Monday, 10 November 2025

The Scientific Foundations and Evolution of the Zombie Virus in The Walking Dead



🧬 The Scientific Foundations and Evolution of the Zombie Virus in The Walking Dead

In its earliest seasons, The Walking Dead framed the undead phenomenon as science fiction, grounded in biology and virology rather than fantasy. Over time, however, the show’s internal logic shifted—moving from scientific plausibility toward symbolic horror. Tracing that change reveals how the “walker virus” evolved both within the story’s world and its creative intent.


1. The CDC Episode: A Biological, Not Mystical, Outbreak

The Season 1 finale, “TS-19,” remains the most scientific moment in the franchise.
Dr. Edwin Jenner at the CDC demonstrates that the pathogen reanimates the brainstem, restoring only primal motor functions while leaving higher brain activity dead.
He describes this as a limited metabolic reboot:

“It restarts the brain, but only the brainstem—not memories, not personality, just the primal drives.”

This establishes walkers as biologically altered organisms, not supernatural entities.
They move, consume energy, and decay, all under the control of a parasitic agent.


2. Universal Infection and Extinction Logic

Jenner’s revelation—that everyone is infected—implies a global, airborne or waterborne spread.
He fears this dormant infection will eventually cause species-wide extinction, as every death leads to reanimation.
At this early stage, the series still treats the virus as an evolving pandemic, not a static curse.


3. Mutation and Transmission Ambiguities

In early seasons, it’s unclear whether bites transmit the virus or merely introduce lethal infection that triggers it.
Later series clarify that all humans already carry the pathogen; the bite simply kills through sepsis.
Yet the early episodes hint at a stronger, more contagious strain—one that could spread through bites or contaminated water.
This supports the idea that the virus mutated over time into a milder, universal carrier state.


4. The Existence of a Viral Metabolism

Jenner’s analysis implies that the reanimated body still uses energy.
Walkers exhibit muscle movement, heat generation, and slow decay—suggesting a rudimentary metabolism powered by the pathogen itself.
Rather than functioning like humans, the virus may induce anaerobic biochemical reactions (without oxygen), explaining how movement continues despite death.
This means the undead burn through limited internal reserves and degrade faster without feeding.


5. Dormancy and “Hibernation” Behavior

Early episodes show inactive walkers in low-stimulus environments—such as the barn walkers or the motionless herds in Atlanta.
This behavior resembles energy conservation, much like hibernation in animals.
The walkers reawaken when sound, scent, or light triggers them, implying packs may roam only when prey is sensed from miles away, while others remain inert.
Such dynamics could make large regions appear completely human again between activity cycles.


6. Later Retcons and the Shift Toward Fantasy

After Season 1, the franchise gradually abandons scientific explanations.
Spin-offs like Dead City and Daryl Dixon feature hordes still active decades later, without accounting for biological decay.
Robert Kirkman later remarked that “how it works doesn’t matter anymore,” signaling a move from science fiction to mythic horror.
The walkers become eternal symbols of collapse, not metabolically plausible organisms.


7. A Hybrid Theory of Evolution

Combining both eras of lore suggests a coherent internal timeline:

  • Early outbreak: The virus operates with an active, energy-dependent metabolism requiring feeding and allowing dormancy.

  • Later years: The pathogen stabilizes into a low-activity variant, slowing decay and enabling long-term survival without sustenance.

This interpretation preserves the scientific depth of the original CDC storyline while explaining the later, more fantastical depictions.


8. Reclaiming the Scientific Vision

The series can still remain within the science-fiction genre if later developments are read through human ignorance and viral complexity rather than mysticism.
Off-screen dormancy, environmental mutation, and behavioral adaptation could plausibly explain the persistence of walkers over decades.
Such mechanisms would revive the story’s speculative rigor: a study of biology, evolution, and entropy, not a static myth of the undead.
The push toward the mythic, while visually powerful, risks freezing the narrative in metaphor.
Restoring the scientific dimension—grounding the horror once again in biology and uncertainty—could rejuvenate The Walking Dead universe and reconnect it with the curiosity and dread that defined its beginning.

https://edmunds-playersbook.blogspot.com/2025/11/the-scientific-foundations-and.html


Key words World Building, Undead, 



Sunday, 3 September 2023

 Rule 16-03-10: Expansion of Rule 14-11-1

At the start, a player may roll for one "free" character. However, if this character is rejected, they must then create a "real" character. If the real character is also rejected, the player may roll another free character after every rejection of a full and real character. The function of these "zero SPE" characters is to generate "Special Points" without consuming any, while providing a juxtaposition (contrast) between these preliminary characters and fully realized ones.

