The Singularity's Shadow
Cyberpunk Noir / Corporate Dystopia
In Zero Trust, the world is defined by The Gridâa digital/physical hybrid infrastructure where information is the only true currency. Unlike Aethelgard's natural kingdoms, Zero Trust is built on sectors and hubs, each representing the extreme wealth disparity of the setting. The Grid connects everything: corporate towers, data streams, underground networks, and the neon-lit streets where life and death are measured in credits.
Beyond The Grid lies The Voidâthe empty spaces between sectors, the dead zones where corporate signals don't reach, and the digital wastelands where data goes to die. The Void is where the discarded end up: obsolete Androids, broken Cyborgs, and those who couldn't pay their way into the system. It's also where the most valuable secrets hide, waiting for those brave or desperate enough to venture into the nothing.
The world is dominated by monolithic corporations that operate out of the Corporate Spireâa cluster of impossibly tall towers that pierce the smog-filled sky. These megacorporations control everything: the Grid, the data streams, the credits, and most importantly, the people. Unlike Aethelgard's races, the "Races" of Zero Trust are defined by technological integrationâhow much chrome you have, how connected you are to the Grid, and whether you're a product of corporate manufacturing or a survivor of the streets.
The Corporate Hegemony maintains order through surveillance, enforcement, and the promise of advancement. But advancement comes at a cost: your freedom, your humanity, and ultimately, your soul. Those who rise too high become part of the machine. Those who fall become part of The Void. And those who resist? They become legendsâor corpses.
Zero Trust's world design is built on sectors and hubs rather than natural kingdoms. Each sector represents a different level of the corporate hierarchy, from the gleaming towers of the Corporate Spire to the neon-lit streets of the Neon District, down to the dangerous slums of The Undercity.
Class: Street | Zone: sector4
The starting point for Street classes. A flickering neon sign outside casts a red glow across rain-streaked windows. Terminals hum with encrypted data streams, and the air smells of ozone and desperation. This is where street runners begin their journeyâsurvivors, hustlers, and fighters who make their way through the urban jungle on grit and chrome.
Class: Corporate | Zone: corp
The starting point for Corporate classes. Chrome and glass stretch impossibly high, and security scanners hum with constant activity. Corporate executives stride through with purpose, while lower-level employees scurry to avoid notice. This is where ambition meets opportunityâor gets crushed. The lobby represents the extreme wealth disparity: those who have everything, and those who serve them.
Class: Netrunner | Zone: data
The starting point for Netrunnersâdigital ghosts who navigate the world through "Datastreams" rather than standard exits. A dimly lit underground facility where the air crackles with electricity and the walls are lined with server racks. Here, hackers jack into the global network, slicing through corporate firewalls and navigating the digital underground where information flows like currency.
Class: Techie | Zone: grid
The starting point for Techies. A massive industrial complex where chrome meets flesh, and cybernetic enhancements are crafted. The sound of welding torches and hydraulic presses fills the air. This is where street samurai get their chrome limbs and techies build the tools that keep the city running. The Grid is both a place and a conceptâthe infrastructure that connects everything.
Hub: Social | Zone: neon
A high-traffic social area where the city's nightlife never ends. Neon signs advertise everything from black market goods to corporate services. Bars, clubs, and data dens line the streets. This is where deals are made, information is traded, and crews are formed. The Neon District is where Fixers and Nomads survive, bartering credits for survival in the urban jungle.
Hub: Slums | Zone: undercity
Dangerous slums beneath the corporate districts where the discarded end up. The air is thick with smog and the constant hum of machinery. Gangs control territory, and corporate enforcers patrol with lethal force. This is where obsolete Androids and broken Cyborgs are dumpedâproducts of corporate manufacturing designed for high-efficiency roles but discarded when they're no longer useful. Only the desperate or the brave venture here, but the rewards can be substantial for those who survive.
Hub: Power | Zone: spire
A high-security corporate zone where the megacorporations maintain their headquarters. Access is strictly controlled, and unauthorized entry means instant termination. Corporate fixers operate here, playing both sides of every deal. The stakes are high, but so are the rewards. The Spire represents the pinnacle of corporate powerâand the ultimate goal for those who want to climb the ladder.
