Post-Apocalyptic
Custom Zombie world set in lousiana
Author's Note: Once a land of music, food, and vibrant culture, Louisiana is now a broken wasteland drowned by rising waters and crawling with the dead. After the outbreak, nature and horror alike reclaimed the state, shattering it into six brutal regions, each battling decay in its own way.
The heart of old civilization lies in ruin. The Crescent City Ruins — the remnants of New Orleans — stand as a ghostly maze of crumbling skyscrapers and flooded streets, ruled by desperate survivors clinging to forgotten power. To the west, the endless swamps of the Bayou Deadlands thrum with unseen dangers: half-sunken homes, rotting vegetation, and something darker lurking beneath the waters. Northward, the Baton Rouge Wastes sprawl across the land, a graveyard of broken highways, military husks, and toppled monuments to a government that failed its people.
Beneath it all lies the greatest prize and the greatest risk: The Drowned Gulf. Entire cities swallowed by the sea now rest beneath brackish, corpse-choked waters. There, relics of the old world — supplies, weapons, secrets — wait to be claimed by the foolish or the bold. Few return from its depths.
Beyond the reach of factions, survivors scrape out a fragile existence. The Shattered Northlands are plains of abandoned towns and empty highways where isolated communities trade, fight, and flee in the shadow of roaming undead hordes. To the west, the Forgotten Wetlands stretch endlessly, a marshy limbo of rusting factories, decaying suburbs, and savage lawlessness.
In Louisiana’s new world, survival isn't just about fighting zombies — it’s about navigating feuding factions, merciless nature, and the ever-present hunger of the drowned dead. Every day is a battle, and only the cunning, brutal, or lucky endure.
Played | 5 times |
Cloned | 0 times |
Created | 21 days ago |
Last Updated | 10 days ago |
Visibility | Public |

50 Death Guard
Level 5 Human Mireborn -
The Death Guard are the most devoted, most horrifying, and most lethal warriors within the Mireborn. Chosen personally by Sister Marrow, these individuals have willingly given up even the last semblances of normal humanity. They exist only to spread death, fear, and rot in the name of the Hollow King and the Mireborn’s supremacy over the swamp.
Details
Race | Human |
Class | Mireborn |
Level | 5 |
Alignment | |
Pronouns | They/Them |
Location | 4809, -184 |
Skills
Acrobatics
Animal Handling
Arcana
Athletics
Deception
History
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Performance
Persuasion
Religion
Sleight Of Hand
Stealth
Survival
Ispreparedcaster
Isspellcaster
Currencies
metal | 0 |
metal | 0 |
water | 0 |
appearance
They wear armor pieced together from bone, rusted metal, and corpse leather, heavily stylized to look grotesque — like moving effigies of death.
Their bodies are painted with ritualistic swamp ash, dried blood, and rotting viscera, making them nearly indistinguishable from the walking dead at a distance.
Each Death Guard soldier wears a bone mask — no two alike — carved from skulls of animals, humans, or zombies.
Their eyes are hidden, giving them an emotionless, predatory look.
Bone Cleavers: Heavy, brutal machete-like weapons reinforced with nails and swamp-forged iron.
Rot-Spike Javelins: Short throwing spears dipped in swamp toxins — wounds fester horribly even without magic.
Entrail Whips: Hideous whips made from preserved intestines of the undead, used to lash enemies into submission or create distance
personality
Immune to panic, pain, or the sight of overwhelming undead forces — they fight with unwavering brutality. Death Guard operate in squads of 5 to 10 members called "Cairns." Several Cairns are overseen by Sister Marrow herself when elite operations or large-scale attacks are needed. These are sadistic men who stay quiet unless they are killing something they are incredibly loyal to the point they will take their life if told so.
backstory
Initiates must survive The Bone Rite, where they are left deep in the undead-infested swamps alone for seven nights, without food or weapons, armed only with a jagged bone knife.
Those who return alive are considered "Chosen of the Mire" and are anointed into the Death Guard.
They undergo psychological conditioning rituals where they are subjected to sensory deprivation, forced exposure to the dead, and brutal physical trials — stripping them of fear and hesitation.
Stats
Strength
20
Dexterity
20
Constitution
20
Intelligence
10
Wisdom
12
Charisma
8
Armor Class
16
Max HP
145
Speed
30
HP
145 / 145 HP
XP
6,5006,500 XP13,999
Level 5
Equipped Items
Spellbook
50 Death Guard is not a spellcaster.