Sunny Starscout, when a mysterious alien device began to glare and stuck itself upon her wrist with secrets it did share, starts a cosmic adventure with her friends set to change equestria forever and turn her into its greatest superhero: Sunny 10!
As Maretime Bay celebrates and Equestria enters the beginning of reunification, Queen Haven of Zephyr Heights wonders if she and her daughters are fugitives, or forgiven.
Legends tell of a hermit living deep within the most dangerous forest in Equestria. When Sunny and Zipp crash the Mare Stream into that very forest, they come face-to-face with a long-forgotten piece of history.
A visitor has come to Maretime Bay, and his presence causes quite the stir. He has much to teach the six ponies responsible for saving Equestria, but perhaps he is the one who still has something to learn.
With the wounds of a terrible war still fresh and painful, the ever-dutifully Captain Zephyrina Storm accepts the task of guarding a sworn enemy of the pegasi, an earth pony princess, during the royal's stay in Zephyr Heights.
Eager for more answers about Equestria's ancient history, Sunny Starscout uses one of her dad's maps to venture into a long-untouched forest in search of the past.
After Misty flees the sleepover, Zipp notices she's still in the garden outside the Crystal Brighthouse. Zipp ends up learning something unexpected about the strange newcomer -- and how she can help.
Peace in Maretime Bay will have to be disturbed for the return of a beloved antagonist, it is up to Sunny and her friends to defeat this newest foe of theirs in a little game.
Pipp invites her friends over to try Surströmming for the first time and film a viral video. Fermented fish is one of her favorite snacks, and it's renowned for its pungent odor. It goes exactly how Pipp had hoped.