105 pages • 3 hours read
Brandon SandersonA modern alternative to SparkNotes and CliffsNotes, SuperSummary offers high-quality Study Guides with detailed chapter summaries and analysis of major themes, characters, and more.
Content Warning: This section of the guide includes discussions of mental illness, child abuse, physical abuse, and emotional abuse.
The prologue of Wind and Truth takes place seven years before the main events of the novel. Gavilar Kholin, then king of Alethkar, is experiencing a vision of the past which is shown to him by his spren, the Stormfather. Like all spren, the Stormfather is a being of the magic (in this universe, magic is called “Investiture”). The Stormfather is an especially powerful spren that is closely tied to the god-like being Honor; Honor created the Stormfather in his image.
Gavilar’s vision shows nine ancient swords called Honorblades having just been abandoned by their owners, the Heralds of Honor. The Heralds are bound in an ancient contract to imprison Odium on another planet. After enduring millennia of war, death, torture, rebirth, and war, the immortal Heralds have suffered severe mental trauma. Gavilar’s vision of the Honorblades shows the moments just after the Heralds walked away from their vows.
Gavilar seeks to become a Herald. To do so, he must speak a powerful oath to the Stormfather.
The vision ends. Gavilar is in his palace. This scene is a flashback to events that were described in The Way of Kings. Gavilar will be assassinated by Szeth later this night. Dalinar will be drunk when his brother’s assassin is discovered; he will be too intoxicated to come to Gavilar’s aid.
Before his assassination, Gavilar is also visited by the leaders of two secret organizations, the Ghostbloods and the Sons of Honor. He’s attempting to play both sides in their power struggle.
Seven years after the events of the Prologue (and just after the conclusion of Rhythm of War), Kaladin Stormblessed is in the city of Urithiru. Kaladin was influential in freeing the ancient, Investiture-infused city from the occupying army. Now, he and his spren Sylphrena (Syl) attempt to enjoy the hard-won peace despite the many losses he has suffered, including the death of a close friend. The current peace is possible because of a deal that Dalinar struck with the god Odium. In 10 days, a champion for each side will fight for the fate of Roshar.
Kaladin has stepped down from his role as the leader of the order of Knights Radiant, known as the Windrunners.
Kaladin hears a voice on the wind and realizes that the wind itself is speaking to him. It tells him that trouble is coming and says that it needs him.
Shallan Davar is in Shadesmar, also called the Cognitive Realm. Shadesmar is a mirror and partner to the Physical Realm of Roshar. Shallan is bonded to two spren: Testament and Pattern. Shallan unknowingly bonded with Testament when she was a young child. She gravely injured Testament by later rejecting the bond without knowing what it would do. When she was older, Shallan bonded Pattern. Now, she and Pattern are seeking a way to heal Testament while also healing Shallan from her childhood trauma.
Kaladin prepares to leave Urithiru. Under Dalinar’s orders, he will travel to the far west of Roshar, to the nation of Shinovar. One of the ancient Heralds, Ishar, is in Shinovar and is reportedly behaving erratically. Ishar is experiencing delusions that he, rather than Dalinar, is the champion who will fight Odium on behalf of all Roshar. Dalinar hopes that Kaladin’s budding therapeutic skills may offer Ishar solace and help restore his mental health.
Shallan is beginning the process of incorporating her alter-egos (Veil and Radiant) into herself so that they no longer take complete control of her body and mind in times of stress.
Shallan is in Shadesmar with her husband, Adolin Kholin, and one of the Heralds, Kalak. They are also accompanied by Adolin’s spren, Maya. Adolin is not a Knight Radiant. Maya is a “deadeye” spren who was once bonded to a Knight Radiant who has since abandoned their oaths. Maya is recovering thanks to her bond with Adolin.
Shallan and Adolin prepare to return to Urithiru. Shallan and Adolin speak to Wit—an ancient being and ally to the Alethi coalition on Roshar—through a glowing sphere spren. They discuss Shallan’s rivalry with the Ghostbloods. (It will be revealed in the following chapters that this spren is a spy for the Ghostbloods.)
Shallan and Kalak believe the Ghostbloods want to release Ba-Ado-Mishram, a powerful Unmade (spren who wield Odium’s powers). This entity was imprisoned centuries ago by the Knights Radiant. Ba-Ado-Mishram is imprisoned in the Spiritual Realm, the third plane of existence.
