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THE

MALAZAN EMPIRE

Malazan Book of the Fallen is one of the most incredible fantasy series out there.
It's an immense 10 book series, with a number of associated novels set in the
same world, and it contains a sprawling narrative that takes place over hundreds
of thousands of years.

The Malazan Empire has humble beginnings, coming to existence in a small dirty
tavern. Kellanved, the first emperor, built it from the ground up with the help of
some powerful companions: Surly and Dancer, assassins both; Whiskeyjack,
Dujek, and Dassem Ultor who led the armies; Tayschrenn, a High Mage and priest
of the God D'rek; and Cartheron and Urko Crust (brothers) who led the Navy.

Firmly established on the tiny Malaz Island they extended their reach north to the
continent of Quon Tali, then Kartool, and then even further north to the Seven
Cities.

The Malazan military is perhaps the best army the world has ever seen. Revered
and genius strategists such as Dujek One-arm, Greymane, Coltaine of the
Wickans, or the Adjuncts to the Empire are the generals of the armies. They are
supported by one or more High Mages, and more ominously, by representatives
of the Claw (the assassin mage cadre, led directly by Laseen/Surly).

The Armies are split into small squads of 5-7 soldiers, usually including a couple of
“heavies” (heavy infantry), a couple of Marines (medium infantry), a sergeant,
and a couple of light infantry. Sappers are usually a part of any squad: expert with
the strange, deadly Moranth munitions and explosives. The value of a sapper in a
squad is usually offset by their wild, insane temperament and the danger of the
ordnance they carry. A cadre mage may or may not be included; the benefit of
such a mage is clear when they are actual powers. Hedge wizards, shamans and
wild talents are usually the norm, though. Whatever the case, magic is a powerful
asset in the Malazan military unit, and as such, the old saying “Always an even
trade”, is part of the Malazan code: a mage will always be protected by the squad,
but he/she has the same duty towards the squad. Save our skins, we'll save yours.

Claw-trained assassins though rare, have been known to be placed in squads.

It has been speculated that the main reason for the crushing successes of the
Malazan military machine is the independence and the free-thinking fostered by
the military leaders in the squads. A squad is usually an independent unit and
though following orders, usually comes up with a very personal way of following
those orders.



MAGIC
Magic in the Malazan Book of the Fallen, involves “the old ways”: the sorceries
of the land, of life spirits and totem beasts, or using the power of a Warren (and
much more rare, of a Hold).

THE OLD WAYS – BLOOD MAGIC – SHAMANS

The magic of the land at its essence taps into the nature/ancestor/totem beast
spirits of the very land. It is a very powerful magic, a magic of bargaining or
coercing the spirits. These then provide the effects requested, depending on their
power, aspect, and the bargain struck. It is an old magic, and as happens with the
Elder Magic of the Holds, is hastened along with blood (mostly sacrificial). Most
“primitive” cultures such as the Barghast, the Seti, Wickans, the old desert tribes
of Seven Cities, the Mott Swamp dwellers, as well as rural or poor urban
populations, use the Old Ways rather than the Warren magics. The Old Ways
allow for linking up of many shamans/warlocks and multiplication of power.
Bargaining with the spirits usually happens in an alternate dimension, which some
have some surmised as the Elder warren of Tellan, but this has never been
confirmed. Such bargaining is dangerous, since combat with the spirits may
happen. Shamans and warlocks have been known to bring along bystanders
during their rituals.

WARRENS

"The Warrens of Magic dwelt in the beyond. Find the gate and nudge it open a
crack. What leaks out is yours to shape. Open yourself to the Warren that comes
to you - that finds you. Draw forth its power - as much as your body and soul are
capable of containing - but remember, when the body fails, the gate closes."
―Tattersail

The effects created varies depending on where the magic is taken from, how it is
combined, and the intent of the mage. Warrens are themselves complete realms
or worlds containing sentient and non-sentient creatures, geography and a ruling
creature, usually a god. The power of warrens are theorized to come
from dragons, each of whom have an aspect the same as the warren.
Most races have a racial Warren that exhibits particular effects or properties;
humans generally tap Warrens based on an innate preference, that produce
limited or specific effects. The books have stated that Warrens are best described
as closed doors in the mage's mind. Accessing the power behind it requires
careful, and deliberate opening to unleash and shape the power within.
Controlling an open Warren is a draining process, and to open the door too far is
to invite madness, physical harm, or death upon the mage. Racial Warrens are
Elder, unavailable to humans in most cases, and significantly more powerful, in
addition to being immune to the magic-deadening effects of otataral.

ORIGINS
Some characters in the novels have theorized that some Warrens are descended
from Holds and others from Elder Warrens (such as Telas, the human Warren of
Fire, from Tellann, the Imass' racial Warren, itself stolen from Kurald Thyrllan, the
racial Warren of Light of the Tiste Liosan. The Warrens are also personified by
various Eleint, with each Warren being somehow related to one or more specific
dragons. The dragons themselves are generally sealed into the Eleint Warren.

EFFECTS
Effects of warren magic are varied and mysterious. Common effects include large-
scale blasts, personal enhancement, item manipulation, and travel through the
physical Warren across great distances in a short period of time. However,
depending on the power, creativity and knowledge of their particular warren,
mages can produce any number of effects related to the Path they are
channeling.

