Browse categories

Fantasy
Magic has a price here. Find old bargains and impossible creatures in worlds with rules worth learning.

The Chronicles of Narnia - New Blood
You awaken in another world, shivering from the cold. In the distance, you can hear the scuffling of feet coming fast. Meanwhile, a lion appears behind you.
Read storyFantasy stories

The Wolf at the Door
In a modern city plagued by strange disappearances, a girl discovers her grandmother's bedtime stories were actually encoded warnings—and the Big Bad Wolf walks among them still.

Zoe Zoom and the Zip Zap Club
In this original cartoon, you are invited to join the Zip Zap Club—kids with imagination-powered gadgets and rainbow skateboards. But when bedtime monsters start stealing dreams, it’s up to you to zoom into action!

Paladin and the Clockwork Colossus
When a colossal clockwork automaton, a relic from a forgotten age of Aethelburg, is unearthed on Paladin Island, the young paladin must team up with a brilliant inventor from the city of Aethelburg to stop it from activating. But the Colossus holds a secret connected to Luminara's crystal shores, and its activation could plunge both worlds into chaos. Can the Paladin and the inventor overcome their differences and decipher the Colossus's purpose before it's too late?

Ashes Beneath Ivy
When the ancient god Hades takes a position at Columbia University as Dr. Harvey Stone, he encounters Dr. Zoya Nassar, a passionate Palestinian-American activist whose fight for justice awakens something long dormant within him. As campus protests erupt and the university's dark contracts with weapons manufacturers are exposed, Hades must choose between divine neutrality and mortal compassion.

A World Lit Only By Fire
It is a time without time and a time of ending's uncertainty. From the tomb of the fallen god which gave its lifesblood creating many of the races of the world, a poison spews forth in all directions, corrupting, land and sea, flora and fauna. Prophecy foretells that this corruption is destined to swallow the whole of the world within in, and bring a ruin to the world entire. In secreted places, the high priests poured over scripture to avoid the anarchy of the world's end, and so proclaimed, by the High Supplicants of the Faith, the keeping of time is ended under threat of oblivion. Adopted or scorned, the world teeters as the time past time's ending marches onwards.
Unforgiven Battle Mage (Uncut)
In the far northern reaches of a snowbound land lies a modest homestead, isolated and silent, where Calderic—once the most feared Evocation Wizard of his age—scratches out a meager existence. Wracked by the decay of old spells lingering in his body, his hands tremble with sickness. His magic is weak, his body weaker. Years ago, he laid down his wand at the insistence of his late wife and vowed never to conjure fire or fury again. Now, with only his two young children and failing health, Calderic lives in obscurity—forgotten by the world he once terrorized. Far to the north, in a trade town half-buried in ice, barbarian raiders descend from the mountains. They enter a tavern and maim a young blacksmith woman after she rebuffs one of their drunken leaders. In exchange for her silence, the town’s elders—more concerned with peace than justice—demand only a token fine of livestock from the raiders. Outraged and betrayed, the women of the town, led by a hardened merchant matron, pool together a bounty of silver: coin for any swordsman or spellcaster brave enough to deliver bloody justice. The bounty echoes across the north and reaches Valderic—Calderic’s twin brother. A ranger of the old wild paths, Valderic roams with his only companion, a massive kodiak bear bound to him by an ancient nature pact. Hearing of the bounty and the affront to justice, Valderic rides south and finds his brother wasting away in the snow. He urges Calderic to ride with him one last time—not for gold, but to balance the scales of blood. Calderic refuses. He's done with violence, with fire, with the old ghosts that whisper through his spellbook. But the land is cruel. The frost is long. And Calderic’s children are hungry. After nights of fitful sleep and fruitless spellwork, he relents. Together, the twins ride north into the snowstorm, joined by the bear that never leaves Valderic’s side. The trail is long and brutal. They traverse ice-choked passes, avoid warbands and spirits, and navigate frozen marshes where old horrors dwell beneath the surface. Calderic tries to summon even the simplest fire, and it fizzles in his hands. The magic does not come easily anymore, and when it does, it is angry, raw, and unrefined. As they journey, the brothers speak of their youth, of villages they burned and kings they betrayed. Calderic cannot remember the faces of the innocents they slaughtered—but Valderic can. Their first target is a younger barbarian, found outside a small tavern nestled in the hills. They corner him. He begs. Calderic hesitates. In the pause, Valderic looses an arrow through his eye. Calderic is shaken. He wasn’t ready. The fire within him is not just dormant—it’s afraid. But the second kill changes everything. A duel among the trees. Calderic’s hand moves before he can think. A wall of flame bursts from his fingers and incinerates a fleeing raider. He collapses afterward, vomiting blood, but the deed is done. His magic is returning—but it’s consuming him. With half the bounty claimed, they rest in a logging village where folk celebrate their success. For a fleeting moment, it almost feels like it once did. Then comes the reckoning. The Bloodrager—chieftain of the barbarian clan—learns of the killings. More than a brute, he is a fusion of old blood and sorcery, wielding rage and magic in concert. He sends warbands to find the killers and rides south himself. The ambush is sudden. Calderic and Valderic are separated in a blizzard. Calderic flees through the whiteout, coughing blood, until he stumbles and falls. When he awakes, Valderic is gone. Captured. From a distant hill, Calderic watches helplessly as Valderic is paraded through the barbarian camp, tortured and taunted. His bear has vanished into the woods. The Bloodrager makes an example of him: the bounty hunters are not welcome in the north. Valderic is crucified on an ancient totem pole. Calderic weeps, alone and powerless. He drags himself into a cave of warm stone and begins the ancient rites. A fire spirit, once bound to his soul, returns to him. It warns him: should he call upon true evocation again, it will consume what little purity he has left. He does not hesitate. From the ashes of the cave, Calderic rises—not the man he was, nor the man his wife had tamed, but something else. Something terrible. He rides into the barbarian camp on a black steed of conjured flame, his eyes glowing like coals. The snow melts beneath his boots as he approaches. Raiders rush to meet him and die screaming. Firestorms burst from his fingers. Chains of molten steel bind warriors where they stand. The Bloodrager emerges from his longhouse, bare-chested and chanting, drawing power from runes etched into his flesh. They duel beneath a burning sky. Lightning meets flame. Sorcery clashes with fury. Calderic, bleeding from the mouth, unleashes every spell he swore never to cast again. When the Bloodrager falters, Calderic strides forward and incinerates him with a whisper. There is no mercy. He frees his brother’s corpse and lays it gently in the snow. To the stunned survivors, Calderic speaks: "If your kind sets foot in that town again… I will bring the sun itself to this cursed ice." And then, he is gone. Some say he returned home, to raise his children in peace. Others believe he wandered into the mountains, seeking death. The kodiak bear was seen once more, limping through the frost. But north of the trade road, mothers now tell their children: Beware the firewalker who speaks to flame. If you harm the innocent, he will come in the night. And the snow will burn red.

