The Complete Malazan Book of the Fallen

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The Complete Malazan Book of the Fallen Page 155

by Steven Erikson


  The other snarled in frustration. “I’m the one who’s linked, right? Not you, Irp, not you. Baruk would never be such a fool as to task you with anything—except grunt work.”

  “You got that right, Rudd. Grunt work. I’m good at that, ain’t I? Grunt work. Grunt, grunt, grunt—you sure about this? Really sure?”

  They made their way up the bank and approached the last tree lining the road. Both creatures squatted down before it, staring up in silence at the withered corpse nailed to the bole.

  “I don’t see nothing,” Irp muttered. “I think you’re wrong. I think you’ve lost it, Rudd, and you won’t admit it. I think—”

  “I’m one word away from killing you, Irp, I swear it.”

  “Fine. I die good, you know. Grunt, gasp, grunt, sigh…grunt.”

  Rudd ambled to the tree’s base, the few stiff hairs of his hackles the only sign of his simmering temper. He clambered upward, pulled himself onto the chest of the corpse and rummaged with one hand beneath the rotted shirt. He plucked loose a tattered, soiled piece of cloth. Unfolding it, he frowned.

  Irp’s voice rose from below. “What is it?”

  “A name’s written on here.”

  “Whose?”

  Rudd shrugged. “ ‘Sa’yless Lorthal.’ ”

  “That’s a woman’s name. He’s not a woman, is he?”

  “Of course not!” Rudd snapped. A moment later he tucked the cloth back under the shirt. “Mortals are strange,” he muttered, as he began searching beneath the shirt again. He quickly found what he sought, and drew forth a small bottle of smoky glass.

  “Well?” Irp demanded.

  “It broke all right,” Rudd said with satisfaction. “I can see the cracks.” He leaned forward and bit through the thong, then, clutching the bottle in one hand, scrambled back down. Crouched at the base, he held the bottle to the sun and squinted through it.

  Irp grunted.

  Rudd then held the bottle against one pointed ear and shook it. “Ah! He’s in there all right!”

  “Good, let’s go—”

  “Not yet. The body comes with us. Mortals are particular that way—he won’t want another. So, go get it, Irp.”

  “There’s nothing left of the damned thing!” Irp squawked.

  “Right, then it won’t weigh much, will it?”

  Grumbling, Irp climbed the tree and began pulling out the spikes.

  Rudd listened to his grunts with satisfaction, then he shivered. “Hurry up, damn you! It’s eerie around here.”

  The Jhag’s eyes fluttered open and slowly focused on the wide, bestial face looking down on him. Puzzled recognition followed. “Mappo Trell. My friend.”

  “How do you feel, Icarium?”

  He moved slightly, winced. “I—I am injured.”

  “Aye. I’m afraid I gave away my last two elixirs, and so could not properly heal you.”

  Icarium managed a smile. “I am certain, as always, that the need was great.”

  “You may not think so, I’m afraid. I saved the lives of two dogs.”

  Icarium’s smile broadened. “They must have been worthy beasts. I look forward to that tale. Help me up, please.”

  “Are you certain?”

  “Yes.”

  Mappo supported Icarium as he struggled to his feet. The Jhag tottered, then found his balance. He raised his head and looked around. “Where—where are we?”

  “What do you remember?”

  “I—I remember nothing. No, wait. We’d sighted a demon—an aptorian, it was, and decided to follow it. Yes, that I recall. That.”

  “Ah, well, we are far to the south, now, Icarium. Cast out from a warren. Your head struck a rock and you lost consciousness. Following that aptorian was a mistake.”

  “Evidently. How—how long?”

  “A day, Icarium. Just a day.”

  The Jhag had steadied, visibly regaining strength until Mappo felt it safe to step away, though one hand remained on Icarium’s shoulder.

  “West of here lies the Jhag Odhan,” the Trell said.

  “Yes, a good direction. I admit, Mappo, I feel close this time. Very close.”

  The Trell nodded.

  “It’s dawn? Have you packed up our camp?”

  “Aye, though I suggest we walk but a short distance today—until you’re fully recovered.”

  “Yes, a wise decision.”

  It was another hour before they were ready to leave, for Icarium needed to oil his bow and set a whetstone to his sword. Mappo waited patiently, seated on a boulder, until the Jhag finally straightened and turned to him, then nodded.

