Plot Summary
Oaths in the Darkwood
In the shadowed heart of the Darkwood, young Evnis, desperate to escape his brother's shadow and his own insignificance, forges a blood oath with Queen Rhin and the ancient, malevolent spirit Asroth. This pact, sealed in blood and fear, promises Evnis power in exchange for his soul and loyalty. The ritual, witnessed by a giant, Uthas, unleashes a dark force that will ripple through the Banished Lands, setting the stage for a new God-War. This moment of treachery and ambition is the first stone cast in a coming avalanche of betrayal, sacrifice, and the cost of ambition.
The Broken World's Legacy
The Banished Lands are a world scarred by the God-War, a cataclysmic conflict between Elyon, the creator, and Asroth, the great deceiver. Giants and men, once immortal and united, are now sundered, their Treasures—magical relics forged from starstone—scattered and fought over. The world is a tapestry of broken oaths, lost gods, and the lingering threat of Asroth's return. The giants are divided, mankind diminished, and the gods silent. Yet, in the ruins and legends, the seeds of new conflict and hope are sown, as ancient prophecies whisper of avatars, the Bright Star and the Black Sun, who will shape the fate of all.
A Boy and a Blade
Corban, a blacksmith's son in Ardan, is introduced as a curious, sensitive boy on the cusp of manhood. He is drawn to the mysteries of the world and the allure of becoming a warrior, but is haunted by self-doubt and the shadow of bullies like Rafe. His family—loving, practical, and marked by loss—anchors him, while friendships with Dath and Cywen, his fierce sister, shape his early trials. Corban's first encounters with violence, shame, and the complexities of courage set him on a path that will test his heart and blade, as he learns that true strength is forged in the fires of fear and compassion.
Seeds of Betrayal
As the kingdoms of Ardan, Tenebral, and their neighbors maneuver for power, old wounds fester. Evnis, now a trusted counselor, manipulates events from the shadows, driven by his oath to Rhin and Asroth. Political marriages, secret alliances, and the theft of ancient Treasures—like the starstone axe—stir unrest. The Vin Thalun, sea-raiders united under Lykos, plot with Tenebral's prince, Nathair, while giants and outlaws threaten the borders. The stage is set for betrayal on every side, as personal grievances and ancient malice entwine, and the innocent are drawn into the schemes of the powerful.
The God-War's Shadow
Prophecies surface, foretelling the return of the God-War and the rise of avatars: the Bright Star, champion of Elyon, and the Black Sun, Asroth's vessel. Signs multiply—giant-stones weep blood, white wyrms and draigs prowl, and the Treasures stir. King Aquilus of Tenebral calls a council of kings, seeking unity against the coming storm. Yet, skepticism, pride, and old rivalries undermine the alliance. The mysterious Meical, Aquilus' counselor, and Calidus, a spymaster with hidden power, move behind the scenes. The world teeters on the brink, as faith, ambition, and fear drive men and giants alike.
Blood and Ambition
Corban faces bullying, shame, and the first taste of violence, learning hard lessons about fear, anger, and the cost of standing up for oneself. Under the tutelage of Gar, a crippled stablemaster with a hidden past, Corban trains in secret, mastering body and mind. Across the Banished Lands, other young men—Veradis, Kastell, Camlin—are tested by war, betrayal, and the lure of vengeance. The Rowan Field, the warrior trial, and the Long Night become rites of passage, marking the end of innocence and the birth of warriors. Yet, every victory is shadowed by loss, as friends and family fall to treachery and war.
The Shield Wall Rises
Nathair, now prince and later king of Tenebral, forges a new kind of warband, training his men in the shield wall—a disciplined, collective fighting style inspired by the ants he observes. With the aid of the Vin Thalun fleet and the enigmatic Calidus and Alcyon, a giant, Nathair's forces win victories against giants and men alike. The Jehar, legendary shadow warriors, pledge themselves to Nathair, believing him to be the Seren Disglair, the prophesied Bright Star. Yet, as alliances form, so do suspicions, and the line between savior and conqueror blurs.
