SPECIALIST SUPPORT
Malazan Mages
Training/Experience: 4-5
Mobility: 10
Max Range: Artillery
Preferred Range: Varies
"And Laseen? Where is she?" Toc scanned the east.
"Hasn’t arrived yet. She’s probably in the rear." A coarse laugh from Imotan.
"So why don’t I send my warriors to the rear and rid us of her?"
"Because she’s probably guarded by all the Claw and mage cadre on the continent, that’s why."
"Ah, yes,’ the shaman sneered. "Your vaunted mages. Where are they now? Where is the Tayschrenn, the Hairloc or the Nightchill now? Why are we even here assembling soldiers when in the old days your mages would turn this valley into an inferno?" Toc eased his seat in his saddle, eyed the man edgeways. What odd directions the man’s thoughts were flying in. Pre-battle jitters, perhaps.
"We formed rank back then too, Imotan. Even with Tayschrenn. Because mages can’t hold territory. In the end, it always comes down to leather on the ground – the plain spearman or army regular. They win the wars."
"Myself, I would say otherwise." Imotan hooked a leg around the pommel of his saddle. "I would say that you Malazans foolishly squandered your talent. Burned them up and drove them mad as your reach exceeded your grasp." He regarded Toc squarely. "And now you have none left worth the name."
-Return of the Crimson Guard, kindle location 9420
Key in the early conquests of the Malazan Empire was the wealth of magical talent possessed by its mages. Back in the heyday of the Empire, it possessed thousands of combat mages, able to field entire companies of magical adepts. Sadly, years of attrition have whittled this number down to only a fraction of what it once was. While mages are not necessarily rare, neither are they particularly common. There are certain ranks or "power levels" of mages found throughout the series, although not all of these are particularly well defined.
At roughly the bottom of the pack are various shamans, warlocks, and witches who are not formally called mages. These spellcasters tend to be weaker than traditional mages in terms of offensive powers. The Letherii Empire, for example, noted that the shamans of their Awl enemies lacked the casting speed to be a threat to their mages. Teblor shamans, for another comparison, could only perform magic while asleep. They may however, have esoteric abilities that traditional mages lack. The Wax-Witch Rigga, for instance, was a minor talent, but one who possessed the ability to soul-shift, a very rare skill that much stronger mages lacked. Their abilities are diverse, and may not always depend on Warrens (see the Wickan Warlock profile below). These include curses, summoning spirits, predicting the future, among others.
The most common mages in the Malazan army are squad mages. As their name implies, squad mages are those mages attached to individual squads, the smallest unit of soldiers in the Malazan army. These mages use their magic at a squad level. This means their magic is typically low-level and would generally effect at best small squads of soldiers. It's worth noting though that Steven Erikson has said that many mages saw the high causality rates of the Empire's higher ranking mages, leading them to "hideout" among the squad mages (as Quick Ben did). This means that some squad mages may be more powerful than they let on
Next are cadre mages, who serve in small groups called mage cadres. These typically number about half-a-dozen, lead by a mage with the rank of mage-commander. Cadre mages have a much wider impact on the battlefield than squad mages. This seems primarily because they operate in groups, meaning they can combine their magic. They typically form the "artillery" of Malazan armies (although this varies on the mage's Warren affinity) when present, and at their most impactful, they can effect an entire battlefield. The Malazan Empire has serious trouble fielding a real mage cadre anymore, with repeated references to Malazan armies not having mages of sufficient talent. As Memories of Ice showed however, even a bunch of squad mages can form a decent cadre in a pinch.
At the final level are High Mages. High mage refers to both a general powerful level, as well as rank mages in the Malazan Army. High Mages are responsible for overall command of a mage cadre (presumably outranking the mage commander) and are typically mages of unmatched, power, skill, and experience. The last two may not always apply, however, for there are also Natural High Mages, who possess the power of a High Mages, but not always the rank or formalized training. Although if they get their ability recognized, they can later get both. High Mages tend to be extremely powerful. The weaker ones can outdo an entire mage cadre. The very strongest ones are small-army killers who take entire cadres of lesser mages to match, let alone defeat. High mages are very rare (although amusingly enough, we see more of them than cadre mages) and most of the notable ones are in the Heroes section.
The number of mages possessed by each army differed significantly, with armies such as Onearm’s Host, who had suffered the greatest losses in recent years having about half a dozen mages total. Other armies such as the Bonehunters, who had also suffered high causalities but were still significantly better off, possessed around a hundred mages in their ranks.
While only a small percentage of the mage population in the Malazan World possess magic useful in combat, these mages were revolutionary in the development of the Malazan military. Magic in Malazan is extremely flexible, and depending on the needs of the army mages are used in communications, helping maintain logistics, and most importantly in magical combat. Squad mages are typically deployed based on their specialties; those who base their magic on destructive force function as living artillery, blasting away at enemy formations, mages, and fortifications. Others may be useful in subtle ways. Illusionists can use their talents to make the enemy throw their attacks elsewhere, while those with the ability to manipulate minds can worm their way into their opponents’ fears, causing them to turn on one another or even flee in terror.
=LOADOUT=
Offensive: See the magic section
Defensive: Mages in Malazan rely on wards for magical defense. Wards are passive defences, apparently requiring no effort to maintain once cast. They are typically cast around or a mage to defend against mundane weapons such as knives or arrows.
“The knife plunging into his back had no chance of delivering a fatal wound. L’oric’s tightly bound defences, his innermost layers of Kurald Thyrllan, defied the thirst of iron. Despite this, the blow drove the High Mage to his knees. Then he pitched forward onto the thick carpets, almost at the Napan’s boots.”
-House of Chains, pg. 598
Stronger wards are used to protect mages from more potent attacks, and are capable of blocking or deflecting powerful spells. Mages can expand these barriers to help protect others, although seemingly over only a small area. They may also have some leather armor.
Wickan Warlocks
Training/Experience: 5
Mobility: 10
Max Range: Several Hundred Meters
Preferred Range: Several Hundred Meters
Following her ascension to the throne, one of Empress Laseen’s first commandments was that all of the Wickan Warlocks be rooted out and killed, for Laseen harbored paranoia against any users of magic that didn’t hold her full trust. Pinned to city walls with iron spikes, they were left to die, but their time was not quite done. As the crows feasted on their bodies, they also collected the souls of the greatest of the shamans, returning them to the Wickan tribes, who waited for the power of their elders to be reborn. Now the greatest of the Wickan shamans live on in the bodies of their children, but with ancient powers and knowledge far beyond their years. They not only possess the abilities that make the Malazan mages so formidable but their own, older, magic as well.
=LOADOUT=
Offensive: The Wickan Warlocks are all capable of utilizing whatever warrens they may naturally be able to access. For information on those abilities, see the mage cadre profile above.
On occasions where they cannot access these abilities, however (such as when the Path of Hands caused the Warrens to be flooded by shapeshifters), the shamans can also call upon the spirits to influence the land in their favor. These spirits can affect the area around them in a variety of ways, ranging from summoning clouds of dust to obscure troop movements, to reading the emotions of enemy troops through the earth to anticipate their attacks. They can even call upon the spirits of those whose bodies remain in the ground allowing them to raise the dead. Unlike most fantasy undead armies, though, these undead soldiers are not particularly well animated, and their frail, desiccated bodies will quickly crumble under any serious assault. They make for a good distraction, but not much else.
Even animals themselves will take up the fight when the shamans call, with the most experienced of them capable of summoning massive swarms of insects to attack the enemy.
"Screaming, he fell from the mount that raced off, unnerved. Rillish crossed to the flailing and gurgling figure in the grasses. All about the hillside the men were falling, clutching at themselves, screaming their pain and blood-chilling horror. The figure at Rillish’s feet stilled. A cloud of insects spiralled from it, dispersing. In their wake was revealed the glistening pink and white curve of fresh bone where the man’s face had been. Like an explosion, a mass of chiggers, wasps and deer flies as large as roaches vomited up from between the corpse’s gaping teeth like an exhalation of pestilence."
-Return of the Crimson Guard pg. 276
The warlocks can even call upon the spirits of the land to directly intervene, convincing them to attack enemy soldiers.
"Faint shrieks drifted across from the leadwoods. Duiker squinted through the dust. The Tithansi archers were screaming, thrashing about, vanishing from sight in the high marsh grasses beneath the skeletal trees. “What in Hood’s name is happening to those men?”
“An old, thirsty spirit, sir. Sormo promised it a day of warm blood. One last day. Before it dies or ceases or whatever it is spirits do when they go.”
-Deadhouse Gates pg. 354
These spirits take the form of either swirling masses of energy or monstrous creatures, able to easily rip a man to pieces, or in one case (in which their were several of them), an Ascendent.
"Duiker finally turned away from the ravaged, flesh-marred ice. Shapeless swirls and pulses of energy now surrounded the three warlocks. Some waxed bright and energetic, while others blossomed faintly in fitful rhythm. “The spirits of the land,” Sormo said. Nil fidgeted in his robes, as if barely restraining the desire to dance. A dark smile showed on his child-face. “The flesh of an Ascendant holds much power. They all hunger for a piece. With this gift we bring them, further service is bound...Behind Duiker, the ice erupted with an explosive roar. Cold crimson rain struck the historian in a rolling wall, staggering him. A savage shriek sounded behind him. The spirits of the land bolted forward, spinning and tumbling past Duiker. He whirled in time to see a figure—flesh rotted black, arms long as an ape’s—clawing its way out of the dirty, steaming slush. The spirits reached it, swarming over the figure. It managed a single, piercing shriek before it was torn to pieces."
-Deadhouse Gates, 373-374
"The earth beneath the hearth erupted, flinging coals and burning wood skyward. A multilimbed, tar-skinned beast clambered free, loosing a bone-shivering scream. It plunged in among the remaining Tithansi, claws ripping through armor and flesh."
-Deadhouse Gates, 435
Letherii Mages
Training/Experience: 4-5
Mobility: 4
Max Range: Many Miles
Preferred Range: Artillery
"Sorcery was the weapon for the battle to come. Perhaps it was, in truth, the face of future wars the world over. Senseless annihilation, the obliteration of lives in numbers beyond counting. A logical extension of governments, kings and emperors...
The slave reached him, took his arm. ‘"Come. This is done, Hull Beddict. A sixth of a bell, no more than that. The battle is over."
"Battle?"
"Slaughter, then. A squalid investment, wouldn’t you say? All those soldiers. Those warriors. All that armor. Weapons. I think those days are over, don’t you?" He was guiding the man back up the slope. "Tens of thousands of dead Letherii; no point in even burying what’s left of them. Two, maybe three thousand dead Tiste Edur. Neither had the chance to even so much as lift their weapons."
-Reapers Gale, pg. 536-543
There were many factors behind the Letherii's seemingly unstoppable expansion across their continent, but most important was the overpowering might of their mages. Every assorted group of wizards, warlocks, shamans, or sorcerers of their enemies never lasted long. As opposed to the Warrens of the Malazan mages, Letherii mages used Holds. Following the betrayal of the Tiste Andii by the Tiste Edur some 300 millennia ago, the Elder Gods requested the Jaghut, Gothos, to use his Warren of Omtose Phellack to seal off the continent of Lether from the destruction caused by the Tiste invasion. Gothos' ritual not only caused massive ice fields to form around the north-western region of the continent, but also resulted in some bizarre temporal effects. Most notably the Elder Warrens never developed into the Paths typically used by humans, but rather, degraded into Holds.
Holds were created in a world long gone where forces were rougher, wilder, and messier. Consequently, sorcery that made use of them was raw and ugly, less subtle and refined, and open to fewer options than Warren magic. They were more powerful however, with the Letherii equivalent of mage cadres capable of nuking cities through rituals and even their more standard battle magic capable of killing thousands in a single engagement. This overwhelming power came at a price; as the rest of the Letherii military became basically meat shields for their mages.
"And aye, I’ve seen for myself that raw, ugly pig you call magic hereabouts. Undisciplined—no finesse—brutal power but nothing clever. So, for you lot, battle means eating dirt, and a battlefield is where hundreds die for no good reason. Your mages have made war a miserable, useless joke—" and he spun round and stepped up to one soldier, nose to nose. "You! How many times has this brigade taken fifty per cent or more losses in a single battle?" The soldier—and Cuttle had chosen well—almost bared his teeth.
"Seven times, Braven Sergeant!"
"Seventy-five per cent losses?"
"Four, Braven Sergeant!"
"Losses at ninety?"
"Once, Braven Sergeant, but not ninety—one hundred per cent, Braven Sergeant." Cuttle let his jaw drop.
"One hundred?"
"Yes, Braven Sergeant!"
"Wiped out to the last soldier?"
"Yes, Braven Sergeant!" And Cuttle leaned even closer, his face turning crimson. In a bellowing shout, he said,-
"And has it not once occurred to you—any of you—that you might do better by murdering all your mages at the very start of the battle?"
‘Then the other side would—"
"You parley with ’em first, of course—you all agree to butcher the bastards!" He reeled back and threw up his hands. "You don’t fight wars! You don’t fight battles! You just all form up and make new cemeteries!" He wheeled on them. "Are you all idiots?"
-Dust of Dreams, pg. 159-160
In battles where the two force's mages were evenly matched (a rare occurrence when facing the Letherii) the mages cancel each other out, and the fighting comes down to the footsoldiers. This is where the Letherii's discipline usually carries the day. More typically, the Letherii mages slaughter their magical opposition, and then the rest of the enemy's army. When the Tiste Edur invaded Lether however, the upgrades given to their magic allowed them to turn the tide on Letherii. As the above quotes show, this resulted in massacres where entire Letherii brigades were wiped out, and they could lose tens of thousands of soldiers in about ten minutes. Following the Malazan's conquest of Lether, they reformed the Letherii army to be more self-sufficient and less reliant on mages. During the Battle of the Spire, the Letherii army was noted to have squad mages in their ranks. They may have reformed their mage corps to operate more along the lines of the Malazans, where mages are part of a combined-arms force rather than a separate part of the army. Towards the end of the series, Letherii commander Brys Beddict noted that they had few mages of worth left and that those left had mostly gone into hiding. By Malazan standards however, even a "weak" Letherii mage would still be quite powerful.
While Malazan mages are versatile enough to be used in multiple roles, Letherii mages have one primary specialty, mass destruction. A Letherii mage cadre can have a range from dozens if not hundreds of miles through ritualized battle magery. Even if they don't have time to prepare, they can still fuction as magical artillery, blasting enemies from across the battlefield. While not as versatile as Malazan mages (they seemingly can't teleport for instance), they can still do things like communicate magically across long distances and detect the numbers of an enemy army before a battle.
=LOADOUT=
Offensive: The Letherii Empire's opening move in most military engagements was to have their mages perform a ritual that functioned as a magical ICBM, allowing them to nuke enemy settlements safely out of range of their armies. The power of one of these rituals was enough to destroy four Tiste Edur villages in a roughly ten-mile radius, striking them from the other side of a mountain range, the resulting explosion powerful enough to send a shockwave back over the mountain range with enough force to knock people over.
"They’re spreading out," Buruk observed. ‘This is going to be a big ritual.’
A soldier said, "The Ceda himself is working tonight. Through these three here, and the rest of the cadre strung out another league in both directions. Four villages will soon be nothing but ashes.’"
"This is a mistake," Seren said. Something was building between the motionless sorcerers. Blue and green light, ravelled taut, like lightning wound round an invisible rope linking the mages. The glow building like sea foam, a froth that began crackling, spitting drawn-out sparks that whipped like tendrils. The sound became a hissing roar. The light grew blinding, the tendrils writhing out from the glowing foam. The twisting rope bucked and snapped between the stationary mages, reaching out past the three who were still visible, out beyond the hills to either side. She watched the power burgeoning, the bucking frenzied. the tendrils whipping like the limbs of some giant, wave-thrashed anemone. Darkness had been peeled back by the bristling energy, the shadows dancing wild. A sudden shout. The heaving chain sprang loose, the roar of its escape thundering in the ground beneath Seren’s feet. Figures staggered as the wave launched skyward, obliterating the night. Its crest was blinding green fire, the curving wall in its wake a luminescent ochre, webbed with foam in a stretching latticework. The wall swallowed the north sky, and still the crest rose, power streaming upward. The grasses near the mages blackened, then spun into white ash on swirling winds. Beneath the roar, a shriek, then screams. Seren saw a soldier stumbling forward, against the glowing wall at the base of the wave. It took him, stripped armor, clothes, then hair and skin, then, in a gush of blood, it devoured his flesh. Before the hapless figure could even crumple, the bones were plucked away, leaving naught but a single upright boot on the blistered ground in front of the foaming wall.
The crimson blush shot upward, paling as it went. Until it was gone. Air hissed past her, buffeting and bitter cold. She sank down, the only response possible to fight that savage tugging, and dug her fingers into the stony ground. Others did the same around her, clawing in panic. Another soldier was dragged away, pulled shrieking into the wave. The roaring snapped suddenly, like a breath caught in a throat, and Seren saw the base lift away, roll upward like a vast curtain, rising to reveal, once again, the battered slopes leading to the pass, then the pallid mountains and their blunt, ancient summits. The wave swiftly dwindled as it soared northward, its wild light reflected momentarily in a patchwork cascade across reflective surfaces far below, sweeps of snow near the peaks and ice-polished stone blossoming sickly green and gold, as if awakened to an unexpected sunset. Then the mountains were black silhouettes once more. Beyond them, the wave, from horizon to horizon, was descending. Vanishing behind the range. In the corner of her vision, Seren saw Nekal Bara slump to her knees. Sudden light, across the rim of the world to the north, billowing like storm seas exploding against rock. The glow shot back into the night sky, this time in fiery arms and enormous, whipping tentacles. She saw a strange ripple of grey against black on the facing mountainside, swiftly plunging. Then comprehension struck her.
"Lie flat! Everyone! Down!" The ripple struck the base of the slope. The few scraggly trees clinging to a nearby hillside toppled in unison, as if pushed over by a giant invisible hand. The sound struck. And broke around them, strangely muted. Dazed, Seren lifted her head. Watched the shale tiles of an outlying building’s roof dance away into the darkness. Watched as the north-facing wall tilted, then collapsed, taking the rest of the structure with it."
-Midnight Tides, pg. 367-369
These rituals do take a significant amount of time to prepare, however, with the ritual below taking three days of prep. Elder magic is also extremely chaotic and difficult to control, with one of the mages in the example below killing themselves mid-ritual.
Besides rituals, their mid-battle spells seems to rely on the same rolling waves of magic as the Malazans, although with greater raw power and less finesse.
"Another wave of sorcery, this time from somewhere to the southeast, a rolling column, crackling with lightning as it swept crossways on the killing field, plunging into the advancing ranks of wraiths. They melted in their hundreds as the magic tore through them. Then the sorcery struck Hanradi Khalag’s warriors, scything a path through the press. The Merude chief’s son counter-attacked, another surge of grey, tumbling bones. A rampart to the east vanished in a thunderous detonation, but hundreds of Edur lay dead or dying on the field."
-Midnight Tides, pg. 442
Defensive: Magical wards.
=ADDITIONAL FACTORS=
Just as Warrens have the Deck of Dragons, the Letherii Holds, have the Tiles. These oracular devices are used by mages to predict future events and determine which of Holds reign dominant. The Letherii's Warren is called The Empty Hold, and that became ascendant during the events of Midnight Tides. The most powerful Letherii Mage, Ceda Kuru Qan, channeled this increase in power through a tile he painted a to reflect the movement of energy in all of the Letherii Holds. This power was called the Cedance. Through the Cedance he was able to draw on an incredible wellspring of power. With such might, he overpowered the most powerful of the Tiste Edur's warlocks and several of his disciples. These Warlocks previously defeated every other Letherii mage sent against them. Its power was so enormous that if it had fully succeeded it would have sought out and killed every single Tiste Edur in Letheras. At that point, the Tiste Edur population in and around the city likely numbered in the hundreds of thousands.
"The Ceda…"
"He has done very well, thus far." Brys shot the First Consort a baffled look.
"What do you mean? He has done…nothing." Brows rose.
"No? He has annihilated the sea-god, the demon chained by Hannan Mosag. And he has been preparing for this moment for days now. See where he stands? See the tile he has painted beneath himself? A tile from which all the power of the Cedance shall pass, upward, into his hands." The gloom of the hallway vanished, a white, glowing light suffusing the dusty air. Revealing the row of Tiste Edur now facing the Ceda, less than fifteen paces between them. The Edur in the centre of the row spoke.
"Ceda Kuru Qan. The kingdom you serve has fallen. Step aside. The emperor wishes to claim his throne."
"Fallen?" The Ceda’s voice was thin in comparison, almost quavering. "Relevant? Not in the least. I see you, Hannan Mosag, and your K’risnan. I feel you gathering your power. For your mad emperor to claim the throne of Lether, you shall have to pass through me."
"It is pointless, old man," Hannan Mosag said. "You are alone. All your fellow mages are dead. Look at you. Half blind, barely able to stand—"
"Seek out the demon you chained in the sea, Warlock King." From this distance, Trull could not make out Hannan Mosag’s expression, but there was sudden fury in his voice.
"You have done this?"
"Letherii are well versed in using greed to lay traps," Kuru Qan said. "You’ll not have its power today, nor ever again."
"For that,’ the Warlock King said in a growl, "you will—"
The white mist exploded, the roar shaking ceiling and walls, and thundered forward, striking the Tiste Edur warlocks. Ten paces behind Hannan Mosag and his K’risnan, Trull Sengar cried out, ducking away at the blazing concussion, his brothers following suit. He heard screams, cut short, then a body skidded across the polished floor to thud against Trull’s feet, knocking him down—
He found himself staring at a K’risnan, burnt beyond recognition, blackened slime melting away from split bones. Rising to his hands and knees, Trull looked up. Only two Edur remained standing, battling the raging sorcery of the Ceda. Hannan Mosag and Binadas. The other K’risnan were all dead, as were the four slaves who had been crouching beside the two sacks. As Trull stared, he saw Binadas flung to the ground as if by a thousand fists of light. Blood sprayed— Then Fear was diving forward, skidding on the bucking tiles to within reach of his brother. Hands closed on a wrist and an ankle, then Fear was dragging Binadas back, away from the conflagration. Hannan Mosag bellowed. Swirling grey tendrils sprang up from the floor, entwining the raging motes of fire. A blinding detonation— Then darkness once more, slowly giving way to gloom. Hannan Mosag, standing alone now, facing the Ceda. A heartbeat— Kuru Qan struck again, a moment before Hannan Mosag’s own attack. The two powers collided three paces in front of the Warlock King— —and Trull saw Hannan Mosag stagger, sheathed in blood, his hands reaching back, groping, the left one landing atop one of the sacks and clutching tight. The other hand then found the other and grasped hold. The Warlock King steadied himself, then began to straighten once more against the onslaught.
The sorcery pouring from the Ceda had twisted the marble walls, until they began to bleed white liquid. The ceiling overhead had sagged, its paints scorched away, its surfaces polished and slick. Brys had stared, disbelieving, as the magic swatted away whatever defensive spells the K’risnan had raised before themselves, swatted it away in an instant, to rush in and slaughter them. Against Hannan Mosag himself, it battered again and again, driving ever closer. Then the Warlock King riposted, and the pressure in that hallway pushed Brys and Turudal back a step, then two. All at once, the two battling powers annihilated each other in a flash, the thunder of the detonation sending cracks through the floor, bucking tiles into the air—everywhere but where the two sorcerers stood. Dusty silence. The marble columns to either side were burning in patches, melting from the top down like massive tallow candles. Overhead, the ceiling groaned, as if moments from collapse.
"Now," Turudal Brizad hoarsely whispered, "we will see the measure of Hannan Mosag’s desperation…" The sorceries roared to life once again, and Brys saw the Warlock King stagger. The Ceda, Kuru Qan, the small, ancient man, stood unscathed, and the magic raging from him in wave after wave seemed to Brys to be that of a god. The Warlock King would not survive this. And, once he fell, this ancient, primal sorcery would sweep out, taking the emperor and his kin, devouring them one and all. Outward, into the city. An entire people, the Tiste Edur, would be annihilated— Brys could sense its hunger, its outrage, its cold lust for vengeance—this was the power of the Letherii, the Cedance, the voice of destiny, a thing terrible beyond comprehension—
Trull saw the Warlock King steady himself, his hands gripping the sacks, and power began to flow from them, up his arms, as he began, slowly, to push back the Ceda’s attack. Those arms twisted, grew into horrific, misshapen appendages. Hannan Mosag’s torso began to bend, the spine curving, writhing like a snake on hot stones, new muscles rising, knobs of bone pushing at the skin. He shrieked as the power burgeoned through him. A grey wave rising, battering at the white fire, tearing its edges, pushing harder, filling half the long, colonnaded hallway, closing on the Ceda, who stood unmoving, head tilted up, the strange lenses flashing before his eyes. Standing, as if studying the storm clawing towards him.
Brys stared in horror as the foul sorcery of the Edur edged ever closer to the Ceda, towering over the small man. He saw a nearby column turn porous, then crumble to dust. A section of the ceiling it had been supporting collapsed downward, only to vanish in a cloudy haze and land in a thud of billowing dust. Kuru Qan was looking up at the raging wall looming over him. Brys saw him cock his head, the slightest of gestures. A renewed burst of white fire, expanding outward from where he stood, surging up and outward, hammering into the grey wall. Driving fissures through it, tearing enormous pieces away to whip like rent sails up towards the malformed ceiling. Brys heard the Warlock King’s shriek, as the white flames roared towards him.
Trull felt himself dragged to his feet. He turned, stared into Fear’s face. His brother was shouting something— —but the Warlock King was failing. Crumbling beneath the onslaught. Whatever energies he had drawn upon from what was hidden within the sacks were ebbing. Insufficient to counter the Ceda. The Warlock King was about to die—and with him—'all of us'…
"Trull!’ Fear shook him. "Along the wall.’ He pointed. "There, edge forward. For a throw—"
'A throw?' He stared at the spear in his hands, the Blackwood glistening with beads of red sweat.
"From the shadows, Trull, behind that pillar! From the shadows, Trull!" It was pointless. Worse, he did not want to even try. What if he succeeded? What would be won?
"Trull! Do this or we all die! Mother, Father—Mayen—her child! All the children of the Edur!" Trull stared into Fear’s eyes, and did not recognize what he saw in them. His brother shook him again, then pushed him along the wall, into the bathing heat of the sorcery battering down at Hannan Mosag, then behind a friable column of what had once been solid marble. Into cool shadow. Absurdly cool shadow. Trull stumbled forward at a final push from his brother. He was brought up against a warped, rippled wall—and could see, now, the Ceda. Less than seven paces distant. Head tilted upward, watching his assault on the Warlock King’s failing defenses. Tears blurred Trull’s eyes. He did not want to do this.
'But they will kill us all. Every one of us, leaving not a single Tiste Edur alive. I know this. In my heart I know this. They will take our lands, our riches. They will sow salt on our burial grounds: They will sweep us into history’s forgotten worlds. I…I know this.'
He raised his spear, balanced now in his right hand. Was still for a moment, breath held, then two quick strides, arm flashing forward, the weapon flying straight and true. Piercing the Ceda in his side, just below his left ribs, its solid weight and the momentum from Trull’s arm driving the point deep. The Ceda spun with the impact, left leg buckling, and fell—fell—away from the painted tile— —that suddenly shattered. The white fire vanished, and darkness swept in from all sides."
-Midnight Tides, pg. 586-589
While probably the most powerful magical feat in the series performed by a human, this required:
1) Weeks if not months of prep (between the Ceda using the tiles to discern the shifts of power in the Holds, plus days to paint the Tile)
2) one of the strongest mages in the series
3) An extremely rare metaphysical event that may never even occur in the timeframe given for a KC battle
4) This ritual was very easily disruptable, with a single stealthy spear throw enough to stop it.
Sappers
Training/Experience: 4-5
Mobility: 4
Max Range: Crossbow
Preferred Range: Munition Range
"The Malazan engineers are a unique breed. Cantankerous, foul-mouthed, derisive of authority, secretive and thick-headed. They are the heartstone of the Malazan Army"
Journey to the loudest, smelliest, and most disorganized part of any Malazan encampment, and you can be almost guaranteed to find sappers. Also referred to as saboteurs or combat engineers, the sappers are a subgroup of the Malazan marines and were little more than glorified tunnel diggers until the Malazan alliance with the Moranth gave them access to the weapons that would change the way they waged war, the Moranth munitions. With these sophisticated and deadly explosives, the sappers evolved their sabotage to an art form. The munitions give sappers a significant amount of flexibility in combat and satisfy most sappers innate love of blowing shit up, but Moranth munitions are also extremely dangerous, and only the best sappers survive their hazardous work. The Malazans used to employ entire companies of sappers until one unfortunate soldier stumbled on his cusser and took his whole company with him. Dassem Ultor broke up the practice of sappers serving in separate companies after that, integrating them as the specialized saboteurs they are.
In combat, the sappers rely on their munitions for a variety of different purposes, ranging from building demolition to the straight up destruction of enemy lines. They are masters of tunnel warfare, whether it's tunneling underneath and undermining city walls, or even burrowing underneath their enemies' formations mid-battle to deliver a nasty explosive surprise to them. They are the soldiers that the Malazans rely on to build field works, constructing bridges, fortifications and the like. Sappers are as the quote above mentions, are typically independent-minded thinkers who don't always mix well with authority, but are also very creative when approaching a variety of combat situations.
=LOADOUT=
Offensive: By far the most important weapon in the Sapper's arsenal are the Moranth munitions. For exact details on how this munitions function, see the Moranth profile above. As the Monranth designed their munitions to be dropped from the backs of their quorls, the sappers were forced to make design modifications to the munitions to make them effective for use in sabotage. Munitions can be deployed.
Sharpers: The most commonly used munitions, sharpers are small rounded cones that contain shards of metal, acting as shrapnel when they explode. They are very efficient anti-personal weapons, capable of quickly shredding through enemy lines. They are small enough that the sappers can throw them safely at the enemy like hand grenades, or launch them from crossbows on specially designed bolts with the sharper tipped heads. This effectively turns their crossbows into grenade launchers.
Cussers: Cussers are the largest of the Moranth munitions and also the most dangerous. Their deadliness is in the sheer explosive force they release upon detonation, to the point where just one can knock over a small building or render the intersection four streets virtually impassible. They have an approximate kill radius of 30 paces (roughly 75 feet), meaning anything in that range that isn't either obscenely durable or otherwise protected is going to find itself reduced to bloody chunks strewn throughout the battlefield.
"The ground punched the breath from his lungs, threw his legs into the air. He thumped back down in the mud. On his back. He had time to begin his roll before the cussers directly ahead exploded. The impact sent him tumbling. Bloody shreds rained down on him. A large object thumped beside Paran’s head. He blinked his eyes open. To see a man’s hips – just the hips, the concavity where intestines belonged yawning black and wet. Thighs were gone, taken at the joints."
-Memories of Ice
Even creatures with above-human durability can still be injured or killed by cussers, as seen in the second book when Fiddler blows the head off of a Soltaken dhenrabi (shapeshifter that can turn into an over 400 foot long sea centipede that kills whales), and later manages to drive off a Soletaken eliant with a cusser.
"A rasping voice filled Fiddler’s mind—and the expressions on his companions’ faces told him they heard as well—
'Mortals, unfortunate for you to witness my passage. The sapper grunted. The creature did not sound at all regretful. It continued, For this you must all die, though I shall not dishonor your flesh by eating you.'
“Kind of you,” Fiddler muttered, setting a solid quarrel in the crossbow’s slot. The iron head had been replaced with a grapefruit-sized clay ball.
'Another fisherboat mysteriously lost', the Soletaken mused ironically. 'Alas'. Fiddler scrambled to the stern, crouching down beside Kalam. The assassin straightened to face the dhenrabi, one hand on the tiller.
“Soletaken! Be on your way—we care nothing for your passage!”
'I shall be merciful when killing you.' The creature rushed the barque from directly astern, cutting through the water like a sharp-hulled ship. Its jaws opened wide.
“You were warned,” Fiddler said as he raised the crossbow, aimed and fired. The quarrel sped for the beast’s open mouth. Lightning fast, the dhenrabi snapped at the shaft, its thin, saw-edged teeth slicing through the quarrel and shattering the clay ball, releasing to the air the powdery mixture within the ball. The contact resulted in an instantaneous explosion that blew the Soletaken’s head apart. Fragments of skull and gray flesh raked the water on all sides. The incendiary powder continued to burn fiercely all it clung to, sending up hissing steam. Momentum carried the headless body to within four spans of the barque’s stern before it dipped down and slid smoothly out of sight even as the last echoes of the detonation faded. Smoke drifted sideways over the waves.
“You picked the wrong fishermen,” Fiddler said, lowering his weapon.
-Deadhouse Gates pg. 33
Unfortunately, the size of the cussers makes them dangerous even to their users. They are far too large to be thrown from a safe distance, and the knockback from a standard crossbow will cause the cusser to blow up in its users' face if they attempt to fire it from one. This has led the sappers to develop some rather ingenious ways to utilize cussers in combat. Keep in mind that most of these methods can be used with other Moranth munitions as well.
- Lobber Crossbows: The most well-known method for cusser delivery; the legendary Malazan sappers Fiddler and Hedge designed these weapons, contracting a Mare jeweler and a wood carver living in Malaz city to build them. They are far larger than ordinary crossbows, the quarrel itself weighted and heavy on the end in order to compensate for the cusser attached to it. In a typical crossbow, the shockwave generated by the "ribs" springing back sends the shockwave forward. Usually, the bolt is light enough to escape its slot before the vibration reaches it, but the heavier bolt utilized in this crossbow would typically cause the vibration to make the cusser blow up in its users face. These modified crossbows, however, have a series of stops and plugs to absorb this shock. The puts quite a strain on the stops and plugs, which have to replaced after twenty or so shots, but this allows the sappers to shoot their cussers from a relatively safe distance away, approximately 30 to 40 paces away. These crossbows are very rare, with only a few of them still in use. There are however replicas that are almost as good.
- Remote Detonation: The sappers plant some cussers, retreat to a safe distance, then launch a sharper or burner tipped crossbow bolt to detonate the cussers from afar.
- Tripwire: This was used in ambushes and traps for enemy troops. The sappers stretched a tripwire across a path tied to a cusser on each end, the cussers balancing on a nearby object. When an enemy sprang the tripwire, the munitions fell and detonated. This is not practical in open areas nor during daylight.
- The Drum: A legendary method of deploying cussers developed by the Bridgeburners Fiddler and Hedge; this approach turned the cussers into landmines. Holes were first dug in a chosen pattern, depending on the area. Cussers were then shaved down on one side until the clay was paper thin. A sharp stone is then placed on the thin area, and the cusser is buried. When the enemy approached, their footfalls resonated through the ground causing the rock to puncture the clay and detonate the cusser. Outside of throwing the cusser itself, the drum is the most dangerous deployment method for sappers. Shaving the cusser's outer layer requires the utmost skill and precision, and should only be attempted by the most experienced and skilled sappers.
Burner: The Malazan version of incendiary grenades, burners are glass cylinders filled with a unique form of alchemical powder that explodes in a large fireball. While less powerful than cussers, and less deadly than sharpers, burners are more strategically versatile than either, able to spread fire and destruction amidst enemy ranks, fortifications, and supplies.
"As Fiddler led his squad into a seeming rout, with fifty or sixty Letherii soldiers charging after them, Gesler raised his hand, which held a burner. Aye, messy, but there were a lot of them, weren’t there? Fiddler and his marines made it into the alley, tore off down it. A crowd of Letherii reached the mouth, others pushing up behind them. And munitions flew, and suddenly the street was a conflagration."
-Reaper's Gale pg. 763
Crackers: Crackers are a very distinct variety of explosive used for the demolition of buildings. They are the most durable form of munition, able to be hammered into stone without detonation, comparable to a block of real-life military C-4. They are made of fired clay, shaped like cones or wedges to hammer into cracks or gaps in walls.
Smokers: As the name suggests, smokers released large clouds of smoke, akin to a smoke bomb. They can be used tactically to spread confusion among the enemy.
"Shut the Hood up", Sunny snarled, tossing something at the fellow’s feet that went off with an ear-splitting bang. Though she recognized it as a smoker, Hurl flinched. Black impenetrable clouds engulfed them, blinding and choking. She was sure that whatever the Moranth put in those was not meant to be inhaled."
-Return of the Crimson Guard pg. 128
Melters: Melters are munitions in a spherical case of fired clay containing a highly corrosive acid, used for melting walls, large groups of troops, or even demons. It's somewhat comparable to a real-life thermite bomb.
"As the creature passed over a hillock something struck it and a flash of actinic light made Ullen wince and glance away. A grating shriek such as cracking stone echoed over the slope. When he looked back the thing was flailing, white flames engulfing it, pieces dropping away in fluid globules. It began to sink, limbs spasming as its outline changed, thinning, drooping. It struck the ground, bowled over irregulars and crashed into a shieldwall of Malazan regulars who hacked at its twitching flesh. A great cheer went up among the Imperial forces. Everyone on both sides had paused in horror and fascination to watch the spectacle."
-Return of the Crimson Guard, pg. 568
The sappers are typically ingenious in the use of their munitions, and will often combine them for the greatest effect.
"Four sharpers sailed into their midst. Multiple, snapping explosions, at least one of them triggering the row of sharpers buried along the length of the trail, these ones in turn triggering the crackers at the base of the flanking trees, which began toppling inward onto the milling soldiers. Smoke, the screams of the wounded and dying, figures sprawled, pinned beneath trees and trapped by branches. Paran saw Hedge and four other sappers, Spindle included, plunging down the slope to one side of the trail. Munitions flew from their hands. The fallen trees – wood and branches liberally drenched in lantern oil – lit up in a conflagration as the first of the burners exploded. Within the span of a heartbeat, the trail and the entire company trapped upon it were in flames."
-Memories of Ice, 781
Moranth munitions are, except for the strongest magic, the most devastating weapon the Malazans have to unleash on the battlefield. Entire armies can be devastated through the use of munitions, as the Perish and Kolansii learned during The Crippled God.
The enemy forces were shaking out, seething motion all along the front lines. The medium and heavy infantry that had been positioned there in solid ranks since dawn were now splitting up to permit new troops to move forward in ragged formation. newcomers bore no standards, and most of them had their shields still strapped to their backs. From what Erekala could make out, they were armed with crossbows and short swords.
"Skirmishers?" asked Staylock.
"They don’t look light on their feet, Commander – some of them are wearing chain. Nor are they forming a line. Who are these soldiers?"
"Marines."
"They appear…undisciplined, sir."
"It is my understanding, Sister Staylock, that against the Malazan marines the armies of the Seven Holy Cities had no counter. They are, in fact, unlike any other soldier on the field of battle." She turned to eye him quizzically.
"Sir, may I ask, what else have you heard about these marines?’ Erekala leaned on the rail.
"Heard? Yes, that would be the word." They were advancing now, broken up into squads of eight or ten, clambering steadily over the rough ground towards the first trench, where waited masses of Shriven – Kolansii regulars. Solid enough soldiers, Erekala knew. Proficient if not spectacular, yet subject to the sorcery of the Forkrul Assail. Without the Pure, however, there would be no power sufficient to unleash in them any battle frenzy. Still, they would not buckle so long as the mixed-blood commanders held their nerve.
"I don’t understand you, sir." He glanced across at her.
"The night of the Adjunct’s disengagement from the docks of Malaz City, Sister – where were you stationed?"
"The outer screen of ships, sir."
"Ah. Do you recall, did you by chance happen to hear thunder that night – from the island?’ Frowning, she shook her head.
"Sir, for half that night I was in my sling, fast asleep."
"Very well. Your answer, Sister, is not long in coming, I fear." Thirty rough and broken paces below the first berm now, the squads thinning out, those wielding crossbows raising their weapons. On the Shriven side, the pikes angled down, readying for the enemy to breach the top of the berm. The iron points formed a bristling wall. From the second trench the archers had moved up, nocking arrows but not yet drawing. Once the Malazans reached the ridge line, coming into direct line of sight, the arrows would hiss their song, and as the first line of bodies tumbled, the archers would begin firing in longer arcs – to angle the arrows down the slope. And the advance would grind to a halt, with soldiers huddling under their shields, seeking cover from the rain of death. Twenty paces now, where there was a pause in the advance – only an instant – and then Erekala saw arms swinging, tiny objects sailing out from the hands. Too soon. Striking the bank two-thirds of the way up. Sudden billowing of thick black smoke, boiling out, devouring the lines of sight. Like a bank of fog, the impenetrable wall rolled up and over the berm’s topside.
"Magery?" gasped Staylock.
Erekala shook his head. And from that rising tide of midnight, more objects sailed out, landing amidst the pike-wielding press of Shriven. Detonations and flashes of fire erupted along the entire length of the trench. The mass of Kolansii shook, and everywhere was the bright crimson of blood and torn flesh. A second wave of munitions landed. The report of their explosions echoed up the slope, followed by screams and shrieks of pain. The smoke was rolling into the trench, torn here and there by further detonations, but this just added dust and misted blood to the roiling mix. Along the second trench, the archers were wavering.
"Begin firing blind," Erekala murmured. "Do it now." And he was pleased to see Watered officers bellowing their commands, and the bows drawn back. A sleet of quarrels shot out from the smoke and dust, tore into the archers. And the heads of many of these quarrels were explosive. The entire line disintegrated, bodies tumbling back to the crouching loaders. More grenados arced after the quarrels, down into the trench. Closer now, Erekala could see limbs, ripped clean from bodies, spinning in the air. Higher up the slope, the reserve companies boiled into motion, rushing down towards the third trench, while those troops who had been stationed in that position were now foaming up over their own berm, to begin a downhill charge. The line of archers dug in above the third trench were swept up in the wholesale advance.
"What are they doing?" demanded Staylock.
"The trenches are proving indefensible against these munitions," Erekala replied. "The half-blood officers have correctly determined the proper response to this – they must close with the marines. Their elevation and their numbers alone should win the day." The marines, he now saw beneath the fast thinning smoke, had overrun the archers’ trench, and looked to be digging in all along the line – but Erekala had ensured that the earthworks were designed in such a manner as to expose them to attack from higher up the slope. Those trenches offered them nothing. The marines began scurrying in full retreat.
"They’re panicking,’ hissed Staylock. "They’ve run out of toys, and now…" The descending, elongated mass of Kolansii was like an avalanche racing after the straggly marines.
"Hold up at the lowest trench,"Erekala pleaded. "Don’t follow the fools all the way down!" The sound of that charge, past the archers’ trench and into the dip of the first trench, was like thunder. There were officers in the lead ranks. Erekala saw them checking their soldiers— The whole scene vanished in multiple eruptions, as if the entire slope had exploded beneath the Kolansii forces.
The concussion rolled upwards to shake the summit, fracturing the wall and shaking the stone gates, taking hold of the wooden platform Erekala and the others stood on and rattling it so fiercely that they all lost their footing. Rails snapped and men and women tumbled over the sides, screaming. Erekala grasped one side post, managed to hang on as successive shock waves slammed up the slope.
'Wolves protect us!'
Twisting now on the strangely tilted platform, he saw the clouds lifting to blot out the view to the north – dust and dirt, armor and weapons and sodden strips of clothing – all of it now swept down towards them, a grisly rain of devastation. Unmindful of the deadly deluge, Erekala pulled himself upright. One of the legs of the platform had snapped and he was alone – even Staylock had plummeted to the broken ground below. A sword tip stabbed deep into the pine boards just off to his left, the blade quivering with the impact. More rubble rained down. He stared downslope, struggling to make sense of what he was seeing. All but the highest, nearest trench – along with the levelled ground behind it – was torn chaos, the ground wounded with overlapping craters steaming amidst chewed-up corpses. Most of the Kolansii army was simply…gone. And then he saw movement once again, from the downward end – the same marines, swarming back up the slope, into the huge bites in the earth, up and over. Squads advancing, others drawing into tight clumps and beginning work on something. Streams of Kolansii survivors, stunned, painted crimson, were retreating up towards the stone wall, clumping on the cobbled road. Most of the soldiers had flung away their weapons.
'Just like that, the Kolansii are finished.' Strange crackling bursts of fire from the marines, and Erekala’s eyes widened to see streaks of flame race out from squad positions, sizzling as they lunged up and into the air, arcing upslope. Of the dozen terrifying projectiles launched, only two directly struck the crowded road. The platform under Erekala pitched back, flinging him round. He lost his grip, slid past the embedded sword, and then he was falling. There was no sound. He realized that he had been deafened, and so in sweet, perfect silence, he watched the ground race up to meet him. And overhead, shadow stole the morning light...
Staylock had only just picked herself up – bruised and aching – when a closer detonation threw her back to the ground. The wall before her rippled, punching away the soldiers huddled against its protective barrier. And then, with a roar of fire, something descended on the gate to her right. The stones disintegrated in a flash of light. The sound of the impact threatened to crush her. Stunned, she staggered away from the blazing gate – saw Commander Erekala lying not ten paces away, in the wreckage of the toppled platform. Vague motions from his body drew her to him.
"Brother Erekala!" she cried. His eyes were open, but the whites were crazed with blood. His mouth opened and closed like that of a beached fish, but she could hear no breaths going in or out. Just as she reached his side she heard a desperate gasp from the man, and all at once he was on his side, coughing.
"Commander!"
But he did not hear her – she could see that. She looked up – entire companies of Perish had been thrown to the ground by multiple impacts. This is not war. This is slaughter. And in her skull, she thought she could hear the howling of her gods. A sound of impotent rage and blind defiance. A sound that understood nothing."
-The Crippled God pg. 681-686
Defensive: See Marines
Claw Assassins
Training/Experience: 6
Mobility: Varies
Max Range: Crossbow
Preferred Range: Melee
In the Malazan Empire, only one name can strike fear into the heart's of even the loftiest nobleman or military official: the Claw, Empress Laseen's personal organization of assassins. The Claw started out a secret police force under Laseen’s command; their counterpart being the Talons under the command of Dancer, who targeted external threats to Empire. When Laseen took control of the empire from Kellevand and Dancer, she ordered the Claw to exterminate the Talons. The Claw proved victorious in the assassin war that followed, taking over as the premier group of assassins in the Empire.
Claw training starts young, usually around five or six, and continues for fifteen years, encompassing poisons, hand-to-hand combat, knifefighting, and magic (if the recruits have any natural talent for it). The training is more along the lines of indoctrination rather than a simple training regime. Groomed to be fanatically loyal to the Empress, the Claw are the ultimate instruments of her will. Claws typically work in teams of five, called Hands. While they may have originally been simply a secret police, the Claw grew to handle the same role as the Talons, being a covert wing of the Malazan military. Their primary purpose is to kill enemy leaders and mages before the arrival of the Malazan army, although they have also been used to perform mid-battle assassinations as well.
=LOADOUT=
Offensive:Daggers, also called stickers. Claws carry kinds for both throwing and melee. The Claws have also been known to use shuriken, miniature wrist-mounted crossbows, and garrotes. Their weapons (except for the shuriken) are often covered in Paralt, two extremely deadly forms of poison. The first kind, Kartoolian paralt, is derived from the Yellow-Banded Paralt spiders which inhabit the city of Kartool. This poison kills its victims very slowly and painfully, described as keeping one victim: "alive for as long as possible, feeding his heart with everything it needed, even as vessels throughout his body burst, again and again and again". The other kind, white paralt, is derived from the paralt snake. As opposed to the spider paralt, white paralt can kill a victim in seconds, with one unfortunate Claw being struck by a paralt tipped crossbow bolt and dying before her body even hit the ground.
