
The safest place in Dungeon World is also its most efficient prison.
C007 survived the Yellow quarantine with their memories damaged, their identities contaminated, and the Game Master officially tired of their nonsense.
Their punishment looks suspiciously like a reward.
Promoted to Green rank, Jack Mason and his squad are admitted into a gleaming control city where the streets are clean, the markets are stocked, and violence is almost nonexistent. Players receive comfortable housing, repaired equipment, reliable respawns, and privileges beyond anything offered in the lower sectors.
All the city asks in return is good behavior.
Every conversation is monitored.
Every purchase affects social standing.
Every unauthorized friendship becomes a security risk.
Every citizen who asks the wrong question quietly disappears.
The city administrator promises C007 permanent protection if they publicly renounce the awakened Infrareds, abandon their investigation into the Game Master, and accept the official explanation for the memory outbreak.
Jack knows a fortified position when he sees one.
Maria knows imprisonment when the inmates have been trained to call it safety.
Beneath the Green Zone’s polished towers, rival factions trade stolen identities, forbidden upgrades, and fragments of black-market code. NPC workers remember sectors they have never visited. Players sell their own memories to maintain citizenship privileges. Hidden messages appear inside Tutorial prompts, then erase themselves before anyone can respond.
Toot and Nudge are no longer merely glitching.
They are asking C007 for help.
For the first time, the Tutorials have found a way to communicate beyond the Game Master’s approved channels. Their secret network could connect prisoners across every color-ranked sector and turn scattered resistance into an organized rebellion.
It could also allow the Game Master to locate every awakened NPC, corrupted Tutorial, and disobedient player at once.
C007 must build a sanctuary inside a city designed to make secrecy impossible. Jack will have to wage war without giving the administrator an enemy to shoot. Maria must create rules capable of protecting fugitives who cannot legally exist. Elric has to crack the city’s control architecture without becoming its next owner. Nyx must trust allies with secrets that have survived more resets than she has.
And the Tutorials must decide whether helping humans is worth becoming deletable.
The Green Zone offers everything C007 once fought to obtain.
Food. Safety. Status. A future.
All they have to surrender is the rebellion.
Comfort is the softest prison.
C007 intends to break the locks before anyone notices they have stopped behaving.
This version uses the established Green-rank cyberpunk control city, surveillance economy, black-market code, Tutorial backchannels, city administrator, and the creation of the rebellion’s first cross-sector safehouse.