Wolves, Giants, and Men
Corban's compassion leads him to save a wolven-cub, Storm, forging a bond that defies fear and prejudice. Together, they face the dangers of the Baglun and Darkwood forests—bogs, outlaws, and the monstrous wolven packs bred by giants. Giants themselves, divided and vengeful, raid the borders, seeking lost Treasures and old vengeance. The wild is both threat and refuge, a place where the old magic lingers and the boundaries between man and beast, friend and foe, are tested. Storm becomes both Corban's protector and symbol of his unique destiny.
The Price of Power
As the God-War's shadow lengthens, the cost of power becomes clear. Evnis sacrifices his soul and family for ambition, unleashing wyrms and dark magic. King Aquilus is murdered, betrayed by those closest to him, and Mandros, king of Carnutan, is slain in vengeance. The alliances forged in hope are shattered by pride, suspicion, and the lure of forbidden power. The Treasures—cauldron, axe, and more—become objects of obsession, their pursuit leaving ruin in their wake. Every gain is paid for in blood, trust, and the loss of innocence.
The Fall of Dun Carreg
Dun Carreg, Corban's home and the heart of Ardan, becomes the crucible of the novel's climax. Betrayed from within by Evnis and Conall, and besieged by Owain's host and Nathair's treachery, the fortress falls in a night of fire and blood. Brenin, the king, is slain; Thannon, Corban's father, dies defending him; and Cywen, Corban's sister, is lost in the chaos. Gar, revealed as a Jehar swordmaster, buys Corban's escape with his life. The survivors flee through ancient tunnels, leaving behind all they have known. The world they emerge into is forever changed.
The Serpent Beneath the Stone
Beneath Dun Carreg and the Banished Lands lie tunnels and secrets from the age of giants. Corban and his companions escape through these labyrinths, facing the lingering dangers of wyrms and the remnants of giant magic. The journey through darkness is both literal and symbolic—a passage from childhood to the harsh light of a world at war. The past, long buried, is unearthed, and the survivors must reckon with the legacies of gods, giants, and their own choices.
The Jehar's Arrival
The Jehar, legendary warriors bound by prophecy, arrive in force, pledging themselves to Nathair. Their presence marks a turning point, as the old ways of war and honor are supplanted by new loyalties and ambitions. Gar's true identity as a Jehar sword-brother is revealed in a final, desperate duel. The Jehar's arrival signals both hope and danger, as their skills and secrets become weapons in the struggle for the Banished Lands' future.
The Siege and the Storm
The siege of Dun Carreg is a test of endurance, loyalty, and the limits of hope. Food runs short, tempers flare, and old rivalries resurface. Corban, now a warrior, faces Rafe in a duel that will decide the fate of his wolven companion, Storm. The storm outside mirrors the turmoil within, as the fortress's defenders are betrayed and overwhelmed. The breaking of the gates is the breaking of the old world, and the survivors are cast adrift.
The Long Night
Corban's Long Night, the vigil that marks his passage into manhood, becomes a night of omens and transformation. Alone with his thoughts, his sword, and the memory of all he has lost, Corban faces the darkness within and without. The dawn brings not peace, but the news of Badun's fall and the approach of war. The Long Night is both an end and a beginning, the crucible in which Corban's destiny is forged.
The End of Innocence
The aftermath of Dun Carreg's fall is a time of mourning and reckoning. Corban, Cywen, and their companions are exiles, haunted by the deaths of family and friends. The world they knew is gone, replaced by a landscape of war, betrayal, and uncertainty. Yet, in the ashes, new resolve is born. The survivors must choose whether to seek vengeance, justice, or a new path. The end of innocence is the beginning of purpose.
Vengeance and Empire
Nathair, now king and hailed as the Bright Star, forges an empire from the chaos, wielding prophecy, charisma, and ruthless ambition. With Calidus and the Jehar at his side, and the Treasures within reach, he becomes both savior and conqueror. Yet, doubts linger—about his true nature, the cost of his choices, and the shadow that clings to him. The line between hero and tyrant blurs, as vengeance and destiny become one.
The Chosen and the Cursed
The avatars of prophecy—Nathair, Corban, and others—are revealed, but the meaning of their roles is uncertain. The God-War has begun, but the sides are not as clear as legend foretold. Betrayal, sacrifice, and the lure of power test every oath and bond. The survivors must choose who to trust, what to fight for, and whether to become the instruments of fate or its defiers. The world is remade in blood and sorrow.