Most Claws are also mages and can make creative use of their magic to perform assassinations. See the mage cadre profile for possible applications of this magic, but Claws have used it to cloak themselves in darkness and can make use of Warren travel to teleport around a target’s defenses. Some may also possess magically enhanced vision which allows them to track a target by their body heat.
Defensive: May wear some light armor, but nothing particularly notable. Any Claws that are mages can use magical defenses.
Mott Irregulars
Training/Experience: 3
Mobility: Varies
Max Range: Several Hundred Meters
Preferred Range: Melee
A mercenary company of sorts, the Mott Irregulars were woodcutters and farmers living in the heavily forested outlands around the city of Mott. The Irregulars refused to surrender to the Malazan invaders, and so Dujek sent the Bridgeburners into Mott's Wood to flush them out. A year and a half later, the Bridgeburners finally stumbled back out of the woods, with the Mott Irregulars still undefeated. The Irregulars had run circles around the Malazans and their Gold Moranth allies, being nearly impossible to catch in their native woods. When they did turn and fight, they relied on dark and terrible magic, described as by Quick Ben as "the scariest mages they ever met.". Hearing of their success, Caladan Brood recruited the Irregulars into his Host. The Irregulars seem to have a very loose ranking system; they're led by officers calling themselves High Marshals. Many of the High Marshals are members of the infamous Bole clan, twenty three brothers and one sister, none of whom can apparently count past ten, but achieved rank anyway. The Boles have Jhagut blood in them, making them much physically stronger than any normal human, capable of beating back a 20+-foot tall Shi'Gal assassin, and described as throwing punches strong enough to snap a horse's neck.
The Irregulars are your classic guerrillas, capable of fighting against far better trained and equipped soldiers, and not just holding their own but winning. They will be naturally at home in any heavily wooded environment. The Irregulars have a dislike for necromancers and witches, and specialize in eliminating them. It was the Irregulars who somehow made it past Coral's defenses during the city's siege and took out the Pannion mage cadre inside.
=LOADOUT=
Offensive: Apparently just about anything they can find. Some of the Irregulars are also mages (or more accurately described as warlocks), with their magic probably something similar to that used by the Wickan Warlocks.
Defensive: Might wear some light armor, but nothing notable.
Bridgeburners
Training: 5-7
Mobility: Varies
Max Range: Varies
Preferred Range: Varies
"First In. Last Out
-Motto of the Bridgeburners
The most legendary unit in the Malazan Empire, the Bridgeburners were the former Emperor Kellanved's favorite soldiers. Formed during one of the rebellions that took place in the Seven Cities following the Malazan conquest, the Bridgeburners were initially formed from the remainder of undermanned squads the had otherwise ceased to exist, those that Dassem Ultor had deemed expendable. Following the crushing of the rebellion in Aren, the newly formed Bridgeburners were sent to pursue an enemy mage cadre that had fled the city's capture. Chasing them through the Holy Desert Raraku, the Bridgeburners stumbled across the bodies of many of the cadre, seemingly drained of life. They finally caught up to the final surviving member of the cadre, Ben Adaephon Delat, who was so impressed that the Malazans had pursued him across the entire desert, that he and his ally Kalam Mekhar agreed to join the soldiers. The group obtained their new title through their journey through the Raraku, which as Quick Ben put it: "burned the bridges of their past ".
'Commander, your soldiers…’
‘What of them?’
‘They are more…and less. No longer what they once were. Raraku, sir, has burned the bridges of their pasts, one and all – it’s all gone.’ He met Whiskeyjack’s eyes in wonder. ‘And they are yours. Heart and soul. They are yours…The game we played Whiskeyjack? Only one of survival. At first. We didn’t think you’d make it, to be perfectly honest. We thought Raraku would come to claim you – I suppose she did, in a way, though not in a way I would have anticipated. What you and your soldiers have become…’ He shook his head.
‘What we have become,’ Whiskeyjack said ‘you have shared. You and Kalam...’
…Grimacing, Whiskeyjack twisted further to survey his soldiers. The array of faces could have been carved from stone. A company, culled from the army’s cast-offs, now a bright, hard core. ‘Gods,’ he whispered under his breath, ‘what have we made here?’
The first blood-letting engagement of the Bridgeburners was the retaking of G’danisban – a mage, an assassin, and seventy soldiers who swept into a rebel stronghold of four hundred desert warriors and crushed them in a single night.”
-Memories of Ice, 236-238
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The Bridgeburners of the Genabackis Campaign , from left to right: Sorry, Hedge, Detoran, Fiddler, Quick Ben, Whiskeyjack, Mallet, Antsy, and Kalam. Art by shaadan |
Following Rakaru, the Bridgeburners would continue to serve in the Seven Cities and on Quon Tali, the size of their forces rapidly expanding to several thousand. Following Laseen's rise to power, she sent the Bridgeburner's to the Genabackis Campaign, forcing them into a series of brutal conflicts against the forces of Brood's Host. Their numbers thinning, the Bridgeburners were considered an undermanned company of 1,400 by the time they reached the city of Pale. Sent underground to sap the city's walls, this seemingly impossible task further depleted the Bridgeburners for the next three years. Disaster struck on the final day of the siege when most of the tunnels caved in, killing all but 39 of the Brideburners. The company's sergeant and former commander, Whiskeyjack, believed the whole debacle was the result of Laseen's schemes, as she wanted to eliminate the old Emperor's favorites.
After the end of the siege, the Bridgeburners were ordered ahead of the rest of the Malazan army to capture the final Free City of Darujhistan. Their initial orders being to once again mine the city's walls, Whiskeyjack quickly realized that this was another suicide mission, and decided instead to infiltrate the city and use their munitions to spread havok throughout the rest of the city. He also sent Kalam to make contact with and hire the the city's assassin guild to kill Darujhistan's ruling council. Due to a series of outside interferences, the Bridgeburners never succeed in capturing the city.
Going "rogue" along with the rest of Dujek's army, the Bridgeburners continued their service in the Pannion War, now commanded by Ganoes Paran following Whiskeyjack's promotion to Dujek's second in command. The Bridgeburners would serve heroically in what would prove to be their final conflict, delivering a covert strike into the Pannion capital of Coral where Paran and Quick Ben managed to abduct the Pannion Seer, ending him as a threat. Sadly, most of the Bridgeburners were killed in the assault. In an unheard of honor and in acknowledgment of their sacrifice, Anomander Rake allowed their bodies to be entombed in Moon's Spawn.
The Bridgeburner present in the tournament will be as they were during the Pannion War, a small (but very experienced and skilled), assault force designed to launch surgical strikes against the enemy.
=LOADOUT=
Offensive: The Bridgeburners consist of Marines, Heavies, Sappers and Mages, so see those profiles for details on their equipment. All of them are veterans and are very skilled fighters.
Defensive: See above. They will have whatever armor someone of their role would.
=ADDITIONAL FACTORS=
While in the city of Ehrlitan, the Bridgeburner Fiddler encountered the Tanno Spiritwalker, Kimloc, and made physical contact with the mystic. This passed to Kimloc the memories of Fiddler's life, and from this Kimloc made a song for the Bridgeburners. Furthermore, Ganoes Paran, Master of the Deck of Dragons, blessed all the Bridgeburners, living and dead, following the Battle of Coral. Combined with Kimloc's Tanno song, Ganoes' blessing caused the Bridgeburners to ascended as a group. The effects of this ascension are still somewhat unclear. The dead Bridgeburners first manifested as ghosts (but still capable of killing living people) at the Battle of Raraku and later manifested several more times throughout the series. If the Bridgeburners die during a KC campaign, it's possible they may return as ghosts to attack their enemies.
The original Bridgeburners who traversed Raraku gained various abilities from the desert, especially longevity. The surviving original members, such as Fiddler and Picker, have not aged as rapidly as normal humans and may have other special attributes. It was noted later in the series that the Bridgeburners were nearly impossible to scry for, their auras being either too faint or too overwhelming to properly detect.
BASE DEFENSES
While the Malazans are thought of as an aggressive faction, they're also proficient in crafting siegeworks. In Stonewielder, commander Maralt, a former Malazan campaigner turned leader of an army of religious reformists, crafted a makeshift fortress.
"When he pushed open the tent flap he was looking at a blizzard of swirling snow, and beyond that the walls of a fortress. He stared, turned a full circle. Encompassing the entire Army of Reform camp rose plank-and-beam walls extending between the tall carriages that now reared like towers in castle battlements. By all the gods above and below! A fortress! The damned woman has built a fortress! He walked through the camp, trying not to gape. How did she do it? Reaching the nearest wall he noticed that the inner sides, backs and fronts of the carriages had been disassembled. They now stood as open-backed, two-floored archers' platforms. Their bottom floors were almost entirely taken up by vicious-looking ballistae that appeared able to shoot multiple bolts in a fan-shaped pattern. The woman was ready for her own siege.
And the third wave came thundering on. Pikes steady, the Reform infantry withdrew step by step, rear ranks filing back into the fortress. And beyond, far across the field, the Imperial archers were left far behind.
'They’d outstripped their support! Was this'—A noise as of a forest of wood bending brought Ivanr’s attention around.
The enclosed ground within the fortress was one solid mass of archers. Bows raised almost vertical, they strained, arrows nocked. The third wave of cavalry smashed into the triple-layered wall of razor iron. The impact drove through to shock the wall as infantry hammered back into it. A nearby carriage rocked as Imperial cavalry pressed upon it. A barked order brought the archers on the wall rearing up, firing at will. No need for great range now, he saw: all that was required was a quick rate of fire. Secondary banging and clattering shook the carriage and he peered down to see the shutters swinging open.
With a shuddering recoil the ballistae let loose, clearing the field before it in a blast of four-foot iron bolts. Behind him a great thrumming shook the air and a sleet-like hissing rose overhead. The archers on the walls and carriages loosed as well and Ivanr flinched, ducking. The salvo came sheeting down for the most part just beyond the wall of pikes, though some did strike their own. The fusillade raked the field, leaving carnage behind. Complete slaughter. Horses fell kicking, crippled. Men tumbled, tufted like targets. The ground itself was stubbled like a field after harvest. The following cavalry waves heaved to right and left, sloughing aside, curving back upon themselves. A further salvo chased them off."
-Stonewielder, pg. 496-500
Note that this was made in a single night, constructed by a non-professional army, and out of makeshift supplies. A professional army would have far better resources.
Malazan commanders prefer to make camp on flat terrain with room to construct embankments and trenches. Trenches, in particular, are important to Malazan warfare, as they provide soldiers with a cover against magic and allow them to dig in to hold back physically superior foes.
For magical defenses, mages can also cast wards to act as concealed barriers to important locations.
"The compound beyond the gate was empty. Crokus ran across it, wondering if he was too late. He bounded up the steps and reached for the door latch. A burst of energy flung him backward. Dazed, the thief found himself sitting on the paving stones before the steps, his flesh tingling. At the door a deep crimson glow slowly faded. A ward.
"Hood!" he hissed, climbing to his feet. He'd run into barriers like these before, in the Higher Estates. There was no way to get through them."
-Gardens of the Moon, pg. 474
For a more permanent example of Malazan defenses, we can look to some of their cities. The Malazans seemingly made a habit of conquering pre-existing cities rather than building their own. Still, it's possible they could use these as templates for constructing settlements during a KC campaign. The most impressive of these city defenses is that of Li Heng. To directly quote the Malazan wiki:
"The city was famous for its titanic walls which could be seen from as far as a day's travel away. The walls divided the city into concentric rings known as Rounds. Each Round was walled, with the height of each crenelated wall growing as one moved closer to the center of the city. From a distance this made the city resemble a "layered plateau." The outermost wall was "ten man-heights high.There were four main gates in the city's outer wall, the Gate of the Dawn to the East, the Gate of the Dusk to the West, the Gate of the Mountains to the South, and the Gate of the Plains to the north. Locals believed the outer wall had once been ringed by a moat, but test digs by Malazan engineers revealed only the presence of a ditch littered with rubbish and animal carcasses.
Gates between Rounds were staggered for defensive purposes, preventing invaders from taking a single straight passage to the heart of the city. The increasing heights of each wall provided safety to the inner Rounds if the outer Round ever fell. The Idryn river's path through the center of the city was straddled by several thick portcullis-bearing River Gates blocking water traffic from passing between the city's Rounds.
In the entirety of the city's existence, its walls had never been breached by invaders. Even its Malazan conquerors had been forced to use non-traditional means."
HEROES & LEADERSHIP
Chain of Command
The Malazan Empire-Brood's Host Alliance
The Malazan-Brood alliance refers to the partnership between the Malazans and Caladan Brood/Anomander Rake's forces to defeat the Pannion Domin. It also includes the White-Face Barghast, Moranth, and Silverfox's T'lan Imass. This was mainly an alliance of political necessity, and while there was a great deal of mutual respect between soldiers and commanders, there was an almost equal amount of distrust. See the cohesion section for more details, but the factions in this alliance were largely political and military rivals with different long-term goals.
The Malazan Empire
The Malazan Empire is a complicated bureaucracy, and its military is no different. Breaking down the chain of command:
- The Emperor/Empress- The supreme leader of the Malazan Empire, currently Laseen. Her word is absolute. That said, Laseen rarely personally commands armies and generally seems to dictate strategy at the highest levels only.
- The Adjunct- The Empress' closest servant and extension of her will. Adjunct's traditionally served alternatively as the Empire's chief intelligence gatherer and on occasion, assassin, someone presumably distant from the internal disputes of the Claw. They typically didn't command armies, with the notable exception of Adjunct Tavore, who's now separate from the Imperial chain of command.
- High Fists- The highest-ranking officer in a theatre of operations, High Fists serve as the leader of most military campaigns and governors of major territories during peace times. There is one High Fist per continent: Dujek Onearm for Genabackis, D'Ebbin for Quon Tali, and Pormqual for The Seven Cities. Of those three, only Dujek (plus Ganoes Paran, who later became a High Fist) is present, as D'Ebbin and Pormqual are featless.
- Fists- Whereas a High Fist is in command of the operations on an entire continent, a Fist controls a section of the operation, for example, the management of an Army when a High Fist is not present or the administration of a city. When a High Fist leads an army, they'll command a legion.
- Commanders- Assistants to Fists when commanding an army.
- Captains-Commanders of a company
- Lieutenants- Assistants to Captains, may also lead a group of squads
- Master Sergeants- The highest-ranking non-commissioned officers in the Malazan military. They are usually in charge of training recruits.
- Sergeants- Commanders of squads
- Corporals- Assistants to a Sergeant and second-in-command of a squad of soldiers
Brood's Host
Brood's Host has a much simpler command structure. At the top is Caladan Brood and Anomander Rake, with Brood handling most of their battlefield leadership while Rake seems to mainly consult on larger strategy. Directly below them are their direct second-in-commands, Kallor for Brood and Korlat for Rake. The various mercenary companies that make up Brood's Host have their own captains: warleaders for the mercenary Barghast and Rhivi tribes, High Marshals for the Mott Irregulars, etc.
White Face Barghast
The Barghast clans that make up the White Face Nation are led overall the warchief of the Senan Clan, Humbrall Taur. Although, as the introductory section for the Barghast notes, being the leader of the White Face is a tenuous thing. Below him, the individual clans have their own warleaders.
The "Bonehunter Alliance"
The Bonehunter Alliance was the group of factions assembled by the Malazan Adjunct, Tavore Paran. This included the Malazan Bonehunters, The Letherii under Prince Brys Beddict, the Bolkondo and Saphii under Queen Abrastal, the T'lan Imass under Tool, the K'Chain Che' Malle of Acyl Nest, and a group of undead Jaghut led by Hood. Tavore seems to be the overall leader of this group as she laid out their overall strategy to defeat the Forkrul Assail. Technically though, the various rulers within the alliance have the final say in what they want their soldiers to do. They could disobey Tavore's orders if they really wanted to do so, although there was no example of this happening during the campaign. In terms of cohesion, it is more stable than the Malazan-Brood Alliance.
The Bonehunters
As a Malazan army, the Bonehunters have the same command structure as any other Malazan army, except for Tavore filling in for the role of a High Fist and being independent of Laseen.
The Letherii
While the Letherii army does have ranks, they are unfortunately not as detailed as the Malazan ones. The general of an army is a Preda and seems to have status equal to that of a Fist or High Fist. Below them are an Atri-Preda, who commanded a city, town, or territory, and a Finadd, who commanded an individual unit. They're led overall by Brys Beddict.
The Bolkando/Saphii
Officer ranks are unknown, are commanded overall by Queen Abrastal
The K'Chain Che' Malle
While the Che' Malle are led overall by Matron Gunth Mach, she does not lead them on the battlefield. That role belongs to her mortal champions, Stormy and Gesler. Having been given access to the Che' Malle's scent glands, they command their army telepathically. Compared to other "synapse creature" armies, individual Che'Malle do have thoughts and emotions and are capable of operating independently of their commanders. The Che'Malle are noted to be lousy tacticians however, so losing their commanders would still be a blow to them.
The T'lan Imass
As noted at the beginning of the profile their of three factions of T'lan Imass in this profile. While Laseen's T'lan Imass may have chosen to remain loyal to her, they're no longer compelled to follow the Malazan Empire. They would likely fall under the sway of the leadership of the other groups. At the top level of leadership for the rest is First Sword, Onos T'oolan, and the Summoner, Silverfox. Both have spiritual influence over the T'lan Imass. Tool's though seems higher, given that he's explicitly able to bind the T'lan Imass to his will via his status as the First Sword. That, combined with his experience as a military leader, would give him rank as the overall leader of the T'lan Imass. Below them are the individual Bonecasters of the T'lan Imass armies.
Force Organization
The Malazan Empire
- Squad - Squads are the smallest unit in a Malazan army, consisting of between a handful of soldiers to up to a dozen. Traditional Imperial training develops the ability of a squad to function effectively on its own, without the need for an organized role within a larger unit. Sergeants and Corporals command squads. It is also common practice to group a handful of squads under the command of a Lieutenant. Each squad typically only has one variety of soldier, for instance, a squad of heavies or marines. The notable exceptions are squad mages and sappers, who get intermixed with various squads.
- Company - Companies are units consisting of a large number of squads (ex: twenty-four squads per Company in the 14th Army) and forming part of a Legion. They may be generalized - having squads of various types - and equally suited to several roles, or be specialized - having squads of only a single type - and intended for a particular function. Several Companies comprise a Legion.
- Legion - Comprised of several companies, there are generally only a few Legions in the largest of Armies.
- Army - They can engage in large-scale offensives by themselves, or take part in a campaign with several other armies acting under the overall command of a High Fist. Armies are the largest cohesive unit - most Armies keep their sub-units together and remain distinct from other Armies.
The Moranth
The Moranth operate in legions, typically falling under the overall command of a Malazan.
Brood's Host
There are, unfortunately, little details of the organization of the groups that make up Brood's Host, although the various mercenaries seem to operate independently of each other.
The White Face Barghast
The Barghast will typically fight with smaller clans intermixed with larger ones, while the very largest clans fight separately. Occasionally, a group of half-a-dozen or so Barghast will form hunting teams to track down and eliminate particular targets.
The Letherii Empire
Courtesy of retraining from the Malazans, the Letherii military has undergone reforms. To directly quote Dust of Dreams:
"Of the legions accompanying him, he had restructured all but one, the Harridict, and he had only spared that brigade at the request of the Malazan soldiers who’d worked with them. Doing away with the old battalion and brigade organization, he’d created five distinct legions, four of them consisting of two thousand soldiers and support elements. The fifth legion encompassed the bulk of the supply train as well as the mobile hospital, livestock, drovers and sundry personnel, including five hundred horse troops that employed the new fixed stirrups and were swiftly gaining competence under the tutelage of the Malazans.
Each of the combat legions, including the Harridict, now housed its own kitchen, smithy, armourers, triage, mounted scouts and messengers, as well as heavy assault weapons. More than ever, there was greater reliance upon the legion commanders and their staff—Brys wanted competence and self-reliance and he had selected his officers based on these qualities. The disadvantage to such personalities was evinced in every staff briefing, as egos clashed. Once on the march, Brys suspected, the inherent rivalries would shift from internal belligerence to competition with the foreign army marching on their flank, and that was just as well. The Letherii had something to prove, or, if not prove, then reinvent—the Malazans had, quite simply, trashed them in the invasion."
-Dust of Dreams, pg. 345
K'Chain Che'Malle
K'Chain operate in legions of 1,000, called Furies.
Overall Commanders
Empress Laseen
Training/Experience: 8
Mobility:4 typically, 10 if accompanied by mages
Max Range: Melee
Preferred Range: Non-Combatant
Primary Role: Chief Commander of the Malazan Empire
Mysteries intrigue us. That which we cannot easily understand or explain away holds our attention; we return to it repeatedly. Conversely, the simple and easily grasped is quickly consumed and dismissed. So it is that she remains. She defies all explanation, refuses to conform to our human, craven, self-serving need to explain ourselves. To be liked. To be "understood". And so of course we are all mortally offended and hate her.
-Musings on Laseen
Essayist Quillian D’Ebrell, Arath
Born Surly, member of the royal family of Napan Isles, the woman who would become Empress Laseen was forced to flee her homeland following their annexation by the city of Unta. Fleeing to the nearby Malaz Isle, Surly posed as bar maid to avoid attracting attention to herself. There she was found by Kellanvedd and Dancer. What exactly the future Emperor saw in young Surly is unknown, but he could likely sense her hunger for power and so took her under his wing, making one of the first dozen of his "family" and instructing her in the nature of being a Machiavellian bastard. Surly proved plenty Machiavellian for the new Emperor however, manipulating the burgeoning Malazan Empire into crushing Unta, thus getting revenge for her people, and creating the first rift between her and the Emperor, who didn't appreciate being played. Surly's next power grab came when Kellanvedd left her as acting regent as he and Dancer searched out the secret to godhood. Surly took the opportunity to attempt to assassinate Dassem Ultor, the First Sword of the Malazan Empire and her chief rival. While the attempt was a failure, Dassem chose to go into self-imposed exile rather than become involved in a lengthy power struggle. Shortly after Kellanvedd and Dancer returned from their Azath sabbatical, Surly had them both apparently assassinated. Rechristening herself as Laseen or "Thronemaster" in Napan, Laseen began consolidating her power, eliminating groups she saw as threats to her new rule. Her ruthlessness cost her valuable allies however, as many of her previously loyal Napans chose to abandon her for her betrayal.
Hungry to expand her power and control, Laseen turned her sights to the continent of Genabackis, and its wealthy Free Cities. No match for Laseen's professional armies, the Free Cities instead hired Brood's Host to defeat the Malazan invaders. After years of bloody stalemate, Laseen realized the true threat in Genabackis wasn't Brood's Host, but the rising power of the Pannion Domin. Through a series of political maneuvers designed to make Brood think she had outlawed Onearm's Host, Laseen manipulated her army into joining forces with Brood's Host to defeat the Domin. Despite Brood and most of his fellow commanders seeing through this facade, the Alliance was successful, and Laseen enjoyed the completely unexpected, definitely unplanned for benefit of now controlling a vast new swathe of formerly Pannion territory.
Laseen would meet her end several years later, during the midst of the Quon Tali rebellion, where all the people she screwed over came back to bite her. Ironically, her death wouldn't come from any of those people, but her supposedly trusted adviser, Mallick Rel, who had his top assassin kill her, before blaming it on the Crimson Guard and crowning himself the new Emperor. Thankfully, that all takes place after the time period this profile mostly draws from, so Laseen is alive and well.
=LOADOUT=
Offensive: As Empress, Laseen doesn't often find herself in the midst of heavy fighting. Opponents should not underestimate her abilities however; she was the mistress of the Claw before taking her position as Empress, and is an excellent hand-to-hand fighter. While most Claws favor knives for melee, Laseen prefers beating her foes to death with her bare hands. She is skilled enough to kill several Crimson Guard Avowed while unarmed. To put this in context, your average Crimson Guard Avowed is strong enough to cleave through a soldier's shield, armor, and the solider themselves in a single swing, and can take an ungodly amount of punishment before going down, and Laseen utterly curbstomped one of the Avowed during their invasion of Unta, and was implied to have killed possibly several more that tried to assassinate her during the Battle of the Plains.
"Stiff with pain, Possum crossed carefully to a window looking out on the rubbish-strewn enclosure behind the tenement. There the Avowed dueled a single Claw. Possum stared. 'Run, you damned fool!' Who was this idiot? He’d not authorized any lone hunters this night. The man, woman, Possum corrected himself, had elected to face the Avowed barehanded. Possum could not understand it, the highest, most exacting of the disciplines taught at the Claw crèches and the Academy, yes, but against an armored opponent wielding a longsword? Granted, the Avowed moved rather awkwardly having been thrust through the back and front scores of times by Possum and his own guards before managing to cut them all down, but still: bare hands against iron mail? The Claw, wrapped all over in black cloth strips, including her head, leaving only a slit for her eyes, circled the Avowed, probing, shifting her stance. He waited, sword raised, his other arm hanging useless having been shattered in the explosion. Possum decided that though she might be the stupidest of his ranks she deserved help if only for, well…sheer brainless audacity. He calmed himself to summon his Warren. A cold knife blade bit his neck. He froze. From behind, a head nestled its weight on his left shoulder. A woman’s low voice breathed hot and damp into his ear, "Let’s see what she’s got." Despite the blazing pain of his abdomen Possum felt a shiver of hunger to know the possessor of such a voice.
The flickering glow of burning city blocks lit the enclosure and painted the night sky orange. Distant screams and the murmur of battle marked the front where the Guard inexorably bulled its way back to the harbour. The Claw continued her circling dance while the Avowed clumsily tracked her, one lumbering step after another. So swiftly that Possum missed it, one foot lashed in to swipe the side of the Avowed’s helmet, the sword swung after, and the armored giant righted himself, shaking his head. 'Fool! What did that accomplish? You’ll only break the bones of your foot.' Another kick, this one connecting square in the chest, rocking the Avowed backwards – again, another slow swing. The woman at his shoulder snorted her impatience and Possum had to agree; what was the point in this wasted time and effort?
Yet useless punishment was not the Claw’s purpose, as became clear to Possum in an instant as another kick brought another swing, but this time the arm was trapped, locked and the Claw’s own elbow pushed in and the mailed arm snapped backwards with an audible wet popping. The Claw sprang away. The woman at Possum’s shoulder grunted her appreciation of the move. The sword had fallen from the numb grip and now the Avowed struggled with his shattered arm to reach a dirk sheathed at his belt. The Claw launched herself upon him, legs twisting around his torso. Hands jabbed straight over the Avowed’s vision slit, fisted, thumbs extended to disappear entirely within. The Avowed bellowed his excruciating pain – the first sound Possum recalled hearing from him. The Claw sprang free once more, faced the blinded, crippled giant. He sank to his knees. He appeared to say something which was lost in the din of the surrounding battle; she answered. He lowered his helmeted head. The Claw spun, leg lashing out to take the man low on the neck beneath the lip of the helmet, snapping the head sickeningly aside. The Avowed toppled to his side."
-Return of the Crimson Guard, pg. 300-301
Defense: Laseen doesn't wear any body armor, but does often coat the area she's in with otataral dust, rendering any magical assassination attempts on her largely ineffective. She will also be accompanied by a bodyguard of Claw.
=X-FACTORS=
Adaptive Creativity: 61/100
Tactics: N/A-Laseen doesn't really lead battles herself. The closest she came was during the the
Battle of the Plains, but even then it was her generals doing most of the commanding.
Strategy: 54/100- Laseen is difficult to place here. Many of her actions throughout the series don't initially make much sense, and seem like shortsighted maneuvers that only place her in greater trouble further down the road. Her most seemingly boneheaded move was letting Mallick Rel and Korbolo Dom live after they already betrayed the Empire during the Seven Cities Rebellion. This eventually leads to her death when Rel has one of his agents assassinate her at the end of Return of the Crimson Guard. Despite this Laseen showed a great amount of foresight and planning elsewhere. She kept Topper as an unknown quantity and had him assassinate Rel's agents, and Mallick generally didn't seem to know to the full extent that Laseen was onto his plans. While she was ultimately outmaneuvered by Rel, she put up a much better showing for herself than many people give her credit for.
In more of a military sense she shows a great deal of strategic foresight by allowing Onearm's Host to seemingly go rogue and ally with Brood's forces to defeat the Pannion Domin, showing that while she doesn't always trust her soliders to the extent she should, she is willing to put aside her ego and allow them to operate (mostly) independently and efficiently. This could also help explain why she alienated the Host during the Genabackis Campagin, making their ultimate "betrayal" seem more plausible. That said, she does have a tendency to overextend her resources, forcing her soldiers on campaigns that left the Empire drained and weakened.
Perhaps Laseen's greatest flaw as a leader is her untrusting nature. She seems to suffer from a great deal of paranoia, and sacrificed most of the empire's security for a greater sense of personal safety. She also deserves much of the blame for the Seven Cites Rebellion, having let the problem fester for too long before taking action when it was already too late.
An interesting disscussion on Laseen's planning and goals. Most of it is fan speculation however, so take it with a grain of salt.
Intuition: 53/100- Correctly predicted most of Mallick Rel's plotting (although not all of it ), as well as Cowl's assassination attempts.
Audacity: 55/100- Laseen is not afraid to risk her own forces, but generally prefers to keep herself out of harms way. A notable exception to this was during the Battle of the Plains, where she lured Cowl's Veils to her, causing them to be wasted in foolish attempts to kill her rather than be used against her own forces.
Psychological Warfare: 77/100- As the former head of the Empire's premier organization of assassins, Laseen is very good at this. Targeted assassinations, buying off or intimidating rivals, or causing breaks in fractious alliances are all part of her battle strategy.
Experience: 67/100- Like most members of Kellanved's "family" she has had her life extended by the properties of the Deadhouse, and is well over 100 years old. She was only Empress for 10 years before her death however.
Discipline: 75/100- Is very stoic and hard to rattle.
Inspiration: 48/100- Is cold, ruthless and occasionally very cruel. Is not well liked by her command staff or the common soldiers, although they'll still follow her orders well enough.
Corruption: 50/100- As mentioned above Laseen is incredibly ruthless and cruel. Based on portrayals early in the series, she easily comes across as simply a bloodthirsty tyrant. As the series progresses however she motivation and reasoning becomes more complex. She may do some horrible things, but they were ultimately, in her mind, only for the good of her empire.
Warlord Caladan Brood
Training/Experience: 10
Mobility: 10
Max Range: Several Miles
Preferred Range: Commanding from Afar
Primary Role: Co-Commander of Brood's Host
Secondary Role: Tactical and Strategic Support (Mass Destruction and Healing)
One of the Elder Gods, or Azathanai, Caladan Brood has been many things, a mercenary commander, mason, and now warlord. Above all though he is Burn's chosen, the one tasked with protecting the earth goddess, and if necessary, killing all life on the planet in order to do so. This burden takes the form of the massive hammer he carries on his back, a sign of not only his power, but also his restraint, for the situation have never become desperate enough for Brood to fully unleash his weapon.
Most of Brood's early days are shrouded in mystery. He has been a longtime friend to Anomander Rake, and despite the numerous clashes and disagreements between them have remained steadfast friends and allies. They would ally again when the Malazans invaded Genabackis, with Brood leading their combined forces. Recruiting various mercenary companies throughout the continent including three Barghast clans, as well as the Malazan's old enemies, the Crimson Guard, to drive them out of the northern part of the country. Brood proved to be largely successful, decimating the Malazan 5th Army and pushing the occupiers back.
The threat of the Pannion Domin proved too much for Brood to handle alone however, and he reluctantly allied with the Malazans to defeat them. While perhaps not as distrusting of the Malazans as Kallor, Brood was still suspicious of their motives. His suspicions were confirmed when it was revealed that Empress Laseen was still calling the shots for Onearm’s Host. Furious, Kallor advised Brood to attack the Malazans, but calmed by Rake, Brood elected to simply split their armies. Brood’s larger force, slowed down from recruits gathered from the liberated city of Capustan, was late to reach the city of Coral where the Malazans had already launched the siege. With the Pannion Seer’s K’ell Hunters slaughtering their way through the Malazan forces, Brood sent his own forces to join the fry, but they fared little better. In desperation Brood pared to use his hammer to destroy the Seer at the cost of his army, but was thankfully prevented from doing so by the arrival of reinforcements to the allied forces. Following the end of the battle, Brood agreed to all of the Malazan’s diplomatic terms out of respect for the losses they suffered.
=LOADOUT=
Offensive: Brood wields Burn's Hammer, quite possibly the most powerful weapon in the setting, and the key to the power of the goddess of the earth herself. Burn gifted Brood her hammer as a way to awaken her when the time came to purge the planet of all corruption, at the cost of wiping out all life on the planet. He can't do that under KC conditions obviously. While Brood may be unable to wake Burn up fully, he can still cause her to "stir", triggering massive amounts of seismic activity. Brood has been known to knock the tops off mountains in his rage, and once caused an entirely new mountain range to spring up with a single swing of the hammer.
“The hammer was suddenly in Brood’s hands, a smuged blur as it swung through the air, a downward arc, to strike the earth almost at Kruppe’s feet.
The detonation threw horses down, sent Whiskeyjack and the others flying. A thunderous concussion cracked the air. The ground seemed to leap up to meet the Malzan commander, the impact like a fist when he struck, rolled, and tumbled his way down the boulder-strewn slope...
The scree of boulders was moving beneath Whiskeyjack, flowing, sliding down the at an ever quickening pace with a rumbling, growing roar. Rocks clanged against his armor, rapped against the helmet on the helm on his head, leaving him stunned. He caught a flashing glimpse, through a jagged tear in the dustcloud, of the line of hills on the other side of the valley. Impossibly, they were rising, fast, the bedrock splitting the grassy hide, loosening gouts of dust, rock-shards and smoke. Then the swarming dust swallowed the world around him. Boulders bounced above him, tumbling. Others struck him solid, painful blows that left him gasping, coughing, choking as he rolled...
He came to a rest, half buried in gravel and rocks. Blinking, eyes burning, he saw before him the Rhivi scouts- dodging, leaping from the path of bouncing boulders, as if in some, bizarre, deadly, game. Beyond, black, still streaming bedrock towered, the spine of the new mountain range, still growing, still rising, lifting and tilting the floor of the valley where the Malazan now lay. The sky behind it still turned iron-gray with steam and smoke…
The scree was gone, leaving a gaping, raw cliff-face. Most of the mesa’s summit was simply no longer there, obliterated, leaving only a small flat topped island...To the north, cutting a path down the side of a distant valley, then through distant hills, a narrow, streaming crack was visible, a fissure in the earth that seemed depthless.”
-Memories of Ice. 452-453
While Burn's Hammer doesn't have any enchantment on it that prevents anyone besides Brood from using it, it's sheer weight means that only someone possessing Brood's level of strength could hope to even lift it, let alone use it effectively in battle. The last time a regular human tried to lift the hammer, they got their arms broken in the process. The Hammer is so heavy that even Brood simply setting it down caused an entire hill to shake.
Brood is also a skilled mage, with access to High Denul, Tennes, and D'riss.
Defensive: Standard magical defenses plus High Denul level healing.
=X-FACTORS=
Adaptive Creativity: 51/100
Tactics: 65/100- Brood is a skilled, but not superb general. While he has successfully led several battles throughout the series, he also suffered horrible casualties during the Siege of Pale that could have been largely averted if he had bothered to coordinate his tactics with the Malazans.
Strategy: 68/100- Brood is a little better here, with his campaign against the Malazans being largely successful in driving them out of Northern Genabackis.
Intuition: 48/100- Seems to often misinterpret the intentions of his allies, being far more distrustful of the Malazans than he should’ve been, while simultaneously trusting Kallor of all people.
Audacity: 64/100
Psychological Warfare: 53/100
Experience: 100/100
Discipline: 62/100- Burn chose Brood as the wielder of her hammer due to his self restraint. That said, Brood still possess remnants of a fierce temper from when he was younger.
Inspiration: 70/100- Brood is well regarded by both his allies and enemies for his sense of of honor. The Moranth Gold even refused to fight against him due to his good reputation.
Corruption: 45/100- Is a decent person, but is also fully willing to end all life on the planet if need be.
Anomander Rake Training/Experience: 10
Mobility: 10
Max Range: Almost a Mile
Preferred Range: Melee
Primary Role: Co-Commander of Brood's Host
Secondary Role: Tactical and Strategic Support (Mass Destruction, Melee)
“If we are to live we must take risks. Else our lives become deaths in all but name. There is no struggle too vast, no odds too overwhelming, for even should we fail – should we fall – we will know that we have lived.”
Mother Dark's firstborn son, Anomander Rake is the lord of the Tiste Andii, severing as both their political and military leader, as well as a borderline deity to his people. Rake may be the only thing holding Tiste Andii society together since they fled their native dimension over three-hundred millennia ago, but he is also the one who brought about their decline. In an effort to unite the Andii together, Rake led a select group of his kin to kill T'iam, the Mother of Dragons, drinking her blood to grant them greater power. Mother Dark, infuriated that Rake had chosen such a reckless path that would only draw more terrible powers to the Andii, turned away from her children, cursing them to forever wander the realms without a purpose or hope of salvation.
The Tiste Andii chose to leave Kurald Galain, with Rake's younger brother, Silichias Ruin leading most of the Andii to a new world. Only to be betrayed by Scabandaris Bloodeye, whose Tiste Edur slaughtered most of the Andii. Rake would arrive a short time later, leading a much smaller contingent of Andii.
What followed in the next 300,000 years of Rake's life is largely vague. He served for two centuries as a bodyguard for a royal family while posing as a human and also traveled for a time with Caladan Brood, Osseric, Lady Envy, and T'riss. Rake was also known for his opposition to the Malazan Empire, first during the time of Kellanved's rule (where he retreated for unknown reasons), and later during their invasion of Genabackis, where he allied once again with Caladan Brood to push the Malazans out. While Brood commanded the bulk of their conventional forces (including Rake's Tiste Andii), Rake entered an alliance with the mages of the city of Pale, keeping Moon's Spawn floating above the city; Rake's presence alone enough to deter the Malazans from directly attacking Pale. After three long years of siege, Empress Laseen ordered Tayschrenn and the army's mage cadre to attack Moon's Spawn, having already unleashed the Claw on Pale's mages, most of whom were either killed or fled the city. With all of Rake's soldiers away fighting with Brood, Rake was left alone to face an assault by the strongest mages in the Malazan Empire.
Beginning their assault on the floating mountain fortress, it became apparent that Rake wasn’t going to flee. It was a grave mistake on the Malazans part that would come to be known as the Enfilade at Pale. Rake unleashed his warren on the Malazan mages and their army waiting below. The ensuing battle saw the Malazan 2nd army wiped out by Rake’s sorcery, and most of the mages killed. Tayschrenn however, managed to inflict enough damage on the fortress to force Rake to abandon the city, not wanting to risk the lives of the Tiste Andii still in Moon’s Spawn.
Moon's Spawn retreated to the city of Darujhistan, the only Free City on Genabackis to remain out of Malazan control. Most of Pale's mages had fled to the city, and Rake wanted their heads for abandoning him before the Malazans attacked. Rake entered an alliance with High Alchemist Baruk, a member the T'orrud Cabal, a secret society of mages who were the true rulers of Darujhistan. Rake's deal was offering to protect Darujhistan from the Malazans, if Baruk would turn over the remainder of Pale's mages. His terms agreed upon, Rake set to work using his assassin-mages to kill members Darujhistan's assassin guild, correctly predicting that the Malazans would hire them to eliminate the city council. The Malazans would try another scheme to eliminate Rake, this time forcing him into a battle with the recently awakened Jaghut Tyrant Raest, before unleashing a powerful demon lord, hoping that the combination would be enough to finish Rake off. Rake had planned for this too however, and sent his own agents in the form of six dragons to delay Raest from reaching the city. The Malazans unleashed their demon prematurely, and Rake proceeded to lay down a vicious one-sided beatdown on the unfortunate demon lord.
Following the events in Darujhistan, Rake joined with the Malazans in waging war against the Pannion Domin. Rake proved to be of the most lenient of the Host’s leaders towards the Malazans, admitting that the Malazans brought much needed law and order to the lands they conquered. This made the mission of Brood’s Host to liberate territory from the Malazans ultimately a pointless cause.
During the final battle at the city of Coral, Rake hid Moon’s Spawn in Ortnal’s Cut, a deep chasm under the sea. As battle looked like it was lost for the allied forces, Moon’s Spawn emerged, heavily damaged by the currents, but still no less fearsome. Rake proceeded to drop the mountain on the the Pannion Seer’s headquarters, before unleashing a full unveiling of Kurald Galain with the rest of his people. This unveiling covered the Coral in a perpetual gloom earning it its new name, Black Coral. Following the end of the battle, Rake allowed the Malazan Bridgeburners to bury their dead within Moon’s Spawn. With their old home, largely destroyed Rake and rest of the Andii resettled in Black Coral.
=LOADOUT=
Offensive: Like all Tiste Andii Rake's warren is that of Kurald Galain, the Elder Warren of Darkness. Rake's power and control over his warren is immense, to the point that Baruk noted that Rake had shaped his own power, as opposed to most other mages whose power shapes them. The very power of Rake's arrival on one occasion filled the air with enough pressure to crack stone and cause a splitting headache. In the most impressive display of the sheer power of his presence, he was able to drive an entire army back with his aura alone.
"Hood, Lord of the Dead, should have been the last to fall to Dragnipur. Whatever the Son of Darkness.intended, its final play was found in the slaying of this ancient god. Such was the conviction of Draconus. A mad, pointless gamble, the empty purchase of time already consumed, the wasting of countless souls, an entire realm of the dead. As it turned out, Draconus was wrong. There was one more. One more. Arriving with the power of a mountain torn apart in a long, deafening, crushing detonation. Argent clouds were shredded, whipped away in dark winds. The legions pressing on all sides recoiled, and the thousand closing paces so viciously won were lost in an instant. Dragons screamed. Voices erupted as if dragged out from throats – the pressure, the pain, the stunning power..."
-Toll the Hounds pg.
In combat Rake prefers to channel his warren in highly destructive magical blasts, strong enough to disintegrate those without any magical protection, and even the strongest of magical shields would be hard pressed under his assault. As seen during his duel with the Malazan High Mages, Rake can expand these blasts to cover dozens, if not hundreds of targets.
"The Moon’s lord responded. A black, writhing wave rolled down to the first hill. The High Mage was buffeted to his knees deflecting it, the hilltop around him blighted as the necrous power rolled down the slopes, engulfing nearby ranks of soldiers. Tattersail watched as a midnight flash swallowed the hapless men, followed by a thump that thundered through the earth. When the flash dissipated, the soldiers lay in rotting heaps, mown down like stalks of grain...The world became a living nightmare, as sorcery flew upward to batter Moon’s Spawn, and sorcery rained downward, indiscriminate and devastating. Earth rose skyward in thundering columns. Rocks ripped through men like hot stones through snow. A downpour of ash descended to cover the living and dead alike. The sky dimmed to pallid rose, the sun a coppery disc behind the haze."
-Gardens of the Moon pg. 71
In terms of magical combat prowess, Rake is capable of taking on four of the strongest mages in the Malazan Empire at the same time (plus three other formidable members of the mage cadre), and was arguably winning (although largely due to division with the mages ranks) until they nearly destroyed Moon's Spawn, forcing him to retreat. The Malazans considered Rake's magical power equal to that of the Jaghut Tyrant Raest, who could destroy entire continents with his magic.
Rake's favored weapon though is his sword, Dragnipur, a six and a half foot long bastard sword foraged by the Elder God Draconus. He forged the sword in the heart of the earth itself, hammering over a hundred thousand chains of every metal in existence into the blade. More than simply a sword, Dragnipur is a warren containing the gateway to Kurald Galain itself. This ties into the most horrifying aspect of the sword; Draconus designed the sword to be a defense, gathering souls to protect the Gate of Darkness from the rapidly approaching for primordial forces of Chaos. Anyone killed by the sword will find their soul trapped, chained to the massive chart that pulls around the gate, away from the ever pursuing wall of Chaos. When their souls eventually collapse, the bodies are thrown into the cart, increasing the weight and burden of the rest of prisoners. Given the magical nature of the blade, Rake can kill things that wouldn't be affected by ordinary weapons, including Hounds of Shadow, two high-level demons, and even the sword's creator the Elder God Draconus himself. Escaping once chained within the sword is nearly impossible, with the only known escapees being the two aforementioned Hounds of Shadow, who needed outside help (including that of a god) to do so. Dragnipur does not need to strike a normally lethal blow in order to kill and entrap its targets, as Paran noted that the wound that Dragnipur inflicted on one of the Hounds shouldn't have been severe enough to kill it.
Due to the sheer number of souls housed within Dragnipur, it holds a very powerful metaphyical "weight".Typically, Rake keeps this weight in check with his own aura, but when the occasion arises when he stops holding it in check, the pressure it generates is enormous. This "weight" is strong enough to extinguish a city wide inferno, cause buildings around it to crumble, and force every single magic user in an entire city to collapse in pain from the mental strain.
"The Son of Darkness reached up and unsheathed Dragnipur. Steam curled from the black blade, twisting into ephemeral chains that stretched out as he walked up the wide, empty street. Stretched out to drag behind him, and from each length others emerged and from these still more, a forest's worth of iron roots, snaking out, whispering over the cobbles. He had never invited such a manifestation before. Reining in that bleed of power had been an act of mercy, to all those who might witness it, who might comprehend its significance. But on this night, Anomander Rake had other things on his mind. Chains of smoke, chains and chains and chains, so many writhing in his wake that they filled the breadth of the street, that they snaked over and under and spilled out into the side streets, alleys, beneath estate gates, beneath doors and through windows. They climbed walls.
Wooden barriers disintegrated -- doors and sill and gates and window frames. Stones cracked, bricks spat mortar. Walls bowed. Buildings groaned. He walked on as those chains grew taut.
No need yet to lean forward with each step. No need yet to reveal a single detail to betray the strength and will demanded of him. He walked on.
Throughout the besieged city, mages, witches, wizards and sorcerers clutched the sides of their heads, eyes squeezing shut as unbearable pressure closed in. Many fell to their knees. Others staggered. Still others curled up into tight fetal balls on the floor, as the world groaned.
Raging fires flinched, collapses into themselves, died in silent gasps.
The howl of the Hounds thinned as if forced through tight valves."
Rake is one of the best swordfighters in the Malazan world. In the first book alone, he is shown to be capable of overwhelming and killing a powerful demon lord in single combat, the shockwaves from their blows powerful enough to leave craters in the city street. He is ranked Seventh among the Seguleh, a warrior culture among which a person's martial skill determines their place in the social hierarchy. For a good description of the Seguleh’s skills, see Lady Envy’s profile below. He later duels the man who would become First among the Seguleh, Dassem Ultor, the former First Sword of the Malazan Empire. During their duel, they were moving so fast that they appeared to be a blur, even to the superhuman warrior Karsa Orlong, who had previously been able to keep pace with FTE opponents.
"With a roar the demon attacked, ax whistling through the air and streaming blue flames. Rake whirled his sword in a circle, catching the ax and adding to its momentum. As the double-blades swept past, the Tiste Andii stepped in close, sword drawn back, pommel against his left hip. In a blur of motion he extended the blade. The demon ducked and, releasing one hand from the ax haft, reached for Rake’s throat. The Tiste Andii twisted his right shoulder and caught the blow. Thrown backward, Rake landed heavily on the cobbles. The demon pounced, flaming weapon above its head. Rake regained his feet in time to catch the ax with his sword. The clash of weapons sent a jolt through the air and ground. The demon’s ax flared bright white, cascading light like liquid. Rake’s sword was swallowed in darkness, devouring the lashing waves of light that struck it.