Should a "zero SPE" character perform well, the player has the option to create a linked character—a protĂ©gĂ© or nephew—by spending 1 SPE. This linked character receives half of the mentor's experience points (XP) off-stage and can optionally gain other benefits. If the player successfully matches the XP value at the time when the 1 SPE was spent, the protĂ©gĂ© earns a bonus, doubling the XP gained from that value.

Example:
An ordinary character accumulates 500 XP and treasures. The player decides to invest 1 SPE to take on a protégé (initially undefined). From this point forward, half of the main character's XP goes to the protégé. Starting with 0 XP, the protégé gains XP as the mentor progresses. If the mentor earns 100 XP in an adventure, only 50 XP is retained, while the other 50 XP is transferred to the protégé.
When the mentor earns a total of 1000 XP, 500 XP would have gone to the protĂ©gĂ©, reaching the initial target of 500 XP. This triggers a bonus, doubling the target XP and awarding the protĂ©gĂ© 1000 additional XP, bringing the total to 1500 XP—potentially exceeding the current mentor's XP.

Any levels earned by the protégé through XP are automatically trained, enabling them to start at full level. If the protégé shares the same class as the mentor, they gain an additional 50% XP bonus on top of their earned XP. For instance, if the protégé is a thief with 1500 XP (enough for level 2), they receive an extra 750 XP on top of that, reaching 2250 XP.

The protégé can enter play either after the mentor's death or upon achieving the bonus XP (and possibly when the mentor retires). The protégé need not share the same class as the mentor, but if they do, they gain a 50% XP bonus after levels are calculated (though they cannot start play with extra levels from this bonus). The relationship between the mentor and protégé is primarily one of support, not necessarily of class alignment.

If circumstances dictate that the new character should be unrelated to the mentor, the benefits can be transferred to a "stranger" who had a different mentor, though with a 10% penalty on the bonus experience.

Alternate Option:
The original character can foresee their own potential and spend 1 SPE to re-roll their ability scores using another system. If these re-rolled scores are better, they can be noted as "potential scores." With every level earned, the player may spend 1 (or 2) SPE to shift all ability scores by 1 (or 2) points toward these potential scores.

Friday, 3 April 2020

Sammin

Sammin (Salmon)  “the Anchor”
Salmon is a young, strong dwarf with dark brown hair. His beard is full, but has several knots in it. [Dwarves will notice that these knots indicate that he is a free dwarf and tell which clan he belongs to. These knots are simple, but meticulously maintained.] He has some visible scars, not enough to mar his appearance, but enough to show that he has been in combat.
Salmon wears leather armour and carries a medium shield. The armour fits correctly and has several patches that show that it has been repaired. Despite the wear, the armour shows signs that it has been maintained properly. Salmon carries a pack and two hand axes.
When it is not appropriate to wear armour, Salmon wears simple, but well-worn clothes. These fit, but poorly enough that it is obvious that they were not made for him.
Upon spending any time with Salmon, it is clear that he is concerned with the proper way to do things even more than the average dwarf (Dogmatic 18). After speaking with him, it is obvious that he is very loyal to his companions (Loyal 15). He does not give higher praise or insult any more than necessary, follows the rules, and expects himself and others to be punished or rewarded based on their actions (Just 15). Those who spend a long time with Salmon will recognize that this applies to the gods as well, though his behaviour towards religion is clearly guided more by his desire to behave correctly than it is by any real understanding, love, or fear of the gods (Reverent 12).

Thursday, 17 May 2018

Stuidy pnsn

Heavy Edit January 2016, Need Much more Work!!




Mental Flaw Points


These are taken two ways, for those with character with less than average intelligence so they can otherwise play with their pull intelligence, and for those with sub-par intelligence in general.