Only a minority of humans can access Warrens, usually tapping and working with
a single one, though the Bridgeburner Mage Quick Ben can access seven at any
single time out of his repertoire of twelve, and non-humans can access up to
twelve as well (although not usually at once). An example of personal
enhancements is when Quick Ben in Memories of Ice used Serc, the warren of the
sky, to fly and D'riss, the warren of Stone, to walk through a wall. An example of
item manipulation is Mappo Runt's pack which is larger on the inside than it is on
the outside. Certain Elder races have access to racial Warrens, that seem to be
significantly more powerful and cannot be completely blocked by the magic-
deadening ore otataral, though may be weakened. Human Warren magic needs
no rituals, motions, or words to be cast. All that is required is access to a Warren.
Most mages are born with a natural affinity towards a specific Warren, although
some are able to draw on more than one. Extremely rare is a mage who can call
on every Warren.

HOLDS
On at least one continent, Lether, Warrens do not function due to the effects of a
large-scale (except for corlo), long-lasting stasis cast over the continent by the
Jaghut Gothos. Magic on the continent was arrested in its development, and
retained the primitive yet powerful form of Holds, which are capable of great
destruction, but lack the nuanced abilities and fine control of the Warrens found
elsewhere on the planet.

INVESTMENT
Warrens can be used to enchant physical objects through a process
called investment. Examples include the unbreakable flint weapons of the T'lan
Imass, which permit knapping useful blades of a size that would normally
shatter, Icarium's arrows which had warrens carved into them, and a stone slab
used to trap a Forkrul Assail for thousands of years.

WARRENS, HOLDS AND REALMS


Warrens can be both an access point to power and a physical realm, though some
do not appear to have a linked realm. The Warrens that exist as physical worlds
come with complete geography, history, and ecosystems of non-sentient and
sentient races different from the Malazan world. As well, some Warrens manifest
with variations in different parts of the human realm, resulting in a certain
duplication of purpose (i.e., Meanas and Rashan, both essentially being Warrens
of Shadow). Warrens may also in some ways mirror or reflect the circumstances
and physical properties of the Malazan world. Warrens link to each other, and
mages can move between them given sufficient knowledge and mastery of magic.



THE KNOWN WARRENS
This is a list of the known human warrens, with their aspects:

Denul — The Path of Healing
D'riss — The Path of Stone
Hood's Path — The Path of Death
Meanas — The Path of Shadow and Illusion
Mockra — the Path of the Mind
Rashan — The Path of Darkness (a child of the Elder Warren of darkness,
inaccessible to humans)
Ruse — The Path of the Sea
Serc — The Path of the Sky
Telas — The Path of Fire
Tennes — The Path of the Land
Thyr — The Path of Light (a child of the Elder Warren of light, inaccessible to
humans)

Additionally there is Fener's Warren, which could be channelled like the other
Paths and was said to border Chaos itself.

Elder Warrens
Realms which were mostly used by some of the older races. Some of these
Warrens were also described as Holds.

Ahkrast Korvalain — Forkrul Assail Hold.
Denaeth Rusen — Elder Warren of the Seas, Mael's Warren.
Kaschan — K'Chain Che'Malle Elder Warren, "Born of sounds beyond our
hearing".
Kurald Galain — Tiste Andii Elder Warren of Darkness
Kurald Liosan/Kurald Thyrllan — Tiste Liosan Elder Warren of Light.
Kurald Emurlahn — Tiste Edur Elder Warren of Shadow. The Shattered Warren
Omtose Phellack — Jaghut Elder Warren of Ice
Starvald Demelain — The Eleint Warren, the First Warren, Warren of Dragons and
Chaos.
Tellann — T'lan Imass Elder Warren of Fire and the Land.
The Beast Hold – an ancient warren aspected to the beasts and animals.


Other Warrens
The Abyss — A Warren with no guardian and sometimes used for travelling
because of that. It has been put forth that the Abyss is not an actual warren but a
void space of unknown purpose.
Barghast Warren — Formerly a forgotten Warren of the Barghast
Chaos — Primordial Warren.
Imperial Warren — A dead Warren recently discovered by the Malazan Empire
and used by them for travelling.
Thelomen Toblakai Warrens

OTATARAL
Otataral is a magic-deadening reddish ore, generally sold in the form of dust,
which superficially resembles rusted iron. It not only prevents the use of magic, it
also prevents mages from accessing or opening their Warrens and can drive them
insane (this may be due to otataral itself or the forcible removal of access to their
warren); an attempt to do so, or use magic on an individual holding otataral
causes the effect to fail in a gust of chilly air. The effects of otataral can be
circumscribed somewhat through encasing the metal in a dense material (such as
a granite box) or a weapon's sheath. Elder racial Warrens such as Kurald Galain
and Tellann are immune to its effects.
In addition, any individual who is in the presence of the ore for a long enough
period (such as by carrying an otataral weapon or inhaling or absorbing otataral
dust through skin) will experience unpredictable side effects, at least one of which
appears to be a transfer of the magic-deadening properties. The Teblor tribes of
northern Genabackis may exhibit this trait through their use of the otataral-
suffused blood-oil.
Another possible side effect is increased rate of healing. This is rather beneficial
as it helps make up for the fact that a person thus affected by otataral may be
immune to the magic based healing ministrations of a Denul healer.
Otataral is too brittle to be forged directly into a weapon. Instead, most weapons
are forged as normal, then quenched in otataral dust while still hot. Attempting to
counter magic with hot otataral can cause catastrophic explosions.



MINING AND CONTROL
The Malazan Empire tightly controls the mining and sale of otataral. The most
prominent source are the mines at Dosin Pali, at the edge of the otataral desert
just off the coast of the Seven Cities. When the mining of otataral results in
contact with the jade figures, the shaft of the mine is immediately closed as
spending time in their presence inevitably causes death. Other sources of otataral
are speculative, including the Teblor's blood-oil. Should the Malazan Empire
discover these sources, it would probably immediately move to control them.