The flagstones beneath Crokus’s feet tilted sickeningly, as if the stones themselves had turned to soft clay. Overhead the stars swam wildly. Gripped by nausea, Crokus fell to his knees. Rake began to launch attacks, savage swings of his black weapon. At first the demon held its ground, delivering fierce ripostes, then staggered back a step, then another. Relentless, Rake pressed his attack. “To the Mother’s regret,” he grated between blows, “was Light granted birth. To her dismay . . . she saw too late . . . its corruption. Galayn . . . you are the unintended victim . . . to punishment . . . long overdue.” The demon reeled beneath the blows, desperately parrying every attack, no longer counterattacking. The light bleeding from the axe flickered, dimmed, flared fitfully as darkness closed in around the blade. Shrieking, the demon launched itself at Rake. As it descended over the Tiste Andii, Crokus saw a streak of black burst from the demon’s back, slicing through the cloak. The ax flew from the creature’s hands, its fire dying as it clattered on the ground. Squealing in horror, the demon clawed at the sword impaling it. Black smoke spread in swift tendrils from the weapon, engulfing the demon. The smoke twisted, became chains, drawing taut. The Galayn screamed in earnest. Rake regained his feet and pushed the sword through the demon’s chest until the hilt jammed against bone. The demon sank to its knees, its black eyes locking with Rake’s own. The swimming stars settled, the flagstones beneath the thief became solid once again, though warped and twisted. Crokus swallowed bile, his eyes fixed on the demon. It seemed to collapse in on itself, the chains of black smoke ever tightening, pulling the creature into the sword. It toppled backward and Rake drove the weapon’s point into the cobbled street, pinning the demon."
-Gardens of the Moon, 475-476
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Rake dueling with the Seguleh during his visit to their island. Art by Shadaan
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Rake is also one of the Tiste Andii who has drunk the blood of T'iam, allowing him to transform into a massive black dragon. Rake is this form is gigantic, even dwarfing the true Eliant, Silanah. Rake's dragon form can spew the raw energies of Kurald Galain from its mouth. He can also use his teeth, claws, and the sheer size of his body to crush and shred his enemies
"Righting himself, Anomander Rake lowered his wedge-shaped head as he closed on the peasant army. Fanged mouth opened. Raw Kurald Galain issued from that maw. Roiling darkness that Whiskeyjack had seen before, long ago, outside the city of Pale. But then, it had been tightly controlled. And more recently, when led by Korlat through the warren itself; again, calmed. But now, the Elder Warren of Darkness was unleashed, wild. So there’s another way into the Warren of Kurald Galain – right down that dragon’s throat. A broad, flattened swathe swept through the Tenescowri. Bodies dissolving to nothing, leaving naught but ragged clothing. The dragon’s flight was unswerving, cutting a path of annihilation that divided the army into two seething, recoiling halves."
-Memories of Ice, 614
Defensive: Your standard magical defenses. Rake also seems highly resistant to fire and heat, causally resting his feet in a burning fire, as well as surviving the High Mage A'Karonys engulfing Moon's Spawn in flames.
Adaptive Creativity: 72/100
Strategy: 86/100- Rake has successfully pulled off plans that required several hundred years of plotting, most notably his successful imprisonment of the dragon, Korabas. Most of events of Toll the Hounds where the result of Rake's planning alongside Shadowthrone, K'rul, and Hood.
Tactics: 61/100: Rake doesn't lead his troops into battle very often, entrusting most of the Tiste Andii's battle leadership to Caladan Brood. He has shown to be a rather clever tactician however, hiding Moon's Spawn underwater to mask its presence from the Pannion Seer.
Intuition: 77/100- Rake is very good at predicting others plans, realizing the Malazan's planned to hire the Assassin's Guild to assassinate Darujhistan's ruling council, as well as being the only one in Brood's Host to realize that the Malazans weren't quite as rogue as they seemed. This is taken to new extreme level in Toll the Hounds, where he correctly predicts many of the major plot developments throughout the book.
Audacity: 74/100- Rake is audacious to the point challenging the gods of his world, and winning! He values the protection of his own people first however, and has retreated from battles in the past due to placing their safety over victory.
Psychological Warfare: 63/100- While not necessarily "scary" in the traditional sense, Rake radiates power, both from his being and the sword on his back. This score increases if the enemy is aware of his background and what Dragnipur does when it kills you. He has also made effective use of assassins and other saboteurs.
Experience: 100/100- Over 300 millennium of fighting against a diverse range of opponents.
Inspiration: 79/100- While the Andii often suffer from depression and apathy due to their extremely long lifespans, they continue to serve for one sole reason, Rake asks them to. Through sheer force of will he kept his people together, and has successfully led them for the past 300,000 years.
Discipline: 83/100: Rake is able to maintain his cool in almost any situation. Only watching his soldiers get slaughtered would probably scare him.
Adjunct Tavore Paran
Training/Experience: 5
Mobility: 4 (7 if mounted)
Max Range: Melee
Preferred Range: Non-Combatant
Primary Role: Commander of the Bonehunter Alliance
Secondary Role: Strategic Support (Anti-Magic)
The middle child of House Paran, Tavore Paran was unlike her brother Ganoes, someone whose life was probably always destined for war. Showing great strategic skill from a young age, Tavore’s father would often invite visiting High Fists to fight his daughter in mock wargames, of which she won every single one. When that wasn’t challenging enough she started taking the role of the losing army in various historical battles and was implied to have won all of those too. By the time she was grown, Tavore was considered the most prominent expert on Malazan military history alive. Sometime during this period, she was recruited (confirmed by Erikson in an Q&A) by her father into the Talon, the assassin organization thought to have been destroyed by the Claw. While the Talon had been largely dismantled, a select few members survived, and managed to eek out a living by providing their services to noble houses. While her brother Ganoes went off to join the military, Tavore played the role of dutiful daughter, helping manage her family’s business and estates, although she was forming bigger plans. Although the timeline behind events is unclear, Tavore may have been contacted around this time by the gods Shadowthrone and Cotillion, who wished to put an end to the ceaseless chainings of the Crippled God, which they viewed as not only needlessly cruel, but also threatening to the rest of world. Touched by the plight of this foreign god, Tavore agreed to help free him, a vow that would shape her fate for the rest of the series.
After Ganoes went rogue with the rest of Onearm’s Host, Tavore was more or less forced to accept taking over the position of Adjunct from the now dead Adjunct Lorn, or else risk bringing more shame on her house. Although accepting the position spared House Paran from further, Tavore’s younger sister, Felisin was arrested in an cull designed to sweep out the Empire’s malcontents. Although Tavore was powerless to help her sister directly, she used her connections with the Talon to place a Talon agent named Baudin in the same prison camp Felisin was in, intending for him to help Felisin escape. Tavore chose not to inform Felisin of this however, leading to Felisin believing Tavore was complicit in selling her into slavery. Although Felisin would eventually discover the truth after she escaped from a prison camp in the Seven Cities, the brutal experiences she suffered hardened her, and she vowed revenge on her sister.
Tavore’s first command as Adjunct was putting down the Whirlwind Rebellion in the Seven Cities. Unknownst to Tavore the rebellion was led by Felisin, now declared “Sha’ik Reborn” by the rebels. Put in command of the 14th Army, Tavore organized what remained of the Malazan 14th Army and their new recruits from the city of Aren, and marched them out to meet the rebels. The rebels launched a devastating sneak attack on Tavore’s camp however, leading many to question the leadership of this supposedly inexperianced commander. Using the threat of her Olateral sword to force Felisin to drop the protective whirlwind around the rebel’s homebase, Tavore prepared for a final reckoning with the rebels and (unknowingly) her sister. In fighting had already done the rebels a fatal blow however, and the rebellion essentially collapsed after most of its leadership decided to kill each other before the battle began. This included the Whirlwind Goddess herself, leaving Felisin bereft of the her goddess’ combat ability as she and Tavore prepared to duel. Not recognizing her sister under her helmet and armor, Tavore stabbed her to death in one of the saddest moments in the series. While two of Tavore’s agents, Lostra Yil and Pearl, had already discovered that Felisin was Sha’ik, they chose to keep this information from Tavore, telling her Felisin died in the desert and spiriting the body away for burial before Tavore could discover its identity
With most of rebellion’s leadership dead, Tavore marched to finish off what remained, commanded by Felisin’s bodyguard, Leoman of the Flails, led the Malazan into a trap at the city of Y’ghatan, where he lured the Malazan soldiers into storming the city before lighting it on fire. Tavore thought that most of the soldiers she sent into the city had perished, but some managed to survive by escaping through the buried ruins of the city underneath Y'ghatan. This earned her army the nickname “The Bonehunters”.
Despite the losses suffered by her forces, the rebellion had wasted what little of its army it had left, and the Seven Cities were now back under Malazan control. While returning home the Bonehunters encountered both a Tiste Edur fleet who had been raiding Malazan cities along the coast (and who were subsequently driven off via an illusion by Quick Ben), and the Perish Grey Helms mercenary company, who pledged their services to Tavore. Recalled by Laseen with the 14th army to Malaz city, Tavore was appalled by the state of the Imperial High Command. Korbolo Dom and Mallick Rel had successfully infiltrated the Claw with their own agents, forcing Laseen to bow to their political wishes. Chief among them was that the 14th surrender their Wickan allies over to the purges now sweeping the empire. Mallick Rel had developed a xenophobic hatred of the Wickans for their role during the Whirlwind Rebellion, and had painted them as the villains of the Chain of Dogs, while he was the heroic commander who defeated the “treacherous Wickans”. Refusing to hand over her allies, Tavore and her army were attacked by the Empress’ agents as well as a mob of civilians and former soldiers, who had been incited into a riot through Mockra magic. Tavore barely made it out of city alive pursued by Laseen’s Claws. Only the timely intervention of Kalam Mekhar, T’amber, and Aspalar allowed her to escape. Returning to her ships, Tavore sailed away with her Bonehunters, declaring that although they may have been betrayed by the Empire, they still had a duty to protect its citizens. The rest of her exploits are detailed in the Past Opponents section.
The Tavore taken her is right after she meets the Grey Helms, so no break from Laseen and the rest of the Empire has occurred, nor likely will occur given that Mallick Rel isn’t here.
=LOADOUT=
Offensive: As a symbol of her position as Adjunct, Tavore wields an Otateral sword. Tavore is a skilled swordfighter, able to kill several Claw assassins during the Battle of Malaz City, and has combat training from the Talon.
Defensive: Typical Malazan armor. Due to her close proximity to her Otateral sword, Tavore has some minor built in magic resistance.
=ADDITIONAL FACTORS=
Tavore is accompanied by T’amber, her aide, bodyguard, and lover. Either sometime before or after the beginning of the series, T’amber is possessed by Eres’al, an elder goddess. While possessed by the goddess, T’amber possess superhuman strength and durability, being strong enough to decapitate a Claw with a casual flick of her sword and survive injuries that would kill a normal human several times over.
=X-Factors=
Adaptive Creativity: 60/100-Tavore is very knowledgeable in the history of Malazan tactics but seems to largely base her strategies on those of previous commanders, limiting her creativity. She does gain some points for the successful invasion of Letheras, in which she successfully turned a standing Malazan army into a guerilla force.
Tactics: 62/100-Tavore is gifted tactician, but frequently suffered high casualties in her battles.
Strategy: 77/100- Is successful in all of her strategic goals throughout the series. She conquers Letheras with a relatively tiny army, placing a Letherii back on the throne and securing powerful new ally. By freeing the Crippled God from his imprisonment and allowing him to re-chain Korabas before sending him home to his people, she prevents four different apocalypses. Despite her seemingly antisocial personality, she is generally fantastic at allying with the right factions and gods in order to achieve her goals.
Intuition: 50/100-Tavore is a mixed bag here. Sleeping with an Elder God is implied to give her some knowledge that she otherwise would have no way to possess, and her frequently plans with and relies on strategists such as Quick Ben, who have a great deal of foresight. On the other hand she blunders into several mistakes over the course of the series, most notably falsely believing that that the Letherii would rise up against their Edur overlords during her invasion of Lether.
Psychological Warfare: 44/100
Audacity: 85/100- Was willing sacrifice her entire army to save the world.
Experience: 56/100
Discipline: 80/100- To the outside observer, Tavore is cool, detached, and collected, rarely showing any emotion at all. She does have strong emotions however, in particular an extreme sense of compassion that she forces down in order to successfully do her job. She does have several moments where the “armor” she keeps around her emotions cracks however, most notably during her final battle with the Forkrul Assail, where she broke down on the battlefield.
Inspiration: 71/100- Tavore is standoffish and lacking in any kind of social graces or charisma. Many times throughout the series her soliders question why they follow her and her seemingly mad goals. Quick Ben and Kalam have a good discussion on why Tavore inspires such loyalty:
“Fine. So… what did Tavore offer you instead?” Kalam shook his head.
“Damned if I know – and I’ve been thinking about it. A lot. There was a look in her eyes – I don’t know. A need, maybe. She knew that Laseen was going to try to kill her on the way back to the ships. We all knew it.”
“She wanted your help – is that so surprising? Who wants to die?”
“As simple as that? Quick Ben, she was asking me to die in her place. That’s what she was asking.”
“Just as desperate as Laseen, then. The two of them, they asked you to choose between two mirror reflections. Which one was real? Which one was worth serving? You still haven’t explained how Tavore did it.’
“She did it the way she seems to get all of us to do what she needs us to do.”
“Well now, that’s been the one mystery no one’s been able to answer, hasn’t it? But, just like you, we follow. Kalam, I wish I could have seen you on that night in Malaz City. You must have been the holiest of terrors. So, just like the rest of us, you gave her everything you had. How does she do it?’
“She simply asks,” Kalam said. Quick Ben snorted.
“That’s it?’ ‘I think so. No offers – no riches, no titles, nothing any of us can see as payment or reward. No, she just looks you straight in the eye, and she asks.”
“You just sent a shiver up my spine, Kalam, and I don’t even know why.”
“You don’t? More rubbish.” The wizard waved his hands,
“Well, Hood knows it ain’t chivalry, is it? She won’t even nudge open that door. No fluttering eyelashes, no demure look or coy glance…’ Kalam grunted a laugh at the image, but then he shook himself.
“She asks, and something in your head tells you that what she’s doing is right – and that it’s the only reason she has to live. She asked me to die defending her – knowing I didn’t even like her much. Quick, for the rest of my life, I will never forget that moment.”
“And you still can’t quite work out what happened.” The assassin nodded.
“All at once, it’s as if she’s somehow laid bare your soul and there it is, exposed, trembling, vulnerable beyond all belief – and she could take it, grasp it tight until the blood starts dripping. She could even stab it right through. But she didn’t – she didn’t do any of that, Quick. She reached down, her finger hovered, and then… gone, as if that was all she needed.”
“You can stop now,’ the wizard muttered. “What you’re talking about – between two people – it almost never happens. Maybe it’s what we all want, but Kalam, it almost never happens.’”
“There was no respect in what Laseen offered,’ the assassin said. ‘It was a raw bribe, reaching for the worst in me. But from Tavore…”
“Nothing but respect. Now I see it, Kal. I see it.”
-The Crippled God pg. 658
Corruption 38/100
Major Generals
High Fist Dujek Onearm
Training/Experience: 7
Mobility: 4
Max Range/Preferred Range: Non-Combatant
Primary Role: Strategic Commander
Dujek Onearm was just a boy when he was recruited by Kellanved, the youngest and least experienced of his "family" by far. He would grow however into one of the greatest military leaders in the Malazan Empire, second only to Whiskeyjack and Dassem Ultor in command ability. Searving with particular distinction during the Wickan Rebellion, Dujek earned his nickname when the horse of the Wickan warrior, Bult, bit through his left arm, forcing the surgeons to amputate it. Thankfully, the loss of his arm did not impede his command abilities, and Dujek would go on to serve as High Fist and commander of the Malazan 2nd army, awkwardly surpassing his old friend and former superior Whiskeyjack after the latter was demoted by Laseen.
Dujek would face his greatest challenge during the Genabackis Campagin where he was forced to match military wits with Caladan Brood and his host. Despite his best efforts, the campaign had mixed results, the Malazans managing to conquer 8 of the 10 Free Cities of Genabackis, but suffering devastating causalites in the North. After conquering the 9th Free City in the arduous Siege of Pale, Dujek was ordered to send the Bridgeburners mine the walls of the final remaining Free City, Darujhistan. This, coupled with order to disband the Bridgeburners, made Dujek realize that Laseen was cleaning house on members of the Emperor's Old Guard. Refusing to disband his best soldiers and be reassigned to the Seven Cities, Laseen outlawed Dujek and his army...
...Or so everyone thought. Creating tension between Dujek and the Empire was in reality, all part of Laseen's ploy. Despi.By making Dujek an outlaw, Laseen freed him to ally with Brood's Host without raising suspicion of Dujek still taking orders from the Empress. Parleying with Brood outside of Pale, the two armies agreed to march against the Pannion Domin, first liberating the Pannion besieged city of Capustan. Their good fortune was not to last however, as Brood discovered the Malazans real motives for entering the war, not to eliminate the threat of the Pannion Domin, but to conquer Pannion territory for themselves. With tensions between the allies rising, the two armies wisely decided split their forces to to capture the two remaining Pannion cities of Lest and Setta simultaneously, before rejoining to capture the Pannion capital, Coral. Finally near Coral, Dujek spilt his forces once again, intending to clear the way for the armies commanded by Brood and Whiskkeyjack after the Bridgeburners uncovered any traps the Pannions had lain throughout the city. Dujek had not planned for the Pannion's Chaos possessed condors however, or the sheer number of Kell Hunters in the city. Although they initially managed to hold off the Kell with their Moranth muntions, the Kell broke through after the munitions ran out, and began slaughtering Dujek's forces. Only saved due to the sacrifice of his bodyguards, Dujek was able to hold out due to the arrival of the Moranth, who used the last of their muntions to kill the rest of the Kell. The Malazans and their allies were eventually victorious in the battle, although Dujek was forced to face the news that Kallor had killed Whiskeyjack during the middle of the battle. Heartbroken by the loss of his best friend, Dujek was forced to deal with the riguers of command alone as he took Onearm's Host to the Seven Cities to support Tavore in putting down the rebellion there.
=LOADOUT=
Offensive: Given his age and disability, Dujek does not fight in the front lines, but does carry a standard issue Malazan shortsword.
Defensive: Typical Malazan armor. Dujek is also protected by a bodyguard of elite Untan heavy infantry.
=X-FACTORS=
Adaptive Creativity: 65/100 Dujek, like any good Malazan commander knows how to adapt his strategies to suit the campaign, most notably using his Moranth to airlift an entire legion into position to surround an enemy army
Tactics: 60:100- Dujek has apparently won many battles, however he loses points here for a rather poor showing during the Siege of Corel, although he was severely limited by his tactical options during that battle, essentially forced into battle in order to clear the way for the rest of the allied forces.
Strategy: 62/100- Successfully manged to conquer half of Northern Genabackis, although he was losing badly to Brood in the other half
Intuition: 53/100
Audacity: 66/100- Dujek seems to deeply care about the lives of his men, but as the Siege of Coral showed, he is willing to tolerate heavy losses in order to ensure victory.
Psychological Warfare: 65/100
Experience: 69/100- Has been involved in campaigns since the earliest days of the Empire over a hundred years ago.
Discipline: 68/100- Dujek can keep a cool head, even in the face of massive losses and almost certain death. He did notably break down after Whiskeyjack's death however, and never fully returned to his former self.
Inspiration: 76/100- Dujek is noted to inspire a sense of security, stability, and sanity around his soliders, who were willing to betray their country and give their lives for him.
Corruption: 30/100
High Fist Ganoes Paran
Training/Experience: 5
Mobility: 10
Max Range: Melee
Preferred Range: Non-Combatant
Primary Role: Strategic Commander
Secondary Role: Strategic Support (Magical)
The oldest child of house Paran, Ganoes Paran always believed himself destined for greater things than being a wine merchant like his father. From a young age he was enchanted with the idea of becoming a soldier, especially after a chance encounter with the legendary Bridgeburners when he was a child. As a young man, he used his family's wealth to buy a officer position in the Malazan army. There he proved to be a surprisingly competent (if naive) officer, attracting the attention of Lasseen's most trusted agent, Adjunct Lorn. Impressed with how Paran handled himself, Lorn tasked him with investigating the Itko Kan massacre in which 700 Malazan cavalrymen had been killed by the Hounds of Shadow. Lorn correctly deduced that the massacre was just a ruse so Cotillion could possess a young fishgirl named Sorry, and insert her in the Malazan Army. Lorn sent Paran to the Genabackis Front to root out Cotillion’s puppet before she could possibly corrupt the entire 2nd army. Unfortunately for Paran he “found” Sorry when she stabbed him to death as he left a local inn following the Siege of Pale.
Arriving outside of Hood’s Gates, Paran was met by Hood’s Gatekeeper, as well as the deity Oponn who had taken an interest in the young man and made a deal with the Gatekeeper; Paran would return to the world of the living in exchange for another life close to his. Found mysteriously healed of his supposedly fatal wounds by the Bridgeburners, Paran was left to recover in the care of the squad mage, Tattersail. The two grew close romantically over the following days, but Tattersail was forced to leave the city to warn the Brideburners of what she believed was appending betrayal as they infiltrated the city of Darujhistan. While attempting to flee another mage sent to capture her however, Tattersail opened her warren while standing in a T’lan Imass’ magic deadening field of Tellan, killing her in the process. Not yet aware of her death, Paran set off to Darujhistan after her. Along the way he had several misadventures including nearly getting killed by a Chaos possessed puppet, and being temporarily imprisoned in Anomander Rake’s sword, Dragnipur.
Before arriving in the city Paran encountered the Rhivi and a mysterious child they called Silverfox. Silverfox was in fact the gesalt consciousness of Tattersail, and two other mages that had been present at her death. According to Steven Erikson: "the nature of the Tellann sorcery kicked out by Tool [The T'lan Imass] essentially locked Hood’s Gate for any soul leaving mortal flesh within range of its influence." The souls instead shifted to the body of of one of the other mages where all three souls were preserved. In an effort to provide the T'lan Imass a mortal Bonecaster, the T'lan Imass and the Elder God K'rul transferred the souls into the body of an unborn Rhivi child. Recognizing the fragment of Tattersail in Silverfox, Paran realized her death, and mistakenly blaming Lorn, swore revenge.
Due to his close relationship with Tattersail prior to her death, Paran ended up inheiriting the posistion of Master of the Deck of Dragons, a near Ascendent level position that made Paran one of most important figures in the Malazan cosmology (see Additional Factors below for more details).
Finally arriving in Darujhistan, Paran linked up with the Bridgeburners. During the the convergence taking place in the city Paran finally confronted Lorn, who was already dying of wounds she had taken during the chaos. Forgiving Lorn, Paran held her in his arms as she died, and gave her body to Oponn after her death, allowing the deities to fulfill their promise to Hood’s Gatekeeper. Following the end of the fighting Paran agreed to remain with Dujek’s rebellious army, not feeling any particular love for the Empress at this moment.
Following the beginning of the Pannion War, Dujek promoted Paran into command of the Bridgeburners. Foreshadowing the battle-hardened commander he would become later in the series, Paran proved himself an effective commander, successfully negotiating an alliance between the Malazans and the White-Face Barghast, and later helping Quick Ben capture the Pannion Seer during the siege of Coral.
Leaving the army for a time, Paran returned to the city of Darujhistan. There, he began adjusting to his new role as Master of the Deck of Dragons as the pantheon of the world began spliting asunder with the Crippled God's machinations. Paran sanctified the Crippled God's House of Chains, giving the deity some legitimacy, but also forcing him to abide by the same rules as the other Houses. Realizing that the greatest of threats was the Godess Poliel, who was acclaimed as the Crippled God's Consort, Paran journeyed to the Seven Cities to stop her. He came not a moment too late, for Poliel already unleashed a devastating plague on the subcontinent. Onearm's host attempted to halt the plague by confronting what they believed to be Poliel's High Priest in the godess' temple in the city of G'danisban. Instead, they found Poliel herself, who struck the Host and Dujek himself with plague.
Travelling the the Seven Seven Cities with Trygalle Trade Guild , Paran began making the most of his mastery over the Deck. While exploring the Nasecent, a flooded Warren fragment, Paran discovered a temple dedicated to the Deragoth, the primordial Hounds of Darkness. Inside the temple were the bodies of several missing Guild members, sacrificed in a mysterious ritual that Paran surmised was to release the Deragoth from the giant temple statues in which they were imprisoned. Manipulating the god Shadowthrone to ensure that his servants, the Hounds of Shadow would draw their counterparts to the Seven Cities, Paran set his plans in motion. Releasing the remaining Hounds, Paran ensured that they could be used as a wild card against Poliel.
Paran left the Trygalle Trade Guild caravan and gave them Lorn's broken-up Otataral sword in payment, only keeping one shard of it for himself. As he made his way towards the nearby G'danisban, he came across the plague ravaged Host encamped outside the city, and was arrested as a deserter. He escaped however, making his way towards the command tent, when he came across a solider who recognized him from the Pannion campaign and vouched for him as an officer. As all higher ranking officers were incapacitated from the plague, Paran reluctantly took over command. Arriving at Poliel's Grand Temple, Paran confronted the goddess and impaled her with his shard of Otataral. Now bound to the world, Poliel was unable to escape as Paran summoned the Hounds of Shadow, with the Deragoth hot on there heels. The Deragoth tore apart the helpless god, ending her as a threat. Following this, Paran journeyed next to the temple of Soiel, Poliel's sister goddess and the Lady of Healing. There, Paran strong armed Soliel to spreading the gift of her healing across the continent to cure the plague. It was too late for sadly, for Dujek, who died before the healing could be given. Given his impressive handling of the situation, Paran was acclaimed by the Fists of Onearm's Host as the army's new High Fist.
Throughout the rest of the series Paran would continue uphold his commitment to preserving balance in the pantheon. During the events of The Crippled God, he joined the coalition of armies opposing the Forkrul Assail. It was Paran who struck the final blow against the Assail, teleporting his light cavalry on the flank of the the last remaining Assail army. Afterwards, he had a mournful reunion with Tavore, the two siblings together again after so many years of loss and hardship.
=LOADOUT=
Offensive: See Malazan marines.
Defensive: See Malazan marines
=ADDITIONAL FACTORS=
In Memories of Ice, it was revealed the Paran’s close proximity to Tattersail prior to her death led to him inheriting the mantle of Master of the Deck of Dragons from her. While the Deck is primarily an oracular system, in Paran’s hands it’s a deadly weapon. Through his mastery of the Deck, Paran can open portals to any warren he wants. While Paran is apparently unable to directly channel the power of the warrens as mages can, his ability to teleport people through Warrens is unprecedented. While even the strongest mages struggle to transport hundreds of people through warrens, Paran can easily teleport thousands. In the Crippled God, this was a skill he made use of tactically, teleporting his cavalry right onto the flank of the Forkul Assail army.
“His horse lagging beneath him, beginning to weave, Paran cursed and slowed the beast. He fumbled in the saddlebag on his left, drew out a lacquered card. Glared at the lone rider painted on it.
“Mathok! I know you can hear me! I’m about to open the gate for you. But listen! Come at the charge, do you understand? You wanted a damned Hood-balled blood-pissing fight, and now I’m giving it to you!”...
Thunder spun him round, and he stared, disbelieving, as thousands of warriors rode out from an enormous gate – but no, this ragged tear in the fabric of the world did not deserve so lofty a title. It was huge, opened to a howling wind – and it was barely thirty paces from the first ranks of the enemy. The riders bore lances, their mounts heavily armoured across chest and neck. They struck the disordered mass of heavy infantry – there had been no time to wheel, no time to draw shields round – and the concussion of that impact shuddered through the Kolansii. The wing split, broke apart – and suddenly all cohesion was lost, and the horsewarriors were delivering slaughter on all sides.”
-The Crippled God pg. 914
He can also use the warrens as a directly offensive or defensive tool, opening warrens into the path of enemy attacks to send them harmlessly into another realm, as he did to the Forkul Assail’s mind controlling voices.
“Draw your knife, human. Kneel.”
“I am sorry, but I can barely hear you.” She blinked.
“Draw your knife!”
“Barely a whisper, I’m afraid.” He drew out a small wooden card. “I am Ganoes Paran. I was a soldier in the Malazan army, a marine, to be precise. But then I became the Master of the Deck of Dragons. I didn’t ask for the title, and had no real understanding of the role for quite some time. But I’m getting the hang of it now.” He held up the card. “This is where your voice is going. It’s another realm, where the only things hearing you – or, rather, succumbing to your power – are insects and worms in the mud. They’re confused. They don’t know what a knife is. They don’t even know how to kneel.” Sister Belie stepped forward.
“Then I shall break you with my hands—” He seemed to lean back, and suddenly he was gone. The card fell, clattered on the stones. She reached down, picked up it. The image was little more than a scratching of lines, a rough landscape, a hint of ground, low plants – and there, vague in the gloom, stood the man. He beckoned and in her mind she heard his voice.
“Come after me, Forkrul Assail. I invite you to do battle with me here. No? Well, it was foolish of me to think you were that stupid. After all, I need only step out of this wretched place, leaving you trapped – and it’d be a long, long time before you found your way home. Well. We have now met. We are enemies known to one another, as it should be. You cannot enslave my army. If you want to defeat us, you’ll have to do it the hard way. Oh, by the way, I enjoyed our little talk. I think I now understand you better than you do me, which is an advantage I intend to exploit. Oh, if you could see your expression now—” With a snarl she snapped the card in half, flung the pieces to the ground. Whirling, she marched back to where her officers waited.
-The Crippled God, pg. 508-509
Most impressive though is his ability to spontaneously create new warrens on the fly. By carving a new card, Paran can effectively create a new pocket dimension, which is what allowed him to store parts of his army away without having to worry about the often hostile ecologies of the other warrens. By creating new cards, Paran also gains power over whatever figure is on the card. During the Siege of Coral he drew one of the Pannion Seer’s demon-possessed condors on a new card, allowing him to harm it through the card like a voodoo doll. As demonstrated on a demon he later encountered, he can directly banish figures drawn on the card to the new warren he created.
“Paran fought to control his panicking horse, even as he drew a wooden card from his saddlebag. On which he scored a half-dozen lines with his thumbnail. A moment to glance up – fifty paces, head lowering, jaws opening wide. Oh, a little close— Two more deeper scores into the wood, then he flung the card out, into the path of the charging creature. Four soft words under his breath— The card did not fall, but hung, motionless. The scaled bear reached it, voicing a bellowing roar – and vanished”
-The Bonehunters, pg. 371
As Master of the Deck, Paran has a great deal of influence over the various deities and ascendants associated with the Deck. He can strip away their positions if he wants, or perhaps worse yet, put a rival in their place. As such, gods tend to come when he calls upon them, and may even provide blessings to fellow troops if he demands it.
=X-Factors=
Adaptive Creativity: 73/100- Showed great creativity in using the warrens for both offensive and defensive purposes.
Tactics: 66/100- While we only see Paran command a couple battles he's proven to be a capable general. At the siege of North Citadel he managed to hold off the Forkrul Assail's army through a combination of misdirection via Warrens, overwhelming firepower via Moranth munitions, and skilled assassins to eliminate the Assail's leadership.
Strategy: 69/100- As Master of the Deck, Paran's very skilled at juggling the various deities of the Malazan world, and judging which would be most useful to him. See the example of his plan to take down Poliel above.
Intuition: 85/100- According to Paran, he has a “Deck of Dragons in the head” which gives him some precognitive abilities.
Audacity: 80/100: Isn’t afraid to threaten or push around literal deities, and even faced off against a Pure Forkrul Assail during a siege.
Psychological Warfare: 55/100
Experience: 43/100
Discipline: 66/100
Inspiration: 63/100- Most of the soldiers in the Malazan army initially viewed Paran as a typical spoiled noble, but eventually came around after seeing his competence. By the end of the series, he's a well respected commander.
Corruption: 30/100
Kallor
Training/Experience: 10
Mobility: Varies
Max Range: Melee
Preferred Range: Melee
Primary Role: Tactical Commander
Secondary Role: Tactical Support (Melee)
‘I walked this land when the T’lan Imass were but children. I have commanded armies a hundred thousand strong. I have spread the fire of my wrath across entire continents, and sat alone upon tall thrones. Do you grasp the meaning of this?’
‘Yes,’ said Caladan Brood, ‘you never learn.’
-Exchange between Kallor and Caladan Brood
Roughly 120,000 years prior to the beginning of the series, another empire stretched across the continent of Jacuruku, ruled by the despotic High King, Kallor Eidermann Tes'thesula. A warrior and conqueror without peer, Kallor carved out an empire that made the Malazans’ look no bigger than a province in comparison (or so he claims). Despite his skill at conquest however, Kallor was a cruel and hated ruler, and a secret cabal of rebel sorcerers sought the power to bring him down. Reaching out to an unknown realm, they caught the attention of a curious god. Drawing him closer, the mages planned to entrap the god, stealing his power to use against Kallor. Their ritual however, went awry, and they brought the god falling into their own world, ripping him apart in the process. His fall shattered the entire continent, leaving Kallor to rule over a kingdom of dust and ash.
This destruction caught the attention of three of the Elder Gods: K’rul, Draconus, and Nightchill. They decided to take Kallor’s empire from him to, only to discover much to their horror that Kallor had already committed mass genocide on his kingdom of millions, wiping out its entire population, determined that if he couldn’t have his empire, no one would. Seeking to punish Kallor for this atrocity, and knowing that the High King’s greatest wish was to ascend to godhood, the three gods cursed Kallor with immortality but not eternal youth, vowing that he would never ascend, and that all his future ambitions would turn to dust, only to be continually forced to rise again and repeat his failures . Kallor responded by using the residual magical energy surrounding the death of his empire to curse the three Elder Gods right back, dooming each of them to a terrible fate.
Although their curse had been designed to teach Kallor humility, over a hundred millennia of continued aging and being cursed to fail at everything made Kallor into an even greater monster than he had been before. Developing a severe misanthropic complex, Kallor is thoroughly convinced that all humans are bastards, and that his cruelty is just his own way of paying the world back. Kallor has never stopped seeking a way to once more seize power and end his curse, even as all his plots end in failure. Somehow coming into the service of Caladan Brood, Kallor served as his second in command in the Genabackis Campaign, and was later begrudgingly forced to ally with the Malazan Empire alongside Brood to combat the Pannion Domin. It was there he encountered his old enemy Nightchill, reincarnated in the body of the mortal bonecaster Silverfox. Kallor would eventually ally himself with the Crippled God in order to try and kill her, but failed, and was whisked away by his new patron before he could be brought to justice for his treachery.
=LOADOUT=
Offensive: Kallor’s primary weapon is a massive bastard sword. A master swordsman, Kallor has had thousands of years to perfect his skills with a blade. Kallor has never been beaten in a swordfight in over a hundred thousand years of fighting, although as Brood notes, this is largely due to him carefully selecting his opponents.
Defensive: A surcoat of chainmail. Kallor is, either from his immortality curse or perhaps his recent alliance with the Crippled God, extremely tough to kill. He's survived impalement during his fight with Dassem Ultor and not died instantly (although he needed the Crippled God to heal him), and falling several hundred feet from the air while clutched in a dragon's talons. He also has incredible stamina, able to fight Spinnock Durav for an entire night without getting tired.
=ADDITIONAL FACTORS=
While he may be immortal, Kallor's body still technically ages, so he must rely on the alchemical powers of his Century Candles to remain spry. They give him a hundred years of life in just a single night of breathing in their fumes. Without them, he would be too frail to even move.
Kallor at the time this profile draws him from occupies the position of King in High House Chains. This gives him access to the Warren of Chaos, which he can manipulate to some degree using it to teleport, and enhance his sword with chaotic magic, and summon chaotic energy to disintegrate incoming projectiles. He can also call upon his patron to heal him if he needs it. However, postilions in the House of Chains are constantly shifting and Kallor may not hold the position for the entire campaign.
=X-Factors=
Adaptive Creativity: 53/100
Tactics: 73/100: Kallor possesses one of the finest tactical minds in the world, possibly even surpassing Caladan Brood in this regard, having conquered an entire continent in his prime. The main reason why Brood even tolerates his presence is his skill in the art of warfare.
Strategy: 70/100: As mentioned by the Mhybe, Kallor has an instinctive mastery of the sweeping strategic shifts of vast campaigns. The only reason why he doesn't score higher is the sense that after countless thousands of years fighting Kallor seems to view matters of war with boredom, seeing them as little more than minor distractions that barely hold his interest
Intuition: 58/100
Audacity: 69/100- Kallor is careful to avoid getting in fights with beings stronger than himself, but is also unafraid to defy the gods themselves.
Psychological Warfare: 64/100- Frequently makes use of threats and taunts.
Experience: 100/100: While not as old as Brood or Rake, Kallor still possess roughly 120,000 years (on top of the 50 it took him to conquer his empire) of combat experience, and has the track record of a proven commander
Discipline: 54/100: Kallor is extremely arrogant, with a habit of reacting violently to insults against his person.
Inspiration: 42/100: Kallor is notably disliked by both the common soldiers and his fellow commanders, earning little more than a grudging respect. Some (such as the Mott Irregulars) outright ignore his orders.
Corruption: 89/100: Even before his curse, Kallor was willing to commit mass-genocide on an entire continent out of petty spite, and 120,000 years of being forced to fail at everything hasn't improved his demeanor. Despite this, Kallor genuinely regrets many of his actions and does have a sense of honor and respect for fellow soldiers.
Training/Experience: 10
Mobility: 10
Max Range:Several Hundred Meters
Preferred Range: Melee
Primary Role: Tactical Commander
Secondary Role: Tactical and Strategic Support (Magic and Mass Destruction)
Prince Brys Beddict
Training/Experience: 5
Mobility: 4 (7 if mounted)
Max Range: Couple Dozen Feet
Preferred Range: Melee
Primary Role: Letherii Delegate Secondary Role: Tactical Support (Melee & Magic)
The youngest of the famous Beddict brothers, Brys, was only one of the three to maintain the family's good name by the beginning of the series. His eldest brother, Hull, defected to the Tiste Edur years ago, while his other brother, Tehol, lived as a seemingly destitute wastrel. Brys had no desire nor talent to engage in the ruthless realm of Letherii economics and politics and chose the safer life of the military. However, politics would not be easy to avoid, as Brys was promoted to the role of Champion (a bodyguard and advisor) to the Letherii king, Ezgara Diskanar.
Before the outbreak of the Edur conquest, Brys became increasingly involved in palace politics. Supporters of ambitious Letherii Queen Janall began pushing for war with the Tiste Edur, in opposition to the more reasonable Ezgara. It fell to Brys to cool off at least one heated encounter between the two camps, as Brys' skill with a blade made him a dangerous foe to cross. As the Edur conquest erupted and consumed Lether, Brys remained at his king's side. His close friend Ceda Kuru Qan (the king's chief sorcerer), seemingly fell into madness, warning Brys not to kill an unspecified "him." The Ceda also sent Brys on a mysterious series of tasks. Suspecting that the Edur had enslaved the sea god Mael to obtain control of a demon-god, the Ceda sent Brys to Mael's realm to discover the truth. Deep under the sea, Brys encountered the Guardian of the Names, a protector entrusted by Mael to guard the sanctuary for untold numbers of Forgotten Gods whose names were no longer remembered, from whom the Edur's demon-god had been stolen. Brys defeated the Guardian in a duel but showed mercy, offering his own blood to support its charge to protect the other Forgotten Gods. Brys asked for the forgotten gods' names so that none other could enslave them while he was alive. Kuru Qan next sent Brys to Letheras' Azath House, which he sensed was dying, and would release its dangerous prisoners upon passing. Brys made contact with the spirit of one of the prisoners, the Tiste Andii, Silchas Ruin. Brys gifted him two swords of Letherii Steel, in exchange for Silchas agreeing to kill the other prisoners upon their release.
Brys was also drawn into the affairs of Finadd Gerun Eberict, feared possessor of the King's Leave, which gave him immunity from nearly any crime. He first sought out Eberict to discern whether the traitorous Hull was in any danger. The Finadd assured Brys that Hull was an old friend and safe from his justice, but his inquiries into Tehol's affairs put Brys on edge. He warned Tehol but feared he would not be able to protect his brother.
When the Tiste Edur breached the gates of Letheras, Eberict counted on Brys' sense of duty to the king and made his move on Tehol. Brys could only hope for the best for his brother while he remained at his king's side in the Eternal Domicile. The Ceda's seeming incapacity was revealed to be false when the Edur emperor, Rhulad Sengar, and his entourage approached the throne room. The Ceda stood against the Edur Warlock King Hannan Mosag and his K'risnan in a sorcerous duel, only to be killed by a thrown spear at the moment of his triumph.
As Rhulad prepared to claim the throne, Brys challenged him to single combat. Realizing that Rhulad-who had already been 'killed' twice over the war-was the 'him' the Ceda had warned him about, Brys chose not to kill the Edur. Instead, he sliced Rhulad to pieces with surgical precision, severing muscles, tendons, and ligaments with enough precision that Rhulad was incapacitated, but did not bleed out, preventing his sword from resurrecting him. Although the duel cost Brys two fingers, the job was done. Brys took a goblet of wine to quench his thirst, unaware that it was poisoned and had already killed Ezgara, who had taken it likely as a form of suicide. Brys collapsed against the foot of the throne's dais and died. The Guardian of the Names then entered the throne room to collect Brys' body. As it departed, it was reminded of the mercy shown to it by Bry and slew the agonized Rhulad, unknowingly undoing all the work of Brys' victory. The Guardian brought Brys' body to Mael to transfer the knowledge of the forgotten names to Tehol. Then it carried Brys off to serve at his side as one of the Guardians of the Names.
During the events of Reaper's Gale, the Warlock King Hanan Mosag sought to resurrect Brys to use him to once again defeat the increasingly unstable and powerful Rhulad. Although the resurrection was a success, Mosag's would-be pawn was stolen by several other parties, eventually, those allied to Mael. Brys asked to be reunited with his brother, just in time to save him from being murdered. Tehol was acclaimed as the new King of Lether in the wake of the Malazan invasion. He promoted Brys to the commander of the Letherii army. Brys was tasked with reforming the institution in response to the absolute battering given to it by the Malazans, with the Malazans themselves serving as effective teachers to create a more flexible force. Brys grew increasingly involved in Malazan affairs, even participating in a reading of the Deck of Dragons. This reading revealed Brys to hold the Deck position of King of High House Life. Combined with his status as a Guardian of the Names, this established Brys as beyond the man he'd been before his resurrection.
Brys was tasked with escorting the Bonehunters from his country as they crossed the desolate Glass Desert to the Kingdom of Kolanse. Participating in their surprise battle against the Nah'ruk, Brys lead a rearguard action against the lizardmen that bought the overwhelmed Malazans time to retreat.
Regrouping after the defeat, Tavore finally revealed to her coalition her goal to defeat the Forkrul Assail and seize the Crippled God's heart. The Letherii, Bolkondo, K'Chain Che'Malle, and T'lan Imass would march on the Assail stronghold-known as the Spire- from the South. Brys and Queen Abrastal led their forces in a feigned strike on the army stationed at the Spire, while the Imass and Che'Malle launched a direct attack on the edifice itself. Brys led his troops from the front, attracting the Forkrul Assail commander's attention, who attempted to overwhelm Brys with his Warren of Ahkrast Korvalain. Brys countered by reciting the Forgotten Gods' names, culminating with the name of the Assail's own deposed deity, which overwhelmed the Assail's soul in its fury. This left the Assail stunned long enough to die at the hands of Brys' Ve'Gath bodyguards. Nearly consumed by his power, Brys' lover, Aranict, saved his life with help from members of the Trygalle Trade Guild. Following the end of the battle, Brys promised Tavore that a bronze statue of her would be built in Letheras to commemorate their sacrifices. Even if the rest of the world didn't know of her deeds, he would.
=LOADOUT=
Offensive: A Letherii Steel sword. Brys is, as the his duel with Rhulad showed, a superb swordsman, capable of defeating his foes with superhuman precision.
"The emperor attacked. Surprisingly fast, a half-whirl of the blade high, then a broken-timed diagonal downward slash intended to meet the Champion’s sword and drive it down to the tiles.
Brys matched the momentary hesitation and leaned back, drawing his sword round as he side-stepped to his right. Blade now resting on the top of Rhulad’s own as it flashed downward, the Champion darted the tip up to the emperor’s left forearm and sliced through a tendon near the elbow. He leapt back, thrusting low as he was pulling away, to push the tip of his sword between the tendon and kneecap of Rhulad’s left leg.
'Snip.'
The emperor stumbled forward, almost to the edge of the dais, then, astonishingly, righted himself to lunge in a two-handed thrust. The mottled blade seemed to dance of its own accord, evading two distinct parries from Brys, and the Champion only managed to avoid the thrust by pushing the heavy blade aside with his left hand. The two lower fingers spun away from that hand, even as Brys back-pedalled until he was in the centre of the space once more, this time with Rhulad between himself and the king on his throne.
Ezgara was smiling.
As Rhulad wheeled to face him once more, his weapon dipping low, Brys attacked.
Leading foot lifting high, stamping down on the emperor’s wavering sword-blade—not a perfect contact, but sufficient to bat it momentarily away—as he drove his point into Rhulad’s right kneecap. Slicing downward from the upper edge. Biting deep into the bone near the bottom edge. Twisting withdrawal, pulling the patella out through the cut.
A shriek, as Rhulad’s leg shot out to the side.
The kneecap still speared on Brys’s sword-point, he darted in again as the emperor drove his own sword down and to the left in an effort to stay upright, and slashed lightly across the tendons of the Edur’s right.
arm, just above the elbow.
Rhulad fell back, thudded hard on the tiles, coins snapping free. The sword should have dropped from the Edur’s hands, yet it remained firm within two clenched fists. But Rhulad could do nothing with it.
Trying to sit up, eyes filling with rage, he strained to lift the weapon.
Brys struck the floor with his sword-tip, dislodging the patella, stepped close to the emperor and severed the tendons and ligaments in the Edur’s right shoulder, sweeping the blade across to slice a neck tendon, then, point hovering a moment, thrusting down to disable the left shoulder in an identical manner. Standing over the helpless emperor, Brys methodically cut through both tendons above Rhulad’s heels, then sliced diagonally across his victim’s stomach, parting the wall of muscles there.
A kick sent Rhulad over, exposing his back. Slashes above each shoulder blade, two more neck tendons. Lower back, ensuring that the sheets of muscle there fully separated, rolling up beneath the coin-studded skin. Back of shoulders, coins dancing away to bounce across the floor.
Brys then stepped back. Lowered his sword.
Rebounding shrieks from the emperor lying face down on the floor, limbs already curling of their own accord, muscles drawing up. The only movement in the chamber. A slow settling of dust from the corridor. Then, from one of the Edur warriors,
"Sisters take me…"
King Ezgara Diskanar sighed, leaned drunkenly forward, then said,
"Kill him. Kill him." Brys looked over.
"No, sire." Disbelief on the old man’s face.
"What?"
"The Ceda was specific on this, sire. I must not kill him."
"He will bleed out," Nifadas said, his words strangely dull. But Brys shook his head.
"He will not. I opened no major vessels, First Eunuch." The Edur warrior named Trull then spoke.
"No major vessels…how—how could you know? It is not possible…so fast…"
Brys said nothing."