-Magic is Everything: every problem needs magic to solve. To open a door needs a knock spell, rather than a key for example. The character thinks of only magically solutions to problems, not mundane.
-Numbers mean nothing: All numbers that can not be visualized are confusing and impossible to comprehend. Counting ones fingers gets 10, 20 and 50 at different times. Reality alters to fit the numbers counted. A bag of copper is worth more than a few coins because they are take up more space, as the abstraction that 100 copper is one gold piece is impossible to grasp. On their own, prices for this character is double normal and money quickly leaves their pocket.
-Amplified danger: will speculate and prepare for outlandish dangers. Monsters under the bed, ghosts in the dark, werewolf bar keeps etc. -2 to all unless preparing for some outlandish danger.
-Blind to Danger: All threats are considered the same as one orc until proven otherwise (by pain or death), Character acts like he has 25 courage.
-Blind to other races: can't tell other races apart other than by name tags or clothing. Can get an elephant and a frog mixed up.
-Blind to Adults: other than adults that have direct authority character does not see adults. Walks in the room with 10 orcs - nothing there, 10 orcs and 5 children sees 5 orcish children (with a bunch of adults)
-Temporally Challenged: no sense of time, guard shifts are impossible, keeping appointments also impossible
-Must Play: Character will play as soon as not engaged in "fun" activities Prolonged searches or any relative activity is not possible . -2 to if doing the same activity for more than 10 minutes (including walking)
-Every thing's a game: character will make everything harder than it is to gain more points. For example, he will try to trap zombies in nets rather than kill them, or knock out opponents (refusing to injury them) because of the rules of the game.
Obsessive Hobby - everything is focused around one hobby, say coin collecting or bird watching.
Always right - the character thinks they are really smart, and will fit reality around their conclusion, which must be right. Example if the character assumes a group are good and they turn out to be evil monsters, the player will assume they are good people - perhaps cursed, or illusions, or what not of the "real" good people.
Theory trumps reality: if the theory says that monsters should die when hit by a silver arrowhead, then one hit and they are dead. if they are still moving they are now zombie monsters or illusions . . . Generally the character will do the same tactic over and over again based on theories. However, if they have many theories to work with they can shift from one magical theory to another - ie. if a monster is immune to silver it can not be a werewolf for example.
Experimental: The player will never use the same weapon or spell twice. in the case of spells, if limited will use the same spell differently every time. Example: I try charming his dog (with charm person) or I charm person the orc and ask it to play hide and seek with me.
Lies to Adults: Can not tell the truth to adults he does not know, and has a hard time telling the truth to any adult. -2 to all if has told the truth to an adult that day.
General Stupidity- The default state of sub par intelligence. The character is not overly stupid in anyone area, and suggests and program stupid or naive plans. Rather than sneaking up on the monsters knocked on their door for example, or tries to sell orcs elven ale. This character is not an idiot savant for tactics thought he is in his classes basic skills. He certainly does not have any talent unless he has direct training for the specific skill. 

 



Qu'est-ce que ça veut dire?


しかし、æ­©ă,ç„ĄäŸĄć€€ăšèŠ‹ăȘすこべ

Mu kachi to minasu koto
 Shikashi, aruku, floccinaucinihilipilification芋ăȘすこべ



Thursday, 5 April 2018

Farming

In fact, farming is extremely
complicated. A farmer working a
diversified farm has to be a highly
skilled generalist with specific,
situation-relevant knowledge from a
dozen different fields, from botany to
mechanics to veterinary medicine to
chemistry to entomology. What's more, a
real mistake (or for that matter a late
frost) can spell disaster: a ruined crop
can't be fixed, and can't be replaced
until the next year. There can be long
stretches of leisure time, but this is
because you can't speed up either the
plants or the animals, or the seasons.
(And farmers who can often do odd jobs
during those stretches, to eke out the
necessary money.)

The historical farmer didn't have it any
easier; driving a tractor is in fact
considerably simpler than getting a mule
to do exactly what you want it to.

And that unskilled labor like hoeing and
picking? Yes, any newbie can do that. If
a farmer is willing to pay them the same
rate as experienced people who can do
the work five to ten times faster.