RELIGION AND THE GODS

Godhood is a relative thing in the Malazan world. These are not all-powerful,
aloof presences. Most are very active in the world. They manipulate, they bargain,
they cajole. They kill. They can be killed.

A God is usually an Ascendant* who has gained control of a Warren, accessed its
power through a Throne, and is worshiped by mortals. While the gods are
described as "immortal", in this case, immortality does not last forever. According
to the elder god K'rul, "Every god falls at a mortal's hands. Such is the only end to
immortality." The gods sometimes are referred to as "new gods" to distinguish
them from the Elder Gods.

* An Ascendant is a powerful individual who has transcended his mortal bounds
and is on the path of godhood. There are many paths to Ascendancy. Most are
deadly.

New Gods
Apsalar, the Lady of Thieves
Beru, the Lord of Storms
Cotillion, the Rope
The Crippled God, the Chained One
Dessembrae, the Lord of Tragedy
D'rek, the Worm of Autumn
Fanderay, the She-Wolf of Winter
Fener, the Boar of War
Gedderone, the Lady of Spring and Rebirth
Hood, the Lord of Death
Jhess, the Queen of Weaving
Mowri, the Lady of Beggars, Slaves and Serfs
Nerruse, the Lady of Calm Seas and Fair Wind
Oponn, the twins of chance
Poliel, the Queen of Disease
The Redeemer, a new God in Coral
Shadowthrone, also known as Ammanas
Soliel, the Lady of Health.
Togg, the Wolf of Winter
Trake, the Tiger of Summer and Battle
T'riss, the Queen of Dreams, or the Enchantress


Elder Gods

Elder Gods are any of the Gods that had existed before the creation of the
Warrens. Though some of them are still active and worshipped as Gods, many
have been forgotten. Some of them reigned over elder Warrens, or Holds, whose
power could be accessed through the Tiles of the Holds.

Elder Gods
Ardata
Burn
Draconus
Edgewalker
Eres'al
Errant
Fanderay
Grizzin Farl
K'rul
Kilmandaros
Mael
Mother Dark
Olar Ethil
Pinosel
Sechul Lath
Sister of Cold Nights
Tiam
Togg
Ursto Hoobutt
T'riss may also be an Elder GodDess

THE PANTHEON

Warrens are the source of magical power; as such, they are chips in the games
played by the gods. Many of the Warrens correspond to the High Houses of the
Deck of Dragons (though not all). These High Houses have “positions” usually
filled by Ascendants and other powerful beings and persons. The positions are
mutable, they have been known to change. It is not exactly known what power, if
any, is conferred by gaining a position in the pantheon…beyond gaining the
attention of some very powerful beings.

High House Life
King
Queen
Champion
Priest
Herald
Soldier
Weaver
Mason (Builder)
Virgin

High House Death
King
Queen
Knight
Magi
Herald
Soldier
Spinner
Mason
Virgin

High House Light
King
Queen
Champion
Priest
Captain
Soldier
Seamstress
Builder
Maiden
(Hounds)

High House Dark
King
Queen
Knight
Magi
(Herald)
Captain
Soldier
Weaver
Mason
Wife

High House Shadow
King
Queen
Assassin
Magi
(Knight)
Hound
(Apprentice)
(Mistress)


(High House War)
Lord of Wolves/Lords of War
Hunter
Guardians of the Road
Guardians of the Dead
Mercenary
Army-Soldier
Lifeslayer
Deathslayer
Herald

Unaligned
Oponn
Obelisk
Crown
Sceptre
Orb
Throne
(Chain)
(Master of the Deck)


DECK OF DRAGONS

The Deck of Dragons, sometimes referred to as the Fatid is the dominant oracular
system worldwide, with the exception of the Lether continent which uses its
predecessor, the Tiles.

The reading of the deck of Cards is a favorite pastime of the Malazan military. It is
usually harmless, nothing more than a game of chance (and a chance of gambling
and cheating). However, in the hands of someone with the talent, it is a powerful
oracle and even a gateway to power.

The Deck consists of a series of cards depicting the members of the pantheon. The
Deck accurately portrays the pantheon, with new cards added as necessary for
new members. Most cards represent entities with specific roles in Houses, with a
few non-aligned cards that are without a House. During a reading, these cards
might be animated.

According to Quick Ben, "... the High Houses of the Deck relate to certain warrens
and as such they present a kind of window looking in on those warrens—
conversely, of course, things can in turn look out from the other side, which is
what makes a reading so... risky. The Deck is indifferent to barriers—in the right
hands it can reveal patterns and relationships hidden to mortal eyes."

During a reading, cards are shuffled then dealt one at a time, with the resulting
divination dependent on which cards came out. According to Hairlock, the First
House set the course.

Different patterns can be used to lay down the Deck. For example, in a spiral
pattern, working through the entire deck, the last card could signify either an
apex or an epiphany depending on how it placed itself. Another pattern would be
to lay in blocks (which way the local powers would oppose each other).

The appearance of a card can vary by responding to local conditions. A card can
change slightly of its own accord depending on where the reading is performed to
indicate how the world and pantheon are unfolding.

Not only the attributes or background of a card can change, but also the focus
point of a card. Most positions in the Deck of Dragons depict one individual,
usually an Ascendant. A card often does not refer specifically to this Ascendant
but instead could refer to a person in the local area whose role corresponds to
the position portrayed. During one reading on Seven Cities, for example, the card
of the Assassin of High House Shadow showed up, referring to Kalam Mekhar as
the local Assassin as opposed to Cotillion, the Ascendant Assassin on the card. On
another continent, the card would probably have a different look to it.

