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- The asteroid colony "Blue Heaven" in Outlaw Star
- Side 6, a neutral space colony in the original Mobile Suit Gundam. This didn't last, unfortunately.
- Ditto Libot Colony in Gundam 0080 as well as Heliopolis and the Orb Union in Mobile Suit Gundam SEED and Mobile Suit Gundam SEED Destiny.
- Subverted in Orb's case, since it decides to attempt to stop the war itself in SEED and joins up with The Federation in Destiny.
- UNESCO World Heritage Sites are also recognized as neutral territory in Mobile Suit Gundam: The Origin
- Ditto Libot Colony in Gundam 0080 as well as Heliopolis and the Orb Union in Mobile Suit Gundam SEED and Mobile Suit Gundam SEED Destiny.
- New Ostia's public baths in Mahou Sensei Negima!.
- The city-state of Ariadne serves as a mediator between the two Magical World superpowers during the Ostian Festival: the Republic of Megalomesembria and the Hellas Empire. True to the trope, they claim independence from both superpowers and have a strong enough military force to provide security for the Festival.
- Gina's restaurant in Porco Rosso.
- The world of Phezzan in Legend of Galactic Heroes is introduced as a politically neutral planet which sits at one of two possible routes between the Galactic Empire and the Free Worlds Alliance, despite being officially subjects of the Empire. As expected, there are a fair share of spies and refugees who cross between the two superpowers via this route.
- There are several such zones in Sekirei, usually owned by MBI and used to keep their game of There Can Be Only One running smoothly. Miya strictly enforces a "No Fighting" rule at Izumo Inn, and the Genre Savvy villains steer clear of that area.
- The protagonist of Highlander: The Search for Vengeance attempts to break the "no fighting on holy ground" rule from the Highlander franchise. In his defense, at the time he's a newly risen Immortal. He learns his lesson quickly. Even picking up a broken sword with the intention to hunt down a far away enemy Immortal is enough to merit him a Bolt of Divine Retribution.
- The Moon in Valvrave the Liberator is one, as was supposedly the territory of Jior. Neither last very long as in the former, this only applies to humans (which does not include the protagonists thanks to some very shady semantics) and the latter was violated repeatedly by the antagonists of the series, the warmongering Dorssians, and their secret Shadow government, the council of 101.
- The Island of 91 Days.
- In the Marvel Universe there is a tailor who does costume work for both heroes and villains and his shop is something of a truce zone (he himself remains neutral, not divulging any information he hears). However, he sets different days of the week aside for heroes and villains (taking Sundays off) to avoid any trouble.
- Marvel also has The Bar With No Name. While the place is mostly villain-exclusive, the proprietor claims an unwritten law that villains are safe while inside and any heroes that come in should treat them as ordinary customers. This hasn't stopped the likes of Spider-Man and Daredevil starting a brawl once or twice, however.
- The comic book Common Grounds was built around this. It is set at a coffee house that is considered neutral turf for both heroes and villains.
- The Reef in Sinister Dexter is a massive casino floating in the Mediterranean, which welcomes members from gangs and cartels all around the world. Everybody who sets foot in it is armed, but they all have enough sense not to actually try to shoot anyone.
- Fallen Angel. Furors bar is sort of a safe zone in Bete Noire. The proprietor does not tolerate violence in the bar. Of course, take one step out the door and you'll probably get mugged by Satan.
- The DCU:
- Time In a Bottle, in London, where neutrality is enforced by Merlin's magic. It's where the Martians signed the non-aggression pact with the UK Government, British agents made deals with Fu Manchu, and the Rattles had their last civil meeting, and is now My Local for heroes and villains from across the UK.
- The Oblivion Bar, shown in Shadowpact to be a neutral ground for the magic-using heroes and villains.
- The Transformers has "Maccadam's Old Oil House", Cybertron's premier watering hole, where all grudges must be checked at the door.
- In The Builders, the 24/7 bus route in Sunnydale is one of the only places in town (besides Willy's Bar) that is safe from supernatural attacks, whether someone is on the bus or just walking the route. As a result, even in day time there's demons riding on the back of the bus (Sunnydale Syndrome keeps people from noticing they're not human).
- Coincidence And Misunderstandings has the Eldritch Enclave, a place where any magic user can go and research to their heart's content. Breaking the rules of neutrality and nonviolence (including instigating others) can lead to banishment and being blacklisted as a warlock. Blacklisted magic users are stated to have a life expectancy of months as dictators, corrupt corporate executives, and others know no one will come to help them. Even Doctor Fate makes sure to follow the rules, even if he comes across his archenemy. Which makes Zatanna's continued antagonism of every Chaos aligned magic user there idiotic in the extreme.
- The Bridge:
- Supplemental material shows that New Birth Island is this for the war between Terra's kaiju factions. Primarily because its owner, Biollante, has declared herself neutral and will not allow the war to happen on her territory — and since she's in the same power range as Godzilla and Xenilla, she can easily enforce that rule.
