Plot Summary
Portraits and Hidden Faces
In the quiet town of Hereswith, Clementine Madigan balances her life as an apprentice magician and a talented artist. She sketches the enigmatic Mazarine, a woman shrouded in mystery, whose true nature is glimpsed only in a mirror—revealing her as a troll in disguise. Clementine's world is one of secrets and old magic, where appearances deceive and the past lingers in every shadow. Her father, the town's warden magician, prepares her for the dangerous new moon nights when nightmares become real. Clementine's yearning for both art and magic is matched by her unease, as she senses that beneath Hereswith's charm, something ancient and dangerous stirs, and that her own future is bound to the secrets she uncovers.
Nightmares Become Flesh
On new moon nights, the curse of the mountains brings nightmares to life in Hereswith. Clementine, guided by her ailing father, must record and battle these living dreams. When she divines a child's nightmare—a bloodstained knight stalking the streets—she feels the weight of responsibility and fear. The arrival of two rival magicians, Lennox and Phelan Vesper, upends her world. They challenge her father for the right to protect Hereswith, forcing Clementine into a contest where knowledge, courage, and intuition are her only weapons. The town's fate, and her own, hinge on her ability to confront both the monsters of the night and the ambitions of those who covet her home.
The Challenge Arrives
The Vesper brothers' challenge is formalized over a tense dinner, where pride and tradition clash. Clementine and her feverish father must face the new moon's nightmare alongside their rivals. The contest is fierce: a child's nightmare floods the town, serpents and lily pads threatening to drown them. Clementine's intuition and wild magic nearly win the day, but hesitation costs her dearly. Lennox claims victory, and with it, Hereswith. The loss is devastating—her home, her purpose, and her future as a warden are stripped away. Clementine's sense of self fractures, and she is forced to reckon with defeat and the uncertainty of what comes next.
Loss and Exile
Forced to leave Hereswith, Clementine, her father, and Imonie (her surrogate grandmother) become wanderers. The pain of loss is sharpened by the kindness of friends left behind and the cold indifference of the Vespers. As they journey to the city of Endellion, Clementine's anger and longing for home harden into resolve. She is haunted by the stories of the mountain curse and the wraiths—immortal, dreamless beings whose betrayal shattered the land. The seeds of vengeance and ambition take root in Clementine's heart, as she vows to reclaim what was stolen and to uncover the truth behind the curse that shapes her world.
City of Masks
In the bustling city, Clementine's family seeks refuge with her estranged mother, a stage magician. The city is a labyrinth of opportunity and danger, where magicians vie for power and secrets are currency. Clementine, restless and burning with purpose, discovers that Phelan Vesper is seeking a new warden partner. With the help of Mazarine's ancient magic, Clementine bargains away half her heart—her art—for a disguise. She becomes Anna Neven, an unremarkable girl, and infiltrates Phelan's life. The cost of her deception is a coldness that seeps into her soul, but she is determined to use her new identity to unravel the Vespers' secrets and reclaim her destiny.
A Pact of Deceit
As Anna, Clementine impresses Phelan with her magical prowess and becomes his warden partner. Their partnership is fraught with tension, rivalry, and a growing, unspoken connection. Anna navigates the complexities of Phelan's world—his loyal housekeeper, the curious boy Deacon, and the ever-watchful eyes of the city's magical elite. She uncovers hints of the Vespers' ambitions, the countess's manipulations, and the city's tangled web of alliances. Yet, the more she learns, the more she is drawn to Phelan's vulnerability and integrity. The line between vengeance and affection blurs, and Anna's stone heart is tested by the warmth she tries to deny.
The Vespers' Secrets
Anna's investigation reveals the Vespers' connection to the mountain curse and the wraiths. The countess, Lady Raven, is revealed as the heiress of Seren, and her sons are pawns in a larger game. The Seven Wraiths card game, enchanted and dangerous, becomes a symbol of the court's betrayal and the nightmares that haunt the land. Anna discovers that the countess seeks to reunite the wraiths and break the curse, but her motives are shadowed by ambition and old wounds. The city's duke, a master of coin and disguise, is another player in the struggle for power. Anna's own heritage and the legacy of her father, Ambrose, are drawn into the web, as she realizes that her fate is inseparable from the mountain's secrets.
