Game Nation began as a group founded long ago that may have been involved in harmful military experiments and cover ups of technological breakthroughs. It is now a large corporation funding research in areas like military, gaming, and portal technology. However, the true origins and activities of Game Nation are unclear due to their secrecy. Five individuals, Wake, Zero, Lore, Vega and Rule, are leaking information that could reveal the truth about Game Nation's history and the purpose of an event called "The Blur" happening on November 1st. The document promotes upcoming episodes of the Hybrid Novel Series that will follow these five individuals and their efforts to expose Game Nation.
4. The lights started to disappear and Wake’s vision got blurry
— but only around 27.
Nilsson swore again.
Then 27 shook one last time.
And winked out of existence.
Lights twinkled at the periphery of his vision, and
he wondered if he was passing out right there
in the cockpit. But he didn’t feel anything—not
the kind of lightheadedness that would go with
syncope. To his left, the lights twinkled around
Raptor 27, which Nilsson was piloting.
The voice came over the comm: Nilsson, swearing
a blue streak as his plane started to shudder.
Wake jerked his head to the left, wanting to see
what was happening, and nearly breaking the
cardinal rule of always paying attention to his
own bird first and foremost.
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5. Wake blinked, his own plane starting to shake, but he didn’t
think anything of it. Small planes shuddered during maneuvers
all the time. Precision weapons like these moved too fast to
be perfectly smooth, and the pilots had to react quickly to be
startled by things like a small jolt.
Hell, you got a bump when you fell off your arc. If you didn’t
yank the instruments and jerk the plane, it meant you hadn’t
righted your course and were about to spin out. This wasn’t
an Airbus or even a Cessna. Those were everyday planes,
the wings tilted upward so that the plane scooped the bottom
of an arc and hung in the air regardless of the pilot. This
baby was a weapon, wings tilted down, always ready to
slide off the top of its air cushion, ready for a sharp turn or
a sudden descent. So he didn’t startle at the jarring motion
of the plane, just maneuvered forward, staying on course,
figuring he’d simply complete the training mission. And figure
out where the hell Nilsson had gone to. Maybe it was part of
the mission. Surely, Nilsson was supposed to disappear, even
if Wake didn’t know about it.
It was a stupid mistake and one he certainly knew better than
to make. It was the second time his own plane jolted that Wake
finally stopped relying on his instruments and took in the narrow
view in front of him. The cockpit sat on top of the mechanics,
his own shatter-proof bubble crowded with instrumentation that
further obscured the vistas directly below and around him.
He didn’t need to see below him to know what was happening.
He’d checked-in with control just a minute ago, he was
supposed to fly over, grab data—which the plane did all on
its own—and head back. But as he watched the open blue
daylight around him shrink to pinpricks of glare, Wake felt the
question run through his mind. Not ‘What was happening?’
but ‘Will the plane still collect data?’
Right then, with the lights all around him like a swarm of
fireflies, static broke through his comm. It was punctuated by
words and phrases, a myriad of voices chopped and clipped
on either end by more static.
“where the . . . . twenty-seven! . . . Again?! . . . find hi-- . . . eyes
on twenty-seven! . . . no—no one . . . checking ports all . . .
news . . . birds—has anyone . . . twenty-seven.”
Then the static quit. Wake’s world was held at bay by the
lights around him. Never mind that he’d broken the sound
barrier and was hurtling through the air at speeds too fast to
clock. He couldn’t make out his world.
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6. Wake slowed his breathing. “Keep your
blood pressure up,” he told himself.
“Do not pass out. You trained for this.
Everyone else thinks you were becoming a
pilot, but you were training for . . . this.”
He’d seen it the first time right after
he’d turned five.
Wake had been the only kid at
home. The youngest of four boys,
with a November birthdate that
missed the school year cycle by a
paltry two weeks. Kindergarten had
to wait another year, and all the
neighborhood kids had been older.
So he’d spent much of that year in
the woods, by himself, inventing
friends and building fortresses out
of twigs and fallen branches. He’d
raided the garage for a machete
and built bigger and bigger things
under the instructions of the woman.
