Showing posts with label Young Adult. Show all posts
Showing posts with label Young Adult. Show all posts

Friday, September 25, 2026

#Review - Burn the Kingdom Down by Addie Thorley #YA #Fantasy

Series:
 Standalone
Format: 
448 pages, Hardcover
Release Date: April 7, 2026 
Publisher: Sourcebooks Fire
Source: Publisher
Genre: YA, Dark Fantasy

An action-packed enemies-to-lovers romantasy filled with a romance that will leave you breathless, betrayals that will rip your heart out, and a princess who will stop at nothing for revenge.

One year ago, Rowenna Harrack, the crown princess of Tashir, left her homeland in a wedding dress of chains—sent away to the enemy nation of Vanzador as a captive bride.

Now, Rowenna is dead. Brought home in a coffin after an alleged fall from a cliff.

Second-born princess, Indira, knows her sister's death was no accident. Desperate for truth and vengeance, Indira agrees to wed the prince so she can infiltrate Vanzador, find Rowenna's murderer, and burn their kingdom to the ground.

Indira's plan is simple, she will make nice until she can find out how to avenge her sister and free her country from the rival nation's stranglehold. But when Indira arrives, nothing is as terrible as Rowenna described. As Indira grows closer to her new husband, Prince Alaric, and uncovers more about Vanzador, the source of its powers, and what happened during Rowenna's final days, she’s no longer sure what—and who—to believe. Because everyone, even her sister, has secrets. Deadly ones. As allegiances shift and betrayals surface, Indira realizes the only person she can trust is herself. It’s time to step out of her sister’s shadow. Time to serve her own brand of justice.



Burn the Kingdom Down from Addie Thorley (author of An Affair of Poisons and the Night Spinner books) sits in that crowded space of enemies-to-lovers political fantasy, but it is less “chosen one with a sword” and more “grief-soaked murder mystery with plants, propaganda, and memory magic.” One year ago, crown princess Rowenna of Tashir was sent to the enemy mountain kingdom of Vanzador as a captive bride under a brutal treaty. 

Tashir is an underground garden realm that grows bagrava, a sacred plant that keeps its soil fertile; Vanzador’s royal family can move earth itself and, in return for bagrava tribute and a Tashiri princess, raised a mountain wall against marauders. Rowenna comes home in a coffin after an alleged fall from a cliff. Second-born princess Indira, a master gardener who has always lived in her sister’s shadow, does not believe it was an accident. 

When Vanzador demands a replacement bride, she has no choice but to accept her fate so that she can infiltrate the Fortress, find who killed Rowenna, and tear the kingdom down from the inside. Nothing she finds matches the monster-state her sister described. Prince Alaric is not the easy villain she expected. Everyone, including Rowenna, has secrets. The contrast between the two kingdoms is the book’s best idea. Tashir is soil, roots, and living magic; Vanzador is stone, cold, and a society that harvests memories as fuel. 

“Memory tithes” are a genuinely interesting system: identity can be extracted, stored, distorted, or weaponized. That ties the mystery, the politics, and Indira’s grief together instead of sitting on top of the plot as decoration. Indira is not a stabby superheroine. She is loyal, angry, naive in places, and shaped by a sister she idolized too long. The book is as much about stepping out of that shadow as it is about revenge. Alaric works as a counterpart rather than a dark-romance checklist: tension comes from competing loyalties and withheld information more than constant banter. 

When the romance lands, it is because it is earned slowly while they investigate together. Thorley also treats the “avenge my sister / infiltrate the enemy court” template as a mystery first. The structure is closer to a closed-house investigation than a war campaign. That will delight readers tired of endless set-piece battles and frustrate readers who want constant action. If you need a high-spice, high-action romantasy, this is not that. 

The romance is slow-burn and secondary to grief and investigation for long stretches. Content includes violence, death, grief, some sexual content, attempted assault, and emotional abuse. The book keeps asking what memory is worth—and who we are when the stories we were raised on are lies. National myths, sisterly worship, and personal identity all get the same treatment: they can be cultivated or drained. 

Indira’s arc from “burn it all” toward something more complicated is the emotional spine. Whether that landing feels earned is the main split among readers. Read this if you want YA romantasy with a plant-and-memory magic system, a murder mystery at the center, and a heroine who is more gardener-and-griever than warrior. Skip or sample first if you bounce off slow court-investigation middles or inconsistent trust-fall plotting.

NOTE: This book is currently on sale for a limited time. I don't get any money for posting this, but if you think you will enjoy the story, $1.99 at Amazon, B&N and Kobo is a good deal. 






Monday, September 21, 2026

#Review - The Sleepless by Jen Williams #YA #FANTASY #ROMANCE

Series:
 Sleepless Duology # 1
Format: 
336 pages, Hardcover
Release Date: September 30, 2025
Publisher: Wednesday Books
Source: Publisher
Genre: YA, Fantasy, Romance

Godkiller meets Powerless in this epic gods-and-monsters romantic fantasy from British Fantasy Award-winning author Jen Williams.

Welcome to a world where gods and monsters roam the earth . . .

Elver is the guardian of the wild and dangerous monster forest. Saved from the brink of death by a god, her skin will poison anyone she touches.

Artair is on a mission - one that takes him face-to-face with Elver at her most ruthless. But her defenses are useless when she discovers he's the only human impervious to her deadly gift. For Artair isn't human: he's one of the Sleepless, cursed to share his body with an evil spirit.

Lucian inhabits their body while Artair sleeps, and he is hell-bent on manipulating Elver for his dark purposes. But Elver is harbouring secrets too, and she has her own reasons for feigning an alliance with these two souls.

Caught in the crossfire of gods, monsters, and a dangerous magic they can barely understand, it is only a matter of time before the paths the three of them choose to take will set alight the very foundations of their world.

With a love triangle like you’ve never seen it, incredible world-building, brilliant writing, and a dangerous quest, The Sleepless will have you spellbound.



The Sleepless is Jen Williams’ first YA novel and the opener of a gods-and-monsters duology: a distinctive, world-heavy fantasy with an unusual love triangle and stronger ideas than typical romantasy packaging suggests. Elver is a 17-year-old jih: an orphan once sacrificed to the Bloody Claw, then remade by the Queen of Serpents into a poison-skinned guardian of the Jih Forest and its monsters. She wants isolation. Artair is a Sleepless monk from the Golden Tower. When he sleeps, control of his body passes to Lucian, an amnesiac spirit the monastery treats as a dangerous Other. 

After a mage serving the Bloody Claw kidnaps other Sleepless, Artair is forced to steal a keltraxia cub (a fox-like jih creature later named Fleet) as ransom. Elver is ordered to retrieve it. They form a reluctant alliance; Lucian has his own plans. The three travel together through temples, settlements, and divine politics shaped by a twelve-god system. The central relationship is a slow-burn triangle in which two of the three occupy the same body. Gods walk among people with distinct domains, followers, and costs. Magic feels specific rather than generic sparkle. 

Williams makes the setting easy to track despite its density. Elver is sharp, resentful, and protective of her forest; Artair is the more open, “sunshine” counterpart constrained by his curse; Lucian is charismatic, unreliable, and increasingly sympathetic as his memories and motives surface. Their forced proximity and shifting trust drive both plot and theme. Themes land with more weight than many YA fantasies: invisible prisons (monastery cells, poisonous skin, divine bargains, lost identity), what “freedom” actually costs, belonging, and the morality of serving gods who treat people as tools. 