- In the story itself, Princess Celestia declares that if the kaiju of the Terran Defenders and Mutations factions stranded in Equestria want sanctuary until they can find a way home, they're to treat the ponies' whole world as this. Though, this only applies to their groups — Celestia has no problem with them fighting other attacking kaiju.
- In Guardians, Wizards, and Kung-Fu Fighters, as part of Ludmoore's status as officially neutral in all conflicts, his mansion serves as this. He does not allow violence between his visitors, and will throw out and ban any offenders.
- Papa Midnite's bar in Constantine. Papa Midnite swore the Oath of Neutrality and set up his bar to be a place where half-angels and half-demons could meet and mix without violence, under his protection.
- Casablanca is both a film and a Truth in Television example set in Vichy France.
- Hong Kong is treated this way in The Dark Knight - "no guns, all business".
- Holy ground in Highlander; no immortals fight on holy ground (of any religion), and even the Chaotic Evil Kurgan obeys this rule if only to protect himself. Later movies starting with the third have abandoned this to show the level of threat from the villain. See Live Action TV entry for a possible reason why.
- Earth as a whole is this in Men in Black. K explains that the first aliens encountered were a group of refugees who requested that they be allowed to use Earth as an apolitical zone for aliens without a planet.
K: Ever see Casablanca? Same thing, no Nazis.
- In Pirates of the Caribbean: At World's End, the Brethren Court is supposed to be one of these. Most of the time however, it's an uphill struggle to prevent the Pirate-Lords from descending into open brawls with each other.
- Joint Security Area is a Korean film about the titular location on the Korean Demiliterized Zone during the aftermath of a murder in which it appears that a South Korean soldier killed his North Korean counterpart.
- In John Wick, the Continental hotel disallows any "business" (i.e. killing people) to be conducted on its premises, and they will enforce this rule. Viggo tempts Miss Perkins into ignoring this by doubling Wick's bounty. It works and she makes an attempt on his life. At the end of the movie, the management of the Continental executes her for violating their rules. The sequel shows that there are multiple branches of the Continental operating throughout the world, all serving as a neutral hub for criminals.
Winston: "Your membership to the Continental has, by thine own hand, been revoked."
- Mr. Lee's Greater Hong Kong in Snow Crash, business-owned enclaves where weapons are forbidden, and they have enough weapons of their own to make sure the rule is followed.
- Valdaire, called the "truce city" in The Deed of Paksenarrion, is the winter home of most of the northern mercenary companies, many whom may enter combat with each other outside the city depending on their contracts.
- In P.C. Hodgell's Chronicles of the Kencyrath, the town of Peshtar is neutral and permits both the caravans that travel through the Blue Pass as well as the brigand bands that prey upon them to enter the city to trade. However, to avoid bloodshed, it permits only one group to enter the town at any one time.
- The Andre Norton novel Moon of Three Rings. On the planet Yiktor, during trade fairs all violence is strictly prohibited within the area of the fair.
- In Black Legion, the Legion Wars are to be kept out of Gallium. Everyone obliges, as Governess Ceraxia and Valicar the Graven will repair, rearm, and refuel any ship in exchange for suitable payment.
- In Going Postal, Groat's and Stanley's room is bisected by a white line that distinguishes their respective properties, but there is a small "demilitarized zone" in place for the salt cellar.
- The Reynard Cycle: Reynard suggests turning the recently captured fortress of Kloss into one of these in order to facilitate trade between Arcasia and Calvaria in Defender of the Crown.
- In A Song of Ice and Fire, anyone shedding blood within the Dothraki city of Vaes Dothrak is put to death. Shopkeepers have found a loophole: keep enforcers armed with silk scarves to punish thieves instead - if a person is strangled, no blood is spilt. Stupid Evil Prince Viserys thinks this allows him to threaten the Dothraki without consequence, as no-one can harm him. Instead they break his arms and pour a pot of molten gold over his head.
- The Bazaar of the Bizarre in Mercedes Lackey's SERRAted Edge novels forbids fighting within, even if you meet your mortal enemy there.
- In Joanne Bertin's Dragonlord series, most cultures have a tradition of an Amousal (also rendered as "a mouse hole" in Assantikan), which is a complex of guest houses where no one staying there can be offered any violence, either from the other guests or from their hosts.
- As of the fourth book in the series, McAnally's pub in The Dresden Files is Accorded Neutral Territory under the Unseelie Accords. The decor is low-tech and old-fashioned, because magic in the Dresden-verse tends to screw up technology. Most of the clientele are humans with very low-level gifts for magic, with occasional visits by heavyweights who need a neutral locale for a meeting. The neutrality of the place seems to be pretty well observed, with very few violations.
- In Small Favor, "Tiny" Gruff, who stands well over 7 feet tall, announces clearly that he's waiting for Harry to leave the bar before duelling him. Murphy intervenes, saying that as a Chicago police officer she can freely shoot anyone who threatens anyone with physical violence in the protection of the city's laws, since Chicago never signed the Accords, and attacking her in turn would violate the Accords since Gruff's people are part of the Accords. "Tiny" Gruff respects her chutzpah, and retreats until Harry leaves the city limits. Mac rewarded her with free beer afterwards.
