Warrens
Category: Magic | First Introduced: Book 1 (GotM)Definition
Warrens are the primary magic system of the Malazan world, serving as alternate dimensions or paths of sorcery that mages tap into to fuel their power. Each warren corresponds to a particular aspect of reality — fire, illusion, healing, earth, sky, shadow, and so on. A mage who can access a warren is said to have "opened" it, drawing on its energy to cast sporcery in the physical world.
Warrens are not merely abstract sources of power; they are actual realms that can be physically entered and traversed. Mages and ascendants can open portals into warrens and travel through them, sometimes using them as shortcuts across vast physical distances. The nature of each warren shapes the landscape within it — Meanas, the warren of shadow and illusion, is a twilight realm of shifting forms, while Telas, the warren of fire, is a place of searing heat and flame.
The warren system as it exists in the current age is believed to have been shaped or created by K'rul, an Elder God who literally bled the warrens into existence from his own body. Before the warrens, magic was accessed through the older system of Holds and Elder Warrens. The "modern" warrens are sometimes called the Paths of the Deck, reflecting their connection to the Deck of Dragons.
Mechanics / Details
Accessing a Warren
A mage accesses a warren through an innate talent, sometimes described as a "feel" or affinity for a particular path. Most mages have a primary warren — the one they are naturally attuned to — though some powerful practitioners can access multiple warrens. Opening a warren involves reaching out with one's will to connect with the path, drawing its energy into the physical world to fuel spells.
When a warren is opened, it can be detected by other mage-sensitives. This makes stealth-casting difficult and means that magical duels often begin with one mage sensing another's warren opening. Some warrens are harder to detect than others — Mockra (the warren of the mind) is notoriously subtle, while Telas (fire) is blazingly obvious.
Named Warrens (Paths of the Deck)
The following are the principal warrens tied to the Deck of Dragons:
- Meanas — The Path of Shadow and Illusion. Warren of deception, misdirection, and shadow-manipulation. Connected to the House of Shadow. Wielded by mages such as Kalam's allies and various Bridgeburner mages.
- Mockra — The Path of the Mind. Warren of mental manipulation, illusion projected into the mind, telepathy, and emotional influence. Subtle and difficult to detect.
- Denul — The Path of Healing. Warren used by healers and physicians. Allows the mending of wounds, curing of disease, and in some cases the manipulation of life force itself.
- D'riss — The Path of the Earth/Stone. Warren of earth, stone, and geological forces. Used for manipulating terrain, creating barriers, and earth-based attacks.
- Telas — The Path of Fire. Warren of flame and heat. One of the most overtly destructive warrens, favored by battle-mages. Its sorcery tends to be dramatic and hard to conceal.
- Thyr — The Path of Light. Warren associated with illumination and revelation. Can be used both offensively and for purposes of truth-seeking.
- Rashan — The Path of Darkness. Warren of shadow and darkness, distinct from Meanas in that it deals more with pure darkness rather than illusion. Sometimes overlapping with Kurald Galain in its deeper aspects.
- Ruse — The Path of the Sea. Warren of oceans, water, and marine forces. Particularly important to naval warfare and coastal peoples.
- Serc — The Path of the Sky/Air. Warren of wind, air, and storm. Used for flight, weather manipulation, and air-based attacks.
- Hood's Path — The Path of Death. Warren connected to Hood, the God of Death. Used by necromancers and those who deal with the dead. Also the pathway through which souls travel after death.
- Imperial Warren — A unique warren claimed and used by the Malazan Empire. It appears as a blasted, grey wasteland filled with ancient bones and ash. Used primarily for rapid military transport across great distances. Its true nature is revealed to be deeply disturbing — it was created through the destruction of an entire people, the Jaghut and others massacred by the T'lan Imass, their remains forming the substance of the warren itself.
Warren Travel
Mages can open portals into warrens and physically walk through them, emerging at a different location in the physical world. This is a common method of rapid transportation, though it carries risks — warrens can be inhabited by dangerous entities, and travelling through a warren that is in turmoil (due to magical conflict or other disturbances) can be lethal.
Warren Conflicts and Poisoning
Warrens can be damaged, poisoned, or corrupted. The Crippled God's arrival on the Malazan world sent shockwaves through the warren system, poisoning several paths and making them dangerous to access. This "infection" of the warrens is a recurring concern throughout the series. The warren of Kurald Emurlahn was shattered long ago and exists only in fragments.
Relationship to the Deck of Dragons
Each warren corresponds to a House in the Deck of Dragons. The Deck reflects the power structure of the warrens, and changes in the Deck (new Houses forming, positions shifting) mirror changes in the magical landscape.
Key Practitioners / Examples
- Quick Ben — Bridgeburner mage who can access an extraordinary number of warrens (reportedly twelve), making him one of the most versatile mages in the world
- Tayschrenn — High Mage of the Malazan Empire, immensely powerful, capable of accessing multiple warrens
- Tattersail — Malazan mage of the Bridgeburners cadre, practitioner of Thyr
- Bottle — Bonehunter mage with access to Meanas and spirit magic
- Beak — Bonehunter mage who could access every warren simultaneously, sacrificing himself in a legendary act at Y'Ghatan's aftermath
- K'rul — The Elder God who created the warren system from his own blood
Evolution Across the Series
Book 1: Gardens of the Moon
Warrens are introduced as the fundamental magic system. Readers see mages opening warrens in combat, traveling through them, and the destructive power they represent. The Imperial Warren is introduced as a means of military transport. Tattersail, Hairlock, Tayschrenn, and Quick Ben demonstrate various applications.
Book 2: Deadhouse Gates
The concept of warren-poisoning emerges more clearly, with the effects of the Crippled God's arrival making some paths dangerous. The Imperial Warren is traveled through and its desolate, bone-strewn nature is vividly described.
Book 3: Memories of Ice
K'rul's role as the creator of the warrens is revealed — he literally bled them into existence. The Crippled God's poisoning of the warrens becomes a major plot point. The relationship between Elder Warrens and the newer paths is explored in depth.
Book 4: House of Chains
The relationship between warrens and the older Holds system is explored further. Karsa Orlong, who comes from a culture that uses neither system, provides an outsider perspective.
Book 5: Midnight Tides
Set in Lether where the Hold system still predominates, providing contrast with the warren system used elsewhere. The Tiste Edur access Kurald Emurlahn, a shattered Elder Warren.
Book 8: Toll the Hounds
The relationship between Kurald Galain (the Elder Warren of Darkness) and the warren of Rashan is explored. Anomander Rake's connection to Darkness is central.
Book 10: The Crippled God
The final convergence sees the warren system under extreme stress. The resolution of the Crippled God's poisoning of the warrens is part of the climactic events.
Related Concepts
- Elder Warrens and Holds — The older magic system that predates the warrens
- Deck of Dragons — Divination system connected to the warrens
- Ascendancy — Ascendants often have deep connections to specific warrens
- Otataral — The magic-deadening substance that negates warren magic
- Thrones of Power — Seats of power within warrens and Houses
Sources
- Gardens of the Moon (GotM) — Initial introduction of the warren system
- Memories of Ice (MoI) — K'rul's creation of the warrens revealed
- Deadhouse Gates (DG) — Imperial Warren explored in depth
- House of Chains (HoC) — Warrens vs. Holds examined
- Midnight Tides (MT) — Hold system as alternative to warrens
- The Crippled God (TCG) — Resolution of warren poisoning