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Contents ( 101)
  1. THE COURT OF MIRACLES
  2. Kester Grant
  3. Copyright
  4. Dedication
  5. Map
  6. THE LAW OF THE MIRACLE COURT
  7. PART ONE
  8. How Fear Came
  9. 1823
  10. 1
  11. Le Début de l’Histoire
  12. 2
  13. The Keepers of the Gates
  14. 3
  15. The Lord of Thieves
  16. 4
  17. She Who Sleeps
  18. 5
  19. The Claws of the Hawk
  20. PART TWO
  21. The Dead Wolf
  22. 1829
  23. 6
  24. The Tiger
  25. 7
  26. The Black Cat’s Choice
  27. 8
  28. The Dealers of Death
  29. 9
  30. The Dead
  31. 10
  32. La Vallée de Misère
  33. 11
  34. The Dead Lord
  35. 12
  36. Les Oubliettes
  37. 13
  38. The Miracle Court
  39. 14
  40. The Master’s Hand
  41. PART THREE
  42. The Bread Price
  43. 15
  44. The Fountain
  45. 16
  46. The Dead Trial
  47. 17
  48. The Pont Neuf
  49. 18
  50. Of Drownings
  51. 19
  52. The Dauphin of France
  53. 20
  54. Ettie’s Tale
  55. 21
  56. The Sisters
  57. 22
  58. The Mesmerist
  59. 23
  60. Les Diamants de la Couronne
  61. 24
  62. The Bread Price
  63. 25
  64. The Stripes of the Cat
  65. PART FOUR
  66. The Black Cat’s Hunting
  67. 1832
  68. 26
  69. The Société des Droits de l’Homme
  70. 27
  71. Gray Brother
  72. 28
  73. Master of Knives
  74. 29
  75. Of Paper and Rats
  76. 30
  77. What the Lords Said
  78. 31
  79. The Dead Lord’s Word
  80. 32
  81. She Who Was Lost
  82. 33
  83. The Ruined Flesh
  84. 34
  85. The Truth
  86. 35
  87. Inspector Javert
  88. 36
  89. A Little Fall of Rain
  90. 37
  91. The Courier
  92. 38
  93. The Tiger’s Lair
  94. 39
  95. The Black Cat’s Father
  96. 40
  97. The Death Song
  98. 41
  99. The End of the Tale
  100. Les milles remerciements—en ordre chronologique
  101. About the Publisher

8

The Dealers of Death

In times past, terrible wars threatened to tear the Miracle Court apart, which is why the Law was created to govern all the Guilds. But even with the Law, the Guilds can’t quite give up the moldering suspicions that make them so distrustful of one another. The location of almost every Guild House is a closely guarded secret, known only to Femi and the People of the Pen. One of the exceptions is this house.

The building is impressive: tall, ancient, built of white marble. Its architecture is spare compared with the extravagant Gothic style of its decaying neighbors.

My mouth goes dry looking at it. They say it used to house the finest undertakers in all of France; some say it still does. We walk up a manicured path of smooth white stone leading to a large terrace. The front door is tall and black; its knocker is a heavy brass skull.

The Assassins don’t need to hide their Guild, because members of the Miracle Court usually aren’t foolish enough to seek them out.

I take a deep breath, wrap my fingers around the cold brass, and rap on the door. The noise thunders through the house, and an eerie, unnatural silence answers us. I pray that no one opens the door.

No one does.

“Are you sure this is the right place?” Ettie whispers.

It’s the right place.

No one may enter a Guild if they are not a child of that Guild. It is a Law of the Miracle Court. The punishment for entering a Guild House uninvited varies by Guild. Thieves like to hang people from the Pont Neuf by their nether regions, which could be why no one ever tries to visit them. There are stories that say entering the front door of the Assassins Guild without an invitation leads to instant decapitation via hidden guillotine. Invitations are scarce. We’ll have to do without one today.

Every nerve in my body is alive with dread as I push the heavy door open. That it’s not locked frightens me more than I can say. I pause for a moment. No guillotine falls.

We stare down a long corridor lit by dim sconces; the floor is a chessboard of black and white marble. There’s a small fountain gurgling delicately at its far end.

Beside me, Ettie is rigid and quiet. My fear is contagious.

“Good hunting,” I call as loudly as I dare, making Ettie jump. My greeting goes unanswered.

“Maybe they’re not home,” Ettie offers. I shake my head.

The Bats are always home.

We walk down the corridor; my heart beats a wild staccato.

This Guild House, like its children, is stark, elegant, and devoid of feeling.

Ettie approaches the fountain. I grab her by the collar to stop her.

“Half the members of this Guild have devoted their lives to concocting deadly poisons. Don’t drink anything.” She nods, and we proceed with small, cautious steps. Ettie runs her fingertips along white markings on the dark walls as we go. I glance at them and my blood runs cold. The marks are carved into the wall. Each group of four is crossed with a fifth line. It’s a running tally.