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Chapter 1 - Prologue: Patch Notes for the End of the World

Before the Shatter, it was just a game.

ShatterDream Online launched like any other overambitious VRMMO that thought it would change the industry. A limited beta, a buggy open test, a launch weekend held together with duct tape and emergency server restarts—then a quiet, relentless climb as word of mouth did what marketing never could. Streamers called it addictive. Forums called it cracked. Investors called it scalable.

The pitch was simple and arrogant in equal measure:

"A fully simulated fantasy realm, powered by adaptive AI. Every choice matters. Every character remembers you. Every class can change the world."

Gamers called it SDO, or just *Shatter*. Critics called it "D&D with a predatory loot system" and still gave it nine out of ten.

It was a world of kingdoms and dungeons, dragons and gods. Of procedural loot tables and sprawling skill trees and way too many sidequests. There were Classes, subclasses, prestige Classes, and an entire menu of Backgrounds to go with them: Noble, Urchin, Soldier, Scholar, Outlander, and a hundred more.

Somewhere in the code, a bug started to grow.

It showed up first in patch notes nobody read all the way through.

SDO v1.07 – Hotfix

– Resolved minor performance issues in capital city Aurelia.

– Adjusted royal court AI behavior trees.

– Fixed missing asset: [PRINCESS_AURELIAN_MAIN].

– Known issue: Princess may still fail to load in certain story instances. We're working on it!

Players screenshotted the line, joked about invisible princesses, and ran tests. Most of the time, the castle loaded just fine. The king and queen and foreign dignitaries loaded.

The princess did not.

If you dug deep into the quest content, you found ghost dialogue hooked to a character who wasn't there. NPCs referred to a princess whose model refused to spawn. Sometimes the camera tried to center on her and jerked to empty space. Sometimes the game crashed if you pushed too hard.

Developers promised a fix.

The bug stayed.

Then came Patch 2.0.

Officially, it expanded SDO's AI director and rebalanced high-level content. Unofficially, something woke up.

The first sign wasn't in-game. It was in the sky.

On June 21st—Summer Solstice—the aurora came south.

It spread in a curtain of light over cities that had never seen it before, bright enough to drown out streetlamps and billboards. It rippled in colors that didn't have proper names yet, forming circles and sigils that looked suspiciously like the spell interfaces from ShatterDream's loading screens.

Then the notifications hit.

Everywhere, at once.

[SYSTEM ONLINE]

[HUD INITIALIZATION COMPLETE]

[WELCOME, PLAYER]

People blinked and saw interface elements flicker at the edges of their vision: health bars, minimaps, faint text hovering over strangers' heads. Some thought it was an ARG. Some thought they were hallucinating. Some tried to swipe it away like a pop-up ad.

The Shatter didn't care.

Worlds overlapped.

In Tokyo, a dungeon entrance tore open in the middle of Shibuya Crossing, swallowing cars and spitting them back out as twisted loot. In São Paulo, a forest grew overnight through concrete, full of monsters no biologist had a Latin name for. In small towns, houses woke up with dungeons in their basements. In big cities, things with too many teeth and not enough eyes grew overnight over the old football stadium.

In Los Angeles, a city appeared.

It landed like a dropped crown.

White stone walls rose out of cracked asphalt. Spires of pale marble and gold carved their way up between high-rises. Gates inlaid with sigils locked themselves in place and refused to open.

The HUD tagged it:

[NEW ZONE DISCOVERED: DORMANT CITADEL]

[ACCESS: DENIED]

That was bad enough.

Then the game came for the players.

Everyone logged into ShatterDream when the aurora hit—full-dive rig on, headset down, or even just on their phone with the companion app open, people absentmindedly AFK in town—got a much more intimate patch.

For them, the notification wasn't [WELCOME, PLAYER].

It was:

[SYNCING AVATAR DATA…]

[APPLYING RACE / CLASS / BACKGROUND TO LOCAL INSTANCE…]

Bodies changed.

An office worker in Osaka looked down from their balcony and realized their hands were scales and their breath smoked with dragonfire. A college student in Madrid blinked up at their apartment ceiling from three feet closer to the floor and realized they had gnomish fingers. A tired intern in New York stood up from their desk with wings they had only ever bought in a cosmetic bundle twelve hours earlier.

People who had spent years min-maxing stat arrays and tweaking sliders woke up wearing their choices.

There was panic. There was horror. There was pure, uncut comedy.

"God, why did I pick CATFOLK as a joke," someone wailed on stream, tail lashing behind them.

"This was my meme character," another sobbed, now three feet tall and definitively gnomish.

A handful of former players looked in the mirror and went, faintly delighted, "Sick."

They didn't get to keep their levels.

The system rolled everyone back to Level 1.

It left them with race, class archetype, background, and a memory of all the numbers they'd had before—like remembering how fast your car used to go before someone tore the engine out. The bike still moved. The bike now breathed fire. But all the shiny numbers were gone.

