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.
Played5556 times
Cloned200 times
Created
124 days ago
Last Updated
3 days ago
VisibilityPublic
The Bellow Locks
The Bellow Locks
Point of Interest
Details
Coordinates(-492, 539)
Description

The Bellow Locks are a crumbling pressure gate chamber buried along the far edge of the Smuggler’s Docks—where the canal dips into deeper zones no official map dares to track. Once built to regulate flow between city sectors, the chamber’s ancient lock systems now serve a more covert function: encrypted cargo exchanges, data siphoning meetups, and quiet disappearances. The Locks’ water level is manipulated manually, using rust-slick wheels and forgotten override panels, making each arrival or exit a choreographed act. Syndicate Runners call it “the throat”—dark, tight, and echoing with secrets. Half-submerged alcoves hide drop points and dead drops. More than a few bodies have been sunk here, weighted with cinderblocks and memory chips. The hum of pump systems never fully stops; it’s as if the Locks themselves are still working, just not for the city anymore. No signs, no schedules—just whispers, drenched boots, and silent agreements carved into concrete.

Appearance

The Bellow Locks feel like a drowned cathedral—massive iron ribs curve overhead, coated in dripping mildew and scorched wiring. The chamber is long and narrow, its center occupied by a foul canal whose surface reflects broken LED pulses in distorted waves of violet, green, and oily gold. Thick steam coils from water vents near the bulkhead, fogging the air with chemical humidity. On either side, decaying catwalks cling to the walls with rust-bitten bolts, patched by scavenged rebar and wrapped cables. Manual valves the size of tombstones line the far end, their mechanisms shuddering under ancient strain, exhaling rhythmic groans like distant growls. Occasional spotlights flicker on, scanning the locks before dying out again, leaving only phosphorescent fungi and glowing graffiti to light the way. Crates sit half-submerged, tagged with Syndicate sigils and arcane QR codes. Everything is wet, tense, and always moving—like the chamber itself is alive and listening.

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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