Blacktongue, #1
The Blacktongue Thief
by Christopher Buehlman
Contents
Overview
The Blacktongue Thief follows Kinch Na Shannack, a Galtish thief whose debts to the Takers Guild leave him little freedom and fewer scruples. After a failed ambush against a formidable Ispanthian warrior named Galva, Kinch is drawn into a westward journey that begins as a Guild assignment and quickly becomes something stranger, larger, and more dangerous.
Galva is traveling toward war-torn Oustrim, where giants have shattered cities and a missing royal woman may determine the fate of kingdoms. Along the way, Kinch falls in with witches, soldiers, sailors, monsters, and thieves, discovering that the Guild’s reach extends far beyond ordinary crime. The novel blends dark humor, grim violence, and picaresque adventure while exploring debt, loyalty, faith, survival, and the possibility of choosing one’s side even after a life spent serving the wrong masters.
Plot Summary ⚠️ Spoilers
Kinch Na Shannack, a Galtish thief indebted to the Takers Guild, begins by joining Pagran’s gang in an ambush on the White Road. Their target, a lone Ispanthian warrior, proves far more dangerous than expected: she fights with extraordinary skill and unleashes a war corvid that mauls the bandits. Kinch’s accurate shot and surrender earn him mercy. In Cadoth, he gambles, steals a goblin-silver ring, fences it, and reports to the Guild, where a magicked agent shows him a witness-coin vision of giants destroying Hrava in Oustrim. Kinch is ordered to accompany or shadow the Ispanthian warrior west.
Kinch tracks the warrior, who names herself Galva, and proposes an alliance. Galva reveals she seeks a lost princess, while Kinch claims he is traveling to steal relics. After Kinch is jailed for rescuing a blind cat, Bully Boy, a Famine-priest helps him escape, revealing the gaol is Guild-run. Kinch rejoins Galva, and the two detour north to the witch Deadlegs. There they meet Norrigal, Deadlegs’s witchling great-niece, and Kinch learns that the Magickers Guild is compromised by the Takers. Deadlegs gives Galva a magical horse-staff, sends Norrigal with them, and warns Kinch that his Guild loyalties may soon be tested.
The three travelers pursue and defeat Hornhead, a magically warded bull-mixling outlaw, after Kinch deciphers his defensive tattoo and Galva releases her hidden corvid, Dalgatha. They reach Pigdenay and secure passage on the Molrovan whaler Suepka Buryey. Before sailing, a Guild Assassin-Adept named Sesta reveals she has been riding Bully Boy’s senses and orders Kinch to get her to Oustrim in Galva’s company. At sea, Kinch encounters Malk Na Brannyck, whose father suffered because Kinch dodged wartime conscription. Their hostility grows as the crew forces the passengers into a whale hunt. A red whale is killed, but a juvenile kraken attacks, causing heavy losses.
Shipboard tensions worsen. Malk publicly confronts Kinch, Galva challenges Malk to protect him, and Galva is poisoned before the duel. Malk then challenges Kinch and throws Bully overboard. Their brutal unarmed fight is interrupted when the kraken returns, capsizes the ship, and tears Captain Yevar Boltch apart after recognizing a juvenile kraken-beak trophy. Kinch, Galva, Norrigal, Malk, and the harpooner Gormalin escape to a small island. Sesta and Bully reappear secretly, and Kinch hides the assassin’s survival. Goblins arrive, capture the group after a battle in which Dalgatha is killed, and reveal the brutal consequences of goblin-Molrovan dealings. Norrigal explains that their true mission is to put Queen Mireya, the Ispanthian infanta and witch-queen, on a throne.
Aboard the goblin ship, Gormalin is butchered, but the goblin crew mysteriously dies from poison, likely through Bully and the salt grinder. Kinch kills the surviving goblin wizard, and the castaways are nearly burned by a Middlesea fireship before Kinch’s desperate leap convinces the crew they are allies. In Edth, a harbormistress urges them to present the captured goblin ship as found property rather than risk provoking war. Galva reveals she is the first daughter of the Duke of Braga and claims a noble share of the ship’s value. Kinch and Norrigal become moon-spouses, but Sesta returns in disguise to threaten Kinch’s family and insist he keep following Galva to find Mireya.
Kinch confesses Sesta’s presence to Norrigal. Together they drug Bully and bind the cat’s essence, along with Sesta’s sleeper presence, into a tattoo on Kinch’s arm, masking Sesta from the Guild. The party travels to the Ispanthian army, where Galva confers with Count Marevan and her swordmaster Yorbez. Their plan is to get a map from a former Taker in Grevitsa, then seek queen-loyal magickers. In Grevitsa, Chedadra sells them Hrava sewer maps and directs them to Ürmehen, the Upright Man. Norrigal buys a one-use lightning ring. Malk is then goaded into a goblin boundary ritual called a pull and is dragged to his death, leaving the group grief-stricken.