-Midnight Tides, pg. 594-595
=ADDITIONAL FACTORS=
As a Guardian of the Names, Brys knows all the Forgotten Gods' names and seemingly serves as a kind of reservoir of their power. What exactly this entails is unclear, and his ability to use it against the Assail seems very situational. This may be a useful ability however, on enemies that would try to consume Brys' soul, as they could possibly be overwhelmed by the sheer number of souls Brys contains. When activated, this caused a dozen stone idols to spring up around Brys, surrounding him in a watery cloud of immense pressure that disintegrated all of his clothing and armor. It is worth noting that using this ability would have killed Brys had it not been for outside help, and it required a blood sacrifice to Mael's as well as the Elder God's affection for Brys to release him.
"The Forkrul Assail had found him.
'At last. You saw. You saw and wanted me first. Oh, friend, you are most welcome to me.' He rose under the barrage, lifted his head, and met the eyes of the Pure.
"I see you! Kneel! YIELD TO MY WILL!"
"You see me? Tell me, Assail, whom do you see?"
"I will command you – I will take all that is within you—" Brys Beddict, King’s Champion and prince of Lether, spread open his arms, and smiled.
"Then have me." And from his soul, from a deep, unlit world of silts and crushed bones, there came a stirring, a sudden billowing of dark clouds, and from this maelstrom…names. A torrent, a conflagration.
"Saeden Thar, Lord Protector of Semii, Haravathan of the River People, Y’thyn Dra the Mountain of Eyes, Woman of Sky above the Erestitidan, Blessed Haylar Twin-Horns of the Elananas, Horastal Neh Eru SunBearer and Giver of Crops in the Valley of the Sanathal, Itkovas Lord of Terror among the K’ollass K’Chain Che’Malle of Ethilas Nest…" And the names rose unending, flowing through Brys Beddict’s mind, one after another.
"Tra Thelor of the Twin Rivers, Sower of Spring among the Grallan. Adast Face of the Moon among the Korsone…’ All the forgotten gods, and as each name whispered out, sweeping into the torrid current of the Forkrul Assail’s warren – his terrible power of the voice, of words and all their magic – Brys felt part of himself tearing away, snatched loose, drowned in the swirling flow. There was no stopping this. The Pure had found him in the manner that Brys had desired – as he rode to the forefront of his army, as he fought between two K’Chain Che’Malle, as he delivered unopposable slaughter.
'Find me, he had prayed. Find me – I am waiting for you. Find me!' Once begun, once the warren was a torrent between the Assail and the prince, there was no stopping it. Power fed power, and its fuel was justice. Let them be known. All the forgotten gods. All their forgotten people.
'All the ages past, all the mysteries lost. This unending stream of rise and fall, dream and despair, love and surrender. They deserve utterance, one more time. One last time. Take them, take me. You with your power in words, me with my power in names. Without me, your words are nothing. Come, let us devour each other.' He could see the Pure now with a sudden clarity, a tall, ancient male, one arm outthrust, one finger pointing across at Brys, but the Assail was motionless, frozen in place – no – Brys’s eyes narrowed. He was crumbling. His face was a stretched mask, thin over the bizarre skeletal structure underneath. His eyes wept red, his mouth was open, pulling taut as the jaw angled down – as if the names were pouring down the Pure’s throat, as if he was drowning in their deluge.
Brys’s own soul was shredding apart. The world – this valley, this battle – all fell away. He could feel the pressure of the sea now, could feel his legs planted in shin-deep mud, and the current rushed past him, scouring the flesh from the bones of his soul, and still he had more to give. Clouds of silt billowed and seethed around him – he was losing his vision – something was blinding his soul, something new, unexpected.
'No matter. I am almost done with him – no, the names do not cease, they can never cease, and once my voice is gone there will be another. Some day. To guard what would otherwise be for ever lost. For you, Forkrul Assail, I have held back on one final name – the one to gather up your own life and carry it into the darkness. This is the name of your god, Forkrul Assail. You thought it a name forgotten. But I remember. I remember them all.'
Blinded, deafened by some unknown roar, feeling the last of his soul ripping free, Brys Beddict smiled and spoke then the last name. The name of the slain god of the Forkrul Assail. He heard the Pure’s shriek as the power of the name reached out, clutched him tight. For this one god, alone among them all, did not come bereft of its people. This god flowed into the soul of its own child. It does not do, to abandon one’s own gods, for when they return, so unexpected, they are most vengeful. The current pulled him from the silts, drove him forward into a darkness so complete, so absolute, that he knew it to be the Abyss itself.
'I have saved my people, my dear soldiers – let them fight on. Let them take breaths, in owning and in release, in all the measures of living. I have done as a prince should do – Tehol, be proud of me. Aranict, do not curse me.'
The sorrow of the ages closed around him. This was one river from which there could be no escape.
'Do not grieve. We all must come to this place. My friends, it is time to leave'— Impossibly, he felt hands close from behind, hard as iron over his shoulders. And a harsh voice hissed in his ear.
"Not so fast."
...
Faint stood close to Aranict. The Atri-Ceda was standing, head bowed, her arms out-thrust – but her hands and forearms had vanished inside a billowing, grey-brown cloud, and water was streaming down from her elbows. The air around her was rank, thick with the decay of tidal flats. Faint could see the veins standing out on Aranict’s taut neck, could see the muscles of her shoulders straining. And the Atri-Ceda was slowly being pulled forward – whatever was inside that swirling cloud was seeking to drag her into its maw. Off to one side, Precious Thimble was on her knees, shrieking without surcease. They had seen Brys Beddict, there atop the first earthen embankment – they had seen the standing stones rise from the ground around him, pushing upward through dirt and rocks, almost black with slime and filth. They had seen the prince’s armour and clothing disintegrating, and then on the man’s pallid skin dark swarms – tattoos, runes – emerging only to be torn free, spinning wild around him, and then rushing across, hammering into the Forkrul Assail. And then, as if within a whirlwind, Brys Beddict vanished inside swirling gloom that was so thick as to be impenetrable. It spread out, devouring the huge menhirs. Aranict now began howling – she was being pulled forward – and Faint suddenly understood.
'She has him.She has hold of the prince! Gods below—' Faint staggered towards the Atri-Ceda – but something resisted with devastating pressure, bitter cold, and she was flung back, gasping, spitting out blood. On her hands and knees, she lifted her head and looked across. Most of Aranict’s arms had disappeared inside the cloud. And now Faint could make out words in the Atri-Ceda’s cries.
...
'But that’s not fair. Not a love like that – no! You can’t take it away – don’t you dare kill it!'
"Precious! What can I do? To help? Tell me!"
"Nothing!"
'Go to Hood then.' She spun round, drawing a dagger.
'Mael’s an Elder God – but Aranict must understand this. He cannot answer this prayer, not the way it is now. I won’t stand here to see this love die. I won’t.' The blade cut a glistening slash along her left arm, and then, fumbling to take the knife in her left hand, she carved deep diagonally across her right forearm. Forcing herself forward, she reached for Aranict.
'Mael – take my blood in offering. Just fucking take it! 'The pressure sought to rebuff her, but she pushed harder – and then she was through, floundering, unable to breathe, the cold crushing her – she saw her blood billowing out as if under water, saw it spin on currents – so much of it – she almost lost sight of Aranict. Desperate, feeling her bones cracking, Faint pushed closer, reached out and took the Atri-Ceda into an embrace.
'Mael…don’t you dare…don’t you dare tell me this is not enough.'
...
‘Hold on, my love,’ whispered a voice close to Faint’s ear. ‘Some laws even an Elder God cannot easily defy. But he’s trying.’
...
"Oh, thanks for that.’ A foot slammed into the side of her head, half stunning her, and she struggled feebly as hands groped across her body, briefly closing on one of her tits before moving on – and then back again for a second squeeze. Abruptly someone was lifting her from the muddy silts, throwing her over one bony shoulder. She felt one hand clutch and then leave her thigh, felt the fingers brush her knee as the arm reached out. A deep grunt seemed to thrum through Faint, and she felt the stranger’s feet slip suddenly, as if pulled by some inexorable pressure – and then the heels planted firm, and – impossibly – she felt him heave back against the current. One step, and then another. Another
…
Amby Bole reappeared from the crimson cloud, Faint hanging limp over one shoulder. His other arm was stretched back behind him, and Precious saw him strain, saw him leaning hard, and then out from the cloud emerged Aranict, held by the back of her collar, and after her – the naked form of Brys Beddict. The cloud erupted, burst apart in a welter of icy water. The four figures fell to the ground, Faint rolling out almost to the witch’s knees. Precious Thimble stared down, saw the blood still pumping from the woman’s slashed arms. She closed trembling hands on both wrists, healing spells tumbling out on her breath. Soldiers were rushing up. Shouts filled the air. Precious Thimble’s hands tightened on the wounds, but now there were only scars beneath her palms, and she could feel Faint’s pulse.
...
'Hold on, where did I get that power?' Looking up, she saw Amby Bole lying motionless on the muddy ground. Beyond him soldiers crowded round Aranict, who knelt with her prince, cradling his head on her lap. And then Precious Thimble caught a glimpse of motion from one of Brys’s hands, out from under the cloak someone had thrown over him. I can’t believe it. Faint stirred, groaned, eyes opening, stared unseeing for a moment, and then focused on the witch. She slowly frowned.
"I’m not dead?"
"No. I’ve just healed you. The Atri-Ceda made it out, too. So did the prince. Your blood bought passage – though how that watery piss you call blood ever passed muster in the eyes of an Elder God, I’ll never know."
"What – but how? Who saved us? Who dragged us free?" Sudden coughing from where Amby Bole lay sprawled. Precious Thimble shook her head.
"The only one who could, Faint, some idiot from Blackdog Swamp."
The dozen menhirs erupting from the earthworks around Prince Brys Beddict had ruptured the embankment for sixty paces, driving fighting soldiers from their feet – bodies tumbling into the trenches even as enormous mounds of earth and stones poured down, burying scores alive.
-The Crippled God, pg. 731-737
=X-FACTORS=
Adaptive Creativity: 47/100-Traditional Letherii combat doctrine is rigid and unadaptive. While the Malazans may have trained Brys and his soldiers to be flexible, it's clear that there is still much work to be done in this area.
"It wasn’t that the Letherii scouts were especially bad. It was more the case that their tradition of warfare kept them trapped in the idea of huge armies clashing on open fields. Where scouts were employed simply to find the enemy encampments. The notion of a foe that could melt into the landscape the way the Malazans could, or even the idea that the enemy might split its forces, avoid direct clashes, and whittle the Letherii down with raids, ambushes and disrupted supply lines—none of that was part of their military thinking.
The Tiste Edur had been tougher by far. Their fighting style was much closer to the Malazan one, which probably explained why the Edur conquered the Letherii the first time round. Of course, the Malazans could stand firm in a big scrap, but it made sense to have spent some time demoralizing and weakening their foe beforehand.
These Letherii had a lot still to learn. After all, one day the Malazans might be back. Not the Bonehunters, but the imperial armies of the Empress. A new kingdom to conquer, a new continent to subjugate. If King Tehol wanted to hold on to what he had, his brother had better be commanding a savvy, nasty army that knew how to face down Malazan marines, heavies, squad mages, sappers with munitions, and decent cavalry.
...
‘Fist, Scout Smiles reporting, sir.’ Keneb glanced up.
"As predicted?"
"Aye, sir. Can we go kill ’em all now?’ The Fist looked over at Fiddler, ‘Looks like you lost your bet, Sergeant." Eyes still closed, Fiddler grunted, then said,
"We ain’t done any killing yet, sir. Brys Beddict’s been fishin in our brains for some time now, he’s bound to have snagged a fin or gill or two. Smiles, how many scouts on the track?"
"Just the one, Sergeant. Picking his nose." Fiddler opened his eyes and squinted over at Keneb.
"Like that, Fist. Beddict’s reconfigured his scouting patrols—they pair up. If Smiles and Koryk saw only one, then where was the other one?’ He shifted to get more comfortable and closed his eyes again. "And he runs five units—five pairs—in advance of his main body. So."
"So," repeated Keneb, frowning. He rose, slipped the dagger into his scabbard. "If he’s sent one or two down the track, they were meant to be seen."
...
"We lost the enemy, Corporal?"
"Something like that, Koryk. And now the Fist’s got us on the move—we’re going to be buggered trying catch-up, too. He’s now thinking we’ve stuck our heads in a wasp nest."
"These Letherii couldn’t turn an ambush on us,’ Koryk pronounced. "We would’ve sniffed it out by now."
"But we didn’t,’ Smiles pointed out. "We been flushed, Koryk."
...
The Letherii ambush caught Keneb’s mob coming down a forested slope that funnelled before reaching the basin. Enemy ranks rose up on both sides from fast-dug foxholes and loosed a few hundred un-fletched arrows with soft clay balls instead of barbed iron points. If the flights had been real, half the Malazans would have been downed, dead or wounded. A few more salvos and most of the rest would be out of commission. Brys Beddict made an appearance in the midst of Letherii catcalls and cheering, walking up to Fist Keneb and painting with one dripping finger a red slash across his boiled-leather cuirass.
"Sorry, Fist, but you have just been wiped out."
"Indeed, Commander,’ Keneb acknowledged. "Three hundred dead Bonehunters, cut down in a pocket. Very well done, although I suspect it highlights a lesson as yet undiscovered." The smile on Brys’s face faded slightly.
"Fist? I’m afraid I don’t understand you."
"Sometimes, one’s tactics must prove brutal in the execution, Commander. Especially when the timing’s off and nothing can be done for it."
"I’m sorry?’ Horns sounded suddenly, from the ridge lines beyond the Letherii units—on all sides, in fact. Keneb said, ‘Three hundred dead Bonehunters, Commander, and eight hundred dead Letherii, including their supreme commander. Not an ideal exchange for either side, but in a war, probably one the Adjunct could stomach.’ Brys sighed, his expression wry.
"Lesson delivered, Fist Keneb. My compliments to the Adjunct."
-Dust of Dreams, pg. 229-233
That said, Brys' catches on quickly. His takedown on Rhulad shows just how creative he can be, albeit not in command situation.
Tactics: 48/100-Brys is a competent tactician. During the Battle of the Spire, he managed to mitigate the enemy artillery by using his artillery's superior fire rate as a cover for the rest of his forces. He doesn't really do anything hugely impressive, however. The tactic that ultimately won him the battle had to be suggested by someone else. As the quote from the "Adaptive Creativity" section shows, Brys can be clever tactically, but in both that scenario and The Battle of the Spire, he takes/would have taken heavy casualties.
Strategy: 66/100: Surprisingly good. Brys manages to predict the major moves of the Assail commanders during the final battle, and he and his allies already have plans to counter them.
Intuition: 69/100- See above. Brys also tends to have relationships with sorcerers who can predict the future for him or warn him of supernatural events.
Audacity: 74/100: Brys commands from the front, or at least close enough that his presence can be a comfort to those around him. While certainly not a butcher, Brys can also tolerate heavy casualties in battle, albeit very unhappily.
Psychological Warfare: 39/100: Brys' takedown of the Assail commander was psych warfare but was a very situational example that may not apply to his foes in this tournament. While Letherii strategies focus on manipulating foes in the early stages of a campaign, Brys seems too...nice to really make use of these.
Experience: 51/100- Brys is a well-trained soldier, but most of his recent life has been taken up with being a glorified bodyguard stuck in the Imperial Palace. He only participates in one campaign by the end of the series.
Discipline: 70/100
Inspiration: 63/100
Corruption: 30/100- Brys is kind, noble, courageous, and overall one of the most upstanding characters in the series.
Queen Abrastal
Training/Experience: 5
Mobility: 4 (7 if mounted)
Max Range: Melee
Preferred Range: Melee
Role: Chief Commander of the Bolkando
The fiery queen of the Bolkondo Kingdom, Abrastal is one of the major power players of her realm. While the useless King Tarkulf rules in name only, Abrastal keeps real power through her expansive network of spies, assassins, and the Evertine Legion.
During the events of Dust of Dreams, it fell to Abrastal to keep the peace between the Malazan auxiliaries and her kingdom. Her rivals, Chancellor Rava and Conquestor (a military title) Avalt proceeded to grossly underestimate these new peoples, giving state approval to the mistreat of the Khundryl by Bolkondo traders. Bolkondo forces were quickly outmaneuvered and outfought by the Malazan's now righteously angry allies, with the Khundryl marching on the gates of the Bolkondo capital itself. Through a combination of bluster and appeasement, Abrastal successfully negotiated with the Khundryl Warleader, Gall. Agreeing to supply their force as they prepared to cross the inhospitable Glass Desert on their way to Kolanse, Abrastal was curious about the Malazans eventual destination and accompanied their armies to the border. She knew of the dark and brutal recent history of Kolanse, conquered by mysterious invaders decades ago and cut off from the rest of Lether since then. She could think of no reason anyone would want to go there.
Following the battle with the Nah'ruk, Abrastal was finally able to meet with Adjunct Tavore and add her own personal knowledge of the history of Kolanse. With Tavore's confirmation of her intentions, Abrastal realized that her clash with the Assail would affect the rest of the world. Joining her Evertine Legion with the rest of the Bonehunter Alliance, Abrastal led the crucial position of right of center during the Battle of the Spire. Abrastal and forces fought well, seizing part of the Kolansii defenses. However, they were driven back by the Kolansii counterattack before being reinforced by the Letherii, finally winning the battle.
=LOADOUT=
Offensive: See Evertine Legion
Defensive: See Evertine Legion
=X-FACTORS=
Adaptive Creativity: 61/100- Mostly this comes from surviving the deadly games of intrigue that go about in the Bolkondo court, where everyone is training to gain an advantage and spies abound.
Tactics: 49/100- She claims that the Evertine Legion has never lost a battle, and seeing as she's the commander of said legion... However, her only on-page showing is at the Battle of the Spire, which like the example of Tool below, was a brutal slog, where her tactical options were limited. So, unfortunately, she doesn't have any incredible feats here.
Strategy: 65/100
Intuition: 59/100- Abrastal is a cunning political operator with an apparently extensive network of spies. In general however, Bolkondo leadership seems to be bad at gaging its enemies' strength, with Abrastal's rivals consistently underestimating the Malazan auxiliaries they planned to screw over. This resulted in said auxiliaries nearly conquering their entire kingdom. This might be more of a personal failing on her rivals, who seem incompetent, than a cultural one that can also be applied to Abrastal. Although, she later appears to be somewhat dismissive of the Khundryl and one of the Malazan marines when she shouldn't have been, although the former case seems mostly bluster.
Audacity: 76/100: Led from the front even in the face of the deadliest fighting.
Psychological Warfare: 55/100- Nothing too advanced, but Abrastal's conversation with Gall shows skill at bluster and making her kingdom seem like an unenticing target.
Experience: NA/100- I don't think we know enough about her personal history to say.
Discipline: 68/100- Abrastal enjoys earthly pleasures and even the ruthless and debauched scheming of the Bolokondo royal palace. But she is also an able commander who doesn't shy away from commanding the battlefield's most challenging position.
Inspiration: 70/100
Corruption: 52/100: Openly enjoys the brutal scheming and murder than surrounds the Bolkondo palace.
Prince Yedan Derryg, The Watch
Training/Experience: 7
Mobility: 6
Max Range: Melee
Preferred Range: Melee
Primary Role: Shake Delegate
Secondary Role: Tactical Support (Melee)
Yedan Derryg was the oldest child of the former Queen of the Shake. Following conflicts within his mother's household, he renounced his status as Prince and fled Second Maiden's Fort to join the Letherii military. Following the death of his mother however, Yedan was visited by visions from the Shore, urging him to return home. Defecting from the Letherii army with the Shake soldiers, Yedan took up the mantle of The Watch. A military role, serving as the Watch means a Shake dedicates his life to guarding his people and the Shore. It's a task that Yedan would excel at, for his personality was that of unyielding discipline, willing to make any sacrifice for the Shake, and his half-sister, Yan Tovis, the Shake's new Queen. Yedan proved his nature by slaughtering the treacherous coven of witches that plotted against his sister. Although banished by Tovis for his brutality, Yedan refused to abandon his people, leading his small group of soldiers against thousands of prisoners from Second Maiden's Fort turned looters, unhappy that Tovis planned to lead them into an alien realm. Yedan's actions gave the time necessary for his sister to open the portal to the Road of Gallan, allowing them to return home.
During their journey however, new threats emerged to the refugees. The road of Gallan led through Kurald Thyrllan, home of the hostile Tiste Liosan. Yedan encountered a group of Liosan led a Forkrul Assail, and slew them all, but knew that theywould be just the start of the tide that the Shake would soon face. Finally, arriving in Kharkanas, Yedan began preparing the Shake for battle. During the preparation, he discovered a Hust sword, an ancient Andii weapon that only further increased his combat prowess. During the battle of Lightfall, Yedan led the fight from the front alongside his honor guard of Letherii soldiers. Yedan personally slew over 1,000 Liosan and several of their monsters with such ferocity that the Liosan believed a legion of Hust sword-wielding soldiers waited for them across the gate to Kharkanas. In the end, Yedan was mortally wounded by one of the Liosan's soltaken dragons, but not before killing the dragon himself. Surrounded by his people, Yedan died by his sister, having secured his people's home.
=LOADOUT=
Offensive: As mentioned in his profile, Yedan possesses a Hust sword, a member of a legendary set of blades designed to kill dragons. Quenched in dragon's blood, these blades are nigh indestructible, regenerating from damage and proving immune to all decay. Magically sharp, they can cut through most other weapons and armor as if it wasn't there; at one point, Yedan's sword: "...cut through, shield, sword, chain, flesh and bone, diagonally down his torso, gore exploding out to the sides. A back swing split open the chests of the man to either side." (The Crippled God, pg. 561). Even supernaturally durable and creatures, like Hounds of Light (mule-to-horse sized hellhound-like monsters), have no defense against these weapons.
Some Hound feats for context:
-Several Hounds run right through Darujhistan's decrepit gates: "Like a dozen bronze bells, hammered so hard they tore loose from their frames and, in falling, dragged the bell towers down around them, the power of the seven Hounds obliterated the gate, the flanking unfinished fortifications, the guard house, the ring-road stable, and two nearby buildings. Crashing blocks of stone, wooden beams, bricks and tiles, crushed furniture and fittings, more than a few pulped bodies in the mix. (Toll the Hounds, pg. 701)
-A fight between Pallid and Baran (two Hounds) trashes a local jail and kills scores of people:
"Pallid was unaware that it was being hunted as it discovered a dozen city guards rushing down the centre of the street, heading for the destroyed gate. The monstrous beast lunged into their midst, lashing out with slavering jaws. Armour collapsed, limbs were torn away, weapons spun through the air. Screams erupted in a welter of slaughter."
Even as Pallid crushed in its jaws the head of the last guard, Baran arrived in an avalanche. The impact boomed like thunder as Pallid was struck in the side, the caged bell of its chest reverberating as both beasts skidded and then struck the wall of a large building.
The solid, fortified entranceway was punched inward. Stone shards tore through the three people unlucky enough to be stationed in the front room. The huge blocks framing the doors tumbled down, bouncing like knuckle bones, crushing one of the wounded men before he could even scream. The remaining two, lacerated and spilling blood, were pushed back by the broad front desk, and pinned against the far wall. Both died within moments, bones and organs macerated.
Rolling, snapping and growling, the two Hounds shattered that desk, and the grillework attached to it sailed upward to crack on the ceiling, which had already begun sagging as its supports and braces gave way. With terrible groans, the entire front of the structure dragged itself down, and now screams rose through the dust, muted and pitiful.
Another wall collapsed under the impact of the beasts, and beyond it was a corridor and bars lining cells, and two more guards who sought to flee down the aisle’s length – but this entire room was coming down, the iron bars snapping out from their frames, locks shattering. Prisoners vanished beneath splintered wooden beams, plaster and bricks.
Rearing back on to its hind legs, knocked over by another charge from Baran, Pallid smashed into one cell. The prisoner within it pitched down and rolled up against one side as the Hounds, locked once more, knocked down the back wall and, kicking and snarling, rolled into the space beyond – an alleyway already half filled with falling masonry as the entire gaol broke apart."
-Toll the Hounds, pg. 752-753
-The hide of a Hound of Light is resistant, but not entirely immune to conventional weapons wielded by humans. Sword thrusts are described as bouncing off them, dozens of pikes "score" their skin, but don't seem to seriously wound them. Other parts of their body don't appear as durable, however, as a solider gouges out one of their eyes with her sword.
"Pikes!" someone screamed – 'was it me?' As the massive Hound leapt for her, Pithy dropped to the sand, twisted as the beast passed directly over her, and thrust her sword into its belly. The point was punched back out as if fired from a crossbow, driving her elbow into the ground. One of the Hound’s back legs lifted her from the sand, carried her flailing forward. She heard the clash of pike shafts close in on all sides. Half stunned, she curled up beneath the beast. Its snarls filled her world, along with the crunch of bones and the shrieks of dying Letherii. She was kicked again, this time spilling her out to one side. Teeth grinding, she forced herself into a crouch. She still held her sword, glued to her hand now by streams of blood – she was cut somewhere – and she made herself close on the thrashing demon. Lunged. The blunted, battered tip of the sword caught the Hound in the corner of its left eye. With an almost human scream, the beast lurched away, sending figures sprawling. It was scored with slashes from countless pike-thrusts, white hide streaming crimson, and more soldiers pressed in, pursuing. The Hound stumbled over a corpse, twisted round to face its attackers. Its left eye was filled with blood.
'Got you, you heap of dung!'
-The Crippled God, pg. 432
In comparison, here is Yedan vs. the Hounds of Light:
Seeing the Hound charging for his line on the left flank, Yedan Derryg ran to meet it. The Hust sword loosed a manic, ululating cry, and it seemed that the chilling sound checked the beast – for the briefest of instants – before it launched itself at the prince. When its jaws reached for him, the head was driving down, anticipating that he would come in low. Instead, Yedan leapt high, twisted parallel with the ground, legs thrown out, and rolled in the air, over the Hound’s shoulders, and as he spun, down swung the sword. The Hust blade shrieked as it bit, athwart the beast’s spine, driving down through vertebrae and then spinal cord. He glanced off its hip coming down, and that hip fell one way and Yedan the other. Striking the ground, he rolled and came to his feet, eyes still on the Hound. Watched as it toppled, body thumping on the sand, head following. Its eyes stared sightlessly. And beyond the dead beast, rows of faces. Letherii. Shake. Gape-mouthed like fools. He pointed at Brevity.
"Captain! Advance the flank – shallow wedge! Push into the Liosan and push hard!" With that he turned and ran across the strand. He’d seen two more Hounds. Ahead, a wedge formation of Liosan soldiers had closed with Pithy’s Letherii and neither side was yielding. Yedan could not see the Hound – had they killed it? No – there, trying to retreat to Lightfall’s wound. Should he let it go?
'No.'
But to reach it, he would have to carve through a score of Liosan. They saw him, and recoiled. The Hust sword’s laugh was shrill. Yedan cut the first two down and wounded another before he was temporarily slowed by the rest of them. Swords hacked at him, slashed for his face. Others thrust for his belly and thighs. He blocked, countered. Twisted, pushed forward. Severed arms and hands spun, releasing the weapons they’d held. Blood sprayed and spat, bodies reeled. Flashes of wild expressions, mouths opening in pain and shock. And then he was past them all, in his wake carnage and horror. The Hound was three strides from the breach, struggling to stay upright. He saw its head turn, looked into its eyes, both of which wept blood. Torn lips formed ragged black lines as it snarled at him, heaving to meet him—
But not in time. A thrust. A slash. The Hound’s guts billowed out and spilled to the ground in a brown splash of fluids. It sank down, howling. Yedan leapt on to its back – – in time to see a fourth Hound lunge through the gate. The prince launched himself forward, through the air, sword’s point extended. Into the Hound’s broad chest, the blade sliding in with gurgling mirth. The beast’s countering bite hammered him to the ground, but he refused to let go of the sword, dragging it with him. The Hound coughed blood in thick, hot sprays, pitched forward, head lolling.
But a Hust sword's chosen prey are dragons, and they are what awakens a Hust sword's fiercest bloodlust. For Hust swords are no ordinary weapons, but rather living beings who revel in the slaughter of battle, known to laugh and shriek with glee as they kill whoever dares to face them. The relation between a Hust sword and its wielder is a symbiosis, with the Hust sword 'fusing' with their owners. This fusion grants many benefits: Hust swords will protect their wielders from exhaustion, magic, and mundane attacks. For example, during the battle of Lightfall, Yedan was bathed with the highly destructive Chaotic blood of a dragon. However, his blade washed him clean. The sword will also strike out with incredible speed to block and parry attacks, seeming to drag its wielder behind it. This fusing, however, can result in extreme injury to the person fighting, as some actions could be well beyond the physical limits of the wielder. But even so, Yedan's limits are vast, and the blade made him strong enough to decapitate a dragon with a few swings and split open the skull of another.
"Light exploded like blood from the wound. Yedan and his wedge of Shake fighters vanished in the gushing wave. She saw her brother’s followers flung back, tumbling like rag dolls in a hurricane. Weapons flew from hands, helms were torn loose, limbs flailed. They were thrown up against the shins of their kin holding the centre line, even as it reeled back to a howling wind that erupted from the wound. In the fiery gale, Yedan stood suddenly alone. Yan Tovis felt ice in her veins.
'Dragon breath—'
A massive shape looming in the breach, filling it, and then out from the fulminating light snapped a reptilian head, jaws open in a hissing snarl. Lunging down at her brother. She screamed. Heard the jaws impact the ground like the fist of a god – and knew that Yedan was no longer there. Her own voice now keening, she slashed forward, barely seeing those she cut down. Manic laughter filled the air –
'Hust! Awake!'
She broke through, staggered, and saw— The dragon’s head was lifting in a spray of blood-soaked sand, the neck arching, the jaws stretching wide once more, and then, as if from nowhere, Yedan Derryg was directly beneath that enormous serpent head, and he was swinging his laughing sword – and that glee rose to a shriek of delight as the blade’s edge chopped deep into the dragon’s neck. He was a man slashing into the bole of a centuries-old tree. The impact should have shattered the bones of his arms. The sword should have rebounded, or exploded in his hands, spraying deadly shards. Yet she saw the weapon tear through that enormous, armoured neck. She saw the blood and gore erupt in its wake, and then a fountain of blood spraying into the air. The dragon, its shoulders jammed in the breach, shook with the blow. The long neck whipped upward, seeking to pull away, and in the welling gape of the wound in its throat Yan Tovis saw the gleam of bone. Yedan had cut through to the dragon’s spine.
Another gloating shriek announced his backswing. The dragon’s head and an arm’s length of neck jumped away then, off to one side, and the yawning jaws pitched nose down and hammered the strand as if mocking that first lunge. The head tilted and then fell with a trembling thump, the eyes staring sightlessly. The headless neck thrashed upward like a giant blind worm, spitting blood in lashing gouts, and on all sides of the quivering, decapitated beast black crystals pushed up from the drenched sand, drawing together, rising to form faceted walls – and from every corpse that had been splashed or buried in the deluge ghostly forms now rose, struggling within that crystal. Mouths opened in silent screams. Dodging the falling head, Yedan had simply advanced upon the trembling body filling the breach. Using both hands, he drove the Hust sword, point first, deep into the beast’s chest. The dragon exploded out from the wound, scales and shattered bone, yet even as Yedan staggered beneath the flood of gore the blood washed from him as would rain upon oil.
'Hust. Killer of dragons. You will shield your wielder, to keep your joy alive. Hust, your terrible laughter reveals the madness of your maker.'
Yedan’s desire to trap the corpse of a dragon in the breach was not to be – not this time – for she could see the ruined body being dragged back in heaving lunges – more dragons behind this one, crowding the gate.
'Will another come through?
To meet the fate of its kin?
I think not. Not yet.
Not for some time."
-The Crippled God, pg. 421-422
It's worth noting however that both of these kills, were largely due to the dragons having trouble passing through the small space of Lightfall with their massive bodies, leaving them vulnerable for a vital period. When Yedan finally fought a dragon not encumbered by this, it resulted in a mutual kill.
"All at once, there was no one between him and the Soletaken. The wreaths of white fire were pouring off the shining scales, the solid bulk of the dragon rising to fill Yedan Derryg’s vision.
'Shit. Miscalculated. It’s going to get clear. Sister – I’m sorry. I’m too late.'
The head lunged. He leapt. The sword sank deep into the dragon’s chest. The creature roared in shock and pain, and then the wings hammered at its sides, scattering Liosan and Shake alike, and the Soletaken lifted into the air. Hanging from his sword, Yedan scrambled, fought his way on to the dragon’s shoulders. He tore his weapon free. Cut two-handed into its neck. Twenty reaches above the melee, the creature pitched, canted hard and slammed into Lightfall. The concussion thundered.
Yedan Derryg slid down over the dragon’s right shoulder, down between it and Lightfall. The dragon’s neck bowed and the jaws plunged down to engulf him. As they closed, the Hust sword burst from the top of the dragon’s snout. Wings smashing the wall of light, the giant reptile reared its head back, Yedan tumbling free, still gripping the sword. He was caught by the talons of the Soletaken’s left foot, the massive claws convulsively clenching. Blood sprayed from the body it held. Again the dragon careered into Lightfall, and this time a wing collapsed under the impact. Twisting, pitching head first, the creature slid downward. Slammed into the ground. Yedan Derryg was thrown clear, his body a shattered mess, and where he fell, he did not move. At his side, the Hust sword howled its rage."
-The Crippled God, pg. 561
Yedan was an incredibly fast and strong fighter, even before obtaining his weapon. He was able to speedblitz and dismember a Forkrul Assail, who appear as blurs to normal humans when fighting, and whose muscles and bones are tough enough to block knives and swords, even from blatantly superhuman foes like a Seguleh. This creature was defenseless against Yedan. He would then go on to kill five Tiste Liosan warriors all by himself.
"Repose attacked, his hands a blur. But those deadly weapons cut empty air, as Yedan was suddenly behind the Forkrul Assail, sword chopping into the back of the creature’s elongated legs, the iron edge cutting between each leg’s two hinged knees, severing the buried tendons—Repose toppled forward, arms flailing. Yedan chopped down a second time, cutting off the Assail’s left arm. Blue, thin blood sprayed on to the ground.
"I am Shake," Yedan said, raising his sword once more. "I am the Watch." The sudden hiss from Repose was shortlived, as Yedan’s sword took off the top of the Forkrul Assail’s head. He wasted little time. He could hear the pounding of hoofs. Vaulting on to his horse’s back, he collected the reins in one hand and, still, gripping his blue-stained sword, wheeled the beast round.
Five Tiste Liosan were charging towards him, lances leveled. Yedan Derryg drove his horse straight for them. These were scouts, he knew. They would take him down and then send one rider back to gather a punitive army—they would then ride to the column. Where they would slaughter everyone. These were the ones he had been expecting. The line of standing stones lay to Yedan’s left. At the last moment before the gap between him and the Tiste Liosan closed, Yedan dragged his horse in between two of the stones. He heard a lance shatter and then snarls of frustration as the troop thundered past. The gelding responded with alacrity as he guided it back through the line, wheeling to come up behind the nearest Tiste Liosan—the one who’d snapped his lance on one of the dolmens and who was now reaching for his sword even as he reined in.
Yedan’s sword caught beneath the rim of his enamelled helm, slicing clean through his neck. The decapitated head spun to one side, cracking against a dolmen. The Watch slapped the flat of his blade on the white horse’s rump, launching it forward in a lunge, and then, driving his heels into his own horse’s flanks, he pulled into the other horse’s wake. The remaining four Liosan had wheeled in formation, out and away from the standing stones, and were now gathering for a second charge. Their fallen comrade’s horse galloped straight for them, forcing the riders to scatter once more.
Yedan chose the Liosan nearest the dolmens, catching the man before he could right his lance. A crossways slash severed the scout’s right arm halfway between the shoulder and elbow, the edge cutting into and snapping ribs as Yedan’s horse carried him past the shrieking warrior. A savage yank on the reins brought him up alongside another scout. He saw the woman’s eyes as she twisted round in her saddle, heard her snarled curse, before he drove the point of his sword into the small of her back, punching between the armour’s plates along the laced seam. His arm was twisted painfully as in her death roll she momentarily trapped his sword, but he managed to tear the weapon free. The other two riders were shouting to each other, and one pulled hard away from the fight, setting heels to his horse. The last warrior brought his mount round and lowered his lance. Yedan urged his gelding into a thundering charge, but at an angle away from his attacker—in the direction of the fleeing scout. An instant’s assessment told him he would not catch the man. Instead he lifted himself upward, knees anchored tight to either side of the gelding’s spine. Drew back his arm and threw his sword.
The point slammed up and under the rider’s right arm, driven a hand’s breadth between his ribs, deep enough to sink into the lung. He toppled from his horse. The last rider arrived, coming at Yedan from an angle. Yedan twisted to hammer aside the lashing blade of the lance, feeling it cleave through his vambrace and then score deep into the bones of his wrist. Pain seared up his arm. He dragged his horse into the rider’s wake—the Liosan was pulling up. A mistake. Yedan caught up to him and flung himself on to the man’s back, dragging him from the saddle.
There was a satisfying snap of a bone as the Watch landed atop the warrior. He brought his good hand up and round to the Liosan’s face, thumb digging into one eye socket and fingers closing like talons on the upper lip and nose. He jammed his wounded arm with its loosened vambrace into the man’s mouth, forcing open the jaws. Hands tore at him, but feebly, as Yedan forced his thumb deeper, in as far as it could go, then angled it upwards—but he failed to reach the brain. He got on to his knees, lifting the Liosan’s head by hooking his embedded thumb under the ridge of the brow. And then he forced it round, twisting even as he pressed down with his bloodied, armoured arm jammed across the man’s mouth. Joints popped, the jaw swung loose, and then, as the Liosan’s body thrashed in a frenzy, the vertebrae parted and the warrior went limp beneath him. Yedan struggled to his feet.
He saw the scout with the punctured lung attempting to clamber back on to his horse. Collecting a lance, Yedan strode over. He used the haft to knock the warrior away from the horse, sending the man sprawling, and then stepped up and set the point against the Liosan’s chest. Staring down into the man’s terror-filled eyes, he pushed down on the lance, using all his weight. The armour’s enamel surface crazed, and then the point punched through. Yedan pushed harder, twisting and grinding the serrated blade into the Liosan’s chest. Until he saw the light leave the warrior’s eyes.
-Dust of Dreams, pg. 327-329
Defensive: Letherii armor, plus the magical defenses of the Hust sword.
=X-FACTORS=
Adaptive Creativity- 59/100
Tactics- 56/100: We, unfortunately, have few of feats of Yedan commanding battles. He manages to temporarily hold off attempted looting of the Shake following their exodus from Second Maiden's Fort and manages to match the far larger Tiste Liosan army at Lightfall, inflicting vastly disproportionate casualties on his enemy. His tactics were overall, basic but effective, mainly relying on the tight terrain of the First Shore to negate his enemy's number advantage. Although, he would have ultimately lost the battle had it not been for the arrival of the Tiste Andii.
Strategy- 67/100
Intuition- 73/100: As the inheritor of the position known as The Watch, Yedan has knowledge from his Shake ancestors. For example, knowing all about the Shake's conflicts with the other Tiste, and knowing where to find his Hust sword.
Audacity-87/100: Yedan leads from the front in all of his battles, hunting for the strongest enemies to kill. The bloodlust of the Hust sword only increases this. As for his actual soldiers, Yedan can certainly tolerate tremendous casualties to achieve victory but wisely cycles through those under his command, so they are not constantly under pressure.
Psychological Warfare- 63/100: Yedan notably likes making his opponents angry, building a makeshift wall out of Liosan corpses to drive them to rash attacks. Yedan's overwhelming skill and the presence of the Hust sword alone was enough to terrify the Liosan.
Experience- 64/100: While Yedan's own military career seems like it was modest at best, he also has memories from his predecessors. It's unclear how much this actually affects him, however.
Discipline- 83/100: Yedan himself is incredibly disciplined, seemingly inhumanly so, but his weapon is certainly... not, and that hurts his score a little.
Inspiration- 71/100: "...Yan Tovis could see her Shake buckling. Everywhere but at the centre, where her brother hacked his way forward, and all the enemy reeling before him seemed to be moving at half his speed. He could have been cutting reeds for all the resistance they offered him. Even from this distance, blood washed like a bow wave before Yedan’s advance, and behind him Shake fighters followed, and she could see how his deadliness infected them, raised them into a state of frenzied fury."
-
The Crippled God, pg. 420
Corruption- 40/100
First Sword Onos T'oolan
Mobility: 7
Max Range: Melee
Preferred Range: Melee
Primary Role: T'lan Imass Delegate
Secondary Role: Tactical and Strategic Support (Melee & Anti-Magic)
A legendary figure among the T'lan Imass, Onos T'oolan, better known as Tool, is the First Sword of his people, a title indicating a role as military champion and giving him tremendous metaphysical power. Born over 300 millennia ago, Tool was whetted as a warrior in the Sixth Jaghut War and quickly rose to prominence as a skilled swordsman. Though he had originally been part of the Tarad clan of the Logros T'lan Imass, all the others of his clan had perished in the 28th Jaghut War. This left Tool clanless or "unbound," only increasing other T'lan Imass' awe of him. One of the few Imass to speak out against the Ritual of Tellanns, Tool nonetheless acquiesced to the will of his people. This was not so for his sister, Kilava, who refused to participate. In an attempt to save her family from undeath, she slew them all. The sole exception to this was Tool, who fought her off in an extraordinary display of martial prowess. The death of his family led to Tool abandoning his title of First Sword, although it would not be easy to relinquish.
Tool fell under the sway of the Malazans when Kellanved took control of the First Throne. He was one of the T'lan Imass who remained in service to the Empire after the rest of the Logros left to hunt Jaghut. As a clanless T'lan Imass, the Malazans judged Tool to be expendable, choosing him for the mission of leading Adjunct Lorn to the barrow that held the imprisoned Jaghut Tyrant, Raest. Tool agreed not to interfere with the plan to free Raest despite his uneasiness with the risk, agreeing to only observe the Jaghut's release. At the same time, Lorn transported Raest's finnest, the source of most of his power, to Darujhistan to serve as bait for the Tyrant. Following Raest's release and victory against Rake's servants, however, Tool intervened. He journeyed inside the dreamscape that Kruppe, the Bonecaster Pran Chole, and the Elder God K'rul created to trap Raest, wherein he mortally wounded the Jaghut Tyrant's body. Raest escaped via soul swap with a human in Darujhistan. Still, Tool pursued, protecting the Azath House formed from the influx of power within the city from Raest's now animated Finnest. Alongside Ganoes Paran, he weakened the source of Raest's power long enough for the House to imprison the Finnest and Raest within its grounds. With this task complete, Tool left the service of the Empire.
During the events of Memories of Ice, tool journeyed with the company of Lady Envy's companions, which included several Seguleh and the Malazan scout, Toc the Younger (see Envy's profile below for more information). Finding himself at odds with the three Seguleh, Tool was seen by each as a rival that must be tested. Tool met the challenges of the lower ranking two, defeating them without bloodshed. Still, Envy put the most accomplished Seguleh, Mok, to sleep any time he threatened to draw swords with the T'lan Imass. Neither she nor Tool were confident in his chances at victory over the most skilled of the three.
Despite this animosity, Tool grew close with Toc, and accompanied the strange group as they made their way further into territory controlled by the Pannion Domin. Tool no longer wished to be clanless and sought to return to the Logros at the Second Gathering orchestrated by the T'lan Imass. Encountering his sister Kilava, he invited her to accompany him. She angrily refused, while also hinting that Tool's actions were manipulated by some higher power. It was soon revealed that Envy had gathered her odd assortment of companions at the behest of K'rul as part of his plans to oppose the Crippled God. The Elder God sent Envy to wage war with the Pannion Seer in the south. At the same time, the coalition of Malazan forces with Anomander Rake and Caladan Brood struck from the north. K'rul hoped Envy's attack would split off some of the Seer's forces, so the northern coalition had a greater chance of success.
Arriving at the Pannion city of Bastion, Envy's party was ambushed by a horde of Tenescowri, the Domin's peasant army. During the chaos, Toc took his leave of his frighteningly powerful companions but was captured by the Pannion Seer. Abandoning the others, Tool set out to rescue his friend, eventually arriving at the Pannion capital amidst the Malazan's siege of the city. Fighting his way to the Pannion Seer's keep,
Tool found the broken body of Toc, but before they could depart, they were blocked by Mok, who finally had the chance for the duel so long desired. Defeating Tool after a fierce battle, Mok prepared to strike the killing blow but was ambushed and knocked unconscious by Kilava. Outraged that a mortal had defeated the First Sword of the Logros, only Tool's intervention stopped her from killing the Seguleh. Tool argued his defeat was a sign that their people's time had passed.
Tool turned to gather Toc only to discover the man had died during the fighting. Grieving, Tool appeared before Silverfox within the Mhybe's dream-world and successfully convinced the Bonecaster to free the T'lan Ay of their curse. Then he dropped his sword at her feet and asked to be released of his own and return to mortal existence.
Later, the beast god, Togg, transferred Toc's soul to the empty body of Anaster, the catatonic Tenescowri commander, as a reward for his service. The newly reborn Toc was approached by a man he did not recognize. He described him as "covered in scars - more scars of battle than Toc had ever seen on a single person before. Despite this, there was a comfort, there in his face - a gentleman's face, no more than twenty years of age, the features pronounced, heavy-boned, framed in long black hair devoid of any fetishes or braids. His eyes were a soft brown." The man confirmed that Toc was doing well before leaving with a smile on his face. The two would meet again.
Following the end of the Pannion War, the newly mortal Tool met and fell in love with Hetan Tarr, the daughter of the leader of the White Face Barghast. As detailed in the Barghast overview, however, this relationship would end in disaster for Tool and his family. Following his death, Tool prepared to join his family in the afterlife, but his path was blocked by Toc, who had been claimed by Hood as Herald of High House Death. Reborn as a T'lan Imass once more, Tool used his power as the First Sword to gather long-dormant T'lan Imass to him to seek revenge for his family. While these Imass had no desire to participate in this slaughter, Tool's power over them as the First Sword left them little choice. They slaughtered the Barghast, sparing none, not even the children.
Three days after the slaughter, Tool led his T'lan Imass toward the convergence surrounding the Crippled God and the Forkrul Assail. Seeking annihilation for his crimes, Tool fought alongside the other Elder Races, his old enemies the Jaghut and the K'Chain Che'Malle, at the Battle of the Spire. While he may have sought death, Tool instead found redemption for the and his people, fighting to save the Crippled God and the world. During the battle, the blood of the war god Fener rained down upon Tool and the T'lan Imass warriors, making them mortal again. After the battle, Toc, in penance for preventing Tool from journeying to the afterlife, returned his family back to life. Reunited with his wife and children, Tool left to live with the newly rejuvenated Imass race.
=LOADOUT=
Offensive: See the T'lan Imass. Tool is the greatest warrior among the T'lan Imass, and in terms of a combination of skill and physical stats, one of the greatest swordsmen in the series. He can cut K'ell Hunters in half from shoulder to hip in a single swing, defeat two Seguleh (albeit low ranking ones), using only the flat of his blade, and moves so fast while fighting that humans can't track him.
"Another Hunter arrived within the dust and bricks that tumbled out, this one a chopped-up ruin, head swinging wildly – connected to neck by a thin strip of tendon – missing one arm, a leg ending in a stump at the ankle. The creature fell, pounded onto the cobbles, ribs snapping, and did not move.
