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The Crimson Skew

The Crimson Skew

by S.E. Grove 2016 430 pages
4.04
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Plot Summary

Crimson Fog Descends

A mysterious red fog devastates

In the Territories, a crimson fog rolls in, distorting reality and inciting violence among townsfolk. Survivors, traumatized and confused, recount visions of monsters and loved ones turned into threats. The fog's true horror is its power to twist perception, causing people to turn on each other. News of the fog spreads, and its unnatural, almost sentient quality raises questions: is it a weapon, a curse, or a symptom of a world out of balance? The event sets the stage for a continent on the brink, where weather, memory, and war are inextricably linked, and where the boundaries between natural and manmade disasters blur, foreshadowing the chaos to come.

Fugitives and Fortunes

Sophia and allies flee danger

Sophia, traveling with pirates Calixta and Burr, the Eerie Goldenrod, and others, narrowly escape bounty hunters and political enemies. Their journey is fraught with peril—pirates, League agents, and the ever-present threat of war. Disguises and quick thinking become their tools for survival. In New Orleans, they seek help from Maxine, a fortune-teller and smuggler, who provides both sanctuary and a network of iron-marked pigeons for secret communication. The group's loyalty is tested as they navigate shifting alliances, hidden motives, and the looming shadow of the League, all while Sophia clings to hope of finding her lost parents.

War's Reluctant Pawns

Theo's conscription and moral struggle

Theo, Sophia's friend, is conscripted into the New Occident army, joining a company of former prisoners under the harsh Major Merret. The soldiers, treated as expendable, are forced to clear roads for the coming war. Theo's spirit is battered by the brutality of military discipline and the senselessness of the conflict. He forms a bond with Casanova, a scarred, gentle giant who claims cowardice but quietly protects others. The company's suffering is compounded by strange weather and the threat of the crimson fog, as Theo grapples with his own role in a war he despises.

Messages Across Divides

Secret letters and coded warnings

Communication becomes a lifeline as Sophia's group and their allies in Boston—Shadrack, Miles, and others—exchange coded messages via Maxine's pigeons. Shadrack, forced to serve the war effort under threat from Prime Minister Broadgirdle, secretly sabotages maps to minimize bloodshed. The plotters in Boston work to expose Broadgirdle's crimes and protect their friends at the front. The iron pigeon network, a marvel of the Mark of Iron, allows news and warnings to cross battle lines, keeping hope alive even as the fog and war close in.

Prophecies and Disguises

Divination shapes choices and fates

Maxine's fortune-telling session with Sophia reveals branching futures: vengeance, knowledge, prosperity, and uncertainty. Sophia chooses the path of uncertainty, guided by cryptic advice—flee from the knight and dragon, trust feeling over reason, and use knowledge to overcome fear. The group adopts disguises as raiders, blending in among the Marked peoples of the Baldlands. Prophecies and Ausentinian maps, both enigmatic and eerily accurate, shape their journey, as Sophia learns to read the world through new eyes, blurring the line between fate and free will.

Gifts of Bark and Bone

Sophia learns to read memories

Goldenrod teaches Sophia to read non-human memory maps: a tree ring and a moose antler. Through dreams, Sophia experiences the world as animal and plant, gaining insight into the interconnectedness of all life and the subtle voices of the Climes—the sentient Ages. These lessons awaken Sophia's latent abilities, aligning her with the Weatherers, Eerie healers who can "weather time." The experience deepens her empathy and understanding, preparing her for the challenges ahead and hinting at the power of memory to heal or destroy.

The Art of Weathering

Eerie wisdom and time's flexibility

Traveling with Bittersweet and Nosh the moose, Sophia learns the Eerie art of "weathering"—stretching and bending time to observe and understand deeply. Bittersweet explains that Weatherers can heal the faceless Lachrima by sifting through their memories, and that the Climes are sentient, influencing and being influenced by those who live within them. Sophia's growing ability to perceive the world as a Weatherer marks her as a bridge between Ages, capable of seeing the patterns that bind past, present, and future.

The Poisoned Flower

Datura's gift weaponized for war

The source of the crimson fog is revealed: Datura, a young Eerie girl, is forced by Broadgirdle's agents to unleash her poisonous flowers, whose vapors cause madness and violence. Her family, the Weatherers, are held hostage to ensure her compliance. The fog is used as a weapon to clear the way for New Occident's armies, devastating towns and sowing terror. Bittersweet, her brother, searches desperately for her, while Sophia and her friends realize the true cost of the war and the depth of Broadgirdle's cruelty.

