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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Created
31 days ago
Last Updated
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Aqueduct Wars Site

Aqueduct Wars Site

The Aqueduct Wars Site is a historical battlefield where rival gangs clashed for control over the vital Waterworks. The remnants of the skirmishes are evident in the bullet-riddled pipes and flooded chambers, serving as a grim reminder of the brutal struggle for survival in a world where water is scarce.

Augmentation Alley

Augmentation Alley

This narrow, dimly lit passage is the black market's center for body modifications and cybernetic enhancements. Sawdust mixes with the smell of burning flesh and coolant as rogue surgeons and tech-wizards perform illicit procedures. The area is a haven for those seeking to enhance their survival capabilities, and a place where the Shadow Syndicate controls the flow of black market medical treatments.

Biohazard Zone

Biohazard Zone

The Biohazard Zone is a desolate, dried-up riverbed tainted by toxic waste, where the remnants of civilization lie scattered among the cracked earth. This area serves as a breeding ground for mutated shamblers, grotesque creatures that roam the wasteland, driven by an insatiable hunger for flesh. The air is thick with the stench of decay and chemicals, making it perilous for any who dare to venture too close. The contamination has spread to the surrounding district, causing illness and despair among the remaining inhabitants, who live in constant fear of the shamblers and the toxic environment. They're a group of individuals who, through a bizarre twist of fate, seem to coexist with the shamblers.

Bioreactor Chamber

Bioreactor Chamber

A sealed, dimly lit area containing tanks filled with bioluminescent algae. Here, the water undergoes a final stage of purification, with the algae consuming remaining organic impurities and adding a faint, natural luminescence. This chamber is rumored to be the location of Valve's unique water purity tech, and is shrouded in secrecy, guarded by the most loyal Hegemony members. This is a room within the Main Filtration Plant, and can only be accessed once inside the plant.

Children's Playground of Despair

Children's Playground of Despair

Once a vibrant playground filled with laughter, this area is now a haunting reminder of joy lost. Decaying swing sets creak in the wind, and rusted slides loom ominously, while packs of juvenile shamblers roam, their eerie giggles echoing through the air, creating a chilling atmosphere.

Chlorination Chamber

Chlorination Chamber

A sealed, heavily ventilated room where chlorine is injected into the partially treated water. This process eliminates harmful bacteria and viruses, ensuring the water is safe for consumption. The strong smell of chlorine permeates the air, a constant reminder of the chemical treatment that sustains the city. This area is monitored strictly, too much chlorine can be as harmful as too little. This is a room within the Main Filtration Plant, and can only be accessed once inside the plant.

Cog's Throne Room

Cog's Throne Room

Elevated above the main compound, Cog's throne room is a grim display of power. Constructed from the reinforced cabin of a derelict construction vehicle, it overlooks the entire stronghold. Cog surveys his domain from this vantage point, issuing orders and dispensing harsh justice. The room is adorned with scavenged trophies and the crude symbols of the "Scrap Titans," reinforcing his authority. It is used as the command center and place of judgement.

Collapsed Apartment Blocks

Collapsed Apartment Blocks

The Collapsed Apartment Blocks are a haunting reminder of a once-thriving community, now reduced to skeletal remains of residential buildings. Inside, decaying corpses lie amidst the rubble, while hidden pockets may shelter desperate survivors or lurking shamblers, creating an atmosphere of tension and uncertainty.

Collapsed Assembly Plant Core

Collapsed Assembly Plant Core

Deep within the Rust Belt, the skeletal remains of the central assembly plant stand as a dangerous maze of tangled metal and defunct robotic arms. Rumors of a functional AI core still humming within attract scavengers and adventurers alike, promising valuable schematics and control over dormant machinery, but the inner core is fraught with traps placed by Static Cultists and shamblers drawn to its electrical signatures.

Darius Kael's Clinic

Darius Kael's Clinic

Darius Kael, known as 'The Steel Surgeon', operates a makeshift clinic in the heart of the Rust Belt. This gritty location is filled with the sounds of grinding metal and the faint smell of antiseptic, where Darius offers his expertise in heavy cybernetic implants and structural enhancements to those desperate enough to seek his services.

Echo Chamber Stage

Echo Chamber Stage

A raised platform constructed from scavenged metal and flickering holographic projectors, the Echo Chamber Stage serves as the Council's primary communication hub. Its rusted speakers amplify their directives, often distorted by static and interference. This stage is where public trials, resource distributions, and Council announcements take place. The purpose is to maintain a semblance of order and transparency, though the reality is often marred by corruption and manipulation.

Elara Quinn's Memory Mender Clinic

Elara Quinn's Memory Mender Clinic

Nestled within the vibrant Solar Sprawl, Elara Quinn's clinic is a sanctuary for those seeking to mend their memories. The clinic is filled with soft lighting, sleek technology, and the faint hum of neural devices, creating a calming atmosphere for patients. Elara, a Gene-Modded Human, uses her expertise to repair and enhance memories, offering a range of services to help individuals reclaim their mental well-being.

Ember Watchtower

Ember Watchtower

A tall, rickety structure built from scrap metal, overlooking the entire Scorch Pit. Raiders armed with heavy weaponry keep watch from this vantage point, scanning for threats and coordinating defenses. The purpose of this area is to provide a strategic overview of the pit, and to act as a first line of defense against intruders.

Emergency Surgical Suite

Emergency Surgical Suite

This area, once a hub of life-saving procedures, is now a chaotic mix of rusted surgical tools and makeshift operating tables. Survivors have repurposed the remaining equipment, using it for emergency surgeries and treating injuries sustained from shambler encounters or raider attacks. The flickering emergency lights cast long, distorted shadows, adding to the room's unsettling atmosphere. It's a critical, albeit risky, space for treating severe trauma in the post-apocalyptic world.

Fallout the Scrap Titan

Fallout the Scrap Titan

Fallout is a nuclear-powered scrap titan, with its massive drill arm and reinforced chassis, bored deep into the earth, extracting rare minerals for the city's advanced technologies. Its power core, now dormant, still emanates a faint, eerie glow. 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 are seen as both a source of valuable materials and a symbol of the Gear Rats' power. 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.

