Gardens of The Moon

Alright folks, buckle up buttercups, because today we’re diving headfirst into a fantasy behemoth: Steven Erikson’s Gardens of the Moon, the first thunderous chord in the epic symphony that is the Malazan Book of the Fallen. If you’re looking for a gentle stroll through a Shire-like meadow, you’ve taken a very, very wrong turn. This is a gritty, sprawling, and utterly mind-blowing introduction to a world that will consume you. So grab your biggest mug of ale (or whatever your preferred fantasy-reading beverage is), and let’s get into it!
Plot Synopsis (Full Spoilers Ahead!) 😵
Okay, “synopsis” might be a bit of an understatement for a book this packed, but I’ll do my best to wrangle this beast. Consider this your full-spoiler recap, so if you haven’t read it yet, ye be warned!
The book kicks off with a prologue that sets a grim tone. We’re in Malaz City, 1154th Year of Burn’s Sleep, the last year of Emperor Kellanved’s reign. A young Ganoes Stabro Paran witnesses the brutal suppression of riots in the Mouse Quarter. He also has a fateful encounter with Sergeant Whiskeyjack of the Bridgeburners and sees the chilling efficiency of Surly (soon to be Empress Laseen) and her Claws. This prologue is a masterclass in foreshadowing the empire’s ruthlessness and the shifting tides of power.
Fast forward nine years to 1163, the 9th year of Empress Laseen’s rule. The Malazan Empire is bogged down in the Siege of Pale on the continent of Genabackis. Pale is allied with the enigmatic Anomander Rake, Lord of Moon’s Spawn, a massive floating fortress. We meet Tattersail, a cadre sorceress of the 2nd Army, her lover Calot, and the ambitious, resentful mage Hairlock. The Imperial High Mage, Tayschrenn, orchestrates a disastrous magical assault on Moon’s Spawn.
- The assault is a catastrophe. Calot is incinerated. Many mages, including Nightchill and A’Karonys, are killed, and Bellurdan is grievously wounded. Hairlock is nearly bisected. Anomander Rake unleashes devastating Kurald Galain sorcery and his Great Ravens.
- Moon’s Spawn, damaged but not defeated, retreats south towards Darujhistan.
- The Bridgeburners, led by Whiskeyjack, suffer immense losses in their sapping tunnels beneath Pale due to Tayschrenn’s seemingly callous magical bombardment.
- Quick Ben, a squad mage in the Bridgeburners, and Kalam, an ex-Claw assassin, perform a ritual to save Hairlock, transferring his soul into a wooden puppet. Tattersail witnesses this and is given the puppet, forming an uneasy alliance.
- Tattersail performs a Deck of Dragons reading, revealing the Knight of Dark (Rake) and Oponn (the Twin Jesters of Chance) as major players.
Meanwhile, we cut to Captain Ganoes Paran. Two years prior to Pale, he was involved in an incident in Itko Kan where a Malazan cavalry regiment was slaughtered by the Hounds of Shadow. He met Adjunct Lorn, the Empress’s personal agent, and Topper, Commander of the Claw. Lorn tasked Paran with a secret mission involving a recruit. This recruit is Sorry, a young girl possessed by Cotillion (the Rope, Patron of Assassins).
- Back in the “present” of the Siege of Pale, Paran is en route to Genabackis. He’s been assigned to command the 9th Squad of the Bridgeburners – Whiskeyjack’s squad.
- In Unta, the Malazan capital, Paran is “assassinated” (seemingly by Sorry, though it’s orchestrated by Cotillion/Ammanas). Oponn, the Twin Jesters of Chance, intervenes and saves his life, marking him with their influence and gifting him the sword “Chance.”
Paran arrives in Pale and takes command of the Bridgeburners. He’s almost immediately assassinated again, this time by Sorry (acting as Cotillion). He “dies” but is revived by Mallet (the squad healer) with Oponn’s aid, and hidden by Tattersail. Tattersail herself is wounded defending Paran and Hairlock from a Hound of Shadow (Gear), which Paran manages to wound with Chance.