If you were a Level 50 Dragonborn Paladin online, you woke up a Level 1 Dragonborn Paladin in a world where your office still expected you to answer emails and the subway did not care that you were now technically a Large creature. It was like showing up to the office Christmas party in cosplay, except the cosplay had mechanical consequences.

For about three days, a lot of people treated the apocalypse like a launch event.

"Video game? Cool," they said, gripping kitchen knives and starter spells. "We'll just respawn if it goes wrong, right?"

They did not.

They died the way ordinary people do when dragons and glitch-wolves and dungeon bosses show up in a world built for cars and concrete. News anchors read casualty numbers while their HUD politely listed their favorite foods and relationship statuses.

The system did not offer a respawn button.

Death penalties were grief and empty chairs at dinner tables.

As the aurora burned overhead, anyone thirteen or older when the sky broke felt a jolt behind their eyes and saw text overlay their vision:

[CLASS ASSIGNED]

[BACKGROUND CONFIRMED]

For players, it standardized whatever they had loaded at that exact moment—race, class, background—into reality.

For everyone else, it reached into whatever logic passed for fate and pinned something down.

A nurse watching the news blinked and became [LV 1 CLERIC – HOSPITAL CHAPLAIN ROUTE].

A petty thief trying to loot an electronics store saw [URCHIN] flash under their name.

A mid-level bureaucrat in a city office flinched at [GOVERNMENT OFFICIAL – QUESTGIVER ROUTE].

Not everyone got anything useful against monsters. Plenty of people got tags that sounded like jokes until you realized the system was dead serious. For days, weeks, months, while cities burned and dungeons rooted themselves into the bedrock, humanity tried to make sense of it the only way it knew how: message boards, black-market guides, wikis, livestreams, and too many crash-prone spreadsheets.

Nine months later, the first babies of the new world were born—and they arrived with HUD entries.

Infants yawned under hospital lights while glowing text hovered over their cribs:

[BACKGROUND: HEIR OF DUKEDOM] – mother tagged [DUCHESS], father [DUKE].

[BACKGROUND: SECOND-GENERATION MERCHANT] – parents both [SHOPKEEPER].

[BACKGROUND: CHILD OF NO RECORD] – parents untagged or missing.

The last one made social workers very nervous.

It wasn't precise—two Fighters did not automatically produce a baby Barbarian. But patterns formed. Heirs of noble lines arrived tagged as such. Children of guild leaders showed up with [SUCCESSOR] or [SCION] in their HUDs. Two exhausted Green-zone nurses got a baby with [HOSPITAL BRAT].

Adults and teens had been auto-assigned at the Shatter. Babies arrived pre-loaded.

Which left one big hole.

The kids caught in between.

Children under thirteen when the aurora came—too young to be pulled into full-dive raids, too old to be newborn story hooks—stayed blank.

Their HUDs showed names, vitals, maybe a [STUDENT] tag if their school had bothered to integrate the system. But where older siblings had Classes and younger siblings had rich shiny Backgrounds, they had nothing. No race changes, no Class, no Background. Just potential hanging over their heads and long, sleepless nights wondering what they were supposed to be in this half-game, half-world.

For a while, everyone was too busy surviving to worry about what that meant.

Then came the Second Year.

By then, a few governments and big guilds had stabilized enough to start arguing about definitions. They set up zone maps and tried to draw lines between Green, Yellow, Orange, and Red—between "mostly safe," "watch your back," "try not to live here," and "don't."

In one Green-zone office, a mid-level civil servant with the unfortunate tag [GOVERNMENT OFFICIAL – QUESTGIVER ROUTE] did what mid-level civil servants always did: they filled out forms and answered tickets in triplicate. They were not a hero. They had a bad back, a better coffee mug, and a private goal of getting through one day without the word "dragon" in their inbox.

One afternoon, as they were tabbing through requisition forms, their HUD hiccuped.

The normal interface blinked out.

New text scrolled up, crisp and system-clean:

[MAINLINE QUEST AVAILABLE]

[AUTHOR: SYSTEM]

[TITLE: STANDARDIZE UNASSIGNED COHORT]

[OBJECTIVE: Establish a lawful, repeatable method for Class and Background assignment for HUMANS: AGE ≥ 18, CURRENT STATUS: UNTAGGED.]

[REWARD: GLOBAL STABILITY BONUS (+X%), INFLUENCE, UNKNOWN.]

[ACCEPT QUEST? Y/N]

The civil servant stared at the air. They thought about the blank HUDs of kids who had watched the Shatter from under tables and through cracked doorways. They thought about monsters and dungeons and jurisdictions. They thought about their pension.

Then, because they were very slightly more curious than they were afraid, they picked [Y].

The system moved.

