The Inheritance Games, #4
The Brothers Hawthorne
by Jennifer Lynn Barnes
Contents
CHAPTER 26: JAMESON
Overview
Jameson and Avery enter the Devil’s Mercy’s gaming room, where the old-world atmosphere reveals that the club’s games are as much political as recreational. Zella, the duchess, inserts herself as a guide and possible ally, especially to Avery, while making clear that alliances inside the Mercy are strategic and limited.
The chapter sharpens Jameson’s objective: attract the Proprietor’s attention and earn access to the deeper Game. It also hints that Avery’s presence matters to the Mercy’s power structure, because women are rarely admitted unless they are exceptional or wanted for a reason.
Summary
Jameson enters the Devil’s Mercy gaming room with Avery and forces himself to focus on observation instead of Rohan’s implication that he knows Ian is Jameson’s father. The room resembles an old ballroom, with antique tables arranged for different games and female dealers dressed in period gowns.
A woman Jameson recognizes as the duchess approaches and explains the game being played nearby: hazard, an older and more complicated predecessor to craps. She introduces herself as Zella, deliberately minimizing her title, and Jameson senses that every choice she makes has a purpose.
Zella asks what Avery and Jameson want to be called “at court,” explaining that some members refer to the Devil’s Mercy as a political seat of power full of bargains, deals, and alliances. As she takes Avery’s arm first and then Jameson’s, Zella leads them on a public promenade through the room, clearly drawing attention and shaping how others perceive their connection.
Zella points out that women are rarely granted membership, suggesting Avery must either be remarkable or possess something the Proprietor wants. She names several old card games, explains that poker is played upstairs on the balcony, and frames the Mercy as a place rooted in older eras and deeper games than the obvious ones.
When Jameson asks whether the Proprietor is present, Zella advises assuming he is everywhere because the Mercy is his domain. Before leaving to play, Zella tells Avery she can consider Zella an ally if anyone mistreats her, though only “to a point.” Energized by the challenge of gaining the Proprietor’s attention, Jameson turns toward the balcony and asks Avery if she is ready to lose.
Who Appears
- Jameson HawthorneObserves the gaming room, suppresses questions about Ian, and seeks the Proprietor’s attention.
- Avery GrambsAccompanies Jameson, accepts Zella’s guidance, and attracts notice as a rare female member.
- ZellaDuchess and Mercy player who explains the games, politics, and offers Avery cautious alliance.
- The ProprietorUnseen ruler of the Mercy whose attention Jameson needs to win entrance to the Game.