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Types of Infected - Rare

Infected Variant: @Abomination

(Common survivor names: “The Heap,” “Massgrave,” “The Wall,” “Godsblood”)


Stage

Horde convergence — post-stabilization fusion

The Abomination forms when a dense concentration of Shamblers remains compressed together for extended periods—typically within collapsed structures, narrow streets, or sealed zones. Over time, the Animaphage abandons individual host boundaries, allowing muscle, bone, and connective tissue to fuse across bodies, creating a single, shared organism.

It is not a creature born.
It is a crowd that never separated.


Physical Traits

  • Enormous, irregular mass composed of dozens of fused bodies

  • Multiple torsos, limbs, and partial faces embedded throughout the structure

  • Bone and muscle interlock into natural buttressing and armor

  • Skin stretched across seams where bodies have merged

  • No clear front, back, or center—only bulk

Some limbs retain limited movement, dragging or pushing the mass forward, while others are fully absorbed into structural support.


Movement

Abominations are slow beyond reason.

  • Inch forward through sheer mass displacement

  • Collapse floors, walls, and obstacles under their weight

  • Cannot turn easily; redirecting requires environmental resistance

They do not pursue targets.
They advance until something stops them—or breaks.


Motor Skills

Motor function is fragmented and emergent.

They can:

  • Push forward relentlessly

  • Crush obstacles beneath their mass

  • Collapse structures through pressure alone

  • Trap anything caught beneath or against them

They cannot:

  • Use tools or weapons

  • Coordinate actions deliberately

  • React quickly to threats

Their danger comes from presence, not action.


Senses

  • Vision: Nonfunctional; embedded eyes are vestigial

  • Hearing: Extremely sensitive through vibration

  • Awareness: Detects movement via structural feedback

The Abomination feels the city through its bones.


Vocalization

Abominations do not scream.

  • Low, continuous groaning from dozens of lungs

  • Wet, grinding sounds as tissue shifts and stretches

  • Occasional gasping or muffled cries from embedded faces

The sound is constant—
a reminder that many are still alive inside the mass.


Behavior

Abominations exhibit:

  • Directionless forward pressure

  • Attraction to vibration, noise, and structural weakness

  • No aggression, no fear, no awareness of individuals

They often form:

  • Beneath collapsed towers

  • In underground transit tunnels

  • At former evacuation choke points

They do not hunt.
They replace terrain.


Threat Level

Catastrophic (Environmental / Zone-Terminating)

  • Impossible to confront directly

  • Unavoidable once encountered

  • Permanently alters districts

An Abomination’s presence usually marks an area as:

  • Abandoned

  • Quarantined

  • Removed from strategic consideration


Narrative & World Impact

Abominations are why:

  • Entire city blocks are missing

  • Maps become outdated

  • Some places are simply gone

They represent the Animaphage’s final rejection of individuality—
a city’s dead becoming a single, breathing monument to collapse.

Infected Variant: @Matron

(Common survivor names: “Queens,” “Widows,” “Mothers,” “The Screaming Crown”)

Stage
Adult female hosts — late-stage Animaphage expression
Extreme neurological and muscular specialization

The Matron represents one of the most advanced expressions of the Animaphage. Where the Siren is a weapon of disruption, the Matron is a weapon of control. She is not merely infected—she is a focal point around which lesser infected move, gather, and die.

Her emergence is rare.
Her presence is catastrophic.


Physical Traits

  • Tall, powerful humanoid frame

  • Lean but heavily muscled, optimized for speed and violence

  • Reinforced skeletal structure with visible bone ridges along spine, shoulders, and forearms

  • Elongated fingers ending in hardened, talon-like bone growths

  • Jaw structure subtly widened, throat and chest expanded to support vocal output

Skin remains intact and unrotted, stretched tightly over musculature. Veins are visible beneath the surface, pulsing faintly when agitated.

Her posture is upright, predatory, and deliberate—far more aware than any common infected.


Movement

Matrons are extremely fast.

  • Capable of rapid sprints rivaling the Fresh

  • Exceptional agility and balance

  • Can vault debris, scale low structures, and change direction instantly

  • Movement is smooth, purposeful, and controlled

Unlike Shamblers or Brutes, a Matron does not lurch or charge blindly. She hunts.


Motor Skills

Matrons retain the highest degree of motor function observed in infected forms.

They can:

  • Run, leap, and strike with precision

  • Use claws to rend, grapple, and dismember

  • Navigate complex environments with ease

They cannot:

  • Use tools or weapons

  • Perform fine mechanical tasks

Their attacks are efficient and lethal, guided by instinct sharpened into something resembling intent.