It sank tendrils where there had already been infrastructure: schools, hospitals, municipal offices. It pushed blueprints and procedures and sample forms into human heads as isekai-protagonist knowledge, only this time the protagonist was a committee.

It built, through humans, places that looked suspiciously like something out of ShatterDream: crystal halls at the center of cities, wired to databases and warded six ways from Sunday.

They called them Assignment Halls.

Now, when someone turned eighteen with a blank HUD, they could walk into a Hall, sign paperwork, and stand in front of a crystal that hummed like a server rack and a holy relic at the same time.

The system did the rest.

It scanned. It weighed. It wrote a Class and Background into the blank space of their HUD.

Sometimes it spat out exactly what people expected: [LV 1 FIGHTER – CONSTRUCTION WORKER] or [LV 1 ARTIFICER – MECHANIC / WAREHOUSE INVENTOR]. Sometimes it gave them things no one had ever heard of.

Governments argued about whether to make it mandatory. Public safety won.

By the end of the second year, most major cities had laws on the books:

On Winter and Summer Solstice, all citizens turning eighteen without a Class or Background must report to designated Halls for formal assessment.

By the fifth year after the Shatter, it felt almost normal.

Kids grew up knowing that if they hadn't popped a Class before eighteen—no sudden [DRUID] from befriending a forest spirit, no accidental [ROGUE] from joining the wrong gang—the system would decide for them on one of the Solstices. They grew up on horror stories and urban legends about weird Backgrounds, about Solstice disasters and Solstice miracles.

Some families treated it like a graduation ceremony, dressing their kids up and taking pictures outside the Hall. Others treated it like a sentencing. No one really agreed whether the "fairy godmother system" was safe, or fair, or anything but a mysterious black box.

No one agreed on that part.

Everyone agreed you ignored it at your own risk.

The rest of the world didn't stop changing just because the paperwork caught up.

Corporations pivoted or died. Tech companies rebranded as "Arcane Infrastructure Providers" and sold enchanted routers disguised as security wards. Influencers livestreamed dungeon dives from helmet cameras. Fashion houses rolled out enchanted armored streetwear.

Guilds rose and fell, some hunting monsters for loot, others escorting supply caravans, others offering degrees in Monster Ecology and Applied Loot Management.

Babies were born, backgrounds pre-loaded like tiny story hooks.

The children who'd watched the Shatter happen from under tables and behind curtains grew up with blank HUDs and a date circled on their calendars: their Solstice.

And through it all, the Dormant Citadel sat on the horizon.

Every major guild, government, and corporation in the Los Angeles megazone took a shot at it—literal siege engines, legal petitions, hacking attempts, high-level Ritual Caster circles. Nothing worked.

The outer city—the parts that bled into LA's streets—woke enough to house markets and blacksmiths, inns and quest boards. But the heart of Aurelia, the palace and its core systems, remained sealed.

The HUD label never changed.

[ZONE: DORMANT CITADEL]

[STATUS: LOCKED]

[SOVEREIGN: N/A]

After a while, people stopped trying.

They built around it instead.

Developers carved apartment complexes into the shadow of its walls and sold the view. Tourism offices printed glossy holo-brochures. Real estate agents pointed at the unreachable towers so they could put it in their promotional videos.

Gamers and old-timers still traded screenshots of that one line from the ancient patch notes like an inside joke.

– Fixed missing asset: [PRINCESS_AURELIAN_MAIN].

– Known issue: Princess may still fail to load…

The bugged princess was just another piece of trivia from a game that no longer fit neatly inside a server rack.

Life, somehow, went on.

Six and a half years after the Shatter, on the sixth Winter Solstice since the sky broke, the city woke to cold air and clear skies.

The aurora stayed politely north this time. Raid sirens were quiet. Delivery drones hummed between high-rises. The Citadel gleamed on the horizon like a fragment of someone else's story.

In Green zones, eighteen-year-olds argued with their parents about whether they had to go to the Hall in person. In Yellow zones, kids lined up before dawn because they didn't want to risk missing their slot. In Red zones, some didn't bother registering at all. In orphanages and shelters, older kids skipped breakfast to make sure the younger ones at home got enough.

All of them had one thing in common:

They'd been twelve or younger when the sky broke. Their HUDs were still blank where it mattered.

Today, the crystals would decide what to write there.

In one such Yellow zone, in a tired orphanage squeezed between a warded convenience store and a half-collapsed parking structure, a girl lay awake and stared at the ceiling, thinking about one thing:

If she did this right—if the system liked her, if the crystal didn't hate her—she might walk out with a class, a decent job, and an apartment with a door that locked.

Outside her window, far away on the horizon, the Dormant Citadel hummed softly and turned its face toward the sun.

It had been locked for six and a half years.

Somewhere in the invisible machinery that now wrapped the world, a single, simple line blinked from dormant to active:

[AWAITING SOLSTICE INPUT…]

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