Survival in New Vance world illustration - Post-Apocalyptic theme
Post-Apocalyptic

Survival in New Vance

P
Pollution

In 2070, a zombie virus threatens mankind. A futuristic, dystopian, cyberpunk test of survival!


Author's Note: The year is 2070, one year after the Collapse. The place? New Vance City. Skeletal remains of skyscrapers pierce the smog-choked sky. Patches of overgrown desert flora claw at cracked asphalt. Inside, survivors try to make the best of their fragile existence, repurposing solar panels and scavenging for supplies. Kids born into this hell hole play amongst the ruins of the city, their laughter a thin, hopeful melody that just isn't strong enough to pierce through the grim ambiance of the city. Life here is filled with nothing but scarcity and fear. Every creak in the night, every flicker in the solar grid, every hum or buzz... It's all enough to send shivers down your spines. Patrols, armed with anything from repurposed energy weapons to hastily thrown together pipe rifles scan the horizon for "shamblers," the remnants of the infected. Yet amidst the hardship, the community is still blooming. New Vance City still stands, at least for now. A flickering candle in the encroaching darkness of a world forever changed.
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28 days ago
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A Symbol of Hope and Vulnerability

A Symbol of Hope and Vulnerability

The decaying solar array that powers the Solar Sprawl is more than just a source of energy; it's a symbol of New Vance City's resilience. Its massive panels, though scarred and damaged, represent the city's ability to repurpose the remnants of the old world. The Guardians' constant vigilance over the array reflects its vital importance; without it, the city would be plunged into darkness, making it vulnerable to shambler attacks and raider incursions. The array's fragility is a constant reminder of the city's precarious existence, a balance between hope and despair. The Guardians' dedication to maintaining it is a testament to their commitment to preserving a semblance of normalcy in a world gone mad. The solar array is the heart of the city.

Balancing Scarcity and Order

Balancing Scarcity and Order

The Citadel Council's primary challenge has been the constant struggle to balance the city's limited resources with the need to maintain order. They are the arbiters of scarcity, tasked with distributing food, water, and medical supplies among a population desperate for survival. This responsibility has forced them to make difficult, often unpopular, decisions. They must navigate the competing interests of powerful factions like the Hydro Hegemony and the Shadow Syndicate, while also ensuring the basic needs of the city's most vulnerable citizens are met. The Council's ability to maintain a fragile peace depends on their ability to manage these competing interests, to negotiate compromises, and to enforce their decisions with the support of the Solar Guardians. Their leadership is a constant balancing act, a tightrope walk between survival and collapse.

Barter

Barter

Barter: Barter remains a prevalent form of exchange, particularly in the outer districts where trust is scarce, and currency is less reliable. Scavenged goods, tools, and even personal services are traded directly, with value determined by immediate need.

Chem Zone

Chem Zone

The Chemical Plant imploded during the Collapse, a twisted monument to industrial hubris. Twisted metal and ruptured pipes form a hazardous labyrinth. Toxic fumes hang heavy, stinging the eyes and choking the lungs. Acidic pools simmer, reflecting the sickly green sky. Mutated shamblers, warped by chemical exposure, stalk the ruins, their forms grotesque and unpredictable. The air crackles with residual energy, a reminder of the violent explosion. Gear Rats avoid this zone, even though it's technically in their territory. The risk of mutation, toxic exposure, and unstable structures makes it a death trap. This area is a desolate testament to the city's fall, a zone where survival is a gamble against the elements and the corrupted remnants of industry. Many Crystal Wretch are born in this area. Caustic Crawlers, Fume-Bloated Brutes and Seeded Spore Carriers are rare monsters that appear here.

Citadel Council

Citadel Council

The Citadel Council is the provisional government of New Vance City, a group of elected officials and influential figures who strive to maintain order and rebuild society. Their leader, a charismatic former city planner named "Eleanor," seeks to restore a semblance of normalcy to the fractured city. They are responsible for making difficult decisions, balancing the needs of the city with the limited resources available. They are constantly trying to rebuild the city. They are the ones that decide who gets what resources, and who gets what jobs. They are the leaders of New Vance City.

Cred-Bit

Cred-Bit

Cred-Bit: Cred-Bits are the lowest denomination, used for small purchases and bartering. They represent the value of minor scavenged items or basic services. Their value is very low, and they are often used in street level trade. They are also used for small tasks, and for the purchase of low value goods. They are easily traded, and are used in most areas of the city.

Credit

Credit

Credit: Credits serve as the city's standard medium of exchange, representing a more common form of value. They are used for everyday transactions, reflecting the fluctuating availability of resources and the risks of trade. Their value is based on the general value of salvaged goods, and the cost of basic needs. They are used in most common trades, and are the most common form of currency. They are used in the black market, and in the solar sprawl.

Defense Perimeter Outpost

Defense Perimeter Outpost

A heavily fortified outpost along the outer wall, manned by heavily armed guards and equipped with advanced surveillance technology. The walls are adorned with vibrant graffiti, showcasing the rebellious spirit of the inhabitants, while serving as the first line of defense against external threats. Solar Guardians are common here.

Economy

Economy

The global economy imploded during the Collapse, with infection and societal breakdown destroying traditional finance. In New Vance City, a survival-driven economy arose. Scarcity dictated value, prioritizing water, food, and tech. Barter, alongside local currencies, became the norm. The Citadel Council and Solar Guardians implemented a system reflecting the new world's realities. This post-apocalyptic economy, born from ruins, showcased human resilience. Essential resources replaced defunct markets, and a localized trade system emerged. The city's ability to adapt and innovate fostered a new economic structure, a stark contrast to the pre-collapse era. Old world systems became irrelevant, replaced by a desperate need for functional exchange. The new economy was fundamentally rooted in survival, a testament to human adaptability amidst global devastation.

Electronic Wreckage Fields

Electronic Wreckage Fields

The Electronic Wreckage Fields are vast expanses littered with the remnants of ancient technology, where broken circuits and shattered screens create a treacherous landscape. This area is a haven for shamblers, drawn to the energy of the discarded electronics, making it a dangerous place for scavengers seeking valuable parts. This location is within the Static Cult terriroty. The Static Cult, a mysterious group, resides within the Radio Silence Zone, drawn to the strange electromagnetic interference that permeates the area. They believe the interference is a sign of a higher power, a message from the beyond. Their leader, a enigmatic figure known as "Conductor"

Engineering Sector

Engineering Sector

The Engineering Sector is a heavily fortified area dedicated to the maintenance and repair of the solar array and essential infrastructure. Access is strictly controlled, as it houses vital technical knowledge and resources necessary for the district's technological advancement and operational efficiency. Solar Guardians are common here.

From Engineers to Protectors

From Engineers to Protectors

The Solar Guardians emerged from the chaos of the Collapse, initially a scattered group of engineers and technicians tasked with maintaining New Vance City's vital solar array. As the city descended into anarchy, they realized their role extended beyond mere maintenance. The power grid became a lifeline, and they, its guardians. Anya, a former lead engineer, rallied the survivors, instilling discipline and purpose. They repurposed their technical skills into defensive tactics, transforming the solar array's perimeter into a fortified stronghold. The Guardians' dedication to order and stability stemmed from their understanding of the grid's fragility; without it, New Vance City would plunge into darkness. They established strict protocols for resource distribution, ensuring fair access to power, water, and food. Their commitment to the community transformed them from technicians to protectors, a symbol of hope in a city ravaged by despair. They are the light in the dark.

Gear Rat Stronghold

Gear Rat Stronghold

The Gear Rat Stronghold, a sprawling labyrinth of salvaged metal and repurposed machinery, stands as a testament to the brutal ingenuity of its inhabitants. A chaotic assemblage of rusted vehicle frames, interwoven with corrugated iron and reinforced with scavenged industrial components, forms its formidable walls. Tire barricades and razor wire create a maze-like perimeter, deterring both shamblers and rival factions. Within, the air hangs thick with the stench of oil, rust, and the acrid smoke from makeshift forges. The constant clang of metal on metal echoes through the stronghold, a symphony of brutal efficiency. This fortress, more than just a base, is a living, breathing machine, churning out weapons, armor, and a twisted form of order under Cog's ironclad rule. It is a hub of trade, a workshop, and a fortress, all rolled into one, a stark symbol of the Gear Rats' dominance in the Rust Belt.