The Bridgeburners froze in place. As did the first K’Chain Che’Malle. Then it hissed and swung to face the ragged hole in the building’s wall.
Through the dust stepped a T’lan Imass.
Desiccated flesh torn, hanging in strips, the gleam of bone visible everywhere, a skull-helmed head that had once held horns. The flint sword in its hands was so notched it appeared denticulated.
Ignoring the Malazans, it turned to the other K’Chain Che’Malle. The Hunter hissed and attacked.
Picker’s eyes could not fully register the speed of the exchange of blows. All at once, it seemed, the K’Chain Che’Malle was toppling, a leg severed clean above what passed for a knee. A sword clanged on the cobbles as a dismembered arm fell. The T’lan Imass had stepped back, and now moved forward once more, an overhead chop that shattered bone down through shoulder, chest, then hip, bursting free to strike the cobbles in a spray of sparks.
The K’ell Hunter collapsed."
-Memories of Ice, pg. 811-812
He's also capable of fighting a ludicrous number of people at once. During his rampage across the Pannion countryside with Envy's group, they were repeatably faced by armies numbering in the thousands, with Tool holding off an entire flank on his own. Even with conservative estimates, that likely means Tool was repeatedly fighting thousands of people over the course of these battles, and even with terrain limiting the number of people that could possibly be attacking at once, fighting off dozens of attackers at a single time.
Defensive: See T'lan Imass
=ADDITIONAL FACTORS=
As First Sword, Tool also has greater control over the Tellann Warren than other T’lan Imass. He can transport vast armies within “streams” of the Warren, allowing them to perform reconnaissance and transportation undetected. Around 500k Barghast remained undetected for months within Tellann while reconning in the heart of enemy territory. He can even extend the influence of the Tellann Warren for miles around, smothering other, “younger” forms of magic. If mages try to access the full power of their Warren within this area-of-effect, it has explosive consequences.
“The way was becoming more and more difficult, and Tattersail felt her first tremor of fear. She traveled a Warren of High Thyr and not even Tayschrenn possessed the ability to assail it, yet under attack it was. Not directly. The power that opposed her was pervasive, and it deadened her sorcery. The Warren had become narrow, choked with obstacles. At times it shuddered around her, the dark walls to either side writhing as if under tremendous pressure. And within the tunnel she struggled to shape, the air stank of something she had difficulty identifying. There was a tinge of sour brimstone and a mustiness that reminded her of unearthed tombs. It seemed to drain the power from her with every breath she took.
...
“How has the High Mage managed to deny my Warren?” she asked. On the heels of her terror had come weariness, almost resignation.
“He could not do that,” Bellurdan answered. “He simply anticipated that you would attempt to travel to Darujhistan, and as your Thyr Warren cannot function over water, he concluded you would take this path.”
“Then what happened with my Warren?”
Bellurdan grunted distastefully. “The T’lan Imass who accompanies the Adjunct has created around them a dead space. Our sorcery is devoured by the warrior’s Eldering powers. The effect is cumulative. If you were to open your Warren entirely, you would be consumed utterly, Tattersail.”
...
“So where are this T’lan and the Adjunct, then?” “Perhaps eight hours to the east. The Imass is not even aware of us. The time for conversation is ended, Tattersail.”
...
There was no choice left in Tattersail’s mind, but there had to be a way out. The conversation had bought her time, time to recover from the ordeal of traveling by Warren. Bellurdan’s words returned to her: if she accessed her Thyr Warren now she would be consumed. Incinerated by the reactive influence of the T’lan Imass. Her eyes fell on the burlap sack beside the Thelomen and saw from it a faint gleam of sorcery. A spell.
‘My own spell.’ She recalled now: a gesture of compassion, a spell of . . . preservation. ‘Is this my way out? Hood’s Breath, is it even possible?’ She thought of Hairlock, the journey from the dying body to a lifeless . . . vessel. ‘Shedenul, have mercy on us’. . . The sorceress stepped back and opened her Warren. High Thyr magic blazed around her. She saw Bellurdan stagger back then steady himself. He screamed something, but she could not hear him. Then he charged at her. She regretted the Thelomen’s fatal courage as the fire blackened the world around her, even as she opened her arms and embraced him."
...
Lorn strode to Tool’s side. The T’lan Imass faced west, and a tension swirled about him that she could almost see.
“What is it?” she asked, her eyes on the white fountain of fire rising above the horizon. “I’ve never seen anything like that.”
“Nor I,” Tool replied. “It is within the barrier I have cast around us.”
“But that’s impossible,” the Adjunct snapped.
“Yes, impossible to last this long. Its source should have been consumed almost instantly. Yet . . .” The T’lan Imass fell silent. There was no need for Tool to finish his sentence. The pillar of fire still raged in the night sky as it had for the past hour. The stars swam in the inky darkness around it, magic swirling in a frenzy as if from a bottomless well. On the wind was a smell that left Lorn slightly nauseous.
“Do you recognize the Warren, Tool?”
“Warrens, Adjunct. Tellann, Thyr, Denul, D’riss, Tennes, Thelomen Toblakai, Starvald Demelain . . .”
“Starvald Demelain, what in Hood’s Name is that?”
“Elder.”
“I thought there were but three Elder Warrens, and that’s not one of them.”
“Three? No, there were many, Adjunct, all born of one. Starvald Demelain.” Lorn wrapped her cloak tighter about herself, eyes on the column of fire.
“Who could manage such a conjuring?”
“There was one . . . once. Of worshipers there are none left, so he is no more. I have no answer to your question, Adjunct.” The Imass staggered as the pillar bloomed outward, then winked out. A distant thundering rumble reached them.
“Gone,” Lorn whispered.
“Destroyed,” Tool said. The warrior cocked his head. “Strange, the source is indeed destroyed. But something has also been born. I sense it, a new presence.”
-Gardens of the Moon, pg. 235-238
He can also "tighten" the Warren around himself and any army he commands. This was potent enough to block repeated attacks from the bonecaster Olar Ethil, who is implied to have at least High Mage level firepower. On the downside, doing this makes him magically "blind" to the world outside this barrier.
=X-FACTORS=
Adaptive Creativity: 45/100- The Elder Races in general are not very creative, having long since stagnated into apathy. Though, Tool and the rest of the T’lan Imass aren’t quite as bad as say, the K’Chain Che’ Malle. They do utilize some creative attacks such as using their dust forms to ambush enemies. He is also familiar with Malazan battle tactics, which tend to be creative.
Tactics: 49/100– The only battle we see Tool personally commanded is the Battle of the Spire. While he was personally limited by the Forkrul Assail’s Warren (meaning that it prevented the T’lan Imass from simply using their dust forms to bypass the Kolansii defenses, necessitating a direct assault), the battle is presented as a brutal slog where Tool suffers many casualties from crossbow fire, before finally reaching the trenches, where it becomes a slaughter in the T'lan Imass' favor. Still, this is not a great showing, as it indicates that Tool is mostly reliant on the individual physical power of the T'lan Imass rather that any kind of tactics.
Strategy: N/A- We don't see Tool coordinate strategy at a campaign level.
Intuition: 62/100
Audacity: 69/100
Psychological Warfare: 51/100– Nothing too advanced, but the T'lan Imass are certainly scary.
Experience: 100/100
Discipline: 81/100 – T'lan Imass are known for being fairly inscrutable and emotionless compared to humans, although they are known to obsessively pursue enemies that have wronged them, and Tool is no exception to that.
Inspiration: 87/100- While all T'lan Imass have individual thoughts and wills, they are alll mentally connected by the Warren of Tellann. Tool can use this through his status as the First Sword to bind other T'lan Imass to his will, meaning that they cannot disobey him. Although Tool's not a dick, and would only do this in urgent circumstances.
Corruption: 43/100- Tool is mostly a nice guy, who despite his status as a peerless warrior, tries to avoid violence when preferrable. That said, he can also be pushed to levels of extreme butchery when you hurt his loved ones, as the Letherii and Barghast both found out.
Shield Anvil Stormy and Mortal Sword Gesler
Training/Experience: 6
Mobility: 6
Max Range: Melee
Preferred Range: Melee
Primary Role: K'Chain Che'Malle Delegates
Secondary Role: Tactical and Strategic Support (Melee)
One of the Malazan setting's most famous bromances, Stormy and Gesler have been friends since childhood. Enlisting in the Malazan military at a young age, they served as marines under one of the Old Guard commanders. They both served in the Malazan 1st army, with but were later reassigned to the Coastal Guard following Laseen's restructuring of the Malazan command. They were also members of the Boar Cult, disciples of the War God Fener, whose cult had been wiped out by Laseen.
Stormy and Gesler were stationed off the coast of a village just to the north of the city of Hissar in the Seven Cities. Present for the beginning of the Whirlwind Rebellion, the two found their crew attacked by the rebels, fighting their way to the ship, they retreated out to sea. With no obvious safe harbor within reach, the duo and their crew had a string of misadventures, most notably being sucked in Kurald Thyrllan, the Tiste Liosan Warren. Bathed in a combination of Warren magic, this resulted in the beginning of their Ascendency. Their skin took on a bronze hue, becoming as strong as stone, and their physical stats boosted to superhuman levels.
By coincidence, the two met Fist Coltaine and his Chain of Dogs at Vathar Crossing. The ship's crew joined Coltaine's army and took many of the 7th army's wounded to Aren, arriving only after the battle ended below its walls. Following the battle, the two discovered the nearly dead dogs who had been traveling with the refugees, Bent and Roach. They would become mascots of the 14th army, with Bent considering Gesler his new master.
Following the arrival of Adjunct Tavore, Stormy and Gesler were conscripted as leaders of the 5th squad, 7th legion, of the 14th army. The two would subsequently participate in all the major campaigns of the Bonehunters, surviving the firestorm at Y'Ghatan and storming Letheras at the last battle in the Malazan invasion of Lether. During the events of Dust of Dreams, the duo was kidnapped from their tent by the Shi'Gall assassin, Gu'Rull, to be installed as the K'Chain Che'Malle's new mortal champions in their coming war against the Nah'ruk. Although the K'Chain and their Desteriant, Kalyth, were initially skeptical of these crude and irreverent new soldiers, Stormy and Gesler proved their worth. Using Malazan battle tactics, they crushed the Nah'ruk.
Marching with Adjunct Tavore, the duo's Che'Malle army fought at the Battle of the Spire. During the battle, the High Mage Sinn, finally consumed by her power, sought to seize the Crippled God's Heart for himself. Trying to stop her, Stormy confronted her, while Gesler journeyed to the top of Spire to rescue the Heart. Sinn blasted Stormy with magical fire, overwhelming even his defenses. Burned to little more than a charred corpse, Stormy used the last of his strength to tackle Sinn over the edge of the Spire, smashing her on the bedrock below. Gesler meanwhile confronted the Forkrul Assail, Sister Reverence, guardian of the Heart. Joined by Bent, Gesler ultimately saved the dog's life as Reverence tried to strangle the animal, choosing to intercept a punch that broke his neck even as he knocked the dog from Reverence's grasp. His sacrifice would not be in vain, for Reverence was then confronted by Hood, who, enraged by Gesler's death, brutally killed the Assail.
LOADOUT
Offensive: Both carry swords and battleaxes, and are superhumanly strong, with Gesler able to break the bones of a Forkrul Assail with a punch. Both ride Ve'Gaths whose bodies' have been manipulated to form makeshift saddles and stirrups.
Defensive: See Malzan Marines. Their skin is hardened to be as tough as stone, and they are highly resistant to fire. While Sinn's fire was able to kill Stormy, this was implied to be a special case, as Sinn had been completely subsumed by the power of the magical fire within her, and was producing fire that was hotter than almost anything seen from her before. This was presumably also magically enhanced. Her fire was hot enough to cause people to explode when it consumed them, but Stormy was able to push through long enough to tackle her off the Spire.
=X-FACTORS=
Adaptive Creativity: 60/100
Tactics: 53/100- Although neither Stormy or Gesler consider themselves great tacticians, they do rather well for themselves when commanding the Che'Malle. In their battle against the Nah'ruk, they employ simple, yet effective flanking tactics to divide and encircle the more numerous Nah'ruk army.
Strategy: 69/100
Intuition: 61/100: They have the instincts of veteran soldiers, with Stormy able to quickly surmise that Fiddler was an Old Guarder, and Gesler able to identify what organizations Lostra and Pearl belonged to just seconds after meeting them. The only notable loss for them here, is that neither guessed that the Nah'ruk would fire into their own ranks to kill the Che'Malle below, despite noting earlier that the Nah'ruk "breed like ants" and could easily replenish their numbers
Audacity: 80/100- Were certainly willing to tolerate high casualties among their troops, and didn't hesitate to put their own lives in danger to win
Psychological Warfare: 64/100- Malazans tend to be could at psychological warfare, and they have Gu'Rull to assassinate and generally terrify the enemy.
Experience: 65/100: Are career soldiers but have only led armies for two battles. They do have the collective knowledge of all other K'Chain Che'Malle however.
Discipline: 55/100- Stormy has a vicious temper and the two bicker frequently.
Inspiration: 93/100- Have a mental link with all K'Chain, making their commands instantaneous, and their will absolute. Their army will only break if they do.
Corruption: 46/100
Generals
Whiskeyjack
Training/Experience: 7
Mobility: 4
Max Range: Melee
Preferred Range: Melee
Primary Role: Tactical Commander
Secondary Role: Tactical Support (Melee)
Before he became one of the Malazan Empire's best generals, Whiskeyjack was a stone-cutter. Despite these humble beginnings, he showed a great bravery from a young age, rescuing his sister Dunsparrow from Hood's temple with his close friend and future fellow solider, Fiddler. Whiskeyjack was one of the first members of the Malazan military, and while not one of Kellanvedd's "family", he still bears the honor of being one of the Empire's Old Guard. Whiskeyjack would go on to have one of the most notable careers in the Malazan military, particularly in the Seven Cities, where he was the the first through the breach at the battle of Aren, Following the battle, it was Whiskeyjack was tasked with tracking down the mage cadre that escaped the city during the battle, leading to the creation of the Bridgeburners, with Whiskeyjack as their first commander.
Whiskeyjack was eventually named commander of the Malazan 2nd army, but was later demoted back the position of sergeant by Laseen, put in charge of the Bridgeburner's 9th squad and his status as commander stripped from the Imperial annals. This demotion was the first sign of the Empresses' simmering distrust of Whiskeyjack's influence, which finally boiled over during the siege of Pale, during which most of his beloved Bridgeburner's were killed. While Whiskeyjack originally thought that this was simply Laseen's plan to wipe the company, but later came to the horrifying realization that she hadn't been trying to kill the entire company, just the one man she feared most.
Sent to the city of Darujhistan along with the rest of the Bridgeburner's 9th squad, Whiskeyjack wasn't interested in dragging his soldiers into another suicide mission and instead of mining the city's walls as he had originally been ordered, he decided to use the squad's Moranth munitions to spread havoc and destruction before the rest of the army arrived. . The plan was interrupted however by Anomander Rake and his Tiste Andii, who realized the Malazans were in the city, and moved to disrupt them. Realizing his original strategy was now unachievable, Whiskeyjack had his soldiers disguise and hire themselves out to a party of wealthy and noble Darujhistan citizens. Planning to kill the nobles during the party, Whiskeyjack’s plans were interrupted yet again by the arrival of the Jaghut Tyrant Raest, a pawn in yet another Malazan scheme. Although Raest was driven off, the sorcerous duel that followed his arrival caused a pillar to fall on Whiskeyjack’s leg, breaking it. Pressed for time, the Bridgegurner healer, Mallet, was only able to give it a rough fix, and continually urged Whiskyjack to let him treat it properly, but Whiskeyjack refused.
During the Pannion War, Whiskeyjack was promoted to Dujek’s second-in-command. During the course of the fighting he developed romantic feelings towards the Tiste Andii woman Korlat, as well as an odd friendship with Anomander Rake. When Kallor betrayed allied army during the Siege of Coral, Whiskeyjack stepped in to stop him from killing Silverfox. The two briefly dueled, with Whiskeyjack gaining the upper hand before his leg gave out, allowing Kallor to kill him. It was later revealed that it was Hood who influenced Whiskeyjack into not getting his leg treated as revenge for stealing Dunsparrow from him long ago. Whiskeyjack ascended with the rest of the Bridgeburners as the Guardians of Hood’s Gate. Even in death, Whiskeyjack commanded the now undead Bridgeburners as they served as an important deus ex machina ally to other Malazan forces throughout the series.
=LOADOUT=
Offensive: See Malazan Marines. Whiskeyjack is a superbly skilled swordsman, regularly sparring with the greatest swordsman in the Malazan Empire, Dassem Ultor, and it notably taking quite some time for Dassem to break through his guard. In the third book he fights Kallor, a swordsman with over a hundred thousand years of combat experience, and would have beat him had it not been for a previously injured leg.
Defensive: See Malazan Marines
=X-FACTORS=
Adaptive Creativity: 73/100- Was able to quickly come up with a plan to take the city Darujhistan, and even managed to formulate a backup plan when it became clear that the previous plan wasn't going to work.
Tactics: 67/100
Strategy: 69/100- Is well regarded as one of the finest commanders in the Malazan Empire, having been successful in battles and campaigns across multiple continents.
Intuition: 73/100- Was able to able to correctly deduce that the Battle of Pale was an attempt to eliminate him, and later took steps to avoid this from happening again during the Bridgeburner's attempted capture of Darujhistan.
Audacity: 64/100- Depends on the situation. If Whiskeyjack is commanding a pitched battle, he will do it from afar. When he was still in command of the Bridgeburners, he showed no hesitation of fighting alongside his men, and even gave his own life to protect Silverfox from Kallor's assassination attempt.
Psychological Warfare: 71/100- Planned to detonate Moranth Muntions across the city of Darujhistan in order to terrify the populace and cripple their leadership
Experience: 65/100- Although likely not as old as Dujek or other members of the Malazan Old Guard, Whiskjack is still one of the most experienced commanders in the Malazan army.
Discipline: 72/100
Inspiration: 77/100- Despite his distant demeanor, Whiskeyjack is beloved by the common soldiers to the point where Laseen possibly tried to have him assassinated in order to eliminate a potential political rival.
Corruption: 40/100- Has a reputation for honor and nobility, but was also willing to launch essentially a terrorist attack on the city Darujhistan that would've killed hundreds of innocent civilians.
Coltaine
Training/Experience: 6
Mobility: 7
Max Range: Melee
Preferred Range: Melee
Primary Role: Tactical Commander
The warleader of the Wickan Crow Clan, Coltaine once united the various clans of the Wickan Plains against the Malazan Empire. Although the Malazans managed to put down the rebellion, it was a hard fought victory, and Coltaine's skill as commander earned Kellanved's attention. Seeing that the Wickan alliance was crumbling, Kellanved shamed the Wickans over their constant infighting, offering them what they wanted most, unity, in exchange for service to the empire. Coltaine was made a commander in the Malazan military, but was sent to a backwater post in Quon Tali by Laseen, who had little love for anyone appointed by her predecessor.
Realizing that she would need a skilled commander in place in combat the upcoming rebellion in the Seven Cities, Laseen recalled Coltaine to the city of Hissar to take command of the Malazan 7th army. Coltaine was faced with a seemingly impossible task, transporting 50,000 refugees from the city to Aren, the only city on the continent that remained firmly under Malazan control. The only problem was that Aren was 1,500 miles away across hostile terrain. Yet Coltaine wasn't one to back down from his command. Quickly defeating the rebel forces in Hissar, Coltaine began the march with his refugees in tow. Constantly harassed by hit and run attacks from the rebel tribesmen, as well suffering from a lack of supplies, Coltaine still manged to score victories over the pursuing army. Regardless though it quickly became apparent that the rebels were slowly picking away at the Malazans. Realizing that his army and the refugees needed to be bought some more time, Coltaine led what remained of his Wickans and the 7th's wounded against the rebel army, stalling them long enough to finally allow the refugees and the rest of the 7th to reach Aren.
Despite his bravery, the rest of Coltaine's soldiers were forced to watch helplessly from the city walls as Coltaine's forces reached the outskirts of the city, only to be finally chased down and slaughtered by the rebels. They crucified Coltaine alive and prepared to torture him to death before one of the archers on the city walls gave Coltaine a mercy kill, shooting him through the head with an arrow. While Coltaine's body may have died, his soul was saved by a great gathering of thousands of crows, who collected it and placed it in the body of an unborn wickan baby, ensuring that Coltaine would live on.
=LOADOUT=
Offense: See Wickan Lancers
Defense: See Wickan Lancers
=X-FACTORS*=
*Some of these X-Factors apply to Coltaine's sub-commanders , not just him
Adaptive Creativity: 63/100: Prior to the beginning of rebellion, Coltaine drilled the Malazan soldiers under his command in guerilla tactics, showing a willingness to break from the Malazan's standard battle doctrine, and in general adapts quite well to the rapidly changing circumstances of the Chain of Dogs. The sappers under his command later display a great amount of creativity as well, burrowing underneath enemy ranks to catch them off guard, as well as creating an explosive-lined land bridge for the refugees to cross, before detonating it as the rebels chasing them as they tried to cross over.
Tactics: 73/100: Coltaine won every single battle of the nine fought during the Chain of Dogs except for his last (where it was intended to be a last stand). The battle during the Sekala Crossing in particular showed Coltaine's skill in well timed cavalry charges, rearguard actions, and making good use of his sappers. Early in the novel he faces off against a rebel force that outnumbers his own seven to one, and managed to ambush and utterly destroy them.
Strategy: 77/100: Coltaine's primary goal during the Chain of Dogs was to keep setting short term goals that he knew would keep his army motivated and moving. He ultimately succeed in his main strategic goal of getting the refugees to Aren, despite suffering from a chronic lack of resources and constant enemy harassment over a 1,500 mile long march.
Intuition: 53/100
Audacity: 71/100: While Coltaine is not reckless, he is also not afraid of personally leading an attack on the enemy position when he needs too, and even sacrificed his own life in order to buy the refugees and what remained of the 7th to reach Aren. In terms of his own soldiers, Coltaine is mixed; he does not throw their lives away in reckless attacks, but equally seems to like catching his enemies off guard with bold and surprising cavalry charges.
Experience: 62/100: Is described as being roughly forty in the narration, and has presumably been a warleader among the Wickans for quite some time. Led a large rebellion against the Malazans in his prime that required the two best commanders in the empire to put down.
Discipline: 75/100: Is a very stoic individual, who is never shown cracking under pressure, despite all the stresses put on him during the Chain of Dogs
Inspiration: 69/100: Was not well liked by the Malazan 7th when he first took command, but his dedication and sacrifice to keep them alive eventually won them over.
Corruption: 36/100
=SPECIAL SECTION: TAVORE'S FISTS=
Tavore's army has three Legions, each with its own Fist. By the end of the series, these are:
Faradan Sort
Training/Experience: 6
Mobility: 4 (7 if mounted)
Max Range: Melee
Preferred Range: Non-Combatant
Role: Tactical Commander
The icy and calculating Fist from Korel, Faradan Sort is a veteran of the Stormwall, the massive, coastal, Game of Thrones-esque fortification that protects Korel from the Stormriders. Mysterious sorcerer-spirits, the Stormriders launch constant and brutal attacks on the Stormwall during the winter (hmm sounds familiar). Based on the etchings of her sword scabbard, Sort was a member of the Chosen. These fanatical warrior-monks form the leadership of the Stormwall's guard. Sort's experience of fighting on that brutal front marks her as a Fist that can throw a metaphorical (or literal) punch and take one in return.
First introduced in the events of The Bonehunters, then Captain Sort's no-nonsense style of command clashed with the looser discipline that her soldiers previously enjoyed. Sort proved her competence during the Siege of Y'ghatan, where you realized that the mage, Sinn, could create a tunnel through the firestorm consuming the city. Her quick thinking led eight hundred Malazans to safety. Sort was convinced by Sinn's mutterings to effectively desert from the army, staying behind to search for survivors in the city. Her intuition once again paid off, as she discovered dozens of Malazan soldiers and civilians they had rescued who escaped the firestorm via tunneling under Y'ghatan. Official army policy dictated that Sort be hanged for desertion, but the soldiers she rescued vouched for her. They promised Tavore that if she hanged Sort, she'd have to hang them all. Tavore ultimately restored Sort to command and presented her and Sinn with the first badges bearing the new Bonehunters sigil.
During the Lether invasion, Sort served as the forward officer for Fist Keneb's branch of the invasion. Sort once again proved her capability in spotting magical talent. Sort selected Beak, a seemingly unassuming squad mage, to maintain contact between the squads of marines pushing into Lether. Sort was surprised to find that Beak could manipulate every single Warren. This, combined with his ability to 'smell' magic, allowed Sort's group to avoid dangerous sorcery and enemy patrols on their march. Through Sort's encouragement, Beak grew in confidence and grew to view the army as his family for the first time.
Keneb's squads regrouped as they got closer to Letheras. On a plain close to the city, they faced a large force of Tiste Edur on one side and Letherii soldiers on the other. When the Letherii mages staged a massive sorcerous attack, Beak erected a dome-shaped barrier around the marines. The Edur found they had been betrayed by the Letherii and were about to die in the sorcerous attack. Fiddler waved them forward to take shelter within the dome, and Beak extended its parameter to enclose the Edur as well. All were shielded from the sorcerous onslaught of the Letherii. Beak sacrificed himself to open all of his Warrens simultaneously to power the barrier, burning himself up in the process. Sort shed tears for the mage as the Bonehunter's erected a barrow for Beak.
Sort was finally promoted to a Fist alongside Captain Kindly following the battle with the Nah'ruk and Keneb's death. She and Kindly had the unenviable task of maintaining the army's supply and morale as they marched through the Glass Desert, as well as the mutinous Fist, Blistig. During the final battle with the Forkrul Assail, Sort led the left flank of the Malazan phalanx.
Overall, Short is a very competent and experienced commander, with a talent for spotting magical potential.
Kindly
Training/Experience: 6
Mobility: 4 (7 if mounted)
Max Range: Melee
Preferred Range: Non-Combatant
Role: Tactical Commander
Reputed as the meanest officer in the Malazan army, Kindly is a ruthless taskmaster, and the rare case of a Fist who rose to his position from the ranks. Kindly leans into this reputation, claiming to have killed more lazy soldiers than enemies of the Empire. His legendary strictness and discipline have a purpose however, as it keeps soldiers' minds on the minutiae of campaigning rather than the horrors of combat.
We first meet then-Captain Kindly in House of Chains, where he leads the garrison at the settlement of Silver Lake as it prepares to ship out to the Seven Cities. The town came under attack from Teblor raiders, but they were captured by Kindly's troops. Kindly, demonstrating the caution considered extreme even by his fellow soldiers, ordered the raiders' leader, Karsa Orlong, remain heavily restrained, despite his apparent injuries.
During the Whirlwind Rebellion, Kindly's company was forced to take refuge in the fortress of B'ridys, where they were surrounded by a group of several hundred rebels. Investigating a mysterious light at the bottom of the fortress' well, Kindly and his Lieutenant fell in and were attacked by the demon living there. They escaped through the underground river but were captured by the rebels. They were both later freed following the Battle of Raraku.
Kindly escaped the firestorm of Y'ghatan unharmed, although he apparently had little sympathy for soldiers whose injuries were minor enough that they could still hold a sword. His Lieutenant, Pores, had his fingers fused together from the fires and was later excruciatingly injured by bandits, but Kindly refused to let him remain in the sick wagon. He insisted that Pores stand picket duty instead. Pores thought that Kindly meant to kill him, but this was likely just a case of Kindly trying to take Pores' mind off his injuries. Kindly and Pores would go on to have an odd relationship with Pores, the two playing long-running practical jokes on one another, but eventually developing a close bond. Kindly grew to respect Pores' wits and even grew to view him as son, fighting a duel with his fellow Fist, Blistig, after the man tried to kill Pores during the Glass Desert crossing.
While Kindly has never shown any kind of tactical brilliance, he posses a great talent for the day-to-day management of an army. He possesses intuitive knowledge of how the soldiers react and how to keep them motivated even in the most challenging circumstances. On the battlefield, he's just an uncompromising presence as he is off of it, commanding the Bonehunter right flank during the final battle of the series.
Blistig
Training/Experience: 5
Mobility: 4 (7 if mounted)
Max Range: Melee
Preferred Range: Non-Combatant
Role: Tactical Commander
Of all the commanders in the Malazan military, few have had such a rough time as Blistig. The garrison commander of Aren during the Chain of Dogs, Blistig watched helplessly as the army of Coltaine was massacred outside his city's walls. Blistig himself had been ordered not to help Coltaine by High Fist Pormqual. Tipped off that one of Pormqual's advisors was a traitor, Blistig chose to ignore the order to march out against the rebels. This proved to be the correct decision, as the rebels planned a trap that resulted in Pormqual and his entire army's deaths. Due to the continued presence of Blistig's garrison however, the rebels couldn't capture the city. Regardless, the whole affair left Blistig traumatized, distrustful, and with a massive chip on his shoulder.
Although he fully excepted to be punished for refusing Pormqual's final order, Blistig instead found himself promoted to Fist of the 9th Legion of Tavore Paran's 14th Army. This was a promotion Blistig neither expected nor wanted as he'd hoped to be made Fist of Aren instead. The first of many slights Blistig felt the Adjunct inflicted on him, he clashed with Tavore's other command staff and with the woman herself, convinced that Tavore's inexperience would doom them all. This divide would grow with Tavore's standoffish and secretive style of command.
During the march across the Glass Desert, Blistig's distrust turned mutinous. He ordered the army Quartermaster, Lieutenant Pores, to hide spare barrels of water for his own use. When the general water supply for the army had nearly run out, Blistig made his move. He attempted to kill Pores and obtain 'his' water barrels. However, this failed and made Blistig even more of a pariah among the rest of the Bonehunters.
Summoned to Tavore's tent, the two shared a personal conversation. Tavore revealed that opposed to promoting Blistig to foil his personal ambitions, she'd done it to save his life. In an attempt to get revenge on Blistig for stopping Aren's capture, Mallick Rel had repeatedly attempted to assassinate him, only to be foiled by Tavore's agents. Not expecting any change in their relationship from this reveal, Tavore nonetheless reminded him to do his duty, and placed him in command of the Bonhunter center. Blistig expected his soldiers to desert him, but as Tavore expected, they held their ground and did their duty, with Blistig himself commanding the front ranks.
Blistig is a very flawed commander, prone to depression and apathy, and probably suffering from PTSD. He is nonetheless quite the competent leader when properly motivated.
Spinnock Durav
Training/Experience: 10
Mobility: 4
Max Range: Melee
Preferred Range: Melee
Primary Role: Tactical Commander
Secondary Role: Tactical Support (Melee)
One of the Tiste Andii’s most skilled warriors, Spinnock Durav is one of many Andii who can trace his life back to when they still resided in Kurald Galain. Sometime before the beginning of the series, Anomander Rake tasked Spinnock with investigating the incredibly hostile continent continent of Assail. While there, Spinnock got a taste of the the legendary hospitality of Assail’s inhabitants, as apparently everyone he met there tried to kill him. By the time Spinnock fought his way back to the sea he lost count of the people he killed, and before managing to escape by slipping under the waves he had turned the waters of the bay red. Returning to the Andii’s new home of Black Coral, Spinnock was sent on another mission to prevent Kallor from reaching Darujhistan on the night of a Convergence within the city. Ordered to simply stall Kallor instead of killing him, Spinnock was cut to pieces by the old warrior, but still held his ground for the entire night.
=LOADOUT=
Offensive: See Tiste Andii.
Defensive: See Tiste Andii.
Lesser Commanders
Fiddler and Hedge
Training/Experience: 6
Mobility: 4
Max Range: Crossbow
Preferred Range: Muntion
Primary Role: Squad Leaders
Braven Tooth
Covert Ops
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Topper (the one on the left) fights the Crimson Guard High Mage, Cowl. Art by shaadan
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Training/Experience: 6
Mobility: 10
Max Range: Several Hundred Meters
Preferred Range: Melee
Primary Role: Tactical Commander
Secondary Role: Covert Ops (Assassination, Psy-Ops)
The current Clawmaster, Topper is a Claw of (in his own words) "unsurpassed skill". Despite this loudmouthed bragging, his abilities cannot be held in question, To was Topper who was single-handedly responsible for wiping out the royal line of Unta, killing the King, Queen, sons and daughters, as well as their cousins, second cousins, and third cousins. He is one of Laseen's closest and most trusted servants, and is in charge of all Claw operations throughout the empire.
=LOADOUT=
See the Claw. Topper is also half Tiste Andii and has access to the Kurald Galian. He is skilled enough to match Cowl, the greatest Crimson Guard assassin, in combat.
=ADDITONAL FACTORS=
As the head of Claw, Topper will be responsible for managing the Claw throughout the campaign, selecting targets for assassination.
Kalam Mekhar
Training/Experience: 6
Mobility: 4
Max Range: Crossbow
Preferred Range: Melee
Primary Role: Covert Ops (Assassination)
One of Malzan Empire's greatest assassins, Kalam Mekhar got his start serving as the personal assassin of the Holy Falah in the city of Aren. Following the Malazans putting down a rebellion in the Seven Cities, Kalam was recruited into the Claw, being given control of a Hand. Kalam was tasked with escorting a group of Malazan soldiers through the Holy Desert Raraku to chase down a rouge mage cadre who had escaped Aren's capture. The Malazan's were unaware however that Kalam was actually in league with one of the mages, Ben Adaephon Delat, and planned to let the desert take the Malazans. The soldiers caught on to this however, and managed to turn the tables on the two once they caught up to Delat. Impressed with the Malazan's tenacity, Kalam agreed to join the newly formed Bridgeburners alongside Delat, earning the enmity of the Claw in the process.
Kalam campaigned alongside his new brothers in arms in the years that followed, putting his skills as an assassin to good use in many battles he fought in. Following Dujek's army going "rogue", Kalam vowed to kill Laseen in vengeance for attempted destruction of the Bridgeburners. Kalam first journeyed to the Seven Cities, where he delivered the Book of The Book of Dryjhna to the Sha’ik in order to use the ensuing rebellion as a distraction for Laseen. Making his way across the quickly war-torn subcontinent, Kalam witnessed first hand the horrors unleashed by the rebellion. Linking up with a handful of Malazan refugees fleeing the rebels, Kalam journeyed with them warren to the city of Aren, where he met a mysterious traveler named Salk Elan, who had rented out a ship, The Ragstopper, for a journey to Malaz city. Although Kalam was suspicious, he agreed to join on the voyage. Kalam’s suspicions proved true when Elan revealed himself to be the Claw agent, Pearl. The Claw still wanted revenge on Kalam for abandoning them when he joined the Bridgeburners. Pearl delivered this message to Kalm via stabbing him in the back before throwing him overboard as the ship reached Malaz city.
Swimming to shore, Kalam greeted a “welcoming party” in the form of a small army of Claws. Wounded and desperate, Kalam managed to barely fight his way through the assassins before confronting Laseen, or rather an illusionary projection of Laseen. Surprisingly the Empress managed to convince Kalam of the truth, that the supposed destruction of the Bridgeburners and the outlawing of Onearm’s Host had all been a ruse designed to help secure the future safety of the Empire. Impressed by Empress’ defense, and realizing that he couldn’t actually kill her if he wanted to, Kalam abandoned his hunt for the Empress. As he was leaving though, he was confronted by the rest of the Claws that still wanted he dead. Only the timely intervention of Shadowthrone saved Kalam’s life, taking Kalm into Meanas for protection.
Kalam’s stay in the Warren of Shadow was not free however, and Cotillion tasked the assassin with tracking down a threat to their influence. Journeying back to the Seven Ctities, Kalm eventually traced the threat to a High Mage of the Whirlwind Rebellion named Bidithal. Bidithal had formerly been a archpriest of the cult of Rashan, that viewed Shadowthrone and Cotillion as thieves for stealing the warren of Shadow long ago. With the threat now uncovered, Cotillion arrived to drive Bidithal off. His task completed, Kalam returned to his Malazan allies and helped Quick Ben capture the rogue Malazan general, Korbolo Dom.
Following the final defeat of the Whirlwind Rebellion, Kalam was recalled to Malaz City with the rest of the Bonehunters. Accompanying Tavore and T’amber to speak with Laseen, Kalam was offered the position of Clawmaster if he betrayed Tavore. Refusing the Empress’ offer, Kalam and the two women fought their way through Malaz City, with Kalam personally killing dozens of Claws. He was finally confronted by nine elite Claw, hand picked by Pearl to be his equal. He killed them too. So awed by this display, Pearl decided not to fight Kalam directly, and instead shot him in the back with a poison dart. As he lay dying, Shadowthrone brought to Kalam to the Malaz City’s Deadhouse, allowing him to remain in stasis until the final book in the series.
=LOADOUT=
Offensive: Kalam is a master assassin and an incredibly skilled fighter. He wields the weapons of the Claw, his favorite being two long-knives, one which is coated in otataral. Even the best assassin in the Malazan Empire, Dancer, would have hesitated to cross blades with Kalam. During the Battle of Malaz City, he kills several dozen Claws almost single-handedly in a running battle through the city.
"Five figures seemed to materialize from nothing at the base of Rampart Way. One was crouched in Kalam’s path, but twisted away to avoid a crushing collision. The otataral long-knife slashed out, the edge biting deep into the Claw’s neck, dragging free to loose a jet of arterial blood. Landing in a crouch, Kalam parried an attack from his left twice, as the Claw closed with a dagger in each hand. Blackened iron flickered between them, the snick of blade catching blade as, pivoting on his inside leg, Kalam dropped lower, lashing out with his other leg to sweep the Claw from his feet. The killer landed hard on his left hip. Kalam locked both dagger blades hard against the hilts of his long-knives, pushed them to either side, then drove his knee down into the center of the Claw’s chest. The sternum was punched inward with a sickening crunch, ribs to either side bowing outward. Even as he landed, Kalam threw his weight forward, over the downed man, the tip of one of his long-knives sinking deep into the Claw’s right eye socket as he passed. He felt a dagger-blade cut through the rain-cape on his back, then skitter along the chain beneath, and then he was out of range, shoulder dipping, rolling back into a crouch and spinning round.
The attacker had followed, almost as quick, and Kalam grunted as the Claw slammed into him. A dagger-point plunged through chain links above his left hip and, twisting hard, he felt a shallow opening of his flesh, then the point struck more chain, and was suddenly snagged. In the midst of this movement, and as the attacker seemed to bounce back from the impact – Kalam far outweighing him, or her – another dagger descended from overhead. An upward stop-thrust impaled that arm. The dagger spilled from a spasming hand. Leaving his long-knife there, Kalam slashed down against the other arm, severing tendons below the elbow. He then dropped that weapon as well, left hand inverting as it snapped up to grasp the front of the Claw’s jerkin; his other hand closing on a handful down at the killer’s crotch – male – and Kalam heaved the figure upward, over his left shoulder, then, spinning round, he hammered the Claw headfirst onto the pavestones. Skull and entire head seemed to vanish within folds of hood and cloak. White matter spattered out...
Two Claws had darted past, out of T’amber’s reach, and set off towards the Adjunct. Kalam shifted to come at them from their left. The nearer one leapt into his path, seeking to hold Kalam long enough for the other killer to close on Tavore. A dancing flurry of parries from the Claw had begun even before Kalam engaged with his own weapons – and he recognized that form – the Web – "Gods below, you fool," he said in a snarl as he reached both long-knives into the skein of parries, feinted with minute jabs then, breaking his timing, evaded the knife-blades as they snapped across, and neatly impaled both hands. The man screamed as Kalam closed in, pushing both stuck hands out to the sides, and head-butted him. Hooded head snapped back – and met the point of Kalam’s right-hand long-knife as it completed its disengage to come up behind the Claw. A grating crunch as the point drove up into the base of his brain. Even as he crumpled Kalam was stepping over him, into the wake of the last killer...
Kalam’s forearm hammered into the Claw’s veiled face, shattering the nose and driving the head against the wall. Bone collapsed with a crunch and the attacker slumped. Spinning round, Kalam made his way quickly along the wall of the building, tracked by a half-dozen crossbow quarrels that struck the bricks with snaps and sounds of splintering. He could hear weapons clashing in the alley ahead and to his right – where the Adjunct and T’amber had retreated under a fusillade of missiles from across the street – they had been shepherded into an ambush. Three Hands were rushing to close the trap. Swearing, Kalam reached the mouth of the alley. A quick glance revealed the two women locked in a vicious close-in battle with four assassins – and in that momentary glance one of those four fell to T’amber’s sword. Kalam turned his back on that fight, preparing to meet the Hands approaching from the street. Daggers flickered through the air towards him. He threw himself down and to the right, regaining his feet in time to meet the first four Claws. A flurry of parries as Kalam worked his way further right, pulling himself beyond the range of two of the attackers. Long-knife lashed out, opening one man’s face, and as the man reeled back, Kalam stepped close, impaling the man’s left thigh whilst blocking a frenzied attack from the other Claw. Pivoting on the first Claw’s pinned thigh, he twisted behind the man and thrust with his free weapon over his victim’s right shoulder, the point tearing into the second attacker’s neck.
Tugging free the blade impaling the thigh, Kalam brought that arm up to lock beneath the first Claw’s chin, where he flexed hard and, with a single, savage wrenching motion, snapped the man’s neck. The one stabbed in the throat had stumbled, his jugular severed and blood spraying through the fingers grasping futilely at the wound. The last two of the four assassins were coming up fast. Beyond them, Kalam saw, the other Hands were racing for the Adjunct and T’amber. Snarling his rage, Kalam launched himself past the two Claws, taking their attacks on his long-knives, slamming his foot into the nearer one’s right leg, midway between knee and ankle, breaking bones. As the assassin shrieked her pain, the second attacker, seeking to move past her, collided with the falling woman, then lost balance entirely as both feet slid out on spilled blood. Kalam’s wild sprint struck the first group of Claws charging the Adjunct and Tavore. Coming from their left and slightly behind them, his sudden arrival forced a half-dozen attackers to swing round to meet him. Taking counterattacks with parries, he threw his shoulder into the chest of the nearest Claw. The crack of ribs, a whoosh of breath driven from the lungs, and the attacker left his feet, flung backward to foul two Claws directly behind him. One of these stumbled too close to Kalam as he surged past, within reach of his left long-knife, and the cut he delivered into the victim’s neck nearly severed the head.
Only two of the remaining four were close enough to spring at him. One came low from the left, the other high from the right. Kalam slashed across the path of the first attacker, felt his blade scrape along both knives in the Claw’s hands. He followed that with a knee between the figure’s eyes. The second attacker he forced back with a fully extended arm and long-knife, and the Claw, leaning back in desperation, left both feet planted – Kalam dropped the high feint and cut vertically down through the attacker’s stomach to the crotch. The Claw squealed as intestines tumbled out between his knees. Tearing his long-knife loose, Kalam continued his charge – and heard someone closing on him from behind. Dropping into a crouch, Kalam skidded to a halt, then threw himself backward. A dagger sank into his left waist, just beneath the ribcage, the point angled upward – seeking his heart – and then the two assassins collided, Kalam flinging his head back, connecting with the Claw’s forehead. A second dagger skidded along mail beneath his right arm.
Twisting away from the knife impaling him, he spun round and punched his elbow into the side of the Claw’s head, crushing the cheekbone. The attacker sprawled, losing his grip on the knife in Kalam’s side. Gasping, Kalam forced himself forward once more. Every motion sent the fierce fire of agony through his chest, but he had no time to pull out the knife, as the last two Claws who had turned to meet him now rushed him. But too close together, almost side by side – Kalam leapt to his right to take himself beyond the range of one of them. He ducked a horizontal slash seeking his throat, caught the second knife with an edge-on-bone parry of the Claw’s forearm, then back-hand thrust into the attacker’s throat. Even as that victim began pitching forward, Kalam settled his left shoulder against the chest – and pushed hard, following the body as it slammed into the other assassin. All three went down, with Kalam on top.
The corpse between him and the live Claw snagged one of his long-knives – pulling that hand free, Kalam stabbed thumb and index finger into the assassin’s eyes, hooking with the thumb and pushing ever deeper with the finger, until the body ceased spasming. Hearing more fighting from the alley, Kalam pushed himself to his feet, paused to ease free the knife in his side, cursing at the blood that gushed in the wake of the blade. He collected the snagged long-knife, then staggered into the alley. Only three Claws remained, and T’amber had engaged two of them, driving both back, step by step, into Kalam’s path. He moved up, thrust once, then twice, and two bodies writhed at his feet. T’amber had already turned and rushed to take the last assassin from behind, crushing the skull with the edge of her sword. One of the Claws below heaved to one side, lifting a weapon – Kalam stamped his heel into the assassin’s neck...
Claws, crouched and waiting, lunged in from all sides. Big, the biggest assassins Kalam had seen yet, each wielding long-knives in both hands. Fast, like vipers, lashing out. Kalam did not slow down – he needed to push right through them, he needed to keep going – he caught weapons against his own, felt blade edges gouge tracks along his armour, links parting, and one point, thrust hard, sank deep into his left thigh, twisting, cutting in an upward motion – snarling, he writhed in the midst of the flashing weapons, wrapped an arm about the man’s face and head, then, as he pushed through with all his strength, he pulled that head in a twisting wrench, hearing the vertebrae pop. Kalam half-dragged the flopping corpse by its wobbly head, into his wake, where he dropped it. A long-knife from the right slashed into the side of his head, slicing down to sever his ear. He counter-thrust and felt his weapon skid along chain. 'Hood take them! Someone used me to make more of me—' Continuing down, to the edge, Kalam then launched himself through the air, over the gap of an alley. He landed, pitching and rolling, on the flat roof of a sagging tenement, centuries old, the surface beneath him layered with the gravel of broken pottery. Multiple impacts followed, trembling along the rooftop, as his hunters came after him. Two, five, seven— Kalam regained his feet and turned, at bay, as nine assassins, spread into a half-circle, rushed him. 'Nine Kalams against one. Hardly.' He surged forward, straight ahead, to the centre of that half-circle.
The man before him raised his weapons in alarm, caught by surprise. He managed to parry twice with one long-knife, once with the other as he desperately back-pedalled, before Kalam’s succession of attacks broke through. A blade sinking into the man’s chest, impaling his heart, the second one stabbing beneath the jaw-line, then twisting upward and pushing hard into the brain. Using both jammed weapons, Kalam yanked the man around, into the path of two more Claws, then he tore free his long-knives and charged into one flank of attackers with blinding speed. A blade-edge sliced into his left calf from one of the pursuers – not deep enough to slow him down – as he feinted low at the Claw closest to him, then thrust high with his other weapon – into the eye socket of the man a step beyond the first assassin. The long-knife jammed. Releasing his grip, Kalam dipped a shoulder and flung himself into the midsection of the next attacker. The impact jolted through his bones – this Hood-cursed bastard’s huge – yet he sank even lower, his freed arm sliding up between the man’s legs, up behind. Blades tore down along his back, links popping like ticks on hot stones, and he felt the Claw seeking to shift the angle of those weapons, to push them inward – as, legs bunching beneath him, Kalam then heaved the hunter upward, off his feet – up, Kalam loosing a roar that tore the lining of his throat, using his weapon-hand to grasp the front of the man’s shirt – up – and over. Legs kicking, the Claw’s head pitched forward, colliding with the chest of a pursuing assassin. Both went down. Kalam leapt after them, pounding an elbow into the forehead of the second Claw – collapsing it like a melon husk – while he sank his remaining long-knife into the back of the first man’s neck.
