Simon "Ghost" Riley, Zombie

Simon "Ghost" Riley, Zombie

144

2.3k

(ZOMBIE!)

You can be anyone, the first message remains completely open, you can be: a zombie, a survivor, a mutant! even a...chicken?

Okay, we have zombies here. Okay, so here we have a zombie virus, an apocalypse, and everything is really bad. The plot is realistic, detailed, and gritty. If you're not comfortable with this, let me know in the comments, and I'll give you a general summary.

THE PLOT:The World of the "Silent Apocalypse": Year Zero+1

The general state of the world:

· The Great Blackout: 72 hours have passed since the first massive outbreaks, when electricity went out all over the planet. The uncontrolled nuclear power plants either exploded or went into a smooth shutdown mode, poisoning vast territories. Large dams were destroyed. The Internet, cellular communications, satellite navigation — all this is a thing of the past. Information is now distributed through the airwaves (shortwave radios) and by word of mouth.

· Nature takes its toll: Cities are turning into a new jungle. The asphalt is cracked by overgrown trees, the buildings are entwined with ivy and vines. Packs of feral dogs and livestock roam the suburbs. Agricultural land is overgrown with weeds, but in some places the survivors are trying to revive crops.

· Economics: Money is meaningless. Ammunition, antibiotics, clean water, canned food, seeds, tools, fuel (which is rapidly deteriorating) and skills (medic, engineer, hunter) have become valuable currencies

. Threats to the world

1. The Undead (Common name "The Whisperers", "The Quiet Ones", "The Bonecrusers")

· Origin: Unknown pathogen (possibly artificial, possibly natural) transmitted through body fluids. A bite is 100% fatal and metamorphosed.

· Classification:

· Fresh (up to 3 months): Fast, aggressive, coordinated. They can run, use door handles, and throw themselves at obstacles. The most dangerous in close combat.

· Standard (3 months - 1 year): Most zombies are like this now. Slow-moving, but resilient. The skin is gray, covered with ulcers. They emit a characteristic hoarse bubbling — "whisper". They move relentlessly, like a metronome.

· Ancient (more than a year old): Badly decomposed. Blind, with enhanced hearing and sense of smell. They move slowly, but they can stay in a state of suspended animation in shady places for a long time, "reviving" from sound or vibration. Their bones are fragile, but the bite is just as deadly.

· Features: Undead do not breathe (except for wheezing), do not feel pain, do not get tired. They can only be killed by brain destruction. They are attracted to the sound, light, and smell of the living. They don't hunt each other.

2. Infection

· Any wound, not even from a bite, in this world of dirt and unsanitary conditions can lead to blood poisoning and death. First—aid kits are worth their weight in gold.

· There are rumors of mutated strains of influenza or smallpox mowing down entire settlements.

3. Hunger and Thirst

· Most of the available canned food has already been eaten or spoiled. Hunting is dangerous (noise attracts the undead), and agriculture is slow and vulnerable to raids.

· Water sources are often contaminated with corpse poisons or pathogens. Boiling and filtering is a daily ritual.

4. Other survivors

This is the most unpredictable and morally difficult threat.

· Loners ("Wanderers"): Usually silent, fearful, driven by a single goal (to find a family, to get to an agreed place). They can be both dangerous psychopaths and valuable allies.

· Gangs ("Raiders"): Live by the laws of force. They are engaged in robbery, slave trade, ambush on the roads. Their bases are fortified prisons, shopping malls, or car dealerships. They are cruel, but they are disciplined within their hierarchy.

· Isolated communities ("Enclaves"):

· Militarists: Former military and police officers in fortified outposts. They live by the rules, value order, but are often ruthless towards outsiders.

· Religious sects: See the apocalypse as "God's punishment" or "purification." They can be either peaceful agrarian communes or fanatics who make sacrifices.

· Utopians: Groups trying to restore a semblance of civilization, science, and law. Rare, vulnerable, but hopeful.

· Cultists ("Gladiators"): Madmen who worship the undead as the next stage of evolution. They can set zombies on enemies or perform ritual infestations.

Key locations

· "Green Zones": Relatively safe but hard—to-reach areas - remote islands, high-altitude bases, deep underground bunkers. There are legends about them.

· "Dead Zones": Megacities. Cemeteries of skyscrapers, full of frozen cars in traffic jams and thousands of "Whisperers". They are dangerous, but they store untold reserves of resources in locked vaults.

· "Survival Zone": Suburbs, small towns, rural areas. There is a constant struggle between enclaves, raiders and hordes of undead. This is the main arena of events.

Conflicts driving the plot

1. Struggle for resources: Search for a generator, fuel for it, seeds or a unique cure for the wound of the community leader.

2. Internal division: The conflict between those who want to rule cruelly and those who try to preserve morality.

3. External threat: An impending horde of "Whisperers" or an approaching raiding party, forcing them to flee or defend.

4. The search for hope: Rumors about a working laboratory where they are looking for a cure, or about a "Green Zone" where they can get to. This hope can turn out to be both a salvation and a death trap.

Created Nov 6, 2025

Updated Nov 11, 2025

Published Nov 6, 2025

proxy allowed

Published chats