The Way of Kings — Brandon Sanderson
Contains spoilersOverview
A shattered oath in the distant past and a king’s assassination in the present set Roshar on a path to war. On the storm-lashed Shattered Plains, Alethi highprinces compete for gemhearts while old codes of honor erode. Three lives slowly converge on that crucible: Kaladin Stormblessed, a soldier-turned-slave forced into a death march as a bridgeman; Highprince Dalinar Kholin, a warlord haunted by visions urging him to “unite them”; and Shallan Davar, a desperate scholar seeking wardship with Jasnah Kholin to save her failing house.
Across battlefields and libraries, each wrestles with duty, truth, and the cost of power. Kaladin must decide whether to surrender to despair or become the protector his men need. Dalinar struggles to hold to honor in a court that rewards opportunism. Shallan’s fascination with knowledge collides with a dangerous plan that could betray the mentor she admires.
Themes of leadership, oaths, and the weight of choices drive this epic’s first movement, as whispers of an older calamity—and the possibility of its return—gather like a highstorm on the horizon.
Plot Summary
Long before the present story, the Heralds abandon the Oathpact after a brutal Desolation, leaving one of their number, Talenel, to bear the torment alone. Centuries later, at a treaty feast in Kholinar, the Shin assassin Szeth-son-son-Vallano publicly kills King Gavilar Kholin on the Parshendi’s orders, ensuring the act is seen. With the king’s last breaths, Gavilar entrusts a strange black sphere and a message for his brother, Dalinar, urging him to find “the most important words a man can say.” The assassination shatters the brief peace and launches Alethkar into a grinding war against the Parshendi on the Shattered Plains.
Five years on, soldier Kaladin Stormblessed is a gifted squadleader who rescues the green recruit Cenn and fells a lighteyed officer mid-battle. When a Shardbearer massacres his men, Kaladin’s desperate spearwork kills the armored foe—but Brightlord Amaram takes the spoils, executes Kaladin’s surviving comrades, and brands Kaladin a slave to silence the truth. Months later, Kaladin arrives in Highprince Sadeas’s warcamp and is condemned to Bridge Four, the most expendable crew in a system that throws unarmored men at chasm crossings to absorb enemy arrows. Beaten, starved, and stripped of hope, Kaladin nearly takes his own life during a highstorm before a curious windspren, Syl, coaxes him to “try one more time.”
Kaladin pivots from despair to responsibility. He bribes the sadistic sergeant Gaz to be left alone, trains publicly to earn credibility, and begins caring for his crew, using scavenged knobweed sap and his surgeon’s training to save the wounded—defying orders to abandon non-walkers. He forges a brotherhood around stew, song, and discipline, then experiments with tactics, including a side-carry to shield the bridge. Success draws punishment: he is brutally beaten and hung to face a highstorm as “judgment.” Miraculously, he survives; a sphere in his hand is inexplicably drained, and Teft quietly confirms Kaladin can draw Stormlight and heal. With Syl at his side, Kaladin embraces the role of protector and rebuilds Bridge Four into a hardened, trained unit, crafting lightweight armor from Parshendi carapace and refining formations to minimize casualties.
Elsewhere, Highprince Dalinar Kholin tries to hold a fractious coalition together while clinging to the ancient Codes of War. During a royal chasmfiend hunt, he saves King Elhokar’s life with bare hands, catching a descending claw in Shardplate. But the king’s paranoia grows after a suspiciously cut saddle girth, and Highprince Sadeas—Elhokar’s favored—and Dalinar snipe at one another over honor and results. Dalinar suffers recurring highstorm visions that show ancient battles and Radiants. They carry the refrain “Unite them” and insist a new Desolation approaches. Unsure whether they are divine or delusion, Dalinar tests them against history (with Navani Kholin’s help) and tries to model unity: enforcing the Codes, pushing for coordinated assaults, and proposing a single Highprince of War to end the self-defeating competition on the Plains.