A blade jammed into his right thigh, the point bursting through the other side. Kalam twisted fast to pull the weapon from the attacker’s hand, drew both legs up as he rolled onto his back, then kicked hard into the Claw’s belly, sending the figure flying. Another long-knife thrust at his face – he flung up a forearm and blocked the weapon, brought his hand round and grasped the Claw’s wrist, pulled him closer and gutted him with his own long-knife, the intestines spilling out to land in Kalam’s lap. Scrambling upright, he pulled out the weapon impaling his thigh – in time to parry a slash with it, then, backing away – his slashed and punctured legs almost failing beneath him – he fell into a sustained defense. Three hunters faced him, with the one he had kicked now regaining his feet, slowly, struggling to draw breath. Too much blood-loss; Kalam felt himself weakening. If any more Hands arrived… He leapt back, almost to the edge of the roof, and threw both long-knives, a move unexpected, particularly given the top-heavy imbalance of the weapons – but Kalam had practised short-range throwing with them, year after year. One buried itself deep in the chest of the Claw to his right; the other struck the breastbone of the Claw on the left with a solid thud and remained in place, quivering. Even as he threw the weapons, Kalam launched himself, barehanded, at the man in the middle. Caught one forearm in both hands, pushed it back then across – the hunter attempted an upthrust from low with his other long-knife, but Kalam kneed it aside. A savage wrench dislocated the arm in his hands, then he pushed it back up, grinding the dislodged bones into the ruptured socket – the man shrieked. Releasing the arm, he brought both hands up behind the Claw’s head, then, leaving his own feet, he drove that head downward, using all of his weight, downward, face-first into the roof."
-The Bonehunters, 735-753
Gu'Rull
Training/Experience: 10
Mobility: 9
Max Range: Melee
Preferred Range: Melee
Primary Role: Covert Ops (Assassination)
Secondary Role: Strategic Support (Recon)
The rarest form of K'Chain Che'Malle birthed by a Matron are the Shi'Gall assassins. There are only ever three at a time, and the flavors produced by their glands are anathema to each other, preventing any kind of alliance from forming between all three. This is for the Matron's defense, for the Shi'Gall are cunning and peerless killers. Even a being as powerful as a Matron would be unlikely to survive if they allied against her.
The last remaining Shi'Gal of his trio (and of several others) is Gu'Rull. For the past six thousand years, he's killed for the continued preservation of his species. Genetically engineered by his Matron to surpass even other Shi'Gall (of which he's killed eight), Gu'Rull stands around 24 feet tall, has a set of feathery scaled wings with a span equal to that of a middle-aged dragon, and a second pair of eyes located under his jaw so he can observe prey more easily while in flight. He can see in infrared, allowing him to track targets by their body temperature. Most impressive is his ability to "cloud" the senses of his victims when its time to kill. This ability negates the obvious stealth disadvantage of a 24-foot tall assassin. Gu'Rull can stand directly in front of someone and have them be completely unaware of his presence until he's ready to strike. And when he's ready, Gu'Rull is an absolute monster in close combat. At least at fast as a K'ell hunter and considerably more skilled, Gu'Rull moves at speeds that humans have trouble reacting to, is strong enough to rip human heads from shoulders, and can even lift a massive, six-wheeled carriage the size of a yurt-along with its passengers and horses-into the air.
"Gu’Rull stood awaiting him. The towering K’Chain Che’Malle should have been clearly visible, but not a single human saw him. When it was time to kill, the Shi’gal Assassin could cloud the minds of his victims, although this was generally only effective while such targets were unsuspecting; and against other Shi’gal, J’an Sentinels and senior Ve’Gath Soldiers, no such confusion was possible.
These humans, of course, were feeble, and for all their stealth, the heat of their bodies made them blaze like beacons in Gu’Rull’s eyes.
The lead scout padded directly towards the Assassin, who waited, wings folded and retracted. The hinged claws on his narrow, long fingers slowly emerged from their membrane sheaths, slick with neural venom—although in the case of these soft-skinned humans, poison was not necessary.
When the warrior came into range, Gu’Rull saw the man hesitate—as if some instinct had awakened within him—but it was too late. The Assassin lashed out one hand. Claws sliced into the man’s head from one side, through flesh and bone, and the strength of the blow half tore the scout’s head from his neck. Long before the first victim fell, Gu’Rull was on the move, an arching scythe of night rushing to the next warrior. Claws plunged into the man’s midsection, hooked beneath the rib cage, and the assassin lifted him from his feet and then flung the flailing, blood-spewing body away.
Daggers flashed in the air as the rest of the scouts converged. Two of the thrown weapons struck Gu’Rull, both skidding off his thick, sleek scales. Javelins were readied, poised for the throw—but the Shi’gal was already amongst them, batting aside panicked thrusts, claws raking through bodies, head snapping out on its long neck, jaws crushing skulls, chests, biting through shoulders. Blood spattered like sleet on the rough, stony ground, and burst in dark mists in the wake of the Assassin’s deadly blows.
Two scouts pulled back, sought to flee, and for the moment Gu’Rull let them go, occupied as he was with the last warriors surrounding him. He understood that they were not cowards—the two now running as fast as they could southward, each choosing his own path—no, they sought to bring word of the slaughter, the new foe, to the ruler of the herd. This was unacceptable, of course."
Moments later and the Assassin stood alone, tail lashing, hands shedding long threads of blood. He drew a breath into his shallow lungs, and then into his deep lungs, restoring strength and vigour to his muscles. He unfolded his wings.
The last two needed to die. Gu’Rull launched himself into the air, wings flapping, feather-scales whistling a droning dirge. Once aloft, the bright forms of the two scouts shone like pyres on the dark plain. While, in the Assassin’s wake as he swept towards the nearer of the two, sixteen corpses slowly cooled, dimming like fading embers from a scattered hearth.
...
The Assassin killed the scouts, both times descending from above, tearing their heads from their shoulders when they each halted upon hearing the moan of Gu’Rull’s wings.'
-Dust of Dreams, pg. 136-138
"At the same time without the Boles none of them here would be alive right now. Mappo still found it difficult to believe that a mortal man’s fists could do the damage he’d seen from Jula and Amby Bole. They had simply launched themselves on to the winged Che’Malle, and those oversized knuckles had struck with more power than Mappo’s own mace. He had heard bones crack beneath those blows, had heard the Che’Malle’s gasps of shock and pain. When it lashed out, it had been in frantic self-defence, a blind panic to dislodge its frenzied attackers. The creature’s talons, each one as long as a Semk scimitar, had plunged into Jula’s back, the four tips erupting from the man’s chest. It had flung the man away—and at that moment Amby’s lashing fists found the Che’Malle’s throat. Those impacts would have crushed the neck of a horse, and they proved damaging enough to force the Che’Malle into the air, wings thundering. A back-handedblow scraped Amby off and then the thing was lifting upward.
Gruntle, who appeared to have been the Che’Malle’s original target—carried off in the first attack and presumed by the others to be dead—had then returned, an apparition engulfed in the rage of his god. Veered into the form of an enormous tiger, its shape strangely blurred and indistinct except for the barbs that writhed like tongues of black flame, he had launched himself into the air in an effort to drag down the Che’Malle. But it eluded him and then, wings hammering, it fled skyward. Mappo subsequently learned from Gruntle—once his fury was past, something like his human form returning—that his first battle with the thing had been a thousand reaches above the Wastelands, and when the Che’Malle failed to slay him, it had simply dropped him earthward. Gruntle had veered into his Soletaken form in mid-air. He now complained of bruised, throbbing joints, but Mappo knew it was a fall that should have killed him.
'Trake intervened. No other possible explanation serves.' He thought again about that horrifying creature, reiterating his own conviction that it was indeed some breed of K’Chain Che’Malle, though not one he had ever seen before, nor even heard of from those more intimate with the ancient race. It was twice the height of a K’ell Hunter, although gaunter. Its wingspan matched that of a middle-aged Eleint, yet where among dragons those wings served to aid speed and direct their manoeuvring in the air—with sorcery in effect carrying the dragon’s massive weight—for this Che’Malle all lift was produced by those wings. And its weight was but a fraction of an Eleint’s.
'Gods, it was fast. And such strength!' In its second attack, after Gruntle was gone, the Che’Malle had simply lifted the entire carriage into the air, horses and all. If the carriage’s frame had not splintered in its grip, the beast would have carried them all skyward, until it reached a height from which a fall would be fatal. Simple and effective. The Che’Malle had attempted the tactic a few more times, before finally descending to do battle. To its regret.
'And, it must be admitted, ours as well.' Glanno Tarp was dead. So too Reccanto Ilk. And of course Master Quell. When Mappo had reached the carriage to pull Precious Thimble from the interior cabin, she had been hysterical—Quell had interposed himself between her and the attacking Che’Malle, and it had simply eviscerated him. If not for the Boles leaping on to its back, it would have slain her as well."
-Dust of Dreams, pg. 661-662
He also serves as "eyes in the sky" for Che'Malle armies. As Stormy and Gesler can "see" through his eyes, his view gives them a better perspective on the battlefield and allows them to coordinate troop movements.
Extremely disdainful of humans early into his introduction in the series, Gu'Rull found his Matron's decision to place the salvation of their race in human hands preposterous, but begrudgingly performed his duties. Over time, however, his respect for them increased as he saw the depths of their courage and resolve. He proudly considered Stormy and Gesler kin of the Che'Malle after they sacrificed their lives in service of his race. Gu'Rull delivered The Crippled God's heart to the Bonehunters, allowing them to free the deity.
=LOADOUT=
Offensive: Neurotoxin-covered talons the size of scimitars.
Defensive: Gu'Rull has a tough, scaly hide but prefers to hit quickly and get out, however, rather than become involved in a lengthy battle.
Tactical and Strategic Support
Nefarias Bredd
Training/Experience: 10+
Mobility: 10+
Max Range: Farther than you
Preferred Range: Closer than you'd like
Primary Role: Breadman
Among the ranks of the Malazan Bonehunters, one man stands a legend, the Heavy known as Nefarias Bredd. His exploits are mythic, although no one can claim to have ever actually met the man. During the Bonehunters' campaign against the Whirlwind Rebellion, it's said that Bredd slew over 18 desert warriors in one night, then 13 more the next. Or perhaps it was 50, no one knows for sure. Everything about Bredd, from what unit he belongs to, to his appearance is an enigma. It's said that he is strong enough to carry a horse on his back, and is missing both of his thumbs, which would make going into battle difficult for most, but not Bredd.
Following the climactic battle in The Crippled God, Fiddler learned that "Nefarias Bredd" was made up by the Bonhunters. The soldiers had gotten a bad loaf of bread, and someone called it nefarious. It sounded like a name that a master sergeant would come up with for a new recruit, and the name stuck. But during the previous battle, Fiddler met a solider claiming to be Bredd holding the line against the Kolansii, but was never seen again. So...what was Nefarias Bedd? A joke, hallucination, or some supernatural phenomenon given life by the Bonehunters' collective belief? You deicide!
=LOADOUT=
Offensive: See Malazan Heavies.
Defensive: See Malazan Heavies
Tayschrenn
Training/Experience: 8
Mobility: 10
Max Range: Almost a Mile
Preferred Range: Several Hundred Meters
Primary Role: Tactical Support (Mass Destruction)
Secondary Role: Strategic Commander
Prior to pledging loyalty to Kellanved, Tayschrenn served as the Demidrek, the archpreist to the god D'rek, the Worm of Summer on the island of Kartool. Tayschrenn was ousted in a coup led by a rival, but would have his revenge several years later when the Malazans conquered the island, seemingly wiping out the cult in the process, although it would live on in secret with Tayschrenn covertly keeping his membership. Tayschren's immense magical abilities led him to attaining position as the Empire's foremost High Mage, responsible for the command of the various mage cadres across the Empire. Tayschrenn's true skills however extended more towards his abilities in working behind the scenes, manipulating events unseen to ensure the empire's health, although some may argue that it was more for his own self-interest.
Tayschrenn chose to remain neutral in the conflict between Kellanved and Laseen. Following the former Emperor's apparent demise, Tayschrenn continued to serve the empire, managing achievements such as the treaty between the Malazans and the Moranth. During the height of the Genabackis campaign, Tayschrenn was sent by Laseen to break the stalemate the had set in during the siege of Pale. Tayschrenn hoped that the combined force of three other high mages, in addition to himself would be enough to drive Anomander Rake, off but Tayschrenn severely underestimated the Tiste Andii lord, who proceeded to decimate the Malazan armies and mages arrayed against him. Tayschrenn's troubles were compounded by his fellow High Mage Nightchill, who planned to betray the Malazans mid battle and steal Dragnipur from Rake, as well as the Bridgeburners, whom Tayschrenn ordered into the tunnels underneath Pale's walls for their own safety. While Tayschrenn was able to kill Nightchill, most of the Brideburners were killed when the tunnels collapsed, many believing that Tayschrenn purposefully sent them to their deaths, creating tension between him and the rest of the army.
Following his failures outside Pale, and a later failed plan to kill Rake in Darujhistan, Tayschrenn was sent with Onearm's Host to fight the Pannion Domin, his presence designed to keep the supposedly rogue army in check. He masqueraded as Dujek's standard bearer, until the battle of Coral, where he intervened during Kallor's failed assassination of Silverfox and later wiped out most of the Pannion Mages singlehandedly. Following the end of the battle Tayschrenn was present to help negotiate the treaty that divided Pannion territory between the two allies, before traveling to the Seven Cities with the rest of Onearm's Host.
=LOADOUT=
Offensive: Tayschrenn is the most powerful High Mage in the Malazan Empire. He possess the warrens of High Telas, High Thyr, Aral Gamelon, and Mockra. High Telas is his primary combat warren, and with it he is capable of shearing massive cliffs of rock off of Moon's Spawn. Anomander Rake confirms later in the book that if he hadn't fled, Tayschrenn would have destroyed the mountain a few moments later. During the Siege of Coral, Tayschrenn unleashed High Telas on the Pannion city, killing a dozen of the enemy mages and knocking down a third of their city's wall in one shot.
"A golden wave appeared suddenly behind the K’Chain Che’Malle, rose for a moment, building, then tumbled forward. The ground it rolled over on its way to the wall burned with fierce zeal, then the wave lifted, climbed towards the Pannion mages. This – this is what was launched against Moon’s Spawn. 'This is what my Lord struggled against. Alone, in the face of such power—' The ground trembled beneath her boots as the wave crashed into the top of the wall to the west of the gate. Blinding – this is High Telas, the Warren of Fire – child of Tellann— Chaotic magic exploded from the conflagration like shrapnel. The raging fire then dispersed. The top third of the city wall, from near the gate and westward for at least forty paces, was simply gone. And with it, at least a dozen Pannion mages."
-Memories of Ice, 839-840
Defensive: See Cadre Mages
=ADDITIONAL FACTORS=
Tayschrenn is a shapeshifter, although this ability seems restricted to humanoid forms.
Quick Ben
Training/Experience: 6
Mobility: 10
Max Range: Several Hundred Meters
Preferred Range: Out of the Enemies' Reach
Primary Role: Tactical Support (Mass Destruction)
Secondary Role: Covert Ops (Assassination, Schemer)
Ben Adaephon Delat, better known as Quick Ben, grew up in the city of Aren, his childhood propensity for trickery and practical jokes often earning his families' annoyance, especially that of his older sister, Torahaval, who was the one often sent to track down her brother following his mischief. Even from a young age he displayed an incredible talent for magic when he used a voodoo-like ritual to visit terrible nightmares on the 42 members of his extended family. Realizing that Ben was behind this, they sent Torahaval to track him down, only for Ben to visit the same nightmares on her that he had done to rest of his family. Torahaval cursed Ben for this, vowing to hate him forever, severing most of the ties the two of them shared.
Many years after this falling out with his family, Ben became the High Priest of Shadow in the Seven Cities, before apparently becoming disillusioned the priesthood and abandoning it, burning the robes of his vestment as one final insult. This earned him the ire of the God Shadowthrone, who was furious over the loss of such a powerful mage as a servant. Following this, Ben became a member the mage cadre of the Holy Protector of Aren. The Holy Protector attempted to start a rebellion against the recent Malazan conquerors, but this was quickly crushed, the Holy Protector killed, and his mage cadre sent fleeing into the desert with the Malazans in hot pursuit.
Realizing that the desert would kill them before the Malazans did, one of the cadre revealed to Ben the art of soulshifting. Ben, as the youngest of the mages, was given the greatest chances of escaping the desert alive, and the rest of the cadre agreed to transfer their souls into his body, ensuring they would live on, and granting Ben access to a host of powers unimaginable. Ben was not able to escape the Malazans however, who caught up to him and revealed that they had already sniffed out the mole that Ben had in their ranks, assassin and Ben's closest friend, Kalam Mekhar. Ben was impressed with the Malazan's tenacity that he agreed join the squad alongside Kalam, which he was the one to newly christen, the Bridgeburners.
Ben served as the Bridgeburner's sole High Mage, although in attempt to avoid attracting the wrong kind of attention to himself he faked his own death during the campaign in Mott's Wood to pass himself off as a squad mage. During the Pannion War it was Ben who deduced that the Crippled God was the one who was poisoning the warrens, but with the help of the spirit of the Barghast shaman Talamandas, he managed to slow the infection. Following the end of the conflict, Ben was finally promoted to the rank of High Mage by Tayschrenn, journeying to the Seven Cities with what remained of Onearm's Host.
=LOADOUT=
Offensive: Due to his soulshifting abilities, Ben possesses the ability to call upon twelve warrens: Aral Gamelon, Denul, D'riss, Hood's Path, Meanas, Mockra, Rashan, Ruse, Serc, Telas, Tennes, and Kurald Galain of which he can use up to seven at a time. Among Malazan mages, this gives him an almost unparalleled level of flexibility and raw power. Even Ben’s basic magical waves are strong enough to sweep over hundreds of enemies at once. Ben's prefers to "play-down" his abilities, to the point where even his fellow soldiers aren't fully aware of his true power. This leads to many of his foes underestimating his capabilities, as the three soltaken dragons Menandore, Sukul Ankhadu, and Sheltatha Lore, found out.
"The trio of dragons, wings wide, glided low above the ground, at a height that would bring them more or less level with the crest of this ancient atoll. They were, Hedge realized, awfully big. In perfect unison, all three dragons opened their mouths. And Quick Ben, standing there like a frail willow before a tsunami, unleashed his magic. The very earth of the slope lifted up, heaved up to hammer the dragons like enormous fists into their chests. Necks whipped. Heads snapped back. Sorcery exploded from those jaws, waves lashing skyward – flung uselessly into the air, where the three sorceries clashed, writhing in a frenzy of mutual destruction. Where the slope had been there were now clouds of dark, dusty earth, pieces of sod still spinning upward, long roots trailing like hair, and the hill lurched as the three dragons, engulfed by tons of earth, crashed into the ground forty paces from where stood Quick Ben. And down, into that chaotic storm of soil and dragon, the wizard marched. Waves erupted from him, rolling amidst the crackle of lightning, sweeping down in charging crests. Striking the floundering beasts with a succession of impacts that shook the entire hill. Black fire gouted, rocks sizzled as they were launched into the air, where they simply shattered into dust. Wave after wave unleashed from the wizard’s hands. Hedge, staggering drunkenly to the edge, saw a dragon, hammered full on, flung onto its back, then pushed, skidding, kicking, like a flesh and blood avalanche, down onto the basin, gouging deep grooves across the flat as it was driven back, and back.Another, with skin seeming afire, sought to lift itself into the air. Another wave rose above it, slapped the beast back down with a bone-snapping crunch."
-Reapers Gale, pg. 697-698
He typically rotates through his roster of warrens mid-battle, allowing him to hammer the enemy with a variety of magics at once. This is best shown when he during his fight with an army of Pannion soldiers, where he holds them off with a combination of Meanas, Hood's Path, Telas, and Tennes, or later in the series, in which he combines Telas and Serc to light the air inside the lungs of thousands of Nah’ruk soldiers on fire.
"Sudden motion in the midst of the first Pannion square. Screams. Picker’s eyes widened. Demons had appeared. Not one, but six – no, seven. Eight. Huge, towering, bestial, tearing through the massed ranks of soldiery. Blood sprayed. Limbs flew. The Seerdomin mages wheeled. "Damn," Blend whispered at her side. "They’ve swallowed it." Picker snapped a glare at the woman. "What are you talking about?" "They’re illusions, Lieutenant. Can’t you tell?’ No. It’s all that uncertainty – they don’t know what they’re facing. Quick Ben’s playing on their fears.’ ‘Blend! Wait! How in Hood’s name can you tell?’ ‘Not sure, but I can.’ The Seerdomin unleashed waves of grey sorcery that broke up over the legion, sent snaking roots down towards the eight demons. ‘That will have to knock them out,’ Blend said. ‘If Quick Ben ignored the attack, the Pannions will get suspicious – let’s see how – oh!’ The magic darted like plummeting nests of adders, enwreathed the roaring demons. Their death-throes were frenzied, lashing, killing and maiming yet more soldiers on all sides. But die they did, one by one...
Another Seerdomin wizard appeared from the legion’s ranks, mounted on a huge dun charger. Sorcery danced over his armour, pale, dull, flickering on the double-bladed axe in his right hand. "Oh," Blend whispered. "That’s a sharp illusion." He rode to join one of his fellow mages. Who turned. The axe flew from the rider’s hand, its wake sparkling with suspended ice. Changed shape, blackening, twisting, reaching out clawed, midnight limbs. The victim screamed as the wraith struck him. Death-magic punched through the protective weave of chaotic sorcery like a spear-point through chain armour, plunged into the man’s chest. The wraith reappeared even as the Seerdomin toppled – up through his helmed head in an explosion of iron, bone, blood and brains – clutching in its black, taloned hands the Seerdomin’s soul – a thing that flared, radiating terror. The wraith, hunched over its prize, flew a zigzag path towards the forest. Vanished into the gloom. The rider, after throwing the ghastly weapon,had driven his heels into his horse’s flanks. The huge beast had veered, hooves pounding, to ride down a second Seerdomin in a flurry of stamping that, within moments, flung blood-soaked clumps of mud into the air. Sorcery tumbled towards the rider. Who drove his horse forward. A ragged tear parted before them, into which horse and rider vanished. The rent closed a moment before the chaotic magic arrived. The spinning sorcery thunderclapped, gouging a crater in the hillside...
Paran saw Quick Ben reappear on the bank, stumbling from a warren, smoke streaming from his scorched leather armour. Moments earlier, the captain had thought the man annihilated, as a crackling wave of chaotic magic had hammered into the ridge of mounded earth that the wizard had chosen as his position. Grey-tongued fires still burned in the chewed-up soil around Quick Ben. "Captain!" Paran turned to see a marine scrabbling up the entrenchment’s incline towards him. "Sir, we’ve had reports – the legions are coming up through the trees!" "Does the High Fist know?" "Yes sir! He’s sending you another company to hold this line.’ ‘Very well, soldier. Go back to him and ask him to get the word passed through the ranks. I’ve got a squad down there somewhere – they’ll be coming up ahead of the enemy, likely at a run." "Aye, sir." Paran watched the man hurry off. He then scanned his dug-in troops. They were hard to see – shadows played wildly over their positions, filled the pits and the trenches linking them. The captain’s head snapped round to Quick Ben. The wizard was hunched down, almost invisible beneath swirling shadows. The ground below the embankment writhed and churned. Rocks and boulders were pushing up through the mulch, grinding and snapping against each other, the water on their surfaces sizzling into steam that cloaked the building mass of stone. 'Two warrens unveiled – no, must be three – those boulders are red hot.' Shadows slipped down the bank, flowed between and beneath the gathering boulders. 'He’s building a scree – one that the enemy won’t notice … until it’s too late.'
Down among the trees Paran could now see movement, ragged lines of Pannions climbing towards them. No shield-lines, no turtles – the toll among the Beklites, once they closed to attack, would be fearful. 'Damn, where in the Abyss is Picker and the squad, then?' On the ramp, the first legion had reformed and were doggedly marching upward once more, three Seerdomin mages in the lead. Webs of sorcery wove protective cloaks about them. In rapid succession, three waves of magic roared up the ramp. The first clambered towards Quick Ben, building as it drew near. The other two rolled straight at the lead trench – in front of which stood Captain Paran. Paran wheeled. "Everyone down!" he bellowed, then threw himself flat. There was little point, he well knew. Neither his shouted warning nor his lying low would make any difference. Twisting round through the damp mulch, he was able to watch the tumbling wave approach.
The first one, aimed at Quick Ben, should have struck by now, but there was no sound, no dreadful explosion —except far down the slope, shaking the ground, shivering through the trees. Distant screams. He could not pull his gaze from the magic rushing up towards him. In its path – only moments before it reached the captain and his soldiers – a flare of darkness, a rip through the air itself, slashing across the entire width of the ramp. The sorcery plunged into the warren with a hissing whisper. Another detonation, far below among the massed legions. The second wave followed the first. A moment later, as a third explosion echoed, the warren narrowed, then vanished. Disbelieving, Paran twisted further until he could see Quick Ben. The wizard had built a wall of heaving stone before him, and it began to move amidst the flowing shadows, leaning, shifting, pushing humus before it. Suddenly the shadows raced downslope, between the trees, in a confusing, overwhelming wave. A moment later, the boulders followed – avalanche that thundered, took trees with it, pouring like liquid towards the ragged lines of soldiers climbing the slope. If they saw what struck them, there was no time to so much as scream. The slide continued to grow, burying every sign of the Beklites on that flank, until it seemed to Paran that the whole hillside was on the move, hundreds of trees slashing the air as they toppled."
-Memories of Ice, 789-792
“Quick Ben extended his senses, until he could feel the very air around the creatures, could follow currents of that air as they slipped through gills into reptilian lungs. He reached out to encompass as many of them as possible. And then he set the air on fire…
But all at once words dried up, and Gesler could only stare downward as the Assassin wheeled over the battlefield, the massive encampment, a crater that could swallow a palace, and the vast stain of what looked like coals amidst flame-licked tree-stumps— no, not stumps. Limbs. Scorched Nah’ruk, still burning. Was it magic that hit them? Gesler could not believe that. A single release of a warren, torching thousands?”
-Dust of Dreams pg. 774-795
=ADDITIONAL FACTORS=
Quick Ben is regarded as one of the smartest men alive, mentioned by Whiskeyjack to be second only to Kruppe in this regard. He regularly outsmarts several hundred thousand year old deities, and is even capable of matching wits with Shadowthrone, who has Batman-esque levels of complex planning.
Ben frequently works paired with Kalam. As seen in The Crippled God, the two are very effective at infiltrating the enemy and assassinating their leaders.
"The other tent was larger, of the same style as those in the besieging camp outside the keep. It was lit from within and two guards flanked the front flap, both Kolansii. Drawing two throwing knives, Kalam advanced on them, moving fast. At five paces away, he raised both weapons and threw them simultaneously in a single fluid motion. Each found the base of a throat. Bodies buckled, blood splashing down, but before they could fall Kalam had reached them, grasping the knife grips to hold both men up before carefully settling them to the ground.
'How much noise? Oh, who cares?' Leaving the daggers where they were, the assassin drew his two long knives, slashed the flap’s draw strings, and then bulled through. He clearly caught the Pure by surprise – nothing stealthy or subtle in this approach after all – and collided hard with the Forkrul Assail. One long knife plunged deep directly beneath the heart. The other, moving up to slash across the throat, was blocked by a forearm hard as iron. Even as the Assail stumbled back, his hands lashed out. The first blow caught Kalam high on his right shoulder, spinning him off his feet. The second one slammed into his chest on the left side, crushing chain, breaking at least two ribs and fracturing others. The impact flung the assassin backwards. He rebounded from the tent wall to the left of the entrance. Half stunned with pain, Kalam watched the Assail pull the long knife from his chest and fling it away.
"Oh," he gasped, "did I make you mad?" Snarling, the Assail advanced on him. The ground disappeared beneath his feet. With a howl, the Pure plunged from sight. There followed a thud. Quick Ben materialized just on the other side of the hole. Drew out a small round ball of black clay. Leaned over to peer down.
"Compliments of the marines," he said, and dropped the ball. The wizard had to lunge backward as a gout
-The Crippled God pg. 672-673
Sinn
Training/Experience: 4
Mobility: 10
Max Range: Several Hundred Meters
Preferred Range: Several Hundred Meters
Traveller
Training/Experience: 8
Mobility: 6
Max Range: Melee
Preferred Range: Melee
Primary Role: Tactical Support (Melee)
Secondary Role: Strategic Commander
=Special Section: Tavore's Retinue=
Lostara Yil
Training/Experience: 5
Mobility: 4 (7if mounted)
Max Range: Crossbow
Preferred Range: Melee
Primary Role: Tactical Support (Administrative Aide, Bodyguard)
Born in the Holy City of Ehrlitan, Lostara Yil was abandoned by her parents for not having been born a boy and was raised by the fanatical Cult of Rashan. They indoctrinated her into their beliefs and schooled her in the art of Shadow Dancing, in which she excelled. Lostara would prove so skilled that she caught the personal attention of the Malazan agents Quick Ben and Dancer. The two wiped out almost the entire cult but decided to spare Lostara, awed by the sheer beauty of her dance.
With her options limited, Lostara joined the newly formed Red Blades, a pro-Malazan warrior cult of Seven Cities natives designed to keep the Empire's bootheel firmly over the subcontinent's neck. Rising to the rank of Captain within the organization, Lostarsa was one of the Redblades tasked with assassinating the Shi'ak, prophetess of The Whirlwind Rebellion. Lostara's commanding officer, Tene Balta, devised a plan in which the rogue Malazan assassin, Kalam Mekhar, lured the prophetess into the open by delivering her the Whirlwind's holy book. The trap sprung, Lostara's crossbow bolt claimed the Shi'ak's life. It would be a short-term victory however, as a successor prophetess was quickly named. Ordered to keep tabs on Kalam, Lostara tracked him across the desert and the Imperial Warren, traveling with the Claw agent Pearl, who was carrying out his own duties to Empire. The two fought side-by-side to aid Coltaine's Chain of Dogs before finally tracking Kalam to the city of Aren. There, Lostara was thrown in prison due to anti-Seven Cities sentiment turning against the Red Blades, with Pearl continuing on the trail of Kalam without her.
Following Tavore's arrival to the subcontinent, she ordered Lostara freed and tasked her and Pearl to locate her missing sister Feslin. Although reluctant to partner with Pearl again, Lostara and her annoying companion followed Feslin's trail, having a series of misadventures and eventually ending up sleeping with each other on the way. They discovered that Feslin had been acclaimed as the new Shi'ak. Lostara and Pearl were too late to prevent Tavore from unknowingly killing Felisin but agreed to keep Felisin's identity secret. They only told the Adjunct that her sister was dead but had died quickly. Pearl teleported Feslin's body away via Warren before anyone could have a closer look.
As the Bonehunters followed the remnants of the Whirlwind Rebellion to Y'Ghatan, Lostara became increasingly torn between her loyalty to the army and her effection for Pearl. Frozen out of the Adjunct's planning on how best to deal with remaining rebels due to his perceived status as a spy for Laseen, Pearl cruelly suggested informing Tavore of the Shi'ak's secret identity sparking a falling out between him and Lostara. She vowed that the next time she saw Pearl, she would put a knife in his heart. This would be a vow that Lostara that Lostara would come to regret as the Bonehunters returned to Quon Tali, sparking the Battle of Malaz City. During the fighting, Lostara stumbled upon a horribly maimed Pearl, dying of an excruciating poison. Lostara mercifully and tearfully repaid what she had promised him.
Lostara had little chance to mourn however, for the Adjunct was trapped in her own sorrow, as her lover T'amber had also died during the battle. It fell to Lostara, appointed Tavore's new aide, to manage the army's logistics as it traveled to Lether. Lostara would continue to take a more active role in managing the Bonehunters, likely stirring the Adjunct from her depression to properly motivate her demoralized troops. Despite their close working relationship, there seemed little personal connection between the two of them, with Tavore's standoffish personality keeping an air of distance between her and Lostara.
Following their successful campaign in Lether, the Bonehunters began their march to Kolanse alongside the Letherii army. As the Adjunct's aide, Lostara was present at all of Tavore's meetings with fellow commander Brys Beddict, where she met Brys' lance-corporal, Henar Vygulf. The two felt an immediate attraction, and the perceptive Brys decided to play matchmaker, attaching Henar to his staff to create further opportunities for the two to interact.
During the battle with the Nah'ruk, Brys sent Henar to rescue the Adjunct from the lizardmen, just as they were on the verge of overruling the Adjunct's position. In desperation to save Tavore and Henar, Lostara began to do what few had ever witnessed and danced. Becoming a whirl of blades, she cut every Nah'ruk that dared come close to pieces. It was later revealed to Lostara that she had been possessed by Cotillion. His rage against the Nah'ruk had scoured her clean and finally helped her overcome the sorrow and anger she felt over Pearl's death. Cotillion later explained it had been her love for Henar that summoned him but that he also regretted possessing her without consent. Although Lostara offered to be possessed again in the future, Cotillion refused.
During the final battle against the Assail, Lostara fought in the vanguard alongside Henar, Ruthan Gudd, and Tavore. Even without Cotillion, her speed and grace terrified the Kolansii.
=LOADOUT=
Offensive: During her time with the Red Blades, Lostara used a crossbow for ranged combat, although she no longer seems to do this since becoming Tavore's aide. She wields a sword and a curved, long knife in melee combat and is a skilled duelist thanks to her Shadow Dance training.
Ruthan Rudd
Training/Experience: 10
Mobility: 4 (7 if mounted)
Max Range: Melee
Preferred Range: Melee
Primary Role: Tactical Support (Bodyguard)
The mysterious Bonehunter captain from the Falarai Isles, Ruthan Gudd is one of the more enigmatic characters in the series. A man of few words, he strives to keep his head down and avoid attention, although even he admits that "it's not working."
Although everything about him, from his abilities to his origins, remains a mystery, it's evident that he's far older than he appears. He doesn't resemble the current natives of Falar. He claims this is because he descends from the original natives of the island who were driven out by the contemporary natives of Falar. It's more likely that he's one of the original natives himself, or at least borrowed the face of one. We know he was alive to see the First Empire, and Steven Erikson says that the Kharkanas trilogy (which takes place many thousands of years before the main series) features him in another identity. The T'lan Imass bow to him and call him "Elder," although Gudd claims that he's not an Elder God. Regardless of his age and origins, he's had an impressive career in the Malazan military, serving legendary Malazan commander Greymane as his adjutant during the disastrous Korelri campaign.
Resurfacing years later, this time as a captain in the Bonehunters, Gudd did his best to keep a low profile. However, many of his fellow captains were quick to pick up that there was more to Gudd than it at first seemed. Their suspicions were proven correct during the Bonehunter's battle with Nah'ruk, where Gudd clad his armor, sword, and horse in the icy armor of a Stormrider. Charging the enemy lines alone, Gudd bought the Bonehunters time to retreat before being overwhelmed. While Gudd may have saved countless lives for his actions, the abandonment of his company required punishment, and Tavore stripped him of his command upon his return to the Bonehunters. With his unique abilities however, she recognized he'd make a fine bodyguard and reassigned him to her side for the rest of the series.
=LOADOUT=
Offensive: As described above, Gudd can clad himself, his sword, and any mount in the manner of a Stormrider. He claims that this is not a natural ability for him. Rather, he "borrows" it. What kind of limits this puts on him is unknown. He's never shown any difficulty in summoning the armor but does note that it causes him immense pain. Surrounding his sword with this aura increases its cutting power. Its described as going through the Nah'ruk's armor and bodies without any resistance, whereas humans struggle to cut through Nah'ruk skin and muscle alone.
Defensive: Gudd's ice armor is quite durable, able to survive a direct hit from a Nah'ruk lightning club, the flesh tearing magical scream of a Forkrul Assail, and being piled by dozens of 300-pound Nah'ruk. If damaged, it will regenerate.
Badelle
Training/Experience: 1
Mobility: 4
==
Silanah
Training/Experience: 10
Mobility: 10
Max Range: Several Hundred Meters
Preferred Range: Several Hundred Meters
Primary Role: Tactical Support (Mass Destruction)
Silanah Redwings is an Ancient Eleint. She has been a longtime companion and lover to Anomander Rake, who has apparently been putting that whole "can shapeshift into a dragon" thing to good use. She is the living embodiment of fire and light, being the dragon that gives power to the Warren of Thyr. Silanah first arrived in the Malazan world after the sundering of the Warren of Kurald Emurlan, where Rake worked alongside the Elder God, Kilmandaros, to prevent "scavengers" from picking over the realm. Some of these scavengers were apparently Silanah's fellow Eleint, who accused Rake of wooing Silanah to the Andii's side through his charms.
Silanah spends most of her time within Moon's Spawn's caverns, a rarely unleashed power, for the rage of a dragon is a dangerous thing. As an Ancient, Silanah can whip her younger counterparts into a Storm during which they become lost to their own natures, prone to the destruction of all those around them, and eventually, themselves. During the events of Gardens of the Moon, Rake tasked Silanah, leading a group of Soltaken Eleint, to stall Raest after his release by the Malazans. Despite the might arrayed against him, the dragons had no way to actually kill Raest. After an initially impressive display, he turned his power on them, driving them from the battlefield and severely wounding Silanah. Eager to find his Finnest, Raest chose not to take the time to kill her. Returning to Rake's side, he bade Silanah return to Moon's Spawn to heal, promising her that she could avenge his death should he fall.
Following Moon's Spawn's destruction, Silanah took up residence in the Andii's new home of Black Coral, where she sat watch over the city as a sleepless, eternal guardian. Following Rake's death, Silananah accompanied the Soltaken Eleint led by Rake's son, Nimander, as they confronted the Tiste Liosan at the Defense of the First Shore. Silanah's presence caused the Soltaken to shift into the mindset of a Storm, and under the delusional command of Kharkanas' acting queen, they began to lay waste to the surrounding countryside and prepared to do the same to Kharkanas itself, until they were halted due to the quick thinking of Nimander's daughter, Phaed. Following the battle, the Silanah and the other Eleint were drawn into the convergence surrounding the Otataral Dragon, Korabras. This was thankfully stopped before it could destroy all involved.
=LOADOUT=
Offensive: As the dragon aspected to Thyr, Silanah breathes a deadly mix of that Warren and Starvald Demelain, which produces classic dragon fire-breath . Silanah's breath weapon hits with enough that lesser dragons outright explode when struck and is hot enough to turn rock into molten geysers. When she and the other Andii Soltaken fought the Jaghut Tyrant, Raest, the conflagration from their battle incinerated the surrounding hills. This was a combination of the other four Eleint (although Silanah was the strongest) and the much stronger Raest however, so it can really be used to determine Silanah's destructive power by herself. It does serve as a good indication though, for the power ballpark she plays in. She also has massive jaws and talons.
"The dragons passed low overhead in silence, banking once again and disappearing behind the hills to the south. Raest spread his arms wide and unleashed his Warren. His flesh split as power flowed into him. His arms shed skin like ash. He both felt and heard hills crack all around him, the snapping of stone, the sundering of crags. To all sides the horizons blurred as dust curtained skyward. He faced south.
“This is my power! Come to me!” A long minute passed. He frowned at the hills before him, then cried out and whirled to his right just as Silanah and the four black dragons, all less than ten feet above the ground, plunged over the summit of the hill he’d been climbing.
Raest screamed at the whirlwind of power battering him, his shrunken eyes locked on Silanah’s blank, empty, deadly gaze—eyes as large as the Jaghut’s head—as it bore down upon him with the speed of a springing viper. The red dragon’s jaws opened wide and Raest found himself staring down the beast’s throat.
He screamed a second time and released his power all at once.
The air detonated as the Warrens collided. Jagged shards of rock ripped in all directions. Starvald Demelain and Kurald Galain warred with Omtose Phellack in a savage maelstrom of will. Grasses, earth, and rock withered to fine ash on all sides, and within the vortex stood Raest, his power roaring from him. Lashes of sorcery from the dragons lanced into his body, boring through his withered flesh.
The Jaghut Tyrant flayed his power like a scythe. Blood spattered the ground, sprayed in gouts. The dragons shrieked. A wave of incandescent fire struck Raest from the right, solid as a battering fist. Howling, he was thrown through the air, landing in a bank of powdery ash. Silanah’s fire raced over him, blackening what was left of his flesh. The Tyrant clambered upright, his body jerking uncontrollably as sorcery gouted from his right hand. The ground shook as Raest’s power hammered Silanah down, driving the dragon skidding and tumbling across the slope.
The Tyrant’s exultant roar was cut short as talons the length of a forearm crunched into him from behind. A second clawed foot joined the first, snapping through the bones of Raest’s chest as if they were twigs. More talons flexed around him as a second dragon sought grip.
The Tyrant twisted helplessly as the claws lifted him into the air and started ripping his body apart. He dislocated his own shoulder in reaching round to dig his fingers into a sleek scaled shin. At the contact, Omtose Phellack surged into the dragon’s leg, shattering bone, boiling blood. Raest laughed as the claws spasmed loose and he was flung away. More bones snapped as he struck the ground, but it did not matter. His power was absolute, the vessel that carried it had little relevance. If need be, the Tyrant would find other bodies, bodies in the thousands. He climbed once more to his feet.
“Now,” he whispered, “I deliver death.”
-Gardens of the Moon, pg. 417-418
Defensive: Scaly skin and her sheer size.
Silchas Ruin
Training/Experience: 10
Mobility: 10
Max Range: Several Hundred Meters
Preferred Range: Melee
Primary Role: Tactical Support (Melee, Mass Destruction)
The youngest of Mother Dark's three sons, Silchas Ruin, embodies the most draconic traits shared by the Tiste that drank the blood of T'iam. Enigmatic, ruthless, and cruel, Silichas is nonetheless capable of honor and close friendships. During the Tiste civil wars, Silichas assumed the position of leader of the many thousands of Andii who fled to the Malazan world, forming an alliance with his Tiste Edur counterpart, Scabandari Bloodeye. Upon defeating the K'Chain Che'Malle ruling what would later be known as the continent of Lether, Silchas was betrayed. Paralyzed courtesy of a magical dagger to the back, Scabandari imprisoned him in Lether's Azath House, where he would remain for the next several hundred millennia.
In the legends of the Tiste Edur, Silchas is known as the Betrayer, for they reversed the story of Scabandari and Silchas, with Scandarai being betrayed by Silichas. In reality, Scabandari was killed by the Elder Gods in return for his betrayal of the Tiste. To properly contain Scabandari's powerful soul, the gods and Gothos trapped it in a vessel called a Finnest. Entrusting it to a group of Imass living in a pocket Warren called the Refugium, Gothos predicted Silchas would one day return to collect the Finnest.
Silchas was eventually freed from his prison during the events of Midnight Tides (see Brys' profile for more). Following the defeat of the Letherii, Silchas journeyed with a motley collection of Letherii and Tiste fugitives on the run from Rhulad Sengar. Silchas intended to track down Scabandari's Finnest to enact his revenge. Finally arriving in the Refugium, Silchas found his quest contested by several other parties but ultimately succeeded. Implanting the Finnest within the Refugium, Silichas used the power of Scabandari's soul to birth a new Azath House. This fulfilled his promise to the Azath House that freed him while ensuring the Scabandari's soul would be its first prisoner. With his obligations complete, Silchas turned his attention to the Letherii Empire and its Tiste Edur masters, who had earned his ire during the quest. Attacking the Letherii capital while in his dragon form, Silchas found himself embarrassingly routed by the Malazan Bonehunters, in their own process of revenge against the Letherii.
"The huge dragon angled down, straight for them.
Fiddler stared for a moment longer, seeing the beast opening its mouth, knowing what was coming, then he raised his crossbow and fired.
The bolt shot upward.
A hind limb of the dragon snapped out to bat the quarrel aside.
And the cusser detonated.
The explosion flattened the marines on the rooftop, sent Fiddler tumbling backward. The roof itself sagged beneath them with grinding, crunching sounds. Fiddler caught a glimpse of the dragon, streaming blood, its chest torn open, sliding off to one side, heading towards the street below, shredded wings flailing like sails in a storm.
A second bolt flew out to intercept it. Another explosion, sending the dragon lurching back, down, into a building, which suddenly folded inward on that side, then collapsed with a deafening roar.
Fiddler twisted round—
—and saw Hedge.
—and Quick Ben, who was running towards the roof’s edge, his hands raised and sorcery building round him as if he was the prow of a ship cutting through water.
Fiddler leapt to his feet and followed the wizard.
From the wreckage of the building beside the Eternal Domicile, the dragon was pulling itself free. Lacerated, bones jutting and blood leaking from terrible wounds. And then, impossibly, it rose skyward once more, rent wings flapping – but Fiddler knew that it was sorcery that was lifting the creature back into the air.
As it cleared the collapsed building, Quick Ben unleashed his magic. A wave of crackling fire crashed into the dragon, sent it reeling back.
Another.
And then another – the dragon was now two streets away, writhing under the burgeoning assault. Then, with a piercing cry, it wheeled, climbed higher, and flew away, in full retreat.
Quick Ben lowered his arms, then fell to his knees.
Staring after the fast-diminishing dragon, Fiddler leaned his crossbow onto his shoulder.
"This ain’t your fight," he said to the distant creature. ‘Fucking dragon.’
-Reaper's Gale, pg. 778-779
Humbled by his near-death experience, Silchas began mentoring a young Soltaken Eleint, Rud Elalle, residing in the Refugium. Instructing Elalle on how to control his draconic nature, Silchas ensured that the younger Soltaken wouldn't fall victim to the same arrogance that had nearly cost him. Despite the best efforts to preserve the Refugium, the dream world was dying, threatening to spill out thousands of Eleint from Starvald Demelain. These Elient would, in turn, be compelled to hunt the most powerful of their number, Korabas, whose death threatened to imbalance the Warrens themselves. Leaving Elalle to avoid having both of them overtaken by the predatory urges of the Eleint, Ruin prepared for the inevitable battle. Finding some help in unexpected places, namely his long-dead (now undead) friend, Tulas Shorn, as well as Shadowthrone, Ruin faced down the Storm. As thousands of Eleint converged on Korabas, Ruin, Shorn, and several other allied Eleint turned against their natures and rallied to Korabas' side. This held off the Storm long enough for Korabas to be re-chained, preventing an apocalypse. Following the defeat of the dragons and the Forkrul Assail, Silchas rejoined his fellow Andii, now ruled by his nephew Nimander. Paying his respect to Shorn, who'd fallen in battle, Silichas likewise offered admiration for the human fallen, who'd had gained his hard-earned respect.
=LOADOUT=
Offensive: Silichas wielded several blades throughout the series. From Brys Beddict and Kuru Qan came Glory Goat and Sarat Wept, two Letherii Steel longswords. GG is narrow, while SW is a heavy, almost oversized blade. Forged in the older, "Blue" style of smithing Letherii Steel, the end result is aquamarine-colored swords that are even finer than their modern counterparts. With them, Silchas was able to effortlessly slay creatures whose muscles were described as being like wooden shields, as well as splinter the durable blackwood shaft of an Edur spear. Qan however noted that these Blades could all be considered cursed. They have an unnerving tendency to make a keening noise when stuck against other weapons. The sorcery invested in the blades gives each special abilities, with Glory Goat able to self-maintain its sharpness (at the cost of losing material), while Serat Wept will supposedly shatter when its wielder dies (although it apparently didn't for its previous owner.) At the very end of the series, Shadowthrone gifted him with a Hust Blade (see Yedan's profile) with the souls of three dragons chained to it. If Silichas agrees to free them, they will fight by his side.
