The Malazan Book of the Fallen by Steven Erikson

Midnight Tides by Steven Erikson

The expansionist Kingdom of Lether has subdued most of the rival kingdoms and tribes on its continent, establishing a hegemony built on notions of debt and service in the name of the king. Its eye now turns to the northern frontier, where the six tribes of the Tiste Edur have recently been united by the Warlock King of the Hiroth. A delegation sets forth to discuss peace and trade, but the true motives of the kingdom are baser. The Warlock King, aware of the growing threat, sends forth the Sengar brothers on a mission to recover a powerful item for him. When the wrong person finds the item, a sorcerous sword of alien origin, it changes the fate of a continent...and the world.

Steven Erikson's Malazan Book of the Fallen fantasy sequence is one that continuously delights in wrong-footing the reader. All of the tropes of established fantasy are here, with powerful empires, great battles, impressive magic and monstrous creatures in spades, but there's also intelligent musings on human nature, philosophical asides on the weirdness of existence and thematic explorations of ideas ranging from colonisation to capitalism and family.

The first four books in the series explored the Malazan Empire and its conquests on the continents of Seven Cities and Genabackis. Although each of the four novels had its own focus and conflicts, common threads regarding the fate of the Empire and the gods ran through each book. Midnight Tides, the fifth book, completely upends this structure altogether. We're now not only on the remote continent of Lether (located far to the south-east of Genabackis or south-west of Seven Cities and Quon Tali), but we're also back in time, with the events of this novel taking place some time before the events of Gardens of the Moon. In fact, you could read Midnight Tides as a stand-alone fantasy novel, as its connections to the rest of the series are, at this point anyway, slight.

Midnight Tides is more traditional, in some respects, than the earlier books in the series. We have two factions, the Tiste Edur and the Kingdom of Lether, with protagonists and antagonists in both camps. Our main POV character is Trull Sengar, a Tiste Edur warrior with a conscience who becomes increasingly concerned over what is happening to his people. Trull is also a link to the rest of the series, as we met Trull at a much later place in his life in House of Chains (and the conceit of the series is that the Tiste Edur storyline of Midnight Tides is being told by Trull to his companion Onrack, although this is not particularly clear - or important - in this novel itself). Other major characters include Udinaas, a Letherii slave who wins the favour of the Tiste Edur ruler; Tehol Beddict, apparently a whimsical madman living in the Letherii capital who is far more than he seems; his brother Brys, the King's Champion; Seren Padac, a traveller, scout and trade factor; and Bugg, Tehol's manservant. It's probably Erikson's most vivid cast assembled so far (which is really saying something) and perhaps his most relatable: with one exception (not made clear until the end of the book) these aren't demigods or Ascendants, but relatively ordinary people dealing in extraordinary circumstances.

Midnight Tides is an enormous book (over 900 pages in paperback) and one that is trying to do a hell of a lot. The primary storyline revolves around the clash between the Tiste Edur and Letherii, a clash of ideologies and beliefs as well as military force. The Letherii have been seen - perhaps too simplistically - as a stand-in for the United States or capitalism in general, a self-described "civilised" nation which destroys the environment, eradicates indigenous cultures and makes everyone subservient to the rule of money, where wealth is the only symbol of worth. The Tiste Edur are not shown as being inherently better (Erikson, an anthropologist and archaeologist, thankfully avoids the "noble savage" trope with some skill), particularly their tendency to take slaves and engage in ritual combat at merest hint of disrespect, but there is something to be said for their much more straightforward honesty compared to the two-faced cynicism of the Letherii. Standing outside this is the Crippled God (another link to the rest of the series), who decides to barge in and get involved to manipulate events for his own benefit.

The result is a busy and (relatively) fast-paced book. Some of Erikson's more characteristic tics, such as characters stopping in the middle of a major battle to exchange philosophical one-liners, are present and correct, but there isn't really enough time for these to bog down the narrative, as is occasionally threatened in other volumes. Instead the book keeps building the tension and narrative layer by layer, chapter by chapter, as we rotate between the Tiste Edur frontier, events in Letheras and elsewhere.

