Daybreak Reference Manual

Because the Daybreak project is enjoying increasing amounts of exposure, and because it may come across as frighteningly complex to someone coming from the outside, we decided to make a basic introduction to its divergences from 343i canon that can also serve as an inspirational manual for those potentially interested in contributing to the setting.

For all intents and purposes, the Daybreak timeline diverges from 343i's canon after Halo Wars. Everything after that game is, to borrow a Star Wars term, "Legends"; some of it will make it in, sometimes unchanged, but by default don't assume anything to be there. This applies equally to post-war, war-era and background lore content. We ask you to transport yourself to a 2009-era headspace, when all the possibilities for the post-war era were still totally open, and when much of the setting itself wasn't defined. And that's what we were looking for: a clean slate. However it may seem on the surface, it's not a "Bungie good, 343i bad" spite project, just a different take on the setting by some passionate fans who have maybe in many ways outgrown what the canon universe has become. Even Bungie is getting their share of the Legends treatment in some cases.

In brief, Daybreak's UNSC never undergoes such a miracle recovery as seen in canon, remaining as the setting's underdogs for the time being, even as some technological advances in the post-war decades begin to bring them closer to the level of post-Covenant polities; eventually, they'll become a small but formidable polity on the local level. There is more weight put to the consequences of the war, and the transition from the end of the war to the post-war era is less stark; there is no Infinity or Spartan-IVs, though some newer ship classes are introduced some years later; one could say the UNSC will have to do more with less. The Covenant empire is also much larger than we've seen in canon to date, and even medium-sized splinter factions could potentially rival the UNSC. Effort is also put into making distances, travel times, interstellar communications and logistics much bigger of a deal, as well as fleshing out the foundations of both the Covenant and the UNSC.

Anyway, the following list aims to detail the most notable deviations from the official canon (along with explanations as to why) while also making some notes about in-setting trends or themes that may be of interest. And, of course, it assumes you have a more than basic familiarity with Halo fiction up to the present day. (If you stopped consuming Halo fiction after 2009, Daybreak may actually be less confusing to you.) I'll add more if there's something that got forgotten about.

Themes and presentation
These are less changes and more just general notes that might help conceptualize our version of the setting in one's head, especially for those considering contributing.


 * We lean quite a bit on Halo's origins and even pre-Halo Bungie mythos for inspiration; that, and the sci-fi literature that served as their inspiration in turn. There's also a kind of sci-fi sense of wonder and scale that was there in Halo CE we want to bring back into the fabric of the setting, a sense that there's always something more going on beyond the horizon.


 * Daybreak's outlook on the future of the setting is optimistic at heart; even though we definitely don't shy away from darker and grittier elements, there's an avoidance of outright nihilism and what one might call "fashionable edginess". And despite all the chaos, conflict and bad blood going on, there may yet be light at the end of the tunnel. Most importantly, there is the notion that actions and events have consequences, and those consequences matter, for better or for worse.


 * We try to construct a dynamic setting that is always in flux. Change is a universal constant, there are always things happening, and events have consequences. A lot of fictional societies tend to be pretty stagnant and static, and Halo also suffers from this. Especially when it comes to the Covenant's 3400-year history, we've tried to bring more variety and development in culture, society and technology; this inevitability of change also applies when it comes to the collision of the human and Covenant societies after the war.
 * On that note, we've tried to bring out nuances and variety within otherwise monolithic-seeming institutions and cultures, particularly within the Covenant but also humanity, especially in regards to colonial polities.


 * There's an emphasis on how technologies affect society and governance. For example, FTL communicators and faster slipspace drives enable smoother contact with faraway worlds, which - in different eras - ushers in changes in both the UEG's and Covenant's power structures.


 * Daybreak's aesthetic takes after classic Halo, and should be seen as a clear continuity from the original game trilogy's design direction. Human designs should be imbued with a sense of functionality, Covenant aesthetics are alien and organic but smooth, while Forerunner structures are staid and monolithic, exuding a sense of immensity and subtle history. The aesthetics of the major polities will develop, but only over time and to correspond with technological development - e.g. the post-war decades will be marked by mongrel human/Covenant technologies particularly in some sections of the surviving Outer Colonies. Still, it should be emphasized that there is no stark transition from "war era" to "post-war era" in aesthetics and technology like in 343i's canon; designs from Halos CE-3 remain in use for years, even decades onward, only to be gradually supplanted.