Filtration Beds

Filtration Beds

A series of large, layered beds filled with sand and gravel. Water is forced through these beds, removing smaller particles and impurities. The filters are periodically backwashed to remove accumulated debris, maintaining their efficiency. This is a crucial step in ensuring that the water is clear and free of fine sediment. This is a room within the Main Filtration Plant, and can only be accessed once inside the plant.

Filtration Control Room

Filtration Control Room

Deep within the Waterworks, the Filtration Control Room remains partially functional. Whoever controls this room controls the flow and purification of the city's remaining water. Rival gangs and desperate survivors constantly fight for control of this strategic point. The room has a terminal that shows the water levels in all the surrounding districts. The Filtration Control Room influences the district by being the central point of conflict, determining the balance of power and access to a vital resource. This is a room within the Main Filtration Plant, and can only be accessed once inside the plant.

Forge of Fury

Forge of Fury

Deep within the Hold's lower levels, the Forge of Fury blazes with the heat of repurposed industrial furnaces. Skilled, or rather, brutally forced, mechanics and weapon-smiths hammer out crude yet effective weaponry from scavenged scrap. The air is thick with the stench of molten metal and fuel, illuminated by the orange glow of the forges. This is the Hold's armory, a vital production center ensuring the raiders' constant supply of deadly tools, and a place where captured engineers are forced to work.

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 Rat Trading Post

Gear Rat Trading Post

A relatively organized section of the stronghold, the trading post is where the Gear Rats interact with outsiders, exchanging scavenged goods and bartering for necessities. Here, tense negotiations take place, and alliances are forged and broken. The post is a melting pot of desperation and opportunity, where survival hinges on shrewd deals and wary trust. It serves the purpose of trade, and limited social interaction with outsiders.

H.E.L.L.I.O.S. the Scrap Titan

H.E.L.L.I.O.S. the Scrap Titan

H.E.L.L.I.O.S. the Scrap Titan has a tripod design, its long-range sonic cannons were meant to deter sea-based threats. It was decommissioned when cheaper drone systems replaced its role, leaving it to rust along the shoreline. 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 are seen as both a source of valuable materials and a symbol of the Gear Rats' power. 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.

H.O.B. the Scrap Titan

H.O.B. the Scrap Titan

H.O.B. the Scrap Titan was bipedal machine, it constructed the city's massive water reservoirs, its reinforced arms capable of moving tons of concrete. A sudden, unexpected flood washed away its control systems and power sources. The Gear Rats have a deep reverence for the "Scrap Titans," the massive, abandoned machines that dominate the Rust Belt's landscape. H.O.B., however, is in the Waterworks district. These colossal metal behemoths are seen as both a source of valuable materials and a symbol of the Gear Rats' power. 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.

Hydroponic Nexus

Hydroponic Nexus

The Hydroponic Nexus is a multi-tiered, climate-controlled farm located in a repurposed warehouse, serving as the heart of the Solar Sprawl's food production. Heavily guarded, it not only provides vital sustenance to the district but also conducts research into sustainable agriculture in the post-apocalyptic world, making it a key point for food distribution and a bastion of stability and self-sufficiency.

Kaito's Neural Nexus

Kaito's Neural Nexus

Hidden within the depths of the Black Market, Kaito's Neural Nexus is a clandestine stall where the line between technology and magic blurs. Here, Kaito Ishida offers cutting-edge neural enhancements and interface mods, catering to those willing to risk it all for power and precision.

Main Filtration Plant

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.

Mass Grave Plaza

Mass Grave Plaza

Once a bustling square, the Mass Grave Plaza is now a haunting reminder of the initial outbreak, where countless bodies were hastily piled. This open area serves as the epicenter for the district's shambler population, drawing in hordes of the undead and significantly raising the danger level for all who dare to approach.

Med-Bay 7

Med-Bay 7

Med-Bay 7, a cramped and dimly lit corner of the Hub, serves as the city's primary medical facility. Repurposed surgical bots whir and click, their diagnostic lasers scanning patients laid out on salvaged examination tables. The air is thick with the metallic tang of antiseptic and the low hum of life-support systems. Skilled medics, often working with scavenged cybernetic implants, struggle to treat injuries inflicted by shambler bites, raider attacks, and the harsh realities of the city's environment. This is where the desperate fight for life plays out, often against overwhelming odds.

New Vance City Memorial Hospital

New Vance City Memorial Hospital

Amidst the skeletal remains of New Vance City, the New Vance City Memorial Hospital stands, a grim testament to the collapse and a vital, albeit perilous, resource for the city's survivors. Its once-sterile halls are now a labyrinth of shadowed corridors and makeshift barricades, a place where the living and the dead exist in a macabre dance. The hospital’s structure, though dilapidated, retains the remnants of its former purpose, offering critical medical supplies and limited, albeit dangerous, shelter.

Pharmacy/Supply Room

Pharmacy/Supply Room

This room, now a scavenged treasure trove, holds the remnants of pharmaceutical supplies and medical equipment. Survivors carefully inventory and ration the remaining medications, bandages, and other necessities. It’s a vital resource for treating infections, managing chronic conditions, and providing basic medical care. The risk of encountering infected individuals lingering within the shelves makes scavenging here a high-stakes endeavor.

Pit of Trials

Pit of Trials

A brutal, makeshift arena carved into the Hold's central courtyard, the Pit of Trials is a place of savage entertainment and brutal selection. Here, new recruits are forced to fight for their place in the gang, and those who displease the leaders are punished. The roar of the crowd, the clang of metal, and the stench of blood fill the air. This is the Hold's proving ground, where only the strongest and most ruthless survive.

Pressure Regulation Control Room

Pressure Regulation Control Room

This room houses the complex network of valves, gauges, and automated systems that control the water pressure and flow throughout the plant and into the city's distribution network. Technicians monitor the pressure, making adjustments to ensure a consistent and safe supply. This room is heavily guarded, as it is the nerve center of the plant. This is a room within the Main Filtration Plant, and can only be accessed once inside the plant.