The main plot of this volume reaches a partial resolution with late twists while clearly setting up book two (The Dreamless). Pacing occasionally sags under lore and travel. As a duology opener, it withholds full payoff. Read The Sleepless if you want inventive gods-and-monsters fantasy with a distinctive magic system, a grumpy-protector heroine, dual-identity tension, and a love triangle that is structurally unusual even when the emotional payoff is still building. It is less successful if you want high-heat romantasy or a fully standalone adventure. The sequel is the place where several lingering questions about Lucian, the gods, and the trio’s future are expected to land.  



CHAPTER 1

Five years later

The dawn bells of the Golden Tower of the Perpetual Morning were loud enough to make the ears ring, loud enough to wake the dead. They had to be, since it was vitally important that every Sleepless currently inhabiting the monastery was absolutely, thoroughly awake.

And, all at once, Artair was.

He awoke as he always did, sitting upright in a chair in front of the small, barred window of his cell, with no memory of sitting there or even moving the chair. The other one had done that. The clay cup that Artair used to drink water and tea had been smashed, shards lying on the floor. From the damp patch on the plaster wall, he guessed the other one had thrown it in one of his wild moments of rage.

Grimacing at the familiar ache in his back—just once, he’d like for the other one to have spent the night in the narrow bed instead of pacing the room or sitting in the chair—Artair stood up, stretched, and washed his face in the basin of cold water. He’d been waking at dawn since he was a child, and he was used to the punishing schedule of the Golden Tower. Even so, he glanced longingly at the bed with its undisturbed blankets and pillow. Perhaps he could just lay down for a few moments, resting until Brother Benzin came to do the morning checks … But laying down and resting was forbidden to the Sleepless outside of authorized hours. There was always a chance, after all, that he would forget himself and start to doze, and then the other one would come forward. If that happened, there was no predicting what he might do.

Never very far away, a dark memory flickered in the back of his mind: the choking smell of smoke, the taste of burning flesh in the air … Artair splashed more cold water on his face to banish the thoughts.

‘The foundation of the tower is vigilance,’ he murmured.

There was a tiny mirror over the water basin, warped by the years and slightly discoloured in one corner. Artair looked into it, searching his face for signs of the Other, as he did most mornings. It seemed impossible that just moments ago someone else had been looking out of his brown eyes—that some other intelligence had moved his mouth and made it smile, or frown, or shout. His face remained familiar: long straight nose, sharp jawline, the narrow slash of a scar that cut through his right eyebrow—not the result of the other one’s violence, that, but an accident with the wooden staffs the novices trained with each afternoon. Brown eyes looked back at him, full of their usual uneasy combination of curiosity and determination. His dark hair was wild and tangled, as though the Other had spent the night tugging his hands through it, but that could be fixed with a comb and a brush. At least the Other hadn’t been pulling it out, as he had on other occasions.

‘Morning, Artair!’ Brother Benzin’s face appeared at the small aperture in the door. He was a gentle, florid man with a grey beard, the white robes of his order always marked with grass stains. When possible, Benzin preferred to be working in the gardens. ‘Are you with us?’

Artair presented himself in front of the door to recite that day’s line of poetry. Every day they were given a new one, so that the brothers and sisters of the monastery could be sure of who they were dealing with.

‘The silver fish flits where it will. The badger digs deep under the hill.’

‘Yes, yes, fine.’ There was a rattle at the door as Benzin unlocked it with the keys he kept on a ring at his belt. ‘A little simplistic for my tastes, but Sister Rosea has ordered in a new book of poems from a shop in Addersport and I’m afraid she’s quite taken with it.’ The door swung open, and Brother Benzin stood to one side. ‘Brace yourself for many more stirring uses of cat and bat, or, the Twelve save us, river and slither. Goodness, look at the state of your hair. I assume we had a rough night?’

Artair knew it wasn’t a real question. After all, how could he know what the Other got up to? But he felt his cheeks flush anyway.

‘Was there any noise from my cell?’

Brother Benzin shrugged, then patted Artair on the shoulder fondly. ‘There is noise from every cell every night, my young friend. Don’t let it play on your mind. After your morning meditations and exercises, I will want your help out in the orchards. Is that alright?’

When Benzin had left to continue his circuit of all the cells in the tower, Artair ducked back into his chamber, wet his comb, and spent some minutes trying to tame his hair. There was a shadow of stubble on his jaw, but not enough yet to go to Sister Rosea for a shave—sharp blades were expressly forbidden in the cells of the Sleepless. When he’d done all he could to make himself presentable, he paused to sweep up the remains of the broken cup, depositing the shards on the small wooden table in the corner of the room. It was only then that he saw that one of the sharp pieces of clay had been used to carve a message into the tabletop. The words were jagged and rough, as though the author had had only minutes to carve it and not an entire night.

LET ME OUT

‘Never,’ he said. He rubbed his fingers across the carved words, thinking: my hands did this. ‘I’ll never let you out.’



CHAPTER 2

Elver broke the green ice on the top of the pond with her bare foot, savouring the brittle crack as she sank in up to her ankles. There had been a cold snap overnight and in this deepest, darkest part of the Jih Forest rarely a day passed without something freezing. She waded in deeper, letting the frigid black water envelop her up to her chest. Since the Queen of Serpents had swapped out her blood for poison when she was a child, cold water did not particularly bother her. She was jih now, a monster spirit in the forest of monsters, and the natural world could offer up very little to cause her discomfort. In the middle of the pond, which was one of the smaller, hidden watery places of the forest, there was a ragged island made of reeds, and mud, and stunted weeping willows. She headed towards it slowly, not wanting to startle its residents, but they were even more attuned to the forest than she was. She’d made it less than halfway when a bristly head stuck up out of a thicket of reeds. Large eyes flashed with blue-green light, briefly illuminating the island.

‘Hey, it’s only me,’ Elver called softly. ‘Just come to see how the cubs are getting on. I’ve brought treats!’ She raised the bag she held in one hand, and the watching creature made a low whistling noise of satisfaction.

Seen only in silhouette, the keltraxia looked a little like oversized foxes, with their long snouts and bushy tails, but seen up close, their bodies were covered in tiny blue scales, except where they sprouted red and orange feathers. Their ears, covered in these feathers, looked like little bursts of flame, giving them the name by which humans knew them: fire-listeners. Elver thought the human name was stupid. The Queen of Serpents had told her the true names of all the jih spirits in the forest.

* * *

In the water around her, Elver could sense the movement of other things: frogs and fish and water snakes, but jih spirit creatures too, things with which she shared a kin-bond. Something with silver gossamer fins and eight red eyes brushed against her leg and was gone in an instant. Elver held the bag a little higher and continued.

The edge of the island was ringed with thick black mud, which Elver gamely stomped through until she was on what could charitably be called dry land. Just beyond the wall of reeds, mosses, and heather, she could see a large nest of mud and sticks, and standing over it, the keltraxia vixen. The creature opened her mouth, letting her tongue scent the air, and the long scarlet feathers on her ears flickered open like a bird taking flight.

‘You can smell these from the other side of the forest, I’m sure.’ Elver placed the bag on the ground by the nest and opened it up so the vixen could get her snout inside. Green Lady snails were only found in the far west of the forest, and knowing how much the keltraxia enjoyed them, Elver always made certain to collect a big bagful whenever she was near. While the vixen munched and snorted her way through the bag, Elver carefully peeked over the edge of the nest. Inside was one as yet unhatched egg, and three healthy-looking keltraxia cubs. Only recently hatched, they still had more feathers than scales, but their eyes were open and glowing with a softer version of the light their mother displayed. Elver reached a hand down to them. The nearest stuck his snout into her palm and licked it with a rough tongue.

‘They’re doing well.’ She looked again at the egg and felt a little of her good mood slip away. ‘Shouldn’t that have hatched by now?’

The vixen turned to regard her, the fiery feathers on her ears lowered.

