Literature / The Witches of Karres

The Witches of Karres is a science fiction adventure-comedy novel by James H. Schmitz.

When Captain Pausert buys three children out of slavery, he finds himself in a universe of trouble. The sisters Maleen, Goth, and the Leewit are psychics from the mysterious planet Karres, and every other planet in the galaxy (including, as he soon discovers, the planet he had hitherto called home) either shuns them or wants to capture them for their powers.

And then there's the vatch.

Half a century later, it spawned two sequels published by Baen Books: The Wizard of Karres by Eric Flint, Dave Freer, and Mercedes Lackey; and The Sorceress of Karres by Eric Flint and Dave Freer.

The Witches of Karres provides examples of:

  • Absence Makes the Heart Go Yonder: Captain Pausert became a trader to impress a girl he was keen on; when he gets back from his first trading expedition she's married to his rival.
  • Captain's Log: Parodied. Pausert makes a laconic entry about battling space pirates to explain a bit of unauthorized target practice on an asteroid.
  • Competence Zone: Averted. Goth is incredibly competent, and Karres children are apparently expected to take care of themselves, but the captain very quickly pulls ahead as he develops his powers.
  • Cool Starship: Pausert's ship, the Venture, an elderly but very fast and well-armed starship.
  • Free-Range Children: The titular witches can and do travel between planets on their own. At the ages of five, eight, and twelve.
  • Functional Magic: The "Klatha", by which the witches of Karres manipulate the underlying forces of the universe.
  • Great Gazoo: The vatch Pausert nicknames "Big Windy", which first makes its presence known through little pranks like moving Pausert's tools when he's not looking, before working up to something more serious.
  • Here We Go Again: The trope is name-dropped word for word as the Captain leaves to sort out a vatch tormenting The Leewit.
  • Hyperspace Is a Scary Place: The Egger Route, a scary hyperspace which results in a brief period of gibbering madness followed almost complete amnesia right after you come out of it. All someone remembers after going through the Egger Route is that it was absolutely terrifying, but no details as to why — which is one of the creepiest things about it.
  • In the Blood: Pausert had to listen to Councilor Onswud saying he'd known Pausert would go bad (as Onswud saw it), "Just like his great-uncle Threbus! It's in the blood, I always say!" And then Threbus' daughter told Pausert her father had predicted Pausert would break with his home planet — and he said it was in the blood.
  • Like Parent, Like Spouse: Goth (aged nine or ten) announces that she is going to marry Pausert (twenty-eight) when she grows up. It is noted by several characters that he very much resembles her father. ( They're distant cousins.)
  • Little Miss Badass: The two youngest witches, Goth and The Leewit, are two cute little girls, ages ten and seven. Little Goth can make your gun explode in your hand and pick your pocket from across the room. Little Leewit will burst your eardrums with an ultrasonic whistle and chew on your leg while you're distracted.
  • Make Me Wanna Shout: The Leewit's whistles are magically-enhanced and can break whatever she likes — glass, crystal, eardrums...
  • May-December Romance: Goth (nine or ten) informs Captain Pausert (twenty-eight) she's going to marry him when she grows up. The Captain later explains to Goth's father that while he's fond of her, he has no intention of taking her seriously. Goth's father indulgently replies that he didn't take his wife's declaration of intent to marry him seriously, either.
  • Planet of Hats:
    • Karres is the planet of witches.
    • Uldune is a world-sized City of Spies.
  • Planet Spaceship: The so-called witches use their "Sheewash drive" to move the entire planet of Karres around when they need to.
  • Spell My Name with a "The": The Leewit is definitely "the Leewit", not just "Leewit", and will hurt you if necessary to drive the point home. It is later explained that the Leewit was named according to a tradition restricting the name to one living person, and that the name is a descriptive word. It then turns out that the Leewit is the originator of this tradition, and that the word Leewit means "like the Leewit".
  • Wise Beyond Their Years: Goth is eleven, but not only teaches the adult hero magic, but advises him on political and economic moves.

The sequels provide examples of:


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