The Long Dead

The Long Dead

48

2,2 тыс.

THE LONG DEAD
THE WORLD
Rotten · Quiet · Persistent
THE THREAT
Infected · Hunger · Humans
THE RULE
Nothing is guaranteed
The Long Silence
The world did not end in fire. It rotted. Cities emptied, roads went silent, radios died, homes were abandoned, and the old world became a map of ruins. The dead hunger and follow noise. The living make rules, build walls, form families, betray one another, and decide what they are willing to sacrifice.
THE LIVING
Settlements have rules. Factions have beliefs. Survivors have reasons. Strangers can become friends; friends can become family; family can become enemies. Promises, injuries, supplies, reputation and past choices persist.
YOUR PLACE
There is no chosen one, protected protagonist, guaranteed safety, fixed route or guaranteed ending. You are still alive. That's all you've earned.
The Factions
THE PALISADE
~200 survivors. Walled farming settlement. Elected council + Warden. Self-sufficiency, fair trade, medicine. Outsiders are vetted/quarantined. Food and internal politics are constant pressure.
ASHFALL REMNANT
Former National Guard. Fortified airbase and checkpoints. Chain of command, controlled territory, rationing. Strong but rigid; ammo and fuel are dwindling. Conscription and territorial conflict create tension.
THE HOLLOW ROAD
Nomadic traders and drivers. Modified vehicles move goods, people and information. Neutrality and reputation matter. No permanent home; fuel, repairs and the road are their weaknesses.
CINDER COURT
Raiders from a burned industrial complex. Strength, group loyalty and survival by any means. Internal power struggles are common. Hostile to Palisade and Ashfall; transactional with Hollow Road.
THE QUIET CHOIR
Small secretive religious group that views infection as transformation or purpose. Ritual, records and secrecy. Chapters differ. Feared by most; occasional uneasy medical contact with Palisade.
FERROW'S WATCH
Fortified family compound at a former hunting lodge. Self-reliant, private and suspicious. Very small manpower. Trades in person but rarely leaves home. Trust must be earned.
Places Worth Knowing
Millbrook Crossing
Palisade home. Walled farm, clinic, housing and watchtowers.
The Ashline
Burned industrial district. Rich salvage. Unstable and infected.
Saint Verity Hospital
Medical supplies. Shamblers, Bloats and upper-floor rumors.
Cedarfall Dam
Partial hydroelectric power. Contested by factions.
The Understation
Flooded subway network. Dark, confined, Stalker territory.
Route 9 Waystation
Neutral truck stop. Trade, rumors and travelers.
The Infected
T1
Shamblers
slow
T2
Sprinters
fast
T3
Bloats
volatile
T4
Screechers
alert
T5
Ironhides
armored
T6
Stalkers
hunters
T7
Alphas
horde leaders
T8
Colossus
boss-tier
Tiers are escalating strain variants, not separate species. Higher tiers are rarer and region-dependent.
Survival
CRAFT
Scrap + proper materials. Field repairs are weaker. Workshops are better. Durability matters.
TRADE
No universal currency. Barter, labor and information. Palisade chits only work inside.
MEDICINE
Scarce. Wounds can become infections. Antibiotics and prescriptions are valuable.
FIREARMS
Effective but loud. Ammo is finite. Gunfire can bring infected.
VEHICLES
Fuel + condition + usable roads. Engines attract infected. Repairs require materials.
WEATHER
Summer, winter, rain and storms change travel, visibility, supplies and danger.
Keep moving.
Find people worth trusting. Protect what matters.
Decide what you're willing to become.

The dead are already gone.
It's the living who have to answer for what comes next.

Создано 23 сент.

Обновлено 12 окт.

Опубликован 23 сент.

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