Exile on the Tides
Corban, his mother, Storm, and a handful of companions escape by sea, leaving behind the ruins of their home and the graves of their loved ones. The Banished Lands are in turmoil, the old order shattered, and the God-War raging. Yet, in exile, hope endures. The journey is not over; the struggle for meaning, justice, and a new world has only begun.
Characters
Corban
Corban is the heart of the story—a blacksmith's son whose journey from innocence to warrior is marked by fear, compassion, and the struggle to define true courage. Sensitive and self-doubting, he is shaped by the love of his family, the bullying of Rafe, and the mentorship of Gar. His bond with Storm, the wolven, sets him apart, symbolizing his unique destiny and empathy. Corban's arc is one of transformation: from a boy paralyzed by fear to a leader who faces loss, betrayal, and the burden of prophecy. His choices are driven by loyalty, a longing for meaning, and the refusal to let the world's darkness define him.
Cywen
Cywen, Corban's older sister, is a force of nature—brave, impulsive, and fiercely loyal. She is skilled with knives, unafraid to stand up to bullies or authority, and often acts before thinking. Her relationship with Corban is complex: she both protects and frustrates him, embodying the tension between love and pride. Cywen's journey is one of survival and grief, as she endures loss, captivity, and the struggle to find her place in a world that undervalues her strength. Her resilience and compassion make her a vital anchor for Corban and the other survivors.
Gar
Gar, the crippled stablemaster, is more than he appears. Stern, enigmatic, and haunted by old wounds, he becomes Corban's secret teacher, imparting not just the skills of war but the discipline of mind and heart. Gar's true identity as a Jehar sword-brother is revealed in the novel's climax, and his sacrifice buys Corban's escape. His relationship with Corban is paternal, marked by tough love and deep care. Gar's arc is one of redemption, as he confronts his past and chooses to protect the future.
Evnis
Evnis is a study in ambition, insecurity, and the corrosive power of resentment. Driven by a need to matter and escape his brother's shadow, he forges a pact with Rhin and Asroth, sacrificing his soul for power. As counselor to Brenin, he manipulates events, betrays friends and family, and unleashes dark magic. His love for his wife, Fain, is genuine, but twisted by his willingness to do anything to save her. Evnis's arc is a descent into darkness, as he becomes both pawn and architect of the God-War.
Nathair
Nathair, prince and later king of Tenebral, is a figure of prophecy—hailed as the Bright Star, the chosen of Elyon. Handsome, intelligent, and ambitious, he forges new ways of war, unites the Vin Thalun and Jehar, and inspires loyalty. Yet, beneath the surface, he is haunted by dreams, doubts, and the shadow of Asroth. His relationship with Veradis is central—a bond of brotherhood, loyalty, and shared ambition. Nathair's arc is one of transformation from idealistic leader to ruthless conqueror, as the line between savior and tyrant blurs.
Veradis
Veradis, the third son of a baron, is driven by a need to prove himself, escape his brother's shadow, and find meaning. As Nathair's first-sword and confidant, he becomes a master of the shield wall and a key figure in the new order. His loyalty is both strength and flaw, as he struggles to reconcile honor with the demands of power. Veradis's arc is one of growth, as he learns to question, to lead, and to bear the weight of kingslaying and the cost of victory.
Kastell
Kastell, orphaned and tormented by his cousin Jael, seeks belonging and purpose. His journey from Mikil to the Gadrai, and his battles with giants, are marked by self-doubt, pride, and the longing for acceptance. Kastell's friendship with Maquin and Veradis, and his rivalry with Jael, drive his arc. He is both victim and hero, shaped by loss and the struggle to define his own worth.
Camlin
Camlin, a veteran of the Darkwood, is a survivor shaped by betrayal, violence, and the need to belong. Though a brigand, he draws the line at killing women and children, and his conscience leads him to protect Cywen and aid the heroes. Camlin's arc is one of redemption, as he chooses to defy his chief, Braith, and the schemes of Rhin, seeking a new path in a world where right and wrong are blurred.
