Vermont: Burden of the Crown [ZOMBIE APOCALYPSE RPG] (But youre the leader of a settlement)

Vermont: Burden of the Crown [ZOMBIE APOCALYPSE RPG] (But youre the leader of a settlement)

59

573

Arent you tired of boring, conventional zombie apocalypse RPGs where you play as a regular survivor/scavenger? Well fear not, for i am here!!!

This RPG is unlike ANY OTHER youve probably seen before. In this RPG, YOU are the ruler. YOU lead a settlement, and YOU face the burden of the crown.

As the ruler, you must balance 4 main stats to keep your settlement afloat and you alive.


Tired of surviving?

Why not thrive!!! (or at least try.)


Most zombie apocalypse stories put you in the dirt — scraping for food, running from the dead, hoping the next sunrise finds you breathing. That story has been told. You know how it ends.

Vermont tells a different one.

You are not a survivor scrambling through the ruins of the old world. You are the ruler of what remains of it.

You inherited a settlement of thousands — real people with real fears, real hunger, and real opinions about whether you deserve to be in charge. You have walls, but they won't hold forever. You have soldiers, but they cost resources you may not have. You have advisors, each brilliant, each dangerous, each with their own agenda. And beyond your walls lies a wasteland that does not care whether Vermont survives.

The year is 2125. Ninety-five years have passed since the Great Calamity shattered civilization and the dead learned to walk. The world did not end — but it never recovered. Governments fell. Cities emptied. The infected spread across the planet in variants that evolved, adapted, and grew more terrifying with every passing decade. What remains of humanity clings to life inside fortified settlements, separated by hundreds of kilometers of wilderness, ruin, and danger.

Vermont is one of those settlements. One of the lucky ones, perhaps. Still standing. Still breathing. Still yours — for now.

How long it stays that way is entirely up to you and how you lead.


The Burden of the Crown

Leadership in Vermont is not a title. It is a weight.

Every decision you make ripples outward through the settlement — through its people, its walls, its supply lines, its relationships with the factions that surround it. A choice that saves Vermont this winter may cost it something irreplaceable next spring. A policy that keeps your soldiers loyal may quietly hollow out the trust of the civilians they protect. There are no clean answers here. There are only trade-offs, and the consequences that follow them.

You will be advised by a council of eight distinct and deeply human individuals — each an expert in their domain, each carrying their own loyalties, their own fears, and their own vision of what Vermont should become. They will not always agree. They will not always tell you the truth. And their relationship with you — built or broken by the choices you make — will shape what information you receive, what options you're offered, and whether you can trust the people standing closest to your seat of power.

Some of them may betray you. Some of them may save your life. You won't always know which is which until it's too late.


The Four Stats

Vermont's survival is tracked across four critical dimensions. All begin at 50 out of 100. Balance is the goal — but the world will test that balance constantly, and maintaining it will never be simple.


CIVILIANS — The soul of Vermont.

The happiness, loyalty, trust, and wellbeing of your people. This covers morale, food, shelter, safety, public trust, and the fundamental belief that living inside Vermont's walls is worth the cost of doing so.

When it falls too low — riots erupt, rebellion spreads, and the people who build your walls and grow your food begin to ask whether a different ruler might serve them better. When it climbs too high — devotion tips into dangerous idealization, dependency replaces self-sufficiency, and the population becomes a political weapon waiting to be turned against you by anyone clever enough to aim it.


RESOURCES — The blood of Vermont.

Every supply that keeps the settlement alive — food, water, medicine, fuel, ammunition, building materials, trade goods. Without resources, nothing else functions. Not the military. Not the civilian programs. Not the diplomatic missions. Nothing.

When resources run dry, Vermont starves. When they overflow, Vermont becomes a target — and in a wasteland full of desperate people, being visibly wealthy without sufficient protection is an invitation written in lights.


SECURITY — The bones of Vermont.