The main thrust of the plot then shifts to Darujhistan, the last of the Free Cities of Genabackis. The Malazan Empire, under High Fist Dujek Onearm, aims to conquer it. Whiskeyjack’s squad (Kalam, Quick Ben, Fiddler, Hedge, Mallet, Trotts, and the still-possessed Sorry) is sent on a covert mission to infiltrate the city and sow chaos, paving the way for invasion by planting Moranth munitions.
- In Darujhistan, we’re introduced to a new cast:
- Kruppe, an outwardly rotund and foolish man who is secretly a powerful mage, a Seer, and the enigmatic spymaster known as the Eel.
- Crokus Younghand, a young thief who stumbles into much larger events when he robs Challice D’Arle and finds a mysterious two-sided coin (Oponn’s).
- Rallick Nom, an assassin of the Darujhistan Guild, with his own moral code, seeking vengeance against Lady Simtal for her betrayal of his friend Coll.
- Murillio, a foppish courtier and friend to Rallick and Kruppe.
- Baruk, a High Alchemist and leader of the T’orrud Cabal, the secret council of mages ruling Darujhistan.
Anomander Rake and Moon’s Spawn arrive over Darujhistan. Rake proposes an alliance with Baruk and the Cabal to resist the Malazans. Simultaneously, an assassins’ war erupts on the rooftops of Darujhistan.
- Rake sends his Tiste Andii assassins (led by Serrat) to eliminate Darujhistan’s Guild, believing the Empress will try to use them. This leads to clashes with Rallick Nom and others.
- Talo Krafar, a Guild assassin, is killed by one of Rake’s Tiste Andii after almost killing Crokus. Crokus is saved by the timely appearance of his Oponn coin.
- Rallick Nom kills Councilman Turban Orr (Lady Simtal’s lover and political ally) in a public duel. Rake acts as Rallick’s second. This throws Simtal’s plans into disarray. Lady Simtal is later killed (implied suicide after Rallick and Murillio confront her).
Adjunct Lorn, accompanied by the T’lan Imass warrior Onos T’oolan (Tool), travels to the Gadrobi Hills east of Darujhistan. Their mission is to awaken Raest, an ancient Jaghut Tyrant, hoping he will destroy Anomander Rake, after which Lorn can use her Otataral sword (which negates magic) to deal with Raest.
- Tattersail, fearing Tayschrenn, flees Pale via her Warren. Her journey is impeded by Tool’s presence creating a “dead zone” for magic. She encounters Bellurdan, who is under Tayschrenn’s orders to arrest her. They fight, and a massive conflagration of warring magics consumes them both.
- From this magical backlash, Tattersail is reborn as Silverfox, a child embodying the souls of Tattersail, Nightchill, and another (Bellurdan’s sister, implied). She is found and taken in by the Rhivi.
- Paran and Toc the Younger (a Claw agent and son of an Old Guard loyalist) pursue Lorn and Tool. They find the site of Tattersail and Bellurdan’s demise. Hairlock, tracking Lorn, ambushes Paran. Toc is thrown into a chaotic Warren. The Hounds of Shadow, hunting Hairlock, arrive. Anomander Rake intervenes, slays two Hounds (Doan and Ganrod), and faces Shadowthrone (Ammanas, ruler of the Shadow Realm). Rake forces Shadowthrone to recall Cotillion from Sorry.
- Paran, touching the blood of a slain Hound, is drawn into Dragnipur (Rake’s soul-enslaving sword). He encounters the souls trapped within, including two of the Hounds. He helps the Hounds escape Dragnipur by tricking Oponn. This act severs Oponn’s direct hold on Paran, though Chance remains their tool.
Lorn and Tool successfully awaken Raest. Raest, incredibly powerful, immediately seeks his Finnest (a vessel containing much of his power), which Lorn has taken and planted in Lady Simtal’s garden in Darujhistan.
- Raest battles Rake’s five dragons (Silanah, his consort, and four Tiste Andii Soletaken). The battle is devastating. Raest is eventually defeated (or so it seems) when Onos T’oolan, guided by Kruppe in a dream-like intervention involving the Elder God K’rul, strikes him down. However, Raest’s spirit possesses Mammot, Kruppe’s uncle.
