Skin Hunger: A Resurrection of Magic Plot Analysis

Most good stories start with a fundamental list of ingredients: the initial situation, conflict, complication, climax, suspense, denouement, and conclusion. Great writers sometimes shake up the recipe and add some spice.

Exposition

Sadima: Animal Planet

Sadima's mom died giving birth to her because a selfish magician basically just let her die. This is why it's uncool that Sadima seems to have a magical gift for communicating with animals. At seventeen, she leaves her home to go to the big city of Limòri to be with Franklin, a dude who seems to understand her because he's on the same page with magical talent.

Hahp: Rich Kid Woes

As an expendable second son, Hahp is packed off to wizard school. He's used to living in comfort, so the sudden regime of starvation freaks him out. His roomie is smelly and everything is the pits. Here's the kicker: out of the ten boys admitted, only one will survive and become a wizard.

Rising Action

Sadima: Three's Company

Sadima likes being near Franklin, but his master, Somiss, is paranoid and secretive; he has them copying manuscripts in order to try to restore magic to the world. Sadima gets sick of being used and wants out—but Somiss threatens to take it out on Franklin if she leaves.

Hahp: Hungry Like The Wolf

The boys begin to starve, and some even die. Hahp is pissed off at the wizards, and also at his father for sending him to this horrible academy to begin with. Still, Hahp begins to learn what he's supposed to, and he manages to magically make food appear so that he, at least, isn't starving.

Climax

Sadima: Fire Me Up, Baby

Sadima resolves to convince Franklin to leave with her—and that's when she discovers that Somiss is locking up boys in cages in order to start an academy of magic. Yikes. Then someone sets their house on fire, so Sadima must flee with Franklin and Somiss into the wilderness.

Hahp: Hunger Games

The headmaster (Somiss) announces that he will starve all of the boys until they can properly recite songs in an old language. Hahp can't get the hang of it, even though he's become proficient at other tasks that the wizards have given him. Is it his turn to die? Or will he break the rule the wizards have drilled into them, and seek help from one of the other boys?

Falling Action

Sadima: Into the Woods

As they enter the forest, Sadima learns that Somiss is planning to take them into some tunnels he's discovered, which may well be the ancient home of magic. This might be her only chance to escape, but where would she go? And how could she leave Franklin?

Hahp: Hateful and Helpful

Hahp finally bonds with his roomie, Gerrard, and together they vow to help one another and then destroy the wizards. Hahp realizes how much he'd been missing human contact—maybe that was one of the wizards' strategies, to keep the boys from caring about each other and banning together.

Resolution

Sadima: Not So Happily Ever After

Sadima is stuck with Somiss for the time being, but at least it keeps her near Franklin. Somiss seems happy about it though, so it will probably end horribly.

Hahp: Get in My Belly

Hahp is eating again, thanks to Gerrard's help. They study together, and Hahp realizes that for the first time since setting foot in the academy, he's not totally freaked out 24/7. Maybe he has a shot at survival, after all.