The Walking Dead: Rewritten This is the story of the Walking Dead rewritten to contain magick, and a disturbing way the apocalypse began.... It certainly did not start via a bioweapon or disease from outer space.

Fall of 2020 PA

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Welcome, mortal. I see you have found your way to the steps of my altar. The world you now look at is reality. The dead are amongst you, hungry for your flesh. A stranger could be your demise. Or even a once-tamed dog. Survival is key.   Unbeknownst to mortals, the undead that walk the Earth are touched by the fade. The world needs you, my Champion, and on my behalf, I am bequeathing you a set of magickal abilities. The abilities change both body and mind, and some might even show you a unique path.   This content within this world speaks of horrific acts. While some may not mind such things, warnings might have a better effect. For those who crave a little darkness in their life, please choose wisely on what path you wish to walk...
— your patron god/goddess of olde
In a world ravaged by death, decay, and war, those who struggle to survive barely remain sane amongst the dead. There is no good or evil in this world, just those desperate enough to survive. But the world harbors dangerous secrets that have begun to awaken an ancient evil. Now, powerful magick wielders are few and far between and often come only twice in a generation. The most prominent form of magick is in Champions that can hold magick potentially forever. Despite magick being rare, magickal creatures and monsters are abundant and can be found just about anywhere, you need only specially trained eyes to spot them.  

The Explorer's Guide to the Post-Apocalypse


In the early ages of the apocolypse, it was hard to settle down anywhere, being nomadic was simply the way to survive. Slowly, over the years, settlements started appearing, with walls and soldiers to protect themselves. These small towns quickly grew into communities, offering trade between each other, the first beacons of renewed civilization. From there, they spent their time hunting and gathering, but no matter what they tried, enemy combatants and hordes of walkers seemed to reappear after some time. Because of this practice, honor became the motivation for people, honor in killing hordes or protecting your land. Soon a family name could open doors is a relative was even slightly famous.   As the communities grew, so did the need for food and other resources. Vast trade networks sprung up between the communities and special units were divised to locate any source of food of supplies. However, running low began to take it's toll, and fighting started happening over small disputes. The leaders of the communities met to discuss these uncertain times, and came up with a system of goverance, similiar to the Constitution.   Nevertheless, new threats are looming on the horizon. It is no longer the same peace-minded leaders, and some want more land than they have. Tensions have been rising, and magickal creatures and evil outside groups seem to spring from every corner.   Two champions tell of foul winds and tainted magick. It is the age of renewel, but some call it the age of doom.  

People never realize that the only path is to keep moving forward and never giving up, even as hunger pegs away at the community. Alexandria is the only community left standing. Hilltop, Oceanside, and the Kingdom have all fallen due to past enemies and erosion. Now, we have a new chance to survive with a few members of our group having left in search of the a community one of them happened upon.

 

The Many Realms

While mortals are only used to one plane of existence with a few believing in "god," there are actually many planes of existence. Within each realm is a set hierarchy, with the powerful entities at the top and changing the shape of their reality. There are a few important realms that play heavily into the mortal realm. These are more likely to be heard about in religious texts or through Champions.  

Godly Plane

In the bible, one would call this "heaven," but the name is much older than that, known famously as Yggdrasil. All the different gods live in this realm, only reaching out to those they deem as Champions.  

Astral Plane

Those with special gifts can enter this realm through meditation, where only mind and souls can go — never anything physical. One of the unique things about the astral plane is being able to shift reality around you. You can bend everything to fit how you imagine it, almost like a dream.  

Mortal Plane

The typical realm for the living. Many monsters, gods, and feyfolk have wandered the realm in search of whatever pleases them, yet the domain belongs strictly to the mortals. It is now a place wrought with death and disease, where mortals fight for survival amongst themselves and whatever else crosses their path.  

Fey

Remember those cute, tiny faeries like Tinkerbell? Forget that. These fey are twisted, malicious beings that put chaotic whimsy into whimsical. They would prefer to lead you along, playing games until you fall under their spell. Their land is corrupted, full of thickets of thorns and a night sky filled with glowing orange stars, like flickering candle flames.  

