67 pages 2-hour read

The Blacktongue Thief

Fiction | Novel | Adult | Published in 2021

A modern alternative to SparkNotes and CliffsNotes, SuperSummary offers high-quality Study Guides with detailed chapter summaries and analysis of major themes, characters, and more.

Chapters 1-12Chapter Summaries & Analyses

Chapter 1 Summary: “The Forest of Orphans”

The novel is narrated by Kinch Na Shannack, a thief from Galtia (a subjugated region of Holt whose people have black tongues). Kinch is an unreliable narrator who often breaks the narrative for world-building and to address the reader directly. He is indebted to the Takers Guild, a powerful, widespread criminal organization that trains thieves and assassins and marks its debtors with magical tattoos. Kinch (who is later revealed to be indebted to the Guild and marked with the tattoo of an open hand) is secretly a Cipher: someone with an innate understanding of all written languages. He also possesses a supernatural sense for his own personal luck and can tell when an intended endeavor of his is likely to succeed or fail.


The story is set on the continent of Manreach, two decades after the Goblin Wars have killed off most of the human male population. In addition, nearly all horses have been slain in a plague. Now, as Kinch will soon learn, a new conflict is emerging; giants are invading the western kingdom of Oustrim. The narrative explains that magic exists in several forms, including spells that are nullified by iron, as well as bone magic, which is used to create creatures like war corvids—giant birds that were instrumental in helping humans to win the third goblin war.


In late summer, Kinch and his gang of highwaymen wait in ambush in the Forest of Orphans. When Kinch senses magic emanating from their target: a lone approaching Ispanthian (“Spanth”) woman, his leader, Pagran, dismisses his concerns and orders the gang to attack. However, the woman deflects their arrows with a magical shield, and a giant war corvid joins the fight seemingly from nowhere, maiming two gang members. The archers, Naerfas and his sister, flee. The Spanth woman wounds Pagran and another member, disabling the rest of the gang. Kinch, the last one standing, surrenders. The woman compliments his archery skills, shares wine with him, and departs, leaving him to tend to his companions.

Chapter 2 Summary: “The Bee and Coin”

Kinch finds his camp looted and goes to the town of Cadoth. At The Bee and Coin tavern, he wins money playing cards and sees the Spanth woman at the bar. A local man sees Kinch’s Debtor’s Hand tattoo and invokes a tradition known as the “Guild-gift” by publicly slapping him in exchange for a free drink at the Guild’s expense.


Although this happens to Kinch often, he is annoyed at the interruption and goads the man into a fight, using the chaos to steal a valuable ring of goblin silver. He then reads a threatening letter from the Takers Guild, which demands that he make his latest payment on his debt. During the commotion in the tavern, the Spanth woman leaves.

Chapter 3 Summary: “Tick-Turd”

Kinch takes the stolen ring to a pawnbroker’s shop. During negotiations, the pawnbroker insults him. Sensing a trap, he uses a sleep cantrip to reveal the pawnbroker’s hidden accomplice. He then leverages his knowledge of the pawnbroker’s business rival to secure a favorable payment of 14 shillings. As he leaves, an object is thrown against the door from inside. He heads to the local Takers Guild Hall to make his payment.

Chapter 4 Summary: “The Hanger’s House”

Kinch arrives at the Hanger’s House, Cadoth’s Takers Guild Hall, and pays a Guildwoman while an extensively tattooed female Assassin-Adept observes him. The Guildwoman offers Kinch a mission, then uses a magical witness coin to show him a true vision of the giants that are now sacking Hrava, the capital of Oustrim.


His assignment is to follow the Spanth woman to the fallen city and await further instructions on his true mission. The Guild provides a cover story: He is to tell the Spanth that he is traveling west to recover magical items from the ruins. Kinch makes a sexual proposition to the Guildwoman, who repels him by magically making her teeth appear rotten.

Chapter 5 Summary: “A Fox to Run With”

Kinch breaks into the Spanth woman’s room at the Roan Horse inn. While she sleeps, he inspects her shield and spadin (sword). The woman awakens and dangles him out the third-story window by his ankle before dropping him. Kinch uses a cantrip—a minor form of magic—to break his fall and land unharmed, then climbs back into the room.


He introduces himself and proposes that they travel west together, complimenting the woman’s combat skills and presenting himself as a clever, useful companion. The woman reveals that her name is Galva and tells him to ask again in the morning.

Chapter 6 Summary: “The Wasted Plum”

The next day in Cadoth’s town square, a crier announces that Hrava has fallen to unspecified invaders. This intel confirms the veracity of the vision that the Guildwoman showed Kinch. The crowd reacts with fear, their memories of the Goblin Wars still fresh.


During the proclamation, an Unthern woman is fined for interrupting the crier, and a one-legged war veteran scoffs at a naïve young girl’s boasts about her archery skills, remarking that the new giant enemies are immune to such attacks.

Chapter 7 Summary: “The Skinny Woman’s Bride”

Galva finds Kinch at a tavern, where they agree to travel together. Galva reveals that her war corvid is named Dalgatha, after her goddess of death, who is also known as the Skinny Woman. Galva also indicates that she is a veteran of the Battle of Goltay in the goblin wars.