Not that one, the keltraxia said in the voice only Elver could hear. She is still and cold, and did not have the strength to break the shell.

Elver nodded. She understood—not everything that lived in the wood thrived—but it seemed unfair. From the southern slopes of the forest, on the foothills that marked the beginning of the mountains, it was possible to see the roads that led to Addersport, and on them there passed a steady stream of human life: travellers, traders, wanderers. They came with carts and caravans, on single horses or on foot. There seemed to be no end of human life souring the world, yet this one little keltraxia cub had not had the chance to live.

We will eat it, the vixen continued. When the others are old enough to stomach it.

Elver grimaced. She rubbed her hands through her hair—bone white since the Queen of the Serpents had bitten her—and stepped away from the nest. The vixen came closer and briefly laid her head on top of Elver’s; a greeting between kin.

The snails are tasty, she said. Thank you, human-sister.

‘Not human any more,’ said Elver. ‘But you’re welcome, my friend.’

* * *

Elver made her own home by another source of water: the great Serpent Lake that nestled in the centre of the Jih Forest. She had found an abandoned hunter’s hut at the edge of the treeline, and over the years had transformed it into a place she could shelter. There was a bed of fur and feathers, donated by the kindly, lumbering forms of the kartesh, monsters with the stocky, furry bodies of bears and the avian faces of owls; there was a mirror, brought to her by a roch, a vast bird with four fiery wings. On a single shelf there was her beloved collection of books, stolen from travellers or found and brought to her by the other jih spirits of the forest—they knew that their sister had a fondness for the human habit of reading. From the lake, she caught fish, and washed herself, and drank, and every now and then she would find messages from the Queen of Serpents. On rare occasions, the god herself would appear, a huge golden shape coiling through the green water. Elver was not a mage—the Queen of Serpents had none—so she could not call the god to her or ask it for a boon, but as a jih spirit she was one of the Queen’s own, and consequently, the god liked to visit. Elver had the vague sense the god had taken a special interest in her since saving her from being sacrificed in Addersport. The idea made her uneasy, as though it were all part of some larger painting, of which she could see only a tiny corner. But she knew the Queen had brought her back from death while the people of Addersport had been all too eager to see a child thrown into the sea to save their own hides, and that was more than enough to earn Elver’s loyalty. She thought then, as she often did, of the red-haired mage who had sacrificed her to a hungry god. Humans were duplicitous, selfish and bloodthirsty. The jih were all the company she needed now.

It was an hour’s walk back to the Serpent Lake from the keltraxia nest. Elver moved through the forest like a creature that had been born there, slipping through the undergrowth silently, noting the signs and marks and songs of the birds and small animals. She paused at the edge of a stream as a platynus passed by, a vast monster whose reptilian head cleared the tallest treetops in the canopy. Elver could see only its enormous flank, muscles as big as tree trunks clenching and releasing under leathery purple and yellow skin.

When she arrived at the lake, she stripped off her clothes—scavenged or crafted by her own hand—and washed quickly in the water, cleaning the black mud off her feet. When she was dry and clothed again, she headed towards her ramshackle home, thinking to fetch her fishing spear and catch something for that night’s supper. If there were plenty of fish about, she could start putting some by for the long winter that was beginning to breathe its cold air on the back of her neck.

But as she was picking up the spear she caught the scent of something acrid and sour against her tongue.

Woodsmoke. A human fire started with a splash of something else—oil, perhaps. Elver turned and saw, on the far side of the lake, a point of buttery yellow light, and a thin line of black smoke that poked above the tops of the trees. There was a figure there, sitting by the campfire, its head down as it looked at something in its lap.

‘Intruder.’

Elver felt the poison in her blood churn. A filthy human, here, in this place that was her home.

She left the spear by the hut and instead retrieved her knife, which she pushed through her belt. Rather than following the edge of the lake around, she went back beyond the treeline, circling until she could see the human framed against the green water of the lake. It was a woman in her middle age, her limbs long and rangy, and she wore a wide-brimmed hat. There was a sword, still in its scabbard, lying on the sandy ground by her feet. The interloper’s hair was short, and from her vantage point Elver could see the bare skin on the back of her neck. All it would take was her cold, pale hand pressed to that section of skin, and the woman would quickly regret ever coming into the Jih Forest …

But that wasn’t enough.

Elver stepped out of the treeline, letting her feet crunch over the autumnal leaf litter, and watched with satisfaction as the human woman startled and turned, her eyes wide. She pictured what the woman was seeing: an alarmingly pale girl of seventeen years with a shock of white hair and yellow eyes, a line of blueish scars marking her neck and shoulder and arm—the places where the Queen of Serpents had bitten her. A monster-girl dressed in leather and bone and feather, with a knife in her hand. Of course, she wouldn’t know that the knife was the last thing she had to worry about.

‘Who are you?’ Curiously, the woman did not reach for her sword.

‘I am the guardian of this forest.’ Elver walked towards the woman boldly. It made her heart thunder in her chest, to be this close to a human. ‘And you aren’t welcome.’

The woman stood up slowly. On the ground behind her there was a well-used bedroll, and a battered tin cup filled with soup.

‘I’ve heard of you,’ the woman said. ‘The ghost of a girl is supposed to haunt this place. But you’re no spirit. Are you living out here by yourself? How are you alive?’

Elver laughed. ‘This is my home. Nothing here will harm me. But you? You’ve made a very serious mistake, human.’

‘Listen.’ The woman raised her hands slowly, palms facing out. ‘I’m just a traveller. Passing on through this place on my way somewhere else. There’s no need—’

‘You thought you could just pass through the forest of the jih?’ Elver grinned, and for the first time the woman looked truly unsettled. ‘Humans, you think that everything is a road for you to walk on. That everything deserves to be beneath your feet. A dung beetle has more sense than you.’

‘Now then.’ The woman scowled. ‘I’ll not have such attitude off a scrap of a thing like you. You’ve gone mad, living out here by yourself.’ Incredibly, she took a step forward, reaching out as though to bring Elver towards the fire. ‘You need some hot meals inside you, a bloody good bath, and then maybe you’ll know to speak to your elders with some respect.’

‘It’s you who needs to show some respect.’ Elver took the woman’s arm and pressed the flat of her hand against her skin. The woman jumped as though she’d been bitten, the hat falling off of her head with the force of it, and she gave a little shriek. Elver saw the shape of her own handprint on the woman’s arm, the skin already blistering, and then the woman folded to her knees, falling down next to her own campfire. Her eyes had rolled up to expose the whites.

‘I told you. Idiot human. Talking to me like I’m some lost child. The monster forest is my home.’

Elver knelt to feel for the interloper’s pulse. It was there, light and fast. When she took her hand away, there were two more livid marks on the woman’s skin in the shape of her fingertips. She wiped her hand on the back of her trousers. Touching humans made her feel dirty, but even worse was the painful curiosity it roused in her. What would it be like to touch a human safely? What did skin feel like when the person you touched didn’t recoil in pain and horror? The memory of that sensation had long been lost to her. You’re not human any more, she told herself fiercely. And you never will be.

‘You’re not dead,’ she told the unconscious woman. ‘Which is more than you deserve.’

It would be easy to end it, though. A longer touch from her poison skin should do it, or if she didn’t mind making a mess, her knife would do the job. Elver looked up to see another of the forest’s monster inhabitants peering at her from the treeline. Slowjorns were some of the more talkative of the jih spirits, and she knew this one well.

Greetings, forest guardian. One of your kind?

Elver felt heat prickle across the back of her neck, but she swallowed down the annoyance like a sharp stone.

‘No, not my kind at all. Since you’re here though, will you do me a favour?’