Astronomy and locations

 * The Halos' locations in the galaxy are reshuffled from the map in Halo: Warfleet; Installation 04 is located some tens of light-years antispinward from Sol, while Installation 05 is located deeper spinward around where the Orion Spur branches off from the Sagittarius Arm. This is to make slipspace travel times seen in the story work better with the setting.
 * On that note, installations other than 04 and 05 will not be found for a while.


 * The Bestiarum's claim that the Kig-Yar home system, Y'Deio, is the real-life star HD69830 is ignored, and Y'Deio is relocated further antispinward along the Orion Arm (see this map). This is because it would be unthinkable for a species homeworld the Covenant have been in contact with for over a millennium to be located only 41 light-years from Earth, a distance similar to many of humanity's own colonies.


 * Harvest and Arcadia are relocated to different star systems; BS Indi and HD 219077 ("Peloponnesus"), respectively. This is to make the cartography of the human sphere more cohesive, as both Epsilon Indi and Procyon are so close to Earth they should be classified as Inner Colonies. Epsilon Indi and Procyon are also inhabited in this version, but home to different colonies.

Forerunner backstory
The Forerunners themselves are much less in the spotlight in Daybreak than in 343i's canon. While Forerunner artifacts and megastructures play a role, they are more of a way of setting the stage than active players in the narrative. Direct firsthand knowledge on the Forerunners is to be avoided, and information on them always comes at a remove of a hundred millennia and usually through a subjective lens. Much about them is implied, not explicitly stated. This, coupled with the weathered and largely inert Forerunner ruins we see, is meant to enhance the world's texture and sense of history. As well, game-changing relics should actually matter when they're introduced; I think we're all too familiar with the "Forerunner MacGuffin gets destroyed to maintain the status quo" formula. Instead, one could say that the Covenant are to Daybreak's post-war universe what the Forerunners were to the 343i counterpart.

The history of the Forerunners themselves, while left vague for the time being, can be assumed to follow the version shown in the and the, complete with the discovery of Earth and humanity only in the last days of the Flood war. While we love what Greg Bear did with the Forerunner Saga and consider it one of the best pieces of 343i-era fiction, the series is also baggaged by having to serve as the backstory to a version of the setting different from our own, and so themes and plot lines crop up that have little to no relevance to Daybreak's universe or story. Still, much of the Forerunner era is left up to interpretation on purpose via e.g. unreliable narrators, leaving it up to readers to speculate how much of those events happened. Generally, a lot of the worldbuilding on the Forerunners' culture, society and technology from the Forerunner Saga can be assumed to apply in Daybreak as well. (Though the use of hard light is toned down a bit.)


 * Similarly, the UNSC is much less aware of the Forerunner' history as of the decades following the war. Some inferences can be drawn from translations of Covenant scripture, which serves as scholars' main source on the subject, but as second-, third-, or nth-hand sources with religious trappings, those are highly suspect.


 * This also means that the ancient human spacefaring civilization, as portrayed in 343i's fiction, was never a thing. The evolution of life on Earth, and the rise of humankind, occurred more or less according to modern-day scientific knowledge, with the obvious addition of the Halo event and the reseeding of life.

The curtain of vagueness is likewise rolled back on the Flood's origins. Forerunner records indicate them to have been seemingly extragalactic in nature, but little else is known conclusively. The Precursors are likewise a mystery; according to Forerunner myths of their own origins, their species was tutored in their infancy by a greater civilization, and several discrepancies on their homeworld implied they did not originally evolve there. This uncertainty over their own origins, as well as the myth of prehistoric displacement, potential evolutionary meddling, and tutelage by an ancient civilization now long gone -- whether that civilization were the Precursors of Forerunner myth or not -- shaped much of Forerunner history and the way they viewed their place in the cosmos.

We've also done some re-examination and redefinition of the concept of Reclaimers, based on the original trilogy and particularly the Halo 3 terminals. 343i's post-war narrative, particularly in its early days, leaned heavily on the notion of humans being the rightful inheritors of the Mantle, and the Forerunner Saga's backstory was written to support this, going so far as to have the closest thing the setting has to gods spell it out directly. This notion is very intrinsic to 343i's post-war narrative and worldbuilding, and likely informed many of their decisions on where to take the story. But we've gone in a very different direction with Daybreak. For one, in our concept, Reclaimers don't really have anything to do with the Mantle, and neither did the Forerunners want to bestow the Mantle on us. The Librarian implies as much in the Halo 3 terminals by denouncing the Mantle entirely as a failed philosophy that partly caused the Forerunners' downfall. In Daybreak, as far as anyone can tell, Reclaimers are the inheritors of the Forerunners' legacy, those who can resume control of their technology. But there is also more to the story we don't know of, and the metaphorical handover of the keys was left incomplete; for one, Reclaimers are supposed to be familiar with the protocols of Forerunner installations, which begets the question of just how much of humanity's Reclaimer status was planned, or if we are simply close enough to qualify as Forerunner in the eyes of some of their constructs by some quirk of fate -- or moreover, ancestral meddling even older than the Forerunners' recorded history. As she and her team discovered Earth in the final days of the Flood war, the Librarian wrote that the planet's inhabitants may've one day yielded answers to the Forerunners' own mysteries, had there been time. Perhaps that mystery was that of their own origins, and they had by a masterstroke of cosmic irony, in the twilight of their civilization, found their own lost Eden.


