There was always an exception. That much I knew, staring at the floating words in front of me. The screen, the void, whatever this place was, it seemed almost… sentient. And it wanted me to understand something I hadn't yet fully grasped.
Every rule, every freedom, every choice in The Ascension… all could be bent, broken, or rewritten. All… except for three things.
Three things that no player, no matter how creative, no matter how obsessed, could ever change.
The first was the conflict with the Cult of the God of Death.
Those bastard were the peak of evil. If you were to ask every player what was the worst part of the game they would clearly say it was the cult of the god of death.
In the world of the ascension the God were the absolute law. They were adored and contrary to earth none them were considered evil. For the people of this world all of the action of the god was a part of the natural cycle of the god.
And this cult well you surely have understand it adored the god of death. He was a god who was meant to end everything for his followers and those bastard didn't value any life.
For them life means nothing and their objectif was clear: let death shallow everything in the world.
Even if the protagonist join them they would still betray him. They were the absolute evil in this world and their ambition to summon the god of death into the world would always remain.
The second was the fall of the OTAN. It wasn't just a event. It was a tragedy meant to happen. No matter what happened no matter how hard every player worked together. The OTAN would fall with every people in it.
It was a point of no return, a fixed moment that anchored the story in a certain reality, no matter the decisions of the player. The fall of OTAN, though tragic, was the backbone of the world's political and social landscape.
And the third event...the third event was something different.it was something that you couldn't have if you were playing the game for the first time.Something even players who had studied the game obsessively might not understand at first glance.
Unlike the first two, this wasn't a central plotline written by the game's designers. It wasn't an official event. It was discovered only through the experiments of players obsessed with the game's hidden boundaries, players who tested every choice, every sequence, and every hidden corner of the code. They found a path that led to this "event" that the original designers hadn't intended to reveal. A secret myth buried in the vast tapestry of The Ascension.
To trigger it, the protagonist had to make a single wrong choice at the very beginning of the story—a choice so minor it seemed meaningless at the time. But the consequences were monumental. That error would make him miss an important event, an event that would mark the start of a journey nobody else would ever witness.
After making this choice, the protagonist would need to venture into a place called the Forest of the Great Chains.
A place that had earned its name for good reason. Trees chained together by nature, roots like iron, vines that could strangle a horse, and shadows that moved as though alive. And in that forest, Kyle, newly awakened to his powers, would face trials unlike any he had encountered before.
Monsters. Creatures of all shapes and sizes, each hungry, each vicious. Some were simple, almost animalistic; others bore intelligence in their eyes, hunting with strategy, knowing when to retreat and when to strike. And yet, the forest was not just a battlefield. It was a crucible, a test of skill, courage, and the capacity to trust others.
The protagonist wasn't supposed to be in this forest so early in the game it was supposed to be a place that would be deblocked later for a quest.
And yet some player have decided to explore some place when the protagonist have just awakened and of them was going to this place.
That was when a player discovered a little event.
When the protagonist moved deeper into the forest, fighting off monster after monster, his body shaking, his mind straining, he encountered someone. Not a monster, not an NPC, but a human—or something very close to one.
The young boy appeared almost from nowhere, stepping silently from behind a gnarled tree. At first, he was wary. His eyes darted nervously, assessing every movement, every sound. His posture was defensive, ready to attack if the protagonist made a single false move.
The player was then given two choice:talk or fight him. If you decided to attack him you would just get a cutscene of the protagonist brutally murdering the boy.
But if you choose to talk you could and choose your world carefully you could perform a team with him.
Then you could discover that the boy wasn't even awakened explaining why it was so easy to kill him and together or more like the protagonist would fight to survive and protect the boy who was described by every player with one word:weak.
Some player said it was surely because it was the beginning of the story but it didn't matter thought the boy was weak. He couldn't do anything and every battle the protagonist was supposed to protect him.
It was a very difficult mission with how powerful the monster was and some peoples failed to protect him resulting to his death again and again.
But through the chaos, the protagonist power began to develop. Not fully, not yet, but enough to give him an edge. Magic flickered in his hands, a glowing energy that pulsed with his heartbeat. The monsters fell back, stunned by the sudden display of force.
With that power and the determination of some player people have finished the 'quest' and proved themself to the young man saving his live countless time and gradually, the walls around the young man's heart began to crumble.
"You fight well," he said finally, his voice a mixture of relief and lingering suspicion. "But who are you… really?"
There was only one choice to answer to this dialogue in the game:
"I… I'm Kyle," he admitted. "I came here by choice… and by mistake. That's all you need to know for now."
The young man studied him for a long moment. Then, with a sigh, he lowered his guard completely.
"You tell me your name so I can tell mine then... my name is elias...elias delight veyra."
This single name or more specifically the last name have transformed this npc into one of the second if not the most tragedies event in the game who ported the name of:
The Rejected Son.