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Plot Summary

Fire in the Plains

A quiet life shattered by violence

Seraphine Marchant's world is upended when her mother, Sylvie, is murdered and their farmhouse set ablaze by a Dagger—an assassin from Fantome's underworld. The attack is swift and merciless, leaving Seraphine with nothing but her mother's cryptic necklace and her loyal, three-legged dog, Pippin. The trauma of loss and the mystery of her mother's secretive dealings with magic and the city's criminal Orders ignite a burning need for answers and vengeance in Seraphine's heart. As the flames consume her home, she is forced to flee into the night, carrying with her the first embers of a destiny far greater—and darker—than she ever imagined.

Flight to Fantome

A desperate escape to the city

Fleeing the devastation, Seraphine and Pippin journey to Fantome, the city of shadows, thieves, and assassins. Haunted by grief and pursued by the same forces that killed her mother, Seraphine seeks sanctuary with the Order of Cloaks, a guild of thieves who oppose the deadly Daggers. The city is alive with danger and intrigue, its streets ruled by rival Orders and the lingering magic of Shade. Seraphine's arrival is met with suspicion and opportunity, as she must quickly adapt to survive among those who live by cunning and code. The city's underworld pulses with secrets, and Seraphine's presence is a spark in a powder keg.

Cloaks and Daggers

Rival guilds and forbidden magic

Fantome is divided between the Cloaks, who wield Shade to steal and vanish, and the Daggers, who consume it to kill. Seraphine learns the rules of this world: Shade is both a tool and a curse, and the Orders' ancient feud is rooted in the tragic history of the Versini siblings. As she trains with the Cloaks, Seraphine is drawn into their camaraderie and code, but the threat of the Daggers—especially the enigmatic assassin Ransom—looms ever closer. The city's magic is volatile, and every shadow hides a potential enemy. Seraphine's resolve hardens as she realizes that survival means embracing the darkness within and around her.

Sanctuary and Schemes

New alliances and hidden motives

Welcomed into House Armand, Seraphine finds unlikely friends among the Cloaks—Val, Bibi, and the Shadowsmith Theo. Yet, trust is fragile, and her true identity as the daughter of a murdered Shade smuggler is a dangerous secret. Madame Mercure, the Cloaks' leader, tests Seraphine's loyalty and skill, while the city's unrest grows. The Daggers, led by the ruthless Dufort, are on the hunt, and Ransom is tasked with tracking Seraphine. As she navigates the treacherous politics of the underworld, Seraphine's longing for vengeance is matched only by her need for belonging. The seeds of rebellion and romance are sown.

The Marked Assassin

A hunter and his prey entwined

Ransom, the Dagger marked by Shade and haunted by his own past, becomes obsessed with Seraphine. Their encounters are charged with danger and reluctant fascination, each seeing in the other a reflection of their own wounds. Ransom's loyalty to Dufort is tested as he hesitates to kill Seraphine, drawn instead to her fire and defiance. Their cat-and-mouse game blurs the line between enemy and ally, and a forbidden attraction simmers beneath every confrontation. As the city's violence escalates, Ransom and Seraphine are bound by a fate neither can escape, their choices shaping the destiny of Fantome.

Monsters in the Shadows

A new terror stalks Fantome

The city is gripped by fear as monstrous creatures—twisted by Shade and something darker—begin to appear, killing indiscriminately. Rumors swirl of a magic gone wrong, and the fragile truce between Cloaks and Daggers is shattered. Seraphine discovers that her mother's experiments with Shade and poison may be the source of the monsters, and that the key to stopping them lies in the mysterious Lightfire—a magic of hope and destruction. As the monsters multiply, the Orders are forced into uneasy cooperation, and Seraphine's quest for answers becomes a race against time to save the city from annihilation.

Cloak of Lightfire

Forging hope from ancient magic

With the help of Theo, Seraphine deciphers the lost journals of Lucille Versini and unlocks the secret of Lightfire, a magic that can destroy monsters and cleanse the corruption of Shade. Theo crafts a cloak imbued with Lightfire, granting Seraphine the power to command and purify the monsters. The process is perilous, and the cost of wielding such magic is high. As Seraphine dons the cloak, she becomes both beacon and target, her destiny entwined with the city's salvation or ruin. The balance of power shifts, and the final confrontation with the Daggers draws near.

The Heist at Villa Roman

A test of loyalty and skill

Seraphine's initiation as a Cloak culminates in a daring heist at Villa Roman, the manor of a recently murdered Dagger ally. The mission is fraught with danger—guard dogs, rival thieves, and the ever-present threat of Ransom. The heist goes awry, forcing Seraphine to rely on her wits, courage, and the nascent power of her mother's necklace. The experience forges her resolve and deepens her bond with her friends, but also marks her as a true player in the deadly game between Orders. The lines between right and wrong, friend and foe, blur ever further.