  They set off, westward.

  After a time, as they walked on the plain, Icarium glanced at Mappo. “What would I do without you, my friend?”

  The nest of lines framing the Trell’s eyes flinched, then he smiled ruefully as he considered his reply. “Perish the thought.”

  As it reached into the wasteland known as the Jhag Odhan, the plain stretched before them, unbroken.

  Epilogue

  Hood’s sprites are revealed

  the disordered host

  Whispering of deaths

  in wing-flap chorus

  Dour music has its own

  beauty, for the song of ruin

  is most fertile.

  WICKAN DIRGE

  FISHER

  The young widow, a small clay flask clutched in her hands, left the horsewife’s yurt and walked out into the grassland beyond the camp. The sky overhead was empty and, for the woman, lifeless. Her bare feet stepped heavily, toes snagging in the yellowed grass.

  When she’d gone thirty paces she stopped and lowered herself to her knees. She faced the vast Wickan plain, her hands resting on her swollen belly, the horsewife’s flask smooth, polished and warm beneath the calluses.

  The searching was complete, the conclusions inescapable. The child within her was…empty. A thing without a soul. The vision of the horsewife’s pale, sweat-beaded face rose to hover before the young woman, her words whispering like the wind. Even a warlock must ride a soul—the children they claimed were no different from children they did not claim. Do you understand? What grows within you possesses…nothing. It has been cursed—for reasons only the spirits know.

  The child within you must be returned to the earth.

  She unstoppered the flask. There would be pain, at least to begin with, then a cooling numbness. No one from the camp would watch, all eyes averted from this time of shame.

  A storm cloud hung on the north horizon. She had not noticed it before. It swelled, rolled closer, towering and dark.

  The widow raised the flask to her lips.

  A hand swept over her shoulder and clamped onto her wrist. The young woman cried out and twisted around to see the horsewife, her breath coming in gasps, her eyes wide as she stared at the storm cloud. The flask fell to the ground. Figures from the camp were now running toward the two women.

  The widow searched the old woman’s weathered face, seeing fear and…hope? “What? What is it?”

  The horsewife seemed unable to speak. She continued staring northward.

  The storm cloud darkened the rolling hills. The widow turned and gasped. The cloud was not a cloud. It was a swarm, a seething mass of black, striding like a giant toward them, tendrils spinning off, then coming around again to rejoin the main body.

  Terror gripped the widow. Pain shot up her arm from where the horsewife still clutched her wrist, a hold that threatened to snap bones.

  Flies! Oh, spirits below—flies…

  The swarm grew closer, a flapping, tumbling nightmare.

  The horsewife screamed in wordless anguish, as if giving voice to a thousand grieving souls. Releasing the widow’s wrist, she fell to her knees.

  The young woman’s heart hammered with sudden realization.

  No, not flies. Crows. Crows, so many crows—

  Deep within her, the child stirred.

  This ends the Second Tale

  of the
/>   Malazan

  Book of the Fallen

  Glossary

  Tribes of the Seven Cities Subcontinent

  Arak: Pan’potsun Odhan

  Bhilard: east of Nenoth Odhan

  Can’eld: northeast of Ubaryd

  Debrahl: north regions

  Dhis’bahl: Omari and Nahal Hills

  Gral: Ehrlitan foothills down to Pan’potsun

  Kherahn Dhobri: Geleen Plain

  Khundryl: west of Nenoth Odhan

  Pardu: north of Geleen Grasslands

  Semk: Karas Hills and Steppes

  Tithan: south of Sialk

  Tregyn: west of Sanimon

  Seven Cities (Bisbrha and Debrahl)

  Language (Selected Words)

  bhok’arala: a squall of cliff-dwelling winged monkeys (common)