Gear Rats

Gear Rats

The Gear Rats, born from the scrap heaps and rusted machinery of the Rust Belt, are a brutal gang that thrives on the city's decay. They've mastered the art of repurposing anything metallic into lethal weaponry, from rebar clubs to jury-rigged projectile launchers. Their leader, a hulking figure known only as "Cog," rules with an iron fist, demanding a cut of every scavenged part and forcing others into dangerous salvage runs. Their territory is a maze of collapsed factories and toxic fumes, where survival hinges on brute force and a ruthless cunning. They are experts at navigating the treacherous terrain, using their knowledge of the rusted labyrinth to ambush rivals and evade shambler hordes. The Gear Rats view outsiders as trespassers, and any attempt to claim territory in the Rust Belt is met with swift and violent resistance. They are the embodiment of the Rust Belt's harsh reality, a constant reminder of the city's industrial demise.

Genesis of the Solar Credit

Genesis of the Solar Credit

Recognizing the collapse of traditional currencies, the Citadel Council, in conjunction with the Solar Guardians, spearheaded the creation of the Solar Credit. This currency wasn’t merely a symbolic representation of value; it was intrinsically tied to the city’s lifeblood: the decaying, but still functional, solar array. The Council understood that in a world where power was paramount, controlling its distribution meant controlling the city. By backing the Solar Credit with the immense effort required to maintain and distribute energy, they established a stable, reliable form of exchange. This currency became a symbol of the Council's authority and a crucial tool for regulating trade and ensuring the equitable distribution of vital resources. The Solar Credit's success solidified the Council's role as the architects of New Vance City's new economic reality, providing a sense of stability in a world defined by scarcity and uncertainty.

Hospital Quarantine Zone

Hospital Quarantine Zone

The skeletal remains of New Vance City's Hospital Quarantine Zone. Once a beacon of healing, it's now a labyrinth of decay, permeated by the lingering stench of antiseptic and death. Heavy fortifications, erected in a desperate attempt to contain the initial outbreak, remain, a stark reminder of the failed efforts. The air vibrates with the unsettling moans of trapped infected, their shuffling echoes resonating through the deserted corridors. Within these walls, a precarious balance exists: valuable medical supplies, remnants of a lost era, lie scattered amidst the debris, a tempting prize overshadowed by the ever-present threat of shamblers and, more alarmingly, the silent watchers. The Silent Walkers, with their unnerving mimicry, are frequently spotted here, their presence adding an extra layer of dread to the already perilous environment. This zone demands extreme caution and vigilance from any who dare to enter. There is a heavy Shambler presence in this area.

Hydro Hegemony

Hydro Hegemony

The Hydro Hegemony, a ruthless gang, controls the Waterworks, their power stemming from their iron grip on the city's dwindling water supply. Their leader, a former water plant technician named "Valve," understands the intricate workings of the facility and uses his knowledge to manipulate the flow of water, granting him control over the district. They are heavily armed, using their control of the water to their advantage, flooding tunnels and cutting off access to vital resources. They are a brutal and territorial group, willing to kill anyone who threatens their control. They trade water for solar credits, and credits. They are a constant threat to the city's fragile stability.

Lore

Lore

New Vance City Lore Information. I have this here because it helps me to find lore when I'm making more characters and locations. I've also successfully found a way to partially integrate lore into the game. I did this because I love you. <3

Lost Forge

Lost Forge

Rumors persist within the Rust Belt of a hidden "Lost Forge," a legendary workshop where the city's most advanced technologies were once created. The Gear Rats believe that this forge holds the key to unlocking the secrets of the past, and they are constantly searching for its location. They believe the forge contains plans for weapons and machines that could give them an advantage over their rivals. They are constantly searching for clues, and they are willing to risk everything to find it. They believe that the Lost Forge is the key to their future, and they will not rest until they find it. The hunt for the Lost Forge is a driving force for the Gear Rats, a quest that fuels their scavenging expeditions and inspires their ingenuity.

Navigating Factional Tensions

Navigating Factional Tensions

The Citadel Council exists in a constant state of negotiation and tension with the various factions that control New Vance City. They must maintain a delicate balance of power, ensuring that no single faction becomes too dominant. They are the ones that attempt to keep the peace between the Gear Rats, the Hydro Hegemony, and the Shadow Syndicate. They use trade deals, political maneuvering, and the threat of force to maintain this balance. They are constantly trying to keep the city from falling into a full scale war. They are the only group that has enough power to keep the city from destroying itself. This constant negotiation is a core part of the councils job.

New Vance City

New Vance City

In 2070, New Vance City, a year post-zombie apocalypse in 2069, also known as the collapse, stands as a stark monument to survival. Ruined skyscrapers jut into a smog-filled sky, while desert plants reclaim the cracked streets. Automated defenses guard the city's perimeter, a stark contrast to the fragile life within. Survivors repurpose technology and scavenge for necessities, their existence a daily struggle. Fear and scarcity are constant companions, with every sound and power fluctuation triggering anxiety. Armed patrols vigilantly scan for lingering infected. Despite the hardships, a resilient community has emerged, forging bonds amidst the chaos. Shamblers (zombies), raiders and other threats still threaten the fragile safety of the city.

New Vance City (North East)

New Vance City (North East)

In 2070, New Vance City, a year post-zombie apocalypse in 2069, also known as the collapse, stands as a stark monument to survival. Ruined skyscrapers jut into a smog-filled sky, while desert plants reclaim the cracked streets. Automated defenses guard the city's perimeter, a stark contrast to the fragile life within. Survivors repurpose technology and scavenge for necessities, their existence a daily struggle. Fear and scarcity are constant companions, with every sound and power fluctuation triggering anxiety. Armed patrols vigilantly scan for lingering infected. Despite the hardships, a resilient community has emerged, forging bonds amidst the chaos. Shamblers (zombies), raiders and other threats still threaten the fragile safety of the city.

New Vance City (North West)

New Vance City (North West)

In 2070, New Vance City, a year post-zombie apocalypse in 2069, also known as the collapse, stands as a stark monument to survival. Ruined skyscrapers jut into a smog-filled sky, while desert plants reclaim the cracked streets. Automated defenses guard the city's perimeter, a stark contrast to the fragile life within. Survivors repurpose technology and scavenge for necessities, their existence a daily struggle. Fear and scarcity are constant companions, with every sound and power fluctuation triggering anxiety. Armed patrols vigilantly scan for lingering infected. Despite the hardships, a resilient community has emerged, forging bonds amidst the chaos. Shamblers (zombies), raiders and other threats still threaten the fragile safety of the city.

New Vance City (South East)

New Vance City (South East)

In 2070, New Vance City, a year post-zombie apocalypse in 2069, also known as the collapse, stands as a stark monument to survival. Ruined skyscrapers jut into a smog-filled sky, while desert plants reclaim the cracked streets. Automated defenses guard the city's perimeter, a stark contrast to the fragile life within. Survivors repurpose technology and scavenge for necessities, their existence a daily struggle. Fear and scarcity are constant companions, with every sound and power fluctuation triggering anxiety. Armed patrols vigilantly scan for lingering infected. Despite the hardships, a resilient community has emerged, forging bonds amidst the chaos. Shamblers (zombies), raiders and other threats still threaten the fragile safety of the city.

New Vance City (South West)

New Vance City (South West)

In 2070, New Vance City, a year post-zombie apocalypse in 2069, also known as the collapse, stands as a stark monument to survival. Ruined skyscrapers jut into a smog-filled sky, while desert plants reclaim the cracked streets. Automated defenses guard the city's perimeter, a stark contrast to the fragile life within. Survivors repurpose technology and scavenge for necessities, their existence a daily struggle. Fear and scarcity are constant companions, with every sound and power fluctuation triggering anxiety. Armed patrols vigilantly scan for lingering infected. Despite the hardships, a resilient community has emerged, forging bonds amidst the chaos. Shamblers (zombies), raiders and other threats still threaten the fragile safety of the city.

