Plot Summary
Haunting Songs and Sacrifice
Ferris Creed's life is shaped by the haunting songs of the Lost Children, spirits of those sacrificed to the cursed forest. Her sister Rissa was taken as an Offering, a fate Ferris cannot forget. The forest, known as the Taking Trees, creeps ever closer to her village, devouring land and lives. Ferris is driven by grief and a promise to her lost sister, determined to break the curse that has doomed her people for generations. The day of the Great Hunt arrives, a rare chance to end the curse, and Ferris steels herself to enter the forest, knowing she may never return.
The Great Hunt Begins
The Great Hunt is the only opportunity to break the curse, and Champions from all realms—human and Fae—gather to enter the forest. Ferris, though not chosen, sneaks in, compelled by her vow to Rissa. The forest is alive with ancient magic, its rules clear: unite the thirteen spirits within forty days, or all will perish. As the trees part, Ferris is swept inside with the Champions, her fate sealed. The Hunt is brutal from the start, with the forest claiming lives in a violent welcome, and Ferris must quickly adapt to survive.
Blood and Thorns
Inside the forest, Ferris witnesses the carnage left by the forest's wrath. Only a handful of Champions remain, and Ferris, the outsider, must prove her worth. She scavenges supplies from the dead, forms uneasy alliances, and faces the skepticism of the others. The forest is a labyrinth of shifting paths, predatory spirits, and living nightmares. Ferris's resolve is tested as she buries the dead and marks their passing with old superstitions, clinging to her humanity in a place that seeks to strip it away.
Spirits of the Forest
The Champions pursue the thirteen spirits—manifestations of the forest's magic, each with unique powers and personalities. Ferris learns that brute force alone cannot win the spirits; cunning, empathy, and understanding are just as vital. The Raven, Bear, Fox, and others become both prey and predator, their capture essential to breaking the curse. Ferris's knowledge from ancient tomes and her intuition set her apart, but the spirits are elusive, and the cost of failure is death or worse.
Nightfall and Shelter
Night in the forest is a time of unspeakable danger. The group finds shelter in an abandoned tavern, haunted by memories and the threat of the Hollows—undead monsters raised by the Necromancer. Ferris's encounters with the Champions reveal their flaws and fears, and her uneasy friendship with Colton, a formidable Champion, deepens. The Boar spirit is mistaken for a tryst between Champions, and Ferris's resourcefulness and wit help her navigate the group's shifting dynamics. The night is filled with secrets, longing, and the ever-present threat of the forest's wrath.
Fae Prince in Exile
Hendrix Draven, a Fae prince and outcast, stalks the forest with his own agenda. Feared and reviled, he is both hunter and hunted, his soul marked by violence and exile. Hendrix's perspective reveals the Fae's decadence, the corruption of power, and his own hunger for the forest's boon. He is drawn to Ferris, recognizing a kindred spirit in her defiance and pain. The forest responds to his darkness, and his path is one of blood, vengeance, and a twisted longing for connection.
Mercy and Madness
Ferris's journey is marked by moments of mercy and impossible choices. She is forced to kill fellow Champions to spare them from fates worse than death, and the forest's cruelty is relentless. The Bear spirit's sorrowful encounter with Ferris reveals the pain at the heart of the curse. Ferris's empathy allows her to connect with the spirits, but it also makes her vulnerable. The line between sanity and madness blurs as the forest's magic seeps into her soul, and the burden of her promise to Rissa grows heavier.
The Bear's Sorrow
Ferris's attempt to bond with the Bear spirit is interrupted by violence, and Colton claims the amulet. The Bear's death leaves a void in the forest, and Ferris mourns the loss of a chance to gain its power. The spirits are not mere prizes; they are wounded beings, and their suffering mirrors Ferris's own. The competition among the Champions intensifies, alliances fracture, and Ferris's determination to win the boon for Rissa is sharpened by every loss.
Losses and Alliances
The group is whittled down by the forest's dangers and the Hollows' attacks. Colton's death at the hands of the undead leaves Ferris alone, and she is forced to ally with Hendrix, the Fae prince. Their partnership is fraught with suspicion, attraction, and the knowledge that only one can win the boon. The forest's rules are merciless, and the Champions' numbers dwindle as the spirits are claimed. Ferris's humanity is both her greatest strength and her greatest liability.
The Necromancer's Shadow
Hendrix's true identity as Bane Crownthief, the Necromancer, is revealed. His power over death is both a curse and a weapon, and his past is stained with tragedy and vengeance. Ferris is horrified by his legacy, but their fates are entwined by the forest's will. The Hollows, his undead army, are both his burden and his tool. The forest's curse is deeper than any of them realized, and the true enemy may not be the spirits, but the corruption that has taken root in all their hearts.
Captive in the Castle
Ferris becomes Hendrix's captive in a Fae castle hidden within the forest. Their relationship is a dance of power, seduction, and mutual need. The castle is a place of luxury and secrets, a stark contrast to the brutality outside. Ferris's knowledge and Hendrix's strength make them formidable together, but trust is elusive. The spirits watch and wait, and the forest's magic weaves tighter around them. The line between captor and captive blurs as passion ignites, but betrayal is always a breath away.