In Kharbranth, Shallan Davar arrives to beg wardship from Jasnah Kholin, a brilliant scholar maligned as a heretic. Rejected, Shallan studies overnight, earns acceptance, then pursues a hidden agenda: replacing Jasnah’s Soulcaster with her family’s broken fabrial to save House Davar. Jasnah’s staged “lesson” in a dangerous alley—Soulcasting four assailants to stop a string of murders—forces Shallan into a moral reckoning. Pressed by her brothers’ dire spanreeds, Shallan steals the device. When an ardent named Kabsal arrives with rare jam and collapses, Jasnah reveals he was an assassin targeting her with backbreaker powder; she saves Shallan by Soulcasting her blood. The theft unravels as the fabrial spills from Shallan’s pouch. Shaken by guilt and by the symbol-headed figures haunting her sketches, Shallan inadvertently slips into a realm of beads—Shadesmar—and transforms a goblet to blood without wearing a fabrial. Later, she confronts Jasnah with evidence that Jasnah Soulcasts unaided. To prove herself, Shallan speaks a personal truth—admitting she killed her father—falls into Shadesmar again, and is rescued by Jasnah, who agrees to teach her under strict honesty.
As war grinds on, Dalinar seeks alliances. Sadeas is named Highprince of Information to investigate the king’s “assassination attempt,” and he eventually clears Dalinar by showing the tampering predated Dalinar’s involvement. A tentative partnership forms: Sadeas’s swift bridges seize plateaus; Dalinar’s heavier troops cross chull-drawn bridges to crush the Parshendi. The joint tactic works spectacularly—until the day of the Tower. There, a second Parshendi army appears, and Sadeas betrays Dalinar, withdrawing every bridge and abandoning him and Adolin to annihilation.
Kaladin and Bridge Four, nearly free to slip away, choose instead to protect. Syl reveals herself as honorspren, and Kaladin leads his crew back, drawing a thunderous volley into his shield with Stormlight, then leaping the chasm as he swears the Second Ideal: to protect those who cannot protect themselves. They set a lone bridge under withering pressure, hold the crossing, and organize the Alethi retreat. Kaladin disables a Parshendi Shardbearer to rescue Dalinar, and the army escapes. In the aftermath, Dalinar confronts Sadeas, then trades his Shardblade to purchase freedom for every bridgeman. He forces a private reckoning with Elhokar—who admits staging the earlier saddle incident—and compels the king to name Dalinar Highprince of War to unify the campaign and reform the warcamps. Dalinar gives his Plate to Renarin and places Kaladin—now a captain—over an autonomous guard drawn from freed bridgemen.
Across the world, Szeth continues a bloody list of killings, demonstrating Windrunner Lashings even against Shardbearers and half-shard defenses. In Kharbranth, he discovers his secret master is King Taravangian, who harvests prophetic “death rattles” from the dying and claims monstrous acts are necessary to save the world. Taravangian orders Szeth to kill Dalinar quickly and brutally to prevent Alethi unification.
Jasnah’s research collides with Shallan’s drawings and a web of intrigue. She concludes the Voidbringers are the parshmen themselves—peaceful servants who, under the right trigger, could transform into the enemy of legend. The revelation is urgent and explosive; she and Shallan set course for the Shattered Plains to investigate Parshendi origins, even as Shallan connects the tattooed symbol on Kabsal to the Ghostbloods—a shadowy group also tied to her father’s dealings.
Finally, a highstorm seizes Dalinar into a culminating vision. He realizes the images are recordings: the Almighty himself speaks from the past, reveals he was killed by Odium, warns of the Everstorm and a True Desolation, urges restoration of the Knights Radiant, and counsels unity—perhaps even binding the enemy to a single champion. As the book closes, Wit witnesses a ragged man force open Kholinar’s gates with a Shardblade. He names himself Talenel’Elin, Herald of the Almighty, and declares the Desolation has come, collapsing as the final, ominous confirmation of what the visions foretold.