The person performing the reading can hold on a card and it is always their call to
continue or end a game.







THE MALAZAN MILITARY

"The so-called Malazan ‘empire’ began as a thalassocracy. That is, rule by sea
power. In the undignified scholarly scramble to identify and distil the empire’s
early stages this truly defining characteristic is usually overlooked. Yet the
Malazan expansion was undeniably one of sea power and this was the key to its
early successes."
―Imperial Campaigns (The Korel Occupations), Volume II, Fist, Imrygyn Tallobant

"The Malazan professional soldier is the deadliest weapon I know."
―Nil

Unlike almost all of its opponents (except some mercenary companies), the
imperial military is a professional force. Despite its relatively small size
(considering the size of its empire), it has a formidable and well-earned
reputation. It is organized to the designs of the master tactician Dassem Ultor.
The Empire maintains roughly 100,000 men at arms, divided into ten armies.
When an army is destroyed or disbanded, a fresh army is created rather than an
old number re-used.

Under the Malazan system of conquest, victorious armies organize peaceful
transitions to local Malazan-style bureaucracies and then depart. Their armies are
not trained for long-term civic control.

MALAZAN MILITARY TACTICS

"Strategy belongs to the commander, but tactics are the first field of battle, and it
is fought in the command tent."
―Dassem Ultor

"What makes a Malazan soldier so dangerous? They're allowed to think."
―Duiker

Most of the Malazan Military tactics were formulated by the First Sword of the
Empire- Dassem Ultor. The Malazan military rules of engagement were
formulated to inflict optimal damage.
The Malazan military easily adapted to whatever conditions it was put into, since
their campaigns included warfare against enemies ranging from the Tiste Andii to
Desert guerrilla warfare. Overall, the Malazan Military Command structure,
barring a few individuals, was highly competent with many talented individual
commanders who closely analyzed the enemy and efficiently used counter tactics
to negate advantages that they might have. Most commanders also knew the
wisdom of utilizing their veterans and would allow them some room to act if they
felt it was for the better of the army. This factor was quoted by Temul, in his
treatise Malazan Warfare, as a deciding factor in the Malazan success against
various opponents.

Infantry
While the Malazan empire might have had its origins on the basis of a
Thalassocracy (see the quote from the historian at the beginning of the page), the
main Malazan military might was based on its infantry. The hierarchy given above
determined the Infantry and its ranks. Recruitment was based on consent, not by
draft.
Although the tactics used by the military are not detailed explicitly, the military
relied on the knowledge that a unit of a solid wall of disciplined men was always
much stronger than any individual, no matter how talented. This is the reason
why the Malazans were able to conquer and build an empire that spanned several
continents. Most of the local military of states such the Seven holy cities, Falari
states, Quon Tali and others fought in a tribal style without any focus on military
discipline. They depended on the battle lust and fervor that seized the fighters
during a battle. They also never fought as a unit, instead every man seeking glory
for himself.

"Now he knew better. For the warrior fights as one, while the soldier fights all as
one. No single warrior, no matter how skilled, can defeat ten, or fifty."
―Suth

Armour was a huge part of the Malazan infantry. It also depended on what type
of infantry a soldier came in. Chain mail, leather vests, Hauberks etc were the
regular armor for the Medium Infantry. The heavy infantry usually wore heavy
cuirasses and vambraces. The Marines, on the other hand, were armored lightly
since they relied more on mobility and since their primary purpose was deep
infiltration. Sappers, on the other hand, focused primarily on demolition of walls
during sieges, and some basic construction work along with the Malazan
Engineers. (See Sappers).
The Malazan Infantry usually formed a shield wall before an attack, absorbed it
and counterattacked with ruthless efficiency. They used Javelins (Pila) which were
thrown when the enemy was just a few yards away to a lethal, destructive effect,
destroying the enemy ranks' coherence. They also employed soaked wooden
shields which would embed weapons thrown by the enemy so that these
weapons could not be used by the enemy again. The marines called it "pulling the
teeth". These shields were usually discarded after a few minutes of the fight.

Finally, while pursuing the enemy, the Malazans would break up into small units.
This enabled them to run down the enemy units much quicker than it would have
been possible had they stayed in formation.

The Malazan Marines were a unique unit type created by Kellanved with a
completely different purpose in mind. The marines were meant to be a sort of
guerrilla force, their primary aims to sow confusion, cut lines of supplies and keep
the enemy off balance by forcing them to react rather than take the initiative by
operating deep within or behind the enemy territory. The shock factor of the
Marines was accentuated by taking into account the fact that the marines
contained sappers in every squad who were ideally meant to be supplied with
enough Moranth munitions. The marines depended on the shock factor created
by the destructive explosive power of the munitions to keep the enemy guessing
about their intentions. This strategem freed the rest of the army to hit the enemy
from different places and sides, while the enemy was fixated on quelling the
marines.

The Malazans made use of horns, drums, and standard-bearers to direct actions
across the breadth of the battlefield.

Malazan Cavalry
During the period of events described in the Malazan Book of the Fallen, the
Malazan army relied heavily on allies (technically auxiliaries or alae) for much of
their cavalry. This was evidenced by the use of the Seti horse warriors, who had
almost single-handedly been recruited by Toc the Elder, the Wickans rule and
Mathok's light cavalry. Despite the availability of such resources, the cavalry was
not fully utilized as it might have been (using their mobility and speed) due to the
relative scarceness of such resources. When in evidence, the cavalry units were
used for charge maneuvers. They had to be used, however, in concert with the
Malazan Engineers who had prepared walkways and ramps for the horses to be
able to charge in the slippery sand of the desert environment of Seven Cities.
More usually, the Malazans seemed to use their cavalry for speedy transport,
scouting and skirmish purposes.