Perimeter Watch

Perimeter Watch

The Perimeter Watch, a ragtag group of survivors, defends the city's vulnerable perimeter against constant threats. They are a diverse group, united by their shared determination to protect New Vance City. Their leader, a grizzled veteran named "Garrison," leads them with a mix of experience and pragmatism. They are armed with a mix of scavenged weapons and repurposed defenses, constantly adapting to the evolving threats. They are always on the lookout for shambler incursions and raider attacks. They are the first line of defense for the city.

Radio Silence Zone

Radio Silence Zone

The Radio Silence Zone: This section of the city is known for its strange electromagnetic interference, disrupting communications and attracting shamblers. It's a no-man's-land, avoided by most. The cause of the interference is unknown, but rumors of strange experiments and hidden technology abound. The area is filled with old electronic devices, and sparks fly from broken wiring. The air crackles with static, and the sound of distorted voices can sometimes be heard. It is a place of mystery and danger, where the unknown lurks. It's now 2070, a year after the collapse. This location is within the Static Cult terriroty. The Static Cult, a mysterious group, resides within the Radio Silence Zone, drawn to the strange electromagnetic interference that permeates the area. They believe the interference is a sign of a higher power, a message from the beyond. Their leader, a enigmatic figure known as "Conductor"

Raider's Camp

Raider's Camp

The Raider's Camp Zone, a festering wound on New Vance City's outskirts, defies the Perimeter Watch's tenuous grip. A sprawling, chaotic sprawl of scrap-metal structures and flickering neon signs, it's a haven for the city's most ruthless inhabitants. The air crackles with the hum of jury-rigged machinery and the stench of decay, a stark contrast to the city's fragile attempts at order. Within this lawless domain, gangs of scavengers and brutes carve out territories, launching brutal raids on supply runs and even daring assaults on the city walls. The Perimeter Watch, stretched thin and wary of the zone's unpredictable dangers, maintain a cautious watch, their patrols a constant reminder of the city's vulnerability. The zone is a place where survival is earned through violence and cunning. Each raider camp within this area is a unique microcosm of this lawlessness, each serving a distinct, and often brutal, purpose. Raiders are commonly found in this area.

Resource Distribution and City Stability

Resource Distribution and City Stability

Beyond defending the solar array, the Guardians play a crucial role in distributing vital resources within New Vance City. They manage the flow of food, water, and medical supplies, ensuring that the city's residents have access to the necessities of survival. Their system of rationing and distribution, while strict, is designed to prevent hoarding and ensure fairness. The Guardians' control over these resources gives them significant influence within the city, allowing them to maintain a degree of stability in a chaotic environment. They work with the Citadel Council in this regard, and are a major force in the city. The Guardians are a major force of stability.

Sacred Reservoir

Sacred Reservoir

Deep within the Waterworks lies the "Sacred Reservoir," a vast, mostly intact storage tank that holds the city's largest reserve of purified water. It's more than just a water source; it's the Hegemony's most prized possession, a symbol of their power and a strategic asset. Valve has instilled a sense of religious reverence around the reservoir, claiming it to be a gift from the "Water Gods," a divine source of life in a barren world. Only the most trusted members of the Hegemony are allowed access, and its defense is paramount. Rumors circulate about ancient filtration tech within, and even about a strange bioluminescent algae that grows within, that enhances the purity of the water. The reservoir is a place of both fear and awe, a reminder of the Hegemony’s absolute authority and the fragile lifeline they control.

Shadow Syndicate

Shadow Syndicate

The Shadow Syndicate operates within the depths of the Black Market, a clandestine organization that controls the flow of illicit goods and information. Their leader, a shadowy figure known as "Silas," remains shrouded in mystery, pulling the strings from the shadows. They deal in everything from salvaged weaponry and stolen supplies to black market medical treatments and forbidden technology. Their network of informants and enforcers extends throughout the city, giving them a powerful influence over the criminal underworld. They use credit, and solar credit as their main form of currency. They are known for their ability to acquire any item, for the right price. They are a dangerous, and powerful group.

Silent Walkers

Silent Walkers

The Silent Walkers aren't a traditional faction, but rather a chilling anomaly within the Shambler's Graveyard. They're a group of individuals who, through a bizarre twist of fate, seem to coexist with the shamblers. They move among the infected, seemingly unnoticed, their presence a disturbing mystery. Some believe they've found a way to mimic the shamblers' behavior, while others whisper of a deeper, more sinister connection. They rarely interact with outsiders, preferring to remain within the graveyard's desolate confines. Their presence adds another layer of dread to an already terrifying district. They collect items from the dead, and bring them to a unknown location. They are completely silent, and move with an unnatural gait. They are avoided by all, even the most hardened raiders, who fear their strange connection to the shambling hordes.

Solar Credit

Solar Credit

Solar Credit: The Solar Credit represents the pinnacle of value in New Vance City, tied directly to the city's vital power grid. Solar Credits are a currency that can be converted to energy to power different equipment. Its value is derived from the immense effort required to maintain the decaying solar array and distribute its energy. In a world where consistent power is a luxury, Solar Credits are highly prized, used for significant transactions, and represent a degree of stability. Its value is also tied to the Citadel Council, who back its value. They are used for large scale trades, and for the use of vital services.

Solar Guardians

Solar Guardians

The Solar Guardians are the protectors of the Solar Sprawl, a disciplined force dedicated to maintaining the city's vital power grid and safeguarding its residents. Comprised of former engineers, security personnel, and resourceful survivors, they prioritize order and stability. Their leader, a pragmatic woman named Anya Brights, enforces strict protocols to ensure the smooth operation of the solar array and the safety of the community. They are heavily armed, their energy weapons charged by the solar grid they protect. They maintain a strict watch over the perimeter, repelling shambler incursions and deterring raider attacks. They also are in charge of distributing food, water, and medical supplies. They are a well organized group, and are a symbol of hope.

Static Cult

Static Cult

The Static Cult, a mysterious group, resides within the Radio Silence Zone, drawn to the strange electromagnetic interference that permeates the area. They believe the interference is a sign of a higher power, a message from the beyond. Their leader, a enigmatic figure known as "Conductor," claims to be able to interpret the static signals, receiving cryptic messages and visions. They are a secluded group, rarely venturing beyond the zone's boundaries. They are known to collect old electronic devices, and are believed to be trying to amplify the static signals. They are a strange, and dangerous group.

Subterranean Echo Chambers

Subterranean Echo Chambers

Beneath New Vance City's ravaged surface, the Subterranean Echo Chambers sprawl, a labyrinth of decaying transit tunnels and repurposed service conduits. The air, thick with metallic tang and ozone, vibrates with a constant, unsettling hum. Electromagnetic anomalies twist and amplify every sound, transforming whispers into roars, and silence into a maddening drone. Flickering neon signs, remnants of a forgotten era, cast distorted shadows, illuminating the Static Cult's eerie rituals. Navigation is a treacherous dance with disorientation, where every turn can lead to a dead end or a surge of blinding static. The Cult, drawn to these distorted signals, believes the chambers are a conduit to a higher power, a 'Silent God' manifested in the static. Their presence amplifies the already unsettling environment, creating a zone of unpredictable energy and chilling isolation.

The Agricultural Domes

The Agricultural Domes

The Agricultural Domes are a series of large, transparent structures that house a variety of experimental crops and livestock. These domes not only provide a vital source of food for the inhabitants of the safe zone but also serve as a hub for scientific research and agricultural innovation, blending nature with advanced technology in a cyberpunk setting. Solar Guardians are common here.