  (bhok’aral: singular)

  bloodfly: a biting insect

  chigger fleas: windborne fleas of the desert

  dhenrabi: a large marine carnivore

  Dryjhna: the Apocalypse

  durhang: an opiate

  emrag: an edible cactus favored by Trell

  emulor: a poison derived from flowers

  enkar’al: a winged reptile equivalent in size to a horse (very rare)

  esanthan’el: a dog-sized winged reptile

  guldindha: a broad-leafed tree

  jegura: a medicinal cactus

  kethra knife: a fighting weapon

  Marrok: dry-season siesta

  Mezla: vaguely pejorative name for Malazans

  odhan: plains, wastelands

  rhizan: a squirrel-sized winged lizard (common)

  sawr’ak: a thin light beer served cold

  sepah: unleavened bread

  She’gai: a hot wind of the dry season

  simharal: a seller of children

  tapu: a food-hawker

  tapuharal: a seller of goat meat (cooked)

  tapusepah: a seller of bread

  taputasr: a seller of pastries

  tasr: sepah with honey

  telaba: a sea cloak of the Dosii (Dosin Pali)

  tralb: a poison derived from mushrooms

  White Paralt: a poison derived from spiders

  Place Names

  Aren: Holy City and site of Imperial Headquarters

  Balahn (Battle of)

  Bat’rol: a small village near Hissar

  Caron Tepasi: an inland city

  Chain of Dogs: Coltaine’s train of soldiers and refugees journeying from Hissar to Aren

  Dojal Spring (Battle of)

  Dosin Pali: a city on the south coast of Otataral Island

  Ehrlitan: Holy City

  G’danisban: a city near Pan’potsun

  Galeen: a city on the coast of the Clatar Sea

  Gelor Ridge (Battle of Gelor)

  Guran: an inland city

  Hissar: a city on the east coast

  Holy Desert Raraku: a region west of the Pan’potsun Odhan

  Karakarang: a Holy City on Otataral Island

  Nenoth (Battle of)

  Pan’potsun: Holy City

  Rutu Jelba: a port city on north Otataral Island

  Sanimon (Battle of)

  Sekala Plain (Battle of)

  Silak: a city on the east coast

  The Path of Hands: a Soletaken and D’ivers path to Ascendancy

  Tremorlor (the Azath House in the Wastes, also Odhanhouse)

  Ubaryd: a Holy City on the south coast

  Vathar Crossing (Coltaine’s Crossing, the Vathar Massacre): the Day of Pure Blood, Mesh’am tho’ledann

  Vin’til Basin: southwest of Hissar

  The World of Sorcery

  THE WARRENS (THE PATHS—THOSE WARRENS ACCESSIBLE TO HUMANS)

  Denul: the Path of Healing

  D’riss: the Path of Stone

  Hood’s Path: the Path of Death

  Meanas: the Path of Shadow and Illusion

  Ruse: the Path of the Sea

  Rashan: the Path of Darkness

  Serc: the Path of the Sky

  Tennes: the Path of the Land

  Thyr: the Path of Light

  THE ELDER WARRENS

  Kurald Galain: the Tiste Andii Warren of Darkness

  Kurald Emurlahn: the Tiste Edur Warren

  Tellann: the T’lan Imass Warren

  Omtose Phellack: the Jaghut Warren

  Starvald Demelain: the Tiam Warren, the First Warren

  Titles and Groups

  First Sword of Empire: Malazan and T’lan Imass, a title denoting an Imperial champion

  Fist: a military governor in the Malazan Empire

  High Fist: a commander of armies in a Malazan Campaign

  Kron T’lan Imass: the name of the clans under the command of Kron

  Logros T’lan Imass: the name of the clans under the command of Logros

  The Bridgeburners: a legendary élite division in the Malaz 2nd Army

  The Pannion Seer: a mysterious prophet ruling the lands south of Darujhistan

  The Warlord: the name for Caladan Brood

  The Claw: the covert organization of the Malazan Empire

  Peoples (human and non-human)

  Barghast (non-human): pastoral nomadic warrior society

  Forkrul Assail (non-human): extinct mythical people (one of the Four Founding Races)

  Jaghut (non-human): extinct mythical people (one of the Four Founding Races)

  Moranth (non-human): highly regimented civilization centered in Cloud Forest

  T’lan Imass: one of the Four Founding Races, now immortal

  Tiste Andii (non-human): an Elder Race

  Tiste Edur (non-human): an Elder Race

  Trell (non-human): pastoral nomadic warrior society

  The Deck of Dragons—The Fatid

  (and associated Ascendants)

  High House Life

  King

  Queen (Queen of Dreams)

