Discworld (world)
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Discworld | |
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SkyOne adaptation of The Colour of Magic | |
First appearance | The Colour of Magic (24 November 1983 ) |
Created by | Terry Pratchett |
The Discworld is the fictional setting for all of
Pratchett first explored the idea of a disc-shaped world in the novel Strata (1981).
Great A'Tuin
Great A'Tuin is the Giant Star Turtle (of the fictional species Chelys galactica) who travels through the Discworld universe's space, carrying four giant elephants (named Berilia, Tubul, Great T'Phon, and Jerakeen) who in turn carry the Discworld. The narration has described A'Tuin as "the only turtle ever to feature on the Hertzsprung–Russell diagram".[1]
Great A'Tuin's
The other theory, described as being popular among the Discworld's academics as the Discworld version of the
The little turtles have since gone off on their own journeys. Whether this was the event the Great A'Tuin was looking forward to or merely one step towards its ultimate goal is not mentioned.
Great A'Tuin has been mentioned to frequently roll on its belly to avoid asteroid and comet collisions, or even to snatch these projectiles out of the sky which might otherwise destroy the Disc. These stunts do not affect the Disc's population, other than to induce severe seasickness on anyone who happens to be looking at the night sky at that time. A'Tuin has been known to do more complex rolls and corkscrews, but these are rarer. This is similar to real-world sea turtles' habit of rolling over with their shell down to protect themselves from sharks.
Due to the Great A'Tuin's travelling through the universe, the night sky of the Discworld changes markedly over the course of decades, as the turtle departs older constellations and enters new ones. This means that astrologers must constantly update and alter their horoscopes to incorporate all-new zodiacs.
A tiny sun and moon orbit the Great A'Tuin, both about 1 mile (1.6 km) in diameter when described at the start of the series, but the description of their diameter is increased to at least 80 miles (130 km) later in the chronicles. The moon is slightly closer to the Disc than the sun. One half is covered with silvery glowing plants, which feed the lunar dragons.[3] The other half is burnt black by the sun. The moon rotates and completes a full revolution in about a month; the full moon occurs when the luminescent side is completely visible from the Disc; the new moon when the dark side is shown. The sun's orbit is so complex that one of the elephants has to cock its leg to allow the sun to continue on its orbit.[4]
According to the wizards of Unseen University, Chelys galactica, and thus Great A'Tuin, are composed largely of the fictional element chelonium, the properties of which are apparently known to them (they do tests to look for it in Roundworld [the Discworld analogue of Earth] in The Science of Discworld), but not to readers.
Magic
Magic is the principal force in the Discworld and operates in a similar vein to real-world elemental forces such as gravity and electromagnetism. The Disc's "standing magical field" is essentially the local breakdown of reality, which allows a flat planet on the back of a turtle to even exist. The force called "magic" is really just a function of the relative absence of reality in the local area, much in the same way that the absence of heat is described as "coldness". Magic warps reality in much the same way as the real universe's gravity warps its space-time. The act of performing magic is, essentially, telling the universe what form it must take, in terms that the universe cannot ignore. This is very draining to magic users, due to Discworld science's Law of Conservation of Reality, which states that magic and mundane methods require the same energy expenditure. This is why most Discworld wizards store magic in a staff, which is a sort of capacitor for magical energy.
On the Discworld, where magic has more in common with
In the Discworld universe, magic is broken into elementary particulate fragments in much the same way that energy and other forces are in real-world
The thaum also appears to be a particle, the Discworld physics equivalent of the atom. "Splitting the thaum" revealed that it was in fact composed of numerous sub-particles, called resons ("thingies") which in turn are created from a combination of up to five "flavours": up, down, sideways, sex appeal, and peppermint (parodying the real-world quarks).
In the opening books, the number eight is significant and has magical properties on the Disc, (e.g. the number of the colour of Magic, octarine) and should never be spoken by wizards, especially in certain places. Doing so may allow the ancient dungeon dimension creature "Bel-Shamharoth the sender of eight" to break through (this is taken to an extreme end in one book, as even the narrator takes great pains to avoid saying the word). On the other hand, eight turns up in many places one would expect the number seven in the real world (e.g. the Discworld week contains eight days, not seven). After The Colour of Magic, both the colour and the number eight no longer appear as dangerous.
The Disc's magical field is centred on Cori Celesti. Everyday natural forces, such as light and
The Power of Belief
Reality is spread thinly on the Disc, so events may be affected by expectations, especially those of 'intelligent' species such as humans, dwarves, etc. As such, the Discworld is not governed by real-world physics or logic but by belief and narrative resolution. Essentially, if something is believed strongly enough, or by enough people, it may become true. Jokes such as treacle mines and drop bears are real on the Disc; in reality lemmings do not actually rush en masse off cliffs; on the Disc, they do, because that is what people believe. These concepts of Discworld physics are also exploited in both wizard and witch magic. For example, when a character wishes to turn a cat into a human, the easiest way is to convince the cat, on a deep level, that he is a human. In fact, the main reason the Auditors of Reality dislike sentient beings in the Discworld universe is that the Auditors are the personifications of the real-world laws of physics, but the Discworld physics' power of belief and the humans' ignorance constantly remake the world, making their work fruitless.