Blood and Betrayal

Secrets revealed and alliances broken

The truth of Seraphine's parentage and her mother's role in creating the monsters comes to light. Betrayals cut deep—Lark, Ransom's closest friend, is revealed as the one who killed Sylvie, and Dufort's connection to Seraphine is exposed. The Orders descend into chaos as old loyalties are tested and new ones forged in blood. Seraphine's quest for vengeance collides with her growing feelings for Ransom, and the city teeters on the brink of war. The cost of power and the weight of legacy threaten to consume them all.

The Monster's Origin

The making of monsters and heroes

Through revelations and confessions, Seraphine learns that the monsters plaguing Fantome are ordinary people transformed by a poisoned batch of Shade-laced wine—her mother's desperate gambit to destroy Dufort and the Daggers. The antidote, Lightfire, is the only hope for redemption. As guilt and grief threaten to overwhelm her, Seraphine resolves to finish what her mother started—not with more death, but with a chance at healing. The city's fate hangs on her ability to wield Lightfire and unite former enemies against a common threat.

The Price of Power

Love, sacrifice, and impossible choices

As the monsters overrun Fantome, Seraphine and Ransom's relationship deepens, tested by betrayal, loss, and the demands of leadership. Ransom is torn between his loyalty to Dufort and his love for Seraphine, forced to choose between power and freedom. The cost of wielding Shade and Lightfire becomes clear—every act of magic leaves scars, and every choice demands sacrifice. The city's salvation requires not just strength, but forgiveness and trust. In the crucible of crisis, Seraphine and Ransom must decide who they are, and what they are willing to risk for each other and for Fantome.

Rivals and Revelations

Enemies become allies, lovers become legends

The final battle for Fantome erupts as Seraphine, cloaked in Lightfire, leads an army of monsters to the heart of the city. Dufort is slain, but not by Seraphine's hand—a monster, born of his own cruelty, delivers the fatal blow. The Aurore, the city's beacon, is set ablaze with Lightfire, purging the monsters and marking the dawn of a new era. In the aftermath, Ransom ascends as the new head of the Daggers, forced to banish Seraphine for her own safety. Their love, forged in fire and shadow, becomes legend as they part—each carrying the hope of freedom and the promise of return.

The Catacombs' Secret

A descent into darkness and truth

Seraphine and Ransom risk everything to steal Lucille Versini's journal from the catacombs, uncovering the final secret of Lightfire. Their alliance is cemented in danger and desire, but the cost is high—betrayal by friends, the wrath of the Orders, and the looming threat of death. The catacombs become a crucible where past and present collide, and the choices made here will shape the fate of Fantome. The power of Lightfire is both gift and curse, and its use will demand a reckoning.

The Saint's Journal

Unlocking the legacy of Lucille

With Lucille's journal in hand, Seraphine and Theo perfect the recipe for Lightfire, blending gunpowder and bloom to create a magic capable of destroying monsters and breaking the cycle of violence. The journal is a testament to hope, sacrifice, and the belief that light can be born from darkness. As Seraphine prepares for the final confrontation, she is guided by the wisdom of the past and the courage of her friends. The city's future rests on her shoulders, and the time to become the flame has come.

Becoming the Flame

A city saved by fire

Seraphine, Theo, Val, and Bibi enact their plan to ignite the Aurore with Lightfire, drawing the monsters to their end and purging Fantome of its greatest threat. The spectacle is both beautiful and terrible, a testament to the power of hope and the cost of redemption. In the chaos, old enemies fall, new leaders rise, and the city is forever changed. Seraphine's journey from orphan to savior is complete, but the scars of battle and loss remain. The dawn brings both freedom and exile.

The Fall of Dufort

The end of an era, the birth of another

Dufort, the architect of so much pain, meets his end at the hands of a monster he helped create. Seraphine, wounded but unbroken, survives the ordeal and is rescued by Ransom. Their love is tested by grief, guilt, and the demands of leadership. Ransom inherits the mantle of Dagger, forced to choose between power and the woman he loves. The city mourns its dead and looks to a future shaped by those who dared to defy fate.

The Tower Burns

Sacrifice and transformation atop the Aurore

In a final confrontation, Seraphine faces Lark, the friend-turned-enemy who killed her mother. Lightning strikes, the tower collapses, and Seraphine is transformed by the fusion of Lightfire and storm. The city is saved, but at great cost—Lark is dead, the Orders are shattered, and Seraphine is forever changed. The survivors must reckon with the consequences of their choices and the legacy they will leave behind.

