The Witches of Karres

First published: 1966 (based on “The Witches of Karres,” Astounding Science-Fiction, 1949)

Type of work: Novel

Type of plot: Science fiction—interplanetary romance

Time of work: The distant future

Locale: The fringes of a galactic empire

The Plot

As the novel opens, Captain Pausert is thinking only about going home after having sold his trade goods. He happens to encounter a little girl, a slave in need of rescue. Before he knows what is happening, he has bought the girl, Maleen, and her two sisters, Goth and Leewit, from their respective owners, probably saving the owners from a fate worse than death.

As Pausert finds out soon after his departure, he has rescued three of the infamous Karres witches, apparently in control of an energy called klatha. Pausert discovers their powers when valuable objects mysteriously begin to appear on board his ship. Pursued by those objects’ furious owners, the witches have to use their magic to move the ship to safety. They do so with such speed that rumors of a new super drive begin to circulate.

Having dropped off the girls at their home planet and having been richly rewarded in unsalable trade goods, the captain returns home, only to be arrested. All contact with anything coming from Karres is prohibited, he is told. Pausert barely escapes, helped by Goth, who stowed away. She uses the Sheewash drive, which magically transports them to the other side of the empire, into areas of space Pausert knows only from legend.

They land on the planet of Uldune, assume false identities, and begin to refit and modernize the ship. The previously unappreciated cargo from Karres turns out to be a godsend, being virtually priceless. Because half the galaxy is interested in stealing the mysterious drive of the ship, they are soon surrounded by spies.

Matters are complicated further when a matter of espionage and kidnapping brings Pausert and Goth into contact with the ruler of the planet Uldune, the Daal. The Daal has recognized them as witches, and he has a request. A small craft, carrying a paralyzed witch and a strange crystal, has been found. Some people suspect that this crystal is connected to the Worm weather that has plagued this part of the galaxy for ages. The Daal believes that both the witch and the crystal should be brought to Karres; someone there might know what to do with them.

Before Pausert and Goth can get halfway to their destination, the Worms interfere through the person of pirate captain Laes Yango. They want the ship’s cargo destroyed at all cost so that they can conquer the galaxy undisturbed. Only the interference of a klatha creature called a vatch saves the ship. The giant vatch, however, strands Pausert and Goth, having marvelous fun all the time.

First, they are left on a hostile planet, where they are pursued by Yango and his killer robot. Next they get stuck on Karres, in its distant past. Finally, they face Moander, the computer leading the enemy. Leewit, brought to them by the vatch, manages to destroy both Moander and his stronghold, but not his giant ship. The original crew, the Lyrd-Hyrier, turn out to be less than friendly and even more dangerous than Moander. The crystal turns out to be the ship’s computer, in charge before Moander took over. With it restored to its rightful place by the vatch, the Lyrd-Hyrier are nearly invincible. Pausert, tired of being manipulated, uses his budding klatha talents to tame the vatch and send everyone back where they belong.