Kinch, Galva, Norrigal, and Yorbez continue into the Bittern Mountains to meet Fulvir, the maker of Galva’s tattooed battle-birds. Fulvir tests Kinch with illusions, shows him a vast library, and tells him he will never be a true wizard, though he gives him a book on magical tattoos. Kinch sneaks into Fulvir’s forbidden menagerie and sees imprisoned godlike mixlings, including a fox-boy echo of Fothannon, before Norrigal rescues him by dream-walking. Fulvir warns that giants are moving nearby and forces three strange musicians—Bizh, Nazh, and Gorbol—on the party. After crossing the Oxbone Walls into Oustrim, Norrigal senses hidden magic in the musicians and persuades the group not to abandon them.
Kinch scouts ruined Hrava through streets occupied by giants and collared human thralls, then descends into the sewers and finds Ürmehen. In a Towers game, Kinch wins information, then deliberately loses a rematch to preserve Ürmehen’s pride. Ürmehen reveals he once held a queen and sold her to the Guild’s Full Shadow; Kinch steals his Catfall ring. Kinch locates the Full Shadow’s trapped safehouse and follows signs into the hills, where the party finds dead giants and a dead Assassin-Adept. Giants attack, breaking Norrigal’s legs. The three musicians magically slow the giants long enough for Kinch, Galva, and Yorbez to kill them, though the musicians are crushed.
The survivors retreat into a cave and find Queen Mireya stranded on a ledge and a dying giantess named Misfa. Misfa tells her death-song: she was kidnapped, shrunk, and tattooed with sleeper horses by the Guild magicker Bavotte and his allies, who fled with Mireya transformed as a bird. When Bavotte died, Misfa grew, killed her captors, and trapped a deadly living book. Mireya enchants a waterskin to give Misfa endless water, confirming she is a powerful witch-queen. Kinch reads the Book of the Full Shadow and learns that the Takers helped engineer Oustrim’s disaster and may control other guilds and even the horse plague.
The book attacks as a crab, which Norrigal destroys with her lightning ring. Sesta then breaks free from Kinch’s tattoo, kills Yorbez, cripples Galva, and mortally wounds Norrigal. At Norrigal’s signal, Kinch cuts her throat, triggering a witch-swap that brings Deadlegs into the cave. Deadlegs summons stone-wights, strips Sesta’s tattoos, and Queen Mireya beheads the assassin. Deadlegs heals Galva and reveals that she and Norrigal are the same witch across time. With Kinch’s help, she frees a living stallion, Ēsclaer, from Misfa’s tattoo. Deadlegs and Mireya ride to rally the Ispanthian army against Kalith, while Kinch, Galva, Bully, and the dangerous book run west toward the giantlands, fugitives from the Guild and bearers of its secrets.
Characters
- Kinch Na ShannackThe Galtish thief-narrator, deeply indebted to the Takers Guild, whose mission to shadow Galva becomes a rebellion against the Guild’s designs. His skills in theft, archery, luck-sense, languages, and improvisation repeatedly keep the party alive, while his loyalty shifts from survival to protecting Norrigal, Galva, and Queen Mireya.
- Galva Seri-BragaAn Ispanthian raven-knight and noblewoman seeking Queen Mireya in Oustrim. Disciplined, devout, and formidable in battle, she drives the westward mission and becomes Kinch’s uneasy but trusted companion.
- Norrigal Na GalbraethA young witch sent by Deadlegs to accompany Galva and Kinch. She becomes Kinch’s moon-spouse, saves him with magic more than once, and her final sacrifice enables Deadlegs to enter the cave battle.
- Guendra Na Galbraeth (Deadlegs)The powerful witch of the Snowless Wood who equips the party, sends Norrigal with them, and later returns through Norrigal’s death. She heals Galva, helps free a living horse from Misfa’s tattoo, and leaves with Mireya to rally the Ispanthian army.
- Queen MireyaThe Ispanthian infanta and queen of Oustrim whose disappearance motivates Galva’s quest. Revealed as a true witch-queen, she threatens the Takers Guild’s power and ultimately executes Sesta.
- Bully BoyThe blind cat Kinch rescues in Cadoth and repeatedly refuses to abandon. He becomes central to the plot when Sesta uses him as a vessel, and later remains Kinch’s companion after Norrigal binds his essence into a tattoo.