The Malazans did however know very well how to counter such massed charges,
as evidenced by the tactics used by Martal against the Jourilan cavalry. In effect,
they knew how to use pikes (elongated spears) and other Phalangite (Phalanx)
tactics. These tactics, coupled with the effective use of short bows, and other
defensive strategies (such as the use of ditches and moving enforced wagons)
were highly successful in repelling cavalry.

The reason for the infrequent use of cavalry might have been the availability of
faster means of maneuver and transport. Distances could easily be traveled by
Warrens whilst the Malazan command possessed the use of the Moranth Quorls
for speedy conveyance of messages. Nevertheless, we can only speculate to their
role and tactics in warfare (due to the lack of information about the early Empire
campaigns).

Malazan Navy
The Malazan Empire started out with the members of what became known as
Kellanved's family. The original family included the later Admirals Nok and
Amaron, both of whom used to work on a corsair prior to joining Kellanved. They
were then joined by, amongst others, Urko and Cartharon Crust who also
eventually became Admirals of the Malazan navy.
The expanded family's first conquest was Malaz Island and the establishment of a
Navy that could rule the seas and allow freedom of movement to Unta and other
places would have been a priority. There was no documented sequence of events
from which we can say how the Malazans achieved their superiority, however,
they did produce some of the great legendary figures of Naval warfare. These
included Urko Crust, Cartharon Crust and Nok.

By 1163 BS, the Malazan Navy was regularly used for transport. The Malazan
marines were the primary soldiers for the Navy. They were lightly armoured and
very well equipped for short and medium range combat. The ships were well
constructed and included equipment that could be used to ram and batter other
ships, or allow its soldiers to board other vessels with ease. While not the fastest
ships, they were certainly reliable and did move fast enough.

At times, the Malazan Navy worked in concert with other naval groups. The Malaz
14th Army formed an alliance with the Perish Grey Helms which saw them sail
alongside their huge ships called Thrones of War. On another occasion, a Moranth
Navy element under their Admiral Swirl supported the Navy with custom build,
catamaran type, vessels. One of the more unusual craft taken over and used by
the Navy was the Silanda.

Magery and Warren magic were widely used during naval warfare. See the
section on Warren warfare. Although it was possible to travel by warren to a
moving ship, few were able to do so.[15].

Warren warfare
For more detailed information about Warrens and their uses, please refer to the
Warren page.

Warren warfare was one of the biggest facets of Malazan warfare. Undoubtedly,
while the navy and the land forces played a big role, without an effective mage
cadre, there couldn't have been much that the armies or the navy could have
done to counter the enemy's magery. During the early empire's conquests,
especially during Kellanved's time, the empire possessed huge resources in the
form of mages whose capabilities could rival the best mages of their times. In fact,
the likes of Tayschrenn, Hairlock, Calot, A'Karonys, Nightchill, Bellurdan et al,
were themselves counted as among the very best.
Many of the Malazan mages have been recruited during the Malazan campaigns
in Seven Cities or Genabackis. For example, Tattersail had been a former mage
serving Mock. On the other hand, Hairlock was from Seven Cities, and had fought
against the Malazan Empire. After Aren fell he was given a choice between death
and service to the Empire, and he chose the latter.

The Malazan mages mainly used Warrens for magery and warfare, rather than the
archaic Holds that were used by the Letherii. Several of the mages were able to
access multiple warrens at a time, unleashing vast amounts of power. Quick Ben,
for instance, could access up to seven warrens at one time, while he had access to
twelve different warrens. However, there were mages in the Malazan army
(Bottle and Beak to name two) who could access and manipulate Hold magic.

Several instances of mage battles show that whilst the different warrens could
have different flavors, they could still counter one another. However, the magic
from different warrens reacted to different materials differently. For more
detailed information, please refer to the Warren page.

While most mages preferred to fight Warren magic head to head, subtler
manipulations and tactics were used through out. For instance, creating an
illusion to make the enemy throw its attacks elsewhere, and attacking from a
different position was a tactic that Quick Ben employed with delicate finesse.

Over the years, the Malazan infantry developed several methods to counter
mages to gain a competitive edge. Where possible, agents of the Claw might be
sent in to take out any magic opposition as seen for example during the hostilities
against Pale and Darujhistan. Another tactic involved identifying enemy mages as
soon as possible before or during an attack and taking them out by Moranth
munitions or any other means at hand. Digging in was one of the tactic used to
evade mage attacks as most magery rolled over the earth and very few types of
mage attacks could do them harm in such a position.

PROTOCOL

Advancement
Emperor Kellanved and Dassem Ultor designated merit as the sole means of
advancement within the ranks.

Salute
The standard Malazan salute instituted by Emperor Kellanved was an open hand
to the chest, although it could be performed with a closed fist as well.[18][19]
Salutes were not performed on the battlefield so as to not identify officers to the
enemy.

Uniform
When circumstances allowed, it was common for Malazan soldiers to wear grey
surcoats. Officers' helmets were marked with symbols of rank.
An Outpost detachment uniform consisted of a light-gray leather jerkin with a
dark-gray surcoat. A captain's rank was denoted by the surcoat's clasp.

A commander's rank was denoted by a torc on the left arm.

