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  1. New Vance City
  2. Lore

The Shambler’s Graveyard

What the Graveyard Is and How It Formed

The Shambler’s Graveyard was once a normal part of the city. People lived there, went to school, and ran small shops. When the Collapse began, this district lost power early and had little protection. Evacuation teams tried to move people out, but the infection spread faster than they could work.

As the virus took over block by block, the survivors made a clear choice. They closed the roads, sealed buildings, and stopped rescue attempts. Guards were told to hold the line instead of saving everyone inside. The district was abandoned so the rest of the city could survive.

After that, no one tried to rebuild it. City leaders marked it as lost and stopped planning around it. Other factions saw no reason to enter or claim it. Only the Perimeter Watch kept watch from a distance, ready to react if the infected ever pushed outward.

Today, the Graveyard exists as a warning. It shows what happens when the city fails to act fast enough. It stands between the living districts and the uncontrolled ruins beyond them. People talk about it to scare each other, but also to remember why the walls matter.


Terrain and Environment

The Graveyard is tight and hard to move through. Buildings lean into each other, and many roofs have collapsed. Alleys are blocked by wrecked cars, fallen balconies, and old barricades. Inside buildings, rooms are filled with trash, furniture, and dried remains. Any space can hide infected.

The air is wet and foul. Mold and fungus cover walls and ceilings. Some growths release spores when touched, causing sickness in anyone without protection. Low streets fill with mist, especially at night. This mist hides movement and makes sound hard to track.

Sticky residue leaks from windows and walls where infections once broke out. It pools on stairs and in gutters, making the ground slick. Many puddles carry active contamination. A fall that breaks skin can be enough to infect someone, even without a bite.

Some streetlights still flicker on. They draw power from damaged lines that surge at random. These lights often turn on when shamblers begin to move in groups. No one understands why. People who tried to study the pattern did not come back.


Shambler Behavior

More infected live here than anywhere else in the city. Most move slowly and without focus. They wander halls and streets, bumping into walls and objects. Over time, patterns appear. Many repeat paths from their old lives, like walking routes or routines.

Some buildings are packed with infected bodies. Stairwells and basements often hold large clusters that barely move until disturbed. Breaking into these spaces usually ends in death. Those who know the area look for warning signs, like heavy mold, scratch marks, or trapped smells.

Shamblers here react together more often than elsewhere. Groups may turn at the same time or move toward distant noise. Sometimes whole blocks go still for hours. Survivors call this “quiet time.” When movement starts again, it is sudden and overwhelming.

The virus works the same here as anywhere else. A bite, deep wound, or infected blood in a cut starts the change. Fever and confusion follow within hours. Without treatment within a day, the victim joins the infected. Most people entering the Graveyard do not carry medicine. They know there will be no rescue.


The Silent Walkers

The Graveyard belongs to the Silent Walkers. Other factions accept this without argument. Maps mark the area as Walker ground. Patrols and raiders stay away, not just because of the infected, but because of the Walkers.

Silent Walkers wear clothing made from scraps and old gear. Bone, wire, and metal are tied into their robes. Some wear broken masks. Others show pale faces with no emotion. They move slowly and steadily, copying the walk of shamblers but with control.

Shamblers do not attack them. Walkers can stand close, kneel, or pass through groups without being touched. The infected may turn and watch them, but they do not strike. No one knows why. Some think the Walkers carry a changed form of the virus. Others believe they give off a signal that keeps the infected calm.

The Walkers take personal items. They collect toys, photos, jewelry, and sometimes bodies. They carry these deeper into the Graveyard or into tunnels below. There are reports of people disappearing near the edge of the district. Days later, one is seen walking with the Walkers, uninjured and silent.

People who survive close contact with the Walkers often change. They speak less and avoid others. Many feel drawn back to the Graveyard. Some leave and never return. Those who knew them say the change started before the final trip.


How Factions Treat the Graveyard

Every major faction gives the same order: do not enter. City leaders mark it as a dead zone. Drones avoid flying deep inside. Other groups see no reward worth the risk.

The Perimeter Watch keeps guard from nearby blocks. They watch for large movements that could threaten the walls. In the past, some teams tried to rescue survivors or reduce infected numbers. Most of those missions failed. Now, they fire warning shots instead of entering.

Despite this, people still go in. Some are hired to recover lost data or equipment from early research sites. Others search for sealed rooms left behind by wealthy residents. The pay is high because survival is unlikely.

For most citizens, the Graveyard is a story and a threat. Parents use it to scare children into staying close. Preachers use it as proof that the city is already dying. Some outcasts see it as a place to disappear without judgment.

The infected drift. The Walkers gather. The buildings slowly collapse. The city looks at the Graveyard and understands what failure costs.