The Stone Heart's Bargain
The price of Anna's disguise—half her heart turned to stone—becomes a burden as her feelings for Phelan deepen. She is torn between her mission and the vulnerability that threatens to crack her cold resolve. The countess's machinations intensify, and Anna is forced to navigate shifting alliances, betrayals, and the looming threat of the knight who haunts the new moon. The boundaries between dream and reality blur, and Anna's true self strains against the mask she wears. The question of who will claim the throne of Seren, and at what cost, becomes ever more urgent as the wraiths are drawn together for a final reckoning.
Rivalry and Revelation
The wraiths are summoned to the mountain fortress, each bearing the scars of betrayal and longing for redemption. Anna's identity is exposed in a moment of crisis, and her relationships—with Phelan, her friends, and her family—are tested to the breaking point. The dreams of the wraiths, once suppressed, are unleashed within the fortress, manifesting as deadly trials. Anna must confront her own nightmare, the legacy of her father's crime, and the ambitions of those who would use her for their own ends. The cost of truth is high, and the path to breaking the curse is littered with sacrifice and heartbreak.
The Mountain's Call
The reunited court ascends the mountain, each member haunted by the past and uncertain of the future. The fortress is a labyrinth of memories and dangers, where dreams become real and death is no longer held at bay. Anna, Phelan, and their allies must navigate the shifting allegiances of the wraiths, the ambitions of the countess, and the schemes of the master of coin. The true nature of the curse is revealed: only by confronting the original betrayal and choosing a new sovereign can the cycle be broken. Anna's claim to the throne, and her willingness to sacrifice, become the fulcrum on which the fate of the duchy rests.
The Wraiths Reunite
As the wraiths face their own dreams, the fortress becomes a crucible of truth and pain. Anna's nightmare exposes her deepest fears and the cost of her deception. The countess's dream reveals her willingness to kill for power, and the master of coin's greed is laid bare. Betrayals old and new come to light, and the bonds of family and friendship are tested. The death of Emrys, Ambrose's twin, is a turning point—sacrifice and forgiveness become the keys to ending the curse. Anna's stone heart is shattered by love and loss, and she must choose who she will be when the dawn comes.
Dreams Unleashed
The last night in the fortress brings a storm of magic, violence, and revelation. The master of coin's treachery is revealed as he attempts to kill Phelan, but Anna takes the arrow meant for him, breaking her disguise and her heart. In the aftermath, the curse is broken by their shared sacrifice and love. The wraiths are freed from immortality and dreamlessness, and the mountain duchy is restored. Anna and Phelan, partners in magic and in heart, are crowned as the new sovereigns of Seren. The cost of victory is high, but the promise of a new beginning shines in the dawn.
The Throne and the Arrow
Anna's selfless act—taking the arrow for Phelan—shatters the last of her stone heart and her disguise. In the arms of those she loves, she is remade, her true self revealed. The wraiths, freed from their curse, must reckon with the consequences of their choices and the hope of redemption. Anna's journey from vengeance to forgiveness, from exile to belonging, is complete. The mountain duchy, once broken by betrayal, is reborn through love, sacrifice, and the courage to dream again.
Breaking and Becoming
In the aftermath, Anna (Clem) recovers, surrounded by friends and family. The fortress fills with life, laughter, and the promise of healing. Old wounds are tended, and new bonds are forged. Anna rediscovers her art, her magic, and her place in the world. The lessons of the past—about trust, ambition, and the power of dreams—shape the future she and Phelan will build together. The story ends not with an ending, but with the beginning of a new dream, as Anna faces her reflection and steps into the light of her own becoming.
Characters
Clementine Madigan (Anna Neven)
Clementine is the heart of the story—a young woman torn between her love of art and her duty as a warden magician. Her journey is one of loss, vengeance, and transformation. Forced into exile, she bargains away half her heart for a magical disguise, becoming Anna Neven to infiltrate her rivals' world. Clementine's relationships—with her father, her surrogate grandmother Imonie, and her eventual partner Phelan—are marked by longing, betrayal, and the search for belonging. Her psychological arc is defined by the tension between coldness (the stone heart) and vulnerability, as she learns that true strength lies in forgiveness and self-acceptance. By the end, Clementine's willingness to sacrifice for others and to claim her own identity makes her both a leader and a healer, capable of breaking the cycle of pain that haunts her world.
