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.
Played5543 times
Cloned199 times
Created
124 days ago
Last Updated
3 days ago
VisibilityPublic
Subterranean Echo Chambers
Subterranean Echo Chambers
Area
Details
Size0
TypeUnderground Labyrinth
Description

Beneath the ruins of New Vance City, the Subterranean Echo Chambers stretch like twisted veins—tunnels of warped metal and decomposing concrete riddled with forgotten transit lines and severed data routes. Once designed for underground transit, these caverns now pulse with electromagnetic dissonance, making even silence scream. The Static Cult has claimed this labyrinth as an extension of their dominion from the Radio Silence Zone. Here, white-noise sermons bleed from cracked intercoms, and flickers of broken neon play across static-worshipping zealots wandering in jittery procession. Cybernetic implants spark and whine under invisible pressure, driving intruders to madness or “conversion.” The Cult believes the chambers amplify the Conductor’s divine signal—a pulsing communion of code and soul. Those lost here rarely return, and if they do, their minds are no longer their own. The deeper you go, the more you unravel.

Appearance

The chambers are claustrophobic and flickering—walls weep condensation and arc with static surges, while busted signage glows like ghost light in the dark. Feedback buzzes from speaker nodes wired into rusted struts. Cultists, silhouetted by twitching neon, move like corrupted avatars, their eyes flickering with signal input. The whole place breathes—ragged, electric, and cold.

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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