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65 pages 2 hours read

Jennifer Lynn Barnes

The Brothers Hawthorne

Fiction | Novel | YA | Published in 2023

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Symbols & Motifs

Games and Puzzles

Games and puzzles are a motif in the novel, connecting the plot from the first three books to this book and the sequel series and representing the complicated way families can shape an individual. Jameson, Avery, Zella, Branford, and Catherine participate in the Proprietor’s Game, a series of riddles with a reward at the end. Grayson must crack both his father’s puzzle box and the coded journal to help recover Acacia’s missing funds and protect his sisters. In the Devil’s Mercy, there is a whole gallery dedicated to various betting games, and there are ledgers with wagers in the other rooms. The puzzle motif not only builds the mysterious tone of the novel but also represents how each character is trying to understand how they fit into the larger picture of their families.

Paternal Figures

Paternal figures are a motif in The Brothers Hawthorne as both protagonists, Grayson and Jameson, are brought into conflict through their respective fathers. Sheffield Grayson embezzled from his company and seemingly drained his wife’s accounts. Gigi looks for him, and Grayson gets involved to protect Gigi from the truth about their father’s crimes. Ian Johnstone-Jameson solicits Jameson to win a spot in the Game at the Devil’s Mercy, to win back Vantage for Ian. Jameson struggles with conflicting feelings about his father: “I told myself after Gray met his asshole father that I never wanted to meet mine” (33). Gigi and Savannah struggle against their father’s expectations; Eve struggles with the lack of a paternal figure; Branford wishes he could be a father, but his secret son would suffer if the secret got out. The power of a father figure over a person’s identity is reflected across the novel through these characters’ relationships—or lack of relationships—with their fathers.

The Tree House

The novel opens with the tree house, a Christmas gift to the four Hawthorne brothers from their grandfather. The tree house is a symbol of the Hawthorne brother’s unity and love for each other. When Tobias Hawthorne wants to teach Jameson and Grayson an object lesson about their relationship, he challenges them to find strong and weak boards in the tree house. When Emily dies, Jameson destroys the tree house as an outlet for his anger toward Grayson. At the end of the novel, “it was Jameson’s idea to rebuild the tree house” (460), symbolizing how Grayson has overcome his pain by confronting it directly with his brothers and Avery.

Family Houses

Each family house in The Brothers Hawthorne symbolizes a core quality of the family. The Grayson mansion, “almost obsessively symmetrical, the terracotta tiles on the roof matched exactly to the clay-red bricks” (83), reflects Sheffield Hawthorne’s exacting expectations and cold relationship to Grayson. Vantage House is a summer home, ancient and steady, and it promises Jameson a solid relationship with his identity and a place of protection for Avery. The Blake mansion, described as a house with “bowels” (evoking a dungeon-like quality), is a lonely place for Eve.

Winning and Losing

Competition and a focus on winning or losing are motifs in the novel that contribute to the tension and represent the cutthroat nature of obscene wealth in a capitalist society. The Hawthorne brothers grew up under constant competition, “and Hawthornes never lose” (7). Tobias Hawthorne taught his exacting standards through games and puzzles, and he admonished the boys if they lost or didn’t play to win. The Devil’s Mercy is a gambling club, built from wagers, games, and fights with clear victors. The annual competition is called the Game, and players play for secrets or property—high-stakes prizes. The atmosphere of competition so common among the obscenely wealthy also creates competition within relationships. Jameson and Grayson first compete for Emily’s attention, then Avery’s. Eve believes that she cannot have what she wants because Avery took it from her. Eve characterizes her vendetta against Avery as a game, with winners and losers.

Keys

Keys are a motif in the novel representing belonging or identity. Tobias Hawthorne had a large ring of keys that were part of his puzzles, keys that Avery had to find as her first puzzle in the first trilogy, “a Hawthorne tradition” (293). The Proprietor’s Game involved finding three keys on the ground of Vantage; these keys represent Jameson’s path to winning the Game, his biological father’s approval, and the deed to his grandmother’s ancestral home. The first clue Gigi finds in her search for her father is the key to the safe-deposit box, and when Grayson attempts to open the puzzle box, he also requires a notched fake USB key. Owning or recovering a key allows a person to learn a secret or enter a protected place, like a family home or a bank vault.

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