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  1. Lowki's The Blood Plague
  2. Lore

The Blood Plague

THE BLOOD PLAGUE

A World After the Fall

Overview

The end of the world did not arrive with fire or silence.
It arrived in emergency rooms, in blood-soaked hallways, and in whispered reports that something was wrong with the dead.

The Blood Plague is not undeath.
It is infection, domination, and adaptation.

One month after the collapse, the world still stands—but it belongs to something else now.


The Fall

The first cases were dismissed as a virulent bloodborne illness. Patients presented with fever, heightened aggression, unusual clotting, and extreme adrenal responses. Hospitals isolated wards. Governments issued vague advisories. Borders remained open.

Then patients began to attack staff.

Then the dead began to move.

Within seventy-two hours, emergency services were overwhelmed. Within a week, cities collapsed under panic, fire, and unchecked infection. Infrastructure failed not because it was destroyed—but because no one was left to run it.

The world did not end.
It was abandoned.


The Blood Plague

The Blood Plague is a parasitic contagion that binds to human blood and nervous tissue. It does not kill its host outright. Instead, it overrides biological and neurological autonomy, preserving physical capability while fragmenting or reshaping consciousness.

Those infected are alive. They breathe. They bleed. Their hearts beat.

They are no longer human.


Transmission

The primary vector of infection is direct blood contact.

  • Bites are the most efficient transmission method

  • Open wounds exposed to infected blood carry high risk

  • Repeated exposure to dried plague residue can infect over time

In heavily contaminated areas, prolonged inhalation of blood-rot particulate can lead to Plague Sickness, a progressive condition that often ends in full infection.

Animals do not become infected.

Humans always do.


Infection Progression

Infection unfolds in stages, varying by individual resistance and exposure level.

  1. Initial Exposure
    Pain, fever, heightened aggression, increased strength and stamina.

  2. Plague Sickness
    Hallucinations, emotional instability, bloodshot eyes, darkening or reddening veins. The infected may remain lucid during this phase.

  3. Dominance
    The plague asserts neurological control. Identity fragments. Behavior becomes erratic or predatory.

  4. Full Infected State
    The host body is fully claimed. Personality and capability depend on variant expression.

Death is not required for this process.

Those who die while infected will reanimate.


The Infected

The infected are not uniform. The Blood Plague adapts to its hosts.

All infected share common traits:

  • Reduced or absent pain response

  • Heightened strength and endurance

  • Accelerated healing

  • Strong attraction to sound, movement, blood, and fear

Crucially, many infected retain memory and motor skills.

This makes them far more dangerous than mindless dead.


Common Infected

The most prevalent strain.

  • Retain basic coordination

  • Can climb, open doors, use tools crudely

  • Often speak in broken phrases or repeated sentences

  • Act in loose packs or wander aimlessly until stimulated

They are the background threat of the world—inescapable, persistent, and deadly in numbers.


Skill Retainers

Some infected preserve near-complete procedural memory.

Common among:

  • Soldiers

  • Police officers

  • Trained fighters

  • Mechanics and operators

These infected:

  • Use weapons instinctively

  • Employ basic tactics

  • Seek cover

  • Exploit terrain

Encountering one is often fatal without preparation.


Vehicle-Capable Infected

Extremely rare. Extremely destructive.

Former drivers, pilots, or heavy equipment operators may retain the ability to operate vehicles they were highly skilled with in life. These infected often act with reckless or deliberate aggression, using vehicles as weapons or tools of disruption.

Most sightings end in mass casualties.


VAMPS (Primal Intellects)

A small percentage of infected do not lose their minds.

They adapt.

Known as Vamps, these infected retain full intelligence, language, and reasoning while being completely bound to the plague’s instincts.

Traits:

  • Strategic thinking

  • Deliberate hunting behavior

  • Territorial control

  • Manipulation and deception

Vamps may communicate, negotiate, or imitate survivors. They often lead packs, establish hunting grounds, and stalk targets over extended periods.

They know what they are.

They do not care.


The Plague and the World

Animals

The Blood Plague does not bind to animal nervous systems. Animals cannot become infected.

However, animals are drawn to:

  • Rot

  • Corpse sites

  • Plague residue

This creates volatile ecosystems where predators and scavengers intersect with infected populations, increasing danger without direct infection.


Plague Hearts

In rare cases, the Blood Plague infects plant matter.

When it does, it forms a Plague Heart.

A Plague Heart is a massive, living plant structure fused with blood-plague biomass. It spreads infection through root systems, spore release, and blood-like sap.

A single Plague Heart can contaminate a town-sized area.

Effects of a Plague Heart Zone

  • Constant blood-rot fog

  • Accelerated infection rates

  • Stronger, more aggressive infected

  • Increased Vamp activity

  • Psychological pressure and hallucinations among survivors

The air itself becomes hostile.

Plague Hearts feed on death, decay, and prolonged fear.

Destroying one can permanently reclaim territory—but doing so is among the most dangerous actions a survivor group can attempt.


One Month Later

Power grids are down. Clean water is unreliable. Cities rot in place.

The infected outnumber the living.

Yet the world is not static.

Hordes migrate. Areas can be cleared. Safe zones can be built. Communities can grow—slowly, painfully, and at great cost.

This is not a story about the end of humanity.

It is a story about what replaces it.