If a character who has no experience
farming takes to running a farm without
a noticeable learning curve, that is
this trope. (In the case of a "gentleman
farmer" or hobby farmer, who's merely
farming for fun with no economic
pressure, the learning curve can be less
steep.) If a character with no
experience farming has to do some
farmwork and does it with no training,
no practice, and no trouble, that is
also this trope.

Istus a Sorsunk Hölgye, A Színtelen és Minden SzínƱ
Jellem: Semleges
SzimbĂłlum: szĂ­nes fĂĄtylaktĂłl takart fehĂ©r nƑi maszk.
Fegyverek: hĂĄrom tetszƑleges nem Ă©les fegyver.
Påncélzat: könnyƱ påncél, pajzs nem.
 
Papi viselet: szĂŒrke vagy fekete köpeny, 7+ szinttƑl pĂłkhĂĄlĂł mintĂĄval.

HĂĄrom kedvelt alakja van: vĂ©n banya, aki a Sorsfonalat szövi, fennhĂ©jĂĄzĂł, gazdag nƑ, vagy tartĂłzkodĂł, fiatal lĂĄny. KevĂ©s követƑje van (manapsĂĄg nem nĂ©znek jĂł szemmel a Sorsra Flannaessen), de Ƒk gyakran megbecsĂŒlt jövendƑmondĂłk gazdag udvarokban. ÁltalĂĄban nyugodt, kiegyensĂșlyozott emberek, akik szĂĄmĂĄra a becsĂŒlet a legfƑbb erĂ©ny. Sokan közĂŒlĂŒk hƱvösek Ă©s Ă©rzĂ©ketlenek –akĂĄr maga a Sors-, de akadnak nyĂ­ltak Ă©s szĂ­vĂ©lyesek is (Ƒk azĂ©rt ĂĄlltak Istus papjĂĄnak, mert Ășgy gondoljĂĄk, a Sors kegyes volt hozzĂĄjuk, Ă©s Ă­gy akarjĂĄk meghĂĄlĂĄlni ezt).

KĂŒlönleges kĂ©pessĂ©gek
1. sz.) Minden Ă©rzĂ©kelĂ©ssel Ă©s jövƑbelĂĄtĂĄssal kapcsolatos varĂĄzslatnĂĄl 2 szinttel magasabbnak szĂĄmĂ­t.
3. sz.) Ómen varázslat.
6. sz.) JĂłslĂĄs varĂĄzslat.
7. sz.) LekötözĂ©s Fonala: naponta egyszer, tĂĄv hosszĂș, egy lĂ©nyre hat, AkaraterƑ mentƑ mint 5. szintƱ varĂĄzslat ellen. Ha a cĂ©lpont elrontja,