Galva states that her mission is to find a lost princess, and Kinch responds with his Guild-provided cover story, while making it clear to Galva that this story is a lie. The two exchange information about their magical talents, and Kinch demonstrates his Guild-taught ability to precisely mimic a wide range of animal sounds.

Chapter 8 Summary: “Bully Boy”

That evening, Kinch watches a mummers’ play satirizing the Ispanthian political situation, telling the story of how the current king, King Kalith, killed his brother and usurped the throne. As the story goes, Princess Mireya, the daughter of the murdered king, had the power to speak to animals and survived because she heeded her pet monkey’s warnings of her uncle’s treachery. To survive, she then feigned a mental health crisis, knowing that her culture reveres and protects those it considers to be “mad” (60). During the performance, Kinch pickpockets the distracted audience.


Afterward, he intervenes to save a blind tabby cat from cat-catchers, whimsically naming the cat Bully Boy after a childish song. In the scuffle, he wounds one hunter and is arrested by a city guard. He is processed by a clerk-justice and thrown into the local goal, but he is permitted to keep the cat.

Chapter 9 Summary: “Fiddle and Famine”

In his cell, Kinch hears his stolen fiddle being played nearby and picks his cell lock. He finds his former associates, Naerfas and his sister, then reclaims the instrument by invoking a Takers Guild protocol.


When Kinch returns to his cell to find that Bully Boy has departed through the window, his cellmate reveals that he is a Famine, the highest rank of thief offered by the Takers Guild. The Famine explains that the gaol is secretly Guild-controlled. He then magically removes the cell’s window bars and orders Kinch to escape and continue his mission.

Chapter 10 Summary: “The Horsegroom”

After escaping, Kinch tracks Galva to an inn. He spies on her while she bathes and sees that her chest is covered in tattoos, including two ravens and a death’s hand. He then hides in her room and grows increasingly amused as he eavesdrops on a misunderstanding between Galva and a maid regarding the term “horsegroom.” (The maid is trying to entice Galva with the inn’s sexual services, but she takes the woman literally and wants to see a horse, as horses have grown rare in the world since the goblins’ plagues have slain them.) Kinch’s laughter over the misunderstanding gives away his presence, and an unamused Galva finds him and throws him into her bath. At that moment, the blind cat appears at the inn.

Chapter 11 Summary: “The Lady of Sourbrine”

Kinch and Galva depart from Cadoth. Kinch adopts the blind cat, officially declaring his intention to name him Bully Boy. Galva announces that they must take a detour north into Norholt in order to visit a witch named Pernalas Mourtas, or “Deadlegs.”


On the road, they encounter a woman named Baroness Seldra and are astonished to see that she is riding a rare surviving mare. Galva is recognized as a war hero and granted permission to feed the horse, an experience that moves her to tears. One of the Baroness’s guards warns them that her army is hunting Hornhead, a dangerous magically created animal-human hybrid known as a mixling. Hornhead is part-bull.

Chapter 12 Summary: “The Downward Tower”

Days later, Kinch and Galva travel through the magical Snowless Wood and arrive at the witch’s doorless tower. Suddenly panicking, Bully Boy flees into the woods, leaving a forlorn and bereft Kinch to obey Galva’s insistence that he attempt to climb the vine-draped exterior. However, the magical vines attack him, causing him to fall twice, and he only survives because he uses his thief skills and a break-fall charm.


A young Galtish girl appears at an entrance at the top of the tower and invites them up. The hostile vines then form a staircase, which Kinch and Galva ascend.

Chapters 1-12 Analysis

The novel’s opening chapters establish a distinct narrative framework through the first-person voice of Kinch Na Shannack, whose informal, digressive, and self-admittedly unreliable narration creates a detailed but not-entirely-accurate impression of the world of Manreach. Kinch’s tone is biased by his cynical outlook on the world, and because his commentary is replete with asides and direct addresses to the audience, the author creates the impression that the reader is accompanying Kinch on his dubious quest. Additionally, by presenting the world’s lore and social customs through Kinch’s biased perspective, the narrative subverts the objective voice that is common to epic fantasy, instead grounding the novel’s more fantastical elements in a grittier, grimier reality; these elements make themselves felt in everything from the entrenched cruelties of the Takers Guild to Kinch’s lingering fondness for “juvenile scatology” (57). As Kinch prides himself for his skill in “lie-weaving” (13), his status as a trickster and a rogue is immediately established, positioning his account as something to be scrutinized rather than taken at face value. His narration thus becomes a performance of identity: that of a clever survivor who uses language as both a tool and a shield.