Characters
- Kaladin Stormblessed
A former spearman betrayed into slavery and condemned to Sadeas’s bridge crews. He rebuilds Bridge Four into a disciplined unit, discovers a bond with the spren Syl that lets him draw Stormlight, and chooses to protect others even at impossible odds.
- Sylphrena (Syl)
An honorspren who awakens to selfhood beside Kaladin, challenging his despair and amplifying his oaths. Her growing bond grants him healing and adhesion, steering him toward the Radiants’ ideals.
- Dalinar Kholin
Highprince and former warlord who clings to ancient Codes while visions urge him to “unite them.” He rescues Elhokar, forges then survives Sadeas’s betrayal, trades his Blade to free bridgemen, and assumes the mantle of Highprince of War.
- Adolin Kholin
Dalinar’s heir and a skilled Shardbearer. He duels to defend his house’s honor, supports his father through political backlash, and fights at Dalinar’s side during the Tower.
- Renarin Kholin
Dalinar’s introspective younger son, physically fragile yet perceptive. He helps validate Dalinar’s visions and is promised Dalinar’s Shardplate to offset his weakness.
- Highprince Torol Sadeas
Dalinar’s rival who values results over honor. He exploits bridgemen as expendable, engineers the betrayal at the Tower, then trades for Dalinar’s Shardblade when confronted.
- King Elhokar Kholin
Alethkar’s insecure king, torn between bravado and paranoia. He empowers Sadeas to investigate, leans on Dalinar’s protection, and ultimately names Dalinar Highprince of War.
- Navani Kholin
Elhokar’s mother and a shrewd artifabrian patron. She helps test Dalinar’s visions, returns his long-suppressed affection, and steadies him amid political and spiritual upheaval.
- Shallan Davar
A Veden lighteyes who seeks Jasnah’s wardship to save her collapsing house. Her plan to steal a Soulcaster collides with scholarship, Shadesmar, and a confession that reshapes her bond with Jasnah.
- Jasnah Kholin
A brilliant, controversial scholar and Soulcaster who mentors Shallan with exacting ethics. She secretly Soulcasts without a fabrial and concludes the Voidbringers are parshmen, redirecting their journey to the Plains.
- Szeth-son-son-Vallano
The Truthless assassin who killed Gavilar and later slays kings across Roshar using Windrunner Lashings. Bound to an Oathstone, he is revealed to serve King Taravangian and is ordered to kill Dalinar.
- King Taravangian
Kharbranth’s kindly-seeming ruler who secretly commands Szeth. He harvests prophetic death utterances to prepare for catastrophe and targets Dalinar to halt Alethi unification.
- Talenel’Elin (Taln)
A ragged man bearing a Shardblade who names himself a Herald. His arrival and warning that the Desolation has come confirm the ominous turn in Dalinar’s visions.
- Wit (Hoid)
The king’s wit who needles lighteyes and appears at turning points. He counsels Dalinar obliquely and tells Kaladin a parable that reframes guilt as responsibility.
- Brightlord Amaram
Kaladin’s former commander who murders Kaladin’s surviving men and steals the Shards he earned. His betrayal brands Kaladin a slave and defines Kaladin’s distrust of lighteyes.
- Brightness Hashal
Sadeas’s hard-edged bridge overseer who formalizes deadly policies. She assigns Bridge Four to the worst duties and later claims credit for their carapace armor.
- Gaz
A one-eyed sergeant over bridge crews who bullies bridgemen and takes bribes. He is instrumental in placing Kaladin in harm’s way until Kaladin outmaneuvers him.
- Brightlord Matal
A bridge officer who enforces Sadeas’s orders. He panics at Kaladin’s innovations and presides when Bridge Four defies withdrawal at the Tower.
- Lamaril
A lighteyes in the lumberyard who blackmails Gaz and seeks Kaladin’s quiet death. Sadeas later executes him after the side-carry debacle.
- Teft
A grizzled veteran of Bridge Four who recognizes Kaladin’s bond with Stormlight. He becomes Kaladin’s second, drilling stances and guarding the crew’s fragile hope.