The City of Stolen Senses

Salt Lick falls to the fog

Sophia's group arrives in Salt Lick just as the crimson fog strikes. The city descends into chaos, with hallucinations and violence erupting everywhere. In the confusion, Sophia is separated from her companions and rescued by Bittersweet and Nosh. The Ausentinian prophecy is fulfilled: in the City of Stolen Senses, Sophia loses her friends and must travel on with Bittersweet. The trauma of the fog lingers, and the group's separation marks a turning point, as each must find their own way through the war-torn land.

The Iron Yoke

Theo's ordeal and escape

Punished for defiance, Theo is forced to march with a heavy yoke, his spirit nearly broken. When the company is ambushed, Casanova risks everything to save him, and together they desert, fleeing through hostile territory. Theo's injury worsens, and only the intervention of Smokey, a skilled healer in Oakring, saves his life. The ordeal cements the bond between Theo and Casanova, and Theo's brush with death deepens his resolve to resist the war's senseless violence.

Raiders and Rescues

Encounters with Baldlands outcasts

As Theo and Casanova journey north, they encounter raiders—Mark of Iron outcasts—who, recognizing Theo as "Lucky Theo," spare them and provide aid. The Mark of Iron, long misunderstood, is revealed as a compass, guiding its bearers through the land. Meanwhile, Sophia and Bittersweet travel through Eerie settlements, learning the stories and wisdom of the outcasts. The theme of exile and belonging recurs, as those cast out by society become unexpected sources of help and knowledge.

The Grove's Secret

A mysterious grove draws all

Turtleback Valley, guarded by the Clime's fear, is home to a grove of ancient Red Woods where the Lachrima—faceless wanderers—disappear. Bittersweet explains that the grove is the heart of a new world, a place where memory and healing converge. Sophia senses the Clime's desperate protection of the grove, understanding that it is both a sanctuary and a seed for the future. The convergence of armies, Weatherers, and seekers at the grove sets the stage for the story's climax.

The Exiled Sisters

Seeking forbidden knowledge in the Eerie Sea

To save the grove and stop the war, Sophia, Theo, and Casanova journey to the Eerie Sea to find the three exiled Weatherer sisters—Borage, Sage, and Ash. These powerful outcasts have created an Age of their own, filled with living memories and strange creatures. The sisters reveal the dangers of manipulating the Climes and the consequences of hubris. Sophia must learn to create a memory map of the Clime, a task that requires her to synthesize all she has learned about memory, perception, and the interconnectedness of Ages.

The Memory Map

Sophia's creation and revelation

With the sisters' help, Sophia crafts a memory map using garnets—precious stones sticky with the Clime's memories. The mirrorscope, a device that reveals these memories, becomes the key to persuading the warring generals. The map's visions are harrowing: endless cycles of war, grief, and loss, all felt by the sentient land itself. Sophia is nearly overwhelmed by the weight of collective memory, but her act of creation becomes an act of healing, offering a new way to see and remember.

The Battle for Turtleback

Climax at the grove—war or peace

As the armies converge on Turtleback Valley, the weirwind—a storm of the Clime's fury—threatens to destroy all. Datura, caged and tormented, is moments from unleashing the fog again. Sophia, Bittersweet, and their friends race to intervene. With the help of iron pigeons carrying news of Broadgirdle's fall, and the mirrorscope's revelations, they persuade the generals to halt the attack. The war ends not with a battle, but with a reckoning—a recognition of the land's suffering and the need for peace.

The End of Broadgirdle

Justice and the fall of a tyrant

In Boston, Shadrack and his allies expose Broadgirdle's crimes: his true identity as Wilkie Graves, his history as a slaver, and his orchestration of the war and the crimson fog. Testimonies from victims and witnesses, including Pip Entwhistle and the Eerie, lead to Broadgirdle's arrest and removal from office. The Sandmen, his loyal enforcers, are defeated. Parliament appoints a new prime minister, and the war officially ends. The victory is bittersweet, as the cost in lives and suffering is incalculable.

Red Woods, Redemptions

Healing, reunions, and new beginnings

In the aftermath, Sophia is reunited with her parents—Minna and Bronson—within the Red Wood grove. They have become part of the land, their memories and love woven into the fabric of the new world. The grove, a living memory map, offers healing to the Lachrima and all who enter. Friends and allies gather, sharing stories and planning future journeys. The power of memory, forgiveness, and community is affirmed, as the survivors look to rebuild and explore anew.