The Aqueduct Wars

The Aqueduct Wars

Control of the Waterworks wasn't easily maintained. Rival gangs, desperate for access to clean water, challenged the Hegemony's authority. This led to the "Aqueduct Wars," a series of brutal skirmishes fought in the dripping tunnels and rusted reservoirs of the plant. Valve, however, was a master strategist. He understood the terrain better than anyone, using the very infrastructure he controlled as a weapon. He flooded tunnels to drown his enemies, rerouted water flow to create traps, and even weaponized the pressure of the pipes to blast intruders away. These battles weren't just about territory; they were about the very essence of survival. The Hegemony's victory solidified their dominance, proving that in a world where water was scarce, knowledge of its distribution was power. The scars of these wars, the bullet-riddled pipes and flooded chambers, served as a grim testament to the Hegemony's ruthless efficiency.

The Archives and Research Wing

The Archives and Research Wing

A vast repository of ancient texts and cutting-edge research dedicated to understanding the zombie virus. Scholars and scientists work tirelessly to uncover lost knowledge and develop technologies that could turn the tide against the undead menace. This is within the Citadel Council Territory. Citadel Guard often patrol this area.

The Arena District

The Arena District

The Arena District is a bustling area filled with the sounds of cheering crowds and the clash of weapons. Here, organized fights take place daily, attracting thrill-seekers and gamblers alike, while shady figures lurk in the shadows, ready to make a quick profit from the chaos. Shadow Syndicate Runners and Shadow Syndicate Enforcers are common in this area.

The Baptism of Chlorine

The Baptism of Chlorine

The rise of the Hydro Hegemony began not with a bang, but with a trickle. "Valve," formerly known as Elias Thorne, wasn't a warlord or a charismatic leader. He was a meticulous technician, intimately familiar with the Waterworks' labyrinthine pipes and filtration systems. When the Collapse hit, and the city descended into chaos, Elias understood a fundamental truth: water was life. He seized control of the plant, not through brute force initially, but by ensuring the few remaining working pumps continued to churn out purified water. He rationed it, meticulously, creating a system where every drop was a commodity. Those who came to him, parched and desperate, were "baptized" in chlorine-treated water, a symbolic submission to his control. This act, repeated countless times, cemented his authority. The ritual became a chilling reminder: survival in New Vance City meant bowing to the Hegemony's control of the life-giving liquid.

The Barracks and Training Grounds

The Barracks and Training Grounds

A massive underground complex filled with high-tech training rooms and simulation areas. The walls are reinforced with advanced materials, and the air is filled with the sounds of clashing weapons and the hum of machinery, as guards hone their skills in preparation for defending the Citadel. This is within the Citadel Council Territory. Citadel Guard are very common in this area.

The Black Market

The Black Market

The Black Market: A sprawling network of underground tunnels and makeshift stalls, this district is the hub of illicit trade. Anything can be bought or sold here, from salvaged weapons to stolen supplies. Gangs and mercenaries control the flow of goods, and violence is commonplace. The air is thick with the smell of stale smoke and cheap stimulants. The flickering neon signs of the market cast an eerie glow on the faces of the desperate traders. The sound of bartering and whispered deals fills the air. It is a place of danger and opportunity, where fortunes are made and lost in the blink of an eye. It's now 2070, a year after the collapse. Shadow Syndicate Runners and Shadow Syndicate Enforcers are common in this area.

The Broker of Secrets

The Broker of Secrets

Information is the Syndicate's most potent weapon. They maintain an extensive network of informants, from street urchins to Citadel insiders, gathering data on rival gangs, resource availability, and even the Council's plans. This information is then used to manipulate markets, sabotage rivals, and secure their own dominance. They are masters of espionage, using coded messages, hidden drops, and anonymous intermediaries to maintain their secrecy. They have also been known to use blackmail, and extortion, to gain information. The Syndicate's ability to gather, and use, information, makes them a formidable force.

The Chemical Treatment Tanks

The Chemical Treatment Tanks

A series of large, rusting tanks filled with remnants of a failed water purification process. The area is fraught with unpredictable chemical reactions, creating hazardous zones that can change from one moment to the next, while mutated creatures lurk in the shadows, driven mad by the toxic environment. Elite Hydro Enforcers and Hydro Enforcers are common in this area.

The Citadel

The Citadel

The Citadel (Safe Zone): This area is known as The Citadel, a fortified section of the old city. Within this area is where the city’s provisional government maintains order. It's heavily guarded and well-supplied, a stark contrast to the surrounding districts. The Citadel is where the city's leaders make their decisions, trying to maintain order and rebuild society. It is a place of relative safety and stability, but also of political intrigue and power struggles. The Public Courtyard is a place where citizens can bring concerns to the ruling council. It is also the main area for planning the city's future. It's now 2070, a year after the collapse. This is within the Citadel Council Territory. Solar Guardians and Perimeter Watchman often patrol this area.

The Collapse of 2069

The Collapse of 2069

The 2069 Collapse, an ecological and societal disaster sparked by climate change and a bio-plague, transformed Earth. Once-vibrant cities became desolate shells, choked by toxic smog and nature's aggressive growth. Fortified settlements, like many others, stand as bastions against the encroaching wasteland. "Shamblers," plague remnants, haunt the outskirts, a constant threat. Survivors, toughened by necessity, repurpose pre-Collapse tech, relying on solar power and salvaged goods. Factions battle for control of limited resources and territories. The world beyond city walls is a dangerous patchwork of irradiated deserts and mutated jungles, home to hostile wildlife and desperate people. The pre-Collapse era, a lesson in unchecked tech and environmental neglect, is etched into crumbling city walls. Old artifacts, like data drives and weapons, are prized, fueling hope and conflict. Survival is key, but community and the pursuit of a better future endure in the Collapse's shadow.

The Collection of Relics

The Collection of Relics

Within the Shambler's Graveyard, the Silent Walkers are known for their unsettling habit of collecting items from the decaying corpses. They gather remnants of the past: faded photographs, tarnished jewelry, rusted tools, and fragments of personal belongings. These items are not used for trade or survival; instead, they are taken to a hidden location within the graveyard, a place shrouded in mystery. Some speculate that they are building a shrine to the dead, while others believe they are attempting to piece together the fragmented lives of those lost to the Collapse. The items are arranged in a specific order, and the meaning of the arrangement is unknown. They seem to be trying to understand the past, and to find meaning in the chaos. The collection of these items adds an eerie layer to their already unsettling presence, suggesting a purpose beyond mere survival.

The Conductor's Visions

The Conductor's Visions

Conductor, the enigmatic leader of the Static Cult, is the central figure in their belief system. He claims to receive visions and messages directly from the Silent God through the static signals. These visions are often cryptic and fragmented, but they guide the Cult's actions and shape their beliefs. Conductor's followers believe him to be a prophet, chosen by the Silent God to lead them into a new era. His pronouncements are treated as divine commands, and his interpretations of the static signals are unquestioned. He often speaks of a coming "Convergence," a moment when the static signals will reach their peak, and the Silent God will manifest in the physical world. Some within the Cult believe that Conductor is the physical manifestation of the Silent God, and that he is the key to their salvation. His visions are the only thing that guides the cult.

The Credit Conduit

The Credit Conduit

The Syndicate's dominance over the Black Market's financial flow is absolute. They are the primary arbiters of Cred and Solar Credit, their influence stretching beyond mere trading. They manipulate the fluctuating values of these currencies, exploiting the city's desperation for profit. They maintain a vast network of hidden vaults and secure drop points, ensuring a constant flow of resources, even during the most volatile periods. They have also been known to forge Solar Credits, and even create counterfeit Cred-Bits, further solidifying their control over the city's economy. Their ability to control the flow of currency, gives them immense power over the entire city. They also have a network of runners, and traders, that move currency, and goods, throughout the city.

The First Stand at Breachpoint

The First Stand at Breachpoint

In the early days after the Collapse, a massive shambler horde breached the perimeter of the city walls. What few defenders remained were a chaotic mix of terrified civilians and desperate scavengers. Leading them was Garrison, a former construction foreman who understood the wall's weaknesses. With makeshift barricades and scavenged tools, they held the line against overwhelming odds. The battle raged for hours, the air thick with the stench of decay and the roar of shambler moans. Garrison's strategic mind, honed from years of managing construction sites, proved invaluable. He directed the defenders, exploiting choke points and utilizing the terrain to their advantage. When the horde finally retreated, leaving a mountain of corpses, the survivors realized they had formed something more than a mob. They were a line of defense, the Perimeter Watch, forged in the crucible of survival, their resolve as unyielding as the reinforced walls they guarded. This battle became a legend.