The slowjorn crept forward. Out of the shadows, it looked like a human-sized bipedal snail, its limbs tentatively picking their way across the ground. The bulbous shell on its back was formed of a great spiral.

Perhaps. The antennae on its head expanded curiously, questing towards the body on the ground.

‘Drag this idiot back towards the road. You don’t have to go near it, just get close enough that she’ll see where she has to go when she wakes up.’ Elver smiled, imagining the look on the woman’s face if she woke up during the journey and saw what had a sticky tendril around her ankle. And of course there were lots of dangers in the Jih Forest. She might not make it to the road at all. ‘Don’t worry too much about bumping her over brambles and puddles. She needs to learn not to ever come back here.’

When the slowjorn had gone, dragging the human behind it like a sack of bones, Elver picked over the traveller’s possessions. She drank the cold soup, savouring the taste of herbs and spices from outside the forest, and took a notebook with a few empty pages left from the fallen pack—there had been books in the orphanage, and they were one of the few things she truly missed. This one looked as though it had been used to keep track of the woman’s travels; there were notes on Addersport, a town called Tarflin she had never heard of, and a detailed section on a mage dedicated to the god Tisk. There wasn’t much else, but the sword was decent enough and had a sharp edge. Elver took it back with her to the other side of the lake.



CHAPTER 3

The monastery clung to the side of the mountain like a cluster of oyster mushrooms on a tree. From its walls it was possible to see the Jih Forest spreading away across the foothills below, a dense carpet of trees that at this time of the year burned yellow and orange and red—and beyond that there was the ever-shifting sparkle of the sea. Between the two lay Addersport, hidden by the rise and fall of the land, the only clues to its existence the trails of smoke that rose from its industrious buildings, and the steady arrival and departure of ships of all types. The monastery itself grew out from the central tower, where the Sleepless were housed during the night; buildings with green and blue tiled roofs crowded around it like children around a nursemaid. Behind its sea-facing walls, there was an interior garden so sheltered from the mountain weather that the monks and their charges grew most of the things they consumed there, from apples and cabbages to herbs and medicines.

Artair liked to look at the view as he made his way from the meditation hall to the garden, peering out of the many tiny windows that marked the corridor. If he ignored the bustle of activity that gave away the existence of Addersport, it was easy to pretend that the Golden Tower was all alone in the world; there was just the mountains, the forest, and sea, with no people to make things complicated. If the world was empty beyond the monastery, then it would be safe for him—for all the Sleepless—to leave the tower behind.

But it would never be safe. As long as the Other dwelt within him, he was dangerous. And thinking about the world beyond was dangerous too. Brother Elthem believed that such thoughts of freedom originated with the dark spirit, because what the dark spirits wanted, more than anything, was to get out into the wider world so they could cause chaos. The monks taught them to keep their minds and their bodies occupied—with meditation, physical training, and simple chores.

Vigilance, thought Artair.

Down in the orchard the apples were ready to drop, and Artair spent much of the day with some of the younger novices, picking the fruits and carting them away in crates to the monastery kitchens or the cold cellars dug into the raw rock of the mountain. In the afternoon, the monks gave them a couple of hours of leisure time, so they went to the natural spring at the edge of the gardens. Over thousands of years it had carved a small pool into the rock, fed by a bubbling waterfall. It was a good place to sit and talk with their bare feet dangling in the freezing water. To be Sleepless was to be constantly seeking ways to stay awake.

‘My parents say they will visit after the next harvest,’ said Reah. She had arrived at the monastery only six months ago. She looked down as she spoke, apparently examining the freckles on the backs of her hands. ‘Which isn’t so long now. But…’ Reah shifted on the grass, her posture awkward and stiff. ‘I can’t believe I’m not there with them, helping them with it. That I’m going to be stuck in this place…’

She didn’t say it, but Artair could hear the word in her silence anyway. Forever. Stuck in this place forever.

‘It’s harder for you,’ said Chessun, in a matter-of-fact tone. He was one of the older novices, a broad lad with sunny blond curls. ‘Most of us found out we were Sleepless when we were little. How old are you? Fourteen? Fifteen?’

Reah frowned at him. ‘Fourteen.’

Chessun shrugged. ‘There you are then. You were too used to having a normal life. Didn’t know you had a monster creeping around inside you. Now you’re wondering why you can’t just wander into town and buy a loaf of bread, or sleep in a room that doesn’t lock from the outside. It’s a rude wotsit. Awakening.’

‘It will get better,’ said Artair. He remembered being brought to the monastery five years ago, and the sense of dislocation that came with it. ‘You’ll get used to the place. The monks keep us busy. And we can go where we want in the gardens.’

‘At home, our farm was twenty acres,’ said Reah sulkily. ‘I could catch a cart to Addersport if I wanted to. I used to go and look at the markets. I’d save up my money to go.’

‘At least you don’t need money here,’ said Artair.

‘I didn’t even do anything bad, not really,’ Reah continued obliviously. ‘Nothing permanent, anyway. I can’t believe my parents would do this.’ Her voice wobbled and she looked away from the rest of them, keen to hide the expression on her face. ‘That they’d just leave me in this place. In a prison.’

‘You didn’t do it,’ said Artair.

‘What?’ Reah looked at him. Her eyes were too bright, only moments away from spilling tears.

‘Whatever it was that happened, it wasn’t you.’ Artair gave her a smile. Reah was only three years younger than him, but in that moment she looked painfully young. ‘The evil spirit inside you, the thing that comes out when you give into sleep. That’s what did those things, not you. We can’t control the spirit that waits inside us, but we do what we can to limit the damage it causes. By living here, in the Golden Tower, away from the world.’ He thought of the view from the monastery windows, that open sea that could lead to anywhere, and he felt a dull ache in his chest. But close on the heels of that thought was the memory of what had happened when the Other had first shown itself. Smoke and blood and ruin. ‘It’s safer for everyone this way.’

‘I know it wasn’t me,’ said Reah, although she didn’t sound certain. It was, Artair knew, one of the hardest lessons of the Golden Tower—that the Other was something separate, something evil, even though it lurked under your own skin. Even now, after five years in the monastery, Artair still carried the queasy guilt of what the Other had done.

Chessun chuckled. ‘You sound just like Brother Benzin, Artair. Come on, the sun is still out and I’m sticky with apple juice.’ He stood up in the freezing stream and waded out deeper into the water, soaking the bottoms of his rolled-up trousers. All the novices wore soft white trousers and yellow shirts, with a mustard-coloured half robe over the top. This last he pulled up over his head to make a rough hood. Artair laughed.

‘Thank you,’ Reah said quietly. ‘This place is just so … far away from everything.’

‘It’ll feel like home eventually,’ he said, wondering if he even knew what home meant any more. ‘Come on, before they find other work for us to do.’

* * *

The afternoon was passing pleasantly enough until Chessun decided that he wanted to climb to where the waterfall started, which meant shimmying up a number of slippery, moss-covered rocks. Artair had begun wading out towards him, trying to talk him out of it, when the big novice slipped, falling back into the spring with a sizeable splash. Some of the other novices gave out cries of alarm, and a few of the more skittish ones ran back across the gardens to fetch the monks. Artair, strong and lean after years of martial training and exercise, dragged his friend out of the water and onto the grassy bank. Chessun had grazed his temple on a rock and blood was running freely from the wound, turning his yellow robe scarlet at the shoulder.

‘Twelve save us Chessun, you idiot.’ Artair gave his friend a little shake, but the boy’s eyes rolled back into his head. Dread seized Artair. ‘No, don’t—don’t do that…’

Reah appeared next to him, her face so pale that the freckles stood out like spots of ink.

‘Is he alright?’