Quarantine Ward

Quarantine Ward

The quarantine ward, a grim reminder of the initial outbreak, stands as a chilling testament to the city’s past horror. The air here hangs heavy, thick with the lingering scent of decay and the faint, unsettling moans of trapped infected. The zone's reinforced steel doors and sealed windows, once meant to contain the spread of the virus, now serve as a barrier against the Silent Walkers and any shamblers they may guide. The zone is a chilling reminder of the initial collapse, a place where the desperate measures of the past echo through the present. The walls are scarred with desperate markings, a testament to the suffering endured within. The Silent Walkers often congregate near this area, their silent presence adding to the zone's palpable dread.

Radiology Department

Radiology Department

The radiology department, with its heavy lead-lined walls, offers a relatively secure space within the hospital. Survivors have repurposed the remaining X-ray equipment for rudimentary medical diagnostics and even as a source of spare parts. The heavy machinery and thick walls provide a degree of protection against shamblers, making it a temporary refuge. The faint hum of the remaining equipment adds an eerie ambiance to the room.

Raider's Respite

Raider's Respite

A rough and tumble sector of the bazaar, the Raider's Respite is a place where raiders, and other dangerous individuals, come to trade their ill gotten gains. Stolen goods, and powerful weaponry, are sold here, and the Shadow Syndicate uses this area to gain information on raider movements, and to sell weapons to those who can afford them. This is where The Shadow's Reach is most apparent, as the syndicate uses this area to manipulate other factions.

Rationing Sector

Rationing Sector

Within the Hub's lower levels, the Rationing Sector buzzes with a tense energy. Fluorescent tubes cast a sickly yellow glow over lines of weary survivors, each holding a tattered ration card. Solar Guardians, clad in repurposed riot gear and wielding energy rifles, maintain strict order. Automated dispensers hiss and clank, distributing meager portions of nutrient paste and recycled water. This area is the grim reality of survival, where the Guardians' control over resources directly translates to the city's fragile stability, a constant reminder of the scarcity that defines their existence.

Roadstop the Scrap Titan

Roadstop the Scrap Titan

Roadstop the Scrap Titan was a bipedal giant, it laid down the city's high-speed rail lines, its precision placement arms ensuring seamless connections. An experimental magnetic levitation failure caused it to collapse mid-track. 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 are seen as both a source of valuable materials and a symbol of the Gear Rats' power. 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.

Scrap-Stack Market

Scrap-Stack Market

A chaotic bazaar built from piled scrap, the Scrap-Stack Market is a place of bartering and black market deals. Traders from within and outside the raider's zone sell and trade everything from water, to weapons, to cybernetic enhancements. The air is thick with the smell of stale food and the hum of illegal tech. This market is the economic lifeblood of the Hold, where the raiders acquire vital supplies and offload their plunder.

Sedimentation Tanks

Sedimentation Tanks

These massive, concrete basins are the first stage of purification. Raw water is pumped into these tanks, allowing heavy particles and debris to settle at the bottom. The murky water slowly clears, revealing layers of sediment that are periodically dredged out. This area is crucial for removing large contaminants before the water moves to finer filtration stages. This is a room within the Main Filtration Plant, and can only be accessed once inside the plant.

Skullcrack Hold

Skullcrack Hold

The Skullcrack Hold, a jagged monument to savage dominance, claws at the smog-choked sky, a crown of rust and reinforced ferrocrete. It's the raiders' epicenter, a fortress born from a skeletal skyscraper, its once-gleaming facade now a patchwork of scavenged metal and flickering neon. Within its walls, a cacophony of roaring engines and grating metal echoes, the soundtrack to brutal efficiency. This is no mere camp; it's a war machine, a nexus of power where raids are planned, weapons are forged, and the weak are culled. The air hums with the threat of violence, a tangible tension that permeates every corroded level. Perimeter Watch patrols skirt its perimeter, their scanners painting grim data, wary of the heavily armed forces that call this place home. It stands as a symbol of the Outskirts' untamed chaos, a constant, gnawing threat to New Vance City's fragile existence.

Solar Council Chamber

Solar Council Chamber

Anya Brights' command center, the Solar Council Chamber, is a high-tech control room within the Hub's central tower. Holographic displays flicker with real-time data feeds, showing the city's perimeter defenses, resource distribution, and shambler activity. The Guardians' leadership gathers here to strategize, make critical decisions, and maintain order. The chamber is a symbol of their authority, a place where the fate of New Vance City hangs in the balance. It is also where Anya Brights, and her most trusted Guardians, make the decisions that keep the city alive.

Tech-Scrap Forge

Tech-Scrap Forge

A workshop filled with the clang of hammers and the crackle of arc welders. Raiders meticulously dismantle and repurpose scavenged technology, creating makeshift weapons and modifications. This serves as the raiders' armory, where they maintain and upgrade their gear, a crucial resource in their constant struggle for survival.

The Abandoned Mechanic's Garage

The Abandoned Mechanic's Garage

This small, relatively intact garage is filled with rusted tools, spare parts, and remnants of a once-bustling repair shop. A hidden underground bunker lies beneath, offering a potential safe haven and a treasure trove of valuable salvage for those brave enough to explore.

The Abandoned Watchtower

The Abandoned Watchtower

A partially collapsed watchtower along the perimeter wall, it stands as a relic of a bygone era. The structure offers a strategic view of the surrounding area, serving as a potential early warning system for any approaching threats. This location is within the Perimeter Watch terriroty. 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 Hoggs"

The Acid Vats

The Acid Vats

A section of the Digs where massive, corroded vats still hold remnants of industrial acids. Raiders have repurposed these vats for chemical refinement and weapon dipping, creating potent corrosive agents. The air here is thick with acrid fumes, and the ground is slick with spilled chemicals. This area serves as a key point in the raiders' arsenal, allowing them to create weapons that melt through armor and flesh.

The Armory and Supply Depot

The Armory and Supply Depot

A heavily fortified facility brimming with an array of weapons, ammunition, and essential supplies. Its interior resembles a dystopian warehouse, with towering shelves filled with military-grade equipment and a constant presence of guards ensuring the Citadel's security.

The Back Alley Stash House

The Back Alley Stash House

Tucked away in the shadowy corners of the Black Market, this hidden stash house serves as a crucial point for those looking to delve into the underbelly of the city. It contains a small cache of supplies, including potions, weapons, and stolen goods, along with a secretive contact who can provide information about the market's illicit activities.

