Spies. Witch-hunts. A little girl who asks dangerous questions. When invaders threaten, eleven-year-old Mara must grow up fast. All her life, her homeland has been on the brink of war with the Commonwealth of Waan. But as bells warn of approaching enemies, her own realm's knights arrest her favorite aunt for witchcraft. This prompts her to rethink much of what she has been taught about her country. When adults ignore her points, she teams up with unlikely friends in a bid to rescue her aunt and protect her village.
Mara must make sense of grown-up politics if she is to save the people she loves. This is Book One of the political fantasy series Mara of the League.