Handshake
It was known among the Empire's soldiers that clasping the hand of another in
peace while wearing the gauntlets of war was the rarest of gestures.

Discipline and Military Justice

"The Malazan Army shall know but one set of rules. One set of rules, and one
ruler."
―Emperor Kellanved

All soldiers were subject to a code of discipline as delineated by Imperial Military
Law. Subordinate officers were expected to speak their minds even if doing so
conflicted with the positions of their superiors. An officer granted his or her
commission by a High Fist could not be stripped of rank by a Fist of lower rank
without adjudication.
Malazan military law held enemy combatants responsible for acts considered war
crimes, and would try and execute those who violated those standards. Torture of
prisoners was not countenanced no matter what the crime.

Artists

Emperor Kellanved sent talented artists with every army on every campaign to
record the details for history. Artists were required to record events accurately
under pain of death. The artist Ormulogun created over 800 sketches in his ten or
eleven years with Onearm's Host.







PEOPLES AND RACES IN THE MAZALAN EMPIRE

The Malazan empire is made up of dozens of peoples and races; the military
receives them all, and Malazan culture is such that most conquered peoples in the
army tend to blend in with time.

For the sake of The Game, only races from the Malazan Quon Tali mainland, and
from Seven Cities, can be chosen as PCs.



DAL HON

The Dal Hon league of kingdoms had once been a separate entity from the
Malazan Empire two generations before the events of Gardens of the Moon. But
the Dal Hon reliance on individual talented warriors was no match for the
coordinated, disciplined tactics of the Malazans. Before then the only nation able
to successfully war against them was Itko Kan. The Dal Hon attributed their
failures against the Malazans to poor generalship.

The people who inhabited the Dal Hon Plains were known as the Dal Honese.
They were made up of various tribes and described as onyx-skinned. Those from
the northern savannah tended to be taller and more willowy than those from the
southern jungle.

The four sacred weapons of the Dal Hon tribes were bola, kout, hook-scythe and
rock

The Dal Honese worshipped a menagerie of deities. Amongst them:
Brithan Troop, the eleven-headed vulture goddess
The Cobra God
Imparala Ar, the Dung God
Neethal Looru, the god that comes in the night whom no one has seen
Thesorma Raadil, the Witch Eater


ITKO KAN

Itko Kan was a coastal region east of the Dal Hon Plains, on Quon Tali. The
distance to Unta was described as being about 300 leagues (likely to mean
travelling distance by horse). The capital city was called Kan.

According to the Seer Rigga, Itko Kan had been an independent country with its
own banner until the Malazan Empire arrived about a hundred years before the
year 1161BS.[5] Before it joined the Empire it had been the only nation able to
successfully challenge the Dal Hon league of kingdoms.

Recognizable traits of the Kanese people included slanted eyes and black hair. The
Kanese had a reputation for not being 'exactly excitable’.

SETI

The Seti were a northwestern Quon Tali tribe which were thought to have long
since ceased to exist except in name, so thoroughly had they been assimilated
into Quon culture. Traditionally they had inhabited Por Seti and divided
themselves into warrior societies and assemblies named for the native animals
such as the jackal, ferret, wolf, dog, and plains lion. (The Seti are similar in build
and looks to the Mongol tribes).

Dwellings and Clothing

The Seti resided in a variety of structures, including felt and hide tents as well as
wikiups. Lands were carefully controlled and apportioned amongst the tribes for
grazing rights, although the demarcations were invisible to outsiders. They wore
clothes of natural materials including deer skin and leather.

Fetishes

Many Seti adorned themselves with various fetishes tied to their armour and hair
including strips of coloured cloth and various animal bones.

The Child Death Song

The Child Death Song was a right of passage from whelp into adulthood for boy
and girl alike that involved a Seti youth being interned in a crypt of the bloodline
in a hollowed out log.The child was then buried alive, as it was believed that the
child had to 'die' for the adult to be born. The Seti believed this to be a test
against the spirits of madness or 'worms' that lived at the base of the skull of
every person, eager to gnaw a path to the brain and cause insanity, and sang a
song while buried to combat their building terror and insanity. Only by defeating
the worms and surviving the night could one progress into adult hood.

Seti Shamans
The full regalia of a Seti shaman would include at least one, long, tufted lance, a
headdress, and a full draping fur cloak of the pelt of the patron animal of the
Shamans society. Shamans were said to communicate with the Seti spirits and
might follow the advice of the spirits over their own judgement.

Government

Each warrior society had an ataman (chief). Communal decisions were made at
the 'Urpan-Yelgan', a tribal high council of atamans and shamans.



Horses

Like the Wickans, the Seti were accomplished horse riders. They were valued as
mounted scouts and skirmishers. The Seti used blankets as saddles, and they
made use of reins and thin leather strap stirrups.

The Seti believed Burn slept beneath their lands.

WICKAN

The Wickans were plains warriors from northeast Quon Tali known for their
expert horsemanship. Conquered by the Malazans, they were often seen as
primitive and "less than human", standing in the way of profitable exploitation of
their lands. Nevertheless, those Wickans who joined the Malazan Military
provided remarkable service and leadership.

Wickan breed horses were regarded highly by those who were knowledgeable
about horses and the saying was that Wickan blood (presumably that of horses
given context) was supposed to 'smell of iron'.

Culture

Wickan society was divided into clans. Most well known were the Crow, Foolish
Dog, and Weasel. Their demographics tended to the very young and very old.
Those of middle age had "all gone away to fight in foreign wars [for the Malazan
Empire] and precious few had returned.