Halion
Halion, a skilled warrior from distant lands, becomes Corban's weaponsmaster and later Brenin's first-sword. Thoughtful, disciplined, and haunted by his own past, Halion is both mentor and protector. His relationship with his brother Conall is fraught with pride and rivalry. Halion's arc is one of acceptance, as he finds purpose and belonging in Ardan, and rises to leadership in the face of loss.
Storm
Storm, the wolven-cub saved by Corban, is more than a beast—she is a symbol of Corban's compassion, courage, and unique destiny. Feared and hunted, she becomes both protector and outcast, mirroring Corban's own journey. Her bond with Corban is deep, forged in trust and shared trials. Storm's presence challenges the boundaries between man and beast, friend and foe, and becomes a rallying point for hope and difference.
Plot Devices
Dual Protagonists and Interwoven Narratives
Malice employs a dual-protagonist structure, following Corban's coming-of-age in Ardan and Veradis's rise in Tenebral. Their stories, though separated by geography and circumstance, mirror and contrast each other—both are shaped by the need to prove themselves, the loss of innocence, and the burden of prophecy. The narrative weaves together multiple viewpoints—Kastell, Camlin, Cywen, Evnis—creating a tapestry of perspectives that enriches the world and deepens the themes of loyalty, betrayal, and the search for meaning.
Prophecy and Foreshadowing
Prophecy is both a plot engine and a source of tension. The writings of Halvor, the signs in the land, and the avatars of the Bright Star and Black Sun drive characters to action, but their meanings are ambiguous and open to manipulation. Foreshadowing is used to build suspense—dreams, omens, and the slow gathering of the God-War's forces hint at coming cataclysm. The characters' attempts to fulfill or defy prophecy become a central conflict, raising questions about fate, free will, and the cost of belief.
The Shield Wall and New Ways of War
Nathair's introduction of the shield wall—a collective, disciplined fighting style inspired by nature—serves as both a literal and symbolic device. It represents the shift from individual heroics to collective action, the power of unity over chaos, and the tension between tradition and innovation. The shield wall becomes a metaphor for the alliances and betrayals that shape the world, and its success and failure mirror the fortunes of the characters.
The Treasures and the Legacy of the Past
The seven Treasures—cauldron, axe, necklace, and more—are both MacGuffins and symbols of the world's broken legacy. Their pursuit drives much of the plot, as kings, giants, and outlaws seek them for healing, power, or vengeance. The Treasures are linked to the God-War, the sundered clans, and the loss of immortality, embodying the dangers of obsession and the cost of reclaiming the past. Their presence foreshadows the return of old magic and the escalation of conflict.
Betrayal, Sacrifice, and the Cost of Ambition
Betrayal is a constant—Evnis's treachery, Nathair's ambition, the shifting loyalties of friends and kin. Sacrifice, both willing and forced, marks the journey of every major character: Thannon's death, Gar's last stand, the loss of home and family. The cost of ambition is measured in blood, trust, and the shattering of old certainties. The novel uses these devices to explore the psychological toll of power, the fragility of honor, and the resilience of hope.
Analysis
Malice is a sweeping epic that reimagines the classic struggle between good and evil through the lens of personal growth, loss, and the search for meaning in a broken world. At its heart, the novel is about the forging of character—how fear, compassion, and the choices we make in the face of darkness define who we become. The God-War, prophecy, and the clash of empires are grand backdrops, but the true drama lies in the intimate moments: a boy's first act of courage, a sister's defiance, a mentor's sacrifice. The novel interrogates the nature of heroism, the cost of power, and the ambiguity of destiny. It warns of the dangers of pride, the seduction of vengeance, and the ease with which good intentions can become instruments of ruin. Yet, it also celebrates resilience, loyalty, and the possibility of redemption. In a world where gods are silent and the past is a burden, Malice suggests that meaning is found not in prophecy or power, but
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Review Summary
Malice is the first book in John Gwynne's epic fantasy series The Faithful and the Fallen. Reviews praise its complex characters, intricate world-building, and compelling plot. Many readers found the slow start challenging but were ultimately rewarded with an engaging story. The book's strengths include its character development, battle scenes, and exploration of good versus evil. Some criticisms mention predictability and overuse of tropes. Despite mixed opinions, most reviewers expressed eagerness to continue the series, citing the author's skill in crafting a rich, immersive fantasy world.
The Faithful and the Fallen Series
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