‘I don’t know. I think he’s passed out, and if he has … Reah, get back into the monastery, I’m not sure that—’

Chessun’s eyes snapped back into focus. For a split second, they looked to be a shade paler than they had been moments before, and the broad, kindly shape of his face was transformed into an expression of fury. In that instant, the Chessun that Artair had known for years vanished. He was leaning over a complete stranger.

‘Chessun, wait—’

Artair scrambled backwards, his bare feet sliding on the wet grass, but Chessun moved faster. He reached out with his big brawny hands and grasped Artair by the throat.

‘That’s not my name.’

Artair gasped for air. He was a few inches taller, and even with Chessun’s greater bulk he normally would have had no difficulty in throwing his friend off, but Chessun’s strength was coming from a different, darker place. The Other had taken over the moment the novice had lost consciousness.

‘I am outside!’ The being inhabiting Chessun looked around at the spring and the gardens in apparent wonder. ‘Finally. I can get out of this stinking, pish-ridden hole.’

With a grunt he stood up and threw Artair back into the freezing water. When Artair had scrambled back onto his feet, soaking wet, he saw that Chessun was heading for the Red Gate. The other novices had fled, and a number of Brothers and Sisters had appeared from the buildings, moving swiftly towards the rogue Sleepless. Artair heard them calling his friend, telling him to wake up, to come back to them, but he knew it wasn’t going to work. The spirits were at their strongest when they had just taken control—it normally took an entire night’s worth of sleep for the novice to be close enough to the surface to return.

Even so, he called his friend’s name, a rising flutter of panic in his chest.

‘Chessun! Come back!’

The Red Gate was one of the oldest structures in the monastery, dating from before the order of the Perpetual Morning had moved in. It was made of iron, the scarlet coating of paint that gave it its name now mostly flaked off, and it had a row of wicked points running along the top. It would be locked—the gates of the Golden Tower almost always were—and it stood a good ten feet in height. That wouldn’t discourage an evil spirit intent on escape, though.

Artair began to run.





Tuesday, September 8, 2026

#Review - A Theory of Dreaming by Ava Reid #YA #Historical #Fantasy

Series:
 A Theory of Drowning # 2
Format: 
416 pages, Hardcover
Release Date: July 29, 2025
Publisher: HarperCollins
Source: Publisher
Genre: YA, Historical, Fantasy

Return to the immersive, lush, and dreamlike world of the instantly bestselling dark academia fantasy A Study in Drowning as the aftermath of their first discovery pulls Effy and Preston on a final adventure and brings their haunting love story to its end in this stunning sequel and final book in the duology.

All stories come to an end.

Effy learned that when she defeated the Fairy King. Even though she may never know exactly what happened at Hiraeth, she is free of her nightmares and is able to pen a thesis with Preston on the beloved national fairy tale Angharad. She has finally earned a spot at the literature college, making her the first woman in history to enroll.

But some dreams are dangerous, especially when they come true. The entire university—and soon the entire nation—is waiting for her to fail. With the Fairy King defeated and Myrddin’s legacy exposed, Effy can no longer escape into fantasy. Who is she without her stories?

With Effy under threat, Preston is surprised to discover a rage simmering inside him, ringing in his ears like bells. He begins to dream of a palace under the sea, a world where he is king—visions that start to follow him even in waking.

As the war between Llyr and Argant explodes, Effy and Preston find themselves caught in the crossfire: Effy losing her dreams and Preston losing himself in his.

Are dreams ever truly just dreams?


A Theory of Dreaming is the sequel to A Study in Drowning by author Ava Reid. The first book was a gothic mystery with a crumbling manor, a contested authorship, and a fairy-tale monster at its center. This one is about what happens after the monster is gone: when the national myth starts to crack, the university turns hostile, the war with Argant tightens its grip, and two young people who survived something uncanny have to live in ordinary daylight. 

Effy Sayre is now the first woman admitted to the University of Llyr’s literature college. Together with Preston Héloury, the Argantian student who became her partner in scholarship and in love, she has already exposed the secret behind Angharad, the nation’s beloved fairy tale: that it was written not by the revered Sleeper Emrys Myrddin, but by his wife. That revelation, treated as near-sedition in a country at war, follows them back to Caer-Isel. The university wants them to fail. 

The press wants a scandal. Llyr wants its Sleepers—those preserved national authors whose bodies and writings are supposed to sustain morale—left untouched. The premise is strong. Reid is still writing about stories as infrastructure: who gets credited, whose work is used to justify a war, which voices are allowed into the canon. The Sleepers and their museum give the book a vivid political-mythic architecture. Preston’s new dreams of an undersea palace, where he is king and the dead can still be spoken to, turn the first book’s question inside out. 

Effy once could not tell dream from reality. Now Preston cannot stop choosing the dream. The novel’s best idea is that escapism is not only a wounded girl’s private refuge. It can also be a young man’s temptation toward power, control, and a prettier version of grief. Dual point of view helps. Book one belonged more to Effy; this one gives Preston a fuller interior life, including the xenophobia he faces as an Argantian in Llyr and the rage beneath his usual restraint. Their romance is tender without being easy. 

Love here is less a rescue than a fragile practice: two people trying to stay present for each other while institutions, war, and their own minds pull them apart. Large stretches are about depression, self-doubt, academic cruelty, medication, and the grinding hostility of being the wrong kind of person in a nationalist university. Those pages can feel true and also repetitive. Readers who came for the first book’s mystery-and-manor engine may find this one slower, heavier, and less enchanted. 

The novel connects literary fraud to wartime propaganda, misogyny in the academy to the erasure of women from the national story, and personal trauma to the stories a country tells itself in order to keep fighting. That is a lot for a YA fantasy to carry, and the book is more successful as mood and argument than as tightly engineered plot. The dream-palace material is beautiful and sometimes under-explained. The academic mystery around additional texts and authorship is compelling when it is allowed to move. 

The war plot arrives as pressure more than as a fully dramatized conflict, then resolves quickly once the novel decides it is time to close. A Theory of Dreaming is a lyrical, uneven, often moving conclusion to a duology about the danger of beautiful stories. It will reward readers who wanted more of Effy and Preston as people, more of Llyr as a nation built on canon and war, and more of Reid’s drowning-in-language style. It will frustrate readers who wanted another tightly coiled gothic mystery. As a sequel, it is not better than A Study in Drowning.





Tuesday, August 4, 2026

#Review - Deathless by Julie Kagawa #YA #Fantasy

Series:
 Fateless # 2
Format: 
400 pages, Hardcover
Release Date: July 7, 2026
Publisher: HarperCollins US
Source: Publisher
Genre: Young Adult, Dark Fantasy

How does one kill the unkillable?

Sparrow and her companions have been left with an impossible task: slay the immortal Deathless King, whose magic siphons the very life of the world to sustain himself.

The answer may lie deep in the past, when those who would become Deathless Kings stormed the sanctuary of the goddess of Fate, in an attempt to remove their threads from the Weave and become immortal. They broke off a piece of the goddess’s loom and hurled it to the earth, where it still lies at the center of a dangerous wasteland called the World Scar.

For any chance against the Deathless King, Sparrow and her companions must brave the World Scar and reach the loom, which would grant the power of a goddess. But the journey is fraught with danger, and the powerful Deathless King determined to find them.

And if the loom is reached—what will the power of a goddess do to a mere mortal? Sparrow has no choice but to find out.


Julie Kagawa's Deathless is the second installment in the author's Fateless series. Deathless picks up with former thief Sparrow confronting the consequences of her identity as the Fateless—someone who can unravel the fates and destinies of those she touches, yet has none of her own—while facing an immortal threat that is draining the world itself. 

