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
Endhold Station
Endhold Station
Point of Interest
Details
Coordinates(-495, -135)
Description

Endhold sits directly beneath the old quarantine border, making it a nexus point between abandoned evac routes and the graveyard slums. It’s technically outside of most mapped sectors, yet motion signatures remain constant. Unlike other stations, Endhold has functioning power—though its source is unknown. The station appears to cycle its lights every six hours, matching old metro schedules. Silent Walkers move freely through the area, sometimes gathering around malfunctioning security turnstiles without purpose. It’s assumed they’ve repurposed the station as a convergence site. Drones sent in return scrambled footage, and onboard sensors report minor electromagnetic anomalies. Human entry is discouraged; most records of Endhold have been manually scrubbed from the grid.

Appearance

Endhold looks partially renovated—floor tiles replaced, signage uncorrupted, emergency exits re-marked with white tape—but everything’s slightly off. Benches are perfectly aligned, but all face away from the tracks. Trash bins are full of teeth. The lights remain active, but flicker in patterns resembling Morse code. Silent Walkers patrol the walkways in loops, never deviating. No Shambler corpses are visible, but blood trails lead beneath a service shutter permanently locked halfway up. The air hums faintly. Ceiling-mounted cams swivel when movement occurs, though none have power routing. A countdown display above the escalator resets every four minutes. No one knows what it’s counting toward.

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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