One planet. Two worlds.Long have the two halves upheld segregation so that both the Kingdoms of magic and civilization of man could thrive without each other.
Nadine Hunt is a Mask who walks the line as one of the many agents of balance, but when her latest case calls her to her hometown, things get personal. An old friend is implicated in what seems like harmless dabbling, that is until she discovers the scheme he works behind his own belated return home. From there Nadine is swept into the other side, where she is determined to put an end to the atrocities he is only just putting in motion.
Willem Tarrant walks the line between the worlds as no other can. He sees himself as above the balance and his visions have many others to follow his lead to where the only power can be true power. He and his friends have been through much together and it all culminates in Albrooke, where the seeds of their ideal world will be planted. The road ahead stretches out before them in every direction until it finally ends exactly even he does not know. When a face from his past appears to be an obstacle, Willem is more than happy to address his estranged sister’s play against him.
The Hub is the latest in reality escapism using a tech known as Integrated Reality (IR).
Post Game + tells the story of a small group of users amongst the hundreds of millions who will make a tremendous impact upon the virtual world. Follow as a young user takes on an old force which covets a virtual world that is blooming into something more.
Be advised, Post Game + is a story for gamers by a lifelong gamer. Some of the terms are commonplace among the community and may not be palatable for someone coming from the outside, but all are welcome to try!
Read to find out!

This Earth faces a crisis in the form of an enigmatic virus. Lockdowns and paranoia reign supreme both online and off.
With industtry and society ground to a halt, the suppressive veil of pollution is digested by This Earth, leaving enough room for old things written off as the price of progress.
Magic and Gods are bleeding through from the long sleep cast upon them by a curse based not on dark, forbidden magicks, but on impure particulates that choked them into a forced hibernation.
What could go wrong?
Eighteen has always been a threshold age. For Grey Simms, those years allowed him to enjoy his ability to fly as much as he struggled to keep it hidden. When his powers evolve at the pivotal moment of maturation, he finds he is unable to restrain himself, let alone want to. It is from here that he and his friends are introduced to the layers of unseen worlds working around them since ages past. Corporations braid magic with logic to tighten their grip on the material realm. The media and government have been infiltrated by sleepers with hidden agendas. Time-space is assaulted evermore so by a neighbouring plane with unspoken intentions. They will meet kindred spirits and heated rivals, all while uncovering the symptoms of a celestial conspiracy fated to doom their precious earth again and again. So new to the game, do they have what it takes to make the difference, let alone survive?


