★ A New Sci-Fi Series ★
The Space Between Factions
On a space station orbiting a glowing moon, four factions compete for everything — and one girl discovers that the most powerful thing in the universe might be learning your own name.
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The Novel
Book One of the Nexus Series
Nova was named after a supernova.
She has never felt like one.
On Nexus Station — a spaceport orbiting a glowing moon, where four factions compete for everything and the most powerful mineral in the universe hums beneath the floor — Nova has always known her place. Vanguard colors. Commander's daughter. The girl who carries her mother's name for a grief she was too young to understand.
Then she meets Oryn.
He's the wrong faction, the wrong side of the station, the wrong everything. He reads ancient words every year to understand them differently. He solves problems from the answer backward. He makes her laugh in ways she can't contain.
And somewhere between vel'sha tea and Tuesday afternoons and a zero-gravity sport that has never seen anything like him — Nova starts to feel the pressure building.
A supernova isn't just the explosion.
It's everything that built up to it.
"She had been carrying pieces of her mother without knowing it. The instincts, the way she approached things. The laugh that came without warning. The mouth her dad had pointed to once, with the grief of recognition."
— Steven Stolte, Nexus: The Space Between FactionsExplore
A space station orbiting a distant moon. Three alien species. Four factions. One mineral that powers the known universe. Welcome to Nexus.
The most strategically important speck of metal in the known universe. A spaceport, a mining hub, a school, a home. Blues and humans live here together — in harmony, mostly. In friction, daily. The station hums with Luxite beneath everything, patient and constant.
Mined from the moon below the station. The material that makes faster-than-light travel possible. The fuel of interstellar civilization. Whoever controls the Luxite supply controls the movement of everything and everyone. Which is why the Greens have always wanted Nexus.
Humans — adaptable, proud, ambitious. Blues — humanoid with a blue hue, some possessing telekinetic powers that emerge in puberty, carriers of a deep cultural history. Greens — lizard-like, aggressive, imperial. Blues and humans formed a coalition. The Greens consider it a problem to solve.
Not every Blue develops them. They tend to come — if at all — during puberty. Telekinetic in nature, varied in expression, and hardest to control when calm. They emerge most powerfully in heated moments. In the things that matter most. The powers choose their trigger. And the trigger tells you everything.
The sport of Nexus. Played in a zero-gravity sphere. Four scoring boxes — each worth different points, each with repulsion fields that resist entry. Box Four, worth five points, has never been successfully scored in two full seasons. Five positions: Launcher, Striker, Anchor, Runner, Warden. The whole station watches.
Placed by a childhood exam. No explanation given. No appeals. The faction you're assigned becomes your identity — your table at lunch, your colors on championship day, your place in the social order of the station. Vanguard. Meridian. Aether. Sovereign. Four ways of being. One championship to determine who's on top.
The Sport of Nexus
Zero gravity. Four scoring boxes. Five positions. One sport that the whole station stops to watch.
The Game
Gravball is played inside a sealed zero-gravity sphere by two teams of five. There is no floor. No ceiling. No wall that functions as a boundary. There is only the sphere, the ball, and the four scoring boxes suspended within it.
A match is divided into four quarters. The team with the highest total score at the end of the fourth quarter wins. Movement inside the sphere is governed by momentum — players push off the sphere wall and each other to redirect velocity and angle. Every movement creates a counter-movement. The player who accounts for both will always have the advantage over the player who accounts for only one.
The Scoring Boxes
Four scoring boxes are fixed inside the sphere, each surrounded by a repulsion field that resists entry. The stronger the field, the harder the score — and the more points it's worth. A ball launched at the wrong angle won't miss cleanly. It will be deflected. Learning those deflection patterns is the difference between a good Launcher and a great one.
On Box Four: The repulsion field doesn't just block a direct approach — it deflects. Those deflection angles can be mapped and used. A launch that appears to be aimed at Box Four may, under the right conditions, be exactly what was intended.
The Five Positions
Each team fields five players simultaneously, one per position. The positions are not interchangeable. A team that understands all five — including the opposing team's — will always outplay a team that understands only its own.
The tactical heart of the team. The Launcher reads the sphere from the moment of entry — mapping defensive configurations and finding not just the gaps that exist, but the gaps that will exist once the defense commits to covering something else.
A Launcher who is physically powerful but tactically shallow will score when given room. A Launcher who is tactically sophisticated will score when the defense believes it has given them nothing.
The Striker's job is to be a threat the defense cannot ignore — which means the defense cannot fully account for the Launcher. A Striker the defense dismisses is a liability. A Striker the defense must cover is a weapon.
The best Strikers are genuinely capable of scoring on their own. Their threat is real, not performed.
The physical defensive cornerstone. The Anchor disrupts — physically, positionally, psychologically. Each team has a flag allowance per match: a set number of permitted contact calls before penalties apply.
An experienced Anchor manages this allowance deliberately. The question is never how much contact is permitted. The question is what each contact achieves.
The sphere's fastest-moving piece. The Runner moves the ball quickly when possession needs to shift, exploits gaps before the defense can close them, and converts brief opportunities into scoring positions that would otherwise disappear.
Speed is the tool. The discipline is knowing when speed is the right tool.
The Warden defends specifically — positioned to protect the highest-value scoring zones, particularly the approaches to Box Three and Box Four. Their entire value depends on the ability to read a Launcher's intent before the launch is made.
A Warden who correctly anticipates will be in position before the ball arrives. A Warden one step behind will not recover in time. This is the fundamental tension: the Warden must make a decisive positional commitment based on incomplete information, and the Launcher's entire game is built on making that commitment appear correct until the moment it becomes wrong.
The defensive configuration built to stop Box Four created the vulnerability that allowed Box Three. This is not a failure of preparation. It is the nature of the game.
"The first quarter of any match is information. The second quarter is the beginning of the response. The third quarter is the adjustment. The fourth quarter is where preparation and adaptation resolve into a single answer."
— FROM THE GRAVBALL CHAMPIONSHIP DIVISION RECORDS, NEXUS STATION
The Cast
The people of Nexus Station. Some will surprise you.
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