Midnight Tides is also a bizarrely funny book. Of Erikson's numerous fantasy cities, Letheras is probably the closest to Pratchett's Ankh-Morpork, with its subsidence problems and slightly preposterous murder rate. The comic elements come to the fore in the story of Tehol and Bugg, as Tehol realises the only way to really destroy Lether is from inside its banking system, and the (apparently) hapless Bugg helps him to this end. Cue lots of financial skulduggery, plans-within-plans, political intrigue and the increasingly unpleasant details of Tehol's diet and wardrobe emerge. Given the story can get quite grim elsewhere, the laughs in this storyline come as a welcome relief. That's not to say that Tehol's story is disposable - very far from it - but it allows for some well-handled tonal variance.

The book does falter with a slightly redundant storyline in which one of the female characters suffers a sexual assault during a battle. Erikson already covered this story in Deadhouse Gates and did a sterling job of it, presenting the ramifications of physical and sexual abuse on a character in a realistic manner that was well-explored and informed the story without it feeling exploitative. Here the story point is handled very briefly, written off quite quickly (with magic used to take away the psychological damage) and feels almost entirely redundant to both the story and character. Erikson is one of the egalitarian of fantasy authors with well-realised male and female characters, so this feels like a (fortunately) rare misstep on this score (the last in the series until Dust of Dreams) rather than a major problem, but it's still a regrettable move.

Beyond that, the book's biggest weakness might be its awkward placement in the series: Midnight Tides sets up the events of The Bonehunters (where the events of this novel come into conflict with the wider Malazan world) and, most especially, Reaper's Gale, and several of its story threads continue into those books. For that reason, I'd hesitate to recommend reading Midnight Tides by itself (as the sequels won't make any sense unless you've read the first four books as well, and if you read this book you'd then have to double-back and read the other books before being able to press on with the sequels) despite it's stand-alone feel.

Midnight Tides (****½) isn't quite up to the standards of the best volumes in the series, Deadhouse Gates and Memories of Ice, but it isn't far off. It's an epic fantasy novel with heart and brains, an intelligent deconstruction of capitalist ideology but also an action-packed war story with philosophical musings. It is available now in the UK and USA.
 
Night of Knives by Ian Cameron Esslemont

The Malazan Empire is expanding in all directions, consolidating its control of the Seven Cities subcontinent whilst its armies fight a grinding war of attrition on Genabackis against the Crimson Guard and their allies and an ugly stalemate develops on the continent of Korelri. The Empire's expansion has carried the glory and centre of attention away from the place where it was founded, the island of Malaz located off the coast of the Quon Tali continent. The empire was born on Malaz Island, but the empire has grown up and moved out of home. Yet, on the night of a mysterious convergence known as the Shadow Moon, this backwater city once again becomes the centre of attention...

Night of Knives was the first novel written by Ian Cameron Esslemont, set in the world he had co-created with his friend Steven Erikson for roleplaying. The original draft of the novel was written in 1987 but it wouldn't be published (somewhat revised) until 2004, when Erikson was already five books deep into his Malazan Book of the Fallen series. Night of Knives is therefore an odd book, with a different author's viewpoint on a complex fantasy setting. It also kicks off Esslemont's own six-volume Malazan Empire series and acts as a prequel to the entire saga, telling the story of the ill-fated night of the Shadow Moon and what happened to Kellanved and Dancer.

Although, to be honest, it doesn't really, as that momentous event takes place mostly off-stage (and I suspect we won't find out what really happened until Esslemont wraps up his Path to Ascendancy prequel series). Instead, the novel focus on a number of different characters in Malaz City on the night of an ill-omened convergence of magical forces. Our main characters are Kiska, a young thief so desperate to escape the boring island that she even courts joining the Claw, and Temper, a formidable warrior having to hide his true history from his comrades.

Night of Knives is a strange and expectation-defying book. It's strangely minimalist, with sparse descriptions and laidback prose (and a modest page count) that feels very different to Erikson's dense, multi-layered and yak-stunning doorstoppers. It's also not the best book to read without context. Back when I first read the novel, midway through the Malazan Book of the Fallen's release cycle, Night of Knives felt like a viable alternate place to start the series, being much easier to read than Gardens of the Moon. However, on this reread the book felt a lot more random and lacking in background detail. Without having read Erikson's novels first, I'm not sure it's really clear what the hell is going on at any given moment in the book. Temper's backstory also feels really meaningless without the reader knowing who his former commanding officer is.

It's also an odd book in that it sets up multiple awesome confrontations which then happen off-page: Kellanved and Dancer meeting their fate and an awe-inspiring magical battle between Tayschrenn and the Stormriders are both mighty events, but our viewpoint characters manage to miss them both.

