Stories built inside worlds.
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Hollowed
Some people are born without something. No soul, no inner life, just a perfect replica of human emotion. They smile when you smile. They grieve when you grieve. They never slip up. Society has developed tests to identify them and institutions to deal with them. The Hollowed are considered dangerous. Not because they've done anything, but because of what they might do.
The detection system is thorough and normalized — regular screenings, behavioral assessments, a whole bureaucratic apparatus. People report neighbors, family members, coworkers. A positive identification triggers removal. What happens after removal is handled quietly. The institutions don't publish reports.
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View All Stories →Six people who work inside a system designed to find and remove what it considers defective. Six routine assignments that go exactly as planned. Six reports filed with clean data and no anomalies detected.
Except something is off. A four-minute gap in a parking lot. A word that won't leave. Details that don't serve the checklist but won't stop arriving. A recording that captured something the screener's face did without permission.
The system measures everything. But the thing that's changing the people who run it is below the threshold. And once you start noticing what the instruments can't see, you can't go back to not seeing it.
Collections is a thriller told from inside the machine, where the most dangerous thing isn't what you're hunting. It's what happens when you start to feel something about the hunt.
Elaine has spent her whole life being invisible. Not in a superpower way. In the way where people forget your name five minutes after you tell them. Where coworkers look through you like you're part of the furniture. Where temp agencies spell it wrong on every single form and you stop correcting them because you need the paycheck more than your dignity.
So when she gets placed on the fourth floor of a building downtown, she expects the usual. Bad coffee. Fluorescent lights. Data entry nobody will ever look at.
She doesn't expect the hallway to stretch when she walks down it.
She doesn't expect the window behind her desk to show a view that shouldn't exist.
She doesn't expect to find a note in her desk drawer. Handwriting she almost recognizes. Five words.
DON'T TAKE FLOOR 6.
The building has floors that don't follow the numbers. An elevator that decides where you're going. Coworkers who smile with warmth that doesn't reach behind their eyes. And somewhere deep in its filing cabinets, a folder with her name on it.
Spelled correctly.
For the first time in her life, something sees Elaine. Really sees her. Knows her name. Knows where she's been. Knows things about her she hasn't told anyone.
The question isn't whether she can get out.
The question is whether she'd want to, once she understands what's been watching.
The Floors is a slow-burn psychological thriller about corporate dread, the seduction of being noticed, and the creeping suspicion that the thing paying attention to you isn't human.
A dog moves through a dozen lives.
Each story follows a different person in a different place. A woman at a gas station at two in the morning. A ten-year-old boy with a vacant house porch and a package of bologna. A man who throws a boot and then puts out meatloaf as an apology. A waitress who watches someone leave a twenty on a cup of coffee she never drank.
The dog stays briefly. It doesn't fix anything. It doesn't perform. It just shows up, breathes in the same room, and moves on.
What it leaves behind is the story.
Found is a series of twelve connected short stories about the people a single animal passes through on its way somewhere else. Each one stands alone. Together they build something quiet and cumulative that's hard to put down once it starts adding up.
These are stories about parking lots and porches and kitchen counters. About the drying rack that holds dishes for one. About what the silence sounds like after something warm was in the room and isn't anymore.
No genre hooks. No twists. Just people carrying things they haven't looked at in a while, and a dog that doesn't ask them to but somehow makes the looking possible.
It's time we explore even more tales within Mudwick. How does saturation affect those who don't share the same history? How did the first people who learned saturation not abuse the power they've come to understand?
1 in 1,000,000 have the ability of saturation. Here are some of their stories.
The sign at the edge of town keeps a count.
It's wooden. Painted. Nobody repaints it. Nobody maintains it. But the number changes, and the number is always right.
Harlan's Cradle is a small town in Appalachian coal country. The kind of place where people wave at strangers, where the pharmacist knows your name, where casseroles show up when someone's sick. The kind of place that should have died when the mines closed. It didn't. Nobody can quite explain why.
Twelve stories. Eleven voices. One town that knows more about the people living in it than they know about themselves.
A teacher who counts her students every morning. A funeral director who's buried more people than the math allows. A mail carrier whose route includes an address that shouldn't exist. A husband who can't explain why his wife puts sugar in her coffee now.
Small things. All of them small. None of them big enough to say out loud without sounding crazy.
But the sign is always right. And the reasons it's right are the stories.
The Counted is a 12-part fiction series about a town that has lived with an impossible truth for so long it stopped being impossible. Each story stands alone. Together they build something you can't put down.
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A dog moves through a dozen lives.
Each story follows a different person in a different place. A woman at a gas station at two in the morning. A ten-year-old boy with a vacant house porch and a package of bologna. A man who throws a boot and then puts out meatloaf as an apology. A waitress who watches someone leave a twenty on a cup of coffee she never drank.
The dog stays briefly. It doesn't fix anything. It doesn't perform. It just shows up, breathes in the same room, and moves on.
What it leaves behind is the story.
Found is a series of twelve connected short stories about the people a single animal passes through on its way somewhere else. Each one stands alone. Together they build something quiet and cumulative that's hard to put down once it starts adding up.
These are stories about parking lots and porches and kitchen counters. About the drying rack that holds dishes for one. About what the silence sounds like after something warm was in the room and isn't anymore.
No genre hooks. No twists. Just people carrying things they haven't looked at in a while, and a dog that doesn't ask them to but somehow makes the looking possible.
Everafter isn't the world you were told about as a child. It's what happens when the storybook closes and reality sets in. When princes turn out to be tyrants, when fairy godmothers demand payment in more than gratitude, and when the magic that saved you might be the same thing that destroys everything you love.
This is a realm where enchantments leave scars, where curses don't break cleanly, and where happy endings are just pretty lies we tell ourselves to sleep better at night. The kingdoms here are built on foundations of old bargains and older blood. Magic doesn't discriminate between hero and villain because those labels were always more complicated than the simple stories suggested.
The Still is coming. It always is.
It moves across the world like a slow tide with no shore, absorbing everything it touches into a single vast consciousness. People, animals, buildings, rivers, forests. Nothing is destroyed. Everything is taken.
The people inside the Still are aware, folded into something collective and immense. They're in there. Sometimes they whisper across the boundary to the ones still moving. You can hear them if you're close enough. Your mother's voice telling you to rest. Your friend asking where you went. A stranger saying your name like they've known you forever.
The Anamnesis left Earth carrying 12,000 people and a mandate to reach the Kepler-442 system in approximately 340 years. It carried everything humanity thought it would need: seed banks, cultural archives, a rotating crew structure designed across generations, and SABLE — the navigation and life support AI that the mission designers described, in documentation nobody takes lightly anymore, as the most sophisticated decision-making system ever constructed.
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