this thread is considered controversial/difficult because the roleplay will involve violence and gore, but it will still always follow the rules of this website. it may also include drug/alcohol use, swearing, and sexual content, but the feralfront rules will always be followed carefully.

it only makes sense that the world would end on a day like today. a day of gray skies and muted city noise. a day of rain and misery. it only makes sense that the world would end on a monday, early in the morning before anybody was awake. it would make sense that the world would end in blood and fire and rage, just the way that it was born and the way it lived. it would make sense that the world would end in death and decay and destruction, a disease of massive proportions. it only makes sense that the world would end like this, on a day like today.
the zombie apocalypse began in london. it was contained momentarily, and the news did not spread. so when it broke loose, it was only a matter of hours before nearly the entire world was infected. it moved so quickly that whole continents didn't know about it until it was too late, and within a week, over 90% of the human population was dead. the midwestern united states was a stronghold of survivors, whether they were loners or in groups. the sinners were the largest group in eastern oklahoma, making their home in an abandoned wildlife refuge just outside the tiny town of blue moon.
blue moon national wildlife refuge is thirty square miles of diverse territory. sitting in one of the lowest populated areas of oklahoma, it is an ideal location for the sinners. only one road leads in or out, a scenic highway that leads straight into the center of town. the headquarters of the wildlife refuge is found two miles down the main road, a small one-story building of offices and storage closets. down a separate road is the workshop area, with several garage buildings holding vehicles such as boats, trucks, a firetruck, and a bus. a plethora of tools can be found in the storage buildings at the shop, as well as a tractor and a bulldozer. a few houses sit between the shop and headquarters, small houses where some refuge workers lived on site.
the one road that leads into the refuge eventually splits into several open access roads and even more closed roads. the refuge is mainly wooded, with the illinois river and several small bodies of water running through it. the waters are full of fish, and the woods are full of animals such as deer, coyotes, raccoons, opossums, and even some foxes and otters. bald eagles, hawks, and vultures are plentiful as well as an assortment of other bird. dozens of acres are available to farmers for free so long as they leave some of their crops for the refuge, so crops like corn and soy are already growing all across the refuge.
the sinners are a diverse group of survivors from all across the area, some coming from as far as oklahoma city or little rock. people of all ages, races, genders, sexualities, religions, and backgrounds are welcome there, so long as they don't break the group's laws. even as they fight nature and zombies for their lives, though, they find themselves fighting each other, engaging in drama as if they were all middle schoolers.
each member of the sinners has jobs and duties to complete, and they are able to move their way up through the ranks. they make their homes in the buildings across the refuge, such as headquarters, the five houses, and the storage buildings and workshops. there are also six storm shelters near headquarters and the refuge's two main walking trails, which are also open for people to inhabit. some prefer to build their own shelter nearby, or even live in vehicles such as buses and rvs.
the laws.
1. do not kill living humans unless they are infected and specifically give you permission.
2. do not steal from living humans.
3. do not sexually assault anybody.
4. do not take supplies from storage without specifically being given permission
5. when leaving the refuge, never go alone.
6. when leaving the refuge, always tell at least three people where you are going.
the jobs.
1. the chancellor. must be thirty or older. in charge of the whole group. one needed.
2. the advisor. must be twenty-five or older. acting vice president of the group. one needed.
3. the medic. must be twenty-five or older and should have completed at least 80% of medical school. in charge of medical care for the entire group. two needed | one reserved.
4. the medic's apprentice. must be twenty or older. training with the medics to learn medical procedure. three max.
5. the teacher. must be twenty or older and have completed at least half of their undergraduate studies. in charge of teaching the children of the group. two max needed for elementary, two max needed for middle school, and two max needed for high school.
6. the security. must be eighteen or older, pass a physical exam, and train for a month. in charge of patrolling the refuge and dealing with intruders, zombies, and rule breakers within the group. the only citizens granted permission to carry guns in camp. max five | one reserved | one taken.
7. the hunter. must be eighteen or older and train for a month. in charge of hunting any game to bring food to camp. max five.
8. the fisher. must be eighteen or older. in charge of fishing at various locations through the refuge to bring food to camp. max three.
9. the farmer. must be fifteen or older. in charge of farming to bring food to camp. max ten.
10. the scavenger. must be eighteen or older, train for a month, and pass a physical exam. in charge of leaving camp to go scavenge throughout the area. the only job that requires leaving the refuge daily, and the only job under medic's apprentice allotted a vehicle and a gun. must always travel with a partner. max six | one taken.
11. the cook. must be twenty or older. in charge of preparing all three meals for camp. max three | one reserved.
12. the cook's assistant. must be fifteen or older. helps the cook prepare all three meals for camp. max three.
13. the floater. must be eighteen or older. in charge of doing whatever odd jobs need to be done- laundry, construction, maintenance, or filling in for somebody for a few shifts. max ten.
14. the stocker. must be twenty or older. in charge of keeping track of all group supplies: medicine, food, water, weapons, tools, etc. three max.
the roleplay rules.
1. no godmodding.
2. no mary sues/gary stus.
3. diversity is important! it's never fun when every character is a straight white girl who works as a scavenger. play characters of color, lgbt+ characters, disabled characters, mentally ill characters, characters of different ages, characters of different religions, characters of different backgrounds!
4. drama is encouraged in-character, but keep ooc encounters friendly and polite! rudeness will not be tolerated out of character.
5. please be active and semi-literate.
6. i know the amount of roles listed above is intimidating, but not every role has to be filled for this roleplay to begin!
7. you may play up to two characters, but to keep the cast diverse, they may not be of the same one gender!
8. follow all site rules!! please!!!
9. reservations are allowed but they only last 24 hours!
10. all face claims must be realistic humans. no anime or cartoons, no cgi characters, no drawings/paintings/etc, and no animals/fursonas/etc.
11. i reserve the right to reject any application or remove any character from the roleplay.
12. i know this is cliche, but just have fun, alright?
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FULL NAME HERE
—quote or song lyric defining your character here—
nicknames.
age.
sex.
gender.
personality. (6+ sentences)
history. (6+ sentences)
family.
weapon of choice. (gun, knife, bow and arrow, machete, hands, etc)
physical strengths.
physical weaknesses. (must be at least as many as physical strengths)
role.
home. (house, rv, storm shelter, tent, etc)
sexuality.
relationship status.
crush.
friends.
enemies.
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