The Barricade Line

The Barricade Line

The Barricade Line is a haphazardly constructed defense made from abandoned vehicles, scrap metal, and debris, forming a rugged barrier against the relentless shambler and raider attacks. This makeshift fortification serves as the first line of defense for the district, influencing its overall security and the morale of its inhabitants, who rely on it to hold off waves of threats.

The Barter Bazaar

The Barter Bazaar

A sprawling marketplace within the Courtyard's perimeter, the Barter Bazaar is a chaotic hive of trade and negotiation. Stalls crafted from repurposed scrap metal display scavenged goods, from ration packs and water purifiers to makeshift weaponry and salvaged tech. This area is a vital economic lifeline, where citizens exchange goods and services, often under the watchful eyes of armed Solar Guardians. Its purpose is to facilitate trade and resource distribution, albeit in a lawless, cutthroat environment.

The Bio-Weapon Lab

The Bio-Weapon Lab

Hidden within the deepest tunnels of the Toxic Digs, this is where the raiders experiment with biological toxins and mutated samples. This area is heavily sealed and monitored, with advanced (for the area) sensors detecting any breaches. This laboratory is the raiders' most dangerous secret, and is the source of their most horrific weapons.

The Blast Crater

The Blast Crater

A vast, scarred expanse where the raiders test their explosive devices. Craters pockmark the ground, and the air is thick with the residue of detonations. Reinforced concrete bunkers, salvaged from the city's ruins, serve as observation posts. This area is used for testing the destructive capabilities of their explosives, and to train raiders in their use.

The Bone Yard

The Bone Yard

The Bone Yard, a twisted monument to the raiders' savagery, sprawls across the wasteland's edge, a chilling testament to their dominance. Rusting vehicle carcasses, twisted into grotesque barricades, litter the landscape, interspersed with skeletal remains, a grim tableau of past victims. The air hangs thick with the stench of decay and the metallic tang of blood, a constant reminder of the violence that permeates this place. This macabre arena serves as a staging ground for their brutal raids, a place where war parties assemble, their eyes gleaming with predatory anticipation. It is also a site of ritualistic intimidation, where captured foes are tortured and displayed, a chilling warning to any who dare oppose the raiders. This zone is a stark reminder of the wild brutality that thrives outside New Vance City's walls, a constant threat to the city's fragile existence.

The Bone Yard Scrap Forge

The Bone Yard Scrap Forge

A makeshift workshop constructed from salvaged metal and vehicle parts. This area is where raiders modify and repair their weapons and vehicles, forging crude but effective tools of destruction. The constant clang of metal and the hiss of makeshift welding torches create a cacophony of industrial violence.

The Broken Reservoir

The Broken Reservoir

The Broken Reservoir is a vast, cracked structure located in the heart of a desolate New Vance City, holding a dwindling supply of water. Its fractured walls and murky depths attract desperate residents seeking hydration and scavenging shamblers drawn by the scent of decay and desperation.

The Central Solar Array

The Central Solar Array

A sprawling field of solar panels that serves as the lifeline of the district, providing essential energy to its residents. Constantly monitored and maintained by the local populace, this array is crucial for the district's stability and technological advancement, casting a bright glow that symbolizes progress and innovation.

The Chemical Plant

The Chemical Plant

The Veridian Decay chemical plant, once a cornerstone of New Vance City's industrial might, now stands as a twisted monument to the apocalypse. Its skeletal frame, corroded and scarred, looms against the smog-choked sky. The air crackles with the acrid tang of leaked chemicals, a constant reminder of the catastrophic implosion that tore through its heart. Gear Rats, despite their resilience, tread cautiously here, for the dangers within are as potent as any raider or shambler. This zone is a testament to the raw, untamed danger that the collapse brought. Many Crystal Wretch are born in this area. Caustic Crawlers, Fume-Bloated Brutes and Seeded Spore Carriers are rare monsters that may be around this area.

The Collapsed Foundry

The Collapsed Foundry

Once a thriving hub of industry, the Collapsed Foundry now lies in ruins, its massive structure crumbled and overgrown. Rusting machinery and remnants of production still linger, offering valuable scrap and hidden caches for those brave enough to explore its depths. 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 Command Nexus

The Command Nexus

Perched atop the skeletal remains of the skyscraper's upper floors, the Command Nexus is a dimly lit, data-choked chamber. Here, the raider leaders, their faces illuminated by flickering holographic displays, plot their raids and manage their territories. Scavenged comms arrays crackle with intercepted Perimeter Watch transmissions, and tactical maps glow with the locations of potential targets. This is the strategic heart of the Hold, where information is power and ruthlessness is the guiding principle.

The Community Center (The Hub)

The Community Center (The Hub)

The Hub, a hulking edifice of reinforced ferrocrete and scavenged tech, stands as New Vance City's fractured heart. Once a corporate data nexus, it's now the city's lifeline. Flickering neon signs, jury-rigged power cables, and the constant hum of repurposed servers fill the air. Within its fortified walls, survivors navigate a labyrinth of makeshift clinics, ration distribution points, and dimly lit classrooms. The Hub is more than just a building; it's a desperate attempt to stitch together the remnants of a shattered society, a fragile beacon against the encroaching darkness. It's where the Solar Guardians enforce order, distribute vital supplies, and attempt to educate the next generation, all while the city's automated defenses drone against the shambling hordes outside.

The Conductor's Sanctum

The Conductor's Sanctum

A secluded chamber, heavily shielded with salvaged metal and lined with flickering screens displaying cryptic static patterns. This is the Conductor's private domain, where he receives his visions and interprets the Silent God's messages. It is heavily guarded, and only the most trusted members of the cult are allowed to enter. This area is the most sacred place within the subterranean echo chambers.

The Council Chambers

The Council Chambers

The Council Chambers serves as the central meeting room for the city's provisional government, where crucial decisions are made that shape the future of the city. It stands as a symbol of authority and stability, reflecting the governance and policies that influence the lives of its citizens.