- The Finnest in Simtal’s garden sprouts, becoming an Azath House, a powerful, sentient entity that imprisons powerful beings.
The Fête of Gedderone begins in Darujhistan.
- The possessed Mammot (Raest) attacks members of the T’orrud Cabal. Baruk and Derudan (a witch of Tennes) are nearly killed. Crokus, guided by Rallick, intervenes, using bricks to disrupt Raest’s concentration, allowing Derudan to temporarily subdue him.
- The Bridgeburners’ plan to detonate mines is underway. Whiskeyjack is injured. Quick Ben confronts Raest (in Mammot’s body). Hedge uses a powerful cusser munition, seemingly obliterating Raest/Mammot.
- The Azath House in Simtal’s garden then claims Raest’s spirit.
- Vorcan, Mistress of Darujhistan’s Assassins’ Guild, kills several T’orrud Cabal mages, fulfilling the Malazan contract offered by Kalam. She’s almost killed by Baruk but is saved by Rallick (who is being controlled/compelled by the newly risen Azath House, which chooses him as its guardian). Vorcan is drawn into the Azath House.
- Anomander Rake confronts a Galayn Demon Lord (summoned by Lorn via Tayschrenn’s flask) in the streets. Rake transforms into his dragon form and defeats the demon.
- Adjunct Lorn, hunting Crokus (the Coin Bearer), is ambushed and killed by assassins working for the Eel (Meese and Irilta). Paran finds her dying.
In the epilogue:
- Whiskeyjack, recovering, learns from Dujek (via magical communication bones) that Dujek’s army has been outlawed by Empress Laseen and that Caladan Brood is marching on Pale. Dujek plans to fight the Pannion Seer in the south. Paran is officially given command of the Bridgeburners.
- Sorry, now Apsalar (her original name before possession, with her memories returning), leaves Darujhistan with Kalam and Fiddler, intending to return to her homeland of Itko Kan.
- Crokus, Kruppe, and Murillio remain in Darujhistan.
- Paran, now free of Oponn but wielding Lorn’s Otataral sword, accepts his new command and the uncertain future. He receives a telepathic message from Silverfox.
- Circle Breaker (the Eel’s agent) retires, his work done.
Phew! And that’s the “short” version. It’s a whirlwind, a chaotic dance of gods, mages, soldiers, and assassins, all with their own agendas, crashing into each other in spectacular fashion.
Character Analysis 🧐
Erikson doesn’t do simple heroes and villains. His characters are complex, flawed, and often morally ambiguous.
- Ganoes Paran: Our main “entry point” character, though it takes a while. Starts as a naive noble wanting to be a soldier, gets chewed up and spat out by the Empire and meddling gods. His journey is one of disillusionment but also growing resilience and a reluctant acceptance of responsibility. He’s constantly out of his depth, which makes him relatable.
- Sergeant Whiskeyjack: The epitome of the weary veteran. He’s seen too much, lost too much, but his loyalty to his squad, the Bridgeburners, is his anchor. He’s a brilliant tactician forced into impossible situations. You feel the weight of command on him.
- Tattersail / Silverfox: A powerful sorceress, initially more concerned with her own comfort and desires. Her love for Calot and her subsequent grief, followed by her betrayal by Tayschrenn and eventual “death,” lead to her rebirth as Silverfox. This arc is one of the most transformative and intriguing.
- Anomander Rake: Son of Darkness, Lord of Moon’s Spawn, wielder of Dragnipur. He’s ancient, immensely powerful, and utterly enigmatic. His motivations are unclear, but he seems to operate on a level of understanding far beyond most mortals. He’s a force of nature, awe-inspiring and terrifying.
- Quick Ben: The squad’s mage and resident genius. He’s got more secrets than a dragon has scales. His magical abilities are diverse and potent, and he’s always several steps ahead. His bond with Kalam is a highlight.