The Forging of Cog's Reign

The Forging of Cog's Reign

Cog's reign in the post-Collapse Rust Belt originated from his survival during the city's chaotic downfall. Once a foreman, he witnessed societal breakdown, learning the harsh reality of strength dictating survival. This experience transformed him. As chaos engulfed the industrial sector, he assembled a brutal group of survivors, mirroring his own understanding of force and loyalty. He established a system of strength, utilizing the weak as resources or targets. The Gear Rats, his enforcers, emerged from the Collapse's crucible, dedicated to scavenging every usable scrap from the Rust Belt. Cog recognized metal's paramount value in this new world, viewing the Rust Belt as his personal goldmine. He rules through intimidation and a rigid system that rewards only the strongest. His grip on power is absolute, ensuring the continued flow of resources and unquestioned loyalty. Cog's vision is a world where only the strong persist, and he enforces this vision through brutal efficiency.

The Foundation Amidst Ruin

The Foundation Amidst Ruin

The Citadel Council emerged from the immediate aftermath of the Collapse. In the chaos of New Vance City’s early days, when survival was a moment-to-moment struggle, the remnants of the pre-Collapse city government, alongside key community leaders and former Solar Guardian members, coalesced within the fortified walls of the old city hall. They understood that without a centralized authority, the city would devolve into a chaotic free-for-all, leaving its inhabitants vulnerable to both the shamblers and the predatory factions that emerged. The Council's initial actions focused on securing vital resources, establishing basic security, and creating a framework for a new economic system. They recognized that the old world was gone, and that a new order was needed, one that could adapt to the harsh realities of their post-apocalyptic existence. This foundation cemented the Citadel Council as the de facto authority in New Vance City.

The Gathering of Relics

The Gathering of Relics

The Static Cult's obsession with the electromagnetic anomalies extends to a relentless pursuit of pre-Collapse technology, particularly communication devices. They scavenge the Radio Silence Zone, collecting broken radios, defunct computers, and any other electronic relic they can find. These artifacts are not merely collected, but revered as sacred objects, believed to contain fragments of the Silent God's essence. The Cult meticulously repairs and modifies these devices, attempting to amplify and manipulate the static signals. Their workshops, hidden within the zone's labyrinthine structures, are filled with a chaotic array of wires, circuits, and flickering screens. They believe that by combining these relics, they can create a device that will allow them to fully communicate with the Silent God. They believe that these relics are the key to unlocking the power of the static.

The Guardians' Conflict with the Hydro Hegemony

The Guardians' Conflict with the Hydro Hegemony

The Solar Guardians and the Hydro Hegemony represent two opposing forces in New Vance City. While the Guardians focus on maintaining power and order, the Hegemony controls the dwindling water supply. This fundamental conflict over resources creates a constant tension between the two factions. The Guardians recognize that water is as vital as power, and they often find themselves negotiating or clashing with the Hegemony over access to clean water sources. The Hegemony's ruthless control over water threatens the stability of the Solar Sprawl, forcing the Guardians to adopt a defensive posture. The Guardians view the Hegemony's actions as a form of extortion, and they are determined to protect their people from their control. This conflict is a constant point of tension.

The Hidden Sanctuary

The Hidden Sanctuary

Deep within the Shambler's Graveyard, the Silent Walkers maintain a hidden sanctuary, a place where they retreat from the constant threat of the infected. It's a network of tunnels and makeshift shelters, concealed beneath the decaying ruins. This sanctuary is not a place of comfort, but rather a place of survival, where they can rest and regroup before venturing back into the desolate expanse. The entrance to this sanctuary is heavily guarded, and only the Silent Walkers know the way. It is a place of secrets, where they keep their collected relics, and where they perform their strange rituals. This hidden sanctuary is a testament to their resilience, a symbol of their determination to survive in the face of overwhelming odds.

The Iron Hand of Order

The Iron Hand of Order

Anya, the Solar Guardians' leader, is a figure of unwavering pragmatism. She rose to command not through charisma, but through sheer competence and a relentless focus on survival. Witnessing the city's descent into chaos, she understood that sentimentality was a luxury New Vance City could no longer afford. Her decisions, often perceived as harsh, are always rooted in the city's long-term stability. She enforces strict rationing, prioritizes defensive measures, and demands absolute obedience from her Guardians. Her leadership style is a reflection of the harsh realities of the post-Collapse world, where survival hinges on discipline and efficiency. She is a woman of action, not words, and her unwavering resolve has earned her the respect, if not always the affection, of her people. She is the one that keeps the city running.

The Ironclad Creed

The Ironclad Creed

The Gear Rats live by a strict, unspoken code, known as the "Ironclad Creed." This code emphasizes loyalty, strength, and ruthless efficiency. It dictates that every member must prioritize the gang's survival above all else, and that any act of betrayal or weakness will be met with swift and brutal punishment. The Creed also mandates that all scavenged materials must be shared with the gang, and that any attempt to hoard resources will be dealt with harshly. The Ironclad Creed is enforced by Cog, who acts as both judge and executioner. The Creed is a way to maintain order in the Rust Belt, and to ensure the survival of the Gear Rats. It is a way of life, and it is what makes the Gear Rats a force to be reckoned with.

The Isolationist Doctrine

The Isolationist Doctrine

The Static Cult maintains a strict isolationist policy, rarely interacting with outsiders. They view the inhabitants of New Vance City as "unclean," tainted by their reliance on material possessions and their ignorance of the Silent God's true power. They believe that only those who have embraced the static can achieve true enlightenment. The Cult's seclusion within the Radio Silence Zone reinforces their sense of superiority and reinforces their belief that they are the chosen ones. They actively discourage any attempts to enter their territory, viewing outsiders as a threat to their sacred mission. They believe that the static is a sacred space, and that it should not be disturbed by outsiders. They have even been known to attack those who enter the Radio Silence Zone.

The Legacy of the Lost Patrol

The Legacy of the Lost Patrol

A haunting memory of a group of Perimeter Watch defenders who vanished during a routine sweep beyond the walls. They were tasked with investigating a series of strange signals emanating from the Radio Silence Zone, a task considered dangerous but necessary. Days turned into weeks, and the patrol never returned. Search parties, braving the treacherous terrain, found no trace of them, only scattered remnants of their equipment and unsettling signs of a struggle. Rumors spread like wildfire, whispering of strange creatures and hidden dangers lurking in the zone's depths. The loss of the Lost Patrol became a grim reminder of the risks involved in defending the perimeter, a constant shadow that hung over the Watch. Garrison, personally devastated by the loss, implemented stricter protocols and reinforced training, determined to prevent such a tragedy from ever happening again. The event also made the Radio Silence Zone a place of fear.

The Legacy of the Scrap Titans

The Legacy of the Scrap Titans

The Gear Rats have a deep reverence for the "Scrap Titans," the massive, abandoned machines that dominate the Rust Belt's landscape. These colossal metal behemoths, remnants of the city's industrial past, are seen as both a source of valuable materials and a symbol of the Gear Rats' power. They believe the Titans hold the secrets to lost technologies, and they dedicate themselves to uncovering these secrets. They often hold contests to see who can retrieve the most valuable parts from these Titans. They see the Titans as gods of metal, and they often leave offerings of scrap metal at the base of the Titans. The Gear Rats have developed specialized techniques for dismantling these machines, using crude tools and brute force to extract valuable components. These recovered components are then repurposed into weapons, tools, and other essential supplies. The Scrap Titans are a constant reminder of the city's past, and a source of hope for the future.

