The Malazan Empire has conquered most of the known world, and its Empress is not done. On the continent of Genabackis, the final campaign to absorb the last Free Cities has ground on for years — and at the siege of Pale, treachery within the Malazan High Command leaves the legendary Bridgeburners nearly destroyed. Sergeant Whiskeyjack and his battered squad are dispatched on an impossible mission to infiltrate Darujhistan, the last jewel of freedom, while Captain Ganoes Paran — a young nobleman turned inspector — finds himself entangled in a war between gods that has nothing to do with any empire. Above the city, the ancient fortress of Moon's Spawn floats, controlled by the unfathomable Son of Darkness, Anomander Rake. Below, a stolen child carries the attention of a god, and an Azath house holds something the gods fear. Epic in scope, disorienting by design, and utterly uncompromising in its refusal to explain itself, Gardens of the Moon drops readers mid-campaign into a world shaped by ten thousand years of war, sorcery, and betrayal. It is one of fantasy's most ambitious opening moves.