The Kingslayer Chronicles
Kvothe, the legendary Kingslayer, lives in self-imposed exile as a humble innkeeper in the small village of Newarre. But the quiet life he seeks is constantly threatened by remnants of his past – whispers of the Chandrian, lingering enemies from the Maer's court, and the creeping realization that his power, though seemingly dormant, is a beacon for forces both benevolent and malevolent. One night, a young Edema Ruh girl arrives at the Waystone Inn, bearing a lute crafted from a peculiar, shimmering wood, identical to instruments used by the Ruh troupe Kvothe grew up with. Her arrival triggers a cascade of vivid, long-suppressed memories, forcing Kvothe to confront not only his past actions but also the true cost of the legend he unwillingly became, while a renewed threat begins to stir in the shadows of Temerant.

Ghost Letter Club
You are a high schooler who finds an old mailbox that lets you send letters to the dead—and receive replies. Soon, you’re drawn into a secret society of students who help ghosts complete unfinished business before they fade forever.

The Crayon Kingdom
You find a magical box of crayons—and drawing with them takes you to Crayon Kingdom, a world of color where art comes alive! But when a color thief starts draining the world, you must draw your way to victory.

The Clockwork Heart of Aethelburg
In a steampunk-infused Victorian London, a brilliant inventor discovers a hidden message within a clockwork heart. This discovery plunges her into a conspiracy that threatens to unravel the fabric of society itself.

Penumbra's Price: Requiem's Toll
The city of Veridia stands on the precipice of eternal twilight, its sun choked by a celestial blight known as the Penumbra. Each day, the fading light demands a greater price: memories, emotions, even years stolen from the living to fuel the dying star. The Requiem's Toll isn't a single event, but a gradual erosion, a slow sacrifice measured in lost laughter and forgotten faces. Anya, a 'memory weaver' capable of salvaging fragments from the Penumbra's grasp, discovers a hidden truth: the blight isn't natural. A celestial being, imprisoned long ago, is deliberately extinguishing the sun, feeding on Veridia's essence to break free. The Requiem's Toll is the sound of its chains straining. Anya must venture into the heart of the Penumbra, battling both the monstrous shades it births and the apathy it inflicts, to either reignite the sun or silence the Requiem forever, even if it means paying the ultimate price herself.

The Celestial Toymaker's Gambit
In a forgotten wing of the Imperial Observatory, bathed in the ethereal glow of captured nebulae, Master Bramwell, the Celestial Toymaker, discovers a disturbing anomaly. One of his intricate orreries, a miniature solar system powered by captured starlight, has begun to deviate from its calculated path. Initially dismissed as a simple mechanical failure, Bramwell soon uncovers evidence of deliberate tampering, subtle yet profound alterations to the delicate gears and celestial spheres. As he delves deeper, Bramwell realizes the orrery isn't just a beautiful clockwork model; it's a precise magical engine, its movements influencing the very fate of the empire. The tampering is not random, but a calculated gambit, orchestrated by a shadowy cabal seeking to unravel the fabric of reality itself. He must race against time, deciphering the coded movements of the rogue orrery before the consequences of their actions cascade across the cosmos, plunging the empire into chaos.