Saturday, 31 March 2018

The Trees of Greyhawk
 
These trees are slender until after many decades of growth. The average size is 40 ft. with branches growing at 45 degree angles from the trunk. The bark is a reddish-brown and hard. Leaves are narrow and toothed, from eight to ten inches long. The wood of this tree is heavy and hard, so that only experts can work it properly. If it is carefully seasoned and especially dried, the outer part will become as hard as metal, while the overall weight of the wood is unchanged.DEKLO TREES:
These are massive hardwoods often 15 ft. in diameter and over 100 ft. tall. They have thick, strong branches that grow almost parallel to the ground. The leaves of the tree are nearly round and grow in thick clumps. On a mature deklo, leaves will be over 1 ft. in diameter. These trees tend to grow in groves, excluding other forms of vegetation.GALDA TREES: 
These fruit-bearing trees are 30' or so in height. The bark is yellowish and the leaves are yellow-green. In early spring the tree produces whitish, cone-shaped fruit which ripens to gold-streaked maturity in early summer. Galdas are somewhat astringent and salty to the palate, but the fruit is both refreshing and nutritious, as it's multiple seeds are high in protein.KARA TREES: 
These trees are also large fruit trees. Karas grow to a height of 40' or more, have rough bark, and their branches and leaves produce an irritating resin which causes itching. Kara produce fruit throughout the entire summer. This fruit is light brown in color; spots of yellow indicate the fruit is new, red spots indicate full ripening. Karafruit is about fist-sized and oddly-squarish. Unripe, they are putrid-tasting and cause severe cramps if consumed. Ripe fruit is chewy and somewhat sweet. It provides a staple in the diet of many people.HORNWOOD: 
This beautiful hardwood is about the size and shape of a small elm. It's trunk and branches usually are very straight, with black bark. Leaves are long and pointed, resembling the broad blade of a spear. If properly treated and seasoned by an expert, hornwood becomes especially strong and resilient. Weapons, especially bows, made of hornwood are much desired.IPP: 
Ipp trees are among the largest known. They average 60 ft. or more in height and have thick trunks. The ipt, a species of ipp, is larger still, and is a favorite of Sylvan Elves. Ipp trees have greenish bark and large hand-shaped leaves of emerald green. These trees will live for centuries and are seldom attacked by insects or disease.PHOST: 
These trees are similar to oaks, except their bark is quite shaggy and the leaves are twice as broad as they are long. The wood of a phost gives off a soft glow when it has been dead a year or so. This radiance is sufficient to light a 5ft radius around a branch or rotting phostwood trunk. Rough handling or exposure to dampness hastens the rotting process, so that the wood will crumble away in a few months.ROANWOOD: 
These trees are similar to sequoias, except that the branches are closer to the ground (30' or so) and far larger, for the roanwood is a hardwood. As the name implies, the bark of the trees is a speckled grey and reddish-brown. Specimens over 150 ft. tall have been reported. Roanwoods have fan-shaped leaves about 1 ft. long. The wood and grain of the trees are such that it is used for fine furniture, interiors, or carving. Where hardness and strength are desired, hickory, bronzewood, oak and like woods are typically used.SABLEWOOD: 
These evergreens are found in the Northern regions. The trees are short and have thick trunks for their size. Their branches make excellent arrow shafts. The trees forested in cold months have the finest grain, and if they are treated with oil, the wood becomes a lustrous black.USK: 
Usk trees are very thick, tall hardwoods with huge oblong leaves and an edible fruit which is loved by most creatures. Typical specimens of usk are 8 to 9 feet in diameter and 50 to 60 feet tall. The tree is similar to a maple in shape. The huge leaves are tough and flexible, so they can be used for many purposes. Uskfruit appears in early summer and stays until frost. It is pale blue with three or four lobes. A ripe uskfruit is about the size of a large grapefruit, bright blue, and aromatic.YARPICK: 
The yarpick is also commonly known as the daggerthorn. It is a shortish, sturdy tree with low, spreading branches and broad, fringed leaves. It's trunk has relatively small, exceedingly sharp thorns about one-half foot long. Thorns on it's larger branches can be awesome, the largest growing to over two feet in length and as thick as a finger at the base. Yarpick thorns are tough and straight and have been used as weapons or weapon components. The mature tree bears small fruit which is not useful, but the inner seed is quite good when cracked as if a nut. Cultivated yarpick "nuts" are as large as plums and very wholesome and nourishing. The meat is eaten roasted or ground into meal.The more common trees of every imaginable kind can also be found in Greyhawk, but the scholars felt these few trees of note should be well explained to you.