The Order of Flames

A new beginning beyond the city

Exiled from Fantome, Seraphine and her friends—Theo, Val, Bibi, and Pippin—journey north to Halbracht, birthplace of the Versinis and the magic that shaped their world. Together, they found the Order of Flames, vowing to use Lightfire to protect and heal, not to dominate or destroy. Their story is one of hope, resilience, and the belief that even in the darkest times, a new light can be kindled. The legend of the flame and the dagger lives on, a promise that freedom and love are worth fighting for.

Lovers, Enemies, Legends

Love and legend in the aftermath

Ransom, now head of the Daggers, is forced to banish Seraphine to protect her from the vengeance of the Order. Their parting is bittersweet, marked by heartbreak and hope. As Seraphine and her friends set out to remake the world, Ransom remains in Fantome, a reluctant king in a city of shadows. Their love endures as myth and memory, a beacon for those who dare to defy fate. The story ends, but the legend of the flame and the dagger burns on.

Characters

Seraphine Marchant

Orphaned survivor, reluctant hero, flame

Seraphine is the daughter of Sylvie, a Shade smuggler, and—unbeknownst to her at first—Dufort, the head of the Daggers. Marked by trauma and loss, she is driven by a fierce need for justice and belonging. Her journey from frightened runaway to the leader of the Order of Flames is marked by resilience, compassion, and a willingness to embrace both light and darkness. Seraphine's relationships—with her friends, her enemies, and especially Ransom—are complex, shaped by trust, betrayal, and the hope of redemption. Her psychological arc is one of self-discovery, as she learns to wield power without losing her soul, and to love without surrendering her freedom.

Ransom Hale (Bastian)

Haunted assassin, conflicted lover, dagger

Ransom is a Dagger marked by Shade, raised by Dufort after a childhood of abuse and loss. His loyalty to the Order is tested by his growing feelings for Seraphine, and his desire for freedom wars with his sense of duty. Ransom's psychological struggle is rooted in trauma, guilt, and the longing for connection. His relationship with Seraphine is both a source of strength and vulnerability, forcing him to confront the darkness within himself. As he ascends to leadership, Ransom must choose between power and love, ultimately sacrificing his own happiness to protect Seraphine and the city.

Gaspard Dufort

Ruthless leader, tragic father, architect of chaos

Dufort is the head of the Daggers, a man consumed by ambition, power, and the scars of his own past. His relationship with Seraphine is fraught with violence, regret, and a twisted sense of love. Dufort's inability to let go of control leads to his downfall, as the monsters he helped create turn on him. Psychologically, he is a study in the corrupting influence of power and the tragedy of a man who cannot escape his own darkness.

Theo Branch (Versini)

Inventive Shadowsmith, loyal friend, hidden legacy

Theo is the Cloaks' artificer, a master of Shade and, secretly, a descendant of the Versini line. His curiosity and creativity are matched by a deep sense of loyalty to his friends. Theo's journey is one of self-acceptance, as he embraces both his heritage and his role in shaping a new future. His relationship with Seraphine is one of mutual respect and support, and his inventions—especially the cloak of Lightfire—are pivotal to the city's salvation.

Val

Cynical Cloak, steadfast ally, seeker of freedom

Val is a lifelong member of House Armand, known for her sharp wit and guarded heart. Beneath her tough exterior lies a longing for something more than the life of a thief. Val's friendship with Seraphine is transformative, inspiring both to imagine a future beyond the shadows. Her psychological arc is one of vulnerability and courage, as she chooses to leave the only home she's ever known in search of true freedom.

Bibi

Optimistic orphan, heart of the Cloaks, creative soul

Bibi is the youngest and most cheerful of Seraphine's friends, a talented musician and loyal companion. Her optimism and kindness are a balm to those around her, and her willingness to risk everything for her friends speaks to her quiet strength. Bibi's journey is one of self-expression and belonging, as she finds family among the outcasts and dares to dream of a brighter world.

Lark Delano

Charming Dagger, tragic betrayer, lost brother

Lark is Ransom's oldest friend and fellow Dagger, a man driven by loyalty to his family and the Order. His charm masks a deep insecurity and a willingness to do whatever it takes to survive. Lark's betrayal—killing Sylvie and attempting to kill Seraphine—stems from desperation and fear. His death atop the Aurore is both a tragedy and a reckoning, forcing Ransom and Nadia to confront the cost of their choices.

Nadia Raine

Fierce Dagger, grieving lover, voice of reason

Nadia is a skilled assassin and Lark's lover, known for her strength and pragmatism. Her grief over Lark's death fuels her desire for vengeance against Seraphine, and her relationship with Ransom is strained by conflicting loyalties. Nadia's psychological arc is one of loss and anger, as she struggles to reconcile her love for Lark with the need for justice. Her actions in the aftermath shape the future of the Daggers and the city.

