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Legendary

Julian sobered instantly. His gaze flickered to Tella, suddenly sharp. It was as brief as a flash of lightning, but unmistakably clear. He did not want Scarlett to play the game. And Tella knew exactly why. She should have thought of it herself.

If Scarlett played, she’d learn the truth about Armando—that he’d performed the role of her fiancé in the last Caraval—and both Julian and Tella’s lies would be exposed. It would be far worse for Julian than it would be for Tella, but it would be the most painful of all for Scarlett.

“On second thought,” Tella said lightly, attempting to correct her mistake, “maybe I should play alone. You’ll probably slow me down.”

“Too bad. I want to play now.” Scarlett’s large hazel eyes returned to Julian, glittering in a way they never had back on Trisda. “I just remembered how fun the game could be.”

Tella smiled in agreement, but it felt so forced it was hard to hold on to.

Nigel had warned her that if she won the game it would come at a cost she’d later regret. Scarlett had tried to warn her about the game as well. But until this moment Tella hadn’t felt the force of either warning. It was one thing to be told about the risks of Caraval, but it was another to see them playing out. Even though the last game was over, her sister hadn’t fully escaped.

Tella didn’t want to end up like that, and she didn’t want to drag Scarlett through anything that might bring her more pain. But if Tella didn’t play and win the game, she might never see her mother again.

THE MERIDIAN

EMPIRE’S

CAPITAL CITY,

VALENDA

7

According to the myths, Valenda had once been the ancient city of Alcara, home of the Fates pictured inside every Deck of Destiny. They’d built the city with their magic. Magic so ancient and undiluted, even centuries after the Fates had vanished, remnants of their glowing enchantments remained, turning the hills of Valenda so bright that at night it could illuminate half the Meridian Empire.

Tella didn’t know if this entire myth was true, but she believed it as she took her first glimpse of Valenda’s twilight port.

A violet sunset cast everything in deep purple shadows and yet the world before her still glittered, from the tips of its primeval ruins, formed of crumbling columns and massive archways, to the concord waters lapping La Esmeralda. The rickety piers on her home isle of Trisda looked like brittle bones compared to the thick, living wharfs that stretched before her now, flanked with clippers and schooners waving billowing mermaid-green flags. Some were captained by women sailors, boldly dressed in slick leather skirts and boots that went up to their thighs.

Tella already loved it here.

Her imagination stretched as she craned her neck to look up.

She’d heard there were sky carriages that flew above the hilly city like birds, but it was different to view them in person. They moved through the darkening lavender sky with the grace of painted clouds, bobbing up and down in pops of orchid, topaz, magenta, lilac, corn silk, mint, and other shades Tella had yet to see. They didn’t actually fly so much as dangle from thick cords that crisscrossed Valenda’s various districts.

“Come on,” Scarlett urged, clutching Julian’s hand as they started down the crowded dock. “A special group of sky coaches will take us directly to the palace. We don’t want to miss them.”

Their ship had arrived late, so everyone was moving at a heightened pace. There were lots of Careful theres and Watch yourselfs. Tella’s short legs hurried to keep up as she clutched the tiny trunk in her hands, which held the Aracle along with most of her fortune.

“Pardon me.” A wisp of a boy dressed like a courier appeared at the end of the pier. “Are you Miss Donatella Dragna?”

“Yes,” Tella answered.

The courier beckoned her toward a group of barrels at the edge of another dock.

Tella wasn’t about to follow. She never fully believed her nana’s stories about how dangerous the streets of Valenda could be for a girl. But she did know how easily a person could disappear on a dock. All it would take was for someone to drag her onto a ship and shove her belowdecks while heads were turned the other way.

“I need to catch up to my sister,” Tella said.

“Please, miss, don’t run off. I won’t get paid if you leave.” The young courier showed her an envelope sealed with a circle of golden wax that formed an intricate combination of daggers and shattered swords. Tella recognized it instantly. Her friend.

How did he already know she was in Valenda?

As if answering her question, the luckless coin in Tella’s pocket pulsed like a heartbeat. He must have been using it to track her, further proof he was skilled at finding people.

Tella called toward Scarlett and Julian, telling them that she’d catch up later, and slipped onto the other dock with the courier.

Once hidden behind a cluster of heavy barrels, the messenger quickly passed Tella the communiqué and then darted away before Tella could break the seal.

Inside the envelope were two squares. First was a simple sheet covered in familiar writing.

* * *

Welcome to Valenda, Donatella—

My apologies for failing to greet you in person, but don’t worry, I won’t remain a stranger. I’m sure you’re as eager to find your mother as I am to learn Legend’s name.

Knowing you, I imagine you’ll be participating in Caraval, but just in case, I’ve included an invitation to the first night’s festivities.

Bring the coin I gave you to the ball before midnight. Keep it in your palm, and I’ll be sure to find you. Don’t be late—I will not linger.

Until then,

—A friend

* * *

Tella pulled out the other card, revealing a pearlescent page covered in ornate royal-blue ink.

Legend has chosen you to play a game

that may change your destiny.

In honor of Empress Elantine’s 75th birthday,

Caraval will visit the streets of Valenda

for six magical nights.

Your journey will begin at the Fated Ball

inside Idyllwild Castle.

The game officially begins at midnight,

on the 30th day of the Growing Season,

and ends at dawn on Elantine’s Day.

The thirtieth was the following day.

Far too soon for Tella to meet her friend.

Nigel had said the only way for her to uncover Legend’s name was to win Caraval. She needed another week to play—and win—the game. Surely her friend would give her one more week.

But what if he said no and refused to reunite her with her mother?

An unruly wave rocked the dock, but even after it stabilized Tella remained unsteady, as if fate had blinked and the future of her world had reshaped.

Quickly, she set the small trunk in her hands down on the dock. Behind the barrels, she was concealed from view. No one saw her open the trunk, though even if an entire boatload of people had been watching, it might not have stopped her. Tella needed to check the Aracle.

Her fingers usually tingled upon contact, but when she touched the paper rectangle they went numb; everything went numb as Tella saw a new image. Her mother was no longer trapped behind prison bars—she was blue-lipped, pale, and dead.

Tella gripped the card so tight it should have crumpled in her hand. But the magical little thing seemed to be indestructible. She sagged against the damp barrels.

Something new must have happened to alter her mother’s future. Tella had slept the past four days. The shift shouldn’t have been a result of her actions, unless it had something to do with the conversation she’d had with Nigel.

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