- SestaA tattooed Takers Guild Assassin-Adept assigned to control Kinch and reach Oustrim in Galva’s company. She manipulates Bully Boy, threatens Kinch’s family, and becomes the final immediate threat to Mireya in the cave.
- Malk Na BrannyckA Galtish harpooner and son of the musterman harmed by Kinch’s youthful escape from conscription. He begins as Kinch’s enemy aboard the whaler, survives shipwreck and goblins with the group, and dies after being provoked into a goblin pull in Grevitsa.
- YorbezGalva’s scarred swordmaster, a veteran Spanth fighter who joins the mission after the party reaches the Ispanthian army. Her discipline and combat skill strengthen the group until Sesta kills her in the cave.
- MisfaA giantess kidnapped, shrunken, and tattooed by Bavotte and his allies. Her death-song reveals the Guild’s role in Mireya’s captivity and exposes the sleeper horses hidden in her tattoos.
- FulvirA reclusive Molrovan magicker known as the maker of Galva’s tattooed battle-birds. He tests Kinch, provides books and unwanted musician-companions, and keeps disturbing magical creations in his moving bone-house.
- DalgathaGalva’s war corvid, concealed as a tattoo and released in battle. The bird helps defeat ambushers and Hornhead’s band before being crushed during the fight against goblins.
- ÜrmehenThe Upright Man of Hrava’s sewers, a powerful non-Guild thief who controls the Worming Vault. He gives Kinch crucial information after a Towers game, revealing that he sold a captive queen to the Guild’s Full Shadow.
- ChedadraAn expatriate Spanth thief in Grevitsa who sells Galva’s party a map of Hrava’s sewers and names Ürmehen as a possible contact. Her sale of a lightning ring gives Norrigal the weapon later used against the living book-crab.
- BavotteThe Guild magicker called the Fat Man in Misfa’s account. He shrinks Misfa, helps move Queen Mireya in bird form, and leaves behind the torque and Book of the Full Shadow that reveal the Guild’s conspiracy.
- The Book of the Full ShadowA living, poisoned Murder Alphabet tome taken from Misfa after Bavotte’s death. Kinch can read it safely, uncovering the Takers Guild’s broader schemes before it manifests a deadly crab.
- King KalithMireya’s uncle and the tyrant of Ispanthia, accused in Norrigal’s tale of poisoning royals and usurping power. His rule is the political obstacle Mireya must overcome if she returns.
- Hornhead (Marrus)A bull-mixling outlaw whose band murders charcoal makers and attacks Kinch, Galva, and Norrigal. Kinch deciphers Hornhead’s protective tattoo, allowing Galva to wound him and Kinch to finish him.
- DeerpantsA straw-haired scout in Hornhead’s band who survives the river battle. Kinch later recognizes her at her execution in Pigdenay, where they share a brief moment of human connection.
- Yevar BoltchCaptain of the Molrovan whaler Suepka Buryey. His insistence on profit keeps the crew tied to the red whale and culminates in his death when the kraken recognizes his juvenile-beak trophy.
- KorkalaFirst mate of the Suepka Buryey, a harsh officer who enforces shipboard order and pressures the passengers into the whale hunt. She is struck down during the kraken’s destruction of the ship.
- GormalinAn old harpooner who survives the wreck with Kinch’s group and helps on the island. He is later captured by goblins and butchered, prompting Kinch, Malk, and Norrigal to sing to cover his death.
- BizhOne of Fulvir’s three imposed musicians, a drummer with a weakness for bread. His rhythm helps slow the giants during the Starehard Hills battle before he is crushed and dies as a mouse.
- NazhOne of Fulvir’s three imposed musicians, a fifer who travels with Bizh and Gorbol. He joins the magical cadence that slows the attacking giants and is crushed when a giant drops a tree on the trio.
- GorbolOne of Fulvir’s three imposed musicians, a piper with sneezing fits. His music helps save the party during the giant attack, though he is crushed and transformed into a mouse.
- Count Marevan da Codorezh en NadanThe general of the Ispanthian Fourth Wing who formally receives Galva near the Vornd River. His presence signals organized military support behind Galva’s mission.
- CavanmeerThe Takers Guild recruiter who persuades young Kinch to avoid wartime conscription and join the Guild. His offer shapes Kinch’s life, debt, and later guilt before Malk.
- PettrecKinch’s stepbrother, whose maiming and later death in war influence Kinch’s decision to choose the Guild over the army. He remains part of Kinch’s memory of family, fear, and survival.
- Coel Na BrannyckThe musterman forced to pay when Kinch escaped conscription through the Takers Guild. His later death to goblins fuels Malk Na Brannyck’s hatred of Kinch.