New Maps, New Beginnings

A future shaped by memory and hope

Months later, Sophia, Theo, Shadrack, and their friends settle into new routines. Sophia hones her skills as a mapmaker, creating memory maps that bridge past and present. The borders are open, peace has returned, and the promise of exploration beckons. Plans are made for new expeditions, and the annual gathering at Oakring becomes a symbol of enduring friendship and hope. The story ends with the sense that, though the world is forever changed, its future is open—waiting to be mapped by those brave enough to remember and dream.

Characters

Sophia Tims

Seeker, mapmaker, bridge between worlds

Sophia is the heart of the trilogy—a young cartologer whose journey is both external and internal. Orphaned by the disappearance of her parents, she is driven by longing, curiosity, and a deep sense of empathy. Sophia's relationships—with her uncle Shadrack, friend Theo, and the Eerie—shape her growth from a passive seeker to an active shaper of destiny. Her ability to read and create memory maps, and her openness to Eerie wisdom, mark her as a bridge between Ages and peoples. Sophia's arc is one of self-discovery, as she learns to trust her instincts, embrace uncertainty, and wield the power of memory for healing rather than vengeance.

Theo Constantine Thackary

Survivor, skeptic, reluctant hero

Theo is Sophia's steadfast friend, marked by trauma and resilience. His journey from prisoner to soldier to deserter is fraught with moral ambiguity and physical suffering. Theo's cynicism masks a deep loyalty and a longing for belonging. His bond with Casanova reveals his capacity for trust and vulnerability. The discovery of his Mark of Iron—a compass guiding him through the world—mirrors his internal quest for direction. Theo's arc is one of transformation: from self-preservation to self-sacrifice, from isolation to connection.

Shadrack Elli

Mentor, mapmaker, moral compass

Shadrack is Sophia's uncle and the War Cartologer of New Occident. A scholar and explorer, he is caught between duty and conscience, forced to serve a regime he despises. Shadrack's psychoanalytic depth lies in his guilt, his longing for lost family, and his intellectual humility. He is both a plotter and a caretaker, using his skills to subvert Broadgirdle's war while protecting those he loves. Shadrack's arc is one of quiet heroism—his greatest victories are those of integrity and compassion.

Bittersweet

Weatherer, healer, brother in search

Bittersweet is an Eerie Weatherer, marked by the ability to "weather time" and heal the faceless Lachrima. His journey is defined by the search for his lost sister, Datura, and the burden of responsibility for his family's suffering. Bittersweet's empathy and patience make him a natural teacher to Sophia, guiding her in the Eerie arts. His relationship with Nosh the moose and his deep connection to the Clime reflect his harmony with the natural world. Bittersweet's arc is one of endurance, hope, and the courage to forgive.

Datura

Victim, weapon, child forced to harm

Datura is Bittersweet's younger sister, a Weatherer whose gift—poisonous flowers—has been weaponized by Broadgirdle. Her captivity and forced complicity in the war's atrocities leave her traumatized and guilt-ridden. Datura's psychological complexity lies in her struggle between love for her family and horror at her actions. Her eventual rescue and reunion with Bittersweet offer a path to healing, but her scars remain. Datura embodies the theme of innocence corrupted by power and the possibility of redemption.

Casanova (Grant Lakeside)

Scarred protector, self-proclaimed coward

Casanova is Theo's companion in the army, a man whose physical scars mirror deep emotional wounds. Haunted by the loss of his family and the horrors of war, he claims cowardice but repeatedly risks himself for others. Casanova's relationship with Theo is brotherly, marked by humor, honesty, and sacrifice. His arc is one of reluctant heroism, as he finds purpose in protecting the vulnerable and ultimately chooses to stay in Oakring as a healer.

Goldenrod

Eerie guide, healer, voice of wisdom

Goldenrod is an Eerie who travels with Sophia, Errol, and the pirates. Her calm, nurturing presence and deep knowledge of the Climes make her a vital mentor. Goldenrod's psychoanalytic depth lies in her survivor's guilt and her commitment to healing—both people and the land. Her partnership with Errol and her guidance to Sophia reflect her belief in the power of connection and understanding. Goldenrod's arc is one of quiet strength and the transmission of ancient wisdom.