Wit gives Kaladin a flute and teaches him to play a simple song. Syl recognizes the tune. It is the rhythm that led the ancient humans to the planet of Roshar after their home world was destroyed. Wit urges Kaladin to continue playing and listening to the wind, cryptically warning Kaladin that his next fight won’t be one that he can win with his sword.
Shallan is drawing in her sketchbook when she realizes that many of her recent drawings include the face of a female Parshendi. She doesn’t remember drawing the faces. The Herald Kalak recognizes the face as Ba-Ado-Mishram.
Before leaving Shadesmar, Adolin greets the 13 spren who have answered his call-to-arms; his mission in Shadesmar (described in Rhythm of War) was to persuade more spren to bond with humans in order to increase the number of Knights Radiant. One of the spren, Notum, wants to help in the war efforts but does not want to bond a human.
Kaladin discovers that Szeth will be accompanying him to Shinovar. Szeth is traveling to his homeland to “cleanse an evil” (61). Kaladin is concerned because he worries that Szeth—who has been enslaved and forced to work as an assassin for years—is mentally unwell.
Dalinar asks Kaladin to be his and Navani’s heir to the kingdom of Urithiru; both Dalinar’s sons (Adolin and Renarin) have declined. Kaladin is shocked; he does not want to accept that he has become a nobleman after a lifetime of suffering at the hands of abusive nobles. Still, he agrees to consider the offer.
Windrunners fly Shallan and Adolin back to the Oathgate that will transport them from Shadesmar to Urithiru. Adolin insists that they bring his horse. Shallan bids farewell to the Herald Kalak.
Kaladin and Szeth make plans to fly to Shinovar by harnessing the evening Highstorm (one of Roshar’s frequent magic-infused hurricanes).
Shallan and Adolin’s group is attacked by Fused (Odium’s answer to Honor’s Heralds). Shallan and Adolin are flung into the ocean of beads that makes up most of Shadesmar. These beads represent physical items in the Physical Realm; in the Cognitive Realm of Shadesmar, they make vast oceans of beads. Conversely, bodies of water in the Physical Realm are mirrored by solid ground in Shadesmar.
Kaladin visits with a few of his Windrunner officers, who are training new recruits.
Shallan uses her powers to keep herself and Adolin from drowning in Shadesmar’s ocean of beads. Shallan’s alter-ego, Radiant is a better soldier and takes over. She fights one of the Fused (Abidi the Monarch). Then, Shallan manifests Radiant as a physical presence separate from herself. Radiant stabs Abidi.
Syl and Kaladin go to the library to pick up books and writing supplies that Syl has requested. In Alethkar, only women read and write and thus serve as scribes. Syl wants to be Kaladin’s scribe. The challenge is that sprens’ physical forms are usually too ethereal to move solid objects.
Shallan injures but does not kill Abidi. Abidi rushes away, then returns and duels with Adolin before fleeing again.
Shallan and Adolin find an island in the bead ocean—the mirror of a lake on Roshar. Adolin’s horse, Gallant, is on the island, trotting around with a herd of musicspren, which look like horses. Shallan and Adolin spot an army of enemy troops that are traveling through Shadesmar to execute a sneak attack on the nation of Azimir in the Physical Realm.
Kaladin attends a party to bid farewell to the Windrunners. He reassures them that they are capable of leading and fighting in his absence, and he takes comfort in their familiar faces.
Kaladin and Szeth meet at Urithiru’s Oathgate and transfer themselves to Azimir, where they plan to greet Adolin and Shallan before riding the Highstorm to Shinovar.
Shallan and Adolin reach the Oathgate on the Shadesmar side. Shallan realizes that a group of beads are following her and calling her name. They are creationspren and will serve as her Shardplate—magical, spren-based armor.
In the Physical Realm, the Oathgate in Azimir is enclosed in a massive brass dome. There, Adolin and Shallan greet their old friend, Kaladin. They tell him about the approaching army, and Kaladin informs them that he’s headed to Shinovar with Szeth.
After Shallan and Adolin leave, the Herald Kalak is accosted by a member of the Ghostbloods and the spren who was spying on their behalf. They hold him prisoner.
