The Tetherwright

The Tetherwright

Author:Bastian Kreel
197
5.58(48)

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9reviews
1comment

About the Story

In a vertical city held by humming tethers, a young apprentice named Nia follows missing memories into the shadowed Undernook. Armed with a listening bead and a luminous needle, she confronts a market that traffics in stolen remembrance and learns what it costs to stitch a community back together.

Chapters

1.The Lift and the Loom1–4
2.A Fray in the Weft5–8
3.Down to the Undernook9–12
4.Ledger of Stolen Names13–16
5.The Needle and the Promise17–20
18-25 age
interactive fiction
urban fantasy
steampunk
memory
weaving
heist
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Other Stories by Bastian Kreel

Ratings

5.58
48 ratings
10
2.1%(1)
9
10.4%(5)
8
10.4%(5)
7
12.5%(6)
6
12.5%(6)
5
18.8%(9)
4
12.5%(6)
3
16.7%(8)
2
0%(0)
1
4.2%(2)
78% positive
22% negative
Marcus Hale
Negative
Dec 12, 2025

The prose sings, but the story rarely earns the emotional beats it’s aiming for. The opening—Marrowline’s tether-hum, the spool wider than Nia’s arm, the folded note ‘Mend what matters’—is vivid, yet those evocative images end up papering over a plot that feels too straightforward and a pacing that drags in the middle. Scenes like Nia reading her job list and checking the fabric-press are tactile, but the narrative stalls whenever it should be pushing forward. The Undernook market and the idea of trafficking in memories are excellent hooks, yet the confrontation there is handled in such a familiar heist-morality shorthand that surprises are few. The listening bead and luminous needle sound like such clever gadgets on first mention, but their mechanics and consequences are sketched rather than shown—how exactly does a memory trade work? Why doesn’t the guild clamp down harder on a market that steals whole pasts? Those gaps made some decisions feel unearned. I also wished Pip the automaton did more than tilt its head; it’s introduced as an emotionally resonant prop but largely underused in scenes where it could have raised the stakes. A tighter middle, clearer rules for the memory economy, and a bolder take on the father-missing angle (rather than the expected “reclaim and reconcile” beat) would have made this much stronger. Nice atmosphere, but the story plays it safe when it could’ve been riskier. 🤨

Thomas Bennett
Negative
Sep 30, 2025

I wanted to like The Tetherwright more than I ultimately did. The premise is lovely—vertical city, humming tethers, a market that sells memories—and the imagery at the start is strong. But the story leans heavily on a few tropes: the absent father leaving an oversized symbolic spool and a note ('Mend what matters') feels familiar rather than surprising, and some of the emotional beats are telegraphed well before they land. Pip the automaton is adorable but underused, which is a shame because small scenes with Pip clicking and tilting the head could have broken up heavier exposition. The market in the Undernook is a good idea, yet the scenes there occasionally read like set-pieces rather than organic developments; I never felt high stakes in the way I wanted to. Similarly, the interactive choices sometimes glance off the plot—options that seem morally significant end up producing relatively minor mechanical differences. That said, the writing is capable and the atmosphere is consistently evocative. If you’re after mood and concept more than tightly wound plotting or puzzle-like choice impact, it will likely hit the right notes. For me, it stopped short of full immersion.

Zoe Montgomery
Recommended
Oct 3, 2025

Quietly brilliant. The worldbuilding is subtle but cumulative — tiny things like the way light runs across copper facades, or a luminous yarn that vibrates when something important passes, make Marrowline feel lived-in. I loved the moral ambiguity in the market scenes: trafficking in remembrance is presented as commerce and cruelty, survival and theft all at once. Nia’s arc from dutiful apprentice to someone willing to risk stitches for community is satisfying without being melodramatic. The interactive choices mostly felt impactful and the writing trusts the reader to infer consequences rather than spell everything out. Only small complaint: a couple of side threads felt underexplored (I wanted more on the guild’s history), but that’s a minor want in an otherwise rich story. Highly recommended.