Bargains and Betrayals
The Champions' numbers dwindle as the Hunt nears its end. Ferris and Hendrix must work together to claim the remaining spirits, but their goals are at odds. The labyrinth at the heart of the forest is sealed by a riddle, and only the right blood can open it. The other Champions, including the ruthless Islasees, close in, and the final confrontation looms. Ferris's bond with the spirits deepens, but the cost of victory is steep. Every bargain comes with a price, and every betrayal leaves a scar.
The Lost Children's Lure
The Lost Children, including Rissa, lure Ferris into the night with their haunting songs. The truth of Ferris's origins is revealed: she is spirit-born, a child of the forest, destined to break the curse. Rissa's fate is bound to the forest, and Ferris's quest becomes one of self-discovery as much as rescue. The labyrinth's secret is unlocked by Ferris's blood, not royal lineage, and the final test is one of heart and will. The past and present collide as Ferris faces the truth of who she is and what she must do.
The Dragon's Mark
Ferris claims the Dragon spirit, its mark transforming her and deepening her connection to the forest. The spirits are not just tools; they are kin, and Ferris's empathy allows her to unite them. The final gathering at the Great Elm is a convergence of all the story's threads: love, loss, ambition, and destiny. The Champions must decide whether to fight or trust, to claim the boon for themselves or for others. The cost of power is revealed, and the true meaning of sacrifice is laid bare.
The Boon's Price
The Great Elm demands all thirteen spirits be returned by a single Champion. Ferris, with the help of Rissa and the spirits, claims the final amulets. Bane begs for the boon to free his family from undeath, but Ferris cannot give up her wish to save Rissa and the Lost Children. The price of victory is heartbreak, as Ferris must choose between her love for Bane and her promise to her sister. The Great Elm grants her wish, freeing the Lost Children, but Bane is left with nothing but his curse and his grief.
The Labyrinth's Secret
The Great Elm is not finished with Ferris and Bane. A new curse is laid: Bane cannot die until Providence, the lost spirit, is found and returned. Ferris's life is now bound to the seasons of a sapling; when it withers, she will die. The spirits are now her allies, and the fate of Rathian rests on their quest. Rissa's true nature is revealed, and the lines between friend and foe blur. The story ends with Ferris and Bane forced together by destiny, their love and hatred entwined, as they set out on a new journey.
The Final Gathering
The forest is healed, but the world is not. Ferris and Bane, bound by fate and the Great Elm's will, must seek Providence and unravel the deeper mysteries of Rathian. Their love is tested by betrayal, sacrifice, and the weight of their pasts. The spirits, the Lost Children, and the survivors of the Hunt all play their part in the new order. The story closes on a note of hope and uncertainty, as Ferris and Bane step into the unknown, their destinies forever changed.
The Great Elm's Judgment
The curse is broken, but the cost is high. Ferris's wish frees the Lost Children, but Bane's family remains trapped. The Great Elm's judgment is final: only by finding Providence can true peace be restored. Ferris and Bane, once enemies, now share a common purpose. Their journey is far from over, and the lessons of love, loss, and redemption will shape the fate of Rathian for generations to come.
Characters
Ferris Creed
Ferris is a young woman marked by loss, driven by the haunting absence of her sister Rissa, who was taken as an Offering by the cursed forest. Her empathy and intelligence set her apart from the other Champions, and her connection to the spirits is both a gift and a burden. Ferris's journey is one of self-discovery, as she learns she is not just human but spirit-born, destined to break the curse. Her relationships—with her family, the other Champions, and especially Hendrix—are fraught with longing, betrayal, and hope. Ferris's greatest strength is her refusal to give up, even when the cost is her own heart.
Hendrix Draven / Bane Crownthief
Hendrix is a Fae prince exiled for his crimes, known to the world as Bane Crownthief, the Necromancer. His power over death is both a weapon and a curse, and his past is stained with tragedy and vengeance. Hendrix is drawn to Ferris, recognizing in her a kindred spirit and a chance at redemption. His love for his lost family drives him to seek the boon, but his methods are ruthless. Hendrix's journey is one of reckoning—with his own darkness, with Ferris, and with the fate the Great Elm has laid upon him. His development is a struggle between love and power, hope and despair.
Rissa Creed
Rissa is Ferris's younger sister, taken by the forest as a child and transformed into one of the Lost Children. Her presence haunts Ferris, both as a memory and as a living spirit. Rissa's fate is bound to the forest, and her relationship with Ferris is both a source of hope and a reminder of all that has been lost. As the story unfolds, Rissa's true nature is revealed—she is not just a victim, but a key to the forest's secrets and the future of Rathian.
Islasees Bellatorn
Islasees is a Fae warlord and the primary antagonist among the Champions. His ambition to win the boon drives him to murder, betrayal, and manipulation. Islasees's hatred for Bane is personal, rooted in the bloody history of the Fae. He is a symbol of the corruption and cruelty that the curse has fostered, and his downfall is both a victory and a warning.