Horses were central to their culture and herds were often with large
encampments. They were treated as members of the family and so were not
bought and sold as goods.[4] Wickan children rode horses from before they could
walk. They practised charging with spears and standing upon their bare backs in
feats of acrobatics. Camps were alive with the sounds of exulting war cries and
ululating singing.

They lived in painted yurts. Their possessions could be packed into covered carts
when necessity or religious pilgrimage required it. They made use of flags and
pennants as decorative items.

Wickans were characterized by black hair, dark eyes, and tanned skin. They often
wore their hair in braids and adorned their bodies in black tattoos. Some clans
threaded their skin or covered themselves in blue paint. In extreme cases, they
filed their teeth to sharp points. (Wickans look like a mix of native American,
Mongol and Pict tribesmen).

Their craftspeople produced blankets, clay pots, and beaten copper amulets and
wristlets. Their clothes were fashioned from natural or tradeable materials, such
as leather, cloth, crow feathers, and woven horsehair. Elders wore prayer
blankets.

In times of war, they wore spiked skull caps, leather armour stitched with black
iron scales, and gloves. Wickans carried lances, horn bows, and long-knives. They
were known to take scalps as combat trophies.

Wickans believed that crows carried within them the greatest of Wickan souls and
returned to their people to await each new birth. This way the power of their
elders was preserved through reincarnation.

Wickan law allowed those victimised by violence to seek redress through blood
cleansing, a trial by combat.

Somewhere on the western Wickan Plains were the sacred Golden Hills, an area
of deep defiles and streams surrounding a high broad plateau where the Wickans
could safely gather in large numbers.

Sacred spaces open to the sky were known as kheror.

Warlocks

Wickans with access to supernatural powers were known as warlocks (female
warlocks were sometimes called witches). Warlocks had access to the warrens but
also knew "the old ways, the sorceries of the land, of life spirits and totem
beasts". A Warlock's final years of life were known as their Time of Iron, the years
when their power was at its greatest. This time was marked by a ritual drinking of
mare's blood. Warlock's were treated with a deliberate casual indifference by
their fellow Wickans, both as a sign of respect and to avoid contact with the spirit
world.

Horsewives

Wickan healers were known as horsewives. In addition to providing expert care to
their beloved animals, horsewives treated human ailments using powders, herbs,
and elixirs.

Cattle Dogs

This Wickan breed was famous for its ferocity and adaptation to plains life.

History

For much of their history, the Wickans engaged in fractious fighting between
clans. Coltaine united the Wickan clans in an uprising against the Malazan Empire
under Emperor Kellanved. The uprising failed but Kellanved somehow managed to
acquire Coltaine's loyalty.

Nil revealed to Duiker that the Emperor had won their support by shaming the
clans, mocking their petty squabbles and pointless feuds. He said he need only sit
back and watch the already faltering Wickan alliance to see the end of the
rebellion. His words and the offer of unity with the Empire were met with
gratitude and gained their loyalty.

Known Clans

Crow Clan
Foolish Dog Clan
Weasel Clan



FALARI

Falar, or the Falar subcontinent was made up of the Falari Isles located off the
north-eastern coast of Quon Tali and the peninsula north of Great Fenn Range. It
was under the rule of the Malazan Empire which had crushed their fleets in a
series of great naval battles. Most Falari were described as red-haired and fair
skinned.

NAPAN

The Napan Isles were located between the Quon Tali mainland and Malaz Island,
in the Nap Sea. The people of the Napan Isles were distinguished by their dusky
blue skin. (Napan people look like Oriental/Korean/Phillipines with skin color from
light to deep blue).










SEVEN CITIES

Seven Cities was a sub-continent north of Quon Tali and west of Genabackis that
had been conquered by the Malazan Empire. It was an ancient land, built upon
the ruins of countless cities dating back to the First Empire. Hot, dry, and largely
desert, its sands obscured forgotten pathways, hoarded power, and soaked up
sorcery. Every foot of the land had been walked by Ascendants.

The Holy Cities

The Holy Cities from which the sub-continent gained its name were said to have
been founded by seven Ascendants thousands of years ago. Before the Malazan
conquest, each city was ruled by a Holy Falah'd. The holy "Seven Cities" were:

Aren
Ehrlitan
Karakarang
Karashimesh
Ubaryd
Ugarat
Yath Alban

The most devout pilgrims pursued the Path of the Seven, a journey to each of the
Holy Cities. Pilgrimage was a respected activity and was a tradition unphased by
bandits or war.

Customs

The traditional Seven Cities way to challenge an opponent was to spit on the floor
in front of him.

The long-knife was the weapon of choice among Seven Cities warriors.

According to Duiker, the saying "Every meal is your last" encompassed an entire
Seven Cities philosophy.

It was common for Seven Cities market streets to be topped by tarps slung
between buildings. This created a tunnel effect and likely reduced the heat of the
sun.

Tribes

Arak - Pan'potsun Odhan
Bhelaral - south of Jhena Mountains
Bhilard - east of Nenoth Odhan
Can'eld - northeast of Ubaryd
Debrahl - north regions
Dhis'bahl - Omari and Nahal Hills
Gral - Ehrlitan foothills down to Pan'potsun
Jhena - west of Jhena Mountains
Kherahn Dhobri - Geleen Plain
Khundryl - west of Nenoth Odhan
Pardu - north of Geleen Grasslands
Semk - Karas Hills and Steppes
Shena - west of Shenohl Forest
Tithan - south of Sialk
Tregyn - west of Sanimon

(Seven Cities peoples look, dress and act like mostly like Arabs; skin colors range
from very dark tans to ebon skin. There are myriad tribes, so players can
conceivably choose any desert-warrior look they want).