 * This also means most Forerunner constructs don't really have a clear idea of whether they should consider humans Reclaimers or not, and must do so on the basis of their own discretion. There were plans for the Forerunners themselves to return one day, but those ultimately went sideways, and with the chaos and desperation of the war, as well as Forerunner factionalism and data compartmentalization, not all constructs would have been informed. And while we may biologically qualify as Reclaimers, some Forerunner constructs aren't convinced on the basis of our behavior or other factors.


 * As for the Covenant's knowledge on humanity's Reclaimer status, the masses aren't aware of it. It was kept secret specifically because of its damaging implications, and only the Prophets and those who worked with them at times knew. Since the war, however, rumors and speculation abound on the matter, though many ex-Covenant also dismiss these as unreliable.


 * As already implied, Daybreak's assumption is that as a general rule, all humans fulfill the biological requirements for being a Reclaimer. 343 Industries' fiction (e.g. Spartan Ops) has at times claimed otherwise, which has spawned the rather popular fan assumption that Reclaimers are some specific variant of human (usually curiously manifested in main characters) but we operate on the premise that biologically, any human qualifies, though at times Forerunner constructs may ignore this at their own discretion (e.g. the Onyx Sentinels considering us an "aboriginal subspecies", which is probably not too far from the truth).

Covenant backstory

 * Several dates from the pre-Covenant era are changed from the Halo Encyclopedia's timeline, such as the length of the Reformists' flight on the Keyship and the length of the War of Beginnings. These are simply to shorten extended spans of time with essentially nothing happening.


 * The Unggoy are discovered considerably earlier than established by the Halo Encyclopedia's timeline. It never seemed right that they'd been part of the Covenant for just 400 years given how integrated they are, and even the Bestiarum's entry for the Kig-Yar implied the Unggoy were already around by the time the Kig-Yar were assimilated.


 * Like in canon, the Arbiter's role experiences a decline during the Covenant, but the institution's downfall is the sum of many historical and societal factors rather than the result of one individual's failure (see this post for elaboration). This is to make the setting more dynamic, the debasement of the title more believable, and the Prophet-Elite juxtaposition less of a binary good-and-evil conflict.


 * The Jiralhanae have been involved with the Covenant for over a millennium in a fringe capacity and were spread to many more worlds than Doisac, though their date of formal incorporation to the hegemony remains the same. This change was made to explain how the Jiralhanae could ever be considered a viable replacement for the Sangheili within decades of their assimilation, when the Sangheili would realistically outnumber them to hilarious extents, as well as the characterization of the Sangheili-Jiralhanae rivalry as "ancient" in Ghosts of Onyx. (see this post for more)


 * The Yanme'e homeworld Palamok has a low, rather than high, gravity. It doesn't seem logical that a 2G environment would give rise to giant flying insectoids, especially when the Yanme'e apparently need gravitic aids to fly in a normal gravity.

Human backstory

 * The dates for the settlement of the Inner Colonies are reframed as two major waves to explain a seeming discrepancy in the original Halo timeline. (see this post)


 * Human colony numbers are clarified. As a general rule, the key Inner Colonies (ones with populations approaching or surpassing a billion) are in the low dozens, while the Outer Colonies that are in some way notable number in close to a hundred. ("Some way notable" implies meaningful exports to, and some degree of contact with, the greater human sphere; minor settlements with neither are not included, and many did not even go recorded by the UEG.) This is to highlight humanity's fairly short starfaring history at this point in the timeline, as well as to build up on a more focused set of worlds with unique characteristics as opposed to always creating new ones.


 * While the exact human population numbers can be kept vague, notable colonies can also safely be more populous than depicted in canon. Reach is not humanity's most populous colony, with its population of 710 million, and there are a handful of colonies with populations in the billions.