  Champion

  Priest

  Herald

  Soldier

  Weaver

  Mason

  Virgin

  High House Death

  King (Hood)

  Queen

  Knight (once Dassem Ultor)

  Magi

  Herald

  Soldier

  Spinner

  Mason

  Virgin

  High House Light

  King

  Queen

  Champion

  Priest

  Captain

  Soldier

  Seamstress

  Builder

  Maiden

  High House Dark

  King

  Queen

  Knight (Son of Darkness)

  Magi

  Captain

  Soldier

  Weaver

  Mason

  Wife

  High House Shadow

  King (Shadowthrone/Ammanas)

  Queen

  Assassin (the Rope/Cotillion)

  Magi

  Hound

  Unaligned

  Oponn (the Jesters of Chance)

  Obelisk (Burn)

  Crown

  Scepter

  Orb

  Throne

  Bonecaster: a shaman of the T’lan Imass

  D’ivers: a higher order of shapeshifting

  Otataral: a magic-negating reddish ore mined from the Tanno Hills, Seven Cities

  Soletaken: an order of shape-shifting

  Warrens of Chaos: the miasmic paths between the Warrens

  Ascendants

  Apsalar, Lady of Thieves

  Beru, Lord of Storms

  Burn, Lady of the Earth, the Sleeping Goddess

  Caladan Brood, the Warlord

  Cotillion/The Rope (the Assassin of High House Shadow)

  Dessembrae, Lord of Tragedy

  D’rek, the Worm of Autumn (sometimes the Queen of Disease, see Poliel)

  Fanderay, She-Wolf of Winter

  Fener, the Boar (see also Tennerock)

>   Gedderone, Lady of Spring and Rebirth

  Great Ravens, ravens sustained by magic

  Hood (King of High House Death)

  Jhess, Queen of Weaving

  Kallor, the High King

  K’rul, Elder God

  Mael, Elder God

  Mowri, Lady of Beggars, Slaves and Serfs

  Nerruse, Lady of Calm Seas and Fair Wind

  Oponn, Twin Jesters of Chance

  Osserc, Lord of the Sky

  Poliel, Mistress of Pestilence

  Queen of Dreams (Queen of High House Life)

  Shadowthrone/Ammanas (King of High House Shadow)

  Shedenul/Soliel, Lady of Health

  Soliel, Mistress of Healing

  Tennerock/Fener, The Boar of Five Tusks

  The Crippled God, King of Chains

  The Hounds (of High House Shadow)

  Togg (see Fanderay), the Wolf of Winter

  Trake/Treach, The Tiger of Summer and Battle

  Son of Darkness/Moon’s lord/Anomander Rake (Knight of High House Dark)

  Treach, First Hero

  MEMORIES OF ICE

  BOOK THREE OF THE

  MALAZAN BOOK OF THE FALLEN

  STEVEN ERIKSON

  This is a work of fiction. All the characters and events portrayed in this book are either products of the author’s imagination or are used fictitiously.

  MEMORIES OF ICE: BOOK THREE OF THE MALAZAN BOOK OF THE FALLEN

  Copyright © 2001 by Steven Erikson

  All rights reserved.

  Originally published in Great Britain in 2001 by Bantam Press, a division of Transworld Publishers.

  Maps by Neil Gower

  A Tor Book

  Published by Tom Doherty Associates, LLC

  175 Fifth Avenue

  New York, NY 10010

  www.tor-forge.com

  Tor ® is a registered trademark of Tom Doherty Associates, LLC.

  ISBN 978-0-7653-4880-7

  First Tor Edition: November 2005

  First Tor Mass Market Edition: August 2006

  eISBN 9781429926638

  First eBook edition: October 2012

  To

  R. S. LUNDIN

  Acknowledgments

  I extend my gratitude to the following for their support and friendship: Clare, Bowen, Mark, David, Chris, Rick, Cam, Courtney; Susan and Peter, David Thomas Sr. and Jr., Harriet and Chris and Lily and Mina and Smudge; Patrick Walsh and Simon and Jane. Thanks also to Dave Holden and his friendly staff (Tricia, Cindy, Liz, Tanis, Barbara, Joan, Nadia, Amanda, Tony, Andi and Jody) of the Pizza Place, for the table and the refills. And thanks to John Meaney for the disgusting details on dead seeds.

 

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