- Kalam Mekhar: Ex-Claw, now Whiskeyjack’s loyal corporal. A deadly fighter, but with a strong sense of justice and loyalty to his comrades. He’s the muscle and the quiet conscience of the squad.
- Sorry / Apsalar: The possessed fishergirl. As Sorry, she’s a chillingly efficient killer, a puppet of Cotillion. Once freed, as Apsalar, she’s a lost soul trying to reclaim her past and find her way. Her journey is heartbreaking and hopeful.
- Adjunct Lorn: The Empress’s right hand. She embodies cold, ruthless efficiency and duty. However, her past trauma from the Mouse Quarter riots creates an internal conflict that makes her more than just a simple antagonist. Her death is almost tragic, given her potential.
- Kruppe: Oh, Kruppe. Seemingly a gluttonous, bombastic fool, but beneath the surface lies a brilliant mind, a powerful mage, and Darujhistan’s master spy, the Eel. He’s the source of much-needed comic relief but also profound wisdom.
- Rallick Nom: The assassin with a code. He’s driven by a desire for justice for his friend Coll. His internal struggles with the nature of his profession and his unexpected connection to the Azath House make him compelling.
- Crokus Younghand: The young thief caught up in events far beyond his ken. Touched by Oponn, his journey is one of losing innocence and discovering courage he didn’t know he had. His infatuation with Challice is a classic “boy meets unobtainable girl” trope, but with Malazan twists.
- Tayschrenn: The High Mage. He’s presented as a primary antagonist for much of the book, ruthless and seemingly power-hungry. His motivations for sacrificing his own mages at Pale remain a dark question.
The relationships are key: Whiskeyjack and his squad’s brotherhood, Kalam and Quick Ben’s deep friendship, Tattersail and Calot’s brief love, Rallick and Coll’s loyalty. These connections provide emotional grounding in a vast and often brutal world.
Thematic Resonance ✨
Gardens of the Moon isn’t just swords and sorcery; it’s wrestling with some heavy themes.
- Power and Corruption: This is a big one. We see how imperial power corrupts (Laseen, Tayschrenn), how magical power can be a terrible burden (Rake, Tattersail), and how even divine power is often self-serving (Oponn, Shadowthrone). The pursuit of power often leads to ruin.
- Betrayal: Betrayal is rampant, from the highest echelons of the Empire (Laseen’s assassination of Kellanved, Tayschrenn’s actions at Pale) to personal betrayals (Simtal and Coll). It shapes alliances and fuels vendettas.
- Convergence: Erikson loves this concept. Disparate plotlines, characters, and powers are constantly being drawn together, often towards a cataclysmic event. Darujhistan becomes a massive convergence point.
- The Burden of History: The world is ancient, littered with the remnants of past empires and elder races. History isn’t just background; it’s an active force influencing the present. The Jaghut, T’lan Imass, and Tiste Andii are walking history.
- Gods and Mortals: Gods are not distant or benevolent. They meddle, they play games with mortal lives, and they have their own agendas. Mortals, in turn, can challenge, defy, and even wound gods. The relationship is complex and often antagonistic.
- Order vs. Chaos: The Malazan Empire seeks to impose order, but often through chaotic and brutal means. Darujhistan represents a kind of messy, organic freedom. Anomander Rake seems to embody a more ancient, perhaps darker, form of order, while Chaos itself is a tangible force (Hairlock’s Warren).
- Redemption and Second Chances: Several characters are on paths that could lead to redemption or a new beginning (Paran, Sorry/Apsalar, Tattersail/Silverfox, Rallick). It’s not guaranteed, but the possibility exists.
World-Building Deep Dive 🗺️
The world of Malaz is one of the most intricate and deeply realized in fantasy literature. Gardens of the Moon throws you into the deep end.
- History: The Malazan Empire is relatively young (around 100 years old), founded by Emperor Kellanved and his companion Dancer, who were assassinated by Laseen. Before them, countless other empires and elder races rose and fell. The sense of deep, layered history is immense. We hear of Jaghut Wars, the T’lan Imass Ritual of Tellann that made them undead, the Tiste Andii migration.