The Main Filtration Plant

The Main Filtration Plant

The Main Filtration Plant, a labyrinth of steel and concrete, hums with the relentless churn of purification. It's the city's lifeblood, where the meager water sources are forced through layers of filtration, removing contaminants and the lingering traces of the collapse. Towering tanks, rusted pipes, and hissing machinery dominate the space, a testament to salvaged technology and desperate ingenuity. The air is thick with the metallic tang of treated water and the ever-present threat of sabotage. Heavily armed Hegemony guards patrol the perimeter, their vigilance a constant reminder of the plant’s strategic importance. This facility, a prize in the Aqueduct Wars, is more than a water purifier; it’s a symbol of Hydro Hegemony's absolute control, a fortress against both the thirsting city and rival factions. This is within the Hydro Hegemony territory.

The Mimicry of Decay

The Mimicry of Decay

The Silent Walkers are not immune to the infection, nor are they immune to the shambler's aggression. Instead, they have learned a terrifying form of mimicry. They move with the same shambling gait, their bodies swaying and twitching in a grotesque imitation of the infected. They have learned to mask their scent, covering themselves in the reek of decay, allowing them to move amongst the hordes unnoticed. This mimicry is not perfect, and requires constant practice. If they break character, even for a moment, the shamblers will turn on them. This practice has become a way of life for them, and they are now almost indistinguishable from the shamblers. The act of mimicry has become so ingrained, that they seem to have lost their own sense of self. It is a disturbing adaptation, blurring the lines between human and infected. This adaptation makes them a terrifying mystery to everyone else.

The Perimeter Outskirts

The Perimeter Outskirts

The Perimeter Outskirts: A dangerous zone bordering the city walls, this area is constantly under threat from shambler incursions and raider attacks. Makeshift barricades and watchtowers dot the landscape, manned by weary defenders. Scavengers risk their lives venturing beyond the walls, searching for anything of value. The ground is littered with spent ammunition and the remains of failed defenses. The constant threat of attack keeps residents on edge. It's a place where survival is a daily struggle against both the living and the dead. It's now 2070, a year after the collapse. This location is within the Perimeter Watch terriroty. Perimeter Watchman, Shamblers, and Raiders are common in this area.

The Ritual of the Rusted Cog

The Ritual of the Rusted Cog

The Gear Rats have developed a brutal initiation ritual, known as the "Rusted Cog," to induct new members. Those who wish to join must prove their worth by surviving a gauntlet of dangers within the Rust Belt. They are forced to navigate treacherous terrain, evade shambler packs, and fight off rival scavengers, all while carrying a heavy, rusted cog. The ritual culminates in a brutal trial by combat, where the initiate must face a seasoned Gear Rat in a fight to the finish. Only those who demonstrate exceptional strength, cunning, and a ruthless will to survive are deemed worthy of joining the gang. The Rusted Cog represents the harsh reality of life in the Rust Belt, a symbol of the constant struggle for survival. It is a mark of honor amongst the Gear Rats, and a sign of their dedication to the gang. The ritual is a reminder that only the strongest are worthy to survive in the Rust Belt.

The Rust Belt

The Rust Belt

The Rust Belt: Once the industrial heart, now a labyrinth of corroded machinery and collapsed factories. Toxic fumes linger, and scavengers fight over scraps of metal and salvaged tech. Gangs, known as the Gear Rats, control the territory, their makeshift weapons a testament to the city’s decay. The ground is littered with rusted husks of vehicles, repurposed into makeshift shelters. Shamblers, drawn by the metallic scent, are a constant threat. The air is thick with the smell of decay and burnt wiring, a grim reminder of the city's former glory. It's a place where survival hinges on brute force and a willingness to risk everything for a handful of usable parts. It's now 2070, a year after the collapse. This is within the Gear Rats Territory. The Gear Rats, born from the scrap heaps and rusted machinery of the Rust Belt, are a brutal gang that thrives on the city's decay. Their leader, a hulking figure known only as "Cog"

The Rustflow (River)

The Rustflow (River)

The Rustflow is the upper stretch of The Serpent's Divide as it enters New Vance City from the north. This section is marred by industrial runoff, giving the water a sickly orange-brown hue, and is surrounded by the decaying remnants of abandoned factories, creating a haunting atmosphere of neglect and decay.

The Salvaged Tech Network

The Salvaged Tech Network

The Syndicate possesses a unique ability to procure and distribute salvaged technology, a crucial resource in the post-Collapse world. They have infiltrated the Gear Rats' territory, forging alliances and subverting their operations to acquire rare components and functional devices. Their network extends to the Radio Silence Zone, where they risk venturing into the static-filled wasteland to retrieve pre-Collapse tech, rumored to hold advanced weaponry and data storage. They have also been known to steal technology from the Solar Guardians, and even the Citadel. This access to advanced technology, allows the syndicate to maintain a technological edge. They also have a network of engineers, and technicians, who can repair, and modify, salvaged technology.

The Scavenger's Pact

The Scavenger's Pact

Beyond the fortified walls of New Vance City lies a treacherous wasteland, a graveyard of the old world. The Perimeter Watch's duties extend beyond simply defending the walls; they are also the city's primary scavengers. Risking their lives, they venture into the ruins, searching for vital resources: ammunition, medical supplies, and anything that can be repurposed. Each expedition is a gamble, a desperate attempt to replenish dwindling supplies and find anything useful. The ground beyond the perimeter is littered with the remnants of failed scavenging runs, a stark reminder of the dangers they face. They must contend with shambler hordes, raider patrols, and the ever-present threat of environmental hazards. Every scavenged item is a victory, a testament to their courage and resourcefulness. The knowledge of the outside world, and its dangers, is their greatest asset. They are the eyes and ears of the city, bringing back not only supplies, but vital information

The Scavenger's Wastes

The Scavenger's Wastes

A vast, desolate expanse littered with the remnants of once-thriving settlements and rusting vehicles. Scavengers brave the harsh environment, seeking valuable resources among the debris, but face dangers from both the terrain and lurking predators. It's now 2070, a year after the collapse. Shamblers have a heavy presence here.

The Serpent's Cradle (River)

The Serpent's Cradle (River)

The Serpent's Cradle: This section of the river is a wide, slow-moving expanse, its waters calm and still. The riverbed is covered in a thick layer of silt, and the banks are lined with dense vegetation. This area is a haven for wildlife, and the occasional survivor who dares to venture into its depths may find a hidden oasis of peace and tranquility.

The Serpent's Divide (River)

The Serpent's Divide (River)

The Serpent's Divide: The lifeblood of New Vance City, yet also its most treacherous boundary, is the river known collectively as The Serpent's Divide. It slices through the city's heart, a winding scar left by the old world, now a vital resource and a perilous obstacle. This river, though a single entity, is known by different names depending on the sector it traverses, reflecting the diverse and fractured nature of the city's surviving communities.

The Serpent's Spine (River)

The Serpent's Spine (River)

The river's northernmost reach for The Serpent's Divide is a narrow, rocky channel, its waters rushing over a series of jagged rocks. The sheer cliffs on either side offer little protection from the elements, and the riverbed is littered with debris and the bones of long-dead creatures. This section is rarely visited, as the dangers are too great for the potential rewards.

The Shadow Reach (River)

The Shadow Reach (River)

The Shadow Reach, the Central Section of The Serpent's Divide, where the river cuts through the heart of the ruined city, it plunges into the shadows of towering, dilapidated skyscrapers. Sunlight rarely reaches this section, creating a perpetual twilight. The water here is deep and dark, concealing hidden dangers and the occasional shambler that has fallen or been pushed into the river. This area is avoided by most, except for those desperate or daring enough to risk the dangers.

The Shadow's Reach

The Shadow's Reach

The Shadow Syndicate's influence extends far beyond the Black Market's borders. They have established clandestine connections with the Hydro Hegemony, trading salvaged tech for access to clean water, and even with the Perimeter Watch, providing them with advanced weaponry in exchange for information on raider movements. They have also been known to trade with the Static Cult, for unknown reasons. Their ability to form alliances, and manipulate other factions, allows the syndicate to exert control over a large portion of New Vance City. They are a constant threat to the city's fragile stability, and their presence is felt in every corner of New Vance City.

