
Check out the Arcverse's first novel

Faelvur, the dark elven god of fire


Check out the Arcverse's first novel

Role Play Games for Beginners
Discover Worlds. Tell Stories. Create Legends
Welcome to the Arcverse
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Your gateway to tabletop roleplaying games — whether you’re starting with Dungeons & Dragons or exploring new systems and genres.
We offer expert RPG advice for beginners, Game Master tools, and worldbuilding guides to help you create and run unforgettable adventures. Whether you play fantasy, sci-fi, cyberpunk, horror, superheroes, or post-apocalyptic settings, the Arcverse is your home for creativity, storytelling, and game-ready inspiration.
Start your next campaign. Build your world. Shape your legend.
The Afterlife: The ultimate destination for Edgerunners
The Afterlife
In the neon-drenched world of Night City, there is only one path worth walking for an edgerunner: the one that leads to the Afterlife. This legendary bar, tucked away in the grimy streets of Little China, is more than just a place to get a drink; it's the beating heart of the mercenary world. It is a sanctuary and a proving ground, where deals that shape the city's future are cut in shadowed booths and the biggest names in the business come to trade stories, scars, and secrets. Gaining entry is a sign that you're no longer just another street punk; it means you've started to build a reputation. The ultimate goal, however, is far loftier. Every solo and merc who steps through its doors dreams of one day earning the highest honor the city can bestow: a drink named in their memory on the Afterlife's hallowed menu, a permanent testament to a life lived on the edge and a death that was even more spectacular. Run by the enigmatic and legendary fixer Rogue, the Afterlife is the premier destination for Night City's elite solos.
The Afterlife's very name and gritty aesthetic are steeped in its macabre history; the bar has always been established within the remains of a former morgue. This morbid tradition gives the club its unique, cold atmosphere, with metallic tables resembling morgue slabs and an industrial, almost clinical feel to its layout that reminds patrons of their mortality. In the Time of the Red, it is rebuilt on the edge of the Hot Zone, a grim reminder of the war that shaped the city.The bar is owned and operated by Rogue, the undisputed queen of Night City's fixers and a legendary solo in her own right. Her presence ensures a certain level of professionalism and neutrality; while violence isn't unheard of, starting a firefight in the Afterlife is a surefire way to end your career, one way or another.
The clientele is a dangerous mix of veteran edgerunners, ambitious up-and-comers, and the fixers who hire them. It's a place to see and be seen, to land the high-paying gigs that build a legend. The bar itself is divided into distinct areas, a tradition carried over from its earlier incarnations. The further you go in, the more exclusive and dangerous the patrons become. The main area is for general clientele, but the inner sanctums are reserved for the true legends of the street, the solos who command the highest prices and have the longest list of confirmed kills.
The most iconic tradition of the Afterlife is its drink menu, which serves as a hall of fame for the city's fallen edgerunners. To get a drink named after you, you have to die in a spectacular, legendary fashion. Patrons can order a "Johnny Silverhand" (a tequila old fashioned with a splash of beer and a chili garnish), a tribute to the rockerboy who supposedly died nuking Arasaka Tower. Or they might try a "Jackie Welles" (a vodka and ginger beer mix with a splash of love), for the beloved merc who went out trying to hit the big leagues.This tradition embodies the ultimate edgerunner aspiration: to burn so brightly that your legacy is immortalized, your story told and retold over a glass of booze in the one place that truly matters.
Adventure Hook
The crew gets a message from Rogue herself, summoning them to the Afterlife for a priority meeting. This alone is a major step up in the big leagues. When they arrive, she’s waiting in one of the bar's most exclusive booths, a place usually reserved for legends. She explains that a data courier carrying sensitive corporate intel has gone missing. The courier was one of hers, and the corporation that hired her is getting nervous.
The job is a black bag snatch-and-grab. The courier's last known location was a rival fixer's territory, and Rogue suspects a double-cross. She provides the crew with the courier's last known whereabouts and a generous advance. However, as the crew investigates, they discover the courier wasn't kidnapped; he was trying to sell the intel to a third party. Now, they're caught in the middle of a shadow war between two powerful fixers and a corporation that will do anything to get its data back. They need to find the courier and the data before all hell breaks loose, all while knowing that failure will not only get them zeroed but will also earn them a permanent ban from the Afterlife.