Then another crackle over the comm. And this time, one sentence
came through clear as day. . . “We can’t keep doing this.”
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7. When he met her, he realized that
his best pal, Harold the Rabbit,
was imaginary. With his silver hair
and red plaid suit, the rabbit had
made sense to four-year-old Wake.
But five-year-old Wake had Rhadda
and he learned about the power of
triangular construction and circular
supports. With Rhadda’s help, he
built a two story fort with solid floors
and a revolutionary climbing bar.
Rhadda had always disappeared
after she gave him a task. He’d be
working and, when he turned to ask
how he was doing, she’d be gone.
His fifth year had marched on
that way—Rhadda teaching, him
constructing—until the late spring,
when the man had come.
Rhadda had been showing Wake
calculations for throwing distance.
They were measuring a shot from a
catapult he had constructed on his
top floor and viewing the results
through the bottoms of drinking
glasses he had stolen from his
mother’s cupboard and shattered
to free the thick, curved bottoms.
Beside him, Rhadda had stilled.
And a sweep of his homemade
binoculars landed on a swath of
brown, black and gray.
Lowering the glasses, Wake spotted the man standing at a
small distance. Almost before he had time to take in the thick
build covered in odd fabrics, the silver curls hanging almost
to his shoulders and the scowl that graced harsh features, the
man barked something in an odd language.
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9. Sean Greenroyd . . . . FMH 700
Christopher Huang . . FMH 701
Michael Jacobs . . . . . FMH 702
Bill Stierle . . . . . . . . . FMH 703
Gabriel Bradley . . . . FMH 704
Johanna Guarino . . . FMH 705
SWFL Gamers . . . . . . FMH 706
CONFIDENTIAL . . . . . FMH 707
CONFIDENTIAL . . . . . FMH 708
CONFIDENTIAL . . . . . FMH 709
CONFIDENTIAL . . . . . FMH 710
THE RANKING OFFICERS OF THE GAME NATION
“I am very thankful and blessed to be surrounded by
such talented and passionate people.“ - RUKE
Corporate Members are those people with special talents that allow them
to rise above the rest. These men and women are naturally skilled at
many different arts and sciences. Operatives are trained to identify issues,
pursue them and resolve them. Their innate skills allow them to adapt to
any situation at any time. These people make the decisions on the ground
that keep the machine running smoothly. New recruits are immediately
placed into a classified training program that allows them to adapt their
own skill set to the needs of the task. The Corporate Members are the very
lifeline that makes our organization complete.
THE FOUNDING MEMBERS OF GAME NATION
You’ve heard the call to action.You know the time is coming. Join
now and be ready to make a mark upon this world that will last for
generations.Join the ranks and stand tall in the legions of Game Nation
. . . your destiny awaits.
www.GameNationParks.com/FM
Berny Dohrmann . FMHHHHH 00
Dave Huston . . . . . FMHHHH 100
Michael Clark . . . . FMHHHH 101
Kyle Garlow . . . . . FMHHH 200
Janice Barrocas . . FMHHH 201
Meghan Cole . . . . FMHH 400
THE CORPORATE MEMBERS OF GAME NATION
Jordan Ancel . . . . . . . . . . Fi1
Deborah Kriger . . . . . . . . Fi2
David White . . . . . . . . . . . Fi3
Gina St. George . . . . . . . . Fi4
Ben Tengwall . . . . . . . . . . Fi5
Scott McKeena . . . . . . . . . Fi6
William Woodruff . . . . . . . Fi7
Greg Spechalske . . . . . . . Fi8
David Suarez . . . . . . . . . . Fi9
Dean Demos . . . . . . . . . . . Fi10
Lawrence Boyer . . . . . . . . Fi11
Dr. Veronica Anderson . . . Fi12
Kevin Shockling . . . . . . . . Fi13
Nathan Wolff . . . . . . . . . . Fi14
Andrew Wolff . . . . . . . . . Fi15
Matthew Wolff . . . . . . . . . Fi16
Jason Webb . . . . . . . . . . . Fi17
Dr. Christopher Vogelmann . Fi18
Bill Swope . . . . . . . . . . . . Fi19
THE Fi OF GAME NATION
The Fi are those who have a vision, will and means to affect change.