Phelan Vesper
Phelan is the quieter, more introspective of the Vesper brothers, overshadowed by his ambitious family. He is marked by a sense of inadequacy—lacking the innate magical "illumination" of others, he has worked twice as hard to earn his place. Phelan's partnership with Anna (Clementine) is fraught with rivalry, suspicion, and growing affection. His loyalty, integrity, and capacity for forgiveness set him apart from his brother and mother. Phelan's psychological journey is one of self-worth and agency; he must choose whether to be a pawn in his mother's schemes or to claim his own destiny. His love for Clementine, and his willingness to share both power and vulnerability, are key to breaking the curse and restoring the duchy.
Ambrose Madigan
Ambrose is Clementine's father, a warden magician burdened by secrets and the legacy of the mountain curse. He is both protector and deceiver, having hidden his true nature—and the truth of Clementine's heritage—for years. Ambrose's relationship with his twin brother Emrys, and with Imonie (his mother), is marked by guilt, love, and the scars of betrayal. His psychological arc is one of reckoning: he must confront the consequences of his actions, the pain he has caused, and the possibility of forgiveness. Ambrose's wildness and capacity for both violence and tenderness make him a complex, deeply human figure.
Lady Raven Vesper (The Countess)
The countess is the driving force behind the wraiths' reunion and the quest to break the curse. She is both a victim and a perpetrator—her ambition and sense of injustice led to the original betrayal, and her willingness to sacrifice others (even her own children) for power is both tragic and chilling. Lady Raven's psychological complexity lies in her ability to inspire loyalty and fear, to love and to destroy. Her relationship with her sons, especially Phelan, is fraught with expectation, disappointment, and a twisted form of love. She is a cautionary figure, embodying the dangers of unchecked ambition and the cost of refusing to let go of the past.
Lennox Vesper
Lennox is the more arrogant and aggressive of the Vesper brothers, eager to prove himself and win power. His rivalry with Clementine is both personal and symbolic—a contest of wills, values, and destinies. Lennox is shaped by his mother's expectations and the legacy of the wraiths, but his own insecurities and need for validation drive many of his choices. He is both a foil and a mirror to Phelan, and his eventual defeat is as much a psychological reckoning as a magical one.
Imonie
Imonie is the emotional anchor of Clementine's life—a source of wisdom, comfort, and hidden strength. As a former member of the mountain court, she carries her own burdens of guilt and longing. Imonie's love is both fierce and gentle, and her advice ("be patient, be shrewd") shapes Clementine's journey. Her psychological arc is one of acceptance and healing, as she reconciles her past with her present and helps guide the next generation toward a better future.
Mazarine (Brin of Stonefall)
Mazarine is a figure of both fear and fascination—a creature of the mountains who hides in plain sight. Her vanity, cunning, and ancient magic make her a formidable ally and a dangerous enemy. Mazarine's relationship with Clementine is complex: she is both mentor and tempter, offering power at a steep price. Her psychological depth lies in her longing for recognition and her capacity for loyalty, which is ultimately won by Clementine's courage and compassion.
Emrys Madigan
Emrys is Ambrose's twin, the original assassin of the Duke of Seren, and the wraith doomed to remain in the fortress. His isolation, bitterness, and longing for connection drive much of the story's final act. Emrys's willingness to sacrifice himself for his brother is both tragic and redemptive, and his death is a turning point that allows the curse to be broken. His psychological arc is one of suffering, forgiveness, and the hope of release.
The Duke (Master of Coin)
The duke is a master of disguise and ambition, having usurped the identity of Lord Deryn to survive and thrive in Bardyllis. His greed and duplicity are matched by a certain charm and intelligence, making him both an ally and a threat. The duke's psychological complexity lies in his ability to adapt, to play multiple sides, and to justify his actions as necessary for survival. His ultimate downfall is a cautionary tale about the corrosive power of unchecked ambition.
