
The Clear Run
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About the Story
In the ruin of Grafton Yard, Juno, a young scavenger, risks everything to reach a half-alive filtration plant and bring back a working core. With a glass moth, an old pathwatch, and stubborn friends, she challenges a water guild’s control and learns how to turn survival into a community’s clear flow.
Chapters
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Ratings
I wanted to like this more than I did. While the opening imagery (the spout, the tokens, the metallic-smelling water) is strong, the plot ventures into familiar territory without offering enough surprises. The water guild as an oppressive entity and the scrappy young scavenger risking everything toward a filtration plant is a trope that has been done better elsewhere; here the stakes sometimes feel telegraphed and the mission beats predictable. Characters beyond Juno (and Nadia, briefly) don't always get distinct arcs, so moments that should land emotionally — like the reveal of the glass moth's significance or the confrontation with guild enforcers — felt a bit undercooked. Pacing also wanders: some paragraphs dawdle on texture while the central action rushes by. Not bad for a first pass, but I would've liked sharper tension and less reliance on familiar post-apoc shorthand.
Okay, I'm usually skeptical of 'waterpunk' as a label, but this actually delivers. The worldbuilding is tactile — you can practically smell the pennies in the water — and the author doesn't spoon-feed every bit of history. Loved the little human things: Theo counting platform cracks, the kite plans taped to the wall, Nadia elbow-deep in a pump with a cigarette. The glass moth made me tear up unexpectedly. A few scenes are almost too neat (villainous guild, scrappy kids win), but the characters' chemistry sells it. Feels like the kind of story you'd finish in one sitting and then wander the rest of the day thinking about a better future for Grafton Yard. Bravo.
The Clear Run is quietly fierce. The environmental details — corrugated roofs ticking like crickets, paint melted into dull streaks, a ferris wheel leaning into the sky with pigeons muttering — are lyrical without losing grit. I particularly loved the contrast between tiny domestic moments and the looming politics: Theo sorting screws for a kite, Juno buying two tokens with a strip of cloth over her mouth, and then the larger, scarier image of enforcers with flags on their rifles. The glass moth feels like a fragile symbol of memory and craft, while the pathwatch hints at older systems and forgotten routes. The climax toward the filtration plant reads as a true turning point, not just for Juno but for community possibility — turning survival into a collective clear flow. It made me think about how infrastructure and empathy are both reclamation projects.
This hit all the right notes for me. Grafton Yard feels lived-in — from tar smoke at Nadia's repair bay to the wind making shack flaps twitch like fish gills. The way the Dry Guild controls water with blue drums and tokens? Chilling but believable. Juno's refusal to accept the ration system (even drinking the metallic water as an act of defiance) is the kind of small rebellion that makes her heroic without getting melodramatic. The writing balances tension and hope: the trip for the filtration core is a heist, a pilgrimage, and a coming-together of misfits. Found family for the win. Would read more about the Yard's politics and the water guild’s backstory.
So good. The opening with folks lining for water — tokens clenched and the spout dribbling — immediately sets a tone of quiet desperation that never feels melodramatic. Theo's small, hopeful project (the kite tail) and the little victories — extra cup bought with a second token, the cooler air inside their car — make the big gamble for the filtration core feel personal. The glass moth is such a lovely image; I kept thinking about it during quieter scenes. Short, sharp, and really human.
The Clear Run nails the micro-details that make worldbuilding feel organic. The Dry Guild's blue-flagged enforcers, the smell of pennies and wet wire at the water spout, and the ferris wheel full of pigeons are not gratuitous color — they serve powerfully to establish scarcity and social control. I appreciated how the author used objects (tokens, jars, a glass moth) as shorthand for economy, hope, and memory. Narrative structure is efficient: short, punchy scenes that move the heist toward the half-alive filtration plant give the plot momentum without sacrificing character beats. My one quibble is that some secondary characters could use sharper individualization — Nadia is vivid, but a couple of the Yard residents blur into the background — yet that may be intentional, to spotlight Juno's perspective. Overall, smart, atmospheric, and emotionally earned.
I fell in love with Juno the minute she slid that token into the Dry Guild's drum. The scene with the spout coughing into patched jugs — the metallic tang, the people waiting like it's a liturgy — is written so vividly it lodged in my chest. I loved how small details (Theo sorting screws, Nadia tuning the pump with a cigarette) built a whole lived-in world without long exposition. The glass moth and the old pathwatch are beautiful touches; they feel like relics of a past life that still hum with usefulness. The pacing toward the filtration plant mission had a nice, urgent pull — you could feel the stakes in every step across the Yard. This is post-apoc that trusts its characters, and the found-family dynamic between Juno, Theo, and their stubborn friends made the resolution genuinely moving. Can't wait for more from this setting. 🙂
