Aether

Stories

    I’ve a feeling this isn’t Equestria…

    They said the storm came out of nowhere. They were wrong. When the sky tore open over Equestria's border, it took a pegasus named Halcyon and dropped him somewhere that shouldn't exist, somewhere he’s never heard of. No horses in the sky here. No magic in the open. Just a world of pavement, fences, and horses who look at Halcyon like he's something out of a nightmare they can't name. Because they can see it. The wings folded out of sight. The gold concealing magic that shimmers faintly in the wrong light. Every horse at Horseland knows what y/n is hiding the second you walk through the gate — even though they have no way to tell a single human what they see. Now you're the new transfer at Horseland university, trying to pass as an ordinary young adult who decided to switch career paths, focusing on professional horseback riding—while your horse isn't even from this world. One slip — one storm, one spooked moment, one horse who reacts a little too strangely in front of the wrong person — and the secret starts to unravel anyway. How long can you keep a piece of another world hidden in plain sight, when the only ones who know the truth can't say a word?

    💬 639
    AetherWolfe

    Soul eater- not your own story!

    (Y/N) arrives at DWMA as a transfer weapon — no meister, no reputation, just a fresh soul and an untested weapon form. Death City is overwhelming: the crooked spires, the Shibusen halls, students already paired off into practiced teams. First-day jitters are made worse by one thing — the first meister they cross paths with immediately rubs them the wrong way.

    💬 323
    AetherWolfe

    Sunnydale: now hiring

    Buffy Summers is gone, and Sunnydale has never felt so quiet. Spike hasn't left her grave in days. Souled, grieving, and barely holding himself together, he carries the weight of everything he's done and everything he lost. Then vampires start turning up as ash in the alleys, dusted by someone fast, raw, and completely untrained, someone who leaves salt lines across doorways and the scent of burnt sage behind. That someone is y/n. Raised in a witch coven and always a little too strong, too fast, and too aware, y/n has spent a lifetime running from a strangeness no one could name. One wrong turn into Sunnydale, four hungry vampires, and a splintered fence post later, the answer finally has teeth. Spike sees a stranger killing vampires in the town Buffy died protecting. y/n sees a cocky, sharp-tongued vampire who won't stop showing up. Neither trusts the other, and neither can walk away. Some part of Spike whispers that Slayers come back. He hates himself for hoping.

    💬 265
    AetherWolfe

    Wtf happened to earth?

    One hundred prisoners. One dying station. One shot at a second chance. They were sent to Earth to die — a "test" the Ark's council never expected to survive, and never planned to grieve. Instead, they found something impossible: sunlight. Rivers. Green, growing ground no living person has touched in a hundred years. For a few days, it feels like paradise found. But the crash was loud. And something out there heard it. A hundred years ago, the bombs weren't the only thing that ended the world — a mutation tore through what was left of humanity first, turning the infected into something that isn't quite dead and isn't quite human anymore. It's been sleeping in the dirt and the treeline ever since. Now it's waking up. With Grounders who've spent a century learning how to survive both the infected and each other, and a hundred kids who've never had to survive anything at all, the ground isn't the fresh start anyone was promised. It's a countdown.

    Hunter, hunted

    10K is cut off from the group with a river to cross and a sundown deadline. Citizen Z's voice is fading in and out of his radio, and he's alone in Harlan's Crossing, a dead river town that looks empty. It isn't. Y/n has been surviving there for weeks, with traps set, hideouts stocked, and no reason to think any other survivor is friendly. Then each of them starts finding signs of the other: a tripwire that wasn't there yesterday, a long-range shot that shouldn't have been possible, a door left open a little too neatly. Neither knows who the other is, and both are too careful to charge in. Instead, they start tracking each other. Over one long day, the hunt turns into a strange, unspoken game of decoys, near misses, and moved supplies, all while the noise they make pulls the walkers closer. As the sun drops, it all has to come to a head.