On a character level, the book is better in that it establishes Temper and Kiska (who go on to play a role in both Erikson and Esslemont's subsequent novels, particularly The Bonehunters and Return of the Crimson Guard) well, the story is moody and atmospheric, and there's a sense of wandering into a friend's D&D campaign when it's half over and only just about following what's going on but enjoying the action and exploding magical hijinks anyway. Looking at the book from the perspective of having read all twenty published novels in the combined Erikson/Esslemont series (to date), I'm not sure it's a particularly essential read, although certainly not an offensive one.

Night of Knives (***) is a solid but somewhat random first novel which does nicely expand on many plot elements hinted at in Erikson's novels, but does work better when the reader has a more solid grounding in the world from Erikson's books.
 
The Bonehunters by Steven Erikson

The rebellion known as the Whirlwind has been defeated and now its last army is fleeing to the storied city of Y'Ghatan. The Malazan 14th Army, the Bonehunters, is in hot pursuit, keen to eradicate the last vestiges of rebellion on Seven Cities. But fate, the gods and the crafty general known as Leoman of the Flails have other ideas. Elsewhere, black ships from beyond the western oceans have set events are in motion that will engulf the greatest warriors in the world, Karsa Orlong of the Teblor and Icarium Lifestealer among them, and will see the Master of the Deck, Ganoes Paran, reluctantly take a direct hand in events.

Steven Erikson's Malazan Book of the Fallen series is initially made up of three interlocking story arcs: events on Genabackis, events on Seven Cities and events on the continent of Lether. For the first five books these story arcs have been broadly kept separate, but the sixth volume is when they decisively collide with one another. To put it another way, if Malazan was the Marvel Cinematic Universe, this is the first Avengers movie where you get to see characters from all the previous sub-series meet up and rub shoulders with one another.

There is undeniably a visceral thrill to this, as it represents the shape of the over-arcing Malazan storyline starting to come into focus. We start getting a better idea of what the series overall is going to be about and where the final battles will take place, although much remains murky. The feeling that the series is - at last! - starting to coalesce into one coherent, cohesive narrative is satisfying.

That said, it is also not handled entirely well. Previous Malazan books have been relatively smooth and consistent in their tone. This book feels a lot more inconsistent, a side-effect of mashing together characters from rather different previous books and storylines. There's also a slight air of contrivance to the book. Characters meet up in unlikely coincidences and mysterious new allies show up having spent two years pre-preparing a ritual which will come in handy at a key moment. Characters portentously declare things to one another that will leave the reader baffled. At one point, apropos of Douglas Adams, the moon actually explodes for no immediately discernible reason (which gets an explanation later on that still feels rather random).

The book is also a bit on the over-full side. Some Malazan novels are overlong and have a lot of filler in them; others (particularly the first three) are super-lean and bursting out of the page limit with incident, character developments and intriguing themes. The Bonehunters instead feels like the plots of three separate novels have been pushed into it and the focus careens between them with the grace of a pinball machine. So much is going on that major events and characters are given very short shrift indeed (the incidental death of one major, long-standing character is disappointing). In particular, the rise of two previous confirmed villains into positions of supreme power and influence comes out of left field and is fundamentally unconvincing, even moreso on a reread.

But this is still a Malazan novel written by Steven Erikson, so that means we still get excellent and brutally tragic set-piece events, wonderful moments of prose and dialogue and some effectively powerful reflections of the human condition. At one point the book threatens to turn into a disaster novel, which would have been interesting (fantasy disaster novels are pretty thin on the ground), although the book then shoots off in a different direction. There's also a series of phenomenal action sequences paced through the book, with the Malazans and Whirlwind soldiers clashing in a burning city, a naval face-off between two mighty powers and, most impressively, a long-running battle through the streets of a major city as Kalam and the Claw finally settle their debts. There's a lot of good stuff in this book, it just doesn't necessarily hang together as well as it should.

The Bonehunters (***½) is one of the more divisive books in the series - I've seen people lament it as the worst book in the series (which I don't agree with) and praise it as the best (which I also don't agree with) - but it's also one of the most action-packed and is the one that brings the focus and ultimate point of the series into sharper relief, which is a good thing. In order to get there, an (even for this series) unlikely number of plot twists and coincidences have to take place, which makes the book feel more artificial than almost any other Malazan novel released to date. That said, it's written so well that you may not even care. The book is available now in the UK and USA.
 