| Back to Greyhawk Main Page | HOME | Back to K'needian Elves Game Page |

Sunday, 25 March 2018

EDIIDNG 2018

Farming in the Middle Ages

History - Middle Ages

Farming in the Middle Ages was done by peasants and serfs.  Peasant farmers made just enough money to live on while serfs had no rights and were all but slaves to the lords whose land they lived on.  Some serf farmers eventually earned rights in exchange for back-breaking work seven days a week and on-command service to their lord.
Farming Methods and Tools
Lands were farmed using a three field agricultural system. One field was for the summer crop, another for winter crop, and the third layfallow, or uncultivated, each year. The fallow land was reserved to regain nutrients for the next year.
Farmers only had a rudimentary knowledge of fertilizers.  Thus, each year only an average of twothirds of a farmer’s land was usually cultivated.  The other third of the land lay uncultivated or fallow.  The average yield of an acre of farming in the Middle Ages was eight to nine bushels of grain.
Some farmers did have methods for fertilizing their soil.  A common fertilization technique for farming in the Middle Ages was called marling.  For marling, farmers spread clay containing lime carbonate onto their soil.  This process restored the nutrients needed to grow crops.  Farmers also used manure as fertilizer, which they got from the livestock they raised.
There were not many tools used for farming, and the tools available were rather useless.  The wooden ploughs used for farming in the Middle Ages barely scratched the ground.  Grain was cut with a sickle and grass mown with a scythe.  It took an average of five men per day to collect a two acre harvest.  Harrowing, or burying seeds, was done with a hand tool resembling a large rake.
Livestock
As scientific breeding had not yet begun, farm animals were small and often unhealthy.  The size of a full-grown bull reached the size slightly larger than a calf today, and the fleece of an entire sheep weighed an average of two ounces.  Other common livestock included sheep, pigs, cows, goats and chickens.
The most important livestock animal, an ox, was unavailable to most farmers.  Oxen were referred to as “beasts of burden” because of the amount of physical labor they could handle that humans could not.  Horses also were sometimes referred to as “beasts of burden.”  Villages or towns often pooled money together to buy a few oxen because they were so vital to completing important farm work.  The oxen were rotated between members of the community, who looked after each other and made sure that, especially during ploughing time and harvesting time, important farm work was always finished by everyone.
Crops
Common crops produced in the Middle Ages included wheat, beans, barley, peas and oats.  Most farmers had a spring and a fall crop.  The spring crop often produced barley and beans while the fall crop produced wheat and rye.  The wheat and rye were used for bread or sold to make money.  The oats were usually used to feed livestock.  The barley was often used was used for beer.
Farmers used a crop rotation system which is still used today.  The way crop rotation works is that different crops are planted on the same field in alternating years.  For instance, one year the farmers may plant oats and the next year they decide to plant beans.  Because these two crops use different nutrients, the nutrients used by one crop (say oats) will be absorbed while that crop is growing.  Those nutrients are used up when the oats finish growing.  The next year, the farmers plant beans in that field, because beans use up different nutrients in the soil.  Because those nutrients were not used up in that field the previous year, the field is primed for the beans.
The weather
Farming in the Middle Ages was controlled by the weather.  One night of bad frost could mean a whole year of bad crops.  Certain rituals and procedures also had to be performed throughout the year to ensure a satisfactory crop.  A farmer’s crop, no matter the season, always had to be monitored.
A farmer’s year:
  • In January, farmers hoped for rain.  They focused on making and repairing tools as well as repairing fences.
  • In February, farmers hoped for rain.  They focused on carting manure and marl.
  • In March, farmers hoped for a dry month with no severe frosts.  They focused on the ploughing and spreading of manure.
  • In April, farmers hoped for a mixture of rain and sunshine.  They focused on sowing the spring seeds and harrowing them.
  • In May, farmers hoped for a mixture of rain and sunshine.  They focused on digging ditches and started their first ploughing of the fallow fields.
  • In June, farmers hoped for dry weather.  They focused on hay making, sheep shearing, and did a second ploughing of the fallow fields.
  • In July, farmers hoped for a month in which the first half was dry and the second half was rainy.  They focused on hay making, sheep shearing, and crop weeding.
  • In August, farmers hoped for warm, dry weather.  They focused on harvesting.
  • In September, farmers hoped for rain.  They focused on threshing, ploughing and pruning fruit trees.
  • In October, farmers hoped for dry weather with no severe frosts.  They focused on their last ploughing of the year.
  • In November, farmers hoped for a mixture of rain and sunshine.  They focused on collecting acorns for pigs.
  • In December, farmers hoped for a mixture of rain and sunshine.  They focused on making and repairing tools and slaughtering livestock.

Women’s role in farming in the Middle Ages
Farmer’s wives often helped raise the smaller livestock, such as chickens.  These livestock were then killed and eaten by the family or possibly sold for extra money.  Farmer’s wives also prepared and preserved all of the family’s meals.  They made useful household food items such as butter and cheese as well.  Some farmer’s wives also earned extra money for the family by spinning thread or learning another “stay-at-home” trade, such as brewing ale.