- In Cold Days, Harry and friends are attacked in the pub again, this time by an Outsider. They are initially surprised given the pub's status, but quickly realize that Outsider's are not concerned with such agreements.
- In Tamora Pierce's book Street Magic, the marketplaces, called souks, are free zones where the many and varied gangs in the city are under truce.
- In Everworld, Fairy Land seems to function this way, because fairies like money and don't mind where it comes from. For an added bonus, the queen brags that not even Ka Anor's armies will attack them, since he needs their market to supply his troops.
- The Star Wars Expanded Universe has Bothawui, home to the Bothans. During the war between The Empire and The Alliance, despite being technically an Imperial world, the planet was a center for intelligence-gathering by all sides in the war and had a reputation for being relatively safe for Imperials and Rebels alike. That is, until the Bothans supplied the Rebels with the plans for the second Death Star.
- Neverwhere: London Below is a hotbed of feuding baronies, fiefdoms, and other factions. But no hostilities are permitted in the Floating Market. The last violation of the Market Truce was three centuries ago, and the violator is still paying the price.
Richard: What happened to him? Was he killed?Hunter: Quite the opposite. He still wishes he was the one to have died.Richard: He's still alive?Hunter: Ish. Alive-ish.
- Gringotts Bank in the Harry Potter books is a truce zone. The goblins have a policy of taking no sides on war between human factions. Because of that, they don't care which stance each client of their bank takes. Despite being a fugitive in Harry Potter and the Prisoner of Azkaban, Sirius Black could order a Firebolt. The bank's truce zone status might have been lost during the events of Harry Potter and the Deathly Hallows.
Griphook: Gringotts is no longer under the sole control of my race. I recognize no wizard master.
- On Gor the location of the Sardar Fair is a general place of truce. No fights to the death are allowed, and nobody may be made a slave. However people can sell & buy slaves there; and it is a cultural requirement of all Goreans to visit at least once before their 24th birthday, so many of the slaves available for sale were actually pilgrims making their way to the Fair.
- Fourtrees from Warrior Cats, and later the Gathering Island. All Clans may freely visit these places, and cats head to them every full moon to share news and chat with each other.
- Meetpoint station in the Chanur Novels is at the intersection of six alien race's territories. All of whom come there to trade.
- The "Rubble Mart" in Literature/The Guardians - the centre of trade in a ruined city where rival gang members who'd normally cheerfully kill each other tolerate each other's presence. The last time trouble broke out, the mart was shut down until the perpetrator's bodies were delivered to it. Even After the End, trade is an absolute necessity for survival.
- The Brotherhood of the Rose by David Morrell. Since the 1930's the major intelligence agencies have established safehouses and retirement villages where no agent can be arrested or harmed by the authorities or another agent. Anyone violating this agreement is tracked down and killed. However the intelligence officials who originally made this agreement, and later their sons, have realised it makes them Not So Different and are working together to sabotage their nation's intelligence operations so that the Cold War doesn't get out of control.
- It is mentioned in Among Thieves that one of the very safe havens from the criminal order known as the Kin is a barbershop, as a result of some kind of Noodle Incident many decades ago.
- In Please Don't Tell My Parents I'm a Supervillain, Chinatown is supervillain territory. Not only are heroes not allowed, but the area's ruler, Spider, keeps the villains from getting out of hand (which in turn keeps the heroes from being tempted to raid the place despite the truce).
- The area of Sahasrara in Quantum Devil Saga: Avatar Tuner is an area where the tribe leaders can come on command of the Church of Karma and all kinds of fighting between tribes is strictly forbidden.
- The Jungle Book story "How Fear Came" reveals watering holes are treated this way during droughts. All animals are allowed to get water without fear of being attacked by predators. Though after Shere Khan finishes drinking, Hathi forces him to go away because he was pissing everybody off by constantly bragging about how he just killed a man for sport.
- Wheel of Time has the city of Far Madding, which has the Guardian that prevents both kinds of local magic. It can be circumvented with very rare devices, but it can also home in on power being used within it's reach, because the designers knew it could be gotten around.
- In the Dragaera novels, there's a hotel in Adrilankha which is considered a "no-assassinations zone" by the Jhereg criminal organization, although precisely why it's considered that is open to speculation. Vlad unabashedly exploits this by staying there when he's in town with a price on his head.
- In the Rivers of London series, the mobile Goblin Fair has a "no motorcycle helmets, swords, spears, glamours or masks" policy, and brawling with a villain they meet there by chance gets Peter, Lesley, and the villain all banned.
Live Action TV
- Game of Thrones: Within the Dothraki city of Vaes Dothrak it is forbidden to shed blood, but Exact Words allow for Loophole Abuse.
- The Highlander franchise: anywhere considered holy ground, be it a church, synagogue, or Shinto temple, is deemed safe refuge for an immortal so long as he stays there. However, this only protects them from other immortals and mortals can still kill them on holy ground.
- Immortal legend has it that the last time two immortals tried to fight on holy ground it was in Pompeii in 79 AD. Everyone knows how that ended.
- Buffy the Vampire Slayer:
Spike: It's Halloween you nit! We take the night off!