Kellanved's Reach by Ian Esslemont

The enigmatic sorcerer Kellanved has seized control of Malaz Island. His cohort and ally Surly plots the conquest of her homeland, the Napan Isles. Meanwhile, the mainland of Quon Tali is wracked by war and civil war. Purge and Tali are locked in incessant conflict in the west, whilst to the east the Bloorian League is trying to crush the city of Gris. Conflict stalks the world but great changes are coming in the warrens as well, as Kellanved seeks the Throne of Shadow and also the First Throne of the T'lan Imass, the Army of Dust and Bone...

Kellanved's Reach is the third novel in Ian Esslemont's Path to Ascendancy series, which acts as a prequel to both the Malazan Book of the Fallen sequence by Steven Erikson and Esslemont's own earlier Malazan Empire series. Following on from Dancer's Lament and Deadhouse Landing, this book continues the story of Kellanved and Dancer, the founders of the Malazan Empire.

The events described in this trilogy, and in this single novel especially, are vast, epic and the stuff of myth. Kellanved's seizure of the First Throne, his alliance with the T'lan Imass and the military campaigns which saw the Malazan Empire start coming together have been referenced in hushed tones throughout the sixteen novels of both of Erikson and Esslemont's original series, so to see those events first-hand is thrilling. Or rather it should be.

If one word comes to mind when reading Kellanved's Reach it is "rushed". The book is only 330 pages long (barely a third as long as some of Erikson's books) and Esslemont tries to fit into this modest page count no less than five major military campaigns, a major subplot with Kellanved and Dancer exploring the Shadow Realm and the stories of numerous POV characters. There simply isn't enough room to do this justice and as a result we end up bouncing back and forth between characters and stories like a pinball machine. Massive, major events (like the nascent empire's capture of the strategically vital city of Cawn) take place in sentences, let along paragraphs, and the epic final battle which ends with Kellanved's crowning feels perfunctory at best.

This is a shame because the improvement in Esslemont's writing and character voice which has been building since Dancer's Lament continues apace here. The early chapters, which relax a little to focus on the military campaigns on opposite coasts of the continent, are well-written and excellent, and it's fun to see future important characters like Greymane and Skinner arise from the masses to start their own steps down the road to destiny. But around the halfway mark the pace accelerates and suddenly major plot events are whizzing by like they've been shot out of a machine gun.

There's still much to enjoy here, of course, even if the later chapters of the book do start feeling more like a plot summary than a novel. I suspect it will be even more frustrating as - if as seems possible - more books in this series follow; Path to Ascendancy was contracted for three books but the series has sold extremely well, so it may be extended. There's plenty of scope if so (the book ends with Kellanved crowned but only a very small part of Quon Tali under his control), and it'd be interesting to fill the gaps in between this book and Night of Knives (set roughly 100 years later), where Kellanved's plans are finally fully realised.

Kellanved's Reach (***½) is a reasonably solid addition to the Malazan mythos, with some genuinely exciting, myth-making moments. It also feels like the novel should have been either twice as long as it is, or its events should have been split over two books. As it stands, the brake-neck pacing means that the emotional resonance and dramatic power of some long-awaited scenes are diluted. The book is available in the UK now and next month in the USA.
 
Witness #1: The God is Not Willing

More than a decade of peace has passed since the fall of the Crippled God. The Malazan Empire, once an ever-expanding nation, has secured its borders and set about bringing stability and order to its holdings. One of the furthest-flung of its outposts is Silver Lake, an isolated town in the far north of Genabackis, still reeling from the events of many years earlier, when three Teblor descended from the mountains and brought chaos with them.

The 2nd Company of the Malazan XIVth Legion - reduced to just three squads and eighteen soldiers - is bound for Silver Lake to reinforce the garrison there. To augment its strength, it has hired the very mercenary company they were recently fighting against, a practical measure that neither side likes very much. With redoubtable allies, the Malazans have to hold Silver Lake against an implacable foe. For the Teblor of the mountains, tiring of waiting for their Shattered God - Karsa Orlong - to return to them and motivated by a growing threat to the north, have made a decision to migrate south to seek out their reluctant deity. What else are a people to do, when their god is not willing?