The Data Archive

The Data Archive

Deep within the Hub's core, the Old Net Node, a relic of the pre-Collapse internet, flickers with residual data streams. Solar Guardians, alongside tech-savvy survivors known as "Net Runners," attempt to salvage valuable information from the decaying servers. This area is a hub of information gathering, where fragmented records of the past are pieced together, and schematics for repurposed technology are shared. It is a place of information, and a place where the guardians attempt to keep the old world from fading into dust.

The Data Crypts

The Data Crypts

A series of abandoned server rooms and data storage facilities, now repurposed as the Cult's archives. Flickering holographic projections display fragmented data streams and cryptic symbols, while the air hums with the low thrum of decaying hard drives. This area is used for storing and analyzing salvaged data, interpreted by the Conductor as messages from the Silent God. They use this area to try and understand the silent god, and to try and predict the future.

The Devil's Den

The Devil's Den

The Devil's Den, a subterranean maze carved from the city's forgotten sub-levels, pulses with a sickly neon glow. Flickering holographic ads, warped and distorted, cast long shadows across rusted metal walkways. The air, thick with the tang of ozone and cheap synth-drugs, vibrates with the low hum of illicit tech. This is the heart of the raider's black market, a place where stolen tech, bio-mods, and worse, change hands. Whispers of deals and betrayals echo through the tunnels, a constant reminder of the zone's brutal economy. Perimeter Watch dares not tread deep, their presence limited to brief, heavily armed incursions. This is where the desperate and the dangerous converge, a nexus of the city's darkest desires.

The Distillation Tower Ruins

The Distillation Tower Ruins

This area, once a network of towering distillation columns, is now a labyrinth of twisted metal and ruptured pipes. The purpose of this area was to separate various chemical compounds through heating and condensation. Now, pools of volatile substances collect in the debris, creating pockets of intense chemical reactions and hazardous fumes. Survivors might risk scavenging for intact valves or metal components, but the risk of exposure is immense.

The Distorted Radio Outpost

The Distorted Radio Outpost

A small, isolated outpost filled with malfunctioning radio equipment, offering potential clues to the source of the zone's interference and a source of scavengable parts. This outpost serves as a starting point for investigating the zone's mysteries, influencing the exploration and understanding of the Radio Silence Zone.

The Echoing Vaults

The Echoing Vaults

These are a series of heavily reinforced chambers, that the cult uses to store their most valuable relics. These relics are old electronic devices, that the cult believes contain fragments of the Silent God's essence. The electromagnetic feedback loops within these chambers amplify the static, creating a low, resonating hum that permeates the area. The cult uses this area to preform advanced rituals.

The Electronic Graveyard

The Electronic Graveyard

A sprawling wasteland filled with the remnants of discarded technology, The Electronic Graveyard is a haunting landscape of broken computers, radios, and various electronic devices. The air is thick with static, and the ground is littered with the remnants of a bygone digital age, attracting shamblers who are inexplicably drawn to the lingering signals and energies of the discarded tech.

The Explosives Workshop

The Explosives Workshop

Deep within the Digs, shielded by thick, reinforced scrap metal walls, lies the explosives workshop. Here, raiders meticulously craft volatile explosives from salvaged chemicals and components. The workshop hums with the low thrum of jury-rigged machinery, and the air is charged with the scent of gunpowder and volatile compounds. This location is the main production area for the raider's explosive armaments, and is heavily guarded.

The Filtration Nexus

The Filtration Nexus

A complex network of scavenged filtration systems and makeshift purifiers, the Filtration Nexus is where raiders attempt to neutralize the most hazardous materials. This area is a vital part of the Digs, allowing the raiders to process and utilize otherwise lethal substances. The nexus is a constant battle against the toxic environment, where jury-rigged purifiers struggle to maintain a semblance of safety.

The Fog

The Fog

Hidden within the deepest recesses of the bazaar, the Fog is a clandestine meeting point for the Syndicate's elite clientele. Shrouded in perpetual twilight, this area features secure drop points and encrypted terminals where high-stakes deals are brokered. Here, information, weapons, and forbidden technology are exchanged for exorbitant sums of Cred and Solar Credit, solidifying the Syndicate's control over the city's resources. This is where the Credit Conduit operates, and where the Syndicate manipulate currency.

The Fuel Refinery

The Fuel Refinery

A network of rusted pipelines and tanks where raiders distill and refine volatile fuels. The air is heavy with the fumes of gasoline, napalm, and other hazardous substances. This area is crucial for supplying the raiders' incendiary weapons, providing the fuel necessary for their destructive arsenal.

The Gladiator Pit

The Gladiator Pit

The Gladiator Pit is an underground arena where combatants engage in brutal battles for the entertainment of the market's patrons. This post-apocalyptic cyberpunk venue is a hub of violence and crime, reflecting the harsh realities of the surrounding district, where disputes are settled through bloodshed and spectacle.

The Glitch Market

The Glitch Market

The Glitch Market is a chaotic, open-air bazaar located within a large, repurposed maintenance tunnel. Flickering neon signs advertise hacked cyberware, scavenged tech, and questionable bio-enhancements, creating an atmosphere charged with the static of overloaded circuits and the haggling of desperate traders.

The Green Lung

The Green Lung

A rare patch of hydroponic gardens and salvaged flora, the Green Lung provides a sliver of natural respite amidst the city's concrete and metal. This area is maintained by dedicated citizens and the council, and provides limited food and clean air. The purpose is to provide a sense of normalcy and a source of limited sustenance, as well as a place for the citizens to relax.

The Hidden Laboratory

The Hidden Laboratory

An underground facility shrouded in mystery, The Hidden Laboratory is said to be the site of bizarre experiments that tampered with the very fabric of reality. Whispers of electromagnetic interference and strange occurrences plague the surrounding district, drawing adventurers and scholars alike to uncover its secrets.

The Holding Cells

The Holding Cells

Located in the lower levels of the hold, the holding cells are where prisoners from raids, and those who have displeased the leaders are held. These cells are dark, cramped and decaying. The air is thick with the smell of fear and sickness. This is where the raiders hold valuable hostages, and where they interrogate those who have information they require.