Madame Cordelia Mercure

Cloaks' leader, shrewd strategist, guardian of the code

Mercure is the formidable head of House Armand, a woman of intelligence, discipline, and hidden compassion. She tests Seraphine's loyalty and skill, ultimately recognizing her potential as a force for change. Mercure's leadership is marked by a delicate balance of pragmatism and idealism, and her decisions shape the fate of the Cloaks and the city.

Sylvie Marchant

Visionary mother, tragic alchemist, creator of monsters

Sylvie is Seraphine's mother, a woman driven by love, rage, and the hope of redemption. Her experiments with Shade and Lightfire are born of desperation to protect her daughter and destroy Dufort. Sylvie's legacy is both a curse and a gift, as her actions set in motion the events that will reshape Fantome. Her psychological arc is one of sacrifice and regret, and her presence lingers as a guiding force in Seraphine's journey.

Plot Devices

Dual Protagonists and Alternating Perspectives

Intertwined destinies, shifting viewpoints, emotional depth

The narrative alternates between Seraphine and Ransom, allowing readers to experience both sides of the conflict and the evolution of their relationship. This structure deepens the emotional stakes, as each character's choices and secrets are revealed in parallel, building tension and empathy. The dual perspective also highlights the theme of duality—light and dark, love and hate, freedom and power—mirrored in the world's magic and the protagonists' arcs.

Enemies-to-Lovers Romance

Tension, vulnerability, and transformation

The central romance is built on mutual suspicion, attraction, and the gradual breaking down of barriers. The "enemies-to-lovers" trope is used to explore themes of trust, forgiveness, and the possibility of change. The romance is not just a subplot but a catalyst for both characters' growth, forcing them to confront their own darkness and choose a new path.

Magic as Metaphor

Shade and Lightfire as psychological and social forces

Magic in Fantome is both literal and symbolic—Shade represents trauma, addiction, and the corrupting influence of power, while Lightfire embodies hope, healing, and the courage to break cycles of violence. The struggle to control, resist, or transform magic mirrors the characters' internal battles and the city's fight for redemption.

Legacy, Inheritance, and Cycles of Violence

Generational trauma, the burden of history, and the quest for freedom

The story is driven by the legacies of the Versini siblings, Dufort, and Sylvie—each character is shaped by the choices of those who came before. The plot interrogates whether it is possible to break free from inherited cycles of violence and create a new future. The founding of the Order of Flames is both a literal and symbolic act of rewriting destiny.

Foreshadowing and Symbolism

Recurring motifs, prophecies, and the power of names

The narrative is rich with foreshadowing—visions, omens, and the repeated invocation of saints and destiny. Symbols such as the Aurore, the teardrop necklace, and the handprint of Lightfire reinforce the story's themes and emotional resonance. Names—Seraphine, Ransom/Bastian, Lightfire—carry weight, signaling transformation and the possibility of rebirth.

Analysis

A modern fantasy of trauma, healing, and the courage to break cycles

The Dagger and the Flame is more than a tale of magic, monsters, and romance—it is a meditation on the cost of power, the legacy of violence, and the possibility of redemption. Through the intertwined journeys of Seraphine and Ransom, the novel explores how trauma can both scar and strengthen, and how love—whether romantic, platonic, or familial—can be a force for transformation. The enemies-to-lovers arc is not just about passion, but about learning to trust, forgive, and imagine a future beyond inherited pain. The magic system, with its duality of Shade and Lightfire, serves as a metaphor for the choices we make: to perpetuate harm or to heal, to wield power for domination or for liberation. The founding of the Order of Flames is a call to action—a reminder that even in the darkest times, new light can be kindled, and that freedom is not given, but made. The novel's ultimate lesson is that destiny is not fixed; it is spun anew by those brave enough to reach through the shadows and become the flame.

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Review Summary

3.86 out of 5
Average of 16.7K ratings from Goodreads and Amazon.

The Dagger and the Flame receives mixed reviews, with ratings ranging from 1 to 5 stars. Praised for its enemies-to-lovers romance, unique magic system, and engaging plot, some readers found it addictive and swoon-worthy. However, others criticized its underdeveloped characters, repetitive dual POV, and juvenile dialogue. The book's pacing and world-building drew both praise and criticism. While some readers eagerly anticipate the sequel, others felt disappointed by the lack of depth and originality in the story.

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4.43
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About the Author

Catherine Doyle is an Irish author known for her young adult and middle-grade novels. She holds degrees in Psychology and Publishing. Doyle's work is often inspired by her love of cinema and her Irish heritage. Her Blood for Blood trilogy, described as Romeo and Juliet meets the Godfather, showcases her ability to blend romance with crime themes. Her middle-grade novel, The Storm Keeper's Island, draws inspiration from her family history and the island of Arranmore. Doyle's writing style often incorporates elements of adventure, family, and self-discovery. She enjoys traveling, running, and watching movies when not writing.

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