The Sorcerer's Ship by Hannes Bok
"The Sorcerer's Ship" is a fantasy tale centered on Gene, who awakens on a raft in an ocean without memory of his identity or how he arrived there. After being rescued by a ship reminiscent of a Venetian galley, he encounters a world filled with court intrigue and danger. The ship's passengers, dressed in antiquated clothing, are making their way to confront an impending invasion of the princess Sirwana’s homeland, Nanich, by the forces of Koph. Gene learns of the power struggles aboard the ship, particularly involving two counselors, Kaspel and Froar, as he becomes embroiled in their schemes and develops feelings for the princess.
As betrayals unfold, Gene and Kaspel work together to thwart Froar's plans, leading them to a mysterious island inhabited by Yanuck, a magical creature. Yanuck, who reveres a powerful superbeing named Orcher, ultimately aids the princess in her plight against Koph, providing her with a magical gem. As the narrative progresses, themes of loyalty, love, and the clash between power and morality emerge, culminating in a fierce confrontation with Koph. The story concludes with Gene, Sirwana, and Yanuck facing exile for their potent magic, underscoring the narrative’s exploration of the consequences of power in a fantastical setting.
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Subject Terms
The Sorcerer's Ship
First published: 1969 (serial form, Unknown, December, 1942)
Type of work: Novel
Type of plot: Fantasy—heroic fantasy
Time of work: The late twentieth century
Locale: Nanich and the sea between Nanich and Koph, in an alternate dimension
The Plot
Gene wakes up to find himself on a raft in the middle of an ocean. Because he is suffering from exposure, he does not remember who he is or how he came to be there. He is eventually rescued by a ship that resembles a Venetian galley. The crew and passengers on the ship are dressed in what appear to be old-fashioned clothing, mainly tunics and robes. He eventually remembers that he is from New York and that before he woke up on the raft he had been swimming at Coney Island.
On the ship, he finds himself caught up in court intrigue of this unfamiliar world. Sirwana, the beautiful princess of Nanich, is traveling to Koph to prevent Koph’s invasion of her country. She is accompanied by her two counselors, Kaspel and Froar. Froar tries to win Gene’s confidence by telling him how dangerous Kaspel is and then secretly tries to poison Gene. Gene soon discovers that Kaspel is loyal to the princess and to Nanich and that Froar is going to betray Sirwana to the princes of Koph as soon as they arrive. Kaspel tries to persuade the princess to turn back, but without success. He then persuades Gene to try to win the princess’s favor and then persuade her to turn back.
Gene already has begun to fall in love with the princess. He is young and handsome, and his peculiar manners have attracted the princess. Froar convinces Sirwana that Gene is only pretending to love her in order to persuade her to give up her mission. Kaspel and Gene are locked up, and Froar takes over the ship. Eventually, Kaspel and Gene escape and gain control of the ship, but a storm drives them to a mysterious island whose sole inhabitant is Yanuck, a creature that is part man and part fish and has magical powers. He is the guardian for Orcher, a superbeing that he worships as a god.
Yanuck persuades Orcher to assist Sirwana against Koph, and Orcher forms a magical gem that will allow Sirwana to summon him in her moment of greatest need. Gene learns that Orcher brought him from Earth to this dimension by accident while creating other worlds. Orcher also equipped him to survive in the new dimension.
While the party is engaged with Orcher, Froar murders Kaspel. Sirwana and Gene lock up Froar on the ship and sail for Nanich, with Yanuck as their companion. They are surrounded by the fleet from Koph and taken prisoner, losing Orcher’s gem. With the help of Yanuck they escape to Nanich, but the fleet from Koph invades and destroys the city. At the last moment, Sirwana recovers the gem and summons Orcher. Orcher destroys the fleet and Koph, but Sirwana, Gene, and Yanuck are banished from Nanich because their magic is thought to be too powerful.