World Overview: Wu / The Malazan World
Introduction
The Malazan world -- sometimes referred to as Wu -- is one of the most expansive and detailed secondary worlds in fantasy literature. It encompasses multiple continents, dozens of sentient races, a cosmology that spans hundreds of thousands of years, and a magical system of staggering complexity. The world was co-created by Steven Erikson and Ian Cameron Esslemont, drawing on their backgrounds in anthropology and archaeology to build a setting that feels lived-in, layered, and ancient in a way that few fantasy worlds achieve.
This overview provides a synthesis of the world's major features: its geography, its peoples, its cosmology, and its deep history.
Geography: The Continents
The Malazan world contains numerous major landmasses, each with its own cultures, histories, and conflicts:
Quon Tali
The homeland of the Malazan Empire. A continent of old kingdoms -- Quon, Tali, the Kanese territories, Dal Hon, the Seti Plains -- unified by Kellanved and Dancer into the Empire. The capital Unta serves as the administrative heart of Imperial power. Malaz Island, off the coast, is where the Empire began.
Seven Cities
A vast subcontinent of scorching deserts, ancient civilizations, and holy sites. The setting for the Whirlwind Rebellion and the Chain of Dogs. Home to the Holy Desert Raraku and the seven great cities that give the region its name.
Genabackis
A diverse continent of Free Cities, tribal territories, and contested lands. The setting for the Malazan campaigns, the Pannion War, and the founding of Black Coral. Major locations include Darujhistan, Pale, Capustan, and Coral.
Lether
A distant eastern continent home to the Letherii Kingdom and the Tiste Edur. The setting for Midnight Tides and Reaper's Gale. Notable for its economic imperialism and the eventual Edur conquest.
Kolanse and the Eastern Lands
The distant lands beyond Lether, including the Wastelands and Kolanse itself -- the Forkrul Assail stronghold and final destination of the Bonehunters.
Assail
A mysterious northern continent explored in Esslemont's novel of the same name, home to remnant Forkrul Assail populations and other ancient powers.
Jacuruku
A jungle continent featured in Esslemont's Blood and Bone, home to the Thaumaturgs and the goddess Ardata.
Stratem
A continent featured in Esslemont's Stonewielder, home to the Stormwall and the Korelri.
Other Regions
The world also includes Bael, the Jhag Odhan, the Dwelling Plain, various island chains, and other territories that feature in various novels.
The Founding Races
Four ancient races -- the Founding Races -- shaped the world long before human civilization arose. Their conflicts, alliances, and legacies pervade the entire series:
The Jaghut
An ancient, long-lived race of immense magical power, characterized by their tusked features and their tendency toward solitude. Some Jaghut became Tyrants who enslaved other races, but most were reclusive scholars and philosophers who wanted only to be left alone. The T'lan Imass's war of extermination against the Jaghut -- driven by the actions of a few Tyrants -- is one of the great injustices of the Malazan world. Notable Jaghut include Raest (the Tyrant imprisoned in Darujhistan), Gothos (the author of the Gothos' Follet), and Icarium (the half-Jaghut wanderer of terrible destructive power).
The T'lan Imass
Once mortal, the Imass underwent the Ritual of Tellann -- a mass ritual of undeath -- to become the T'lan Imass: an army of undead warriors dedicated to the extermination of the Jaghut Tyrants. The Ritual granted them immortality but at the cost of everything that made life worth living. For hundreds of thousands of years, the T'lan Imass pursued their war, becoming the longest-lived and most tragic military force in history. Their eventual release from the Ritual and rediscovery of mortality is one of the series' great redemption arcs.
The K'Chain Che'Malle
An ancient reptilian race of enormous technological and biological sophistication, who built cities and created weapons of devastating power. The K'Chain Che'Malle predate all other civilizations and fought wars against the other Founding Races. By the time of the series, they are largely extinct or dormant, but remnant populations and their creations play significant roles -- particularly the Che'Malle who ally with the Bonehunters in the final volumes.
The Forkrul Assail
The rarest and most dangerous of the Founding Races, the Assail are beings of immense power whose ideology centres on absolute justice -- a merciless, compassionless calculus that judges all things and finds most of them wanting. Their power of command allows them to compel obedience through voice alone. The Assail serve as the final antagonists of the series, their stronghold at Kolanse being the destination of the Bonehunters' March.
