For readers who enjoy sound-based magic systems and coastal cities with a hint of rust and ritual. Suitable for adults and older teens; threats of pursuit, spooky ghost bargaining, and peril in water-heavy spaces, but gore stays offstage.
On the storm-bitten cliffs of Vaelor, apprentice bellmender Liora Fen hears a dragon's call threaded through the city's midnight chimes. The sound is not voice but memory, an echo braided into the Ether by the vanished wyrm Aurithrax. When Liora inherits a cracked glass bell and a map inked in sea-salt, she is hunted by the Crown's seers and courted by tavern smuggler Kestrel Dune. Together they descend into the undercity's rusted gongways, seeking the Echolattice said to catch lost sound like rain.
But the Ether is a treacherous current, and every note they unspool wakes older debts. In the drowned temple of Rellith, an obsidian astrolabe turns by itself, pointing to the dragon's last breath sealed in a bone flute. To keep Vaelor from collapsing into silent ruin, Liora must learn to strike a bell that has never rung, while Kestrel bargains with ghosts who prefer the price of names to coin.