Well, this was a surprise. Steven Erikson's work has been called many things but "concise" and "focused" are not among them. All of Erikson's twelve previous novels in the Malazan universe are sprawling, brick-thick volumes you could use to stun a yak. The God is Not Willing, at a relatively breezy 473 pages, is easily his shortest fantasy novel to date. Erikson's work has also been called (sometimes fairly, often not) "obtuse" and "confusing." The in media res opening to the first book in the setting, Gardens of the Moon, remains fiercely debated on Reddit and fantasy message boards to this day. The God is Not Willing is instead pretty streamlined and comprehensible. The word - whisper it - "accessible" may be applicable.

But if those terms are applicable, don't go thinking this is Erikson with the training wheels on, or restrained, or (grimace) going commercial. The God is Not Willing is packed with the philosophical musings and rich worldbuilding of his prior work, it is just paced here with discipline and vigor, and an undercurrent of Erikson's distinctly underrated humour. With the exception of the late, great Terry Pratchett and maybe Abercrombie in his more whimsical moments, Erikson may be one of the funniest writers in modern secondary world fantasy, something he usually keeps under check but here lets loose a little more. This is still a dramatic and sometimes tragic story, but it's also one balanced by the kind of comedic banter between soldiers-under-duress that we've seen before in earlier novels, but here taken up a notch.

The God is Not Willing is set ten years after the events of The Crippled God, in north Genabackis. The events of the opening of House of Chains have left an ugly scar on the town of Silver Lake, with ex-slaves and ex-slavers having to find new roles after the Malazan Empire outlawed slavery. Rast, the half-Teblor son of Karsa Orlong, has been exiled from his home by his mother. The town's depleted garrison is reinforced by the Malazan XIVth Legion's 2nd Company, with the slight problem that the company has been almost destroyed in an engagement with a mercenary company, with heavy losses on both sides. Fighting the mercenaries to a standstill, Captain Gruff hits on the splendid - or barking mad - idea of hiring the mercenaries to augment his depleted forces, which is slightly undercut by the two sides disliking one another. Elsewhere, the Teblor tribes of the mountains have discovered that the fading of Jaghut sorcery from the world is about to have cataclysmic consequences, spurring a mass migration into the lands of the south, and a potential showdown with their reluctant deity Karsa Orlong, also known as Sir Not-Appearing-in-this-Novel.

And that's kind of it. The novel rotates between these three storylines with a laser-like focus, with Rast's growth from a confused and terrified youth into a character of moral courage, using his Kara-like, single-minded and utterly unbendable determination as a force for good (or what passes for it) getting a lot of focus. So too do the Malazan marines holding Silver Lake. There's only eighteen of them left after the clash with Balk's mercenary company (who also get some attention, though it's more of a subplot), allowing Erikson to explore most of their characters in a lot of detail. It's the splendidly-written Stillwater who emerges as the best character in the novel, a lethal assassin-mage who has been trying to effectively trademark the idea (and ignoring the various assassin-mage organisations we've already seen in the previous novels, not least the Claw) and whose facility with the warren of Shadow is slightly complicated by her relationship with the Hounds of Shadow. Stillwater entertains because of her determined lack of interest in the normal ongoings of the Malazan world, and her metacommentary on what is happening is the source of much of the book's humour.

The book is relatively small in scale for most of its length, being concerned with very small groups of characters, until Erikson shifts things up a gear in the last hundred pages or so, when we suddenly pull back to a widescreen view of events and discover that things are about to go south very, very fast. Entire cultures and nations are caught up as Erikson finally delivers when he nearly did in The Bonehunters - a fantasy disaster novel! - and does so with spades.

I was very surprised at this book. A dozen novels, half a dozen novellas and thirty years into writing this series (and almost forty since he and Ian Esslemont created it for gaming purposes in 1982), with the previous two-published books being commercial disappointments, you could have forgiven Erikson for writing a crowd-pleasing war story or a thousand-page recap of Malazan's greatest hits. Instead, he delivers a determined, focused, well-paced and immensely rich novel of war, peace, hubris, consequence, sorcery and compassion. He even finds time to right some wrongs from earlier in the series: the somewhat brushed-over consequences of Karsa's odyssey of destruction in House of Chains are here laid bare in full, and the logical (if long-in-unfolding) consequences of events in the main series which were outside the scope of that story are explored in depth by one of Erikson's finest casts of characters yet.

The God is Not Willing (*****) is Steven Erikson bringing his A-game, turned up to 11, and delivering what is comfortably one of his three or four best novels to date. The book will be published in the UK on 1 July and on 9 November in the United States.
 
Have my copy on pre order. July suddenly looks like a great month.
 

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