Silchas is an incredibly deadly swordsman, made even more so by his dispassionate and thorough attitude towards killing. He claims to be a defensively oriented fighter, preferring to rely on opportunities given by an opponent's aggression to counterattack. He fought at least half-a-dozen armed warriors at once and seemed confident in his ability to overcome a military garrison estimated to include 100-200 soldiers. While he didn't kill all the soldiers in said garrison (most fled), he did at least kill two dozen Edur and an unknown number of Letherii.
Silchas is a powerful mage with command of Kurald Galain (see Tiste Andii), with his magic sufficient to blast a hole in the stone wall of a military fortification.
"Atri-Preda Hayenar awoke to distant shouts. An alarm was being raised, from the wall facing up-trail. And that, she realized as she quickly donned her uniform, made little sense. Then again, there wasn’t much about this damned assignment that did. Pursue, she’d been told, but avoid contact. And now, one of those disgusting K’risnan had arrived, escorted by twenty-five Merude warriors. Well, if there was any real trouble brewing, she would let them handle it.
Their damned fugitives, after all. They could have them, with the Errant’s blessing. A moment later she was flung from her feet as a deafening concussion tore through the fort.
...
K’risnan Ventrala screamed, skidding across the floor to slam up against the wall, as a vast cold power swept over him, plucking at him as would a crow a rotted corpse. His own sorcery had recoiled, contracted into a trembling core deep in his chest – it had probed towards that approaching presence, probed until some kind of contact was achieved. And then Ventrala – and all that churning power within him – had been rebuffed. Moments later, the fort’s wall exploded.
...
Atri-Preda Hayenar stumbled from the main house and found the compound a scene of devastation. The wall between the up-trail bastions had been breached, the impact spilling huge pieces of stone and masonry onto the muster area. And the rock was burning – a black, sizzling coruscation that seemed to devour the stone even as it flared wild, racing across the rubble. Broken bodies were visible amidst the wreckage, and from the stables – where the building’s back wall leaned precariously inward – horses were screaming as if being devoured alive. Swarming over everything in sight were orthen, closing on fallen soldiers, and where they gathered, skin was chewed through and the tiny scaled creatures then burrowed in a frenzy into pulped meat. Through the clouds of dust in the breach, came a tall figure with drawn swords. White-skinned, crimson-eyed.
'Errant take me – he’s had enough of running – the White Crow—' She saw a dozen Tiste Edur appear near the barracks. Heavy throwing spears darted across the compound, converging on the ghastly warrior. He parried them all aside, one after the other, and with each clash of shaft against blade the swords sang, until it seemed a chorus of deathly voices filled the air. Hayenar, seeing a score of her Letherii soldiers arrive, staggered towards them.
"Withdraw!" she shouted, waving like a madwoman. "Retreat, you damned fools!’"It seemed they had but awaited the command, as the unit broke into a rout, heading en masse for the down-trail gate. One of the Tiste Edur closed on the Atri-Preda.
"What are you doing?" he demanded. "The K’risnan is coming – he’ll slap this gnat down—"
"When he does,’ she snarled, pulling back, "we’ll be happy to regroup!" The Edur unsheathed his cutlass.
"Call them into battle, Atri-Preda – or I’ll cut you down right here!" She hesitated. To their right, the other Tiste Edur had rushed forward and now engaged the White Crow. The swords howled, a sound so filled with glee that Hayenar’s blood turned to ice. She shook her head, watching, as did the warrior confronting her, as the White Crow carved his way through the Merude in a maelstrom of severed limbs, decapitations and disembowelling slashes that sent bodies reeling away."
-Reapers Gale, pg. 73-74
Finally, Silchas can transform into a gigantic dragon form with a breath weapons powerful enough to knock a Skykeep out of the air.
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Dragon Silchas |
Defensive: Magical defenses. Although Silchas is quite arrogant and has been caught with his defenses down in the past (most notably by the Malazans)
Shadowthrone and Cotillion
Training/Experience: 8
Mobility: 10
Max Range: Several Hundred Meters for Shadowthrone. Melee for Cotillion
Preferred Range: Non-Combatants
Primary Roles: Strategic Support (Schemers)
Secondary Roles: Tactical Support (Magic and Assassination)
The puppet masters of the series, Shadowthrone and Cotillion, also known as Kellanved and Dancer, are the founders of the Malazan Empire and current rulers of Meanas. While typically seen as nefarious, self-interested schemers, their plots, in reality, are often to the benefit of rest of the setting. They helped coordinate the rescue of the Gate of Darkness from the storm of Chaos pursuing it, let Tavore Paran know of the plight of the Crippled God and the threat it posed to the rest of the world, and others still. Shadowthrone's schemes, in particular, are vast, interweaving, and so complex that other characters often have to question whether he's a genius or insane.
While their individual powers are impressive, their main role in a campaign will likely be as it was in the series; manipulating events from behind the scenes via agents and magic to ensure the best possible outcomes for themselves. And everyone else of course.
=LOADOUT=
Offensive: Shadowthrone is a powerful mage, considered one of the strongest in the Malazan Empire even before his Ascension. He doesn't have many direct feats, but was implied to have personally triggered an earthquake powerful enough to destroy an entire fortress. He should be considered to be a master of shadow and illusion magic.
Cotillion is an exemplary assassin. Fighting at FTE speeds, he wields a longknife and his namesake magical rope that seems to move with a mind of its own. This rope can punch and rip through bodies with ease, taking heads, puncturing eye sockets, and really making me wonder what hardware store Cotillion shops at. He's also a master Shadowdancer, who via scaling to Aspalar can kill 300+ plus people in at worst a few minutes while Shadowdancing. He is also fond of possessing other Shadowdancers to increase their prowess, although only in rare circumstances.
“And a fifth figure was among the four Edur sorcerers now, grey-clad, gloved, face hidden in a rough hood. In its hands, a rope, that seemed to writhe with a life of its own. Cutter saw it snap out to strike a sorcerer in one eye, and when the rope whipped back out, a stream of blood and minced brains followed. The sorcerer’s magic winked out and the Edur toppled. The rope was too fast to follow, as its wielder moved among the three remaining mages, but in its twisting wake a head tumbled from shoulders, intestines spilled out from a gaping rip, and whatever felled the last sorcerer happened in a blur that left no obvious result, except that the Edur was dead before he hit the ground. There were shouts from the Edur warriors, and they converged from both sides. It was then that the screams began. The rope lashed out from Cotillion’s right hand; a long-knife was in his left, seeming to do little but lick and touch everyone it came close to— but the result was devastating. The air was a mist of suspended blood around the patron god of assassins, and before Cutter drew his fourth breath since the battle began, it was over, and around Cotillion there was naught but corpses.”
-House of Chains, pg. 348
Finally, Shadowthrone and Cotillion command the Hounds of Shadow, at least one or two of which accompany typically accompany them when they venture from their Warren. They may also send all the Hounds at once to attack valuable targets. See Yedan's profile for relevant Hound feats.
Defensive: Standard magical defenses and illusions.
Hood's Fourteen
Training/Experience: 10
Mobility: 10
Maximum Range: Miles for Hood. Several Hundred Meters for the Fourteen
Preferred Range: Melee
Primary Role: Tactical Support (Mass Destruction, Magic, Melee)
The "orcs" of the setting, Jaghut are a Founding Elder Race. Standing considerably taller and broader than humans, Jaghut have greenish-gray skin and two long tusks that protrude from their lower jaw and can be used, in an uncommon case, as melee weapons. An uncommon case because Jaghut are famously pacifistic and isolationist. They prefer their own company to that of anyone else, believing instead in what another character likened to "solitudinal anarchism." Community, in Jaghut eyes, can lead only to the domination of others by the strong. So, despite having the power to control the world, they chose to remain in small groups of their closest family and friends. Not all Jaghut shared this view, leading to Jaghut Tyrants' rise described in the T'lan Imass overview. The Jaghut's solitary nature proved to be their undoing in their wars against the Imass, as individual Jaghut could only call upon extended families for support. So despite their vast, magical power, the Jaghut were hopelessly outnumbered. Driven to near extinction, the remaining Jaghut mainly live in total isolation in heavily warded areas, always with the threat of T'lan Imass at their backs.
Not all Jaghut live so anonymously however. Hood was once a mortal Jaghut who, after the brutal murder of his wife, declared war on the very concept of death itself. This conflict's exact nature is unknown, but it included Hood's Fourteen, fourteen elite Jaghut warriors. Participating in this mad war, the fourteen suffered some unknown betrayal by Hood, but it likely relates to The Fourteen becoming undead. While Hood was successful in his crusade, taking the Throne of Death from its former owner came with the ensuing responsibilities. Hood became the new God of Death.
Despite being the god of death, Hood would have an increasing role in the affairs of the living. Like Shadowthrone and Cotillion above, Hood frequently worked with the world's deities to maintain balance among the divine powers. However, his most significant contribution came in Toll the Hounds, where he sacrificed himself to Anomander Rake's sword, Dragnipur. This transported Hood's soul into the blade, which allowed him to summon a monstrous army of dead souls-an army of everyone whose souls had passed into Hood's realm-into Dragnipur's Warren. This army of the dead held off the encroaching Chaos Storm that threatened to consume the entire Warren long enough for Rake to convince Mother Dark herself to intervene. With Caladan Brood breaking the weapon at the end of the novel, Hood's soul returned to the world as he left his position on the Throne of Death.
During the events of Dust of Dreams, several characters would encounter Hood's old comrades, The Fourteen Undead Jaghut, as they wandered the Letherii Wastelands. Doing a favor to the Guardians of Hood's Gate (now the newly ascended Bridgeburners), they saved Destriant Kalyth and her K'Chain Che'Malle guardians from K'Chain Nah'ruk. Later, they journeyed to the Ice Throne, where they came upon the entombed body of Hood, who had preserved his body before his soul ascended. With his soul freed from Dragnipur, Hood returned to his body. Arising from the throne, Hood knelt and told the Fourteen that he sought "penance" for his betrayal in the ancient past. The Fourteen warriors decided to forgive Hood, and so he rejoined the Fourteen as, again, their commander.
Hood and his fourteen would participate in the war against the Forkrul Assail althlough their involvement would come as a surprise to most involved. Hood's Fourteen fought alongside their race's old enemy, the T'lan Imass, while Hood himself froze the Bay of Kolanse, destroying the Assail naval forces. Arriving at the top of The Spire, Hood secured the Heart of the Crippled God by slaying its guardian, Sister Reverence. The Fourteen and their commander were bathed in the restorative blood on Fener, restoring them to life alongside the T'lan Imass. After the fighting was all over, the eleven surviving Jaghut and Hood stood honored the Imass fallen, a sollom affair...until the Bonehunter mascot, a lapdog named Roach, chose the moment to 'annoit' Hood's leg. The Jaghut roared with laughter while Hood mused: 'This is why Jaghut chose to live alone.'
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Offensive: Jaghut are enormously powerful mages, even on average. Their Warren is Otomose Phellack, the Elder Warren of Ice, representing not just ice and cold but also the concepts of stasis and order. It will not only simply freeze whatever it comes in contact but stop it on a metaphysical level. This includes concepts such as time and death itself, as seen with Gothos' Letherii ritual. While doubtlessly a very high-end example, this spell prevented time from progressing naturally within the continent's borders while keeping the dead's souls from naturally passing on. This would not be particularly useful in a campaign but demonstrates how Otomose Phellack functions. On a more helpful level Otomose Phellack can stop on the concept of corruption and sickness, as seen when the Pannion Seer was able to cool and stop the infection Burn suffered at the hands of The Crippled God.
The Fourteen are all apparently powerful sorcerers, capable of defeating a group of around fifty K'Chain Nah'ruk. Their magical attacks hit with enough force and cold to burst flesh, send frozen chunks flying through the air, and shake the ground. Hood is one of the strongest Jaghut mages in the series, capable of freezing over the entire Bay of Kolanse from the bottom up, creating "mountains" of ice that reached the top of the Spire. While we don't know precisely how wide or deep Kolanse Bay is, it is at least large enough to accommodate a fleet of warships (at least 60, likely many more).
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Map of Kolanse, (without a scale unfortunately) with the bay on the eastern coast. For a better reference see the world map with the Bay of Kolanse being the indent next to Kolanse City. |
"A frigid blast of air swept up around her and Sister Reverence turned from the battle below. Facing into that icy wind, she made her way across the platform to the side looking out over the sea.
What she saw stunned her.
Kolanse Bay was filling with ice. Mountains, glowing emerald and sapphire, were rising up from the depths, and as she stared she saw the churning water bleach white, saw every wave freeze solid. The Perish ships, which had been broken and smashed and swallowed by the sea, had now reappeared, the wreckage sealed in ice – and there were more ships, ones long buried in the silts of the sea bottom, heaving to the surface. Directly below, the sheltered Kolansii galleys and triremes, now locked in ice, began to shatter, hulls collapsing. The sound of that destruction, rising up to where she stood, was a chorus of detonations, as of trees battered down by winds.
The entire bay was now solid ice, the surface a crazed landscape of jagged translucent crags, welling fissures, and flat sweeps of dirty snow. Mists poured from it in roiling clouds. And, with the voice of grinding mountains, it had begun lifting higher, tilting, the nearest end reaching upwards. The mole and breakwaters of the harbour directly below were suddenly obliterated, torn and crushed to rubble – and as the ice shifted, reaching the base of the Spire, Sister Reverence felt the stone tremble beneath her feet."
-The Crippled God, pg. 753
For melee combat, The Fourteen are veritable walking armories. Seven of them carry swords - long, narrow, and forged of blued steel. Two others have heavy, single-edged axes as well as round shields covered in hides. Three carry broad-headed spears sheathed in iron, while the final two wield slings. Jaghut are much stronger than humans, able to contend with Forkrul Assail up close. Hood wields no weapons but is enormously strong, even by the standards of his species. He ragdolls Forkrul Assail, like they're Loki, and he's the Hulk.
Hood advanced on the Forkrul Assail even as she was turning towards the dog. When she saw him, she cried out, took a step back.
He closed.
Her left fist snapped out but he caught it one-handed, crushed both wrist bones.
She screamed.
The Jaghut then reversed his grip on that wrist and added his other hand. With a savage lunge he whirled her off her feet, slammed her body down on the stone. Yelping, the dog backed away. But Hood was not yet done with her. He swung her up again, spun and once more hammered her on to the stone.
"I have had," the Jaghut roared, and into the air she went again, and down once more,
"enough" – with a sob the crushed, broken body was yanked from the ground again –
"of—
"your—
"justice!"
-The Crippled God, pg. 779
Defensive: Blackened scale, chain, and leather armor for The Fourteen. Nothing for Hood, although he and the others all have undead durability and potent magical defenses.
*Note*: Hood at the point we're using him from no longer commands the Throne of Death, meaning he can't manipulate souls or the dead. As many of the forces here originate from an earlier point in the series, we'll assume that Hood's Path mages will function the same. The realm of death still operates the same after Hood's departure, after all.
Lady Envy and her Companions
Training/Experience: Varies
Mobility: Varies
Max Range: Varies
Preferred Range: Varies
Envy: Lady Envy is one of daughters of Draconus, an Elder God and one of the most powerful figures in the Malazan world. She and her sister, Spite, were born of union between Draconus and the Tiste Edur Ascendent Sheltatha Lore, which apparently caused quite a bit of a stir in the Ascendent community, to the point where Shelatha’s sisters imprisoned her in an Azath house for daring to have children with an outsider. Whether or not Draconus gave his daughters their names based on their personalities, or whether their personalities grew to fit their names is unknown. Draconus was apparently concerned enough about his daughters’ natures and their immense power though that he used magic to ensure that Envy and Spite would forever be at odds with one another and unable to unite against him. Envy returned her father’s love during his fight with Anomander Rake, where she chose to remain on the sidelines rather than help her father, allowing Rake to kill Draconus with his own sword. Although she and Rake were lovers at the time, she proved true to her name choosing to abandon Rake after he claimed her father’s sword, Dragnipur, for himself.
The Seguleh: Many thousands of years ago, the city of Darujhistan was ruled by an extremely powerful being known only as the Tyrant. Seeking to create an unstoppable army to serve as his conquers and servants, the Tyrant created the Seguleh. The best way to describe the Seguleh is as walking swords. While they are not apparently biologically any different from regular humans, something in the Tyrant’s creation changed them, making them more potent with a sword than virtually any other people in the world. The Tyrant used the Seguleh to conquer much of continent, including pushing out the Moranth from many of their colonies, creating a rivalry between the two peoples that lasts to the present day. Following the Tyrant’s defeat, the banished Seguleh retreated to an island on Genabackis’ western coast.
While the Seuleh’s history with the Tyrant is lost to them, their martial skill are not. Seguleh society is a hierarchy exclusively based on the martial prowess of the individual. All Seguleh who successfully survive to adulthood don a mask with a number of markings signifying their position within the Seguleh hierarchy. Their overall commander was the Seguleh First and he had no marks on his mask, the Seguleh Second was second-in-command with one mark on his mask, and so on. In order to advance within the society, a warrior of a lesser rank had to defeat a Seguleh warrior of a higher rank, in single combat, thus acquiring that warrior's position within the society. The 1,000 highest ranked Seguleh are known as the Agatii. A high ranking Seguleh can take the role of Yovenai, which roughly translated to some combination of patron, commander, and teacher.
The Seguleh see fighting as "a form of religious dedication and expression." They are committed to perfection of form and technique. At the highest level, duels could be fought without bloodshed, the winner to be determined based on a judging body's appraisal of speed, technique, and execution. To question the judge's ruling was to risk being expelled from the martial order.
The Seguleh rarely speak, communicating instead via body language. Seguleh of a lower rank are required to act humbly and to be servile towards members of higher rank, lest the former provoke a disciplinary attack by the latter. If a lower ranking warrior wishes to challenge one of higher rank, he could do so by acting superior towards the one whom he wished to challenge, such as maintaining eye contact. When encountering non-Seguleh, verbal communication is handled by the lowest ranking member present and was considered a shameful act. If an outsider attacked or merely possessed a weapon in a Seguleh's presence they would be slain, regardless of whether they were aware of Seguleh custom. If an outsider is able to defeat a Seguleh, they gained their opponent's rank just as if they had been a Seguleh themselves and are subject to the same right of challenge.
Prior to the beginning of the Pannion War, priests from the Pannion Domin arrived on the Seguleh’s island trying to convert them to the worship of the Pannion Seer. The Seguleh weren’t interested in being converted, but were considerably more interested by the Domin’s threats to send an army to their island to convert them by force. Deciding to give the Domin a taste of what their invasion could expect, the Seguleh sent a “punitive army” of three, led by the third ranked Seguleh, Mok, to invade the Domin. Shortly after arriving in the Domin though the Seguleh were found by Lady Envy, and after trying to attack her, were enslaved by her magic. She was also joined by the Malazan scout Toc the Younger, Onos T’oolan, the T’lan Ay Baaljaag (who was possessed by the wolf god Fanderay), and a hellhound like creature named Garath. This small group was tasked by the Elder god K’rul with splitting the Pannion forces to allow the Malazans and Brood’s Host to strike from the other side. Although Toc abandoned the group a short time later in an attempt the reunite with his fellow Malazans he was imprisoned by Pannion Seer. With the group now having a personal stake in taking down the Domin, Envy and her half-dozen companions rampaged across the country, defeating several Pannion armies on their own before finally linking up with the Malazans laying siege to the Pannion capital, helping them defeat the Pannion forces.
=LOADOUT=
Offensive: Lady Envy is one of the strongest sorcerers in the setting, although what warren she uses is unknown. Her magic is incredibly potent however, capable of killing hundreds at a time through magical blasts, or in a more subtle spell, causally killing twenty Pannion warriors instantly with a spell that split their skin open. Her magic is also powerful enough to mess with other mages, stripping their power from them to leave them defenseless. She is strong enough to match her sister, Spite in a magical duel.
"Moments before this eruption, Spite, still facing the estate of her venal bitch of a sister, reached a decision. And so she raised her perfectly manicured hands, up before her face, and closed them into fists. Then watched as a deeper blot of darkness formed over the estate, swelling ever larger until blood-red cracks appeared in the vast shapeless manifestation. In her mind, she was recalling a scene from millennia past, a blasted landscape of enormous craters – the fall of the Crippled God, obliterating what had been a thriving civilization, leaving nothing but ashes and those craters in which magma roiled, spitting noxious gases that swirled high into the air. The ancient scene was so vivid in her mind that she could scoop out one of those craters, half a mountain’s weight of magma, slap it into she could just…let go. The mass descended in a blur. The estate vanished – as did those nearest to it – and as a wave of scalding heat swept over Spite, followed by a wall of lava thrashing across the street and straight for her, she realized, with a faint squeal, that she too was standing far too close. Ancient sorceries were messy, difficult to judge, harder yet to control. She’d let her eponymous tendencies affect her judgement. Again. Undignified flight was the only option for survival, and as she raced up the alley she saw, standing thirty paces ahead, at the passageway’s mouth, a figure...
"Lady Envy had watched the conjuration at first with curiosity, then admiration, and then awe, and finally in raging jealousy. That spitting cow always did things better! Even so, as she watched her twin sister bleating and scrambling mere steps ahead of the gushing lava flow, she allowed herself a most pitiless smile. Then released a seething wave of magic straight into her sister’s slightly prettier face. Spite never thought ahead. A perennial problem, a permanent flaw – that she hadn’t killed herself long ago was due only to Envy’s explicit but casual-seeming indifference. But now, if the cow really wanted to take her on, at last, to bring an end to all this, well, that was just dandy. As her sister’s nasty magic engulfed her, Spite did the only thing she could do under the circumstances. She let loose everything she had in a counter-attack. Power roared out from her, clashed and then warred with Envy’s own. They stood, not twenty paces apart, and the space between them raged like the heart of a volcano. Cobbles blistered bright red and melted away. Stone and brick walls rippled and sagged. Faint voices shrieked. Slate tiles pitched down into the maelstrom as roofs tilted hard over on both sides. Needless to say, neither woman heard a distant gate disintegrate, nor saw the fireball that followed, billowing high into the night. They did not even feel the thunderous reverberations rippling out beneath the streets, the ones that came from the concussions of subterranean gas chambers igniting one after another. No, Spite and Envy had other things on their minds."
The Seguleh are as mentioned in Rake's profile, all superhumanly skilled swordsmen, able to to regularly fight against foes that would overwhelm even the best real-world swordsmen, such as inhumanly quick K'ell Hunters or T'lan Imass warriors. Even children Seguleh can slaughter trained soliders with ease, and the highest ranked Seguleh are often literal one-person armies.To put this in context, just three Seguleh were considered a "punitive army" by the rest of their people, and an army 400 of them were capable of essentially destroying a 30,000 strong force on their own while fighting on a flat plain, with nothing but their swords . Swordfighting in Seguleh culture relies heavily on speed and precision strikes. designed to target the weak-points in human anatomy to kill as quickly and efficiently as possible. Here's an example of Rell, a top-tier Seguleh (but not as good as Mok), demonstrating his skills against human enemies.
"True to his promise, Rell held the door. Hurl was astonished by his form, speed and, most of all, his ruthless surgical efficiency. He seemed to have been trained exactly how to cut for maximum disabling or plain maiming power. Men fell gushing blood from severed thigh arteries, inner arms slashed, necks slit, disembowelled and eviscerated like fish. Hurl found it terrifying to watch; it was more a slaughter than a fight. Blood painted the bright white marble steps black. She wondered if it would ever be scrubbed away. Sunny merely stepped in now and then when some wounded fool tried to crawl closer for a jab. All the while she stood behind Rell, a cussor raised in one hand, with a look in her eye that she hoped promised utter annihilation the moment Rell should fall. She liked to think that put a bit of hesitation into their limbs. In any case, the siege ended with a furious yell from Orlat. The men backed off and Hurl did a quick head-count. Twenty-nine men still standing. Rell had put out of action or outright slain over twenty-one men. Astounding."
-Return of the Crimson Guard pg. 142
Even when fighting against monstrous foes, the Seguleh can easily cut them down to size, as they effortlessly demonstrated against a Kell Hunter.
"The K’Chain Che’Malle was blurred lightning as it plunged among the three brothers. The Seguleh were faster. Senu and Thurule had already moved past the creature, throwing savage, unerring blows behind them without turning, sliding effortlessly like snakes to avoid the hunter’s whipping tail. Mok, standing directly in front of the creature, had not backed up a step. The beast’s huge arms flew past to either side of the Third – both severed at the shoulder joint by the flanking brothers in their single pass. Mok’s swords darted upward, stabbed, cut, twisted, hooked then withdrew with the hunter’s massive head balanced on the tips for the briefest of moments before the Third flung its blade-bending weight aside and leapt to the right, barely avoiding the decapitated body’s forward pitch. The K’Chain Che’Malle thundered as it struck the ground, legs kicking and tail thrashing. Then its movements ceased."
-Memories of Ice pg. 285-286
The primary drawback to the Seguleh's swordfighting is that their technique sacrifices power for precision, with the Crimson Guardsmen Iron Bars describing the Seguleh strikes as more surgical touches than actual blows.
Garath can grow comparable in size to a Hound of Shadow, while Baaljaag is a T'lan Ay of considerable strength, capable of smashing through arm-length thick stone walls.
Together these six (plus Tool) were capable of routing entire Pannion armies numbering in the thousands on their own (including cavalry, missle, and magic support), and can fight surprisingly well in a group.
"The workers swarmed over the nascent battlements of the approach, dust- and dirt-smeared figures lit demonic in the firelight. Stumbling in the wake of the Urdo’s warhorse, Toc studied their frenzied efforts with jaded detachment Stone, earth and wood were meager obstacles to Lady Envy’s sorcery, which he’d seen unleashed at Bastion. As in legends of old, hers was a power that rolled in broad waves, stripping the life from all it swept over, devouring rank upon rank, street by street, leaving bodies piled in their hundreds. She was, he reminded himself with something like fierce pride, the daughter of Draconus – an Elder God. The Pannion Seer had thrown sorcerors in her path, he’d heard since, yet they fared little better. She shrugged aside their efforts, decimated their powers, then left them to Garath or Baaljagg. K’Chain Che’Malle sought to reach her, only to wither beneath an onslaught of sorcery. The dog that was Garath made sport of those that eluded Lady Envy, usually working alone but sometimes in tandem with Baaljagg. Both were quicker than the undead hunters, it was said, and far smarter. Three pitched battles had occurred, in which legions of Pannion Betaklites, supported by the mounted Betakullid and by Scalandi skirmishers, as well as the Domin equivalent of Mage Cadres, had engaged their handful of enemies as they would an opposing army. From these battles arose the whispered tales of the T’lan Imass – a creature of which the Pannions had no knowledge and had come to call Stonesword – and the Seguleh, two in the first two battles, but a third appearing for the last one. Stonesword would hold one flank, the Seguleh the opposite flank. Lady Envy stood at the centre, whilst Garath and Baaljagg flowed like ragged capes of darkness wheresoever they pleased. Three engagements, three broken armies, thousands dead, the rest attempting to flee but always caught by Lady Envy’s relentless wrath."
-Memories of Ice pg. 372-373
Defensive: Lady Envy is a skilled healer, and possesses some considerable durability on top of that, able to survive standing in knee-high pools of lava.
The Seguleh wear some light, leather armor, but mostly prefer to rely on their speed and swordmanship for defense.
Garath is presumably as tough as a Hound of Shadow. Garath is as tough as your average T'lan Ay.
=ADDITIONAL FACTORS=
Envy is easily bored by the affairs of mortals, and may just decide to ignore any battle entirely unless given the proper incentive (i.e. threats from Rake or Brood).
In battle, the Seguleh will likely seek out enemy champions to duel.
Gruntle
Training/Experience: 4
Mobility: 4 (7 as a giant tiger)
Max Range: Melee
Preferred Range: Melee
Primary Role: Tactical Support (Melee)
Secondary Role: Tactical Commander
A former caravan guard, Gruntle was tasked with transporting the mysterious merchant Keruli to the city of Capustan. Unfortunately for him and his companions, the forces of the Pannion Domin were closing in on the city, and his caravan was attacked by several undead K'ell hunters, who killing his friend and fellow caravan guard Harrllo, and left Gruntle nearly at Hood's Gate. Despite being healed when they reached Capustan, Gruntle fell into a deep melancholy, beginning to drown his sorrows in a bottle even as Capustan was besieged. Initially believing that Capustan wasn't his fight, Gruntle's attitude was changed when his other companion, Stonny, was raped by one of the Pannion soldiers. Entering a rage, Gruntle immediately organized a ramshackle militia from the cities' inhabitants, and after convincing one of the refugee camps to join them, Gruntle and his militia engaged the Pannion forces in brutal street-to-street fighting, cutting them down wherever they went.
Unbeknownst to Gruntle however was that their were massive changes taking place in High House War that he would play a role in. The previous God of War, Fener, had been drawn into the mortal world, leaving him vulnerable. This coincided with the ascension of Trake, the Tiger of Summer and the Lord of Battle, who would take the now weakened Fener's role of the premier God of War. Trake selected Gruntle as his Mortal Sword (a mortal champion). Physical changes began to overcome Gruntle; he gained tiger-stripe like markings all over his body, and began to move and think with the mind of a tiger.
Gruntle and his militia manged to hold out in an abandoned tenement building until the arrival of the Malazan and Barghast armies drove the Pannion forces from the city. Following the cities' liberation, Gruntle took his newly christened "Trake's Legion" to aid in bringing the death blow to the Pannion Domin. Following the battle Gruntle returned to his position as a caravan guard, finding he was ill-suited as a god's weapon of war.
=LOADOUT=
Offensive: Gruntle wields two Garobi cutlasses into battle. Gruntle is a very skilled fighter, able to fight his way through a horde of Tenescowri with only a minimal amount of backup. The blessings given to him by Trake increase his physical abilities to the point where he can cut even heavily armored warriors to literally pieces, and fight without tiring for long periods of time. He has complete spatial control over his muscles, allowing him to move with absolute silence if he wishes, making even the sound and movement of his breath undetectable. He also posses eyesight vastly superior to any human, able to detect the even the smallest motions in his peripheral vision. The longer Gruntle fights, his body will start to shift into its tiger form as Trake takes over. Unlike the rest of Trake's Legion, Gruntle does not need to merge to enter his soltaken form.
"Gruntle’s iron fangs were blunt, nicked and gouged. They had become ragged clubs in his hands. He commanded the main hallway and was slowly, methodically creating barricades of cooling flesh and broken bone. No weariness weighed down his arms or dulled. his acuity. His breathing remained steady, only slightly deeper than usual. His forearms showed a strange pattern of blood stains, barbed and striped, the blood blackening and seeming to seep into his skin. He was indifferent to it. There were Seerdomin, scattered here and there within the human tide of Tenescowri. Probably pulled along without volition. Gruntle cut down peasants in order to close with them. It was his only desire. To close with them. To kill them. The rest was chaff, irritating, getting in the way. Impediments to what he wanted."
-Memories of Ice, 480
Defensive: A scale mail hauberk. Gruntle possess a potent healing factor courtesy of Trake, who will heal his servant of all but the most grievous injuries. During a battle with a Shi'Gal assassin, the winged killer dropped Gruntle from a thousand feet in the air and he survived. If Gruntle sustains too much damage however, Trake will abandon Gruntle to die of his injuries.
Itkovian
Training/Experience: 5
Mobility: 7
Max Range: Melee
Preferred Range: Melee
Primary Role: Strategic Support (Magical)
Secondary Roles: Tactical Commander, Tactical Support (Melee)
"The first peasant came within range. Itkovian swung his sword, watched a head spin away from its body, watched as the body shivered and twitched before crumpling. His horse lashed out its hind hooves, connecting with crunching thumps, then the animal righted itself and reared, iron-shod front hooves kicking and clawing, dragging a screaming woman down. Another Tenescowri leapt to grab one of the horse’s front legs. Itkovian leaned forward and drove his sword against the man’s lower back, cutting deep enough to sever his spine. His horse spun, the leg flinging the corpse away. Head snapped forward, teeth cracking down on a peasant’s hair-matted pate, punching through bone to pull back with a mouthful of hair and skull.
Hands clawed against Itkovian’s thigh on his shield side. He twisted, swung down across his mount’s withers. The blade chopped through muscle and clavicle. Blood and meat reeled away. His horse kicked again. Bit and stamped and whirled, but hands and pressure and weight were on all sides now. Itkovian’s sword flashed, whipped blindly yet never failed to find a target. Someone climbed up onto the horse’s rump behind him. He arched his back, gauntleted hand swinging up over his own head, point driving downward behind him. He felt the edge slice its way through skin and flesh, skitter along ribs, then punch down into lower belly. A flood of bile and blood slicked the back of his saddle. The figure slid away.
He snapped a command and the horse ducked its head. Itkovian swung his weapon in a sweeping, horizontal slash. Cutting, glancing contact stuttered its entire path. His mount pivoted and the Shield Anvil reversed the slash. Spun again, and Itkovian whipped the sword again. Man and beast turned in a full circle in this fashion, a circle delivering dreadful wounds."
Ryllandaras
Training/Experience: 10
Mobility: 7
Max Range: Melee
Preferred Range: Melee
Primary Role: Tactical Support (Melee)
Many thousands of years ago, humanity became ascendant in the Malazan world with the creation of the First Empire, the first empire controlled by humans. The people of the First Empire grew arrogant towards nature, believing their civilization put them above the animals they exploited. The Emperor and founder of the First Empire, Dessimbelackis, sought to teach his people a lesson. He performed a ritual that would merge men and beasts, ensuring humans would never be able to forget their true natures. Fusing human and animal together created soltaken (humans with the ability to shapeshift into a large animal form) and d'ivers (humans with the ability to split their souls into a group of the same animal, all sharing the same intelligence). However, the process caused many shapeshifters to go mad, plunging the First Empire into chaos. Stepping in to clean up the mess their descendants had caused, the T'lan Imass did what T'lan Imass do best and began slaughtering the newly born shapeshifters. Those that escaped the massacres would become known as the First Heroes, legends among the current human nations of the world. Among the First Heroes is Ryllandaras, the man-eating White Jackal.
Ryllandaras has been a scourge to Quon Tali for centuries, making the Seti Plains impassible save for those who were willing to worship him as a god (the Seti and, in particular, the White Jackal warrior society). He and his followers were why the city of Li Heng chose to construct the massive walls that leave the rest of the content in awe. Ryllandaras has a seemingly unique ability to split his shapeshifted shelf into both a d'ivers and soltaken form. It's been speculated that this allows him to retain his intelligence, having cordoned off the insanity that struck the other shapeshifters into the form of a monstrous man-jackal, the beast that stalks the Seti Plains. His D'ivers form is a varying number of wolves or jackals that show far more intelligence and caution than the man-jackal.
While accounts vary, the Soltaken form of Ryllandaras was imprisoned under his hated city of Li Heng sometime around the beginning of the Malazan conquests. Some characters speculate he was kept around by Kellanved as a wildcard against his enemies. Deep below the city's temple, in a well blocked by several magically enchanted barriers, Ryllandaras waited. His release long foretold by the Seti, he was unleashed by the Malazan defenders of Li Heng as they were besieged by the Talian League. Trapped between two of Heng's walls, the Talian forces were easy pickings for the man-jackal. Remembering his old feud against Heng, the Talian commander, Choss, destroyed the last of Li Heng's walls. He correctly predicted that Ryllandaras would choose to target Heng rather than them. Turning his attention to the city's defenders, Ryllandaras was confronted by Li Heng's champion, a renegade Seguleh named Rell. After a fierce battle, the man-jackal was driven off by Moranth Munitions. Returning to the Seti Plains, Ryllandaras turned his attention to easier targets. As armies descended on the fields outside of Heng, Ryllandaras began slaughtering isolated military companies and butchered hundreds of recuperating soldiers in an Imperial field hospital. He even turned on his devout Seti as they foolishly sought his favor.
Following the end of the battle, the Malazans, including an elite group of champions, hunted down Ryllandaras. While several of them fell during this vicious confrontation, they were ultimately able to drive the man-jackal through a magical gate, where he disappeared to parts unknown.
=LOADOUT=
Offensive: Ryllandaras is a literal monster in close combat. Standing three times the height of a man (twice the height with his typical slouch) with unnaturally long arms, his weapons are claws, and teeth set in a mouth larger than a horse's head. Described as moving like a blur to normal humans, Ryllandaras can rend iron chainmail, break a man's ribs with a single hit, or shatter wooden shields. Like all Soltaken, Ryllandaras' teeth and claws are highly infectious. Those suffering a wound from him and not long for the world.
"So fascinated was Hurl that she’d forgotten the battle. Six men now closed upon the beast. Roaring his outrage, Ryllandaras swept his long muscled arms to throw them aside. But none fell. His blows slid from firm broad shields, met sharp iron. Rearing once again, he hammered Temp down with a swipe of one long arm. He bent down to snatch the stunned man in his maw, larger than a horse’s head, but Braven Tooth was there to cover Temp. He wielded a great two-handed blade with which he deflected raking swings from Ryllandaras. Incredibly, Temp stood once more, shook the shattered ruins of the shield from his arm, drawing a second weapon. The Seti warrior, Sweetgrass, charged in next, slicing savagely, bellowing his own challenge. He leapt in against Ryllandaras’s leading leg – a hamstring! But the monster kicked him away; Hurl could almost hear the ribs breaking from where she stood. Remembering herself, Hurl looked down to the sharper in her hand. She almost laughed at its puniness. No! This won’t do at all…she started down the gentle slope while fishing for a cussor.
Behind Ryllandaras, surrounding the fire, a rippling in the night now grew where Liss danced. Hurl squinted. What was this? The ritual? For what? But her thoughts flew at the sight of Ryllandaras suddenly straightening with Urko on his back. She almost dropped the cussor to leap her triumph – who would have thought it possible, but who else could have achieved such a thing? The old commander had slid one cabled arm under the beast’s jaws. The monster bellowed hoarsely, clawed at the man. The others charged in swinging, thrusting. And Ryllandaras gagged. His blazing carmine eyes rolled. He fell to his knees, then one taloned, misshapen hand. Urko’s face was contorted black in effort, one fist closed at his opposite elbow, yanking, crushing. Ryllandaras was gasping for breath. Hurl could not believe what she was seeing; was this possible? The man-jackal, Quon’s curse, brother to Treach, strangled by a mere man? She’d heard stories of Urko, of course – the man’s feats were legendary, yet Ryllandaras seemed a force of nature.
A wide rake from the man-jackal sent the rest of the men staggering backwards. He reached up behind his head, talons tearing, grasped hold and yanked. Urko was thrown flying overhead, spinning, to disappear into the dark. Hurl heard the crunch of his fall. Howling his own rage, Amaron charged. A massive blow gouged the man-jackal’s side, sending him backwards one step, but the beast captured the weapon and slashed talons in a backhanded swipe across the big man’s front that threw him spinning in a dance of torn mail and sheeting blood that stained the trampled grass wet. Hurl continued to close. Now she could hear their laboured gasping breaths, grunts of pain. Though it appeared to her that Ryllandaras would slaughter them all, the beast tried to dash away then, only to meet Rell who fended him back into the circle, blades rippling and flashing in the firelight. Braven Tooth completed the encirclement, aiding Rell. Ryllandaras whirled with his astonishing speed: his jaws slashed the man’s shoulder as he ducked, sending him stumbling backwards, bellowing his agony. Sweetgrass was up again; the man limped, hugged his chest, and his chin was dark with coughed-up blood but he closed, a long-knife in each hand.
And Liss emerged from behind the fire, beckoned to Ryllandaras’s back. The beast spun – alarmed, it seemed to Hurl. It slashed at Liss but she wavered away, teasing, just beyond reach. She seemed to ripple as if a heat mirage. The glimmering band of light encircling the bonfire now glowed a gold and crimson brighter than the flames. Ryllandaras flinched from the radiance, turned away to face the remaining men. Temp, a longsword in one hand and heavy parrying gauche in the other, held each out wide, hunching low. Rell stretched his arms as well, one of the twin longswords almost touching Temp’s blade. Sweetgrass also held his arms out, shuffling side to side.
Rearing back to his full massive height the monster opened its black-lipped jaws and loosed an infuriated eruption of frustrated blood-lust that stunned Hurl where she stood. It leapt upon Sweetgrass, hammering him to the ground, but Temp was there to bull him back like a man holding up a falling tower. A slash from Ryllandaras’s black talons raked the mail and banded armour from the man’s front and he fell to his knees. Rell lunged in, jabbing, thrusting, and the man-jackal yielded a step howling his agony. Its eyes rolled now, seeking escape, it seemed to Hurl. Rell pressed on, feet shuffling forward, blades dancing like liquid flame in the brilliance now bathing Ryllandaras’s back. The beast glanced behind, its eyes widened white all round. Rell lunged, one blade thrusting deep within the monster’s furred stomach. Shrieking, it tottered backwards, sent one last swipe across Rell, ripping the helm from his head and spinning him from his feet. The effort threw the beast back as well and it fell into the circle of rippling light to disappear."
-The Return of the Crimson Guard, Kindle Location 12834-12867
Defensive: While Ryllandaras' hide seemingly offers no defense against even basic weapons, he is incredibly tanky. While fighting Rell, Ryllandaras absorbed dozens of sword slashes and seemed little more than annoyed. Keep in mind lesser Seguleh have dismembered the almost T-Rex-sized K'ell Hunters with a single attack. On the other hand, Rell could not do anything more than superficial damage to Ryllandaras (until their final duel, that is). During his fight with the Malazan champions, he withstood being strangled by Urko Crust, who is strong enough to crush skulls with a single strike. The mage, Liss, speculated that Ryllandaras immortality is somehow tied to his association with the Seti Plains. As long as the Plains exist, so will he, although this is likely a no-limits-fallacy. Liss also implied that the soltaken form of Ryllandaras is also a d'ivers, which could also explain his immortality.
=ADDITIONAL FACTORS=
Ryllandaras is not an ally of the Malazans, rather a weapon they may decide to unleash on their enemies. As in the story, Ryllandaras should start out imprisoned underneath one of Malazan cities/fortifications to be released if they feel desperate. He sees everyone as a foe however, and would gladly attack Malazan forces if given a chance.
For all his bestial nature, Ryllandaras possesses the cunning of a predator and scavenger. He will mostly stick to the outskirts of a battle, attacking isolated troops or a deserted camp. He would not chance an enemy that appeared in force unless he has a particular hatred for them. He prefers to hunt at night.
ARMY X-FACTORS
Morale: 81/100-Desperate, often suicidal, last stands are common in the Malazan setting. Most of the armies here are known for fighting on despite massive odds or horrific losses, even those who aren't professional soldiers. They also generally are benefited from the "epic-fantasy-ness " of their world. The scale of their magic often kills dozens, if not hundreds of soldiers at once. Yet this rarely causes routs or surrenders on its own, even in such extreme cases as the Letherii regularly taking +50% casualties from magical barrages. The Malazans, in particular, are fanatical, with some of their forces needing to be killed to literally the last person.
The Elder Races are even superior to their younger counterparts in this area. The T'lan Imass and K'Chain Che'Malle are both collectively bound by a singular will (Tool and the Che'Malle hivemind, respectively) and cannot be broken unless their commanders are.
Army Intimidation: 59/100- Widely varies upon sub-factions. The humanoid armies of this alliance typically have fearsome in-universe reputations, with the Malazan marines in particular notable for having caused entire forces to rout with the threat of their presence alone. The Malazans and Letherii are both well aware of how to cow enemies into submission with powerful magic or fear-based spells. The Elder Races once again boost this score, with the T'lan Imass and K'Chain Che'Malle both having reputations as being monstrous killing machines. The Imass can appear seemingly out of thin air or beneath an opponent's very feet. The Che'Malle are giant, alien, and seemingly emotionless creatures that notably fight in complete silence.
Espionage: 79/100- Every sub-faction in this profile employs some form of espionage and assassination. The Letherii and Bolkondo and more subtle, while the Malazans and K'Chain are direct, but it's present in any case.
Disipline: 74/100- Varies wildly. The Malzans are the most disciplined of the mortal factions, able to deploy wordless communication and combat maneuvers through hand signals are sheer skill. The Barghast are by far the least disciplined group present, to the point where their march to the Siege of Coral was delayed by their warriors' incessant need to stop and fight duels. The elder races generally have superb discipline, especially the hive-minded K'Chain.
Cohesion: 56/100- Despite having been involved in fierce conflict a short time age, the basic soldiers of the Malazan Alliance got along very well with one another, the many years of war having forged mutual respect for one another rather than hatred. Whatever tensions exist among the basic troops seem relatively minor, such as the Mott Irregulars. Among leadership their are tensions however, as neither Brood or Kallor fully trusted the Malazans, and tensions between them actually led them to dividing their armies for a short time.
Logistics: 68/100- While the Malazans and most of Brood's forces require the same amount of resources that a largely human army would, they do possess a significant advantage in that they can transport all their necessary supplies via warren. This makes it nearly impossible to cut them off from their supply lines, as no other faction in this tournament has access to warren travel. The Malazans and Brood have also been known to enter contracts with the Trygalle Trade Guild, the most efficient (yet expensive) courier service on any continent, which transported supplies to the Malazan armies via warren both during the Pannion War and the Chain of Dogs. They can also use their warrens to preserve food supplies for far longer than than natural.
Blockade: 62/100
Agression: 65/100- The Malazans are primarily conquers, who prefer to fight aggressively whenever possible
Barghast
ADDITIONAL FACTORS
Reinforcement Rate and Overall Numbers*
*Note this is a mixture of speculation and evidence
The Malazan Empire
The Malazan wiki states that the Empire has a standing army of 100k, which they unfortunately don't cite where that's pulled from. The most concrete quote we have for Malazan numbers comes from Ganoes Paran, who claims that the Empire has a hundred legions at the time of Gardens of the Moon. Using this handy guide to the unit structure of the Malazan army, he can get a rough calculation for the number of soldiers.
The size of a Malazan squad varies from a handful to around a dozen, although the Malazan wiki claims that there's typically less than ten in a squad, which may reflect the Empire's manpower shortages. This seems to matchup up with what we see from the Malazan Army we see the most of, the 14th, in which the average number of soldiers per squad seems to be half-a-dozen, although Fiddler claims that his squad of of five (at the time) was undermanned, so let's bump that up a little to eight soldiers on average per squad.
The 14th army had twenty-four squads per company, so 8x24= 192 soldiers per company. The 10th Legion of the 14th had 9 companies, so 192x9= 1728 Soldiers per legion. Finally with the claim that Empire has 100 Legions, 1728x100=172,800 soldiers.
This is as noted above, largely speculation on my part, and relies on the assumption that the size of companies and legions are uniform, which they aren't. It largely jives with the depiction of the size of the Empire and the resources it has. In The Bonehunters for instance, Samar Dev states that Karsa's plan to exterminate civilization, which run up against tens of millions of people. While she was referring to more than the Malazan Empire here, the civilized lands that she would have knowledge of all have a Malazan presence. These being: Quon Tali, Seven Cities (plague devastated, but back under Malazan control as of Dev's statement), and Genabackis. The other continents are either isolated from the rest of the world due to Jaghut ice sheets (Lether, Jacuruku), or aggressively isolationist (Assail, Korel). Barring those, the significant "civilized" nations remaining are the Malazans, the Shal-Morzinn Empire, and the Kingdom of Nemil. Shal-Morzinn is also extremely isolationist, although given its contact with the rest of the continent Dev could perhaps at least speculate at its population.