 * The Interplanetary War's key players will have more nuance to them than the implication of them being space Nazis and space Communists, and there are more factions involved, though the details will have to wait for a later time. (There's a fair bit of older development on this era of the setting, but it's pending further organization and updates.)


 * More thought will be put into making Earth's nation-states in the 26th century more distinct from the present day. (This is also pending further development and revisions.)


 * The Sol system is pronouncedly more populated, with significant habitat conurbations and infrastructure over Earth, Mars and Jupiter and activity all over the place, including "indigenous" populations descended from early settlers in unexpected locales, like beneath Europa, in warrens on lesser moons of Saturn, or in distant comets and forgotten asteroids. Overall, there is more focus on space habitation across the board.

Human-Covenant War

 * The Battle of Reach follows the events of The Fall of Reach, while Halo: Reach is virtually ignored, though it should be noted this does not preclude the possibility of small advance scouting parties - though nothing on the scale seen in Reach. This was decided because despite 343i's attempts to reconcile the two, TFoR and Reach are only compatible in the loosest sense, and it's much more straightforward to just ignore one source. Some of the events can still happen, however, in the days following the Covenant invasion on August 30.


 * The Cole Protocol includes not merely the erasure of human navigational records, but the planting of diversionary data - thousands of "ghost colonies" in empty sectors of space, a large-scale ONI effort known as Operation: WORM BOX. These decoy colonies took up the Covenant's resources considerably over the course of the war.


 * Aside from effective counterintelligence, a key reason the UNSC was able to hold off for so long was that they fought back like a mad dog, constantly striking back at Covenant supply lines, forward operating bases, refueling and refit stations and other infrastructure. SILENT STORM remained the only blow they were able to deal on Covenant space proper (depending on the definition), since following that mission the Covenant began to take longer, more indirect routes to human space to safeguard their own worlds. Multiple UNSC battlegroups operated with virtual autonomy for years on end behind enemy lines, constantly keeping the Covenant on their toes, and entire battalions of Marines and ODSTs were sacrificed on assaults on Covenant targets. The SPARTAN-III deployments PROMETHEUS, TORPEDO, and BONFIRE remained the most successful of such operations (though ODSTs would probably tell you otherwise), but they were a reflection of a larger trend.


 * Humanity's main shield was the vastness of space. Mighty as the Covenant was, they weren't used to carrying out campaigns far outside their borders in mostly unknown territory, and comparatively small as the human sphere was, there were still countless more empty systems within than occupied ones, particularly within the Outer Colonies. Eventually, however, they did start picking up on a pattern of human settlement being denser toward the core. Yet the war was hardly a straightforward progression from the Outer Colonies to the Inner Colonies, simply because the Covenant didn't attack from all sides, and because the Inner Colony border was not consistent in the first place. The Covenant would've had to know the shape and extent of the human sphere to plan a logical invasion spiraling from the fringes to the center, and they didn't, and were further thrown off by ONI's counterintelligence. As a result, about a 1/5 slice of the human sphere remained almost untouched by the war, with most of the surviving worlds there being remote Outer Colonies which survived precisely because of their distance from both Earth and the Covenant's invasion fronts.

Post-war era

 * We've extended our sandbox in time from 343i's version. A lot of developments in the post-war era are allowed to happen slowly, over decades, rather than it all being compressed into a period of four years; this is to give the setting more breathing room.


 * The UNSC will spend much of 2553 and 2554 simply winding down from war footing, figuring out what's left, and recalling battlegroups on remote assignments.


 * There is much less emphasis on the Forerunner era spilling over to the modern day, nor is Reclamation a defining theme or conflict; the entire notion of Reclamation differs (see the "Forerunner backstory" section above), and the Mantle is just an old philosophy that has little to no relevance in the present, except in the minds of some Forerunner constructs. This is because to us, the most interesting parts of the post-war setting usually don't have anything to do with the Mantle, though similar ideas can definitely manifest in other forms.


 * There is a several shift in context we've tried to communicate through our writeups wherein humans are no longer in their own bubble, but part of a wider interstellar community now whether we like it or not. This is already a theme in 343i's work to some extent, but it's not communicated as clearly because the ex-Covenant is given little civilizational character beyond a few scattered planets. In any case, the Covenant is really, really big and very old, which will be showing in various ways.