Sparrow and her companions (Kysa, Halek and Raithe) face an impossible charge: stop the Deathless King, an immortal whose magic sustains him by siphoning life from the land. The path forward leads into the past and a perilous journey toward a fragment of the goddess of Fate’s loom, hidden in the deadly World Scar—a lava-covered wasteland where even the air is poisonous. 

Reaching it could grant goddess-level power, but the risks to a mortal (and the pursuit by the Deathless King) are immense. Sparrow travels with Scarab Clan warrior Kysa, the carefree Fatechaser Halek (on their giant flying rock beetles), and the assassin Raithe, whose budding romance with Sparrow grows more complicated, including a visit to his mystic homeland. 

The group crosses dangerous territories, meets allies and foes, and navigates twists that keep the stakes high. The narrative balances the larger quest (confronting immortality and cosmic-scale threats tied to the Weave of fate) with personal costs, nightmares stemming from prior events, and interpersonal dynamics. Twists are deftly placed to maintain momentum through the Dead Lands and beyond. 

Notably, the book incorporates necessary background from Fateless smoothly enough that new readers can follow, while rewarding series fans with deeper exploration of the lore around the Deathless Kings, the goddess Maederyss, and the Tapestry/Weave. As a middle book in a trilogy, it escalates the conflict effectively and ends on a cliffhanger designed to heighten anticipation for the finale. 

Sparrow remains a compelling lead: a resourceful former thief grappling with power, responsibility, identity, and the absence of a predetermined path. Her emotional arc receives solid development alongside the action. The supporting cast shines—Kysa’s warrior perspective and cultural ties, Halek’s lighter, windswept Fatechaser philosophy providing contrast and humor, and Raithe’s enigmatic assassin background adding tension and depth. 

Building on the desert city of Kovass, the Dust Sea, ancient Deathless Kings, the Thieves Guild/Circle, and the theological framework of Maederyss weaving the Tapestry of the World, Deathless expands into new regions like the World Scar, the Dead Lands, and Irrikah. Unique elements—giant flying rock beetles as mounts, poisonous wastelands, blood magic/undead forces tied to the immortal king, and cultural details of groups like the Scarab Clan—create an immersive, distinctive setting that blends high fantasy with post-imperial decay and mythic stakes. 





Friday, July 31, 2026

#Review - Of Venom and Vengeance by Mikayla Bridge #YA #Fantasy #Romance

Series:
 Standalone
Format: 
432 pages, Hardcover
Release Date: July 7, 2026
Publisher: Farrar, Straus and Giroux (BYR)
Source: Publisher
Genre: YA, Fantasy, Romance

A deliciously dark standalone follow-up to the highly-anticipated YA romantic fantasy Of Flame and Fury, where star-crossed enemies gamble with their hearts, empires, and the fate of a lost god.

On an island marred by pageantry and pain, power comes at an impossible price. Inna is the perfect heiress to the Pallo crime family: poised, cunning, untouchable. Behind this glamorous facade, she hunts for the sinister truth of her sister’s death. Despite the cover-up she’s been led to believe, Inna can feel an enemy lurking in the shadows.

Rylan has sculpted himself into a talented thief for one reason: retribution for his family, who were murdered by Inna’s mother. Armed with illusion magic, Rylan plans to steal an ancient riddle from the Pallo vault, one that leads to a sleeping god. Whoever wakes the Serpent King will be granted any wish they desire. Rylan means to claim this power, and with it, Inna’s ruin.

But when Inna catches Rylan sneaking past her family’s security, they enter into a perilous alliance that neither intends to keep —even as bitter attraction ignites into something more.

Though some hearts aren’t meant to be stolen, and love knows nothing of blood-red revenge…




Of Venom and Vengeance by Mikayla Bridge is a dark YA romantasy standalone (companion novel) set in the same world as Of Flame and Fury. It follows dual protagonists navigating crime-family intrigue, illusion magic, a high-stakes heist, and a quest involving a sleeping serpent god. Inna Pallo is the poised, cunning heiress to a powerful crime family on an island defined by pageantry, pain, and power struggles. Behind her glamorous facade, she quietly investigates the suspicious death of her older sister, sensing a cover-up and an enemy closer than the official story suggests. 

Rylan is a skilled thief driven by retribution: Inna’s mother was responsible for his family’s murder. Armed with illusion magic, he targets an ancient riddle locked in the Pallo vault—one that leads to the sleeping Serpent King, a lost god who grants any wish to whoever wakes him. Rylan intends to claim that power and use it to destroy Inna’s world. When Inna catches Rylan infiltrating her family’s security, the two form a perilous, reluctant alliance that neither fully intends to honor. 

As they navigate family secrets, gambling dens, exploited magical sprites, and mounting dangers, bitter attraction complicates their mutual distrust and competing agendas. The story expands the existing world with new elements (particularly sprite lore and a different regional flavor of magic and society) while functioning effectively as a standalone, with only light Easter eggs or references for readers of the prior book. Inna is calculating, trained in the political and physical demands of her family’s world, and motivated by grief and a need for truth. 

Rylan is guarded, witty, determined, and shaped by loss—morally gray in a way that fits the crime-underworld setting. Their enemies-to-lovers / forced-alliance dynamic is built on genuine conflict, distrust, banter, and the tension of knowing the other may betray them at any moment. Supporting figures (including family members and Inna’s former partner/bodyguard Celesse) add layers of complication, loyalty tests, and moral ambiguity. 

A standout strength is the atmospheric setting: a glamorous yet sinister island of crime families, clubs, gambling, and spectacle with 1920s-adjacent vibes mixed with dark fantasy. The sprite lore receives particular praise—creatures with varied appearances, personalities, magics, and a darker reality involving exploitation and blood that contrasts with more surface-level perceptions. Illusion magic enables deception and thievery in compelling ways, while the Serpent King myth raises the stakes to something mythic and potentially costly. 

The narrative blends murder mystery, family secrets, heist planning and execution, revenge, and a treasure-hunt-style quest. Themes of grief, betrayal, trust, the cost of power, and how pain is “repurposed” rather than simply healed run through the dual perspectives. This is classic YA enemies-to-lovers with forced proximity, reluctant allies who keep plotting against each other, slow-burn tension, and high personal stakes. The attraction is charged and dangerous rather than soft. 

The story can be compared to works with crime underworlds, heists, and star-crossed tension (think elements of Leigh Bardugo’s Six of Crows, Chloe Gong’s style, Amanda Foody’s Ace of Shades, or These Violent Delights dynamics). If you are a reader who enjoys dark YA fantasy with revenge plots, reluctant alliances, illusion/heist magic, and complicated found (or forced) partnerships. Content notes commonly include violence, murder, family trauma/abuse, animal cruelty involving sprites, gambling, and related darker themes.




ONE. INNA

YEAR 1510 OF THE ALCHEMY AGE

Beneath charcoal clouds, sprites glowed a merciless sapphire, turning the shadows Inna crept through into a spotlight. Stealth was a lost cause as she tiptoed across tide-lashed docks in pink platforms. The shoes weren’t made for sneaking, but her mother’s rushed orders hadn’t left her with time to change.

The silk sprites summoned a lukewarm breeze, lifting Inna’s hair and swinging nearby bracket lanterns. Wooden piers creaked and battled the masculine voices up ahead. Illyre’s city lights and tourist crowds were distant memories out here among the small, discreet boats of poachers, smugglers, fishers. Inna had long since passed the sturdier, registered boats; decadent tourist ships painted silver and plum, her mother’s crest splashed across each stern.

Inna blinked through the salt mist and hurried toward the bobbing ship at the pier’s end. She wasn’t worried about being spotted. Anyone sailing this late wasn’t interested in ferrying guests around Ascira’s glittering skirts, watching sprites flit by while sipping from champagne flutes. They were here because they’d rather risk sea-monster-infested oceans than declare their goods on legal airships.