- Willy's Bar welcomes demons, vampires and humans alike. Later subverted in "The Zeppo" when it gets trashed and Willy is beaten to a pulp by a bunch of demons.
- Spike explains that Vampires worldwide traditionally establish this once a year on Halloween, abstaining from hunting humans for one night only. When Spike finds out that some newly risen vampires are breaking this rule, it pushes his Berserk Button;
- Caritas, the karaoke bar run by The Host/Lorne on Angel was neutral ground, and via a spell demons were not able to use their powers there - but that didn't stop some humans from invading and killing a bunch of them with the non-supernatural power of Gun Violence. It was rebuilt with new wards to keep anyone from committing violent acts, but that didn't stop Daniel Holtz from throwing a firebomb in from outside.
- The eponymous space station Babylon 5 was built specifically to provide one of these, although it didn't turn out too well in practice.
- Mac's Pub in The Dresden Files.
- V (1983): The weekly series turned Los Angeles into a Truce Zone, although fighters on both sides would circumvent the truce at every opportunity.
- Star Trek:
- Star Trek: The Original Series: The Organian Peace Treaty turns the entire galaxy into this for the Federation and the Klingon Empire. Warfare between the two sides is simply not permitted. The Organians don't seem to object to bar brawls ("The Trouble With Tribbles") or proxy wars ("A Private Little War"). By the time of Star Trek: The Next Generation, the peace treaty seems to have been forgotten, and the Organians are never heard from again.
- Star Trek: The Next Generation: In the episode "Redemption", the capital city of Qo'noS is used as one between supporters of Gowron and supporters of the House of Duras in the midst of the Klingon Civil War. They still seem to be allowed to beat each other up and engage in various competitions, though for a Proud Warrior Race this might be largely indistinguishable from a typical Friday night.
- A Red Dwarf episode featured a zone within a ship where criminal activity could not occur (as in, attempts to break the law would cause the lawbreaker to suffer the consequences he hoped to inflict on someone else). At first, this was played solely for laughs (for instance, Lister's attempted arson causing his own backside to combust), but when a deranged simulant attacked the crew, Lister soon realized how to game the system in his own defense.
- Happy Days: Ralph and Potsie, in the middle of a This Is My Side plot, have put a line down the middle of their apartment and pretend not to hear each other on the "other" side. Richie makes them all stand like tightrope walkers on the line in order to talk to both of them.
- In the Battlestar Galactica miniseries, the Armistice Station was built so that once a year, Human and Cylon representatives could meet. For 40 years, the Cylons sent no-one. The day they finally did, they then proceeded to destroy the station, thus committing the first act of war that began the Fall of the Twelve Colonies.
- Later episodes explore the backstory a bit more, and reveal that the start of the war wasn't that simple - humans had been spying on Cylons, and the Ones had their own schemes going - the Armistice Station is just where we start following events...
- Hong Kong in episode "Piper Maru" of The X-Files. Mulder has to beat up Krycek with his bare hands because of the whole "no guns" thing.
- In the Madam Secretary episode "Blame Canada", the Canadian ambassador allows Secretary of State Elizabeth McCord to meet directly with her Iranian counterpart using the Canadian embassy in D.C. as neutral territory. They would otherwise not have been able to meet privately and salvage the nuclear talks.
- A tradition in Japan (All Japan Pro Wrestling, Wrestle 1) is to have a spot before every show were all the wrestlers, even those who hate each other, get together and pose for a peaceful picture. It's also been adopted by some USA promotions (SHIMMER/SHINE)
- A bowling alley was declared as such by the various factions of Kaiju Big Battel.
- The planet Zenophon in The Space Gypsy Adventures is neutral territory, hence the reason why so many of the eponymous space gypsies like to hide out from the Federal Alliance there. Not that this stops Spiker and Bones from giving Gemma and her friends a hard time...
- In the Old World of Darkness' Vampire: The Masquerade, the Prince of a city can declare a specific place to be Elysium, which acts as a Truce Zone for the vampires of that city.
- Every now and again, truly neutral cities would pop up. Cairo was known for being an independent city, and Vancouver refused entry to both the Camarilla and the Sabbat (enforced by werewolves, until a Revised splatbook suggested the arrangement had changed). For a while, Los Angeles was the "Anarch Free State," and declared free of sectarian concerns.
- The New World of Darkness continues the tradition in Vampire: The Requiem, allowing a Prince (or equivalent figure) to declare multiple areas of the city as Elysiums. The Prince of New Orleans uses this as an offensive tactic - his rival unofficially controls the French Quarter, so the Prince keeps declaring parts of it to be Elysium, meaning that every time something bad happens in one of them, his rival loses face for allowing Elysium to be violated.
- In Geist: The Sin-Eaters, any krewes or individual Sin-Eaters who have beef with each other are advised to put it away during a Carnival, or find a way to solve it non-violently. After all, when you and your rivals all know the trick of coming back from the dead, why bother?
- In Changeling: The Lost, any decent Goblin Market enforces this rule with magical oaths and brutish hobgoblins.