The Great Elm
The Great Elm is the spirit at the heart of the forest, the source of the curse and the key to its undoing. Its motivations are mysterious, its power immense. The Great Elm is both mother and judge, demanding sacrifice and offering hope. Its relationship with Ferris and Bane is complex, shaping their destinies and forcing them to confront the deepest truths of themselves and their world.
The Lost Children
The Lost Children are the spirits of those sacrificed to the forest, including Rissa. Their songs haunt the living, and their presence is a constant reminder of the cost of the curse. They are both victims and guides, leading Ferris to the truth of her origins and the path to breaking the curse. Their redemption is the story's emotional core.
Colton Evast
Colton is a Champion and early ally to Ferris. His strength and confidence make him a leader, but his fate is sealed by the forest's cruelty. Colton's death is a turning point for Ferris, forcing her to confront the reality of the Hunt and the cost of her quest.
Princess Drava
Drava is a Fae royal who enters the Hunt seeking power and redemption. Her presence complicates the alliances and rivalries among the Champions. Drava's fate is a cautionary tale about the dangers of ambition and the unpredictability of the forest's magic.
The Spirits (Dragon, Raven, Bear, Fox, etc.)
The thirteen spirits are the heart of the forest's magic, each with their own personality, pain, and purpose. They are not mere prizes, but beings in need of healing and reunion. Ferris's ability to connect with them is what sets her apart, and their redemption is tied to her own.
The Hollows
The Hollows are the undead army raised by Bane, a manifestation of his curse and the world's suffering. They are both a threat and a reminder of the consequences of unchecked power and grief. Their presence shapes the story's atmosphere and the choices of every character.
Plot Devices
The Great Hunt
The Great Hunt is the central narrative structure, a competition to unite the thirteen spirits and break the curse. It is both a literal and symbolic journey, forcing the characters to confront their deepest fears, desires, and flaws. The rules of the Hunt—forty days, no killing for amulets, the need to unite all spirits—create tension, alliances, and betrayals. The Hunt is a crucible that reveals the true nature of each character and the world they inhabit.
The Spirits and Amulets
The spirits are both plot devices and characters, each representing an aspect of the forest and the curse. Their amulets are the keys to victory, but they cannot be won by force alone. Ferris's ability to connect with the spirits through empathy and understanding is what allows her to succeed where others fail. The spirits' redemption mirrors the characters' own journeys, and their reunion with the Great Elm is the story's emotional climax.
The Curse and the Boon
The curse is the story's inciting incident and its ever-present threat. The promise of the boon—a single wish granted by the Great Elm—drives the characters' actions and reveals their true motivations. The cost of the boon is heartbreak, as only one can claim it, and the choice between love and duty is the story's central dilemma. The curse is both external and internal, a reflection of the wounds carried by every character.
The Labyrinth and the Great Elm
The labyrinth is the story's climax, a place where the rules change and only one can win. The Great Elm's judgment is both fair and cruel, demanding all the spirits be returned by a single Champion. The final gathering is a convergence of all the story's threads, and the outcome is determined by the characters' choices, not just their strength. The Great Elm's new curse sets the stage for the next chapter, ensuring the story's end is also a beginning.
Foreshadowing and Repetition
The story is rich with foreshadowing and repetition: the songs of the Lost Children, the recurring themes of sacrifice and redemption, the cycles of the Hunt and the seasons. Ferris's repeated lives, the forest's warnings, and the echoes of past failures all build a sense of inevitability and the hope that this time, things might be different. The narrative structure mirrors the characters' journeys, and the story's end is both a resolution and a promise of more to come.
Analysis
Hollow is a dark, immersive fantasy that explores the consequences of generational trauma, the hunger for power, and the redemptive potential of love and empathy. At its heart, the story is about the ways we are shaped by loss and the choices we make in the face of impossible odds. Ferris's journey is one of self-discovery, as she learns that her greatest strength is not her power, but her compassion and her refusal to give up on those she loves. Hendrix/Bane is a study in the dangers of unchecked grief and the possibility of forgiveness, both for oneself and others. The forest, the spirits, and the curse are all metaphors for the wounds we carry and the hope that they can be healed. The story's structure—its cycles, its foreshadowing, its refusal to offer easy answers—reflects the complexity of real healing and the truth that every ending is also a beginning. The lesson is clear: redemption is possible, but only through sacrifice, understanding, and the courage to face the darkness within and without.
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Review Summary
Hollow receives mixed reviews averaging 4.09/5 stars. Readers praise the unique magic system featuring cursed forests and animal spirits, the enemies-to-lovers dynamic between protagonists Ferris and Hendrix, and the dark fantasy atmosphere. Many compare it favorably to the authors' Zodiac Academy series. Common criticisms include a slow middle section, flat character development, repetitive writing, and an abrupt ending. The FMC's decision-making frustrates some readers. Fans of brooding, morally gray male leads and intense banter generally enjoyed it more.
