Brenorra Warring's father is going crazy. That's the only conclusion Bren can come to when a fire destroys everything they own, and his only answer is to take a job in the uncivilized Coalition Colonial Region on the other side of the ocean. Then disaster strikes again, and Bren is left with nothing but the clothes on her back, the things in her father's satchel, and the discovery that he was lying about his reasons for leaving. When more of her father's secrets come to light, it becomes clear that someone powerful is killing innocent people to keep those secrets hidden - and they are hunting for Bren.
Now on the run, Bren is pulled into an alliance with two very different men. The first will do anything it takes to bring down the shadow organization stalking her, no matter the cost. The other is a brilliant but icy Naval war hero who has been branded a wanted man.
With danger rising on every side, Bren must solve the trail of coded messages her father left for her before the last of his secrets fall into enemy hands. The only rule of the game: don't get caught.
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With the discovery of a new lead in Nimkoruguithu, Brenorra Warring has been drawn back into the game. At first, Bren hopes that all she'll have to do is solve another code, and then she'll be able to return to Aethscaul Island, but it soon becomes clear that there is much more at stake than finding her father's last binder.
Caught in the middle of a death-race to find her father's last bunch of secrets before they fall into Coventry hands, Bren must use all of her wits and every ounce of her courage to make it out alive. When a devastating betrayal nearly costs Bren her life, trust becomes a treacherous commodity, and friends become suspects as the fight to bring the Coventry down moves from the jungle of the Colonies to the bright and deadly ballrooms of high society on the Altyran Coalition continent.
Through it all, Bren must discover just how far she is willing to go to finish what her father started - and how much of herself she is willing to lose.