Forkrul Assail
Also known as: The Justiciars, The Judges, The Pure | Origin Warren/Realm: None specific (predate the warren system) | First Appeared: Book 3 (MoI), major role in Books 9-10 (DoD/TCG)Overview
The Forkrul Assail are one of the founding races of the Malazan world, contemporaries of the Jaghut, K'Chain Che'Malle, and the Tiste. They are self-proclaimed judges of all other races, beings who believe it is their right and duty to impose their concept of justice upon the world. They are tall, gaunt, and angular, with additional joints in their limbs that give them an unsettling, alien physicality, and they possess a devastating power: the ability to compel obedience through their voice alone.
The Forkrul Assail are, in many ways, the most terrifying of the founding races — not because of raw destructive power (though they are formidable) but because of their absolute certainty that they are right. They see themselves as the arbiters of a cosmic justice that supersedes all other moral frameworks. In their worldview, the other races are flawed, corrupt, and in need of judgment — and that judgment is inevitably harsh. Their concept of "justice" is alien and merciless, closer to annihilation than equity.
By the time of the main series, the Forkrul Assail have been largely absent from the world, dwelling in remote regions. Their return in force during the final books — Dust of Dreams and The Crippled God — represents one of the greatest threats the world has faced, as they seek to impose their judgment on all of civilization.
History
The Ancient Age
The Forkrul Assail were among the first intelligent races, emerging in the world's earliest ages alongside the K'Chain Che'Malle, the Jaghut, and others. In this primordial time, the founding races interacted, cooperated, and conflicted in ways that shaped the world's fundamental nature. The Forkrul Assail's role was that of self-appointed arbiters — they saw themselves as the race qualified to judge all others.
Wars of the Ancient World
The Forkrul Assail participated in the ancient wars between the founding races, including conflicts with the K'Chain Che'Malle and interactions with the Jaghut. Their power of compulsion made them dangerous opponents, as they could turn enemies' own soldiers against them with a spoken command. However, they were not invincible — they were driven from much of the world and eventually retreated to remote regions.
The Long Absence
For most of recorded history, the Forkrul Assail were believed to be extinct or functionally so. They retreated to isolated corners of the world — particularly the far eastern reaches beyond the Letherii continent — where they bided their time, maintaining their sense of purpose and waiting for the moment to return. During this absence, they did not change or grow; their certainty in their mission remained absolute across the millennia.
The Return and the Crippled God's Gambit
The Forkrul Assail's return is connected to the events surrounding the Crippled God. They ally with or are manipulated by various powers as part of the cosmic chess game that defines the series' final act. Their emergence in force in Dust of Dreams and The Crippled God puts them in direct conflict with the Bonehunters and other forces converging on the final battlefield.
The Pures
Among the Forkrul Assail, the most powerful are the Pures — ancient, undiluted Forkrul Assail who have maintained their bloodline and power since the founding age. The Pures are the most dangerous of their kind, their voice of command so powerful that it can compel almost any being to obedience. They serve as the leaders and driving force of the Forkrul Assail's return.
Culture and Society
The Philosophy of Justice
The Forkrul Assail's entire culture revolves around their concept of justice — a cold, absolute, and alien morality that bears little resemblance to any human sense of fairness. Their "justice" is not about equity, mercy, or rehabilitation; it is about judgment and punishment. They see all other races as inherently flawed and guilty, and their role as the correction of those flaws — typically through destruction.
This philosophy makes them implacable enemies. They cannot be reasoned with, negotiated with, or persuaded, because they believe their judgment is cosmically correct. Compassion, nuance, and the messy realities of mortal life are irrelevant to them.
The Voice of Command
The Forkrul Assail's defining power — their ability to compel obedience through speech — is not merely a magical ability but is central to their identity. They believe that their voice carries the authority of cosmic justice itself, and that the compulsion their voice creates is simply the universe recognizing and enforcing their rightful authority.
Social Hierarchy
Forkrul Assail society is organized around purity of bloodline and strength of the voice. The Pures sit at the apex, with lesser (diluted or younger) Forkrul Assail beneath them. They do not appear to have the kind of complex social structures that other races develop — their society is essentially a hierarchy of judges, with the most powerful judge holding supreme authority.
The Half-Bloods
Over the ages, some Forkrul Assail interbred with other races, producing half-bloods who possess some measure of the Assail's powers (particularly a weakened form of the voice of command) but who may also possess qualities alien to the Pures — such as empathy, doubt, or mercy. These half-bloods are viewed with contempt by the Pures.
Notable Members
- Calm — A Forkrul Assail encountered in Memories of Ice, one of the first to be revealed in the series
- Brother Diligence — A Pure Forkrul Assail who plays a major role in TCG
- Sister Reverence — A Pure who leads the Forkrul Assail in their final campaign
- Sister Calm — Another Pure with significant role in the endgame
- Serenity — A Pure involved in the final conflict
Powers and Abilities
- Voice of Command (Compulsion) — The ability to issue commands through speech that compel obedience in listeners. The more powerful the Assail, the harder the compulsion is to resist. The Pures can command almost any being, including ascendants.
- Extreme physical capabilities — Their multi-jointed limbs make them unnervingly fast and flexible in combat; they are powerful hand-to-hand fighters
- Extreme longevity — The founding-race Forkrul Assail have lived since the world's earliest ages, spanning hundreds of thousands of years
- Magical resistance — Their ancient nature grants them resistance to many forms of sorcery
- Collective ritual power — Multiple Forkrul Assail working together can amplify their voice of command to affect entire armies or populations
- Environmental manipulation — In TCG, the Forkrul Assail demonstrate the ability to manipulate weather, terrain, and other environmental factors in their territory
Role in the Series
The Forkrul Assail are a background presence for most of the series, becoming a major force only in the final two books. In Memories of Ice (Book 3), the existence of the Forkrul Assail is established when one is encountered, setting up their eventual return. References to them appear intermittently in the middle books, building anticipation.
In Dust of Dreams (Book 9) and The Crippled God (Book 10), the Forkrul Assail emerge as one of the primary antagonist factions. They have established a stronghold in the eastern reaches of the continent, where they use their power of compulsion to dominate local populations and prepare for a larger campaign of "judgment" against civilization.
The Bonehunters' march toward the Forkrul Assail's stronghold is a central plot thread of the final two books. The conflict between the Malazans — a diverse, messy, deeply human army — and the Forkrul Assail — beings of absolute certainty and merciless judgment — is one of the series' defining thematic clashes: the imperfect but compassionate versus the perfect but merciless.
The Forkrul Assail represent Erikson's exploration of the dangers of absolute moral certainty. They are "justice" without mercy, "order" without humanity, "purity" without compassion. Their defeat in the final convergence is a statement about the value of the messy, imperfect, but ultimately humane approach to existence.
Related
- Jaghut — Fellow founding race, contemporaries in the ancient age
- K'Chain Che'Malle — Fellow founding race
- T'lan Imass — Another ancient race, though younger than the founding races
- Convergence — The Forkrul Assail's return triggers convergence in the final books
- Elder Warrens and Holds — The Forkrul Assail predate the organized warren system
- Ascendancy — Some Forkrul Assail may be considered ascendant-level in power