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It isn't counting. It isn't calling. It warns.
When a ghost-map lures three thrill-seekers into a bioluminescent grotto beneath Antarctica, their neon-skate rave wakes something older than ice—a three-beat whisper that follows them home. In the under-ice city of Ganzir-Kur, Queen Ereshkigal sends Ariel (battle-scarred tactician with an AI named Ghost), Jenna (edgerunner hacker partnered to Bob), and Iris (winged ex-goddess and unapologetic Trekkie) to ride a Nephilim ascender and rendezvous with the UEC SC Archimedes at Saturn, where that same whisper circles Titan.
What they find is a graveyard that shouldn't exist: a dark fleet adrift, silent as stone and perfectly wrong. The pulses might be a greeting—or a hazard chime. Doors demand choices. Rifts home require faith. And aboard the dead, something patient has learned how to be unseen.
Blending cyberpunk grit, myth-punk mystique, and wide-screen space opera, Net Zero: Whispers from the Graveyard is a story of found family, sharp banter, and reckless courage under auroras and ringlight. If Ariel misreads the signal, it won't be a message; it'll be an obituary. If Iris can't open the way, there may be no way back. And if Jenna's sandbox fails, the warning over Titan could become a contagion for every sky.
Antarctica to orbit. Queens and starships. Ghosts, gods, and the cost of opening a door.