The Blacktongue Thief

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
- Kinch Na Shannack: Our black-tongued narrator is the heart and soul of this book. He’s a walking contradiction: a thief with a surprising moral compass (sometimes), a self-proclaimed coward who performs acts of incredible bravery (often by accident), and a cynical rogue who forms deep, unexpected bonds. His humor is his shield and his sword. His journey from a debt-ridden Guild trainee to a man carrying the weight of potentially world-altering secrets, all while falling in love, is just chef’s kiss. You can’t help but root for this magnificent bastard.
- Galva: The Ispanthian warrior-noble is initially as warm and fuzzy as a block of granite. She’s all stoic duty, honor, and an almost religious devotion to her goddess of death, Dalgatha (and the bird Dalgatha). Her skills with a blade are legendary. Watching her slowly, almost imperceptibly, thaw towards Kinch and Norrigal is a quiet joy. The reveal of her noble background adds layers to her motivations. She’s the unwavering moral (and martial) anchor for much of the quest.
- Norrigal Na Galbraeth / Deadlegs: What a fascinating character! Norrigal starts as a seemingly young, if powerful, witch accompanying them, but her connection to the ancient and formidable Deadlegs is a fantastic twist. She’s intelligent, resourceful, and her growing affection for Kinch is genuinely sweet and believable. The “Rabbit and the Wolf” spell, swapping her essence with Deadlegs at critical moments, is brilliantly executed. She’s both the romantic interest and a powerhouse of magical support.
- Malk Na Brannyck: Ah, Malk. He’s the Galtish hardcase, the wronged soldier carrying a chip on his shoulder the size of a goblin’s ego. His initial antagonism towards Kinch is understandable, given their shared history. His eventual, grudging respect and camaraderie with Kinch and Galva make his tragic, brutal death in Grevitsa all the more impactful. A true Galt to the end.
- Sesta: The Assassin-Adept is pure, unadulterated menace. She’s the Guild’s chillingly efficient enforcer, a walking arsenal of deadly tattoos. Her ability to inhabit Bully Boy is creepy and clever. She’s the perfect foil for Kinch, representing the inescapable, ruthless nature of the Guild.
- Yorbez: Galva’s swordmaster is a gem. Rough around the edges, a lover of taback and a good scrap, but wise and fiercely loyal. She brings a grounded, veteran presence to the group. Her no-nonsense attitude is a great contrast to some of the more fantastical elements.
- Queen Mireya: The witch-queen is more than just a damsel in distress. Her backstory, her resilience (surviving her uncle, then the Guild), and her magical abilities make her a compelling figure. Her quiet dignity and power shine through, even when she’s a bird in a cage.
- Bully Boy: The blind cat who is so much more! Initially a cute, if puzzling, addition, his role as Sesta’s vessel is a constant source of tension and dark humor. Even when he’s “just a cat,” his presence is a reminder of Kinch’s unexpected capacity for care.
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.
- Debt and Obligation: This is front and center with Kinch’s Guild debt, but it ripples out. Debts of honor, debts of loyalty, the price of survival. What do we owe, and to whom?
- Trust and Betrayal: In a world crawling with thieves, assassins, and manipulative wizards, who can you truly trust? Alliances shift, secrets abound, and betrayal is always a knife-edge away. The Takers Guild itself is built on a foundation of coercive loyalty.
- The Nature of Luck and Fate: Kinch is convinced he’s lucky, and often, he is! But is it pure chance, divine favor (Fothannon, you sly fox!), or just being in the wrong place at the exquisitely right time? The book plays with this constantly.
- Found Family: Kinch, Galva, and Norrigal (and even Malk and Yorbez for a time) form an unlikely but potent found family. Their bonds, forged in shared peril and grudging affection, are far stronger than many blood ties depicted.
- The Scars of War: The Goblin Wars cast a long, dark shadow over everything. Lost loved ones, extinct species (horses!), and a generation of hardened, traumatized survivors. The new threat of giants only reopens old wounds.
- Identity, Deception, and Hidden Truths: So many characters are not what they seem. Galva’s nobility, Norrigal’s connection to Deadlegs, Mireya as a bird, Sesta in the cat, Kinch’s own evolving identity beyond “thief.” The world itself is layered with secrets the Guild wants to keep buried.
- Power and Its Corruption: The Takers Guild is the ultimate example, a shadowy organization manipulating kingdoms for its own profit. But we also see it in individuals like King Kalith and the morally ambiguous Fulvir. Power rarely comes without a price or a stain.
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!
- Geography & Cultures: Manreach is a sprawling continent of diverse kingdoms, each with its own flavor.
- Holt (and its provinces Galtia & Norholt): The “central” kingdom, but Galtia, Kinch’s homeland, is distinct with its black-tongued, mischievous folk and unique gods. Norholt is colder, wilder.
- Ispanthia: Land of proud, wine-loving warriors and (formerly) peerless horsemen. Think fantasy Spain, with a dash of tragic nobility.
- Molrova: The morally bankrupt northern kingdom, happy to trade with goblins and profit from others’ wars. Grevitsa is its festering armpit.
- Oustrim: The rugged, giant-invaded western kingdom, founded by fierce Gunnish raiders.
- Middlesea: A more civilized, allied kingdom known for beer, canals, and a degree of tolerance.
- The Tattered Sea, the Gunnish Sea, the Spine River, the Thrall Mountains – all vividly realized.
- History: The Knock is the cataclysmic event that reshaped the world, possibly bringing goblins. The Goblin Wars (Knights’ War, Threshers’ War, Daughters’ War) are the defining historical trauma, wiping out horses and a huge chunk of the male population, leading to societal shifts like women warriors.