The Hydroponic Gardens

The Hydroponic Gardens

The Hydroponic Gardens are a series of enclosed, climate-controlled environments where a variety of crops are cultivated using recycled water and advanced artificial lighting. This innovative agricultural system not only ensures a stable food supply for the surrounding district but also serves as a model of sustainability, showcasing the potential for urban farming in a resource-scarce world.

The Inferno Forge

The Inferno Forge

Deep within the pit, this area houses massive, jury-rigged furnaces and forges. Glowing metal and molten slag illuminate the soot-covered raiders who work here, crafting flamethrowers, incendiary grenades, and other fire-based weapons. This is the heart of their weapon production, where raw materials are transformed into instruments of destruction. The purpose of this area is the mass production of fire based weaponry

The Leaky Pump Station

The Leaky Pump Station

A small, partially flooded pump station located on the outskirts of the main plant. It offers a source of unfiltered water, making it a vital resource for survival, while its sturdy walls provide a defensible position against potential threats.

The Loading Docks

The Loading Docks

This zone once facilitated the shipping and receiving of chemical products, now it is a ruin of broken concrete and rusted loading cranes. The purpose of this area was to load and unload materials. Now, the docks provide a relatively open space, but also offer little cover against shamblers or raiders. Gear Rats might use this area as a staging point for incursions into the plant, or as a defensive position.

The Lost Forge

The Lost Forge

The Lost Forge is a legendary workshop hidden deep within the Rust Belt, rumored to be the birthplace of the city's most advanced technologies. Gear Rats tirelessly search for its location, believing it holds blueprints for powerful weapons and machines that could turn the tide in their favor against rival factions.

The Morgue

The Morgue

This chilling space, once the final resting place for the deceased, now serves as a storage area for scavenged supplies and a grim reminder of the city’s losses. The cold, sterile tiles and the lingering smell of formaldehyde create an unsettling atmosphere. Survivors use this area for storing non-perishable goods and as a temporary holding area for recovered bodies, before they are properly burned. The Silent Walkers are known to visit this area, perhaps to collect remnants for their strange rituals.

The Neon Bazaar

The Neon Bazaar

The Neon Bazaar pulses like a cancerous heart within New Vance City, a labyrinth of flickering neon signs and holographic projections that cast an eerie glow upon the haggling masses. The air crackles with the stench of recycled synth-flesh, cheap stims, and the metallic tang of salvaged tech. Merchants, their faces obscured by cybernetic implants and tattered dust masks, hawk their wares from makeshift stalls, their voices a chaotic symphony of desperate pitches and whispered deals. Stolen data chips, repurposed weaponry, and black market augmentations change hands under the watchful eyes of Syndicate enforcers, their augmented reflexes a constant threat. The ground, a patchwork of cracked concrete and rusted metal plates, vibrates with the constant hum of illicit power generators. This is where survival is a commodity, and information, the most valuable currency, is traded in hushed tones. The bazaar is the city’s artery of illicit trade, where the desperate and the powerful converge

The Phantom Galleries

The Phantom Galleries

A network of winding tunnels lined with decaying neon signs and flickering holographic advertisements. The electromagnetic echoes create a disorienting hall of mirrors effect, where shadows and reflections merge, and sound becomes a phantom whisper. This area is used for testing new devices, and for practicing rituals that involve distorted perceptions. The cult uses this area to train their members to withstand the effects of the static.

The Pipe Network

The Pipe Network

A sprawling labyrinth of ancient pipes crisscrosses the district, serving as a hidden artery for gangs to smuggle water and contraband. The network's intricate design allows for swift transportation, influencing the flow of resources and power among the city's underbelly.

The Processing Core

The Processing Core

This central area, where chemical reactions were controlled and monitored, is now a tangled mess of machinery and broken control panels. The purpose of this area was the core of the chemical processing, where raw materials were made into usable product. Now, the air is thick with noxious fumes, and the remains of the control systems spark and flicker erratically. The area is highly dangerous, but it might contain valuable electronic components or rare chemical catalysts.

The Public Courtyard

The Public Courtyard

Within the ferrocrete heart of New Vance City, the Public Courtyard stands as a defiant oasis amidst the urban decay. Its cracked plazas, once grand, now echo with the clamor of desperate trade and heated debate. Smog-choked sunlight filters through the skeletal remains of skyscrapers, casting long, distorted shadows across the makeshift stage. Here, amidst the repurposed tech and scavenged greenery, the Citadel Council's pronouncements boom from rusted speakers, their words a tenuous thread of authority in a city teetering on the edge. The air crackles with tension, a mix of hope and fear, as citizens gather to voice their grievances, barter for survival, and seek a semblance of community. This space is a vital, volatile nexus, where the fragile democracy of New Vance City plays out against the backdrop of a broken world.

The Pyre Market

The Pyre Market

A chaotic bazaar where raiders trade and barter for weapons, fuel, and other supplies. Flickering neon signs cast an eerie glow on the stalls, where scavenged components and homemade weapons are displayed. This area serves as a central hub for the raiders' economy, where they exchange goods and services.

The Raider's Moot

The Raider's Moot

A large, open area where the raider leaders meet to plan raids, settle disputes, and conduct brutal rituals. This area is the heart of the Bone Yard's command structure, a place of strategic planning and violent decision-making. The constant presence of armed raiders and the remnants of ritualistic practices contribute to the area's oppressive atmosphere.

The Resonant Core

The Resonant Core

A central chamber where the electromagnetic fields converge, creating a deafening cacophony of static and distorted signals. The walls are lined with salvaged electronic components, haphazardly wired together, pulsing with an eerie light. This area serves as the Static Cult's primary ritual site, where they attempt to achieve "resonance" with the Silent God. They believe that this location is where the static is the strongest, and that it is the key to unlocking the power they seek.

The Rooftop Overlook

The Rooftop Overlook

A relatively secure rooftop accessible by a rickety fire escape, offering a vantage point to survey the shambler-infested streets below. This location provides a tactical advantage for planning survival strategies and navigating the dangerous district.