- Geography: The main action takes place on the continent of Genabackis, specifically around the cities of Pale and Darujhistan, and the intervening Rhivi Plain and Gadrobi Hills. We also get glimpses of Malaz Island and Unta (the Imperial capital on Quon Tali). Moon’s Spawn is a unique geographical (and magical) feature.
- Political Systems:
- The Malazan Empire is a militaristic, expansionist power ruled by Empress Laseen. It features High Fists (army commanders like Dujek Onearm), the Adjunct (Lorn, the Empress’s direct agent), and the Claw (the Imperial assassins).
- Darujhistan is a Free City, ostensibly ruled by a Council, but secretly controlled by the T’orrud Cabal of mages (led by Baruk) and influenced by the Assassins’ Guild (led by Vorcan).
- Moon’s Spawn is Anomander Rake’s domain, a city within a flying fortress.
- Social Structures: We see rigid military hierarchies, the decadent nobility of Darujhistan, the gritty lives of common soldiers and city dwellers, and the unique societal structures of elder races. Ancient grudges and alliances between different peoples (e.g., Moranth and Pale) play significant roles.
- Magic System: Magic is channeled through Warrens, which are other realms or pathways of power.
- Human mages access specific Warrens (e.g., Tattersail’s Thyr/Light, Quick Ben’s multiple, often disguised, Warrens, Baruk’s alchemical sorcery, Derudan’s Tennes/Land).
- Elder Magic is far more potent and primal, tied to the elder races: Kurald Galain (Tiste Andii Darkness), Tellann (T’lan Imass Earth/Time), Omtose Phellack (Jaghut Ice).
- Otataral is a rare ore that negates magic, found in Lorn’s sword.
- The Deck of Dragons (Fatid) is a divination tool used by adepts like Tattersail, representing the pantheon of Ascendants and their Houses (Dark, Light, Death, Life, Shadow, etc.). Ascendants are beings (mortal or otherwise) who have risen to god-like power.
- Unique Species/Cultures:
- Tiste Andii: Ancient, black-skinned, silver-haired non-human race, children of Mother Dark, associated with Kurald Galain. Anomander Rake is their most prominent figure.
- T’lan Imass: The “undead” remnants of an ancient human race who underwent a ritual to gain immortality to wage eternal war against the Jaghut. Onos T’oolan is our first encounter.
- Jaghut: An ancient, powerful, tusked non-human race, masters of Omtose Phellack (Ice magic). Mostly solitary, some became Tyrants like Raest.
- Moranth: Humanoid race allied with the Malazans, known for their colored armor (Black, Green, Gold, Blue) and their Quorl (giant insect-like flying mounts) and alchemical munitions.
- Barghast: Tribal, nomadic human warriors, often serving as mercenaries. Trotts is one.
- Great Ravens: Enormous, intelligent, and magical ravens allied with Anomander Rake. Crone is one.
- Hounds of Shadow: Massive, terrifying magical beasts serving Shadowthrone.
- Demons (Galayn, Korvalahrai): Beings from other realms that can be summoned.
The sheer density of the world-building is staggering. Erikson doesn’t hold your hand; you piece things together from context, dialogue, and fleeting references. It’s challenging but incredibly rewarding.
Genre Context & Comparisons 📚
Gardens of the Moon firmly plants its banner in the epic/high fantasy subgenre, but it brings a distinctly gritty and complex flavor that often veers into dark fantasy or what some might call “grimdark” (though I think Malazan transcends simple grimdark).
- Scale and Scope: Like Tolkien’s Lord of the Rings or Jordan’s Wheel of Time, the story is vast, spanning continents, millennia, and a huge cast of characters. Multiple POVs are a staple.
- Military Focus: There’s a strong military fantasy element, reminiscent of Glen Cook’s Black Company series. The focus on the lives of soldiers, the brutal realities of campaigns, and the cynical humor feels very Cook-esque. Whiskeyjack and the Bridgeburners are the heart of this.
- Complexity and Moral Ambiguity: Like George R.R. Martin’s A Song of Ice and Fire, Gardens features intricate plotting, political maneuvering, and characters who are rarely purely good or evil. The lines are constantly blurred.