- The Champions supplement Neutral Ground. Sanctuary is a club for super-beings with a strict non-violence policy, where superheroes and supervillains can meet without fighting.
- The fourth edition setting San Angelo combined this trope with Shrine to the Fallen. One park in the city had memorial statues/plaques for deceased heroes, going back to World War II. The park was accepted by both heroes and villains as a no-fight zone. (Well, most villains — the book's cover art showed an exception in progress.)
- The Federation of Arden in Traveller.
- Dragon magazine #71 adventure The Taming of Brimstone. In the eponymous Wild West town, no crimes occur in Jason Scott's doctor's office: the local cutthroats have an unspoken agreement not to endanger Scott, whose medical skills are sorely needed and impossible to replace.
- In Nomine
- Supplement Revelations 1: Night Music. The city of Austin, Texas is neutral ground between angels and demons. They still carry out plots against each other to achieve their goals, but try to avoid the use of direct violence.
- In the original French game In Nomine Satanis / Magna Veritas, in "Chez Régis" angels and demons can drink without fighting each other.
- Shadowrun has Denver in North America and the Free City of Sekondi in Africa. The former is jointly run by the nations of North America as a treaty city, while the latter is an independent city-state with a zero-tolerance policy against violence, where bar fights are taken outside the city wall and any ship-to-ship fight entering the harbor will get both parties railgunned for their trouble.
- Alpha-Omega has several "open cities", where virtually anyone who isn't diseased can get in so long as they play nice.
- Dungeons & Dragons
- Sigil in the Planescape setting. Angels, demons and devils rub shoulders alongside mortal races of all shapes and kinds in there without anyone causing overt trouble. While a certain level of 'mundane' criminal activity is to be expected, those who attempt to turn Sigil into an open battleground are dealt with by the Lady of Pain. The only creatures who aren't allowed in the city are deities themselves; that's the Lady's most stringent rule, and her presence bars them from entering and severely punishes anyone who tries to break them in.
- Forgotten Realms has such places, usually enforced with divine or overwhelming arcane power. 1st Edition supplement Forgotten Realms Adventures: Temples of the deity Mask are neutral meeting sites for all thieves guilds in a town. Most trade cities do this, some more than others. Trademeet (a town on the crossroad of two major caravan routes) for centuries enjoyed Merchantís Peace, said to be declared by Waukeen herself. There's a peer pressure to keep it in the merchant community, and the few who break it soon receive a beating with Laser-Guided Karma just shy of a Bolt of Divine Retribution — e.g. a merchant who tried to hinder another and accidentally caused his drowning soon was hit with a storm which ended the moment he gone down, etc. Skullport — a Wretched Hive ruled by flying skulls who quickly suppress any open fighting. Sshamath — The Magocracy of drow who simply don't care about things that don't concern them or their trade and even for most creatures not getting along with dark elves elsewhere is a fairly safe place to visit — as long as one doesn't breach the peace, that is.
- Manual of the Planes describes the demiplane "Common Ground", a meeting place for deities, where the participants are immune to each other's powers and attacks. It consists of nothing but a large, opulent chamber (150 m in diameter) with a table and chairs around it, as well as portals in the walls to each god's home plane. Mortals cannot enter due to special wards set around the place to prevent eavesdroppers hoping to learn divine secrets.
- The Spire is this when deities require meeting in larger numbers, as all forms of magic, even divine powers, are negated there. The gods are known to meet in council at regular times. The rilmani tend to guard these meetings from nonmagical assaults, as it is in their best interest to do so, being the ones who enforce the Balance of the Multiverse.
- DC Heroes RPG. In the Manchester district of Gotham City, the Manchester Viaduct race track was neutral ground for the street gangs of the district.
- As goes its literary progenitor, so goes The Dresden Files RPG. In fact, the identity and nature of the local Accorded Neutral Grounds is generally considered one of the key facts of any given DFRPG campaign. One of the first (the very first?) published adventure even centers around a coffee shop punningly named Neutral Grounds.
- Top Secret RPG. The introductory module, "Mission 001: Operation Spechanhaltestella," has a non-political medical care facility called "Sanctuary" where agents can get medical care and recover in a safe environment. Those who violate the rules are hunted down and killed.
- Scion has the Great Henge, an otherworldly realm established as neutral ground where Fate itself enforces truce on all who enter, even the Gods and Titans. Anyone who attempts to engage in violence suffers extreme pain and is knocked unconscious for several hours.
- Early on, Terra to pretty much everyone in BattleTech. If you are invited to Earth, you behave. Doesn't matter how many centuries your grudges have run. If you don't listen, you'll find your entire star spanning nation with its Subspace Ansible system shut down by the resident communications monopoly, which might as well ring a dinner bell in the cutthroat military-political universe of the setting.
- On a lesser scale, there's Solaris VII, the Game World, where fighters from all nationalities come to do battle for glory and prizes. As expected, grudges run deep here as well, but they also do not tolerate unsanctioned fights outside the arenas. Especially not with 'Mechs, which they tend to respond to with large numbers of Assault 'Mechs (what with it being a Lyran world and all). The one time in recent memory that widespread factional riots and 'Mech-scale street battles broke out, it was only because order had already begun to break down outside the borders of Solaris itself.