 * The UNSC Infinity or the Spartan-IVs don't exist, not as such. This is likely the biggest and most visible change in comparison to 343i's version, but is reflective of a broader trend of consciously avoiding the UNSC's implied miracle recovery that was especially prevalent in Halo 4-era 343i material. We feel that this was not a narratively satisfying turn, and served only to contrive an altered power dynamic for its own sake.
 * As well, other technological upgrades are more modest; the UNSC will have access to Covenant-derived slipspace drives and FTL communicators, but only in small numbers at first. FTL communications are also not universal, require considerable physical infrastructure to operate, and are not real-time outside in-system communications; still, much of the UEG sphere has been linked to the network by the 2570s. In some areas, human technology actually regresses for a time as the specialist infrastructure and expertise required to build and maintain it is lost, and other interests - mainly relief and reconstruction - are prioritized.


 * The UNSC fleet is gradually modernized, but there are more stumbling blocks and half-measures on the way; everything doesn't just work out splendidly; budget cuts reign in this era, and technicians and engineers are in short supply, forcing the UNSC to adopt various compromises and creative solutions; for one, many new ship designs are rolled out unfinished, only to be upgraded with various modern developments as they become available. Rather than full energy shields, ships are fitted with EM buffers to disrupt incoming plasma munitions; rather than every ship receiving new drives or FTL comms kits, only battlegroup flagships do, and lesser vessels must piggy-back on them. Things are cobbled together from various sources, including outdated tech and scavenged Covenant materials. In the absence of resources, a lot of things are improvised.


 * The ex-Covenant's technical ineptitude which reached its zenith in Glasslands' infamous barn scene is ignored. Neither is there an unexplained mass disappearance of Huragok. The ex-Covenant will suffer the consequences of High Charity's loss, but we hope to provide a more nuanced and less contrived version of just how that happens, on what scales and over what kind of time span. There's also more thought put into just how the division of labor would have worked in the Covenant and what extent of technological hegemony would've been practical in day-to-day life - e.g. because there are only so many San'Shyuum, most of whom hang out in High Charity, there has to be a level of technology other species can repair, even if they do not understand all of the underlying principles.


 * Because the power dynamic between the UNSC and the ex-Covenant is so radically recontextualized, the events of the Kilo-Five trilogy cannot happen. ONI will attempt to play ex-Covenant factions against one another, but this largely happens in their own turf, or in the contested crossing regions between the human and ex-Covenant spheres. ONI does not have the resources, intel or practical ability to project power to ex-Covenant space proper; even reaching Sanghelios in the first place would take weeks if not months, and navigating the tangle of political affiliations in the Covenant's old core would be so far beyond their ability it's not even funny.
 * In turn, ex-Covenant polities will also play human polities off of one another, particularly those with strongly anti-alien sentiments. Several anti-alien factions spring up after the war's end, as there is much pent-up anger at the Covenant, and the UEG's policy of appeasement - the only practical option as it may be - infuriates a lot of people.
 * As for ex-Covenant power dynamics, think not in terms of what happens on Sanghelios or what happens on Eayn or Balaho and so on. Think not of what "the Kig-Yar" are now going to do, or how "the Sangheili" are going to find their destiny. Species are not political units and even culturally, they can diverge a lot between their different habitats and the power dynamics that prevail in the regions they dwell in. How do the histories of those regions or populations affect their views now? The 3400 years of the Covenant was not a blank with nothing happening; think of the population migrations, schisms, wars and alliances that shaped that particular region or world's culture.
 * On that note, the Swords of Sanghelios are recontextualized. Instead of being the name of the totality of the Arbiter's alliance, they are the martial government of Sanghelios which controls much of the Urs system, and a key player within a larger entity - the Concord of Reconciliation, or Concord for short, which is the main polity of "good aliens" in Daybreak as of the immediate post-war decades. The Concord is hardly uniform internally, being a coalition of dozens of discrete polities across Covenant space, and some of them are bound together more closely than others. The Arbiter himself is not actually very involved with the Swords at all, as his focus is much wider than Sanghelios.
 * As the Concord's flagship, the Shadow of Intent assumes the role of the setting's foremost "hero ship", and is involved in many engagements in the ex-Covenant sphere throughout the post-war years.


 * Jul 'Mdama is in, and his arc is meant to stay largely true to the spirit of the character in canon, but the timeline and many of the actual events on his path are altered radically to better suit the overall universe of Daybreak.


 * While they have yet to be fully established, the events on Onyx proceed very differently; pretty much all of Glasslands can be thrown out. There is more to the story behind the Dyson sphere, and the circumstances of the survivors' escape differ (a lot of this exists on the level of extensive notes pending further revisions to bring them up to date with Daybreak's current canon). The version at the moment is that the survivors (if not necessarily all of them) return to normal space around early to mid-2553.
 * As another major change to Glasslands, Onyx remains inaccessible after Blue Team escapes. The Dyson sphere is not returned to normal space, and the Onyx Sentinels guarding it do not disappear, both of which pose major obstacles for entry. This will remain so for the immediate future, likely several decades.