Calixta and Burr Morris

Pirate siblings, loyal and flamboyant

Calixta and Burr are pirate captains whose bravado masks deep loyalty and vulnerability. Their relationship is a blend of rivalry and devotion, providing comic relief and unexpected heroism. Calixta's impulsiveness and Burr's wit make them unpredictable allies. Their willingness to risk everything for Sophia and their friends reveals their capacity for growth and selflessness. The siblings' arc is one of transformation from self-interested adventurers to committed members of a chosen family.

Gordon Broadgirdle (Wilkie Graves)

Villain, manipulator, embodiment of power's corruption

Broadgirdle is the architect of the war, the crimson fog, and countless atrocities. His psychological profile is that of a narcissist, driven by a messianic belief in his own destiny and a willingness to sacrifice anyone for his vision of unity and progress. His history as a slaver and his manipulation of the Climes reveal a profound disregard for life and memory. Broadgirdle's arc is one of hubris and downfall, as his crimes are exposed and he is brought to justice.

Maxine Bisset

Smuggler, fortune-teller, networker

Maxine is a New Orleans fortune-teller whose home becomes a sanctuary for Sophia's group. Her pigeons, marked with iron, form a secret communication network. Maxine's psychoanalytic depth lies in her ability to see possibilities and guide others without imposing her will. Her prophecies and practical wisdom help shape the group's choices. Maxine's arc is one of quiet influence, connecting disparate threads and enabling hope.

Plot Devices

Memory Maps and Sentient Ages

Maps as portals to memory and meaning

The trilogy's central device is the memory map—objects that store and transmit memories, allowing characters to experience the past and understand the present. These maps, whether made of paper, wood, bone, or stone, are "sticky" with memory, blurring the line between artifact and experience. The Climes—sentient Ages—are both setting and character, influencing and being influenced by those within them. The interplay of memory, perception, and place is mirrored in the narrative structure, which weaves personal and collective histories into a tapestry of meaning.

Prophecy, Foreshadowing, and Divination

Enigmatic predictions shape choices

Prophecies—whether from Ausentinian maps, Maxine's fortune-telling, or Eerie wisdom—guide and challenge the characters. These predictions are protean, open to interpretation, and often self-fulfilling. The narrative uses foreshadowing to build suspense and deepen themes of fate versus free will. The fulfillment of prophecy is never straightforward, forcing characters to confront their own agency and the limits of knowledge.

Multiperspectival Structure and Interwoven Narratives

Shifting viewpoints reveal complexity

The story unfolds through multiple perspectives—Sophia, Theo, Shadrack, Bittersweet, and others—each offering unique insights and emotional arcs. Letters, reports, and memory maps provide windows into different minds and Ages. This structure allows for a rich exploration of psychological depth, moral ambiguity, and the interconnectedness of personal and political struggles.

The Mark of Iron and the Mark of the Vine

Physical symbols of identity and power

The Marks—iron and vine—are both literal and metaphorical, signifying belonging, ability, and exile. They shape characters' relationships to place, to each other, and to themselves. The Mark of Iron as a compass and the Mark of the Vine as rootedness become tools for survival and self-discovery, while also highlighting the dangers of division and the potential for reconciliation.

The Crimson Fog and Environmental Catastrophe

Weaponized nature as a mirror of war

The crimson fog, born of Datura's coerced gift, is both a literal weapon and a symbol of the war's madness. Its effects—distorted perception, violence, and loss—mirror the psychological and societal costs of conflict. The fog's spread, the falling ash, and the weirwind all serve as environmental foreshadowing, linking human actions to the suffering of the land and the need for healing.

Analysis

A meditation on memory, trauma, and the possibility of healing

The Crimson Skew is a richly layered fantasy that uses the devices of alternate history, sentient landscapes, and magical cartography to explore the deep wounds of war, exile, and loss. At its heart, the novel asks what it means to remember—individually and collectively—and whether memory can be a source of redemption rather than pain. The sentient Climes and the living memory maps are metaphors for the ways in which history shapes identity and the future. The story's refusal to offer easy answers—prophecies are ambiguous, victories are costly, and healing is ongoing—reflects a mature understanding of trauma and recovery. The ultimate lesson is one of empathy: that to truly see and heal the world, we must be willing to weather time, to listen to the voices of the past, and to act with courage and compassion in the present. The book's ending, with its open borders, annual gatherings, and new maps waiting to be drawn, is a call to embrace uncertainty and possibility, trusting that the act of remembering—together—can create a better world.

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