- The Full ShadowA powerful Takers Guild figure who buys the captive queen from Ürmehen and uses a trapped safehouse and hidden tunnel to move her. Though mostly offstage, the Full Shadow represents the Guild’s deepest conspiracy.
- The goblin wizardA goblin spellcaster who turns Norrigal’s wind against the party and collapses rock onto Dalgatha during the island battle. Kinch likely kills him with an arrow and later shoots him again when he survives the shipwide poisoning.
- The krakenA juvenile sea monster that attacks the whaling boats and later returns to destroy the Suepka Buryey. Its pursuit kills many sailors and forces Kinch’s group into shipwrecked survival.
- PagranThe leader of the bandits who first ambush Galva on the White Road. His failed attack introduces Kinch to Galva’s lethality and changes the direction of Kinch’s life.
- FrellaPagran’s wife and fellow bandit, wounded during the failed ambush on Galva. Kinch helps tie off her wound, showing his practical loyalty even among thieves.
- NaerfasA young Galtish archer who flees the first ambush and later has Kinch’s stolen fiddle in gaol. Kinch reclaims the instrument from him by thiefly protocol.
- Seldra the Fair, Baroness of SourbrineA local noble encountered on the road north who rides a rare surviving mare. Her meeting with Galva emphasizes the devastation of the horse plague and leads to warnings about Hornhead.
- Fothannon FoxfootKinch’s trickster god, invoked throughout his choices, luck, and identity as a thief. An imprisoned fox-boy echo of Fothannon in Fulvir’s menagerie deeply unsettles Kinch.
- SolgrannonThe Galtish war-god to whom Kinch is compelled to offer blood at Deadlegs’s altar. His wolf-manifestation blesses Kinch before the westward journey grows more dangerous.
- ĒsclaerThe stallion freed by Kinch and Deadlegs from one of Misfa’s sleeper tattoos. He becomes a symbol of hope and carries Mireya and Deadlegs toward the Ispanthian army.
Themes
The Blacktongue Thief is, beneath its profane wit and episodic adventure, a story about debt: financial, moral, political, and emotional. Kinch begins as property of the Takers Guild, marked by arrears and missions he barely understands. Yet the book steadily enlarges that private debt into a world-system. The Guild’s ledgers, witness coins, assassins, and murder-book reveal an institution that does not merely train thieves but manipulates wars, monarchies, trade guilds, and even historical memory.
- Freedom versus ownership. Kinch’s black tongue and debtor’s mark make him a comic rogue, but also an enslaved man in everything but name. Chapters in Cadoth, the Guild gaol, and later Sesta’s possession of Bully Boy show how thoroughly the Guild invades bodies and choices. His growing loyalty to Galva and Norrigal becomes a counter-force: by binding Sesta into himself, then choosing Mireya’s cause, Kinch begins to act from love and conscience rather than fear.
- Truth hidden under lies. The novel repeatedly stages deception as both survival skill and moral poison. Kinch lies, cheats at Towers, steals, and performs identities; Fulvir is literally a “Father of Lies”; the Guild disguises itself behind other guilds and false wars. Against this, moments of truth carry sacred weight: Misfa’s death-song, the Murder Alphabet’s revelations, and Mireya’s insistence that the Takers—not Oustrim—provoked catastrophe. The thief’s special gift for reading any language becomes symbolically crucial: he is one of the few who can read the world’s buried crimes.
- War’s aftermath and the cost of heroism. The book is haunted by old wars: goblin plagues, dead horses, butchered corvids, veterans like Malk, and Galva’s bodily sacrifices to Dalgatha. Heroism is never clean. Galva’s discipline, Yorbez’s lethal grace, and Norrigal’s witchcraft all demand wounds, losses, or exile. Even comic interludes—the cat rescue, the bathhouse farce, terrible musicians—sit beside slaughter, starvation, and political collapse.
- Chosen fellowship as resistance. Kinch, Galva, Norrigal, Malk, Yorbez, and even strange helpers like Deadlegs form a fragile alternative to institutions built on coercion. Their bonds are quarrelsome and temporary, but meaningful: Malk’s feud softens into song; Norrigal’s love becomes sacrifice; Galva’s mission expands from loyalty to a lover into rebellion against tyranny.
- Witchcraft, women’s power, and restoration. Mireya, Deadlegs/Norrigal, Galva, and Misfa embody forms of power the Guild seeks to exploit or destroy. The ending does not restore order so much as redirect hope westward: toward exposed truth, liberated magic, and the possibility that thieves, witches, and monsters may remake a broken world.