More significantly, it is also belief that gives Discworld's gods their powers. Discworld gods start off as tiny spirits, and gain power as they gain believers; this is explored most thoroughly in Faust Eric and Mort
Such is the nature of belief on the Disc that temporary new gods come into being on a regular basis, and often for such mundane things as stuck drawers; Anoia, Goddess of Things That Get Stuck in Drawers, came into her powers in such a manner, though she was previously a volcano goddess.
Narrative causality
The Disc's nature is fundamentally teleological; its basic composition is determined by what it is ultimately meant to be. This primary element, out of which all others spring, is known as narrativium,[5][6][7] the elemental substance of Story. Nothing on the Disc can exist without a Story first existing to mould its destiny and determine its form. This is, perhaps, a take on the fact that nothing can ever happen on the Disc unless it is written in a story by Terry Pratchett. On the Disc, if a story or legend is told often enough and believed by enough people, it becomes true. This is known as the law of narrative causality.
For example, characters in
Discworld witches often employ narrative in their magic, but consider it ethically tricky since it interferes with free will. Discworld wizards avoid doing so because narrative that severely strains credibility requires outright sources of magic to feed on, sometimes indiscriminately. Knowledge of stories, their use and how to change them forms the basis of many forms of magical power in Discworld physics. Pratchett characters who use or change stories include Lilith, Black Aliss, and Granny Weatherwax. The habit of many Discworlders to take metaphor literally has combined with the power of belief to produce some very odd areas on the Discworld. The Place Where The Sun Does Not Shine, for instance, is a deep crevasse in Lancre, incidentally located between A Rock and A Hard Place.
Octarine
The colour of magic on the Discworld, also referred to as the eighth colour. This fictional colour is strongly indicative of magic and can only be seen by wizards (who sometimes describe it as resembling a fluorescent greenish-yellow purple) and cats, who both possess "octagon cells" in addition to the normal cones and rods possessed by humans. (See tetrachromacy for the real-world equivalent.)
Substances
The Disc contains magical substances. One such is octiron, a dense black metal that is a large part of the Discworld's crust. Its melting point is above the range of metal forges. The gates of Unseen University are made out of it, as is Old Tom, the university's bell. It is used to make magic needles and bells. It releases magical radiation, but if it becomes negatively polarised, it can be used to absorb such radiation. It generates significant amounts of heat under pressure, accounting for most of the volcanic geological processes on Discworld. When struck (such as with Old Tom), instead of producing a sound it briefly silences anything around it.
Another is fingles, insinuated in Eric to be an important part of human psychology. Their absence, according to the Creator, can cause psychological problems. "On the surface they were all right, but deep down they knew something was missing", as he put it, referring to the inhabitants of a world where he forgot to include any. Since fingles do not exist on Earth, it is implied that Earth is the planet the Creator is referring to, and humanity is the species that is fundamentally incomplete because of their absence.
Another is slood. First mentioned in The Last Continent, slood is a natural substance that could be discovered by intelligent beings, but that humans on Earth have been too unintelligent to find; it is said to be much easier to discover than fire, and only slightly harder to discover than water. One of Rincewind's many accumulated positions is Reader in Slood Dynamics. The General Theory of Slood was discovered by Archchancellor Sloman, and a stained glass window representing this event is in the meeting room of the Unseen University college council. The University's plumbing system contains pipes for maintaining slood differential.
The Disc
The Disc itself is described as roughly 10,000 miles (16,000 km) wide, giving it a
The areas closer to the Rim are warmer and tropical, since the Disc's sun passes closer to them in its orbit. At the Rim, a great, encircling waterfall (the Rimfall) sends the Disc's oceans cascading into space. Pratchett is evasive about how the water eventually returns to refill the oceans, only saying, "Arrangements are made." The mist from the plunging waters creates the Rimbow, an eight-colour (the eighth is octarine) double rainbow consisting both of light and of magic.
Circle Sea
The Circle Sea is an almost landlocked body of water approximately halfway between the Hub and the Rim, opening at the turnwise side into the Rim Ocean. The Circle Sea is analogous to the
Unnamed Continent
The unnamed continent is the one on which most of the books are set. It is essentially the analogue of Europe, and contains among other things the Sto Plains and Ramtops, as well as the more Eastern European lands around Überwald.
Sto Plains
The Sto Plains are the rough analogue to Western Europe on the Discworld. They are a land of rich black loam, upon which rests a great squat forest of cabbages. In Soul Music, a footnote states various facts of the region:
- Principal export: Cabbages
- Flora: Cabbages
- Fauna: Things that eat cabbages and do not mind not having any friends.
The cabbage has an almost mythic status among the people of the Sto Plains, and is an emblem of its largest and dominant city, Ankh-Morpork, which is located near the northeast of the coat of arms. Many young people who leave the farming areas of the Plains for life in the big city would happily never see a cabbage again.