 * The events of Hunters in the Dark never happen, because the Ark is accessed again only much later in the timeline and because HitD didn't contribute much of anything meaningful to the overall story.


 * The events of Halo 4 or Halo 5 don't happen, not as such. The Master Chief is set to return later, but under markedly different circumstances.
 * The Didact's attack on New Phoenix never happens in this version, but since there is nothing else planned for that location at the moment, contributors may consider if some other - preferably more grounded - disaster might befall that city should it become narratively relevant.
 * The Created uprising never happens in this timeline, for obvious reasons. However, the overarching theme of AI development (and rights) will be addressed in the post-war years and beyond, though hopefully in subtler ways. The Assembly from Halo: Reach's data pads - most pointedly their decision to deepen their ties with humanity - will be a factor as well, and it is expected that (after an initial period of stagnation due to loss of industry and expertise) smart AI development will continue to make progress throughout the later years of the 26th century and into the future, along with developments in the relationship and power dynamic between AIs, humans and potentially other species.


 * The Insurrection -- or more aptly, colonial independence movements -- continues to be a presence post-war, but there are developments that will change its course in the future; for one, FTL communications and faster ships - limited as they are at first - will bring faraway colonies closer. On the other hand, trade with ex-Covenant as well as other factors like regional alliances will increase the self-sufficiency and power of certain colonies, particularly those in the Isbanola Sector, many of which survived the war by virtue of being furthest away from the Covenant's incursion points. As well, many colonies will have seeded their own colonies further out that not even the UEG knows of, which will change power dynamics in the future.
 * On the other hand, the entire power dynamic of the human sphere has shifted, and the UNSC is no longer the biggest kid on the block; the emergence of post-Covenant factions as a permanent threat means the need for defense is greater than before, potentially motivating colonies that cannot defend themselves to accept UNSC control.
 * By 2580, the UEG has undergone several reforms and territorial changes, and has opted to control several key systems over attempting to extend its hegemony over all of them. This leads to the rise of new polities in the human sphere, such as a prominent alliance in the Isbanola Sector. We're also working on new names for the generic United Rebel Front and New Colonial Alliance, as generic names tend to feed generic characterization and discourage cultural or ideological specificity. For one, insurgent groups will seek to legitimize themselves and so will often style themselves as proper governments, with the institutions to go with that.


 * Another factor of note that doesn't exist in canon is the Strewn Shore: a collection of colonies beyond the Isbanola Sector settled by a flotilla of refugees from High Charity. They'll become an important player in the affairs of the further-out colonies of Sector 3, and serve as one of the places where human and ex-Covenant societies virtually fuse together.


 * The next major defining event of the post-war era for humanity will be the Diaspora: mankind's decades-long (and in many cases, permanent) exile from Earth and the Sol system after Jul 'Mdama takes it over in the 2580s. This is both revenge for his betrayal by ONI, and a pragmatic stratagem to take over the portal to the Ark, inactive as it may be for the moment. However, this version of the character, at this point in time, is also content with letting the human population leave, rather than outright exterminating them; while some humans may remain in Sol, they will be little more than Jul's subjects, denied advanced technology and under constant watch. So most opt to leave, and over the course of several years, much of the human population migrates away from Sol, ending up on existing UEG worlds, new colonies established after the war, and independent colonies, as well as worlds predominated by ex-Covenant.
 * The UEG and UNSC survive, though much reduced, now based out of a number of surviving extrasolar systems; however, they also become more mobile than before, based out of ships and mobile habitats rather than planets. The UEG becomes more or less irrelevant again with the UNSC essentially absorbing governing functions.
 * The Diaspora is destined to end, after Jul's arc reaches its endgame at the Ark and a UNSC force retakes the Sol system, but things are still irrevocably changed and many of those who fled will never return.


 * Beyond the 2600s, things are still a bit fuzzy. Utilization of the Ark's industrial capacity and the opening of more portals will eventually usher in an age of progress that once again shifts the power balance in the Orion Arm, but it'll still be a good while before that happens.

Spartans

 * We try to avoid 343i's pitfall of Spartan-II numbers creep, and the consequent need to remedy this with lore band-aids. Black Team is out, as is Halo Wars 2's version of Omega Team, along with a number of one-off Spartans of suspect story relevance (e.g. the ones who committed suicide in Homecoming). Less than a handful of the washouts may have been rehabilitated for combat duty, but these should be treated as exceptions rather than an easy way to add new Spartan-IIs.