Olivette Wolfe and Nura Sparrow
Olivette and Nura are Clementine's closest friends and allies in the city and on the mountain. Their partnership is marked by loyalty, courage, and a desire for a better world. Olivette's struggle with her father's secrets and her own place in the story mirrors Clementine's journey, while Nura's steadiness and insight provide balance. Together, they represent the hope of a new generation—one that can learn from the past and build something new.
Plot Devices
The New Moon Curse and Living Nightmares
The central device of the story is the curse that causes nightmares to manifest as physical threats on new moon nights. This device externalizes the characters' fears, traumas, and desires, forcing them to confront both literal and metaphorical demons. The recurring battles against nightmares serve as crucibles for character development, testing alliances, revealing secrets, and escalating the stakes. The curse is also a metaphor for generational trauma and the consequences of betrayal, shaping the destinies of both the wraiths and their descendants.
Magical Disguise and the Stone Heart
Clementine's bargain with Mazarine—trading half her heart for a magical disguise—serves as both a plot engine and a psychological metaphor. The disguise allows her to infiltrate her enemies' world, but the cost is a growing coldness and the risk of losing herself. The stone heart is a symbol of trauma, vengeance, and the danger of closing oneself off from love and vulnerability. The gradual cracking and breaking of the stone heart mirrors Clementine's journey toward self-acceptance and healing.
The Seven Wraiths and the Card Game
The enchanted card game, based on the seven wraiths of the mountain court, is a recurring motif that foreshadows the story's central conflicts. Each card represents a member of the original court, their roles, and their sins. The game's rules—where losing means suffering a nightmare—mirror the larger stakes of the curse and the dangers of ambition. The cards also serve as clues to the true identities and motivations of the characters, and the act of playing the game becomes a ritual of reckoning and revelation.
Duality, Mirrors, and Reflections
Mirrors and reflections are used throughout the narrative to explore the tension between appearance and reality, self and other, past and present. Characters are often confronted with their own doubles—literal and figurative—forcing them to question who they are and what they want. The motif of the mirror is especially potent for Clementine, whose true self is always visible in the glass, no matter what disguise she wears. This device underscores the story's central questions about identity, authenticity, and the courage to be seen.
The Mountain Fortress and the Assembled Court
The final act's setting—the mountain fortress—serves as both a physical and psychological crucible. By gathering the wraiths and their heirs in a closed, haunted space, the narrative forces confrontations, confessions, and the reliving of old wounds. The fortress is a place where dreams and reality blur, where the past must be faced before the future can be claimed. The structure of the story—moving from exile to return, from fragmentation to reunion—mirrors the journey from trauma to healing.
Analysis
Dreams Lie Beneath is a rich, layered fantasy that uses the devices of magical realism and generational trauma to explore the costs of ambition, the dangers of vengeance, and the redemptive power of vulnerability. At its heart, the novel is about the struggle to claim one's own story in the shadow of the past. Clementine's journey—from artist and apprentice to exile, deceiver, and finally sovereign—is a meditation on the price of power and the necessity of forgiveness. The story interrogates the ways in which secrets, both personal and collective, shape destinies and perpetuate cycles of pain. By weaving together motifs of mirrors, dreams, and masks, the novel asks what it means to be truly seen and to see others. The breaking of the curse is not just a magical event, but a metaphor for breaking free from inherited wounds and daring to imagine a new future. Ultimately, the book suggests that healing comes not from erasing the past, but from facing it with honesty, compassion, and the willingness to dream again.
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Review Summary
Dreams Lie Beneath is a captivating standalone fantasy novel that has enchanted many readers. The story follows Clementine, a young magician who must protect her town from nightmares that come to life. When she loses her position, she seeks revenge by disguising herself and working with her rival. The book is praised for its unique magic system, atmospheric world-building, and slow-burn romance. While some readers found the characters underdeveloped, most were impressed by the intricate plot twists and Ross's lyrical writing style. Overall, it's a magical tale of dreams, nightmares, and self-discovery.