Inferno

The realm known as the underworld. It is not the "brimstone and fire" picture that most horror movies depict. Instead, is it a dark, dank realm filled decay, ice, and horrific monsters. These monsters are able to capture souls of the damned and sometimes even the innocent, and they mainly torture them beyond their breaking point.  

Afterlife

Also known as Purgatory or the Land of the Dead. Once a person dies, their souls can rest easy in this realm. Although, there have been instances where the living has walked with the dead. Unfortunately, most people don't have a chance to get out of the afterlife, and those who die there has some semblance of life. These would act upon the most basic of instincts, craving the flesh of the living.  

Sea

Think of kaiju or the sea monsters — those creatures haunt the deepest depths of the sea, forever waiting, slinking for their prey. Even if the denizens of the world want to kill you, the sea wants to drown you, dragging you into the darkness, never to be found again.
by Mysticsartdesign

Themes

Upon realizing the vast expanse this story offers, having a few key words in mind helps.
  • Horror. You never know who you can truly trust. Friends might become enemies over a can of beans or perhaps that person you just helped save their brother has turned on you because you have a gun for protection. Monsters that lurk in the shadows often waiting to sink their teeth in you. As such, death and nightmares await every corner.
  • Death. Life is always a waiting game for death to approach. With the millions of ways to die, everyone struggles to remain calm. Even the souls of the departed have a chance at being stuck in limbo, unable to move on. In any way that death can linger, it finds a way.
  • Decay. Reality is falling apart. Buildings are rusting, roads are crumbling, and the stench of rotting flesh wafts in the air. Covering up the smell or patching the holes can only do so much. Something always breaks down.
  • Occult. Religion has been a part of the mortal plane for thousands of years, yet it only takes a second for the thirst of power to sink in and train others to follow the occult path. This tends to bring out the dangerous folk, leaving very little room for who can be truly safe.
  • Psychosis. When mental illness takes its toll, It is hard to tell what is right from wrong. Some can use their ability to manipulate others into doing their bidding, while others fall into a rut and begin harboring symptoms that which are not coherent.

 

Arcana

With the gods choosing Champions to help combat the darkness that plagues the mortal realm, a newfound power emerges from the shadows. Some might help overwhelm your enemy. Some might get those you love killed. And some might even twist the laws of death. Whatever your goals in life, the path you choose determines what you gain and what you must give up.

Champions are the only beings given arcana as a way to combat the evil horrors of the world. Each type comes in the form of an element. As of date, only six kinds have been discovered: life, necro, fire, water, earth, and air. Combining elements of any kind breaks the use of arcana and nullifies the effects of whatever the Champion was trying to cast. For example, combining the air element and the water element would normally create a storm element, but with arcana, it would be canceled immediately.

The intent of arcana is to force change upon the mortal plane. Whether the arcana is unholy or even pure, the user is the one who chooses the final aspect of the arcana they were given.

Different Branches

Arcana is the way of life for a Champion. Those gifted with such power usually develop an affinity for two types of arcana, but never mixing them to create a new, more profound type of arcana. Familiars of Champions can only use the same type of arcana as their Champion.

  • Life. Life and death are two sides of a coin. Manipulating the flow of someone's life line can be a daunting task, but it is only for those with vast stamina. Fertility and healing the injured are substantial parts of the world.
  • Water. In the past, water was seen as the healing factor, but it is now associated with fluids and movement. Even the manipulation of blood has its factors.
  • Fire. Within destruction can be beauty. Those with a touch of flame can unleash vast amounts of beauty or an upheaveal amounts of destruction.
  • Necro. Death is a part of nature, but sometimes, controlling nature brings out a new side in people. Champions unafraid of death can access the darkest depths of life itself. In this case, the undead are always watching, waiting for another master to harness their unforgivable hunger.
  • Air. The air you breathe may become a weapon against you, choking you, smoothering you until you collapse dead at someone's feet.
  • Earth. Nature can be a deadly force, as well as a path of growth. One with such power has the chaos of a two armies.