The Blacktongue Thief

The Blacktongue Thief

May 29, 2024 ·
19 Min Read
·
by Christopher Buehlman
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in Blacktongue Series

This isn’t your grandad’s epic fantasy, oh no. This is a down-in-the-mud, knife-in-the-dark, laugh-out-loud adventure with a heart as black and twisty as a Galtish curse. So, let’s get to it!


Plot Synopsis: Hold Onto Your Pouches, It’s a Wild Ride!

Our tale kicks off with Kinch Na Shannack, a trainee thief saddled with a mountain of debt to the notoriously unforgiving Takers Guild. His tattoo – the “Debtor’s Hand” – is a literal mark of his financial woes, glowing red in firelight for all to see (and slap, for a free beer, ouch!). Kinch, a Galt with the titular black tongue and a knack for cantrips (small magic), finds himself in the Forest of Orphans with a ragtag bunch of highwaymen led by the oafish Pagran. Their plan to rob a lone traveler goes spectacularly sideways when said traveler, the Ispanthian warrior Galva, turns out to be a certified badass accompanied by a giant, terrifying war corvid named Dalgatha. The ambushers are routed, and Kinch, despite a well-aimed arrow, is spared.

Wounded and with his crew scattered, Kinch makes his way to the town of Cadoth. He needs coin, fast. A game of Towers (a complex card game) sees him fleece some locals, but he also earns another slap for his Guild debt from a lout named Stinkleathers, cleverly palming the guy’s valuable goblin silver ring in the scuffle. After pawning the ring with a delightful old crone of a fence (lovingly nicknamed Tick-Turd by Kinch), he heads to the local Takers Guild Hall, the Hanger’s House. There, he pays a pittance towards his debt but is roped into a new mission: travel to the western kingdom of Oustrim, recently invaded by giants , and shadow Galva. The Guild shows him a “witness coin” vision of Hrava, Oustrim’s capital, falling to these colossal foes.

Kinch tracks down Galva, and after a bit of upside-down window-dangling and verbal sparring, they agree to journey together. News spreads of Oustrim’s fall, sending ripples of fear through the land. Kinch, in a moment of arguably misguided heroism (or just plain thievery), “rescues” a blind cat, Bully Boy, from some cat-catchers, only to get himself arrested. In gaol, he encounters a Famine (a high-ranking, ascetic Guild thief) who recognizes the Guild’s influence even in the prison, and Kinch reclaims his stolen fiddle from his former, less-than-loyal crewmates.

Upon release, he rejoins Galva and is introduced to Norrigal Na Galbraeth, a young Galtish witch and great-niece to the powerful sorceress Deadlegs. Their journey takes them north towards Norholt. They encounter Baroness Seldra, who owns one of the last surviving mares – a poignant moment, as horses are nearly extinct due to a goblin-engineered plague. They reach the Snowless Wood and the bizarre, inverted Downward Tower, home to Deadlegs. The tower itself is a magical marvel, and after a surreal dinner (where Kinch learns the hard way about dream-delving and enchanted tools), Deadlegs charges Norrigal with accompanying Galva and Kinch. Before they leave, Kinch undergoes a ritual sacrifice to Solgrannon, the wolf god of war, which hints at future trials.

Their journey is fraught with peril. They discover the gruesome murder of some charcoal makers, the culprits clearly being a dangerous mixling (a magically created hybrid creature) called Hornhead and his gang. Tracking them leads to a fierce nighttime battle. Dalgatha, revealed to be a “sleeper” tattoo on Galva’s chest that can manifest as the actual bird, is instrumental. Kinch, Galva, and Norrigal (with her own burgeoning magical talents) manage to defeat Hornhead and his crew.

They eventually reach Pigdenay, a city Kinch knows from his Taker Guild training at the Low School. Here, Bully Boy “reappears,” and Kinch discovers the cat is a vessel for Sesta, a deadly Assassin-Adept of the Guild, sent to ensure Kinch (and by extension, Galva) reaches Oustrim. Sesta makes it clear she’s in charge and Kinch’s life (and family’s) depends on his compliance. They find passage west on a Molrovan whaler, the Suepka Buryey. Onboard, Kinch has a tense reunion with Malk Na Brannyck, a Galtish Coldfoot guard from his hometown who despises Kinch for “slipping” the war muster years ago.