- In West Side Story, the school gymnasium where the dance takes place is neutral ground for the Sharks and Jets.
- S.T.A.L.K.E.R.: Shadow of Chernobyl has a version of this with the "Bar" area... mostly. While there is essentially a cease-fire in effect all the time (on threat of being shot), mercenaries and monsters will occasionally spawn and start wiping out the neutral and duty stalkers in the area and then disappearing before the player arrives in the area, meaning that a previously vibrant area (compared to the rest of the Zone, at least) will slowly, over time, turn into a silent graveyard strewn with previously alive stalkers, with no sign of what killed people. Thankfully, there are Game Mods that fix this.
- Clear Sky on the other hand, has the more traditional approach with weapons-free zones in some areas (the Clear Sky Base, for instance), making them safe places to stay at whilst waiting for sunrise.
- In Call of Pripyat, the neutral settlement of Yanov, formerly a train station, is one of these, with the center third of the main building acting as a neutral gathering place for stalkers from every faction, and the two wings of the building functioning as the area headquarters for detachments of Duty and Freedom forces (who are still officially at war when outside the settlement). The 'town' of Skadovsk, an old shipwreck converted into a fortress, acts as one as well, albeit on a lesser scale since there are no organized factions operating in that area of the Zone.
- World of Warcraft:
- Generally speaking, a zone that is labeled a Sanctuary is a Truce Zone. PVP is not permitted there, whether you're in a PVP server or not. Some of them that are used for events often have Horde and Alliance civilians as background NPCs, but never together.
- The goblins are an independent race and in their cities Horde and Alliance players can trade with each other. Shattrath City houses refugees from both sides and Dalaran City is run by neutral mages; they qualify as well, even going so far as to have an aura forbidding Player Versus Player combat. The Druid enclave, Moonglade, is also a truce zone for Night Elf and Tauren Druids.
- Note that in Shattrath and Dalaran, neutrality is enforced by the rules of the game itself; player vs. player combat is impossible barring one long-ago event or exploits or other glitches. This forms an interesting contrast with the Steamwheedle Cartel goblin cities, in which neutrality is enforced by NPCs. So you can fight with another player there all you want as long as you're prepared for the guards to come down hard on you (or on the other guy for fighting back). For low-level characters, the wrath of multiple city guards at max-level with abilities specifically tailored to protect their city basically means a One-Hit Kill. But for higher-level characters, killing another player of the opposing faction and then fleeing or even beating the guards is sometimes feasible. Then consider that some players actually want to kill the Steamwheedle Cartel guards for a certain achievement, and these goblin cities are much... rowdier than the average Truce Zone.
- Neutral cities in Contested Territory like Booty Bay are Truce Zones as far as story goes. a player can try to PVP an enemy there, but if a guard is within earshot, he'll turn hostile to whoever started it, making it a bad idea.
- "Pocket D" in City of Heroes is a pan-dimensional no-fire zone open to both heroes and villains; party events are held here as are some quests that allow or require mixed hero/villain teams.
- The Midnighter's Club also counts to a lesser extent, as it's basically Cimorea's Lobby. It is one of the two no-combat zones in the game that characters of all alignments can access, however.
- Numerous examples are present in Star Trek Online: There's a Ferengi-operated bar in the Neutral zone, where Klingon and Federation players can both visit, and the entire Deferi Sector block and Borg Sectors are an Enemy Mine variation, where the two factions have set their differences aside to deal with a more important issue (The Deferi are allies of both sides, believing in "Balance", and naturally no one wants the Borg interfering.), Deep Space Nine is a combination of Enemy Mine against the Dominion and a convenient meeting place to speak about Borg issues (the Federation's transwarp gate to Borg space is one sector away, as is Deferi space, which is seeing heavy attacks by the Borg), and the Tau Dewa Sector block are home to another ally of both sides (a Romulan faction, enemy to the Tal Shiar and seeking a new peaceful beginning with its neighbours).
- One reason why there is numerous zones is that (by Word of God) the war is de-facto over by the high-levels as more and more Enemy Mine situations keep cropping up (Borg, Dominion, Iconians, Undine, an Omega-particle producing facility the Voth are trying to take over...) — the Solanae Sphere goes so far as to be an allied zone, where the Klingons, Federation (and aforementioned Romulan faction, who take the lead due to the access-point being in their space) outright call what they have there an alliance.
- Manaan in Knights of the Old Republic is this due to its production of strategically vital medical supplies. Not that it stops violence from happening, mostly instigated by you.
- The neutral zones in Bionic Commando.
- The main towns in Far Cry 2.
- Dogovor in Escape Velocity: Override. Or rather, Pax Station in Dogovor — the description for the station mentions that much of the fighting in the technically-over Voinian War occurs right outside the station.
- Jeuno in Final Fantasy XI is it's own independent nation of sorts and is a neutral area for the three nations of the Middle Lands. More proper to this trope is that it has the highest population of Beastmen than any other player-race city in the Middle Lands. Granted, all of them are Goblins, but still...