- Magic Systems: Oh, this is where Buehlman shines!
- Cantrips & Free Magic: Kinch’s “small but useful magic” – lock-picking, fall-breaking, voice-throwing. Iron acts as a dampener.
- Guild Magic:
- Tattoos: The Debtor’s Hand, and more powerfully, “Sleeper” tattoos like Galva’s Dalgatha, which can manifest a creature. Sesta is covered in glyphs that grant powers (Arms of Iron, invisibility, etc.). The Murder Alphabet is a deadly written language only high-ranking Guild members can safely read.
- Witness Coins: Magically record and replay events/visions.
- Witchcraft: Norrigal and Deadlegs wield potent, often nature-based magic: controlling winds, dream-walking, powerful healing, creating stone/dirt wights, and the incredible “swivel” spell that allows them to swap places.
- Fulvir’s Magic: Bone-mixing (creating hybrid creatures), golemancy, and an unparalleled knowledge of arcane lore.
- Other Magic: Goblin weather magic, giant shrinking magic, the lightning ring.
- Creatures & Races:
- Goblins (“Biters”): Ugly, cruel, hook-handed, hive-dwelling enemies of kynd. They have their own culture, language, and magic.
- Giants: Massive, powerful beings from beyond the Thrall Mountains, now invading Oustrim. They have their own caste system and a strong sense of (their own) honor.
- War Corvids: Giant, intelligent, magically-bred ravens used in the wars. Dalgatha is a prime example.
- Krakens: Terrifying, intelligent cephalopods of the deep seas.
- Mixlings: Magically created hybrid creatures like Hornhead (man-bull). Fulvir is a master of this.
- Kynd: The general term for humanity.
- Social Structures & Gods:
- The Takers Guild: A continent-spanning criminal organization with a strict hierarchy (Prank, Fetch, Faun, Famine, Scarecrow, and the leadership: Problems, Worries, Shadows, and the enigmatic Full Shadows). They control far more than just thievery.
- Gods: A diverse pantheon. Kinch and many Galts worship Fothannon, the sly fox god of thieves and mischief. Galva is devoted to Dalgatha, the Ispanthian Skinny Woman, goddess of death. Other notable deities include Solgrannon (wolf god of war), Sath (the Allgod), Mithrenor (sea god), Cassa (goddess of mercy), Haros (stag god), and Tuur (Oustrim’s giant-slaying god). The Forbidden God is hinted at as the Takers’ true deity.
- Languages & Lingo: Buehlman infuses the world with distinct dialects and slang (Kinch’s Galtish curses are a highlight!). The concept of the “black tongue” marking Galts is unique.
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.
- The Witty Rogue Protagonist: Kinch is definitely in the same league as Scott Lynch’s Locke Lamora (The Gentleman Bastard series). Both are clever thieves navigating dangerous underworlds with a sarcastic quip always at the ready. If you love Locke, you’ll almost certainly adore Kinch.
- First-Person Narrative: Like Patrick Rothfuss’s Kvothe (The Kingkiller Chronicle), Kinch tells his own story, giving us an intimate, biased, and incredibly engaging perspective. The voice is king here.
- Intricate Magic & World: The depth of the tattoo magic, the various guilds, and the political landscape remind me of the detailed worlds found in Sanderson, though Buehlman’s approach is grittier and less… systematic, in a good way. It feels more organic and chaotic.
- Originality: While it plays with familiar fantasy tropes (quests, ancient evils, magical artifacts), Buehlman makes them feel fresh. The blacktongue concept, the specifics of the Takers Guild, the sheer weirdness of characters like Fulvir, and the unique sleeper tattoo magic all stand out. It’s not afraid to be weird, and I love it for that. The horse extinction is a particularly potent and original world-building element that impacts everything.
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:
- Fritz Leiber’s Fafhrd and the Gray Mouser: There’s a touch of that classic sword-and-sorcery camaraderie and roguish adventure, especially in Kinch’s dynamic with his companions.
- Tabletop RPGs: The quest structure, the diverse party with specialized skills (thief, warrior, witch), the feeling of uncovering a larger conspiracy – it all has a wonderfully D&D-esque vibe, but elevated by fantastic prose.
- Medieval History & Folklore: The societal structures, the weaponry, the superstitions, and the general “mud and blood” feel of the world seem grounded in a romanticized but also brutal vision of medieval Europe. The various gods and their domains also echo real-world mythologies.
- Modern Dark Fantasy Authors: As mentioned, the DNA of Abercrombie and Lynch seems present, not in direct imitation, but in a shared sensibility for flawed heroes, morally gray worlds, and sharp dialogue.
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
- Voice is Everything: Kinch’s narration is a masterclass in engaging, humorous, and character-driven storytelling. It’s what makes the book truly special.
- Magic with a Price (and Ink): The tattoo-based magic system is inventive, visceral, and comes with significant costs and consequences.
- Loyalty in a Bleak World: Despite the cynicism and brutality, the bonds of friendship and love (found and sworn) shine brightly.
- The Past is Never Dead: The Goblin Wars and ancient calamities haunt the present, shaping cultures, characters, and conflicts. History has teeth.
- Secrets Have Power: The Takers Guild thrives on them, and uncovering them (like the truth about the horse plague or the Guild’s manipulations) could bring down empires or save them.
- Humor in the Darkness: Even in the grimmest situations, Buehlman finds moments for genuine laughter, making the darkness more bearable and the characters more human.
- Expect the Unexpected: This book delights in subverting expectations, from killer corvid tattoos to mice-musicians and giant-sized secrets.
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!