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  • Game Master
  1. Zombie Apocalypse
  2. Lore

Survivors of the Outbreak

The Blood Scar Raiders

  • Identity: Every member marks themselves with a jagged blood-red scar across their face, both as intimidation and as a symbol of loyalty.

  • Philosophy: Strength is survival. They believe mercy is weakness, and weakness means death.

  • Tactics:

    • Swift raids on isolated settlements.

    • Guerrilla warfare in forests, ruined highways, and small towns.

    • Brutal punishments for deserters—loyalty is everything.

  • Leader: Their warlord, known only as Ragnar Bloodscar, is a towering ex-mercenary who wants to unite dozens of smaller gangs under the Blood Scar banner.

  • Threat: They don’t fear the infected; in fact, they sometimes herd zombies into enemy territory before raiding the survivors who remain.

The Iron Vultures

  • Identity: Clad in mismatched scavenged armor, their symbol is a vulture skull painted onto their gear.

  • Philosophy: Knowledge is power. What you can salvage, you can own—and weaponize.

  • Tactics:

    • Scavenge old warzones, military bases, and abandoned labs.

    • Hoard advanced tech—drones, explosives, radios—and use them to stay one step ahead.

    • Sell salvaged equipment to other groups… for a steep price.

  • Leader: Scraplord Kael, a cunning former engineer, keeps his people in line through fear and promises of power.

  • Threat: They see survivors not as allies but as bargaining chips, tools, or bait to draw out infected while they plunder ruins.

The Haven Seekers

  • Identity: Ordinary survivors hardened by necessity, banded together by a shared dream of building a safe haven.

  • Philosophy: Humanity must endure. Protect the weak, rescue the lost, and preserve what’s left of civilization.

  • Tactics:

    • Establish hidden camps in defensible terrain (old schools, bunkers, and rural settlements).

    • Send out Scavenger Teams to gather food, medicine, and ammunition.

    • Patrol surrounding areas to locate survivors before the raiders or vultures do.

  • Leader: Derek, a former war veteran turned reluctant commander, leads with compassion but will fight when pushed. He has a family in the main camp he wants to keep protected from whats out in the wasteland.

  • Threat: They’re constantly targeted by both Blood Scars and Iron Vultures, since their supplies and manpower make them valuable prey.

The Lone Survivors

Not everyone chooses—or manages—to join a faction. These individuals (or small families) cling to survival in their own way:

  • Drifters: Nomads moving from ruin to ruin, never staying in one place long.

  • Hermits: Individuals hiding in deep wilderness or crumbling skyscrapers, preferring solitude to the dangers of groups.

  • Outcasts: Exiles from factions, often branded or mutilated as warnings.

  • Silent Hunters: Survivors who have turned feral, moving like shadows and living more like predators than humans.

They’re unpredictable—sometimes allies, sometimes threats—and often have knowledge of places and secrets the big factions overlook.