 * We try to avoid the fandom (and at times canon) trope of "super special" Spartans or edgy hyper-lethal lone-wolf assassins and the like. Spartans are already special enough in their own right, and should be treated as such.


 * Likewise, we try to stay true to Ghosts of Onyx's thematic framing for the Spartan-III program, and so downplay the "cat-II"/MJOLNIR-wearing team concept. Since Daybreak's narrative focus is oriented forward, it is instead the Gamma and potentially Delta Companies who will provide a box of new Spartans to play with in the post-war era.
 * Alpha Company had no Spartans extracted, not as such. No one knew what would happen with PROMETHEUS, so any survivors would be those who didn't make the cut - at least formally - to the final phases of their training. ONI did find various uses for the washouts, however.
 * Beta Company had some Spartans set aside for specialist duties, but only a handful would be issued MJOLNIR prior to the war's end. This is to highlight just how rare, exclusive and thus difficult to procure MJOLNIR was at the time.
 * The history of Gamma Company's deployments is still undergoing revision, but the gist is that they were deployed in the later months of the war, and were split into three battlegroups for their final operation. Over 2/3 of the Gammas made it through the war, with some of them being stranded on a remote Covenant supply world for some time. They will make up the bulk of the UNSC's Spartan force in the post-war years. The "Smoother Problem" remains as the brain mutations responsible are irreversible, but their need for counter-drugs or "smoothers" isn't quite as frequent as shown in Last Light. Even this is later alleviated by post-augmentation upgrades, namely implants that enable Gammas to function for months without their smoothers.
 * Delta Company is a blank at this point. Since there is no Spartan-IV program for the immediate future, the pressure to train Delta would be higher, and the project might potentially serve as a testbed for future developments. Still, given the loss of Onyx and most of the relevant personnel, as well as the end of the war removing the immediate existential threat and the consequent diverting of funds to reconstruction, what would have been Delta Company will likely diverge considerably from the SPARTAN-III program's original concept. As well, it is likely that only part of the candidates will be trained, with most of them kept in cryostasis indefinitely. As AI-assisted special force infiltration tactics become increasingly important to post-war UNSC doctrine, this may also inform the training of the Delta candidates, and they may serve as prototypes for the next-generation Spartan program.


 * MJOLNIR generations have a definite look to them, and there's a clear visual progression from one generation to the next. However, the longer-lasting Marks (particularly IV) do experience internal development that can be roughly split up in terms of major midlife upgrades, some of which come with changes to physical architecture.


 * The exact timeline of MJOLNIR development is still yet to be determined, but I plan on moving the introduction of the Mark V to 2549-2550, though the AI substrate and interface upgrade and test still happens in August 2552. This is to stretch out the otherwise suspect two-month gap between Marks V and VI; development got faster in the later years of the war, but not quite that fast. Overall, we're spacing out technological developments and the reverse-engineering of Covenant tech a bit more to the last few years of the war, as opposed to it all being congested to January-March 2553.


 * MJOLNIR's shield system is now reverse-engineered from Sangheili personal shields, rather than the Kig-Yar gauntlets, to reflect the increased prevalence of Elites since TFoR.


 * Following the war, Mark VI will remain the primary MJOLNIR platform for over two decades, though it will in time receive midlife upgrades; upgraded remaining Mark V suits remain in fairly constant use as well for about a decade, until its unique advantages are incorporated to Mark VI platforms in a midlife update. Overall, the end of the war removes pressure and funding from military technologies, though there are some breakthroughs once the UNSC gathers its bearings.


 * On that note, SPI development will give rise to the MIRAGE Semi-Powered Infiltration Armor in 2554, a kind of final production model of what the SPI suits were prototypes for. It's also what most Spartans post-war will be wearing. It's not quite MJOLNIR in terms of protection or force amplification, but it does the job and is stealthier, cheaper and easier to manufacture - all important to the cash- and resource-strapped postwar UNSC. Select teams of Spartan-IIIs can receive MJOLNIR suits, but they remain fairly exclusive for the time being.


 * The Mark VII will be a melding of MJOLNIR and MIRAGE technologies, along with Covenant-based upgrades and a streamlining of manufacturing processes similar to 343i's GEN2. The fusion of technologies required to make the Mark VII a reality remains "just a few years in the future" until being realized in the 2570s.