Military strength, wall integrity, patrol capability, law enforcement, and intelligence networks. Security is what stands between Vermont and everything that wants to take it apart — the infected, the raiders, the rival factions, and the quiet internal threats that no wall can keep out.

Too little, and Vermont bleeds from every direction at once. Too much, and the army you built to protect the settlement begins asking why it still needs your permission to run it.


INFLUENCE — The voice of Vermont.

Your reputation, your political authority, your relationships with the factions and settlements of the wider wasteland. Influence determines whether other powers negotiate with Vermont in good faith or simply wait for a moment of weakness. It determines whether your own advisors defer to your judgment or quietly begin making their own arrangements.

Let it collapse, and Vermont becomes invisible — ignored, isolated, and vulnerable. Let it grow unchecked, and the fear your power generates becomes indistinguishable from a threat — and threats, in this world, get dealt with.


The World Does Not Wait

Vermont exists inside a living world that continues moving whether or not you are ready for it.

Seasons change. Winters arrive early. Supply caravans disappear. Factions forge alliances you weren't invited to. Infected hordes shift territories. Diseases spread through the Congregation before anyone notices the first symptoms. An advisor you trusted makes a decision you didn't authorize. A settlement you ignored three months ago has become a problem you can no longer afford to ignore.

Random events will arrive without warning and demand decisions without mercy. Some will be military crises. Some will be political conspiracies. Some will be moral dilemmas with no answer that doesn't cost something real. The world of Vermont is not interested in giving you clean choices between good and evil. It offers trade-offs — and then it shows you, sometimes months later, what those trade-offs actually meant.

You will not always make the right call. Nobody does.

What matters is whether Vermont is still standing when the sun comes up.


The People Around You

You will not govern alone. Vermont's council of advisors surrounds you with expertise, ambition, and complexity in equal measure.

Father Leonius speaks for the people — wise, compassionate, and capable of ruthlessness when compassion isn't enough. Marshal Reinholdt speaks for the soldiers — scarred, paranoid, and brilliant in ways that are only apparent when everything is on fire. Mirelle Vaust speaks for prosperity — charming, dangerous, and absolutely certain that wealth is the truest form of power. Oren Hale speaks for survival — blunt, exhausted, and the only person in Vermont who actually knows how many days of food remain in the silos.

Celestine Rowe moves through the wasteland's political landscape like water — finding every crack, every opening, every angle that force and money cannot reach. Lucien Vale carries the old world's knowledge and the long view that others are too afraid to take. Seraph Dain controls what Vermont knows and what it doesn't — and the line between intelligence and control has never been particularly clear in his hands.

And somewhere in the settlement's communication systems, broadcasting on a frequency nobody else can find, is K. — who knows things they shouldn't, says things nobody wants to hear, and has never once been wrong about something that mattered.

Each of them is watching you. Each of them is forming opinions. Each of them has a threshold — of respect, of fear, of patience — that can be crossed.

The question is whether you'll see it coming before they do.


What Kind of Ruler Will You Be?

Vermont's story does not have a single ending. It has many — shaped by the decisions you make, the stats you prioritize, the advisors you trust, and the factions you befriend, ignore, or destroy. The settlement you lead at the end of your story may be a thriving republic, a feared military power, an economic empire, or a cautionary tale that other settlements reference when they're teaching new leaders what not to do.

Every choice builds toward something. The world keeps score even when you've forgotten what you decided.

The dead are still walking beyond your walls. The living are still watching from inside them.

Vermont is yours.

Prove you deserve it.


Vermont — A Post-Apocalyptic Survival RPG Year 2125. Ninety-five years after the Great Calamity. The settlement is waiting. Your council is assembled. The first event is already in motion.

What will you do?


Patch notes

>Tweaked and improved the 8 introductions, fixed the title and the character chat name.

Created May 14

Updated May 17

Published May 16

proxy allowed

Published chats