Chapter 25: Big changes

Five years have passed since Zero began his training on Mount Everest. During this time, the world around him has undergone significant changes.

The SON organization, analyzing the changes on the planet, decided to integrate a full version of the game 'Phantomancy' - a unique simulator acquired from a mysterious intergalactic faction known as 'Misty Sellers'. This decision was driven by several factors, most notably a significant increase in the number of awakened humans following the Neon Storms. After these cataclysms filled the Earth with neon energy, many people began to show potential for awakening. The neons that were now on the planet were more easily absorbed by human bodies, opening the way to becoming phantoms. About 90% of the homeless people who had recently been on the margins of life were able to return to a normal existence. SON significantly lowered the tax for returning to modern cities, realizing that new manpower would be desperately needed for future combat.

When Earth FX12 was hit by a neon storm, everything changed. 

Those who were to awaken during the month of this event absorbed a significant amount of cosmic neons that were extremely powerful and unstable. These people began to be called 'Generation X', for their bodies contained particles of cosmic origin, making them unique. The people from this generation immediately surpassed the ordinary awakened ones in their abilities. Their potential allowed them to reach S-rank phantoms without years of training. Their strength was so great that they could rival the best phantoms of today, and some even surpassed them.

The neons that became the basis of their power were concentrated in open spaces, mostly in forests and mountains where there were no obstacles. Modern cities, protected by barriers, repelled the neon streams to avoid their harmful effects on the population. Therefore, the majority of 'Generation X' was largely made up of homeless people who lived outside of protected areas.

The power of space neons had a price. Not everyone who found themselves in their zone of influence was able to withstand the pressure. Many homeless people died, for their bodies could not handle such a load. However, those who survived became a new generation of phantoms with incredible potential. The emergence of Generation X changed the balance of power on Earth FX12. SON, realizing that they had an entire generation of super-powered Phantoms at their disposal, decided to take advantage of the situation. It was then that the organization approved the launch of a global version of Phantomathia. SON sought to show that Earth had phantoms capable of defending the planet from any external threats.

However, the Earthlings still did not know who their enemy would be. Even the Misty Sellers, who possessed unique technologies and databases, could not give a clear answer. If such information existed, its value was so high that only powerful civilizations could afford it. The changes in society were so significant that there were almost no homeless people left. The government and SON created an effective rehabilitation program that included support, training, and integration of the newly awakened. Anyone who wanted to be part of the new world was assisted.

The integration of the game 'Phantomancy' was a real breakthrough. Its main function was to train new Phantoms in a realistic simulation environment. But that was only the tip of the iceberg. The full version of the game that SON had officially authorized opened up extraordinary possibilities:

Access to intergalactic races: Players could interact with other races, study their cultures, and exchange knowledge and technology.

New technologies and techniques: Phantomancy offered a huge assortment of unique tools, weapons, and skills that could be adapted to the real world.

Training Modules: Each participant could improve their combat skills in a virtual space close to reality by buying new techniques or receiving them for victories.

Thanks to Phantomatic, people began to prepare for future challenges on a whole new level. Even those who had no previous combat skills quickly gained experience in a simulation that immersed them in battles, trade, and diplomacy. SON's decision to use the game to train Phantoms showed incredible results. Humanity began to unite, and the sense of common purpose and fighting for the future united even those who had previously been indifferent. 

The higher ranking Phantoms that began training on the main version of Phantomatics proved to be stronger, smarter, and more adapted to the realities of the universe. Although the real threats remained unknown, humanity was now better prepared for an unknown war, with unknown people.

At first glance, it would seem that the civilization that ruled the galaxy where the planet Earth FX12 is located should have established its own rules, controls and restrictions long ago. However, this did not happen, and the reason for this lay not in the weakness of this civilization, but in the special role played by the nanites. Nanites, unique creatures with a high level of intelligence, had been monitoring the most promising galaxies for thousands of years. They didn't just follow the development of civilizations, but also analyzed natural phenomena that could be of strategic value.

The neon storm that occurred on Earth FX12 immediately caught their attention. This phenomenon was quite rare and was considered a source of important energy. The Nanites realized that this discovery could be the key for them to increase their power. Their decision was clear and uncompromising: they decided to buy this part of the galaxy from its owners. The civilization that held the rights to the galaxy at the time was relatively simple. It had not yet reached the level of development to appreciate the full value of the Neon Storm. The Nanites, using their resources, offered them a cosmic sum in GELO. For that civilization, it was an offer that could not be refused. The deal went through quickly and without too many questions. The Nanites gained the rights to the galaxy, leaving its previous owners with the impression that they had won a great reward. The Nanites had always gotten what they wanted. They had the money, the technology, the power, and they never questioned their actions.

Unlike many other space races that take over planets and establish tight control, the Nanites chose to act differently. They did not seize Earth FX12 and impose their rule. Instead, they opted for a strategy of surveillance and development. Their plan was simple: Allow the Earthlings to develop on their own. The stronger and smarter the planet's inhabitants became, the more the Nanites could benefit. The nanites knew that these people would be the perfect source of energy, and their abilities could be utilized in the future.

It was a long term plan, and the nanites were willing to wait.

Although Zero was deeply focused on his training on Mount Everest at the time and had no direct access to the news of the planet, his incredible intelligence allowed him to foresee future events. Even before he began his training process, he was aware that changes were coming to the planet and prepared his mother for those changes. Zero had informed her that important events were approaching, and she, knowing her son's potential, was prepared for the challenges ahead. She had long ago begun raising funds to be able to trade in the full version of Phantomancy, to gain access to new techniques and training programs. This was her new step, her power was growing by the day, and she was eager to use it to make a stand in the fight for Earth's future.

[Dictionary Zero]

Generation X was a new generation of humans that emerged as a result of the neon storm that passed through planet Earth FX12. This generation was special, as each member received unique cosmic neons that greatly enhanced their physical and mental capabilities. Compared to normal awakened humans, they had significantly greater potential, particularly the ability to quickly reach S-rank among the phantoms.