Monday, September 5, 2016

TRUTHWITCH, Susan Dennard

Water. Earth. Fire. Air. Aether. Void—wait, what?

Sorry, guys, this isn’t exactly a Harry-Potter-meets-Avatar-the-Last-Airbender kind of world. But it’s not that far off. Truthwitch is the first in a series that takes place in a fantasy world called the Witchlands, where people can be born with a witchery (no, not Witcher), or a special power connected to some element of the world or human nature. Sounds like a gripping world, right? Almost like the setting for a tabletop or video game RPG. Much like an RPG resembling D&D or Skyrim, this is a complex world ruled by several kingdoms, with hundreds of years of politics influencing the characters as they pursue their own goals. The only problem: Dennard doesn’t tell us much about it.

That’s not to say the author doesn’t give us any details about the political climate of the Witchlands. She’s just more interested in getting the readers invested in her characters and story, which is understandable and commendable. Fantasy writers often make the opposite mistake of dumping so much exposition that it encumbers plot and character development. I respect Dennard’s preferred method of sprinkling info that fits what’s happening to the characters in the moment. Frustration can arise, though, when the readers have limited context to understand the stakes for these characters we’re supposed to care about.

Bit by bit, we learn about the Twenty Year Truce—a pause button on a centuries-long war, but it’s about to expire—and the Origin Wells. The wells provide the magic of the Witchlands, but they’ve been drying up for unknown reasons. There are many types of witchery, and some categories are so broad they can be divided into subcategories (Tidewitches, people who can control the ocean tides, are one type of Waterwitch; Glamourwitches and Voicewitches are types of Aetherwitches). Clearly the Witchlands universe is rich in both history and mythos, yet the reader doesn’t get a good grasp of such complexities until deep into the book. Why are the Cahr Awen, a prophesied pair of heroes, such a big deal? They’re going to save the world? Would’ve been nice to have that piece of trivia front and center!

Flawed world-building aside, Dennard does success in creating engaging characters. Safiya (Safi) and Iseult (Iz) take the lead as our heroes. The two young women have a powerful friendship. At the start of the story, they’re living and training with a Weaverwitch who we don’t see much of, but we learn enough to understand that each girl has been honing her specific witchery and learning some handy melee combat skills. Their friendship belies their disparate backgrounds. Safi is a noblewoman who has left behind her privilege and responsibilities to live a rougher, simpler life. On top of that, she must hide that she’s a Truthwitch—someone who can tell when someone is lying. Well, that’s a useful skill, but is it really so valuable? We learn it’s not even 100% reliable if the person she’s checking really believes what they’re saying, regardless of objective veracity. That said, her mentor and family have impressed on her that this power will be sought by rulers as the international temporary peace agreement comes close to expiration.

Iseult, on the other hand, is more threatened by racial prejudice and a nasty jerk back home. She belongs to an ethnic group most people in the Witchlands hate for some reason. Why? Not really explained. Maybe because they’re nomads, like the Romani people, living by their own society and laws. Iseult is also a Threadwitch; she can see people’s emotions and connections to others. That power may not seem all that useful until another Threadwitch, the unseen Puppeteer, uses these threads to turn people into zombies. Whoa!

For all their power, Safi and Iz are just young women trying to figure out where they belong in the world. At the start of their adventure, they take a heist job to pay back a debt to a gambler who blindsided Safi’s truth-sensing ability. Unfortunately, the job goes awry when the wrong target falls in their trap—and the girls come face to face with a Bloodwitch. All right, what’s a Bloodwitch? Someone who can smell the witchery on other people and follow their scent. And apparently it’s a type of Voidwitch. What’s a Voidwitch? Like I know! I guess it’s the “dark side” or unnatural side of witchery, but again, so little background is given, which is a shame since our Bloodwitch character, initially a lethal antagonist, has promise as an interesting character later on.

Back to Safi and Iseult—they’re now on the Bloodwitch’s radar, not mention the radar of law enforcement in Veñaza City, so the girls make a plan to leave town. That doesn’t pan out, either. The girls get separated, and their mentors individually advise them. Safi goes to stay with her visiting uncle, who’s attending a summit to address the Twenty Year Truce, while Iseult returns to her family in a settlement not far from the city. The girls promise to reunite, which they eventually do, but not before their worlds are flipped over by unwanted engagements, kidnappings and attempted assassinations. 

They eventually reunite and fall to the mercy of Prince Merik, a Windwitch from a small kingdom trying to outwit his more power-hungry sister and protect his starving people. When you see how explosive Merik and Safi are around each when they meet, you just know they’re going to fall in love. But it’s complicated—there’s a reward to return Safi to her unwanted betrothed, but her uncle has employed Merik to get her to safety, which puts the prince and his people at odds with just about every other kingdom in the lands. The messy situation forces Safiya to realize that she can’t just worry about herself and Iseult—she has a responsibility to everyone who she endangers just by being a Truthwitch. Iseult, on the other hand, is fighting to stay in control of her mind and emotions as the Puppeteer makes long-distance psychic calls to taunt her to the dark side. The girls’ loyalty to each other holds true. However, by the novel’s end they are once more apart and forced to make their own way while still promising to see each other again.

Yeah, a lot happens in this book, and there are a lot of characters to keep track of. It’s deserving of a second reading, if only to make sense of everything that unfolds. For anyone up for it, the Witchlands series has an official website that provides background on all the kingdoms—but if you have to go to a website to really understand the world in your novel, you might want to rethink how you’re handling expository material. Still, I’d like to pick up another Witchlands book, which is apparently coming next year. At least the story isn’t as vague as Destiny’s.


Rating: 3.5/5

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