
Fantasy · 13+ · mild peril, enchantment
The Emberwood
A forest that remembers every promise made beneath its branches.
The Emberwood is an old forest with a long memory. Promises made under its branches are kept by the wood itself, and the narrator keeps them too: an oath sworn in an early scene is still binding when the story finds its ending. Expect enchantment rather than gore, peril rather than horror, and a world that answers what you say as carefully as what you do.

Science fiction · 16+ · dread, isolation
Ironreach Station
You woke up alone on a station that should have a crew of four hundred.
Ironreach Station begins with an absence. Four hundred people should be aboard and none of them are, and the story is what you do about that. The tone is dread and isolation rather than action: the corridors are quiet, the systems half-answer, and every discovery is something the narrator will remember you found.