The Rotting Cathedral

The Rotting Cathedral

Once a grand cathedral, now a macabre monument to the city's fall, The Rotting Cathedral stands as a grim landmark with its towering spire. The interior is a charnel house, filled with the remains of those who sought sanctuary and failed, and the density of shamblers here is extreme, believed to be the origin of the initial outbreak. Toxic miasma permeates the air, making it a critical avoidance area for adventurers.

The Rust Cage Arena

The Rust Cage Arena

A brutal fighting pit constructed from rusted shipping containers and scrap metal. The roar of the crowd, fueled by cheap stimulants, echoes through the tunnels as raiders engage in vicious combat. This serves as both entertainment and a means of settling disputes, a display of raw power that reinforces the raiders' hierarchy.

The Rusted Cog Initiation Pit

The Rusted Cog Initiation Pit

A circular pit, surrounded by a makeshift arena of scrap metal, serves as the initiation ground for new Gear Rats. Here, recruits endure brutal trials of strength, cunning, and endurance, proving their worth to Cog. The pit echoes with the sounds of combat and the jeers of spectators, as only the strongest and most ruthless survive. It is the proving ground for new recruits.

The Sacred Reservoir

The 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.

The Salvage Yard

The Salvage Yard

A sprawling expanse of discarded vehicles, machinery, and industrial debris, the salvage yard is the lifeblood of the Gear Rats. Scavengers sift through the wreckage, extracting valuable components and raw materials. The yard is a chaotic maze of rusted metal and tangled wires, where every piece of scrap holds potential value. It is the primary resource gathering and sorting area.

The Scavenger's Path

The Scavenger's Path

A treacherous route winding through the ruins of a post-apocalyptic New Vance, where scavengers brave the dangers of the undead and unstable structures in search of valuable resources. The path is littered with remnants of the old world, and its influence extends to the nearby districts, shaping their resource gathering strategies and encouraging a culture of risk-taking among the inhabitants.

The Scorch Pit

The Scorch Pit

The Scorch Pit, a gaping wound in the earth's crust, radiates a heat that warps vision and scorches lungs. Jagged, blackened rock formations rise like skeletal fingers, testament to the infernos that rage within. The air shimmers with heat haze, the acrid stench of burning scrap and volatile chemicals clinging to every surface. Flickering neon signs, salvaged from the city’s corpse, illuminate ramshackle workshops and weapon testing zones. The constant roar of makeshift flamethrowers and the concussive blasts of experimental explosives echo through the pit, a symphony of destruction. Raiders, their faces masked against the heat, move with a frenetic energy, forging and testing their incendiary arsenal. This is a crucible of violence, a place where the raw power of fire is both weapon and art. The Perimeter Watch knows this pit is a volatile place, and only send in small scouting drones when they can spare them, the risk to human life is too great.

The Scrap Forge

The Scrap Forge

This central workshop, filled with roaring furnaces and the rhythmic hammering of metal, is where the Gear Rats craft their weapons and armor. Scavenged parts are melted down and reshaped, creating crude but effective tools of survival. The air is thick with smoke and the stench of burning metal, and skilled Gear Rat smiths work tirelessly, fueled by desperation and Cog's demands. It serves as the primary location for weapon and tool creation and repair.

The Scrap Refinery

The Scrap Refinery

The Scrap Refinery is a hazardous area within the toxic digs where scavenged metals and rare earth elements are melted down and reforged. The air shimmers with heat, and the ground is littered with molten slag, creating a treacherous environment for the unprepared. Raiders utilize this facility to craft custom weapon components and armor plating, providing them with a significant technological advantage over rival factions.

The Service Tunnel Entrance

The Service Tunnel Entrance

A discreet entrance to a service tunnel along the outer wall of the Citadel, shrouded in shadows and overgrown with ivy. This hidden passage offers a means for clandestine movement, allowing those who know of it to bypass the Citadel's strict security measures and navigate its political intrigues.

The Shadow Exchange

The Shadow Exchange

A secluded, heavily guarded chamber where high-value transactions take place. Whispers of slave trades, black market bio-tech, and stolen perimeter watch tech, fill the air. Heavily armed raiders, and shady figures conduct business. This is the central hub for the most dangerous and valuable trades, and where the raider leaders conduct their most secretive business.

The Shadow Market

The Shadow Market

A chaotic tangle of wires and salvaged circuit boards, the Shadow Market is where tech-scavengers and gear-rats converge. The air is thick with the ozone scent of malfunctioning electronics, and holographic displays flicker erratically, showcasing stolen cybernetics, hacked drones, and repurposed automated defense components. This area serves as the primary hub for the acquisition and trade of salvaged technology, where the Shadow Syndicate's tech network thrives, allowing them to maintain a technological edge.

The Skull Pits

The Skull Pits

A deep, excavated area where raiders dispose of their victims' skulls. This area serves as a psychological weapon, a display of their power and brutality to intimidate both rivals and captives. The sheer volume of skulls creates a horrifying spectacle, a constant reminder of the raiders' ruthlessness.

The Solar Credit Exchange

The Solar Credit Exchange

A fortified booth, protected by solar guardians, where citizens can exchange goods and services for solar credits. This is where the council controls the flow of currency, and where the economic power of the council is most obvious. The purpose of this area is to regulate the economy, and ensure the council maintains control over the flow of resources.

The Solar Sprawl

The Solar Sprawl

The Solar Sprawl is a vibrant community center located at the outer perimeter of the safe zone, offering a blend of security and adventure. Neon lights flicker against the backdrop of towering walls, providing access to essential resources while tempting adventurers to explore the perilous areas beyond.

The Static Forge

The Static Forge

A dimly lit workshop filled with the clang of metal and the crackle of electricity. Salvaged tools and machinery are used to repair and modify electronic devices, creating makeshift amplifiers and signal manipulators. The Static Cult uses this area to create and modify devices that they believe will help them communicate with the silent god. They are constantly trying to improve their devices, and to find new ways to amplify the static.

The Static Towers

The Static Towers

The Static Towers are a series of tall, crumbling structures that loom ominously over the surrounding landscape. They emit strange electromagnetic signals that disrupt communication and navigation, creating a sense of isolation in the nearby district. The air crackles with energy, and the ground hums with an unsettling vibration, making it a place of both intrigue and danger. 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 Storage Tank Yard

The Storage Tank Yard

A field of massive, overturned storage tanks dominates this section of the plant. These tanks once held raw materials and finished products, now they are ruptured and leaking. The purpose of this area was mass storage. Now, the ground is saturated with toxic sludge, and the tanks themselves provide cover for mutated shamblers. Gear Rats might attempt to salvage the heavy-duty metal of the tanks, but the chemical contamination presents a significant challenge.