The Tiste Peoples
The Tiste are an ancient, long-lived race that originated in the Elder Warren of Kurald Galain (Darkness). The Sundering -- an ancient civil war -- split them into three branches:
Tiste Andii (Children of Darkness)
Led by Anomander Rake, the Tiste Andii are the most prominent Tiste faction in the series. Dark-skinned with dark hair, they are a melancholic, long-lived people haunted by their estrangement from Mother Dark and their ancient history of conflict. The Andii settled at Black Coral on Genabackis after the Pannion War.
Tiste Edur (Children of Shadow)
The Tiste Edur followed Father Shadow (Scabandari Bloodeye) and are connected to the Warren of Shadow (Kurald Emurlahn). Grey-skinned, they settled on the Letherii continent and were eventually corrupted by the Crippled God's influence.
Tiste Liosan (Children of Light)
Connected to the Warren of Light (Kurald Thyrllan), the Liosan are the least developed of the three Tiste factions in the main series. Fanatical and xenophobic, they appear as antagonists in several storylines.
Cosmology and the Divine
The Elder Gods
The oldest divine beings, predating the current pantheon. They include K'rul (who created the warrens from his own blood), Mael (god of the seas, who disguises himself as Bugg in Lether), Draconus (creator of the sword Dragnipur), the Errant (who manipulates fate in Lether), and others. The Elder Gods are immensely powerful but many have withdrawn from active involvement in the world.
The Ascendants and the Deck of Dragons
The current divine order is organized through the Deck of Dragons -- a divinatory system that reflects the Houses of power. Gods, ascendants, and other powerful beings occupy positions within the Houses (House of Shadow, House of Death, House of Chains, etc.). Mortals can ascend to divinity through extraordinary acts or accumulation of power, and gods can fall.
Key ascendants and gods include:
- Shadowthrone (formerly Kellanved) and Cotillion (formerly Dancer) -- gods of Shadow
- Hood -- god of Death (until his removal)
- Fener -- god of War (who fell from the pantheon)
- Trake -- the Tiger of Summer, ascendant war god
- Burn -- the Sleeping Goddess, who is the world itself
- The Crippled God / Kaminsod -- an alien deity chained in the Malazan world
The Crippled God
A being from another realm who was pulled into the Malazan world by a cabal of mages and shattered upon impact. His fragments were scattered across continents, causing suffering and corruption wherever they landed. His pain and rage made him a malevolent force, but the series ultimately reveals that he is as much victim as villain. The freeing of the Crippled God at the Battle of Kolanse is the series' climactic event.
The Magic System
The world's magic operates primarily through the warren system -- alternate dimensions that serve as sources of magical energy. The warrens are organized into Elder Warrens (predating K'rul's shaping) and the Paths (created by K'rul from his own blood). Additionally, the Holds represent an even older magical system, predating the warrens entirely. See the Magic System Overview for a comprehensive treatment.
Deep History
The Malazan world's history spans immense timescales:
- The Age of the Azath -- the Azath Houses, sentient buildings that imprison powerful beings, are among the oldest forces in the world. Their origin and purpose remain partially mysterious.
- The Tiste Sundering -- the ancient civil war that divided the Tiste into three peoples, explored in the Kharkanas Trilogy.
- The T'lan Imass Ritual of Tellann -- the mass ritual of undeath that created the T'lan Imass army, over 300,000 years before the series.
- The Jaghut Wars -- the T'lan Imass's centuries-long campaign of extermination against the Jaghut.
- The K'Chain Che'Malle Wars -- ancient conflicts involving the reptilian Founding Race.
- The First Empire -- humanity's first great civilization, based on Seven Cities.
- The Fall of the Crippled God -- the summoning and shattering of the alien deity, tens of thousands of years before the series.
- The Founding of the Malazan Empire -- relatively recent history, the rise of Kellanved and Dancer.
Themes of the World
The Malazan world is built to support the series' major themes:
- Deep time -- the weight of ancient history on the present, the way forgotten events shape current crises
- Convergence -- the tendency of powerful forces to be drawn together, creating nexus points where the fate of the world is decided
- The cost of power -- every magical system, every political structure, every divine act has a price
- Cultural complexity -- dozens of cultures, each with their own logic, values, and blind spots
- Moral ambiguity -- no race, nation, or individual is purely good or evil
See Also
- Series Overview -- the books and their publication history
- Magic System Overview -- the warrens, holds, and magical cosmology
- Genabackis, Seven Cities, Quon Tali, Lether -- the major continents
- The Malazan Empire -- the central political entity
- Kurald Galain -- an Elder Warren