As Kinch struggles to survive in this uncompromising setting, his initial misadventures introduce the novel’s focus on The Necessity of Moral Compromise in a Brutal World. For example, the failed highway robbery in the Forest of Orphans serves as an initial thesis on the calculus of violence and survival. Galva’s methodical disabling of the bandits—in which she maims them rather than killing them—exhibits her pragmatic code and indicates that she prioritizes tactical advantages over an abstract sense of honor. Although she is soon revealed to be a respected veteran of the goblin wars, her actions do not reflect those of a traditional “knight” of high fantasy, for in disabling the thieves, she acts efficiently and with very little mercy, and she shows no remorse and goes on her way. By contrast, Kinch’s subsequent decision to help his wounded companions—an act that his Guild training would condemn—reveals that he possesses a conflicted sense of morality that transcends institutional doctrine.


This complicated ethical landscape is further defined by the casual cruelties ingrained in society itself; a prime example occurs with the introduction of the “Guild-gift” slap of Kinch’s tattooed cheek: a ritualized, public humiliation of debtors that reinforces existing social hierarchies and shames those who do not live up to their responsibilities. With these and other incidental details, the author crafts a world that is not filled with clear-cut heroes and villains but is instead populated by complex, morally ambiguous individuals who must often survive by making difficult and ethically dubious choices. This mindset is further punctuated by the grim commentary of a war veteran who remarks that the threat of giants who “[look] down at you” (48), are far more deadly than the well-established ferocity of humankind’s traditional goblin foes. Beset by horrors on all sides, the humans who inhabit this brutal world must reckon with the grim reality that that the old forms of courage are insufficient to meet the new horrors from the land of the giants. In this way, even Buehlman’s incidental descriptions are designed to reinforce the novel’s belonging to the grimdark genre.


A primary strategy for navigating this dangerous world is The Strategic Concealment of Identity, and true to form, both Kinch and Galva withhold crucial information about their backgrounds. Kinch’s most profound secret is his ability as a Cipher, a rare gift for understanding any written language. Having once seen the restrictive lifestyle of a recognized Guild Cipher, he understands that revealing this talent would transform him from an independent agent into a captive asset for the Takers Guild or any other power to ruthlessly exploit. Thus, his secrecy in this matter is an act of self-preservation. Similarly, Galva conceals the crucial fact that her war corvid, Dalgatha, resides within a magical tattoo and can be manifested as a physical weapon.


In a broader sense, the author’s creation of magical tattoos as a motif of hidden power is central to this theme, for many of these tattoos serve as physical manifestations of concealed identity. While Galva’s sleeper tattoo is indicative of her violent, intense past as a veteran of the Daughters’ War, the most recent of the Goblin Wars, Kinch’s burden of the Debtor’s Hand marks his servitude to the Guild and condemns him to repeated moments of pain and humiliation in almost every tavern he enters. These chapters also offer a brief initial glimpse of a heavily tattooed Assassin-Adept (later revealed to be a key character in the novel), and it is implied that many of her abilities come from her tattoos as well. By keeping their most potent assets hidden, the novel’s characters demonstrate the sly truth that true strength lies not in its open display but in its tactical deployment.


Despite the prevalence of these magical tools, the world of Manreach is largely defined by what is absent, with the scarcity of horses serving as a powerful symbol of a lost era of human prosperity. The Goblin Wars and resulting plagues eradicated nearly all horses, and their absence signifies a profound societal trauma and a tangible loss of human mobility and power. The emotional weight of this loss is crystallized when Galva, an Ispanthian warrior from a culture renowned for its cavalry, is moved to tears by feeding a rare specimen of a mare. This moment emphasizes the realities of a world irrevocably altered by war, where a living horse is now a relic of an unrecoverable past. Parallel to this historical loss is the predatory influence of the Takers Guild, which functions like a form of modern feudalism, ensnaring individuals through debt. The letter that Kinch receives from the Guild articulates the Guild’s cold ethos, as his taskmasters weigh his “remunerative value alive” against his “cautionary value harmed” (31). This calculating language reveals a system that reduces individuals to assets and liabilities, making it clear that the Guild represents a more insidious threat than all the monsters of Manreach and beyond, for its power is economic, structural, and seemingly inescapable.


Against this backdrop of systemic oppression, the narrative also explores the theme of Finding Loyalty in Unlikely Alliances. The partnership between Kinch and Galva is forged not from friendship but from a pragmatic assessment of mutual need. Their initial interactions are overtly hostile, yet they readily form a pact because they each know that the other possesses essential skills. Kinch honors Galva’s martial prowess, while Galva implicitly acknowledges the value of Kinch’s cunning. Kinch’s proposal encapsulates the transactional nature of their bond when he offers to be a “fox to run with” (45), framing their alliance as a partnership of predators. This foundation challenges traditional fantasy tropes of fellowship by prioritizing competence over immediate trust. Theirs is a professional relationship born of necessity, but even so, this wary alliance lays the groundwork for a more profound, emotional form of loyalty that can only be forged through a succession of shared hardships.

blurred text
blurred text
blurred text

Unlock all 67 pages of this Study Guide

Get in-depth, chapter-by-chapter summaries and analysis from our literary experts.

  • Grasp challenging concepts with clear, comprehensive explanations
  • Revisit key plot points and ideas without rereading the book
  • Share impressive insights in classes and book clubs