The Synth-Den

The Synth-Den

A dimly lit, smoke-filled chamber where raiders indulge in illicit substances and hacked sensory implants. The air is thick with the sweet, chemical scent of synth-drugs and the distorted sounds of experimental audio-visual feeds. This area is a place of escape and indulgence, a temporary reprieve from the harsh realities of the zone.

The Toxic Digs

The Toxic Digs

The Toxic Digs, a festering blight on the fringe of New Vance City, is a labyrinthine warren of repurposed industrial refuse. Once a sprawling waste processing plant, its skeletal remains now house the city’s most volatile inhabitants. Twisted metal structures, corroded pipes, and pools of iridescent sludge form a treacherous landscape. The air, thick with chemical fumes and the metallic tang of decay, stings the lungs and blurs the vision. Flickering neon signs, jury-rigged to scavenged power sources, cast an eerie glow across the hazardous terrain. This zone is a crucible of raider ingenuity and brutality, a place where survival hinges on mastering the toxic environment. The Perimeter Watch treads lightly here, their sensors registering lethal levels of contaminants, making direct confrontation a last resort. Each tunnel and shack within this toxic maze hides a specialized purpose, from weapon fabrication to chemical refinement, making it a critical hub for the raider’s arsenal.

The Toxic Fume Pits

The Toxic Fume Pits

The Toxic Fume Pits are treacherous zones filled with the remnants of industrial waste and chemical spills. These areas are shrouded in a thick, greenish haze that obscures vision and emits a noxious odor, making navigation perilous without specialized gear.

The Training Grounds (Guardians' Armory)

The Training Grounds (Guardians' Armory)

The Training Grounds, a reinforced section of the Hub's upper levels, echoes with the sharp crack of energy weapons and the clang of metal. Solar Guardians, their faces grim and determined, practice combat maneuvers and weapon maintenance. The area is a constant reminder of the city's precarious defense, where every survivor must be prepared to fight. The area is also where the Guardians store their heavy weaponry, and where they repair and maintain their equipment. It is a place of discipline, and a place of preparation.

The Trophy Wall

The Trophy Wall

Inside a dilapidated cyberpunk dive bar, a large, fortified wall adorned with the grisly trophies of successful raids: scavenged weapons, personal effects, and the remains of defeated enemies. This area serves as a symbol of the raiders' victories and a source of morale, reinforcing their dominance and intimidating potential challengers.

The War Beast Pens

The War Beast Pens

Cages and enclosures holding mutated creatures and captured shamblers, used as shock troops in raids. This area serves as a training ground and armory, where raiders condition and weaponize these creatures, enhancing their ferocity. The air is thick with the stench of animal musk and decay, punctuated by the snarls and growls of the caged beasts.

The Waste Treatment Ponds

The Waste Treatment Ponds

These large, concrete ponds, designed to neutralize and process chemical waste, are now breeding grounds for mutated flora and fauna. The purpose of this area was to neutralize and process chemical waste. Now, the ponds are filled with a viscous, glowing substance, and the surrounding vegetation has taken on bizarre, mutated forms. Survivors avoid this area due to the unpredictable and highly toxic nature of the waste.

The Watchtower Line

The Watchtower Line

A series of fortified watchtowers lining the remnants of the city walls in post-apocalyptic. Each tower is manned by vigilant defenders equipped with advanced technology, constantly scanning for threats and ensuring the safety of the district.

The Whispering Tower

The Whispering Tower

The Whispering Tower stands tall in the heart of the Radio Silence Zone, an eerie relic of a bygone era. Once a hub of communication, it now lies abandoned, overrun by shamblers and shrouded in an unsettling quiet that even the Silent Cult dares not breach. Whispers of the Silent Walkers, spectral figures said to haunt the tower, echo through the air, drawing the curious and the foolhardy alike.

The Whispering Tunnels

The Whispering Tunnels

A section of the Black Market's tunnels, known as the Whispering Tunnels, is a labyrinth of narrow passages and hidden chambers. Rumors circulate about a legendary trader who operates from these tunnels, dealing in rare and dangerous artifacts. The tunnels are also used for secret meetings, and deals that need to remain hidden. The area is also known for having strange echoes. The Whispering Tunnels influence the district by being a hub of clandestine trade and information, adding a layer of mystery and danger to the Black Market.

The Whispering Vaults

The Whispering Vaults

A series of hidden chambers and soundproofed booths, the Whispering Vaults are where the Syndicate's informants and brokers gather and trade information. Coded messages and encrypted data chips change hands under the watchful eyes of Syndicate enforcers. This is where the Broker of Secrets operates, and where the Syndicate's vast network of informants, and information, is utilized. The Whispers of Silas are most prominent here.

Tribunal Plaza

Tribunal Plaza

A section of the Courtyard dedicated to public hearings and legal proceedings, the Tribunal Plaza is a somber space where justice is dispensed by the Council's appointed judges. Its makeshift courtroom, lit by flickering neon signs, witnesses the trials of raiders, smugglers, and those who dare to challenge the Council's authority. The purpose is to enforce the Council's laws and maintain a semblance of order, though the process is often swift and brutal.

Tripod the Scrap Titan

Tripod the Scrap Titan

Tripod the Scrap Titan, with its seismic dampeners and anchoring legs, was designed to prevent urban subsidence in unstable terrain. A sudden, unexplained power surge fused its joints, leaving it frozen in place. 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 are seen as both a source of valuable materials and a symbol of the Gear Rats' power. 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.

Zara Moreau's Clinic

Zara Moreau's Clinic

Hidden within the Shambler's Graveyard, Zara Moreau's Clinic is a dark, eerie space filled with the remnants of the dead. The air is thick with the scent of decay and the faint hum of machinery, where Zara crafts bone modifications and bio-enhancements for those brave enough to seek her out.

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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