The sea voyage is brutal. They’re forced to participate in a whale hunt, which turns horrific when a juvenile kraken attacks. Many crew die, but they survive, only for Kinch and Malk’s animosity to boil over. Malk challenges Kinch to a duel. Galva, impressed by Kinch finally standing up for himself (even if to certain doom), steps in and challenges Malk herself. Before their duel can happen, Galva is poisoned by another Ispanthian on board. Kinch, knowing he can’t let Galva die, agrees to fight Malk unarmed. Their grueling fight is again interrupted by the kraken, which returns to sink the Suepka Buryey. Kinch, Galva, Norrigal, Malk, and a few others escape in an oar-boat. Norrigal uses a powder to blind the kraken, and Kinch, in the chaos, kills Menrigo, the Ispanthian who poisoned Galva.

Stranded on a desolate, bird-covered island, tensions run high. Kinch and Norrigal, however, grow closer, eventually making a “moon-vow” – a temporary Galtish marriage. Sesta, via Bully Boy, reappears. Norrigal, a skilled witch, devises a plan: she tattoos Bully Boy onto Kinch’s arm, trapping Sesta within the ink, hoping to sever her connection to the Guild. This is a dangerous gambit, as Sesta is now part of Kinch. Soon after, a goblin ship arrives. After a tense standoff and a failed attempt to hide, a magical mishap (caused by Kinch sneezing!) alerts the goblins. A fierce battle ensues. The goblins have a wizard who turns Norrigal’s wind magic against them and brings down a cliff on Dalgatha, killing the corvid. The party is captured.

In the goblin ship’s hold, facing a gruesome fate (the goblins eat their harpooner crewmate), Norrigal reveals Galva’s true mission: to rescue Queen Mireya of Oustrim, who is also a powerful witch, and restore her to the Ispanthian throne, currently held by her usurping uncle, King Kalith. Suddenly, the goblins on the ship start dying – Sesta, from within Kinch’s tattoo, has somehow poisoned them via the ship’s salt grinder, which she’d manipulated Bully Boy to contaminate earlier. Kinch dispatches the last goblin wizard. They are rescued by a Middlesea fireship, the Fourth Woman, whose crew initially mistakes them for goblins.

In Edth, the Middlesea port city, Galva uses her ducal seal to claim a hefty reward for the “captured” goblin ship. Kinch and Norrigal’s bond deepens. Sesta, still trapped in Kinch, warns him about his attachment to Norrigal, threatening his family. They meet with the Ispanthian army, rendezvous with Galva’s formidable swordmaster, Yorbez, and learn more about the political machinations against King Kalith. Their journey takes them to the Molrovan city of Grevitsa, a wretched hive of scum and villainy (and fine lace), where they meet a goblin-affiliated thief, Chedadra, to buy a map of Hrava’s sewers. Here, Malk gets into a “pull” – a ritualized tug-of-war across the goblin quarter’s boundary chain – with a goblin and is tragically dragged to his death and dismemberment.

The party, now including Yorbez, travels to the Bittern Mountains to meet the legendary and reclusive wizard, Fulvir the Dissolver, one of the creators of the war corvids. Fulvir is a bizarre, powerful, and morally ambiguous character who plays mind games with Kinch (even hinting he might be Kinch’s father, which Kinch doubts). He “gifts” them three strange, seemingly useless musicians – Bizh, Nazh, and Gorbol. As they leave, Fulvir’s corvids brutally kill their donkeys.

Crossing into Oustrim, they witness the devastation wrought by the giants. Kinch scouts Hrava alone, navigating its ruins and sewers, eventually meeting Ürmehen, the non-Guild king of Hrava’s thieves. After a high-stakes game of Towers (which Kinch strategically “loses” after an initial win), Ürmehen reveals that Queen Mireya was captured by the Takers Guild and he sold her to their Full Shadow. He also reveals the Guild orchestrated the giant invasion. Kinch investigates the Guild’s hideout and finds a secret tunnel leading out of the city.

Rejoining his companions, they follow the Guild’s trail. They find a scene of carnage: dead giants and a dead Guild Assassin-Adept in leper’s robes. They are then ambushed by more giants. Norrigal is gravely injured. The musicians, in a surprising display, use their music to magically slow the giants, allowing Kinch, Galva, and Yorbez to fight them. Tragically, the musicians are crushed when a giant pushes a tree onto them, revealing them to be mice transformed by Fulvir.