Even if Inna’s mother hadn’t described the ship she was to seek out, the smell soon gave it away: sharp and saccharine, like boiled sweets, contrasting the docks’ rusted iron and wet timber.

Inna bit down on her tongue, steeling her spine. Sprites’ odor was strongest when they were hungry. She’d have to be careful to keep any captured sprites locked away.

Behind Inna, a tall shadow sniffed. “How many sprites do they have down there? It smells like someone drowned in honey.”

“Hush.” Inna paused at the boat’s edge, turning to Celesse, her backup for tonight’s assignment. “Adelia said there’s only two poachers. It should be a quick retrieval.”

Inna ignored Celesse’s arched brow and reached into the satchel at her waist. She retrieved a slim glass vial, glowing dandelion-yellow with a liquid dose of sprite magic. With a too-tight grip, she uncorked the vial and lifted it to her lips.

The magic trickled down her throat like warm syrup. It fizzled through her limbs, pressing beneath her skin, eager to be expelled. She hoped to not have to use the warm weather magic: one stray spark could shatter a jar and free the sprites. The siphoned magic would only last a few minutes, anyway. Just long enough to offer backup in case the poachers caused trouble.

Inna reached inside her satchel for a second vial—her uncle always ensured she had a steady supply—and offered it to Celesse. She held it pinched between her nails so Celesse’s touch wouldn’t brush hers. But Celesse merely kept her brow raised and offered a minute shake of her head, leaving Inna’s arm outstretched.

“It’s a small ship,” Celesse cautioned. “The last thing we need is me sneezing sunshine and breaking out a starved sprite.”

A soft current—unrelated to the magic—hummed beneath Inna’s skin: the petty satisfaction of wielding what Celesse couldn’t. Despite whatever else her mother thought of her, Inna knew, at least when it came to shaping magic, she could do what was needed.

Inna slid over the boat’s lip. “Suit yourself. Keep watch up here.”

She crept across the deck, hands gliding over the worn railing, breath shallow. Light glowed from a narrow staircase leading to a cabin. The poachers’ laughter cut through the hush, floating up from belowdecks. Inna crouched behind a stack of crates and peered between slats of rotted wood. The magic in her veins encouraged her to move faster, warming her muscles against the evening chill.

At the bottom of the deck’s staircase, Inna spotted two sets of feet. In their shadows, three glimmering jars lined the floor. Tiny, shifting colors flickered within: sprites. Their wings pulsed, crystal shells clinking against the glass, searching for an escape.

How many poachers had died to seal them inside jars? To most, sprites were harmless, pretty things, capable only of dizzying lights and weak weather magic—until you stuffed them in cages and starved them. But to any underground buyers who knew the truth of sprite power? The thumb-sized weapons would fetch a hefty price.

These poachers were likely oblivious to the danger they’d trapped.

Inna’s heartbeat matched the rhythm of Celesse’s tapping foot. She steadied her breath, and raced down the staircase.

Inna rammed into the first poacher before he could turn toward her. The second, shorter poacher fumbled for a weapon as Inna ducked his flailing arms. She twisted his elbow until there was a sharp crack that sent his knife clattering to the floor. He yelped, eyes wide, as she lifted her own blade to his throat.

The poacher she’d thrown against the wall recovered quicker than expected, straightening to race for the stairs. She was tempted to fling her current captive to the floor—but a quick glance at his belt kept her still. The bastard had another two bottled sprites dangling from his leather belt. She couldn’t risk them breaking. Not without knowing how long it had been since they’d fed.

Inna opened her mouth to shout as a lean shadow flew down the steps, greeting the fleeing man with a swift kick to his torso.

“Too slow,” Celesse sighed, facing Inna. “I thought you were going to hover on the deck for a few more years.”

The taller man tumbled back from Celesse, coughing. His veined eyes darted between Inna and Celesse, eventually settling on Inna.

“What do you think you’re doing?” he sneered. “Get off my ship!”

Inna tightened her grip on her struggling poacher. The fizzing magic in her veins pressed at the insides of her fingertips, begging to heat her blade.

She glared at Celesse. “I told you to stay on the docks.”

Celesse narrowed her dark eyes and shrugged, rustling her steel shirt. Soft, crimson chain mail danced across her entire body in a protective jumpsuit. “And I told you to move quicker this time. I’ve booked a seat at a card game in forty-five minutes.”

Inna swallowed a sour, too-familiar frustration. She removed her blade from the poacher’s throat and, slowly, spun him to face her. “Untie the sprite jars from your belt, please.”

At some point, Celesse had withdrawn her own blade to press against the second poacher’s chest. Though he scowled, Inna’s poacher—with sprites tied to him like glitter-bound grenades—watched her with wide-eyed fear. Good.

Trembling, her poacher reached down and unclasped a sprite vial from a carabiner at his waist. He unclipped the other and held the two caged, glowing sprites toward her. The warmth and sweat from his hands fogged the glass, dimming the sprites’ soft, changing colors. They eventually settled on a cherry-pink shade, likely their natural hue.

Celesse swore. “Are those posy sprites? I haven’t seen any for months.” She turned to her pinned poacher. “How long have you had these little monsters trapped down here?”

Inna gnawed at the inside of her cheek. Posy sprites were usually only seen in the Molten Season, when the sky softened and warmth flowered across fields. Their season had ended months ago.

Inna pressed her blade back to her poacher’s throat. “Answer her.”

“A few weeks?” her poacher squeaked.

Guilt ghosted through Inna, easy to ignore. These two didn’t seem experienced. They’d probably heard rumors of sprites’ illegal value and taken their chances. Their accents were too sharp and clipped to be Asciran. They were likely from the nearby continent, Velande.

“Place the sprites on the ground with the others, and we’ll let you sail off,” Inna said. “You don’t want to be here any more than we want you here.”

Overhead, a dim lantern swung. The ocean lapped at the hull. The poacher beneath her blade glanced to Celesse, to his partner. His fingers twitched toward the thin lids keeping the sprites contained.

“Don’t try anything.” Inna pressed her knife deeper into the man’s throat, drawing a bead of blood just as sweat beaded down her back.

“Release the sprites,” the other poacher growled. “She just wants the damn things to sell for herself. We can at least make it harder for her.”

Inna grinned. “Want to test that theory? We don’t need any more posies for our supply this year. Go on. Open a vial.”

“Inna,” Celesse warned, inching back, toward the staircase.

The poachers exchanged frowns. Inna understood their confusion. To the world, sprites were harmless, floating baubles. Their siphoned magic could offer people no more than a few minutes of weather-infused party tricks. Through as many industries as they could sink their claws into, her family had ensured that sprites seemed a fickle tourist attraction. Not a magical, murderous gold mine.

“You’ve had those sprites in vials for weeks, right?” Inna asked. “They’ll die before you can smuggle them into Velande. Hand them over, and maybe I can find you something better to sell for us.”

Inna extended a hand toward her poacher’s caged sprites. The pink creatures pressed against the glass, as if reaching for her, for the magic humming through her. Slowly, carefully, she cupped the jars and—

A sharp creak sounded. Then, hurried footsteps.

A new figure flashed through the narrow cabin space, hurtling toward Inna.

She cursed and ducked in the same breath, releasing her trembling poacher. The new figure had too much momentum for the small space and collided with the opposite wall. A rusted weapon glinted in her grip.

Inna raised her knife and turned toward her attacker, a dark-browed woman with an impressive scowl. She must have been stowed away in the head of the ship. Steel whistled toward Inna’s ribs and she jumped back. She felt Celesse move behind her, keeping one poacher subdued.