MIXED BLOODS & NON-HUMANS

BARGHAST

"Those boys will fight anyone, anywhere."
―Storo Matash, on the Barghast

The Barghast were a non-human pastoral nomadic warrior society who were
found on several continents.

Generally larger than humans, they were often seen as exotic barbarians or
savages by non-Barghast. They were divided into many clans with each hunter
group identified through their woad tattooing. The tattoos depicted the history of
their families going back as many as hundreds of generations. Rivalries between
clans were fierce with some clans recognising others as their Avowed enemies.
Duels to the death between rival clan members were common and tolerated at
inter-clan gatherings.

Each clan was led by a warchief and guided by its shamans (also known as
shouldermen). Shouldermen communicated with the spirits of their dead
ancestors through dreams. Spirits provided guidance and patrolled the Barghast
lands warning of trespassers. Questions of leadership could be settled by ritual
combat to the death.

Barghast shamans could create Blood-iron to invest weapons with a power that
linked the wielder to the weapon. They could imbue protective powers on
individuals through the use of bone circles. Individuals were placed inside the
circle while shamans danced for days around it.

Not all spirits were welcome among the Barghast. The older and more powerful
spirits were kept at bay. When shamans and other powerful Barghast died they
were buried in barrow mounds. Trunks of oak trees were carved with magic
bindings and pressed into the ground upside down atop the corpse. This pinned
its spirit in place and prevented malicious wandering. Additional traps and
guardians were placed in a circle about the barrow. Souls who were caught in the
wooden traps were known as Sticksnares. Any that managed to escape the
barrow often attempted to return to their clans and were destroyed.[7] The
Barghast remembered the dead with mourning chants.

Barghast lived in tents, tipis, and yurts made of wicker and hide. Their clothing
was made of natural materials and found objects unique to each tribe. The Senan
studded their clothes with coins from an ancient hoard. The Barahn made use of
porcupine quills. Every tribe made use of ash, paint, and foul smelling grease on
their skin. Grey ash on the face, for example, was a sign of mourning. Bhederin
grease applied to the skin kept away biting flies and insects. They were known for
their use of crudely made hook-swords, hook-knives, and lances.

Barghast were sexually free and amorous. They openly propositioned those they
were attracted to and casually paired off with strangers.

Barghast were known for their odd sense of humour.

As a sign of respect, the brought the backs of their sword-hands to their brows for
a brief brush of glove to skin.

Barghast Clans
• Ilgres clan
• White Face clan
-Ahkrata
-Skincuts
-Barahn
-Gadra
-Snakehunter
-Gilk
-Nith'rithal
Senan
Example of a Barghast

Trotts was a huge Barghast warrior and a member of the 9th Squad of the
Bridgeburners under Sergeant Whiskeyjack. He served as the squad's pointman
and its 'fist'. He was once a high ranking member of his clan, but was now the last
to survive. Tattooed on his scarred body was the history of his tribe, a tale five
hundred generations long, and he claimed kinship, blood-ties knotted at the very
beginning, to the Barghast First Founders. He was the only Barghast in the
Bridgeburners.

Trotts was described as burly, a wide-shouldered man with black hair, braided
into a ponytail and knotted with charms and fetishes. His arms were covered in
blue woad tattooing, the spiral patterns interrupted every now and then by white
scars. He had coal dark eyes, blue-stained filed teeth, a thin, wide mouth, and
would use a monotone voice when counting in a card game.

He was a savage and brutal fighter equally adept with throwing axes as well as the
longsword. His protective fetishes and tattoos made him fearless in the face of
sorcery. He often defaulted to an unnerving, sharp-toothed grin when suspicious,
and chanted in the thick of battle.


FENN (MIX BLOOD)

Those with Fenn blood are huge. Pureblood Fenn are true giants, standing up to
10 ft tall and possessing superhuman strength. It is said they have four lungs and
healed much more quickly than humans did, to the point where bruises could be
seen to visibly fade. They were also invulnerable to infectious diseases and
possessed a limited immunity to magic. Lower level magic did not affect them and
even High magic may have failed or not have its intended effect.

Mixed-blood Fenn can stand up to 7 feet tall, are thickly muscular, have broad,
square faces and thicker than human skin. Fitting armor for mixed blood Fenn is
not easy, and they are shunned in some areas of the Empire.



TISTE ANDII (MIX BLOOD)

The Andii are an otherworldly race. They have midnight black skin, eyes and hair,
and stand up to 7 ft tall. They are thought to be the children of Mother Dark and
they wield powerful sorceries channeled from Kurald Galain, the elder Warren of
Darkness, inaccessible to humans. Some are rumored to be Soletaken, and can
take the form of dragons. They are ruled by Anomander Rake, the Son of
Darkness himself. They are silent, morose people, said to be immortal or as long
lived as makes no difference. (For more details the Hidden Lore skill is required).


Mixed-blood Andii have skin in various hues of gray, angular, elongated faces,
white or black hair and slanted eyes. They have deft fingers and show more
affinity to warren magics than most. It is rumored that Topper, Clawmaster, is of
mixed Andii blood.

JHAG (MIX BLOOD)

Full blood Jaghut are rumors, and the stuff of legend. (For more details the
Hidden Lore skill is required).

Half-blood Jhag are found in the Jhag Odan deserts of Seven Cities. They are tall
and broad, with an olive cast to their skin, and black hair. They have a dry sense of
humor, and access to magics not usually seen by humans.

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