
The Tetherwright
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
Related Stories
The Mnemonic Key
In a near-future port city, a memory locksmith named Nadia unravels a fragmented lullaby that leads to corporate hoarding of public songs. Armed with a crafted harmonic needle and a small ally, she pieces together lost fragments, confronts corporate control, and builds a public seam for remembering.
The Tide-Spindle
A warm, seaside interactive tale about Saffron, a ten-year-old apprentice who discovers a failing memory-weave in her town. Armed with a brass spindle, a clockwork heron, and a brave song, she learns to mend the loom and teach others to share stories.
The Hour Warden of Lumen Harbor
A near-future interactive tale. Mara Quinn, a night mechanic in a port city where time is currency, finds a sliver of a stolen minute and follows seams into the undercity. With a brass key and a sparrowlike companion she mends torn hours, confronts corporate power, and stitches time back into community.
The Lighthouse That Sang Again
You are the hero in a seaside town when the lighthouse’s beacon falls silent. Guided by a retired keeper, a clockwork crab, and a kind octopus, you brave tide caves to bargain with a storm-child, recover the Heart-lens, and teach the light to sing true again.
The Echo Pearl of Brinebridge
In a small harbor town, a brave baker’s helper discovers an underwater library kept by turtles, rays, and a shy octopus. When a museum barge threatens to dredge the bay, the child seeks aid from a kindly engineer and a glowing robot crab, earning the Echo Pearl and rallying community to protect the stories of the sea.
Ratings
Reviews 8
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.
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.
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.
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.
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.
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.
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.
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.