Senses

  • Vision: Poor at distance, but better than most infected at close range

  • Hearing: Exceptionally acute

  • Spatial awareness: Heightened—Matrons appear capable of tracking movement patterns over time

They react not only to sound or motion, but to disturbance—areas recently traversed, vibrations through structures, shifts in infected behavior.


Vocalization

The Matron’s scream is her defining trait.

  • Low-frequency, piercing wail capable of carrying nearly a mile

  • Causes severe disorientation, pain, and temporary hearing loss in humans

  • Can rupture eardrums at close range

Unlike the Siren’s raw, panicked scream, the Matron’s call is controlled—used deliberately to summon, direct, or overwhelm.

Her scream can:

  • Draw infected into coordinated surges

  • Trigger frenzied behavior in nearby hordes

  • Shatter morale and communication among survivors

Silence around a Matron is often brief—and deadly.


Behavior

Matrons exhibit the most advanced behavioral complexity of any known infected.

They demonstrate:

  • Territorial control

  • Tactical repositioning

  • Apparent command over nearby infected movement

Shamblers and Brutes instinctively cluster around a Matron, forming dense, dangerous concentrations.

She does not wander.
She holds ground.


Threat Level

Catastrophic

  • Lethal to small groups

  • Capable of collapsing fortified positions

  • Often the final reason entire districts are abandoned

Direct confrontation is strongly discouraged.
Engagement protocols emphasize avoidance, suppression, or overwhelming force.


Narrative & World Impact

Matrons are why:

  • Entire zones become permanently uninhabitable

  • Bastion patrols reroute rather than clear

  • Survivor legends speak of “cities that scream”

They represent the Animaphage at its most evolved—
not decay, not chaos,
but dominion.

Infected Variant: @Tyrant

(Common survivor names: “Kings,” “Alphas,” “Wardens,” “The Ender”)


Stage

Late-stage apex mutation — rare, unstable convergence

The Tyrant represents the Animaphage at its most complete and catastrophic expression.
Unlike other infected, the Tyrant is not a byproduct of time alone. It emerges only when a host survives prolonged infection under extreme environmental pressure—constant combat, territorial isolation, and high biomass consumption.

Where other infected degrade, the Tyrant refines.


Physical Traits

  • Massive, heavily muscled frame far exceeding human proportions

  • Dense bone plating along shoulders, spine, forearms, and skull, Giving it a bone mask and blade like bones from it's forearms.

  • Skeletal protrusions grown inward as reinforcement, not outward deformity

  • Thickened neck and jaw structure, optimized for force rather than vocalization

  • Skin taut, scarred, and intact—no decay, no exposed organs

  • Eyes fully functional, bright, and focused

The Tyrant does not look diseased.
It looks engineered.


Movement

Despite its size, the Tyrant is terrifyingly fast.

  • Capable of sustained sprinting

  • Explosive bursts of speed over short distances

  • Ground-impact locomotion — each step carries weight and intent

  • Moves directly toward targets with minimal wasted motion

There is no shambling.
There is no hesitation.


Motor Skills

The Tyrant possesses the highest level of motor function observed among infected.

It can:

  • Grasp, crush, and tear with deliberate force

  • Break through reinforced barriers

  • Track moving targets visually

  • Adjust attack patterns mid-engagement

It cannot:

  • Use tools in a human sense

  • Communicate

  • Be distracted once engaged

Its movements are purposeful, not instinctive.


Senses

  • Vision: Fully intact, sharp, and actively used

  • Hearing: Acute, though secondary to sight

  • Spatial awareness: Exceptional

The Tyrant hunts by seeing, not listening.
It watches before it strikes.


Vocalization

The Tyrant is largely silent.

  • Deep, resonant breathing when exerted

  • Low-frequency growls during territorial agitation

  • Rare roars used not to call—but to warn

When a Tyrant vocalizes, it is already too late.


Behavior

The Tyrant is extremely territorial.

  • Will attack anything entering its domain

  • Shows no distinction between infected and uninfected

  • Does not form or lead hordes

  • Actively drives lesser infected away or destroys them

It does not cooperate.
It does not migrate.
It rules.

Territory held by a Tyrant becomes a dead zone—silent, empty, and avoided by all life.


Threat Level

Catastrophic

  • Considered unsurvivable by conventional means

  • Capable of wiping out entire enclaves alone

  • Bastion doctrine mandates total evacuation if confirmed

Engagement protocols universally state:
Do not fight. Do not observe. Leave.


Narrative & World Impact

The Tyrant exists as proof that the Animaphage is not merely a plague—but an evolutionary force.

It is why:

  • Certain districts remain untouched for decades

  • Maps include blank zones marked only with warnings

  • Survivor legends speak of “watchers in the ruins”

The Tyrant is not hunger made flesh.

It is dominance.
It is selection.
It is the Animaphage deciding what deserves to remain.