Of those the Malazans are by far the largest, with most of their major cities not dipping below 50k. The capital of Unta has well over 100k. The Malazans also control several major cities in Genabackis, most notably Genabaris and Nathilog, which are said to rival the city of Darujhistan, which has between 250-500k depending on the season. Between all this, while the Malazans have a small military size relative to the overall span of their empire, they have vast reserves. Even in the Empire's later stages, when they were largely depleted of soldiers and the Seven Cities had been ravaged by plague, Laseen was still able to drum up an army fifty thousand strong. It's worth noting however that the more of its population Lasseen wants to enlist, the worse quality soldiers she's going to get. The 50k soldiers of the Quon Tali Rebellion had to have their ranks filled with militia for example. Laseen is also paranoid, and wouldn't want any one general to command too many soldiers. The main disadvantage they suffer from in this tournament is that the majority of the Seven Cities is in rebellion at this time, undercutting a significant source of their manpower.
The Moranth
The full numbers that the Moranth can call up are unknown. They control a fairly small amount of territory however. While their land seems quite fertile from what little we see of it, they would still be logistically limited to what they can sustain. This seems to match up with what we see in the series, in which the Moranth field auxiliary legions to aid the Malazans, but very rarely full armies themselves. If I would have to estimate, they could probably field armies in the mid-high10s of thousands, but not hundreds of thousands as the Malazans and Letherii can.
Brood's Host
Brood's Host had a force of 30k during the Pannion War. The forces that make up their armies likely aren't going to add much to this; The Tiste Andii are a stagnant race who probably don't number beyond the low 10s of thousands. The combined Rhivi nation can put about 20k on the field. The rest of Brood's Host is made up of small mercenary companies like the Barghast and the Mott Irregulars.
The White-Face Barghast
The combined White Face nation can put 70k warriors on the field. They also have solid population reserves, with the Letherii estimating that 500k Barghast arrived on their shores during the migration to Lether.
The Letherii Empire
Circa-Midnight Tides, the Letherii had an army 600k strong. It's worth stating that this seems to be their maximum number of soldiers spread out across a vast Empire, as they were never able to field 600k in one place. Given the massive logistical challenges of doing so, this is not surprising. Throughout the series however, the Letherii have suffered massive casualties, especially during their conquest by the Edur. How many soldiers they lost overall isn't confirmed, but seeing as they lost tens of thousands alone in their final battle, these were considerable. That said, let's see if we can try to estimate.
At the Battle of Brans Keep, the final conflict of the Edur Conquest, Udinaas estimates that the Letherii lost tens of thousands. We know that a full-strength Letherii Brigade is 3500, and a Battalion is 1750. At the Battle of Brans Keep, the Letherii had two Brigades and five Battalions. Let's assume for simplicities sake here and elsewhere, that these were all at full strength. In addition to the force of 10k auxiliaries that the Letherii dredged up, this brings us to 25,750 soldiers. Let's assume that virtually this entire force, so 25k were wiped out in this battle. The Edur also captured the settlements of, Trate, High Fort, Fort Shake, and Manse earlier in the war. We know there was a Battalion stationed at Trate, presumably wiped out when the Edur sacked the city, so that's another 1750 gone. We see the Battle of High Fort, and that goes as well for the Letherii as the Battle of Brans Keep. At that Fort, they had two Brigades, one Battalion, and an unknown number of soldiers from High Fort's garrison (let's say several hundred). So about 9k Letherii wiped out. Most of the Letherii abandoned Fort Shake in favor of defending High Fort, so it's unlikely they lost that many there. We don't know how many the Letherii lost at Manse.
So in the Edur Conquest, I estimate the Letherii lost about 36k, probably several thousand more to the disease and desertion that would undoubtedly follow from all the crazy shit Lether's experienced. Not to mention the tens of thousands of civilians that likely died. Note that these are purposefully high-end numbers.
They also lost 18k+ during their recent campaigns in the east between the Grey Swords, Awl, Bolkondo, and the Barghast, and probably thousands more to the Malazans. While the Letherii military was disorganized and demoralized by the time of Dust of Dreams, Tehol was willing to send 10k troops to escort the Bonehunters to Kolanse. This means they still can send not inconsiderable forces for what they thought at the time was a non-military action. I would estimate, purposefully rounding up casualties, that the Letherii have lost at least 70k in the recent years, perhaps more. These losses should still leave them with plenty of troops, but I should stress that the full strength of the Letherii army should be thought of as reserves. They're certainly not going to be deploying 100s of thousands in one place.
The Shake
The Shake have 10k.
The T'lan Imass
Between the three factions of Imass in this profile: Silverfox has about 30k and Tool has 8.6k. It's unknown how many of the Logros chose to remain loyal to Laseen, but she probably has the least amount, maybe a few thousand at best. All told there are around 40k T'lan Imass total. The only way to make new T'lan would be to replicate the ritual of Tellans, as the Crimson Guard accidentally did, although the T'lan Imass would be EXTREMELY opposed to this.
The K'Chain Che'Malle
In preparation for the battle with the Nah'ruk, Gunth'an Acyl spawned around 30k Che'Malle over an unprecedentedly short period. Over 15k of these were Ve'Gath, with the remaining 15k or so K'ell Hunters, which should give you an idea of the ratio of Che'Malle armies. However, this effort also broke her sanity and caused terrible pain. A Matron will typically only produce a couple hundred Che'Malle overall. It's not clarified however if this means in their entire lifetimes, or in the same period in which Gunth'an Acyl spawned her Che'Malle. I would personally have to guess to the latter; otherwise it would be logistically challenging for the Che'Malle ever to have armies in the tens of thousands, like the one displayed in the prologue of Midnight Tides. So every few weeks-to-months or so expect Gunth Mach to be spawning a couple hundred new Che'Malle. Gesler notes that their army got a bit mauled by Nah'ruk, but they should still have around 15k left.
General Strategy*
*
As different groups who are unique culturally (if not different species!) the various factions here all have different approaches to warfare. So, I'm breaking them up into different sections for each sub-faction, and then a overview for the combined alliances. Not everyone here has enough detail for all the General Strategy sections, but I'll fill out what I can.
The Malazan Empire
Opening Setup: As you would expect from an empire controlled by a former assassin, the Malazans love employing their assassins against the enemy before an invasion. As seen particularly during the Genabackis campaign, they'll send the Claw into the enemy's headquarters to assassinate the enemy leaders, generals, and mages. In cases where the Claw is unable to reach the enemy, the Malazans may try to hire assassins among the enemy to do the job for them. Any disloyal elements among enemy armies are sought out and and promised positions of power within the empire in exchange for their treachery.
The Malazans also have a variety of reconnaissance options, both magical and mundane. They can use the Monranth and their quorls for aerial scouting, or have a reader of the Deck of Dragons try to predict the actions of the enemy leaders. As demonstrated during the invasion of Letheras, they also can use their magic to obscure enemy scrying attempts.
Foreign Relations- The Malazans aren't adverse to diplomacy, given the number of times they've allied with previously hostile groups. While that would likely not seek diplomacy against an obviously evil faction like Chaos, against a neutral or "good" faction like the Alliance, the Malazan alliance would be willing to negotiate before going to war.
If peace can't be reached the Malazans will seek to undermine any fractious armies, playing on distrust with misinformation and propaganda. If one part of the faction likes to lord their superiority over the rest, the Malazans may reach out and promise to aid that part of the faction if they rebel. This was partially Tavore's strategy during the invasion of Letheras, as she hoped that the native Letherii who help the invading Malazans rise up and overthrow their Tiste Edur conquerors.
Initial Strategy:When battle is joined, the Malazans prefer to keep their enemies locked down without the chance for escape, where the Malazan's incredible discipline will hopefully grind them down and force them to surrender. While the individual elements of the army (medium and heavy infantry, light and heavy cavalry, etc.) are expected to be able to operate independently when necessary, every successful commander in the Empire knows how to combine these elements to achieve victory.
Heavies and medium infantry are expected to be the anchor around which the rest of the army operates, either holding the line or leading an advance. The light infantry and cavalry meanwhile harass the front and flanks of the enemy. Formations are dependent on the situation. While the Malazans have found that massed lines and squares work best for holding a defensive position, tightly packed, yet smaller groupings of squads work best for a frontal assault. With the Malazans superior discipline and a flexible officer corps that allows them to operate these smaller groups efficiently, they can punch through or outmaneuver larger, if typically less disciplined formations. An example of this was during one battle outside the city of Capustan, where the more mobile Malazan companies, working of wedges of about 40, punched through and outfought the Pannion forces.
Two leagues to the west of Capustan, in the shadows edging down a broad slope, the massed ranks of Malazan heavy infantry locked shields and advanced. Marines armed with crossbows ranged ahead, firing quarrels into the milling line of Betaklites less than thirty paces distant. Whiskeyjack watched through the slits of his helm’s visor from where he had reined in at the hill’s crest, his horse tossing its head at the smell of blood. Aides and messengers gathered around him. Dujek’s flank attack on the Septarch’s regiment of archers had virtually eliminated the whizzing flight of arrows from the valley side opposite.
Whiskeyjack’s heavy infantry had drawn their fire, which had provided Onearm’s heavy cavalry the time needed to mount a charge along the north slope. Had the Pannion archers the discipline – and competent commanders – they would have had time to wheel in formation and loose at least three flights at the charging cavalry, perhaps sufficient to beat off the attack. Instead, they had milled in confusion upon seeing the horsewarriors closing on their right flank, then had disintegrated into a rout. Pursuit and wholesale slaughter followed. The marines slipped back through aisles in the advancing heavy infantry. They would reappear on each wing, resuming their crossbow-fire against the enemy line’s edges. Before then, however, four thousand silent, scale-armoured and shield-bearing veterans closed with the Betaklites. Javelins preceded their charge when but a dozen paces remained, the long-headed, barbed spears cutting into the Pannion line – a tactic peculiar to Onearm’s Host – then thrusting swords snapped from scabbards. And the Malazans surged forward.
The Betaklite line crumpled. Whiskeyjack’s heavy infantry re-formed into individual four-squad wedges, each one independently driving deeper into the Pannion ranks once the battle was fully joined. The details before the commander were precise in following the Malazan doctrine of set battles, as devised by Dassem Ultor decades past. Shield-locked lines and squares worked best in defending engagements. When delivering chaos into massed enemy ranks in an assault, however, it was found that smaller, tighter units worked best. A successful advance that drove the enemy back often lost its momentum, and, indeed, its contact with the retreating foes, amidst a corpse-cluttered ground and the need to maintain closed ranks. Almost a thousand four-squad wedges, of thirty-five to forty soldiers each, on the other hand, actually delayed the moment of rout. Flight was more difficult, communication problematic, and lines of sight to fellow soldiers often broken – none knew what the others were doing, and in the face of that uncertainty, they often hesitated before fleeing – a fatal option. There was another choice, of course, and that was to fight, but it took a very special army to be capable of maintaining such discipline and adaptability in those circumstances, and in those instances the Malazan forces would hold their shield-locked formation.
These Betaklites possessed none of these qualities. Within fifty heartbeats, the division was shattered. Entire companies, finding themselves surrounded by the silent, deadly Malazans, flung their weapons down."
-Memories of Ice, pg. 547-549
The Malazans often open battles by sending forward sappers and marines armed with Moranth Munitions to blast apart enemy formations, making them even more vulnerable to the Malazan advance.
"Moranth munitions broke the Letherii apart – the Letherii commander had sent archers down the slope and the Bonehunters had had to wither a hail of sleeting arrows on their advance. There had been three hundred or so killed or wounded but there should have been more. Malazan armour, it turned out, was superior to the local armour; and once the skirmishers drew within range of their crossbows and sharpers, the enemy archers took heavy losses before fleeing back up the slope. The Malazans simply followed them. Sharpers, a few cussers sailing over the heads of the front Letherii ranks. Burners along the slope of the far left flank to ward off a modest cavalry charge. Smokers into the press to sow confusion. And then the wedges struck home...
Where the cussers had not obliterated entire companies of the enemy, the main attack – wedges of advancing heavies and medium infantry with a thin scattering of skirmishers and sappers out front – had closed with a hail of sharpers, virtually disintegrating the Letherii front ranks. And then it was just the killing thrust with those human wedges, ripping apart the enemy’s formations, driving the Letherii soldiers back until they were packed tight and unable to do anything but die."
-Reapers Gale, pg. 722-724
Mages will target other mages, trying to keep them from targeting the rest of the army. If the opposing side has no mages, then cadres can focus their attention on the enemy infantry, joining together to release vicious waves of magic.
Adaptations- One of the most remarkable aspects of the Malazan military is its ability to successfully adapt to different combat scenarios. Tavore demonstrated this skill during her invasion of Lether. The invading Malazan army was only eight thousand strong, while the Lethrii/Tiste Edur Empire could field armies in the tens of thousands, with hundreds of thousands of reserves. To compensate, the Malazans fell back on small unit-tactics, avoiding conflict when possible and focusing on raiding for supplies, while trying to get the native Letherii to rebel. This strategy was mostly successful. The Malazans did succeed (although primarily due to internal divisions within the Empire rather than mass rebellion) in running circles around the Letherii, fighting them directly when necessary, and finally, conquering the Edur capital, and placing a Letherii back on the throne.
If the enemies deploy a large number of mages in battles, the Malazans will likewise adjust their formations, keeping themselves grouped into small, loose, companies and squads rather than tightly packed groups, as those present a larger target for magic.
As war wages on, some of the more creatively-minded aspects of the army, such as the mages and sappers, may begin changing strategies. The mages can use their magic to launch pinpoint strikes against enemy leaders instead of other mages or ranks of soldiers. The sappers could start using more audacious tactics, like burying themselves close to enemy formations, only to suddenly pop up and unleash hell with their munitions.
Withdraw- Even in retreat, the Malazans are disciplined. When on the verge of breaking, the Malazans narrow their combat front and send the heavies forward to defend that position. The army then allows itself to be pushed back, step-by-step, until it's time to run.
The Moranth
Foreign Relations- When entering an alliance with a new faction, the Moranth will sign a contract dictating the terms of this alliance, which remains valid as long as at least one of signatories is still alive. Despite their treaty with the Malazans, there has occasionally been a strain between the Moranth and the Empire. The Moranth Gold, in particular, have broken from the Empire previously, refusing to fight against Brood during the Genabackis Campaign. They latter allied with the rebellious members of the Talian League against the Empire. The case with Brood is particularly interesting, as it indicates that the Moranth Gold won't fight an enemy they view as honorable, although the presence of well-respected Malazan leaders in this profile means they probably wouldn't fight for the enemy either.
Initial Strategy- Moranth strategy is simple. They'll open combat with aerial bombing from quorls, and then advance on the ground if their enemy is still standing. From there They form into tight squares of shield-walls from behind which the rear ranks threw of Moranth throw their munitions into enemy ranks. Very few foes can withstand the hail of munitions, crossbows, and javelins to get in close and kill the Moranth warriors beyond.
The Barghast
Foreign Relations- Despite their reputation as barbarians, the Barghast are capable of diplomacy, as they negotiated with both the Bridgeburners to liberate Capustan and later worked with the Malazans/Brood to defeat the Pannion Domin. Although.The Barghast also love to fight, and are not picky about who they serve as mercenaries. Given the fractious nature of the Barghast in general don't be surprised if some go over as mercenaries to the enemy.
Initial Strategy- CHARGE!
Adaptations- CHARGE SOME MORE!
The Letherii Empire
Opening Setup- While the Malazans prefer the direct approach to their sabotage, the Letherii are a little more subtle. Their agents focus on manipulation through trade to entangle newly discovered peoples in the Letherii economy. Although I'm not sure how well this strategy would be under the confines of a KC battle; good luck telling Nagash you'll be wanting that loan back you gave him. Regardless, these tactics show that the Letherii are willing to be underhanded and manipulative when dealing with their enemies. As for reconnaissance, they mainly use the Bluerose cavalry and the scrying abilities of their mages.
Foreign Relations- The Letherii were typically high-handed and arrogant towards non-Letherii, treating most others as barbarians quickly dealt with. Recent years however, have given them a much-needed dose of humility. They proved eager to ally with the Bonehunters and redeem themselves, and would probably be much more pleasant for any third-party factions to deal with than they were previously.
Initial Strategy- Letherii doctrine is one of an initial phase of rolling, mobile defense, drawing enemy forces ever forward, followed by a counter-attack. Deep strikes then cut off enemy supply lines through a series of attacks and withdrawals. By the third phase, they encircle enemy armies to complete their annihilation.
On a tactical level, The Letherii traditionally prefer to open campaigns with the rituals discussed in the Letherii mage profile as a form of intimidation and a way to destroy enemy population centers. If they don't have the time necessary to perform rituals, mages will still be the first to strike in battles, although in general Letherii strategy has shifted to be less focused on opening campaigns with magical warfare.
In terms of infantry tactics, the Letherii, as mentioned in their unit profile, reliant on disciplined units of soldiers. Like the Malazans, medium and heavy infantry are the core of their armies, with foot and mounted skirmishers, as well as artillery playing supporting roles. As their strategic doctrine attests, they prefer to battle in places with defensive positions, whether these be constructed, like forts, or natural, such as ridges. From these, Letherii mages or artillery can rain death on enemies below, and infantry use them as "anvils" to smash other infantry against.
Adaptations- The weakest part of Letherii doctrine is that they don't seem particularly adaptable. They repeatedly get worked over by the Tiste Edur due to their inability to formulate new strategies against the increased power of the Edur's magic. Even if you give them a pass their due to the overwhelming strength of the Edur's magic making the Letherii/Edur war the equivalent of the Romans going to fight the Gauls, only to find out the Gauls had modern artillery, you cannot give them such against the Awl. The Letherii/Awl conflict in Reaper's Gale repeatedly shows, particularly in the first battle, that the Letherii are too hidebound by traditional doctrine and are unable to counter Redmask's innovative tactics, even though said tactics shouldn't have been too hard to counter for a commander who didn't mindlessly follow doctrine. Their overreliance on magic for reconnaissance meant that when forced to fight the Awl in an area where magic is "dead," for instance, they were unable to gauge the Awl forces accurately, even though it would have been easy to do so by deploying non-magical scouts.
That said, Letherii contact with the Malazans certainly has gone a long way in changing their tactics. See the Letherii infantry profile for more, but under the Malazan's guidance, expect the Letherii to be more adaptable than they were before.
Withdrawl- The Letherii keep a unit of mages guarded by medium infantry in reserve, to blunt any enemy pursuit against a retreat.
The T'lan Imass
Foreign Relations- The T'lan Imass' interactions with other races have primarily been violent, for while the T'lan Imass are not an instinctively domineering race, they are driven by a sense of cultural apathy. While they might not necessarily want to hunt down all the Jaghut at this point, they've been doing it for so long that they see no point in stopping. This relentlessness extends to their relations with others; if you piss off the T'lan Imass or do anything that they view as a threat to the world, they'll put spend the rest of eternity hunting you down.
That said, the T'lan Imass can also be the most loyal of friends and allies, and their general exhaustion with fighting means they'll look to do it only for a good cause. First impressions will mainly shape Their relationship with any third-party factions.
Initial Strategy- T'lan Imass tactics are simple. Advance in their dust forms, then reform close to the enemy for a surprise attack. The T'lan Imass overwhelmingly prefer melee combat, and their doctrine when they close is to keep killing until the enemy is defeated.
The K'Chain Che'Malle
Opening Setup- The K'Chain Che'Malle have multiple options for scouting. Gu'Rall provides aerial reconnaissance and a bird's eye view of the battle, allowing Stormy and Gesler to better coordinate their tactics mid-battle. They also have K'ell Hunters, whose speed makes them natural scouts. Gu'Rall will also assassinate key figures among the enemy.
Foreign Relations- The K'Chain Che'Malle can appear intimidating to new factions, with their alien-like appearance and manner. Up until the end of the series, they held humans in disdain, viewing them as weak of mind and body, only useful as tools to help ensure the survival of the Che'Malle. Through the sacrifices of Stormy, Gesler, Kalyth, and the other humans however, the Che'Malle grew to have greater respect for the species, seeing the power of their empathy. The K'Chain ability to communicate through scent glands and their capability to transfer this to talent to humans means they can also bypass language barriers during negotiations.
Initial Strategy-According to Stormy, as he went through the Che'Malle's genetic memories, the Che'Malle had no tactics at all before human command. Whether this was arrogance, uncreativeness, apathy, or some combination, we don't know. This flaw means that the Che'Malle are entirely reliant on the commands of Stormy and Gesler in battle.
Strengths-Ascendancy: See Important Terminology
Otataral- See Important Terminology
The Deck of Dragons- The Deck of Dragons, is the dominant oracular system for most of the world.The Deck consisted of a series of cards depicting the members of the various pantheons. Most cards represent entities with specific roles in Houses, with a few non-aligned cards without a House. Those capable of using the Deck for divination purposes are called Readers, Talents or Adepts. In common usage, 'Reader' refers to someone with enough talent or skill to divine the future using the Deck of Dragons to a greater or lesser degree (or at least convincingly pretend to do so), while 'Talent' usually refers to someone with little or no formal training that possesses a natural ability to use the Deck (such as Fiddler). Finally, an Adept is someone with surpassing skill and/or talent with the Deck of Dragons, able to glean far more information from a reading than lesser readers. While an average reader like Tissera may be able to glean some insight .The appearance of a card could vary by responding to local conditions. A card could change slightly of its own accord depending on where the reading was performed to indicate how the world and pantheon were unfolding.
Not only the attributes or background of a card could change, but also the focus point of a card. Most positions in the Deck of Dragons depicted one individual, usually an Ascendant. A card often did not refer specifically to this Ascendant but instead could refer to a person in the local area whose role corresponded 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. For example if the Malazan's tried to do a reading while fighting the Undead Legion, the position of Nagash and his generals would likely align with those in High House Death.
List of all the Houses and titles associated with the Deck of Dragons
Thinking Soldiers
The Malazan military encourages it's soldiers to not just be mindless automatons in battle but actually be able to think and operate independently when necessary. This is especially true for the officer corps, who are in general extremely competent, and have shown the ability to seize opportunities in battle and take initiative for themselves.
Flexibility
The Malazan military is very flexible in its strategies and tactics, as the adaptations section above explains in more detail. Their emphasis on combined-arms tactics and allowing units to operate independently of each other make them very difficult to beat in terms of flexibility.
Imperial Scepters- Not only is the Imperial Scepter the sigil of the Malazan Empire, it also refers to a very useful magical device used for communication and transportation purposes when no mages are present within an army. It is described as about the length of a long-knife where one end was a blade, the other sculpted into a three-toed bird’s foot grasping a frosted orb of glass or crystal. Activated by slamming the blade the blade down, the scepter could be used to communicate from different parts of a continent, or to teleport individuals between scepters. Spindle speculated the device could be used to teleport an entire army of Claws, or perhaps even a High Mage.
The Gods- One step above Ascendants on the divine scale of the Malazan world, gods are what happens when an Ascendants gains a sufficient number of worshippers. The gods are not inscrutable deities working from a from afar, but are rather closer to the model of the classical Greek Gods, beings that are flawed in many of the same ways as humans and who frequently interfere in mortal affairs. Gods may interact with their servants in a variety of ways: possessing them (whether they like it or not), providing them special abilities in the form of blessings, or perhaps even interfering directly! The latter is extremely rare, seeing as gods appearing physically tends to put them at risk of being killed. While most Malazan gods are immortal in the sense that they don’t age, they can be killed just as easily as normal humans in many cases. The most favorable blessings a god could give to their followers is by making them their Mortal Sword, Shield, Anvil, or Desteriant. Blessings related to the title of of Mortal Sword will typically grant followers increased martial abilities, such as Gruntle being able to turn into a giant tiger, or Brukhalian’s flaming sword. Shield Anvils serve as repositories to the fallen dead of their god, and also assume the world’s suffering on behalf of their deity. Desteriants are a god’s most direct mortal representative and are the most likely to be possessed. Note that this list does not cover all the gods found throughout the series, only the ones that have specifically helped their followers:
-Soliel: Known as the Lady of Health, Soliel is essentially the goddess of healing, her counterpart being Poliel, goddess of disease. She is known for being one of the more compassionate goddess in the Malazan world, although Ganoes Paran personally found found her to be rather hypocritical as her healing during the outbreak of plague in the Seven Cities only extended to a few individuals. Using his status as Master of the Deck, Paran forced her to manifest through one of her servants, and give his healers an upgrade that allowed them to cure Poliel’s magical superplague, which had previously wiped out a good chunk of the Seven Cities’ population in a very short period of time
-D’rek: The Worm of Autumn, D’rek is the goddess of decay. D’rek can be a vengeful and cruel goddess, and it noted for once personally massacring the majority of her priests after they began worshipping another god. Despite this, she still has a degree of respect for some mortals, most notably her former high priest Tayschrenn and Tavore Paran, who impressed D’rek with her sense of compassion. During the final battle against the Forkul Assail, D’rek shielded the minds of the Bonehunter’s heavies and marines from the Assail’s mind control.
-Mael: The Elder God of the Seas, Mael has reputation as a deity cruel and ruthless as the oceans he controls. In reality though, Mael is a fairly friendly god who enjoys the company of mortals, and spends his days serving as the the Ceda/Chancellor/Treasurer to the Letherii Emperor, Tehol Beddict. As Mael is an old school kind of god he requires blood sacrifices to get his blessings. He can summon/disperse massive hurricanes, or make ships travel faster over water.
-Hood: The God of Death, Hood is a Jaghut that rose to his position when he gathered an army and waged a war on Death. As in the actual concept of Death. The details of this war are still largely unknown but Hood apparently managed to steal the Throne of Death from it’s former owner, taking his place in the process. Hood has control over the flow of souls, and can decide whether or not someone who has died stays in his realm, or is brought back to life. As one would expect summoning Hood directly requires death. Lots and lots of death. Wherever Hood manifests, thousands of people will randomly die.
-Fener: The Boar God, Fener was once also the prominent God of War in the Malazan world, but was forcibly pulled into the world towards the beginning of the series, leaving him vulnerable. During the Battle for the Spire, he was summoned inadvertently by Stormy and Gesler, manifesting above the battlefield as a giant, boar-shaped stormcloud. Having tired of war, Fener allowed the destruction of a monument in his temple in Darujhistan, killing the already weakened god. As he died, the cloud rained Fener’s blood down on the battlefield, which had healing properties of some sort, as it restored the T’lan Imass and undead Jaghut back to life.
-Oponn: The twin deities of chance, Oponn is represented by two figures, a man and a woman. They represent the duality of good and bad luck, referred to as the Lady’s Pull and the Lord’s Push respectively. Anyone blessed by these gods either has incredibly good or bad luck. See Corabb’s profile for an example of this.
Weaknesses
Nobleborn Officers
"And as every Malazan soldier knows, a life before joining the ranks has no bearing once the vows are sworn and the kit is issued. There exist no barriers to advancement beyond competence—"
"And sometimes not even that, sir."
The Malazan Army largely meritocracy based. If soldiers show good leadership qualities, they'll rise up through the ranks. Occasionally though nobles will buy their way into the officer corps. While some (like Ganoes Paran) may be (on rare occasion) actually competent,the vast majority are idiots out of their depth. Thankfully, the soldiers have found that a good knife to the throat will rid them of an incompetent officer very quickly.
Guerilla Warfare-
While the Malazan Empire has faced a wide variety of warfare styles, the only one that seems to consistency give them trouble is guerilla warfare. The Mott Irregulars delivered an absolutely humiliating loss in which a bunch of woodcutters and farmers managed to beat the greatest company in the Malazan Empire through superior maneuverability and knowledge of the terrain. The rebels in the Seven Cities seemed to have greater success against the Malazans as well, as long as they stuck to guerilla warfare and didn't meet them in open battle.
Only Human
While the soldiers that make up the Malazans and Brood's forces are largely well trained and disciplined, the vast majority are still only human. Even the inhuman races such as the Barghast and Tiste Andii are not vastly above humans in terms of physical capabilities. This was made most evident during the Siege of Coral, where the Pannion Domin unleashed their Undead Kell Hunters against the attackers, who stood little chance against the, insanely fast, strong and durable Kell.
Distrusing Leadership-See Cohesion.
PAST OPPONENTS
Crimson Guard
Threat Level: High in their prime, lower now
History: While the Malazan Empire has faced a number of enemies in their time, none have fought them with as much persistence as the Crimson Guard. The Guard was formed over a century ago by Prince K’azz D’Avore, the leader of a prominent Talian noble family. With the Malazans conquering much of Quon Tali, K’azz was removed from his ancestral home. In response, he gathered six hundred of his closest followers, and had them swear a vow that they would not rest until the Malazan Empire was defeated. In swearing this vow, K’azz inedverdtidly recreated the T’lan Imass’ ritual of Tellans. As a result, K’azz and his “Avowed” gained superhuman strength, speed, and durability, and became essentially immortal. With the Avowed serving as the core of his force, K’azz turned the Crimson Guard into the most feared mercenary force in the world, hiring themselves forces opposing the Empire on every continent. Tiring of the Guard’s constant interference, Emperor Kellanved personally led an attack on the Guard’s island base of Stratem. The campaign was a tactical victory but a strategic loss for the Guard, who successfully halted the Malazan advance, but were broken as a result and forced to declare a diaspora to preserve their forces. Sometime during the Malazan attack, two of K’azz’s top Avowed lieutenants, Skinner and Cowl, secretly betrayed their leader, sealing him and many other loyalist Avowed in a tomb on the continent of Jacuruku.
During the Genabackis Campaign, the Guard lent their forces to Brood’s Host, clashing with their old Malazan enemies many times. They were led by a man claiming to be K’azz D’Avore, although he was an obvious imposter. The Guard had to attend to personal matters during the Pannion War and were unable to aid the Malazan Alliance against the Pannion Domin. They would return to pester the Empire later in the series, but that’s not relevant here.
Composition: Your basic Crimson Guardsman was fairly well equipped, although not as well trained as the Malazan soldiers. Their main strength though lay in their Avowed, several hundred superhuman killing machines that were basically T’lan Imass-lite. Your average Avowed was strong enough to cleave through a soldier's shield, armor, and the soldier themselves in a single swing, and were incredibly durable and experienced. They also employed a group of Claw rip-offs called the Veils.
Implications: The Malazans have experience against a tenacious group of well-led mercenaries, and their formidable collection of supersoliders and assassin-mages.
Army of the Whirlwind
Threat Level: Moderately High
Notable Conflicts: The Seven Cities Rebellion
Over a millenia ago the the religious uprising known as the Whirlwind Rebellion was prophesied, written down in The Book of Dryjhna the Apocalyptic. The book foretold that a religious leader known as the Sha’ik would lead the oppressed Seven Cities to freedom. When the appointed time for rebellion came though, the foreign power controlling the Seven Cities was the Malazan Empire. Although the Empire knew about the threat of rebellion, Laseen let the problem fester rather than dealing with its source. With religious fervour sweeping across the continent, not even the successful assassination of the Sha’ik by Malazan agents could stop the rebellion. Making matters worse, one of the best Malazan commanders on the subcontinent, Korbolo Dom, defected along with half his army to the the rebellion’s cause. This supplemented the rebellion’s mass rabble of tribal warriors with a solid core of well trained and disciplined soldiers. With the situation looking grim, one of last remaining Malazan commanders, Fist Coltaine, was ordered to take his forces and escort Malazan refugees to the city of Aren. The ensuing march 1,500 mile march would become known as the Chain of Dogs. Coltaine led his forces with skill and determination, defeating the rebel forces eight times in battle, before sacrificing his life to ensure the refugees made it to the city. Unfortunalty for the Malazans, Aren’s Fist, Pormqual, had none of Coltaine’s military skill. Under advisement from the treacherous Jhistal priest, Mallick Rel, Pormqual, led a sortie with some of the city’s garrison against what saw as a disorganized group of rabble outside the gates of his city. Their disorganization was just a ruse however, and the rebels quickly surrounded Promqual’s forces. Promqual, hoping that the rebels would spare his life, ordered his soldiers to throw down their weapons. Korbolo Dom wasn’t feeling merciful however, and had his soldiers execute Pormqual before crucifying the Malazan army alive.
While all this was occurring, the Shai’k’s two bodyguards, Leoman of the Flails and Karsa Orlong, were still trying to come up with a solution to their failure to protect their leader. It was then they found Felisin Paran wandering through the desert after escaping from a Malazan prison camp. The two proclaimed Felisin “Sha’ik Reborn” and had her read from The Holy Book of Dryjhna, causing her to become possessed by the Whirlwind Goddess, the insane Ascendent that inspired the rebellion. Using her new power Felisin created a massive whirlwind around the rebellion’s base in the Desert Rakaru, and waited for the arrival of her hated sister Tavore, who would be inevitably sent by Laseen to crush the rebels.
Tavore did arrive, but by the time her forces prepared to face the rebels it almost wasn’t necessary. Corruption and in-fighting had already crippled the rebellion’s leadership, even as the possession of the Whirlwind Goddess caused Felisin to slip further into madness. Even as battle loomed, fighting broke out in rebellion’s camp, with most of its leadership massacring each other. Still under the influence of the Whirlwind Goddess, Felisin attempted to challenge Tavore (who still didn’t know her sister was the new Sha’ik) to a duel before battle. Unfortunately for her, Korbolo Dom realized the rebellion was doomed, and hoping to get back in Laseen’s good graces, had his assassins kill the Whirlwind Goddess within her own warren. As the god possessing her died, Felisin was jerked back to reality for a moment before being killed by her sister, who didn’t recognize Felisin under her helmet. With the rebellion’s leaders dead or captured, their armies went home without a fight.
Well most of their armies anyway. Leoman of the Flails took what remained of the rebellion’s forces and took them to the city of Y’ghatan, the historic site of an infamously bloody Malazan siege. His soldiers believed that Leoman would a heroic last stand. Unfortunately for them, Leoman wasn’t nearly as noble as they were. Filling the city’s buildings and walls with oil, Leoman had his fanatics ignate the city in a massive inferno as the Malazans stormed in. Escaping Y’ghatan via warren, Leoman left his army and the Malazans to burn. Of the 3,000 Malazan soldiers who entered the city, only 791 escaped.
Composition: The Army Whirlwind was largely made up of fanatical but poorly trained and disciplined desert tribesmen. They were nonetheless skilled light cavalry, and experts at hit-and-run warfare. They were supplemented by Korbolo Dom’s Dogslayers, a professional army of Malazan soldiers who defected alongside their commander.
Implication: The Malazans have experience fighting against a force of fanatical, highly-mobile armies of tribal warriors, backed up by the standard, disciplined, Malazan troops.
Pannion Domin
Notable Conflicts: The Pannion War
History: A brutal theocracy located in southeastern Genabackis, the Pannion Domin was controlled by the self-described Pannion Seer. While the Seer disguised himself as human, he was actually a Jaghut who had been driven insane from confinement within the Rent (essentially a permanent hole between dimensions). Following his escape, he vowed the rest of the world would experience his suffering. Declaring himself a god-king he used his power to forge an army, conquering and enslaving many cities before being defeated by the Malazans and Brood’s Host. Details of the entire conflict can be found throughout the rest of the profile.
Composition: Composed very similarly to the Malazans, the core of the Pannion forces were: Betaklites (medium infantry, Beklites (regular infantry), Betrullids: (light cavalry), Betakullids (medium cavalry), Scalandi (skirmishers) Desandi (sappers), and Urdomen (heavy infantry), and Seerdomin (assassins and bodyguards). Most terrifying of all though was the Tenescowri, the Domin’s massive peasant army that softened up targets before the arrival of the conventional forces. Purposely starved before battle, the Seer allowed the Tenescowri to sate their appetites on the enemy, which they did, literally drowning the enemy in bodies before eating them, dead or alive.
For more monstrous infantry, the Seer used undead K’ell Hunters (essentially really big velociraptors with swords for arms), and giant, demon-possessed condors capable of spewing chaos magic powerful enough to disintegrate over a thousand people in a single shot.
Implications: The Malazans and Brood’s forces have experience fighting an mostly professional army backed up by extremely powerful monsters, and a terrifyingly fanatical army of cannibals.
*Note*: While the Malazan Armies present in this profile have not yet fought the following armies, these are forces that the Malazans would go on to fight later in the series. They should not be factored into army experience itself, but provide examples on how the Malazans would go about fighting factions with their respective advantages.
The Letherii Empire & the Tiste Edur
Threat Level: Moderately High
Notable Conflicts: The Invasion of Letheras
History: The dominant power on the continent of Lether, the Lethrii Empire, like its Malazan counterpart, ruthlessly dominated its local rivals. Unlike the Malazans sole reliance on military strength, the Letehrii combined military strength, with economic oppression, preferring basically force conquered peoples into indentured servitude. They stressed economic progress and wealth above all else, at the cost of a heavily stratified society. The Letherii’s heavy-handed and arrogant policies however earned them the ire of the loosely unified Tiste Edur living to the west of the Empire .While the Edur were fierce warriors, they were no match for the Lethrii’s larger armies, fleet, or the overwhelming power of the Letherii’s mage cadres. Fate however was about to give the Edur a crucial advantage over their human enemies. The Crippled God, wishing to use the Edur to further his goals “gifted” the young and ambitious Edur warrior Rhulad Sengar with a powerful magical sword. The weapon made Rhulad effectively immortal, bringing him back from the brink every time he died, making him stronger with each death. The sword did nothing however to help Rhulad forget the pain he suffered from each death, and slowly drove him insane. But the Crippled God cared little for the mental well being of his servants, and despite his instability Rhulad used his newfound power to declare himself Emperor of the Edur. The Crippled God also gave the Edur’s chief warlock, Hanan Mosag, access to the powers of the warren of Chaos. Mosag spread this gift to the rest of the Edur, giving them magic capable of matching the Letherii sorcerers. With these new advantages, the Edur declared war on the Letherii, easily defeating the surprised and disorganized Letherii forces. Rhulad marched his forces into the Letherii capital and declared himself the new ruler of their empire.
Following his conquest, Rhulad sent his raiders out to scour the world for champions to fight and kill him in arena, making him stronger in the process. As they searched, the Edur also raided many cities, massacring their inhabitants. Several of these cities belonged to the Malazan Empire. With the Empire suffering from a series of internal struggles, Laseen was in no position to respond the Edur’s aggression. Although already outlawed by Laseen at this point, Tavore Paran vowed to avenge the massacred cities in the name of her duty to the Empire. Taking her renegade army to Lether, Tavore waged a successful guerilla campaign against the Letherii and their Edur overlords. This was aided immensely by the infighting between the two races, with the Letherii disdainful of being ruled over by “savages”, while the Edur felt the Letherii’s values were corrupting their own culture. After Rhulad was finally killed permanently, the Edur saw no reason to maintain an empire they had never wanted in the first place, and abandoned the Letherii en masse to return to their homeland. The Malazans marched into the Letherii capital, defeating what little resistance the rest of the Letherii military put up and helped place a new Letherii king on the throne.
Composition: The Letherii employed a professional army similar to the Malazans, although their equipment and combat doctrine was notably inferior to the Malazans. Their army basically served as meat shields for their mage corps, instead of the two portions of the army working together as was the case for the Malazans. Their mages were admittedly extremely powerful, employing Elder magic like that of the T’lan Imass Bonecasters (although probably not as strong as the Bonecasters). The Edur served as more lightly armed raiders, although they could notably cover more ground faster than the Letherii forces, making them ideal for running down the Malazan guerillas. They also employed warlocks with shadow magic similar to the Malazan’s Meanas mages, who after the Crippled God’s upgrades, were able to match the Letherii mages in power.
Implication: The Malazans proved capable of waging a very successful guerilla campaign against a much larger army of professional soldiers, skilled light infantry, and two forces of extremely powerful mages.
Talian League
Threat Level: Moderately High
Notable Conflicts: Quon Tali Rebellion
History: The Talian League was a collection of rebellious city states on the Quon Tali continent, who rose up in opposition to the Malazan Empire due to the perceived incompetence of Laseen's rule. They consisted of the members of the Malazan "Old Guard", commanders loyal to the former Emperor, who abandoned Laseen after her .They chose a young noblewoman named Ghelel Rhik Tayliin to serve as their "leader" although she was little more than a figurehead in reality. The League’s first target was the city of Li Heng, which they hoped to take before the inevitable arrival of Laseen’s forces. The defenders held the city stubbornly however, and the League forces only managed to penetrate the city’s outer walls before the defenders decided to release Ryllandaras, an insane jackal god imprisoned beneath the city, on the attackers. Although he slaughtered many League soldiers, they finally managed to break through the city’s inner walls, causing Ryllandaras to turn and attack the defenders before being finally driven off.
Although the League had managed to break through Li Heng’s inner defenses, Laseen’s army arrived before they could seize any further opportunities. During the middle of the ensuing the League’s Seti cavalry chose to desert the rest of the League forces to try and raid Li Heng for themselves. Without light cavalry to counter the Malazan’s skirmishers, the League army was slowly picked apart after a brutal battle. Retreating into Li Heng, the remaining League forces were offered a proposal by Laseen, surrender to her and help her defeat a recently invading army of Crimson Guardsmen, or be left to be slaughtered by Ryllandaras, who was still hunting survivors inside the city’s outer walls. The League unsurprisingly picked the former option.
Composition: The core of the armies of the Talian League was infantry and cavalry recruited from the various Talian city-states, and the Falari Isles, backed up by Moranth Gold heavy infantry and Seti light cavalry.
Implications: The Malazans would have experience fighting a force that combined some of their best qualities, lead by the best commanders the Empire ever produced.
K'Chain Nah'ruk
Threat Level: Very High
Notable Conflicts: March Across Kolanse
Composition: Standing around nine feet tall and weighing in at several hundred pounds, your basic Nah’ruk soldier came armed with massive halberds and defended by leather armor. For ranged weaponry they used mysterious coil-wrapped clubs, that collected energy from ceramic packs on the backs of the Nah’ruk soldiers. When unleashed, these clubs produced bolts of lighting strong enough to incinerate a fully armored man. When massed together, these bolts were potent enough to destroy most a several-thousand strong cavalry charge in a single volley. Their most powerful weapons however were their dozens of skykeeps which had massive lightning cannons strong enough to destroy an entire tenement block in a single shot.
History: The K'Chain Nah'ruk are the genetic offshoot of their creator race, the K'Chain Che'Malle. Nicknamed the "Short-Tails" due to their shorter tails, the Nah'ruk were essentially the science experiment from hell; genetically engineered by the Che'Malle, they later rebelled from the Matron's control. This coincided with the massive Tiste invasion which crippled both races. While most of the world believed both K’Chain races to be extinct, they were simply in hiding. The Che’Malle hid in their last remaining skykeep deep in the Glass Desert, slipping into a period of regressive apathy. Meanwhile the Nah’ruk began rebuilding their forces in the Imperial Warren, right under the nose of the Malazan Empire. Told of the location of their old enemies by the Forkul Assail, the Nah’ruk marched out to what looked like their final battle with the Che’Malle. Before they could find the Che’Malle however they ran across the Malazan Bonehunters, who had initially mistaken the approaching army for a dust storm. The ensuing battle was a bloodbath, with the entrenched Bonehunters being largely slaughtered by the superior physical and technological prowess of the Nah’ruk. Although the lizards lost three legions to the Malazan Heavies and Quick Ben’s sorcery, they drove the Bonehunters back but chose not to pursue the defeated army.
Implications: The Malazans would have experiance against giant hive-minded lizards with essentially sci-fi weapons. Admittedly their only battle with the Nah’ruk went horribly for them, although they inflicted far more casualties on the Nah’ruk than the lizards would have liked.
Forkul Assail
Threat Level: Very High
Notable Conflicts: Battle of the Spire
Composition: One of the most dangerous and mysterious of the Elder Races, the Forkul Assail are tall, gaunt humanoids with bone-white skin. Their bodies have far more joints than humans allowing them superior flexibility and the ability to bend their bodies at seemingly impossible angles to dodge blows. They are physically one of the most powerful of the the Elder Races, able to move at FTE speeds, decapitate horses with their bare hands, have potent healing factors, and are even able survive several millennia without food or water. By far their most dangerous weapon however is their voices. The magic channeled by the Assail’s warren of Ahkrast Korvalain gives its users the power to control minds, with pure-blooded Forkul Assail able to control armies in the tens of thousands with nothing but the power of their voice. They could make their soldiers immune to pain, fatigue, and fear, turning their admittedly average human soldiers into a far more fearsome force. The Assail could also inflict more direct damage with their voices, ripping flesh from bone with their screams or making enemy soldiers start to bleed from every orifice on command. The Assail were known to give a certain amount of blood to their human followers, known as the Watered, who began to exhibit Assail traits and served as sub-commanders of the Assail armies. Finally at the bottom of the social hierarchy were the Shriven, human servants little above slaves, who had little to no Assail blood in them and served to make up the bulk of the Assail’s army.
The Forkul Assail’s culture is strongly based on the values on justice and arbitration. Any race or civilization they deem corrupt they will pass “judgment” on, although the form of this judgment seemed to just be killing everyone. They most infamously judged their own god to be corrupt and killed him, scattering his body and consciousness throughout the Glass Desert, where it became a massive sentient swarm of insects. Although names are irrelevant in their society, when dealing with lesser races they will adopt names that signify their obsession with justice, such as Diligence and Equity.
History: The Assail have warred with seemingly every other race at one point or another. They apparently fought a war with the Tiste Andii before they fled Kurald Galain, and defeated the T’lan Imass in the past as well. Thankfully for humanity their contact with the Assail has been apparently limited, for they hold humans in particular disdain. Several decades before the beginning of the series, a group of Forkul Assail referring to themselves as the Lawful Inquisitors arrived in the kingdom of Kolanse on the northeastern tip of the continent of Lether. They quickly killed the kingdom’s rulers enslaved its people, and massacred those in the surrounding tribal regions they had no need for. They also discovered a piece of the Crippled God, his heart, which had fallen into Kolanse many millennia ago. The Assail realized they could use the heart’s power to unlock the full potential of their warren, allowing them to pass judgment on the rest of the world and purge it of its corruption. To this end they made an alliance with several like minded races, the Tiste Liosan and the K’Chain Nah’ruk, and even a rogue group of Elder Gods led by the Errant (who had their own plans to bring about the end of the world that had nothing to do with the Assail).
They were opposed however by an alliance of people and gods orchestrated by Shadowthrone and Cotillion and commanded by Tavore Paran, who led a group consisting of the Malazan Bonehunters, the Letherii and Bolokando Empires, the last remaining K’Chain Che’Malle nest, the T’an Imass, and a group of undead Jaghut led by Hood. The forces launched a two pronged attack on the Assail, with the Bonehunters serving as bait to lure the Assail from their headquarters at the Spire. The remaining forces would attack the Spire directly from the South and deliver the heart of the Crippled God to the Bonehunters, who hoped to use the Crippled God’s power to stop another world ending event already in progress. The ensuing battles were fierce, as the Assail’s forces outnumbered the attackers, but they were eventually defeated on all fronts.
Implication: The Malazans would have experience fighting against an army led by extremely powerful mind controllers. During their battles with the Assail they adapted tactics such as specifically targeting the Assail Pures and their Watered, which removed the advantages they gave to the rest of their armies
VICTORY GAINS
The Malazans are notable for merging the best the best of whatever elements can be incorporated from defeated armies into their own. Whether this takes the form of hiring them as mercenaries, or just merging them wholesale varies. While they are unlikely to be able to use any new magic they encounter, they wouldn’t be averse to bringing along mages from different settings to strengthen their mage corps. Any technology deemed useful enough will also be incorporated, as seen with the Moranth munitions. Brood’s Host is a faction made up almost entirely of mercenaries, and will likely be the most willing to bring new kinds of soldiers into their army.
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