Daniel Reed
Recommended
Oct 4, 2025

I came for the steampunk aesthetic and stayed for the heart. The descriptions — the lift lane, the halogen-flooded shop, the press that thrums in the alley — are so tactile they practically squeak. Nia’s apprenticeship and the image of that oversized spool with a note, 'Mend what matters,' set up a personal mystery that ties neatly into the broader mystery of stolen memory. The confrontation in the Undernook market is tense and inventive; the listening bead scene where she eavesdrops on a bartered memory gave me chills. A compact, beautifully done piece.

Priya Sharma
Recommended
Oct 3, 2025

The Tetherwright is a meditation on repair—of objects, of memory, of people—wrapped in a vividly realized vertical city. I appreciated how the author ties craft and ethics together: Nia’s hands, the spool her father left, and the guild’s language of mending all echo the story’s central question of what is worth patching and at what cost. The Undernook market is a morally gray set piece; scenes where Nia must decide whether to trade or reclaim a memory are emotionally fraught and often heartbreaking. The luminous yarn that vibrates when something important passes beneath is such a smart little device — it’s worldbuilding that also becomes a plot tool. As interactive fiction it respects player agency without dumping responsibility; choices ripple realistically (people remember differently, districts shift), which made replaying certain branches rewarding. The prose is sensory and deliberate: you can almost taste the toasted bread and feel the hum in the lines. Minor quibble: a few technical explanations felt dense for a moment, but they’re forgivable because the emotional beats land so well. Overall, deeply felt and thoughtfully designed.

Oliver Brooks
Recommended
Oct 2, 2025

If you’re into cozy gloom and tiny mechanical dogs that stare deep into your soul, The Tetherwright is your jam 😉. That opening line — you learn the city by weight and sound — is pure mood. The luminous needle and listening bead make for a delightfully tactile magic system, and the heist-ish scenes in the memory market are tense and unsettling in equal measure. I laughed aloud at Pip’s little click-tilt routine and felt properly queasy about the memory auctions. The interactive beats do more than decorate: they let you choose who to stitch back into the community. Fun, a little melancholic, very clever.

Hannah Price
Recommended
Oct 2, 2025

Short and sweet: I loved it. Nia’s name feeling like a stitch is such a lovely image, and the first chapter — hands on the fabric-press, shelves of luminous yarn, Pip clicking like a stubborn little dog — hooked me. The Undernook and the market for stolen remembrance are eerie and original. As a 23-year-old protagonist figuring out family and duty, Nia felt real. Would like more of the guild politics, but overall gorgeous atmosphere and emotional payoff.

Marcus Li
Recommended
Oct 3, 2025

A thoughtful, textured piece of interactive fiction. The steampunk elements are handled with restraint and specificity: the halogen that smells of lemon and varnish, the coils of braided metal, the bottle of quicksilver used for tempering needles. Those sensory details make the mechanic of tethers feel plausible and weighty. Nia’s work—repairing snap-points and listening for wrong pitches when districts begin to lean—turns craft into narrative tension in a way I didn’t expect. Mechanically, the game/story balances exploration in the Undernook with quieter apprenticeship beats; choices in the market—whether to bargain with memory-dealers or cut off their supply—carry repercussions for the tiers above and below. The market scene where memories are bartered is a highlight: it’s morally complex and well staged. My one small gripe is occasional info-dumps about guild structure, but they’re brief and ultimately support the stakes. Strong worldbuilding, smart interactivity.

Emily Carter
Recommended
Oct 5, 2025

I finished The Tetherwright last night and woke up still hearing the hum of those tethers — seriously. The city is alive here: the lifts that breathe, the fabric-press like a sleeping beast, and that gorgeous line about light running in thin veins across copper facades. Nia is quietly magnetic; her apprenticeship, the spool wider than her arm, and the folded note “Mend what matters” are heartbreaking anchors for the whole arc. I loved the Undernook scenes where the market traffics in stolen remembrance — the listening bead and luminous needle feel like tools and metaphors at once. Pip the automaton stole my heart (that pocket-watch dog tilt scene? chef’s kiss). As interactive fiction it gives you choices that actually matter to Nia’s sense of self and to how communities are stitched back together. Atmospheric, tender, and inventive — this one stuck with me.