Odium and Cultivation discuss the pacts that bind their powers; they are unable to intervene directly on Roshar except through the influence of the individuals who are bound directly to them, as the Fused are to Odium. Odium is referred to as a “divided god” because the former human king, Taravangian, has taken the shard of Odium’s power into himself, thus becoming the new avatar of the god Odium. Taravangian is driven by logic, while the shard of Odium’s power is driven by pure emotion.
Wind and Truth is the fifth installment in Brandon Sanderson’s sweeping Stormlight Archive series. The series plot takes place on an epic scale, following a large ensemble cast of characters in a millennia-long conflict with universe-wide stakes. The overarching conflict in the series is between the deities of Odium (god of unbridled passion, usually manifested as unbridled hate), Honor, and Cultivation. These god-like figures kick off a cycle of perpetual war on the planet of Roshar, imbuing humans and Parshendi with magical powers through the orders of the Knights Radiant and the Fused. The god appear as characters in Wind and Truth, but they also serve as personifications for the ideals that they represent, most notably the ideal of unrestrained emotion (Odium) and the ideal of oath-keeping (Honor). The clash between these opposing ideals is the foundational conflict from which the interpersonal conflicts and internal conflicts in the novel stem. The prologue establishes this clash by describing a flashback scene in which Gavilar discusses the potential return of Odium and Honor’s powers, concretely tying the events of Wind and Truth in with the previous events in the series and delivering a reminder about the universe-level stakes at play.
The novel’s narrative perspective always remains in the third person, even as it shifts between characters. The perspective is a close third-person that offers insights into each character’s thoughts and internal motivations, effectively establishing several characters as protagonists. Throughout Part 1, Kaladin and Shallan are the two featured protagonists. As the events of Day 1 play out, Shallan and Kaladin encounter other characters who will become additional protagonists in Part 2 and beyond—namely Szeth, Dalinar, Sigzil, and Adolin.
Just as the novel has multiple protagonists (and multiple layers of conflict ranging from the god-scale battles to interpersonal conflicts and internal struggles), Wind and Truth also includes multiple antagonists. Part 1 therefore focuses on introducing the organization knowns as the Ghostbloods, secret society with affiliations that extend beyond the planet of Roshar. As Shallan notes, “Where other groups had made bids for kingdoms, the Ghostbloods made bids for worlds—or for control of economic forces as big as those worlds” (190). In fact, the Ghostbloods are closely tied with the planet Scadrial, where Sanderson’s Mistborn novels are set. Among other things, the Ghostbloods want to find a way to ship Stormlight (a gas-based magical substance associated with Honor and manufactured by the highstorms) off Roshar so that it can be used to power magical abilities elsewhere in the universe. They are also interested in freeing Ba-Ado-Mishram (the “Unmade” spren beholden to Odium) from her spiritual prison, although their motivations are yet unclear. The Ghostbloods have an antagonistic relationship with Shallan because she rejected an offer of membership in their organization and because she knows many of their secrets and real identities. The Ghostbloods’ desire to release a powerful Unmade from her prison also runs counter to the desires of Dalinar’s forces, who do not want Odium’s powers further released on Roshar.
Mental well-being is a central concern in Wind and Truth, for within the ensemble cast of characters, Kaladin, Szeth, Shallan, and the Heralds all explicitly grapple with the challenges of achieving or maintaining mental health. Because each of these characters has their own unique journey, Sanderson uses their individual struggles to highlight different aspects of the struggle to improve their well-being. For example, Part 1’s two protagonists, Kaladin and Shallan, must both focus on embracing Self-Acceptance and Forgiveness as Cornerstones of Mental Health. Both characters encountered violence, war, and cruelty when they were very young, and both are also Knights Radiant—Kaladin is a Windrunner and Shallan is a Lightweaver. They therefore wield vast powers that require them to be on the front lines of many conflicts. Now, in the wake of these years of war, Kaladin and Shallan must both seek peace and healing by accepting their past actions. Kaladin’s narrative takes this idea even further as he begins to act as a therapist for other characters; in Part 1, he accepts an assignment from Dalinar to support both Szeth and Ishar in this manner. In his role as therapist (a role that has previously not existed on the planet of Roshar), Kaladin embodies the classic attributes of the archetypal “wise man” because his own personal experiences have granted him a powerful sense of empathy. As the novel unfolds, he will use his interpersonal skills to guide Szeth forward on their shared pilgrimage.
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By Brandon Sanderson