Steampunk18 pages52 min read

Aetherwork: The Wells of Brasshaven

521
6.22/ 10

What This Story Is About

In the floating steampunk city of Brasshaven, mechanic Eira Fenn uncovers a scheme that siphons aether from the city's Wells. With clockwork companions, a stubborn captain, and an aging professor, she fights to expose the truth, reforge civic trust, and teach a people how to keep their lights bright.

Chapters

1.The City of Brass and the Quiet Key1–4
2.Passage on the Bellows5–8
3.The Archive of Wind and Wire9–11
4.Sparks in the Foundry12–14
5.The Return and the New Workshop15–18
steampunk
adventure
airships
invention
young adult
mechanical animals
friendship
city mystery
18-25 лет
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Agatha Vorin
528902
Steampunk

Gearsong over Brassford

In gear-crowded Brassford, young engineer Elara Prynn defies a guild edict when the city’s heart engine falters. Guided by a renegade mentor and a mechanical pangolin, she braves steam tunnels and sky bazaars to restore balance, expose sabotage, and rekindle trust.

Wendy Sarrel
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Aether & Brass: The Gearford Chronicles

In a smoky city of cogs and airships, young clocksmith Elara Finch follows a stolen whisper in the city's aether. With a brass compass, a clockwork fox, and a daring crew, she exposes a private siphon and fights to return the Regulator and the balance of Gearford.

Ronan Fell
524803
Steampunk

Aether Bloom

In the brass-breathed city of Gearford, young inventor Juniper Vale and her clockwork fox Cogs chase a conspiracy that drains the Clockspire's aether. With an old mapmaker's compass and a captain's courage, Juniper must untangle lattices of greed to restore the city's heartbeat.

Thomas Gerrel
500845
Steampunk

Brass at Noon

In a city governed by a monumental Sundial Engine that steadies life by siphoning tiny moments from its citizens, an inventor named Ada Larkin discovers the Engine’s mneme reservoir and leads a small resistance to retrieve stolen fragments of memory. Amid public hearings and mechanical sentinels, Ada faces a wrenching choice: bind herself to the machine as a living regulator to redistribute reclaimed minutes, or risk partial, technical restitution. The climax unspools in the Engine’s core as mneme flows back into neighborhoods and the cost of restoration reveals itself in intimate, irrevocable ways.

Diego Malvas
2116998
Steampunk

The Gilded Orrery

Ada Kestrel uncovers an orrery core that maps the city's aetherways and escapes the Council's agents. With allies Silas and Noor she steals an attunement node from a vault and confronts Lord Percival Ashcombe above the municipal hub. Forced to choose, Ada fractures her unique attunement across the lattice, dismantling centralized control at the cost of intimate memory and personal access, as the city stumbles toward a new, communal rhythm.

Delia Kormas
1844955

Delia Kormas's Other Works

Story Preview

Page 1
Chapter One

The City of Brass and the Quiet Key

When morning came to Brasshaven it arrived like a hand through steam: slow, warm, and scented with coal. Eira Fenn woke to that hand the way a bell wakes a clock—by the rhythm locked into her bones. Her bed was a narrow shelf above a workbench cluttered with springs the size of fingernails and springs the size of soup bowls; she slid down, bare feet finding metal peg and oil-darkened floor. Through the window the city breathed in and out. Platforms drifted on thermic currents, held in the air by glassy wells that pulsed with a soft blue heartbeat. Airships yawed like sleeping whales between towers. The scent of lemon-ash soap, kettle smoke and burning brass threaded the streets.

Eira moved like someone who had learned to make steady work from chaos. Her fingers—scarred where a lathe had bitten once—opened an oil-stiffened drawer and found what she needed: a length of copper wire, a tiny crescent gear, and a brass key she had made for Mara Kest three summers back. She tuned a pocket rectifier, polished a telescope lens, and hummed a tune that belonged to her father. Noise came with the morning: hammers in the Foundry Quarter, the clop of pneumatic hoofs from the market, a far-off siren that announced the Guild trains. Eira tied a rag around a glass cylinder, wrapped the toolbelt across her hip, and headed for the street.

Brasshaven’s streets were ribbons of plate and rope, bridges strung between platforms that fluttered like flags. Vendors called out small promises: “Tin clamps! Genuine rivet!”; “Aeropoached eggs, two for a copper!” The air wiped itself on the glass wells and came out cooler, leaving a faint tang of ozone. Eira's shop crouched among the ribs of a former engine-house—a sprawl of lean-to awnings and a sign in chipped enamel that read FENN & PIPE. The façade was festooned with mechanical birds and a clockwork fox that sometimes opened its jaws and barked proper alarm if someone touched the latch. The fox, Pip, had a single wound where a bolt of lightning—captured once from a storm to power a lantern experiment—had melted tiny teeth. Pip greeted her with a chirp, a wheel clicked, and a plume of steam puffed from his side like a glad exhalation.

Mara waited inside. She was shorter than Eira had expected for someone whose hands could disassemble a governor and still find the poetry in the balance weights. Her hair was silvered into a braid and her apron smelled of scalebane oil and jasmine. She bent over a battered automaton dove, coaxing a nested spring back into place with fingers that trembled at the joints but not at intent. When Eira crossed the threshold, Mara did not look up right away; instead she slid a tiny brass tag across the bench. “For the market—repair and fly,” she said. Her voice was warm and thin as a bell far away. The dove’s eye—tiny shavings of polished mica—caught Eira's glance and blinked alive.

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6.22
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8
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7
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6
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5
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4
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3
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2
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1
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