These individuals turn opportunities to their advantage and will stand at
the forefront of evolution. The Fi are the leaders who have the courage
and insight to forge a path into greatness, a path the world will not be
able to ignore. They will stand strong and inspire great change in the
world. Those few are the Fi of Game Nation.
In every generation there are a chosen few with the intuition to see
change before it comes. By sixth sense or instinct, they seem to
know when the ley lines are about to shift. Founding Members are
those special individuals who see clearly even before changes occur.
Founding Member is not a title earned at a later date. It is a designation
that clearly denotes the ability to act before the event. Only a select few
will carry this badge! www.GameNationParks.com/FM
THE FOUNDING MEMBERS OF GAME NATION
RUKE . . . . . . . . . . . . . Creator
Cole Peacock . . . . . . . Co-Founder
CONFIDENTIAL . . . . . . Corp 01
CONFIDENTIAL . . . . . . Corp 02
CONFIDENTIAL . . . . . . Corp 03
Rich McGrath . . . . . . . Corp 04
Marc Mencher . . . . . . Corp 05
Howard Taule . . . . . . .Corp 06
Robert L Ward . . . . . . Corp 07
Charles J. Weber . . . . Corp 08
John Hollier . . . . . . . . Corp 09
Donna Rugh . . . . . . . . Corp 10
Ryan Donaldson . . . . . Corp 11
Jason Blank . . . . . . . . Corp 12
CONFIDENTIAL . . . . . . Corp 13
John Eynouf . . . . . . . Corp 14
Maximillian Siu . . . . . Corp 15
CONFIDENTIAL . . . . . . Corp 16
Steven Norder . . . . . . Corp 17
Glenn Barres . . . . . . . Corp 18
A.J. Scudiere . . . . . . . Corp 19
Eli Jackson . . . . . . . . . Corp 20
Christopher Betancourt . Corp 21
Sharon Torregrossa . . Corp 22
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10. . . . Still, there’s a small handful of people out there
with more to tell. Wake, Zero, Lore, Vega and Rule are
leaking information about the history of Game Nation.
How did Game Nation come to be? What is the history
of their technology? What is the Blur, and why is it
happening on November 1st? Help or hinder?
Whose side are you on?
Seek the truth, choose your side!
Be on the watch as the adventure
continues with these up coming Episodes.
HERE KITTY, KITTY - EPISODE 2
Zero has been collecting the strange metal rocks from the
woods behind his house for years now. But only recently
has he realized they are chunks from a much larger original
piece. And the pieces aren’t as inanimate as he thought.
BAD DOG - EPISODE 3
Lore has been living by her wits, finding what someone else
needs and selling it to the highest bidder. One night one of her
clients comes to the door, bringing a helldog hot on his heels.
The beast shouldn’t even be able to survive, but the lights of
the AlterNet are blinking and things are very wrong.
THE SPIDER’S WEB - EPISODE 4
Rule can almost taste the success. Never at the top of any heap,
he’s determined to get there, clawing his way up if he has to. A
strange woman, blinking lights and a piece of black metal may
change everything.
THE RABBIT HOLE - EPISODE 5
Vega is the ultimate otherworld party girl. But a twice-dead
body, an old man with a message and subtle shift in the fabric
of the Realms tells her something very serious is happening.
Armed with only eight digits of information, she has to convince
someone to listen.
GameNationArchives.com
Need more Game Nation right now?
GameNationParks.com
Check out Game Nation’s Mastermind and Creator
RUKE
RUKE.com
Love RPGs?
Ryan Donaldson brings Game Nation to life in 3rd Rule.
Play3rdRule.com
Find award winning novels and full cast audiobooks from
Storyteller and Writer
A.J. Scudiere
AJScudiere.com
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