Community world · Georgia · 2010

The Dead are Walking, 2010

Urban pressure, Politics focus

A realistic zombie outbreak scenario set in Georgia where the social fabric has disintegrated into predatory chaos. As a necro-pathogen reanimates the hungry dead, the living have retreated into a brutal, patriarchal tribalism where war, exploitation, and systemic violence are daily survival strategies.

Created by Erika

The Dead are Walking, 2010 cover image

Runs

101

Likes

0

Locations

6

Characters

4

World premise

A playable world seed with consequences.

It is March 2010 in Georgia, and the infrastructure of the modern world has been decapitated. The 'Ravaged'—the reanimated, hungry dead—have turned dense urban quarters into labyrinths of rot. In the vacuum left by the state, a predatory social order has emerged where patronage is bought with service and survival is dictates by the whims of local strongmen. The Iron Guard and various opportunistic 'Rats' enforce a brutal, patriarchal tribalism where sexism and exploitation are systemic realities. You begin in a landscape where the living are often more dangerous than the dead, and your life depends on navigating a social field of uneven leverage, material pressure, and the constant threat of violence.

Rising hunger is tightening margins, making the weak more vulnerable to predatory 'protection' rackets.

Local warlord pressures are reshaping who can move through the city and who is confined to the slums.

The Iron Guard's consolidation of power is making household independence nearly impossible.

Survival depends on finding a niche—carrying bodies, running messages, or scavenging—under the gaze of those who hold the guns.

Map

Locations

residential

The Iron Tenements

Vertical slums where the infection spreads through floorboards and the desperate prey on the weak, a vertical maze of soot-stained brick and rotting timber.

market

The Customs Wharf

A heavily fortified zone where food is traded for blood or service, the last functioning exchange point for the living.

hospital

St. Jude’s Infirmary

Overrun with the bitten and the dying; a source of medicine but a labyrinth of horror where the line between patient and threat blurs.

authority

Governor’s Gate

The last bastion of the military, where the elite hide behind flintlocks and bayonets, enforcing martial law on the starving masses.

travel

Shanty Bridge

The only way across the river, choked with abandoned carriages and predatory gangs, a narrow chokepoint of survival and violence.

industrial

The Dead Foundry

A cold factory complex where the 'Zombie Threat' is most concentrated in the dark soot, a labyrinth of machinery and reanimated corpses.

Power

Factions

threat · influence 90

The Ravaged

The endless swarm of reanimated dead characterized by mindless hunger and a total lack of empathy.

political · influence 50

The Iron Guard

A militaristic patriarchy that has devolved into a force of exploitation, treating the vulnerable as currency.

economic · influence 30

The Rats

Opportunistic raiders who haunt the roads, viewing other survivors as sources of loot.

Pressure

Opening rumors

Credibility 68

distressed resident

The Iron Guard is discussing a 'burn-out' of the lower levels of the Tenements to clear the sick.

Credibility 82

market-hand gossip

Prices at the Customs Wharf are about to double because the river route is choked with floaters.

Credibility 45

scavenger whispers

The military remnant at the Gate is looking for 'expendable' runners for a St. Jude’s medicine sweep.

Begin

Start a life inside The Dead are Walking, 2010.

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