They find a cave where Queen Mireya is being held by a dying giantess, Misfa. Misfa, in her “death song,” reveals she was captured by the Guild and tattooed with “sleeper” tattoos of horses – the Guild’s plan was to use her as a living ark for the extinct creatures. The Guild magicker Bavotte had kept her shrunken and the queen transformed into a bird. Mireya is weak but alive. Kinch, guided by Deadlegs (who has a deeper connection to Norrigal than initially revealed), manages to read from the Full Shadow’s dangerous spellbook (written in the “Murder Alphabet”) and learns of the Guild’s vast conspiracies, including their potential role in the horse plague. The book, however, animates a crab-like creature. Norrigal (or Deadlegs in her form) uses a lightning ring to destroy it, but this triggers Sesta to break free from Kinch’s tattoo.

A climactic battle erupts. Sesta, with her “Arms of Iron” and other tattoo magic, is a whirlwind of death. Yorbez is killed. Galva’s back is broken. Norrigal is fatally wounded. In a desperate act, Kinch cuts Norrigal’s throat, triggering a magical transference: Norrigal “becomes” Deadlegs (or rather, they are two aspects of the same entity, swapping places), who then uses her powerful magic to heal Galva and fight Sesta. Sesta is eventually stripped of her tattoos by Deadlegs and beheaded by Queen Mireya.

Deadlegs, weakened, reveals Norrigal will heal but is now back in the Snowless Wood. Deadlegs helps Kinch perform a spell to release a living stallion from Misfa’s horse tattoos. The surviving giants, awed, allow them to leave. Deadlegs and Mireya depart on the stallion to rally the Ispanthian army. Kinch and Galva, now fugitives from the Guild, head west into the giant-infested lands of Oustrim, Kinch carrying Bully Boy (now just a cat again) and the dangerous Book of the Full Shadow, determined to expose the Guild and, someday, reunite with Norrigal. The journey is far from over.


Character Analysis: A Motley Crew of Magnificent Bastards

The relationships are key: Kinch and Galva’s evolving partnership from distrust to grudging respect (and maybe even friendship?); Kinch and Norrigal’s sweet, witty, and ultimately heartbreaking (for now!) romance; Malk’s journey from enemy to comrade. It’s all beautifully messy.


Thematic Resonance: More Than Just Swords and Spells

This book is packed with themes that’ll make you ponder long after you’ve turned the last page.


World-Building Deep Dive: A Rich, Grimy Tapestry

Buehlman doesn’t just tell a story; he builds a world, brick by bloody brick. And man, what a world!

The world feels lived-in, dangerous, and full of ancient secrets and fresh horrors. The details, from the currency (trounces, queenings, owlets) to the food and drink, are all wonderfully immersive.


Genre Context & Comparisons: Finding Its Niche in the Fantasy Pub

“The Blacktongue Thief” carves out a brilliant spot for itself in the modern fantasy landscape. It’s got the grit and moral ambiguity you’d find in some grimdark (think Joe Abercrombie’s First Law), but it’s consistently leavened by Kinch’s sharp, often laugh-out-loud humor, which pulls it back from the brink of utter bleakness.

It’s a book that respects its fantasy roots while gleefully kicking over a few sacred cows. It’s dark, but hopeful; cynical, but heartfelt.


Influences & Inspirations: Echoes in the Downward Tower

While Buehlman has a fiercely original voice, you can sometimes catch whispers of potential influences:

Buehlman, being a comedian and performer at Renaissance festivals, likely also draws from that rich well of historical re-enactment, folklore, and stagecraft, which infuses the book with a unique energy and authenticity.


Key Takeaways


Wrapping It Up

Look, if you want a fantasy novel that’s going to grab you by the scruff of your neck from page one and drag you on a thrilling, hilarious, and often brutal adventure, The Blacktongue Thief is your Huckleberry (or your Galtish whiskey, as the case may be). Christopher Buehlman has crafted a masterpiece of modern fantasy. The characters are unforgettable, the world is richly imagined and dangerously alive, and Kinch Na Shannack is a protagonist for the ages.

It’s smart, it’s profane, it’s surprisingly touching, and it’s just damn fun. Seriously, go read it. Then come back and tell me your favorite Kinch-ism. You’ll have plenty to choose from. Five out of five goblin-silver rings from this blogger!

Last edited May 11