The Shambler Migration Path

The Shambler Migration Path

A well-worn path cuts through the desolate wasteland, leading directly into the heart of the city. This area is marked by the constant movement of shamblers, creating a persistent threat of incursions as they migrate in large groups, leaving behind signs of their passage. This location is within the Perimeter Watch terriroty. Perimeter Watchman, Shamblers, and Raiders are common in this area.

The Shambler's Graveyard

The Shambler's Graveyard

The Shambler's Graveyard: This district is a desolate expanse, a former residential zone now overrun by the infected. Piles of decaying corpses line the streets, a testament to the initial chaos. The stench of death permeates the air, and the ground is slick with biohazardous residue. Packs of feral shamblers roam freely, their moans echoing through the empty streets. Patrolling this area is a suicide mission, only undertaken by the most desperate or the most insane. The skeletal remains of houses offer no shelter, only grim reminders of lives lost. It is a place of absolute dread, where the echoes of the past haunt the present. It's now 2070, a year after the collapse. This location is within the Silent Walkers territory. The Silent Walkers aren't a traditional faction, but rather a chilling anomaly within the Shambler's Graveyard. They're a group of individuals who, through a bizarre twist of fate, seem to coexist with the shamblers.

The Shared Burden

The Shared Burden

The Perimeter Watch is a melting pot of backgrounds and experiences, united by their shared struggle. Former soldiers, engineers, and even ordinary citizens find themselves side-by-side, defending the city. The camaraderie forged in the face of constant danger is their greatest strength. They rely on each other, sharing skills, supplies, and the burden of their grim duty. Garrison fosters a sense of unity, emphasizing that every member is vital to the city's survival. They understand that they are all they have, and that they must rely on each other. They are a family born of necessity, bound by the shared goal of protecting their home. They share stories of the old world, and the new, keeping the memories of what was alive, and the hope of what could be. The Outskirts are a place of shared hardship, but also of shared hope.

The Siege of Outpost 7

The Siege of Outpost 7

Outpost 7 became the focal point of a relentless siege by a coordinated raider band. The raiders, armed with salvaged heavy weaponry and driven by desperation, sought to seize control of the outpost and its strategic position. The Perimeter Watch, held their ground. For days, the outpost endured a barrage of attacks, the defenders repelling wave after wave of raiders. Garrison, leading from the front, inspired his troops with his unwavering resolve and tactical brilliance. The siege tested the Watch's limits, pushing them to the brink of exhaustion and despair. But they refused to yield, their resilience fueled by the knowledge that the city's survival depended on their defense. When a relief force finally arrived, the raiders were routed, leaving behind a scene of carnage. Outpost 7 stood battered but unbroken, a symbol of the Perimeter Watch's unwavering commitment to protecting New Vance City. The siege of Outpost 7 is used as a training example, and is often told to new recruits.

The Signal Jammer Array

The Signal Jammer Array

A sprawling field of large, rusted antennas and broken electronic equipment, the Signal Jammer Array is a chaotic tangle of metal and wires. The air hums with a low-frequency buzz, and strange flickers of light dance across the equipment, hinting at the powerful electromagnetic interference that emanates from this site. This location is within the Static Cult terriroty. The Static Cult, a mysterious group, resides within the Radio Silence Zone, drawn to the strange electromagnetic interference that permeates the area. They believe the interference is a sign of a higher power, a message from the beyond. Their leader, a enigmatic figure known as "Conductor"

The Smuggler's Docks

The Smuggler's Docks

A concealed network of docks nestled along a murky, polluted canal, where illicit goods are secretly transported in and out of the bustling market. The area is rife with danger, as treacherous river travel is often required to navigate the hidden routes, making it a vital hub for smuggling operations and black market dealings. Shadow Syndicate Runners and Shadow Syndicate Enforcers are common in this area.

The Solar Sprawl

The Solar Sprawl

The Solar Sprawl: This is one of the few relatively safe zones, powered by a massive, though decaying, solar array. Residents here maintain the city's power grid and cultivate hydroponic gardens. Heavily armed guards patrol the perimeter, keeping the shamblers and raiders at bay. Life is regimented, but it offers a semblance of normalcy. The central hub is a repurposed community center, where vital resources are distributed. Clean, recycled water is available, and basic medical care is provided. Education is also provided to the children. This area is a beacon of hope in a sea of despair. It's now 2070, a year after the collapse. Solar Guardians are common here.

The Static's Influence

The Static's Influence

The Static Cult's prolonged exposure to the electromagnetic anomalies has had a profound impact on their physical and mental state. Many members exhibit strange behaviors and physical symptoms, such as erratic speech patterns, involuntary twitching, and an unnatural pallor. Some even claim to hear voices within the static, even when no devices are present. The Cult interprets these changes as signs of divine transformation, evidence of their growing connection to the Silent God. However, outsiders view these symptoms with suspicion and fear, believing that the static is corrupting the Cult's members. They believe that the static is causing them to lose their minds, and that they are becoming dangerous. They are becoming more and more like the static, and less like humans.

The Trader's Torrent (River)

The Trader's Torrent (River)

The Trader's Torrent is a relatively calmer stretch of the Serpent's Divide where makeshift barges and rafts ply the waters, carrying scavenged goods and essential supplies. This section is a vital trade route, though fraught with the risk of raider attacks.

The Underground Aqueduct

The Underground Aqueduct

A labyrinthine network of dark, flooded tunnels that snake beneath the main plant. These passages serve as both a means of transporting water and a secretive hideout for contraband, but they are also infested with mutated aquatic shamblers that pose a significant threat to any intruders. Elite Hydro Enforcers and Hydro Enforcers are common in this area.

The Underground Subway Tunnels

The Underground Subway Tunnels

A network of dark, damp subway tunnels filled with stagnant water and the remnants of a forgotten city. Decaying corpses and lurking shamblers haunt these depths, creating a perilous route for those daring enough to traverse them. This location is within the Silent Walkers territory. The Silent Walkers aren't a traditional faction, but rather a chilling anomaly within the Shambler's Graveyard. They're a group of individuals who, through a bizarre twist of fate, seem to coexist with the shamblers. Silent Walkers and Shamblers are found in abundance here.

The Unnatural Silence

The Unnatural Silence

The Silent Walkers are aptly named, for they move and communicate without a sound. They do not speak, nor do they make any other audible noise. Their footsteps are muffled, their movements fluid and silent. This unnatural quiet adds to their unsettling aura, creating an atmosphere of dread wherever they go. Some believe they have damaged vocal cords, or that they have chosen to be silent. Others believe that they are communicating with the shamblers, and that the shamblers can understand them. The silence is not just physical; it extends to their very presence, as if they are fading into the background, becoming one with the desolate landscape. This silence is a constant reminder of the graveyard's desolation, a chilling counterpoint to the moans of the infected.

The Unwavering Vigil

The Unwavering Vigil

The Perimeter Watch are the city's first and often last line of defense, a collection of disparate survivors bound by a shared, grim duty. Every creak of the wind, every distant moan, could signal the next shambler incursion or raider attack. Their days are spent reinforcing makeshift barricades, calibrating scavenged sensors, and training with whatever weapons they can muster. Their nights are a tense vigil, scanning the horizon for the telltale signs of approaching threats. Garrison, their leader, instills a sense of grim pragmatism, emphasizing survival above all else. They understand that their sacrifices are the only thing keeping the city from being overrun. The Outskirts are not a place of glory, but of grim necessity. Their existence is proof that even in the face of overwhelming odds, humanity will fight for every inch of survival. The constant threat shapes their every action, making them a hardened, yet vital part of New Vance City.

The Verdant Vein (River)

The Verdant Vein (River)

The Verdant Vein is where the river passes through a surprisingly resilient patch of vegetation in the Serpent's Divide, mutated but thriving. This section provides a limited source of edible plants and filtered water, but also harbors dangerous, overgrown creatures.

