Back Gardens of the Moon Save as PDF

Gardens of the Moon's bare bones first saw life in a role-playing game. Its first draught was as a feature film co-written by the two creators of the Malazan world, myself and Ian C. Esslemont; a script that languished for lack of interest ('we don't do fantasy films because they suck. It's a dead genre. It involves costumes and costume dramas are as dead as Westerns' – all this before a whole slew of production companies shoved that truism in their faces, all this long before Lord of the Rings hit the big screen).

And that was just it. We were there. We had the goods, we knew that Adult Epic Fantasy was film's last unexplored genre – we didn't count Willow, which only earned merit in our eyes for the crossroads scene; the rest of the stuff was for kids through and through. And all the other films coming out in that genre were either B flicks or egregiously flawed in our eyes (gods, what could have been done with Conan!). We wanted a Fantasy version of The Lion in Winter, the one with O'Toole and Hepburn. Or The Three Musketeers adaptation with Michael York, Oliver Reed, Raquel Welch, Richard Chamberlain, etc, just add magic, mates. Our favourite television production was Dennis Potter's The Singing Detective, the original one with Gambon and Malahyde. We wanted sophisticated shit, you see. We were pushing Fantasy in that sizzling, scintillating context of jaw-dropping admiration. We were, in other words, as ambitious as hell.

Probably, too, we weren't ready. We didn't quite have the stuff. Thinking past our abilities, trapped in the lack of experience. The curse of the young.

When life took Cam in one direction and me in another, we both carried with us the notes for an entire created world. Constructed through hours upon hours of gaming. We had an enormous history all worked out – the raw material for twenty novels, twice as many films. And we each had copies of a script nobody wanted. The Malazan world was there in hundreds of hand-drawn maps, in pages upon pages of raw notes, in GURPS (Steve Jackson's Generic Universal Role Playing System – an alternative to AD&D) character sheets, building floor-plans, sketches, you name it.

The decision to begin writing the history of the Malazan world began a few years later. I would convert the script into a novel. Cam would write a related novel entitled Return of the Crimson Guard (and now, all these years later, and fresh on the heels of his Night of Knives, Cam's first epic, Return, is going to be published). As works of fiction, authorship would belong to the actual writer, the person putting word after word onto the page. For Gardens, the conversion meant almost starting from scratch. The script was three acts all set in Darujhistan. The main events were the assassin war on the rooftops and the grand, explosive finale of the fete. There was virtually nothing else. No back story, no context, no real introduction of characters. It was, in fact, more Raiders of the Lost Ark than The Lion in Winter.