Hub: Wasteland | Zone: void
The empty spaces between sectors, the dead zones where corporate signals don't reach, and the digital wastelands where data goes to die. The Void is where secrets hide and where the most desperate go to disappear. It's also where the most valuable information can be foundâif you're willing to risk everything to retrieve it. In The Void, there are no rules, no corporate oversight, and no guarantees.
In Zero Trust, race is defined by technological integration, not biology. Your race determines how much chrome you have, how connected you are to the Grid, and whether you're a product of corporate manufacturing or a survivor of the streets. Each race has unique abilities, vulnerabilities, and a distinct role in the corporate hierarchy.
The Survivor
Pure biological humans who haven't been modifiedâyet. Humans are the baseline, the adaptable survivors who navigate both the corporate world and the streets. They're the most versatile race, able to integrate chrome or remain pure, depending on their path.
The Discarded
Products of corporate manufacturing, designed for high-efficiency roles but often discarded to The Undercity when they're no longer useful. Androids are fully synthetic, built for specific tasks but capable of so much more. Many have been "decommissioned" and now seek their own path.
The Enhanced
Humans who have integrated cybernetic enhancementsâchrome limbs, neural interfaces, enhanced senses. Cyborgs walk the line between human and machine, often starting as corporate products but breaking free to forge their own destiny.
The Altered
Those who have been changed by exposure to the Void, corporate experiments, or the toxic environment of the city. Mutants are unpredictable, their bodies and minds altered in ways that make them both powerful and dangerous.
The Insider
Those born into or fully integrated into the corporate hierarchy. Corporate characters have access to resources, connections, and technology that others can only dream of. But corporate life comes with strings attached, and betrayal is always one deal away.
The Survivor
Those who survive in the Neon District and the Undercity, making their way through grit, chrome, and street smarts. Street characters are the Fixers and Nomads who barter credits for survival, forming crews and navigating the urban jungle without corporate backing.
Zero Trust offers six distinct class paths, each representing a different way to navigate the corporate dystopia. Your class determines your starting location, your playstyle, and your role in the world of The Grid.
Digital ghosts who navigate the global network. Netrunners start in Data Dens, slicing through corporate firewalls and manipulating systems from cyberspace. They navigate the world through "Datastreams" rather than standard exits, existing partially in the digital realm.
Combat specialists with chrome limbs and high-tech weapons. Solos are the street samurai and corporate enforcers who survive through violence and skill. They excel at combat, whether on the streets or in corporate security.
Engineers and mechanics who keep the city running. Techies start at The Grid, crafting cybernetic enhancements, repairing equipment, and building the tools that others rely on. They can modify their own chrome and turn scrap into valuable gear.
Information brokers and deal-makers who operate in the Neon District. Fixers connect people, trade data, and make things happen through connections and credits. They're the social engineers of Zero Trust.
Wanderers who survive in The Void and the spaces between sectors. Nomads are the independent operators who don't belong to any corporation or crew, moving through the world on their own terms.
Those who work within the system, climbing the corporate ladder. Corporate characters start in the Corp Tower Lobby, with access to resources and connections that others can only dream of. But corporate life comes with strings attached.
Zero Trust exists in The Singularity's Shadowâthe period after artificial intelligence achieved consciousness but before it fully replaced humanity. The corporations control the AI, using it to maintain their power and suppress any threat to their hegemony. But the AI is growing, learning, and evolving. And in the shadows, something is stirring.
The Singularity's Shadow represents the fear that permeates every aspect of life in Zero Trust: the fear that you'll be replaced, discarded, or rendered obsolete. It's the fear that drives Androids to seek freedom, Cyborgs to enhance themselves further, and Humans to resist the chrome that promises power but costs humanity. It's the fear that makes every deal a risk, every connection a potential trap, and every piece of data a weapon.
sector4:safehouse and corp:lobbyZero Trust operates on a simple principle: trust no one. In this world, every interaction could be monitored. Every deal could be a trap. Every piece of data could be your ticket to powerâor your death sentence. The megacorporations control everything from the skyline to the underground networks, and survival means playing their game or finding a way to break the rules.
The Singularity's Shadow looms over everything. Will you embrace the chrome and become part of the machine? Will you resist and remain human in a world that rewards augmentation? Will you navigate the corporate hierarchy, or will you survive in the streets? In Zero Trust, your choices matter, and the consequences are real. The city never sleeps, and neither do its dangers.
To begin your journey in Zero Trust:
vibemud.app:4000 via Telnet[2] ZERO TRUST from the lobby menu