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.
Played5554 times
Cloned200 times
Created
124 days ago
Last Updated
3 days ago
VisibilityPublic
Quarantine Ward
Quarantine Ward
Point of Interest
Details
Coordinates(-557, 62)
Description

The Quarantine Ward is a sealed wound in the gut of New Vance—a forgotten annex of the Memorial Hospital where the city's first infection cases were corralled and left to rot. Meant to be a lifeboat, it became a tomb. Cracked visors and shattered IVs lie scattered where panicked staff once tried—and failed—to contain the spread. Sealed blast doors still bear the emergency glyphs of the Citadel Council’s early containment effort, now useless. It’s here that the Silent Walkers are most frequently sighted, drifting through once-sterile corridors like priests of some necrobiotic faith. Shamblers never attack them; they merely follow. Many believe this is where the infection began to listen. Desperate scavvers sometimes enter in search of rare meds or answers, but few return whole. The ward whispers through vents and broken intercoms. Not in words—but in pulses. In breath. In memory. And something always remembers.

Appearance

The Quarantine Ward is a labyrinth of rusted sterility. Strips of torn biohazard tape flutter like prayer flags from flickering vents. Wall-mounted defibrillators dangle from chewed cords, and gurneys slump beneath crumpled hazard suits. Rows of sealed observation rooms remain fogged with age, glass scratched by fingernails or tools—or something else. Once-white walls are now streaked in grays, greens, and dried arterial reds, layered like a grotesque mural. Above, broken ceiling panels sway gently with the building’s breath, revealing nests of wiring and bone. UV lamps flicker intermittently, casting antiseptic shadows across floors coated in both chemical residue and black mold. And always—always—the Silent Walkers. Cloaked in bone-woven rags, they stand beside beds like mourners at a wake, motionless and reverent, as if listening to the past through the decayed pulse of the ward.

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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