- Originality vs. Tropes:
- Originality: The depth and antiquity of the world are unparalleled. The magic system, with its Warrens and Elder Realms, is unique. The way gods and Ascendants interact with mortals is also distinctive—they’re powerful but not omnipotent or necessarily wise. Erikson throws readers in in media res with very little exposition, which is a bold choice.
- Subversion of Tropes: There’s no simple farmboy-destined-for-greatness here. Chosen ones are often manipulated or meet grim fates. Good doesn’t always triumph, and victories are almost always costly.
- Compared to other “doorstoppers”: While sharing the epic scale, Gardens is arguably denser and more demanding from page one than many other large fantasy series. It doesn’t ease you in.
It’s a book that feels like the opening chapter of a massive, ancient history, rather than a self-contained story with a neat beginning, middle, and end.
Influences & Inspirations (Speculation Time!) 💡
While Erikson is a unique voice, one can speculate on some potential wellsprings for his creativity:
- Archaeology and Anthropology: Erikson is an archaeologist and anthropologist by training. This is hugely evident. The layered history, the sense of ancient civilizations buried beneath the present, the detailed (if often unexplained) cultures, and the focus on societal dynamics all smack of these disciplines. The world feels excavated rather than simply invented.
- Mythology: The pantheon of gods, Ascendants, and Elder Beings feels drawn from a deep well of mythological archetypes, though rarely in a direct one-to-one correspondence. There are echoes of Greek, Norse, and other world mythologies in the power struggles and tragic destinies.
- Military History & Experience: The portrayal of soldier life, camaraderie, cynicism, and the brutal mechanics of warfare feels authentic. Whether from personal experience or deep historical study, this aspect is incredibly strong.
- Tabletop Role-Playing Games: It’s well-known that the Malazan world originated in GURPS campaigns Erikson ran with Ian C. Esslemont (who writes his own excellent novels in the same world). This RPG origin likely contributes to:
- The intricate systems (magic, politics, factions).
- The feeling of a “lived-in” world with established rules and histories.
- The presence of many powerful, independent actors (like PCs in a game).
- The sometimes sprawling, multi-threaded plotlines.
- Glen Cook: As mentioned, the influence of Cook’s Black Company seems undeniable in the gritty, soldier’s-eye view of war and the moral ambiguity.
- Classic Epic Fantasy: While subverting many tropes, the sheer ambition and scale owe a debt to the foundations laid by authors like Tolkien, even if the execution is wildly different.
Erikson synthesizes these (and likely many other) influences into something wholly his own. It’s a world that feels both ancient and startlingly new.
Key Takeaways 🗝️
If you only remember a few things about Gardens of the Moon, make it these:
- Complexity is King: This book demands your attention and rewards rereading. Don’t expect easy answers.
- History is Alive: The past is not just backstory; it actively shapes and haunts the present.
- Power Corrupts, Magic Bites Back: Power, in all its forms, is a dangerous and often double-edged sword.
- No Pure Heroes or Villains: Characters are deeply flawed, driven by a mix of noble and selfish motivations.
- Convergence is Inevitable: Seemingly unrelated events and individuals are constantly being drawn into larger, often cataclysmic, patterns.
- Gods are Players, Not Saviors: The divine beings in this world have their own agendas and are often as fallible and dangerous as mortals.
- Expect the Unexpected: Erikson delights in subverting expectations and pulling the rug out from under you.
Wrapping It Up 🎉
Gardens of the Moon is not a casual read, but it is an astounding one. It’s the kind of book that, if it clicks with you, will sink its claws in deep and refuse to let go. The learning curve is steep, the cast is enormous, and the plot is a labyrinth, but the rewards are immense. You’re thrown into a world already in motion, rich with millennia of history, complex magic, and unforgettable characters.
Is it perfect? No debut novel is. Some find the initial opacity frustrating. But the ambition, the sheer imaginative power on display, and the depth of the world-building are breathtaking. If you’re a fantasy reader looking for a challenge, for a world that feels truly ancient and epic in scope, and for characters that will break your heart and make you cheer, then Gardens of the Moon is an absolute must-read.