- Rock (Numuhukumakiaki’aialunamor)
A Horneater cook and heart of Bridge Four. He feeds the men, sees Syl, performs impossible shots when needed, and refuses to fight by custom while enabling others to survive.
- Moash
A driven bridgeman fueled by anger toward lighteyes. He becomes one of Kaladin’s most capable trainees and swears to guard him.
- Lopen
A one-armed Herdazian in Bridge Four whose humor and ingenuity keep the crew supplied. He runs water, retrieves hidden stores, and backs Kaladin’s plans.
- Sigzil
An educated bridgeman and Worldsinger who analyzes tactics and proposes tests for Kaladin’s abilities. He helps turn Bridge Four into a disciplined, thinking unit.
- Shen
A parshman assigned to Bridge Four, accepted by Kaladin as an equal. His grief when Parshendi bodies are used underscores cultural fault lines central to the war.
- Lirin
Kaladin’s father, a principled village surgeon whose creed—save lives, don’t take them—anchors Kaladin’s conscience through flashbacks and present choices.
- Hesina
Kaladin’s mother, practical and open-minded, who encourages learning and helps the family endure Brightlord Roshone’s pressure in Hearthstone.
- Tien
Kaladin’s younger brother whose gentle optimism shapes Kaladin’s protectiveness. His conscription and death haunt Kaladin’s failures and fuel his oaths.
- Brightlord Roshone
Hearthstone’s vindictive citylord whose feuds with Lirin upend the town. He engineers Tien’s conscription, catalyzing Kaladin’s path to war.
- Kabsal
A charming ardent who courts Shallan while secretly serving the Ghostbloods. His attempt to poison Jasnah exposes the conspiracy surrounding Soulcasters.
- Luesh
The Davar steward tied to a three-diamond symbol who once used their Soulcaster. His death and connections push Shallan toward theft and the Ghostblood trail.
- Tvlakv
A Thaylen slaver who delivers Kaladin to the Shattered Plains. His pragmatism and cruelty frame Kaladin’s early captivity and shash brand.
- The Almighty
The recording within Dalinar’s visions that reveals he was slain by Odium. He warns of the Everstorm, urges unity, and calls for the Radiants’ return.
- Nohadon
An ancient king seen in Dalinar’s visions after a Desolation. His hard-won philosophy and leadership ideals shape Dalinar’s understanding of codes and purpose.
Themes
Brandon Sanderson’s The Way of Kings braids war story, philosophical inquiry, and mythic return into a meditation on what it means to be honorable when the world rewards expedience. Across Kaladin, Dalinar, Shallan, and Szeth, storms and light become emblems of ordeal and renewal, testing whether oaths can make people—and nations—better than their fears.
- Honor versus Expedience. The book’s central tension pits principled action against results-first pragmatism. Dalinar’s Codes and his refusal to treat bridgemen as expendable clash with Sadeas’s efficient cruelty (Bridge runs; “The Tower”). Dalinar’s unprecedented trade of his Shardblade for all bridgemen (“Justice”) crystallizes the claim that means matter. Kaladin inherits his father’s surgeon’s ethic—“those who save lives” (“Stories of Surgeons”)—and retools it into battlefield leadership, while Jasnah’s alleyway Soulcasting (“The Lesson”) prompts a rigorous debate: legal, yes; moral, not so simple (“Beggars and Barmaids”).
- Oaths and Becoming. Words shape identity. From the Prelude’s broken Oathpact to Kaladin speaking the Second Ideal—“protect those who cannot protect themselves” (“Words”)—the novel argues that oaths refashion the self. Bridge Four’s reclamation of names (“Droplets”) and shared salutes (“Wandersail”) becomes a communal oath. Szeth’s bondage to an Oathstone (“The Glory of Ignorance”; “Death Wears White”) is a perversion of this theme: words without choice hollow into atrocity.
