New Vance City world illustration - Post-Apocalyptic theme
Post-Apocalyptic

New Vance City

P
Pollution

New Vance City is a post-collapse RPG where survival means customizing everything—classes, skills, races, and gear are all unique. Set in 2070, a year after the world cracked and the infected rose, this cyberpunk dystopia pulses with story-rich factions, brutal politics, and unforgettable characters. Forge your path in a smog-choked ruin where the line between savior and syndicate blurs with every shot fired. Fight zombies, raiders, and mutated creatures and test your survival in New Vance City!


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 growing up in 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.
Played5545 times
Cloned199 times
Created
124 days ago
Last Updated
3 days ago
VisibilityPublic
The Tuning Hall
The Tuning Hall
Point of Interest
Details
Coordinates(-108, -939)
Description

The Tuning Hall was once a satellite maintenance substation, built to regulate signal clarity across the northern broadcasting grid. Now it serves a far different purpose. Deep within the Radio Silence Zone, this semi-submerged structure has become a low-level induction site for the Static Cult—where the first stages of “tuning” begin. Captives and wanderers alike are brought here, not yet fully converted, but already showing signs of neurological strain. The Cult uses the Hall to expose minds to overlapping electromagnetic pulses in structured cycles, gradually degrading individual thought until the victim syncs with the static chorus. The building isn’t guarded in the traditional sense; instead, its presence is protected by the ambient noise field surrounding it, which causes disorientation, nausea, and audio hallucinations. The Citadel once sent in a scout team—none returned. The Tuning Hall isn’t a fortress. It’s a slow bleed into something else.

Appearance

The Tuning Hall crouches beneath a collapsed overpass, its weather-stained roof barely visible through layers of twisted antennae and overgrown signal vines. The structure’s exterior is cracked concrete and warped steel, riddled with sensor ports now leaking weak sparks and feedback hums. Fractured floodlights cast erratic strobe bursts across the entry ramp, where broken doors hang askew and static symbols have been etched into the floor with soldered copper wire. Inside, the space is dim and damp, lit by flickering CRT monitors mounted on exposed wall frames. Coils of bundled cabling hang like vines from the ceiling, pulsing with faint current. In the center of the chamber, a ring of rusted recliner chairs encircles a gutted server rack rigged with oscillating transmitters, still operational and spitting out chaotic noise patterns. The walls breathe with low-frequency sound, and any tech brought inside quickly shorts.

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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