- The Freeports in Freelancer (Freeport 1 in Omega-3, Freeport 2 in Bering, Freeport 4 in Magellan, Freeport 5 in Omega-41, Freeport 6 in Tau-29, Freeport 7 in Sigma-17... wait, scratch that, Freeport 9 in Omicron Theta and Freeport 10 in Tau-37. We're not sure where Freeport 3 and Freeport 8 are). Junker bases also serve as less lawful Freeports. In addition to those listed, Freistadt in Omega-7, Battleship Hood in Dublin and Ames Research Station in Kepler are also Freeports.
- Little Lamplight in Fallout 3, no one in your party, not even Jericho, will dare draw weapons in the area.
- In Fate/stay night, the local Church of the city is designated as a safe haven in the Holy Grail Wars. No one is allowed to attack another while there, and Masters whose Servants have been defeated can go there for protection if he's still to be targeted for his Command Spells. We never once get to see it played straight; the resident priest is the Big Bad in the first route and Caster attacks the church and takes it over in the second.
- It held the same status in the prequel, Fate/Zero. And it was played just as straight there: Assassin's Master used it as his base of operations after claiming sanctuary on false grounds.
- The Miko Institute in Sengoku Rance. However, you can actually declare war on it.
- The War Room in Advance Wars: Days of Ruin. It's even pointed out during one mission by two COs from opposing sides.
- In Suikoden III, Thomas decides to establish Budehuc Castle as a truce zone so that everyone can visit freely, revitalizing the neglected property. Eventually, it becomes the player's home base.
- In the original Majesty, every Trauma Inn is one of these, but the in-game effect is minimal except in multiplayer.
- The bars in each hub level of Kingpin: Life of Crime are this, although this would have been far more significant had the game been released how the developers originally envisioned it, with multiple gangs fighting over turf and using the bars as places to hire grunts and enage in diplomacy.
- In the removed PVP worlds in RuneScape, banks and the player's immediate respawn point functioned as these. Though there was a cooldown time between entering the bank while in combat to avoid abusing them.
- Several factions in Nexus Clash have made it their mission to organize these in the middle of the unending apocalyptic war in which the series is set. Would-be truce zones tend to explode in a hilarious fashion eventually and as such are regarded as a form of Self-Imposed Challenge.
- In The Legend of Zelda: Breath of the Wild, monsters do not aggro near towns or stables. Players who have herded Guardians toward these locations have confirmed this.
- The obscure 3DO first-person shooter Immercenary is set in a virtual city where everyone is hostile to everyone else. The "DOAsys" at the center is a no-fire zone where the player may chat with other inhabitants of the game.
- Standard operating procedure in Drowtales: when noble clans feud, they are not supposed to interfere with the economy of Chel or kill civilians or slaves. Thus supposedly, the whole market district, Orthorbbae (a Hogwarts - style elite school), the Black Dragon tavern, etc. are all safe, neutral territory. Needless to say, this rule has gone ignored on a number of occasions, especially by the Ax-Crazy Nidraa'chal clan and the fanatical Kyorl'solenurn clan.
- The Magic Kingdom from Erfworld.
- Homestuck: The Veil is considered neutral territory between the warring Prospit and Derse in every session, so both kingdoms actively used it to house numerous laboratories in which to conduct genetic experiments to breed more chess piece soldiers for their perpetual war. When shit turns sour in the trolls' session, they hide out in one such laboratory which contains genetic experiments from both kingdoms.
- Troops Of Doom has the three factions of snowtroopers on the prison planet Rura Penthe. Granted, their truce is fueled largely by cowardice, laziness and lack of supervision, but it's no less touching for all that.
- The apartment of the main cast in Roommates is used like this by some supernatural forces. The catch is? They never bothered telling them, which leads to several kinds of awkward situations and routinely having tea with Cthulhu.
- The city of Paris in Girl Genius. Ruled by Voltaire (who is a powerful spark in the comic's universe) it is strong enough to avoid being taken over by Baron Wulfenbach (or other sparks) and is a major center for the arts with Voltaire acting as a patron, providing protection and resources as required.
"If you cause trouble here, the Master and his court will find you and, my goodness, one thing a city of art and science can always use is... raw material."
- In The Gamer's Alliance, Bella and Fehr's Crafty Crow inn in Reign is a neutral zone for every faction where no harrassing or bloodshed is allowed. The inn side acts more like a Good-Guy Bar whereas the tavern underneath the inn is a more typical Bad-Guy Bar.
- All of Whateley Academy in the Whateley Universe is considered a Truce Zone: its charter was put together by superheroes and supervillains and super-neutrals alike, and teenagers can attend high school there regardless of their intent or their sponsorship. There's even a recognized school club for children of supervillains, the Bad Seeds. There's also a school club called the Future Superheroes of America.
- In Worm, Brockton Bay has a pub called Somer's Rock that acts as this for the supervillains of the town.
- The Neutral Planet on Futurama is a parody.
- Codename: Kids Next Door has the mall, where children, teenagers, and adults alike are welcome usually with just a bad taste in their mouths. Only really mentioned once in the entire series when they had to trade captured members of opposing sides.