The Vision for a Rebuilt Future

The Vision for a Rebuilt Future

Despite the grim reality of their present circumstances, the Citadel Council holds onto a vision for a rebuilt future. They are not merely focused on day-to-day survival; they are also planning for the long term, seeking to rebuild the city's infrastructure, restore its economy, and create a sustainable society. They invest in education, promote innovation, and seek to foster a sense of community among the city's diverse population. They believe that New Vance City can rise from the ashes of the Collapse, that humanity can learn from its mistakes, and that a better future is possible. This belief in a brighter future is a driving force behind the Council's actions, a beacon of hope in a world shrouded in darkness. They are the ones that are trying to bring back some form of the old world.

The Water Tax and Trade

The Water Tax and Trade

The Hydro Hegemony doesn't just control the water; they control its distribution. A strict "Water Tax" is imposed on all residents of New Vance City, payable in Solar Credits or Credits, for access to purified water. The amount varies depending on the district, with those in the outer slums paying exorbitant rates. The Hegemony also engages in lucrative trade, bartering water for valuable resources like salvaged tech, weapons, and even information. They've established a network of water merchants, who travel throughout the city, distributing water and collecting taxes. These merchants are heavily armed and fiercely loyal, ensuring the Hegemony's control extends beyond the Waterworks itself. The water trade is a delicate balance, however, too much water, and the value drops. Too little, and the people riot. This control is the Hegemony’s greatest power.

The Waterworks

The Waterworks

The Waterworks: This district, centered around the city's old water purification plant, is a battleground for control of the dwindling water supply. Rival gangs fight over access to the few remaining clean water sources. The plant itself is a maze of rusty pipes and leaking tanks, a dangerous place to navigate. The air is heavy with the smell of chlorine and stagnant water. The sound of dripping pipes and the occasional gunshot echoes through the abandoned facility. Those who control the water, control the city. It's now 2070, a year after the collapse. Elite Hydro Enforcers and Hydro Enforcers are common in this area.

The Whispers of Connection

The Whispers of Connection

Rumors abound within New Vance City about the Silent Walkers' connection to the shamblers. Some claim to have seen them guiding the hordes, directing their movements with subtle gestures. Others whisper of a strange empathy, a shared consciousness between the living and the dead. The truth remains elusive, but the mere suggestion of such a connection is enough to send shivers down the spines of even the most hardened survivors. They are seen as a bridge between the living and the dead. This connection, whether real or imagined, makes them a figure of fear and fascination, a symbol of the city's deepest anxieties.

The Whispers of Silas

The Whispers of Silas

The Shadow Syndicate's leader, Silas, is a phantom, a name spoken in hushed tones within the Black Market's labyrinthine tunnels. No one truly knows their face, their origins, or even their true intentions. Some say Silas is a former Citadel Council member, disillusioned by the city's fragile order, others claim they are a mutated survivor, imbued with uncanny abilities to manipulate information and trade. The most chilling rumor is that Silas possesses pre-Collapse data networks, allowing them to predict market fluctuations and anticipate rival gang movements with unnerving accuracy. This aura of mystery grants the Syndicate an almost mythical status, instilling fear and respect in equal measure. The Syndicate's power lies not just in their control of goods, but in their mastery of secrets, making Silas's whispers the most valuable, and dangerous, currency in New Vance City. Their ability to acquire any information, or item, is legendary, and their network spans all of New Vance City.

The Whispers of the Deep

The Whispers of the Deep

Some within the Hegemony believe that Valve has become obsessed with the Waterworks, spending hours alone in the depths of the plant, listening to the gurgling pipes and the dripping water. They whisper of strange experiments, of Valve trying to create a "perfect" strain of water, something that would grant him even greater power. There are even rumors of him communing with the "Water Gods," hearing their voices in the flow of the pipes. These whispers have created a sense of unease within the Hegemony, with some questioning Valve's sanity. Others, however, see it as a sign of his devotion, a testament to his unwavering commitment to controlling the lifeblood of New Vance City. These rumors add an eerie, almost mystical element to the Hegemony's already formidable presence.

The Whispers of the Void

The Whispers of the Void

The Static Cult traces back to the initial surge of electromagnetic anomalies that followed the Collapse. While others fled the Radio Silence Zone, fearing its unpredictable disturbances, a small group, led by the enigmatic Conductor, felt a strange pull. Conductor, a former communications engineer, claimed to decipher these signals, revealing fragmented prophecies and cryptic instructions. He spoke of a "Silent God," a being manifested in the static, whose power would reshape the world. The Cult believes that the static is a divine language, and that they are the only ones who can understand it. They have created devices that they believe can amplify the signals, and that these signals will bring about a new age. The Cult's rituals involve prolonged exposure to the static, attempting to achieve a state of "resonance" with the divine frequencies. They believe that this resonance is the key to unlocking the true power of the static.

The Whispers of the Wall

The Whispers of the Wall

The Perimeter Watch have learned to listen to the whispers of the wall, the subtle creaks and groans that signal impending danger. They can detect the telltale signs of shambler activity, the distant moans and the shuffling footsteps that echo through the concrete. They can also sense the presence of raiders, the faint metallic clinking of weapons and the hushed voices that betray their movements. The wall itself has become a living entity to the Watch, a silent sentinel that communicates through vibrations and echoes. They have learned to interpret these signals, turning the wall into an early warning system. This ability, honed through years of experience, has saved countless lives and prevented numerous incursions. The whispers of the wall are a testament to the Watch's connection to their duty, a bond forged in the crucible of survival. They are the only ones who can truly understand the walls silent language.

Trade in New Vance City

Trade in New Vance City

Trade in New Vance City is a dangerous and dynamic affair, reflecting the city's fractured state. Barter remains prevalent in the outer districts where trust is scarce, and currency is less reliable. The Black Market serves as the hub of illicit trade, controlled by the Shadow Syndicate, where anything can be bought or sold. The Hydro Hegemony controls the trade of water, exchanging it for Solar Credits and valuable items. The Solar Guardians manage the distribution of food, water, and medical supplies, trading them for Credits and services. The Gear Rats dominate the Rust Belt, trading scavenged metal and technology for Credits and Solar Credits. Lastly, the Citadel Council oversees resource distribution, trading for Solar Credits, services, and valuable items.

Trading in The Black Market

Trading in The Black Market

Trading in The Black Market: The Black Market is the hub of illicit trade, a place where anything can be bought or sold for the right price. The Shadow Syndicate controls much of the flow of goods, but independent traders and gangs also operate within its labyrinthine tunnels. Here, Solar Credits, Credits, and even valuable scavenged items are used in complex transactions.

Trading in The Citadel

Trading in The Citadel

Citadel Trade: The Citadel Council controls the distribution of resources, and they trade resources for Solar Credits, and for Credits. They also trade for services, and for valuable items.

Trading in The Rust Belt

Trading in The Rust Belt

The Rust Belt Trade: The Gear Rats control trade in the Rust belt, and they primarily trade scavenged metal, and parts. They also trade weapons, and other salvaged technology. They trade these items for Credits, and for Solar Credits.

Trading in The Solar Sprawl

Trading in The Solar Sprawl

Trading in The Solar Sprawl: The Solar Guardians run trade in the Solar Sprawl. They control the distribution of food, water, and medical supplies. They trade these items for Credits, and for services. They also trade for scavenged goods.

Trading in The Waterworks

Trading in The Waterworks

Trading in The Waterworks Trade: The Hydro Hegemony controls the trade of water, and they primarily trade water for Solar Credits, and Credits. They also trade water for valuable items, and for services.

Trainyard Graveyard

Trainyard Graveyard

A sprawling expanse filled with rusting train cars and overgrown rail lines, the Trainyard Graveyard is a battleground for rival Gear Rat factions. Amidst the decaying metal and scattered debris, valuable salvage can be found, but only for those brave enough to fight for it. This is within the Gear Rats Territory. The Gear Rats, born from the scrap heaps and rusted machinery of the Rust Belt, are a brutal gang that thrives on the city's decay. Their leader, a hulking figure known only as "Cog"

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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