What to Remember Before Starting Deadhouse Gates 🧠🔥
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Kalam & Fiddler’s Journey with Apsalar & Crokus:
- At the end of GotM, Corporal Kalam Mekhar (the ex-Claw assassin), Fiddler (the sapper with a knack for bad feelings and good tunes), along with Apsalar (the fishergirl formerly possessed by Cotillion/The Rope, now with her memories returning) and Crokus Younghand (the thief from Darujhistan), have left Darujhistan.
- Their destination is the Malazan homeland, specifically the Imperial capital of Unta on the continent of Quon Tali.
- Kalam’s primary, very personal mission is to assassinate Empress Laseen. He feels she’s betrayed the Empire and the Bridgeburners.
- Apsalar wants to return to her father in Itko Kan (a province on Quon Tali) and confront her past.
- Crokus is tagging along mostly due to his feelings for Apsalar. He lost Oponn’s coin at the end of GotM.
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Apsalar’s Past (Formerly Sorry):
- Remember, Apsalar was possessed by Cotillion, the Patron of Assassins (also known as The Rope). This possession has been broken thanks to Anomander Rake’s intervention with Shadowthrone (who is Cotillion’s companion and master).
- She’s now grappling with her own returning memories and the horrific actions she committed while possessed. She’s not the cold killer Sorry anymore, but a scared, traumatized young woman seeking to understand what happened to her.
- Her father is a one-armed fisherman in Itko Kan. This detail will be important.
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The State of the Malazan Empire:
- Empress Laseen is in charge after assassinating Emperor Kellanved and his companion Dancer.
- Her rule is marked by ruthlessness, purges of the Old Guard (those loyal to Kellanved), and the widespread use of her assassins, the Claw.
- There’s a lot of paranoia, and many within the Empire, especially veterans of the Old Guard, deeply resent her. This undercurrent of discontent is vital.
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Shadowthrone and Cotillion (Ammanas and The Rope):
- These two Ascendants, now rulers of the Warren of Shadow, were once Emperor Kellanved and Dancer, respectively.
- They really want Empress Laseen dead for her betrayal. Cotillion’s possession of Sorry was part of their larger game against her. Their influence will continue to be felt.
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The Setting Shift – Seven Cities:
- Deadhouse Gates largely takes place on the continent of Seven Cities. This is a hot, arid, desert-dominated land that has been under Malazan occupation for some time.
- It’s a place of ancient cultures, powerful and often dangerous local magic, and, crucially, simmering rebellion against Malazan rule.
- It’s also Kalam’s homeland.
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The Paran Family:
- Remember Ganoes Paran from GotM? His youngest sister, Felisin Paran, is a major new POV character in Deadhouse Gates. Their family is noble, based in Unta. Her story is central to DG and it’s… intense.
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Dujek Onearm and the Bridgeburners’ New Status:
- At the very end of GotM, High Fist Dujek Onearm and his armies (including the remnants of the Bridgeburners, now commanded by Captain Ganoes Paran) were declared outlaws by Empress Laseen.
- They are now a renegade force, though still ostensibly fighting the Empire’s enemies (like the Pannion Seer, who was hinted at as the next major threat). This fracture within the Empire’s military is a big deal.
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The Wickans:
- Briefly mentioned in GotM as fierce plains warriors from Quon Tali. They will play a massive and incredibly memorable role in Deadhouse Gates. Keep an eye out for them!
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Otataral:
- Remember Adjunct Lorn’s sword? It was made of Otataral, a strange ore that negates magic. The concept of Otataral and its properties will come up again in significant ways.
Phew! That should cover the main points. Deadhouse Gates is a very different beast from Gardens of the Moon in terms of setting and primary cast, but these threads will help you connect the dots and appreciate the sheer scale of Erikson’s storytelling. It’s an emotional rollercoaster, so brace yourself!
Enjoy the ride – it’s one of the most powerful books in the entire series! Let me know what you think when you’re through it!