“You didn’t even check the rest of the ship?” Celesse snapped.

Inna ignored Celesse and pivoted, catching her new opponent by the wrist. The woman twisted, her arm shooting out to press her knife to Inna’s neck. Breath short, Inna summoned forth the sprite magic in her veins, willing the golden warmth into the woman’s white-knuckled grip around the knife. She bit down on her tongue and pushed, wringing every drop of magic from that measly vial, focusing on the poacher’s grip against her neck.

A moment later, the poacher hissed, flinching back as her hand glowed blister-red. Inna drove her shoulder into the poacher’s ribs before knocking the heated weapon to the floor. The woman gasped, bending over. Inna felt a moment’s triumph before new hands gripped her neck from behind.

Lurching, Inna stomped down on her second attacker’s foot and shoved him into a wall as the last of the magic fizzled from her blood. Both poachers wheezed, and as the man behind her fell, so did a vial.

Inna heard glass shatter a half second before sprite light lit the cabin, color scattering like stars.

Two ravenous sprites burst free.

“Shit!” Celesse screamed, scampering back, abandoning her dazed poacher.

The freed sprites flew to the center of the cabin and the two standing poachers paused their attacks. Inna lunged in front of Celesse. Old, reflexive fear moved Inna’s limbs, keeping Celesse safe, and the sprites quickly chose the standing poachers as their prey.

The female poacher sucked in a sharp, startled breath as a sprite darted toward her.

Her mistake was opening her mouth.

The sprite shifted from pink to gold to crimson before dulling itself, like heat off stone, hiding behind illusion magic, bending light around its form. Dread crept down Inna’s spine. She knew what would come next.

The sprite slipped inside the poacher’s open mouth and down her throat.

The woman coughed. The other sprite hid itself, too, though this monster didn’t bother with an orifice, diving toward the shorter poacher’s left arm, the vein at his elbow’s crook. Almost too fast to follow, the sprite punched through skin and burrowed deep inside the poacher’s blood.

“Where did they…” the female poacher began, before a cough wracked her body. Blood trickled from her nose, reaching her upper lip before she crumpled to the ground.

“Farrah?” The younger, shorter poacher stepped toward his fallen colleague, oblivious to the blood trickling down his own arm—and then, from his nose.

Farrah’s fingers twitched, scarlet pooling from her fingernails. The young poacher managed another wobbly step before his knees gave way. His brown, bleeding eyes locked on Inna as he slumped beside Farrah.

Almost a minute passed in silence. The two poachers lay sprawled with the third curled, trembling, in a corner, when the sprites finally reappeared. Farrah jerked. A gargle escaped her throat. Blood bubbled from her lips, spilling down her chin, as the sprite—brighter, rounder—slid free. The other sprite, now a merry yellow, shot out of the younger poacher’s chest cavity and joined its friend in the air. One drifted leisurely toward Inna, its tiny body pulsing. Newly fed, it was near blinding to look at, even with the tinted, protective contacts Inna wore.

Inna felt Celesse stiffen as the sprite neared. It shifted to a bright orange, slow and sated.

“You’re safe,” Inna said to Celesse. “They’ve eaten their fill.”

Inna lifted a hand, pointer finger extended. The sprite hesitated, then landed on Inna’s finger, delicate as gossamer. So long as Inna wore the pendant around her neck, thrumming with a dozen sprites’ worth of magic, no sprite would attack her. It was an invaluable trinket, marking her as kin in the sprites’ eyes.

Celesse huffed. “Can you put it back in a cage, please?”

“Fine.” Inna nodded toward the remaining poacher. “Restrain him.”

The remaining poacher fought Celesse’s grip for an impressive few seconds before she knotted rope around his wrists.

“What … What did you do to them?” the man spat.

Slowly, Inna reached into her silver satchel and retrieved a small, empty vial. She lifted the vial and let its subtle glimmer reflect through the air, mimicking the sprites’ light.

She popped the lid open and shook it. Both sprites drifted toward the new cage, shedding petal-like crystals.

They inspected the bottle, tempted by curiosity; tiny stars caught in the wrong orbit.

Into the vial, out of the ship, Inna repeated to herself, a mantra. Another mission completed. Another step closer to what she needed, beyond her mother’s absurd tests.

Inna pressed down on the vial’s base, activating a small vacuum. Both sprites flew inside and Inna clicked the lid shut.

Triumph, a small, momentary rush not unlike the magic she’d drank, brushed through her. Neither Celesse’s jabs nor Adelia’s expectations could take this victory away. Missions like this gave her a shape, a worth in a world already drowning in magical importance.

Celesse ran a hand through her sleek ponytail. “You could’ve tried harder to stop the murder bugs getting out of the jars.”

“And you could’ve shot them down if you were that scared.”

Celesse worked security for Inna’s family most nights. The guard could hold her own in a fight. Even so, the real reason Inna kept her on missions—despite their prickly romantic history—was that Celesse was the best shot Inna had ever seen. Inna could see Celesse’s slinger—a mechanical slingshot rifle—tucked at her hip, surely loaded with pearls, ready to strike down any rogue sprites.

Ignoring Celesse’s glare, Inna pulled out her tele-comm. Thumbing the digital screen, she texted their address to the head of her mother’s cleanup crew. Pocketing the device, Inna bent to retrieve the other caged sprites along the ground and tucked them inside her satchel.

“What are we to do with him?” Celesse thrust a thumb toward the cowering poacher.

Before Inna could respond, a cool breeze descended the stairs, heralding a new presence. Her stomach lifted as a short figure glided toward the center of the blood-soaked cabin.

Her mother didn’t look at her, not at first. Instead, Adelia Pallo dipped her chin toward the remaining poacher. His breath hitched as he met Adelia’s gaze. Fresh fear lit his features like a struck match.

Finally, Adelia’s blue eyes turned to Inna, and the massacre at her feet.

“Sloppy,” Adelia noted, the single word plunging and twisting a knife into Inna’s gut.

Adelia’s black heels clicked as she strode toward the still-breathing poacher, and yanked him up by his dark hair. The man—likely still dazed from Celesse’s strikes—barely fought her grip.

Inna swallowed a lump, pulse drumming.

“Do we keep him alive for information and risk him escaping, running his mouth about sprite appetites?” Adelia’s pale eyes turned to steel. “Or do we kill him and lose potential knowledge?”

“Keep him alive,” Inna said, forcing her voice to stay flat, even. “We can keep him hidden.”

She’d found the poachers, hadn’t she? She’d recovered the sprites. She’d remained exactly what her mother had required.

Adelia paused. Trembling, the man tried to rise from his knees. He managed one foot beneath him when Adelia—faster than any sprite, Alchemist or god—retrieved the rusted blade from the ground, and slashed the man’s throat.

Inna didn’t flinch. She wouldn’t. But she couldn’t help her stomach’s churning as the poacher slumped beside his fallen friends. Blood seeped from his neck as he stilled.

Whether by steel or sprite, their deaths were on Inna’s hands. They were far from the first.

She shoved her knife—her sister’s old knife—back in her satchel and, just for a moment, a quick flicker, the ghost of Erika appeared beside the poachers, her body strewn, bleeding, broken.

Adelia wiped her blade on her silver trousers. “Wrong answer.”

Inna’s fists clenched. Her mother had told her there were two poachers on the ship, not three. But she held her tongue; she had a better chance of surviving an argument with Salta’s serpent god.

As Adelia turned back toward the stairs, she said, “You did well, Celesse.”

Celesse’s chest puffed, and Inna fought a sneer. Then, back to Inna, Adelia instructed, “Get these poachers to the nearest coroner on payroll. We don’t need curious sailors searching their bodies and seeing crystallized organs.”