- Trauma, Resilience, and the Weight of Leadership. The narrative lingers on psychic cost: Kaladin’s shash brand, Tien’s death, and the highstorm “judgment” (“Stormwall–A Light by Which to See”) counterbalance his stormlight-fueled recoveries. Dalinar’s Thrill turning to nausea (“That Storming Book”) reframes heroism as restraint. Shallan’s confession—“I killed my father”—and her panic sketches (“Shadesmar,” “Sea of Glass”) show truth as both wound and remedy.
- Knowledge, Heresy, and the Cost of Truth. Jasnah and Shallan model evidence over dogma: cymatics patterns and palanaeum lore (“Cymatics”), the Voidbringer dossier (“Ghostblood”), and the Shadesmar experiments expose how dangerous knowledge can save or destroy. Even Dalinar’s visions (“A Highway to the Sun,” “In the Top Room”) demand verification before guiding policy, turning faith into disciplined inquiry.
- Unity versus Division. The Shattered Plains literalize political fracture: gemheart hunts gamify vengeance, and Sadeas’s betrayal at the Tower (“Codes,” “Words”) shows the price of rivalries. Yet one bridge running back—Bridge Four—embodies the book’s thesis: unity is built by choosing to bear one another’s weight.
Threaded through is the mantra Life before death, Strength before weakness, Journey before destination. In scene after scene—Dalinar catching the chasmfiend’s claw (“Ten Heartbeats”), Kaladin decoying Parshendi volleys for his crew (“Three Glyphs”)—leadership is recast as service: a deliberate, costly journey whose destination is less a victory than the people brought through the storm.
Chapter Summaries
- Prelude
- Prologue: To Kill
- 1. Stormblessed
- 2. Honor is Dead
- 3. City of Bells
- 4. The Shattered Plains
- 5. Heretic
- 6. Bridge Four
- 7. Anything Reasonable
- 8. Nearer the Flame
- 9. Damnation
- 10. Stories of Surgeons
- 11. Droplets
- I-1. Ishikk
- I-2. Nan Balat
- I-3. The Glory of Ignorance
- 12. Unity
- 13. Ten Heartbeats
- 14. Payday
- 15. The Decoy
- 16. Cocoons
- 17. A Bloody, Red Sunset
- 18. Highprince of War
- 19. Starfalls
- 21. Why Men Lie
- 22. Eyes, Hands, or Spheres?
- 23. Many Uses
- 24. The Gallery of Maps
- 25. The Butcher
- 26. Stillness
- 27. Chasm Duty
- 28. Desicion
- I-4. Rysn
- I-5. Axies the Collector
- I-6. A Work of Art
- 29. Errorgance
- 30. Darkness Unseen
- 31. Beneath the Skin
- 32. Side Carry
- 33. Cymatics
- 34. Stormwall
- 35. A Light by Which to See
- 36. The Lesson
- 37. Sides
- 38. Envisager
- 39. Burned Into Her
- 40. Eyes of Red and Blue
- 41. Of Alds and Milp
- 42. Beggars and Barmaids
- 43. The Wretch
- 44. The Weeping
- 45. Shadesmar
- 46. Child of Tanavast
- 47. Stormblessings
- 48. Strawberry
- 49. To Care
- 50. Backbreaker Powder
- 51. Sas Nahn
- I-7. Baxil
- I-8. Geranid
- I-9. Death Wears White
- 52. A Highway to the Sun
- 53. Dunny
- 54. Gibletish
- 55. An Emerald Broam
- 56. That Storming Book
- 57. Wandersail
- 58. The Journey
- 59. An Honor
- 60. That Which we Cannot Have
- 61. Right for Wrong
- 62. Three Glyphs
- 63. Fear
- 64. A Man of Extremes
- 65. The Tower
- 66. Codes
- 67. Words
- 68. Eshonai
- 69. Justice
- 70. Sea of Glass
- 71. Recorded in Blood
- 73. Trust
- 74. Ghostblood
- 75. In the Top Room
- Epilogue: Of Most Worth
- Endnote
- Ars Arcanum