 * Spartan-IVs, as they appear in 343i canon, can safely be forgotten about, as can the idea of the Spartan branch. When that program comes about, around the 2580s, it will bear little resemblance to its canon incarnation. But there will still be limitations and sacrifices, whatever form those sacrifices take. The program will also be the product of a different society than before, shaped by new pressures both internal and external. And we need to crystallize those circumstances first before we start defining the specifics of the program.
 * However, the absence of new Spartans doesn't mean an absence of augmented people. There will be an increase in various biological and cybernetic enhancement programs and efforts in both the military and corporate sectors. Though usually not as extensive or holistic as the Spartan augmentations, many of these disparate programs - some of which already operated during the war - will pave way for the next generation of Spartans. And because of the general proliferation of physical augmentations, the new Spartans will have to introduce breakthroughs in some other area to truly be the next generation of supersoldiers.


 * Spartans, in a general sense, look more uniform, if not necessarily 100% uniform. Armor variants are strictly function-based and often switched out on a mission-by-mission basis. They are also much fewer in number; think Reach's style of customization over Halo 4 or 5. Particularly in the post-war era, ad hoc modifications and components kitbashed from other armor systems will abound. For coloration, muted colors - grays, greens, dark blues - are the norm, as well as camouflage coatings and photoreactive pieces to break off one's silhouette.


 * Nobody's going to be figuring out any pattern in the SPARTAN-II candidates' disappearances or the clones' deaths, ever. 75 children on hundreds of colonies -- even if they were picked from just a couple dozen worlds -- is a statistically insignificant number, and would be drowned out by unrelated disappearances and deaths; and without FTL communications or fully efficient, standardized information-sharing protocols between planetary administrations and/or law enforcement forces, no one would ever be able to pick up on any kind of pattern in the kidnappings, or the flash clone deaths even less so.

Characters

 * Several characters are aged up to fix seeming inconsistencies in their portrayal in the narrative, and partly to reflect advances in medical technology.
 * Dr. Halsey is some years older to better reflect her portrayal in the original Nylund novels
 * Chief Mendez is about 15 years older than his canon incarnation, as he is depicted as a veteran instructor by the time of the start of the SPARTAN-II program.
 * Stanforth and Parangosky are both considerably older, Lord Hood to a lesser extent. In Stanforth's case, this is to fix several inconsistencies regarding his age and rank, while Parangosky and Hood are aged up to reflect a trend.
 * Admiral Parangosky grows senile and detached from reality in her later years, thanks to both longtime stress and stimulant overuse. It is only thanks to her more level-headed subordinates that some of her more destructive plans are never put to practice, and eventually she is quietly retired.


 * The Arbiter is a much more active character post-war. In an inversion of his title change in Glasslands, he doesn't even seek to be Kaidon of Vadam again, and probably wouldn't qualify anyway; instead, he now goes primarily by his title as the Arbiter, which is symbolic of his "rebirth" as well as supposedly impartial role. He is an aggressive uniter and reformer who zips around the Covenant sphere, making alliances, dispensing justice to his foes, and relief to his subjects. In time, however, his succession will be another question in its own right. Mighty as he may be, the Arbiter was still one burdened by his past crimes as well as the Covenant's old modes of thinking. And the true fruition of his Concord, should it come to pass, may need perspective not even Thel himself was capable of.

Ships and vehicles

 * The CSO and CRS cruisers do not make it in as such; equivalent ships are given more unique designs.


 * Following the war, there is a clearer continuity from late-war UNSC ship designs to post-war ones. War-era ships remain in mainline use for some time, though many receive gradual upgrades as new technology becomes available. Late-war upgrades will inform improvements in the post-war era; structural enhancements that proved themselves during the war are put to production on new ships. For example, new UNSC vessels are to be equipped with Autumn-style honeycomb superstructures, double hulls, ablative armor, and prismatic chaff screens designed to scatter lasers and particle beams. Later on, UNSC ships will begin to receive reflective nanolaminate-coated hulls -- or sections thereof -- to better defend against lasers and other directed-energy weaponry. Full starship energy shields are possible but not cost-effective nor energy-efficient for the postwar UNSC in most cases; anti-plasma EM shunts are more of a precision solution that exemplifies the UNSC's strengths of optimization and use of AI automation, which is required to calculate the electromagnetic gradients to precisely intercept torpedoes. However, the utility of these devices remains limited until Autumn-style reactor designs pan out, boosting UNSC vessels' power generation capability especially in combat situations.
 * Introducing new warship types takes time, and typically involves years of military-industrial politics and compromises; most of those surrounding the question of whether to upgrade older ships or build all-new ones. Most new ship types introduced within a decade of the end of the war were already being planned during the war, but did never come about due to the constant pressure on the UNSC.