- In Vor Tech Undercover Conversion Squad, The Hero Hudson Roarke and his older brother Lord Matrix use the park that was their childhood playground as a Truce Zone. In between their battles over technorganic dominance of the Earth, the brothers spend time in the park (while Matrix wears a human-looking hologram disguise). Hudson always tries to bring out his brother's lingering humanity in a bid to save him, and Matrix always denies him while trying to get Hudson to accept his vision of a technorganic paradise.
- An airport waiting room (or in this case, a space-port waiting room) usually doesn't function like this, but in the Duck Dodgers episode Deconstructing Dodgers, I.Q. High meets the Martian Queen, Tyr'ahnee there and they take the opportunity to chat. (In fact, the episode suggests they might have known each other before they both had their current jobs.)
- Switzerland. Neutral through two World Wars, destination of many refugees fleeing the Holocaust, home of the Geneva Convention and the International Red Cross/Red Crescent, and until recently, the place to bank large sums of money clandestinely.
- The Free City of Danzig, located on the Baltic Sea and bordering on Poland and Germany, was formed in 1920 when the end of World War I saw many German territories broken off. It was recognized as independent by the League of Nations but fell to Hitler's invasion of Poland in 1939.
- The Hanseatic League was a trading alliance dating back to the 1200s that controlled various free cities all over Europe. Some cities still retain the title although it is mostly honorary - the historical league partially fell apart in the 1600s and completely in 1862.
- Also a subversion. The Hanse was a major power in their own right and anything but neutral.
- Under the partition plan drawn up by the United Nations in 1947, Jerusalem was supposed to be one of these (with the UN serving as administering party). The necessities of the 1948 War led to the de facto abandonment of this particular idea, but it led to the general practice of having foreign embassies to Israel in Tel Aviv rather than Jerusalem, as well as the efforts of a few idealistic (if probably misguided) souls to make the original idea a reality.
- The Joint Security Area in the Korean Demilitarized Zone, shared between North and South Korea.
- At the frontier in the South, there is a mini-museum dedicated to the wildlife and ecosystem that has thrived in the DMZ over the decades, since there is no human presence (aside from a stray mine blowing up a small woodland creature every once in a while).
- The Kaesong Industrial Region is a special example. While Kaesong is a city in North Korea and Pyongyang provides the labor, Seoul gets to provide the funds for the industry. The area is open to both nationals normally, but when tensions arise South Koreans pack up as fast as they can, only to return in a couple of days, sometimes months.
- The Cayman Islands have gained a reputation as a haven for shady business and convenient lack of extradition treaties.
- The Restaurant Karpics in Ankara during World War II was attended by diplomats, spies, and journalists of all sides.
- All of Ankara and Istanbul was like this, really. But Karpics was the "Rick's Bar" of Ankara.
- The New York headquarters of the United Nations are autonomous such that anyone entering there has effective diplomatic immunity, even if they're on a country's most wanted war criminal/terrorist/dictator shitlist.
- This includes all employees. Do not tick off the UN janitors.
- Speaking of New York, there was a proposal by then-mayor Fernando Wood for New York City to become this during The American Civil War, whereby the city would secede from the Union and trade with both Northern and Southern states. Part of this was also the huge Hatedom in New York for Abraham Lincoln.
- Kentucky initially declared neutrality when the Civil War broke out. Within a few months both Union and Confederate troops invaded the State, rendering this moot. The State remained deeply divided throughout the war, with Kentuckians serving on both sides of the conflict.
- Berlin was a bizarro version of this during the Cold War, as half of it was a Western city deep inside Eastern territory yet officially not part of West Germany, and remained that way on the pretense that it was still one city occupied by the four Allies of World War II. As a result, military forces of the UK, France, the US, and USSR all remained in Berlin until the fall of the Wall... and besides becoming a City of Spies, commanders from opposing sides got to know each other a little. Particularly useful was the stipulation that Westerners could enter East Berlin on day passes.
- Tangier—on the Moroccan side of the Strait of Gibraltar—was also this for the longest time, being disputed between various European powers for decades if not centuries before being declared an unfortified and more or less demilitarized international zone under Anglo-Franco-Spanish administration in 1929. It remained that way—with a five-year Spanish occupation during World War II—until Moroccan unification and independence in 1956.
- Hong Kong had elements of this under the ninety-nine year lease. Technically, it was a British territory inside Communist China. In practice, it was an area with far less restrictive laws than the surrounding territories, which resulted in it gaining similar economic and criminal elements.
- The name of Lake Chargoggagoggmanchauggagoggchaubunagungamaugg in Massachusetts means "Fishing Place at the Boundaries — Neutral Meeting Grounds". Locals enjoy messing with tourists by telling them that it means "you fish on your side of the lake, we'll fish on our side of the lake, and nobody will fish in the middle."
- A small but successful example was established during the The Falklands War. The "Red Cross Box" (even though it was a circle) was a designated safe zone for both Argentinian and UK hospital ships. The ships inside communicated and even transferred patients.