresses to the south-west along the road.
Segment 5 – Holsworthy
Segment 6 – Wilderness South
The next segment is ‘Wilderness South’. This segment features a prevalence of sheer cliffs, and thick bush terrain. There are few anomalies about, most will be found toward the north - the overpass crossing the river toward the north is blocked by one such anomaly. Many mutants and feral animal have ended up in this area, possibly dissuaded by the guns at ‘Holsworthy’ to the west. The campaign progress to the south-east along the highway.
Segment 7 – Woronora West
The next segment is ‘Woronora West’. This segment contains the other half of the former riverside village, but on this bank the anomalies are far more potent and their effects far more destructive. Mutants and zombified residents lurk within the settlement. The campaign progresses to the north through the gap in the cliff-face near the river.
Segment 8 – Lucas Heights
The final segment is ‘Lucas Heights’. This segment contains the research complex and support facilities - mainly industrial business but also some service businesses. The area contains the most powerful anomalies thus far catalogued on the continent. Mutants and bandits via for dominancy amongst the damaged infrastructure, apparently ignorant or fearless of the radiological products which are slowly contaminating several sites. Periodic military sweeps to protect the official scientific research efforts can also be encountered from the still functional bypass road to the north-east – that said it’s also the more expeditious route out of the zone. Get in, find your loot, and boot it across the overpass.