A review by cashewhead
Gardens of the Moon by Steven Erikson

4.0

Wow. This is high-octane fantasy that I associate with things like Dungeons and Dragons and Elder Scrolls. This book scratches the same itch as playing such games while being expertly crafted and written.

The world that Erikson has crafted is vast and epic in nature and detail, with gods, demons, sorcerers, and entire empires interacting and scheming against one another. However, the details of this world are dripped out slowly over time, requiring the reader to pay close attention and connect the dots to start piecing together a layout of how the world, its magic, and its various entities operate. This fits in with the plot of the book as various characters, many of whom are mere regular humans, find themselves swept up in conflicts much bigger than themselves.

On the Malazan Empire side, Adjunct Lorn, Captain Paran, and the Bridgeburners are involved in a mission to bring Darujhistan under empire rule. This overarching mission brings with it various side-schemes and secret plots, showing some definite gray areas within the Empress's legions and their loyalties.

On the Darujhistan side, we have a motley crew of thieves, rogues, assassins, and sorcerers centered around the Phoenix Inn. We follow them as they interact with the various factions in the city, ranging from city council members to secret mage cabals, and an apparent assassin war. Combined with the loom of the Malazan Empire, tensions within the city are high.

Interspersed through this is Adjunct Lorn's secret mission to unleash an ancient Jaghut Tyrant from his burial place in a ploy to weaken one of the main threats to Malazan, Alomander Rake and his Tiste Andii.

Some specific thoughts:

Kruppe, a member of the Phoenix Inn "regulars" and an eclectic mage, known for speaking in cryptic, often shakespearian third-person, serves as a sort of prophet or seer archetype. His magical dreams allow him to interact with a newly reawakened Elder God, witness Tattersail's transformation, and get a glimpse into the greater conflict as a whole. He is one of the greatest characters in the book, with each line of dialogue seeming masterfully written. His witnessing of key mystical events provide a fascinating perspective.

Rake, the Tiste Andii, and Moon's Spawn (a floating mountain-fortress which serves as their base) serve as an otherworldy faction throwing a wrench into the Empress's plans. Rake is also a literal living legend, being a powerful warrior and sorcerer for hundreds of years. The opening siege of Pale, which sees Rake raining magic down from his floating fortress, serves as an incredible opening for the book and gives the readers a taste of the sort of epic conflict contained within.

Captain Paran's journey, which finds him becoming the tool for various entities ranging from humans to gods, is a fascinating view into the experience of someone unwittingly finding themselves as a mere pawn in a massive game. Those above him have no shortage of secret agendas and ulterior motives, inspiring Paran to commit himself to no longer being used by anyone else, god or mortal.

Throw in details like the T'Lan Imass (draugr-like powerful sorcerers from thousands of years ago), Rake's sword being a soul-trapping warren unto itself, and the previously mentioned plot to unearth an ancient horror, Gardens of the Moon is a fantastic and magical epic.