Although they have been an empire in the past, the Sto Plains currently exist as a loose collection of independent city-states, ruled over by a close-knit (and probably interrelated) ruling class. The Sto Plains could be thought of as being similar to Germany prior to the unification of the states into the
Ankh-Morpork
The principal city of the Sto Plains is Ankh-Morpork. While it does not exert any political power over its neighbors, its economic domination of the region (summed up by the phrase, "Attack us, and we'll call in your mortgages") has meant that the smaller cities around it are essentially its satellites. For some reason, the coat of arms has a hippo on each side.
Pseudopolis
Pseudopolis (its name translates to "false city") is first mentioned in the first Discworld novel, The Colour of Magic. That novel also refers to Psephopololis, which according to The Discworld Mapp is the same place. The city is not to be confused with Pseudopolis Yard, the headquarters of the Ankh-Morpork City Watch (a reference to Scotland Yard). Pseudopolis possesses a school of magic, Braseneck College (a parody of Brasenose College, Oxford), which is apparently in competition for prestige with the larger, older Unseen University in Ankh-Morpork. In fact, the novel Raising Steam makes clear that this rivalry extends to the city level, as Pseudopolis refuses to accept an Ankh-Morpork-constructed trainline. As of Unseen Academicals, the aristocracy of the city appear to have undertaken an experiment in representative democracy, much to Lord Vetinari's amusement.
While no Discworld novels have been set in Pseudopolis, a number of characters have roots there. Eric Thursley lives/lived at 13 Midden Lane (
Quirm
Quirm is the location of the Quirm College for Young Ladies (formerly attended by
The Quirmian language is occasionally described as similar to French or Spanish, but Snuff notes that all Quirmians speak perfect Morporkian. Spoken Quirmian in Making Money, is identical to French. In Raising Steam, the Marquis des Aix en Pains speaks Morporkian with a French accent.[8]
Quirm is famous for its floral clock: a circle of flowers, each of which opens its petals at a different hour. Quirm is also famous for its (blue-veined) cheese. Quirmian cuisine is generally characterised by avec (French for "with").
Quirm is a duchy ruled by the Rodley family. Members of this family include Lord Rodley, an upper-class twit in Mort, and Brenda Rodley, a swamp dragon-breeding dowager duchess in Guards! Guards!. In Sourcery, Quirm was destroyed by wizards in a magic war, but presumably restored by Coin when he put everything back as it had been before the war.
The school resembles a traditional English independent girls' school, with an academic curriculum and heavy emphasis on respectable and decent behaviour. Students at the school do not seem to be preparing for any particular profession. Susan Sto Helit describes it as "an education in, well, education" (Hogfather). It appears that those students who do not marry upon leaving school generally go into the teaching profession themselves, or become governesses.
Sto Lat
Sto Lat, ruled by
According to the books, Sto Lat is a sizable walled town in the Sto Plains, although eclipsed enormously both in size and influence by the neighbouring city of Ankh-Morpork. Sto Lat is the nearest major city to Ankh-Morpork (approximately a half day's journey by horse, less if the horse is Boris from Going Postal) and to which it is connected by two clacks towers. It encompasses a large boulder emerging out of the Sto Plains like 'a geological pimple', left there by the retreating Ice Giants. The castle is built into this rock.
Its most recent king before the present monarch was King Olerve, who was shot with a crossbow by an assassin hired by the original Duke of Sto Helit, a thoroughly nasty man who staged a bid for the succession, thwarted only by
Politically, Sto Lat is the capital of a kingdom ruled by Queen Kelirehenna, which includes Sto Helit, Sto Kerrig, and the Eight Protectorates. Her authority is exercised through a Mayor. The kingdom was one of the first places outside Ankh-Morpork
Sto Helit is a duchy within Sto Lat, which was given to
Ramtops
The Ramtops are the Discworld's principal mountain range. Across their vast extent, from the Hub to the Rim, they incorporate elements from virtually every noted mountain range of Earth, from the Scottish Highlands (Lancre) to the Himalayas (the High Tops) to Appalachia (Slice). They are the Disc's main magical conduit, as they lie like a metal rod across the centre of the Disc's magical field (indeed, the source of the field, the Cori Celesti, is technically part of the Ramtops), and are thus alive with unreality. Portals to various otherworlds dot the range's hidden crevices; "gnarly ground" compresses vast areas of land into tiny patches, and where witches, wizards, and godlike monks alike practice their arts.
Kingdoms in the Ramtops tend to be small, isolated, and sparsely populated. Much of the economy is agrarian and communities largely consist of loosely affiliated groups of self-sufficient farms. The Ramtops are known for their harsh winters; snow drifts can rise up to fifteen feet (4.6 m) during the worst storms. "Ramtoppers have 18 words for snow," Pratchett says, "none of them printable."
Pratchett mentioned that the name of the Ramtops comes from RAMTOP (i.e. top of
Lancre
Lancre is situated in the
Lancre is based on rural southern England. In an article in Folklore entitled, 'Imaginary Worlds, Real Stories,' Pratchett writes, "the kingdom of Lancre [...] I suspect is a somewhat idealised version of the little fold in the
Part of the reason for Lancre's mystical quality is that the Ramtops are a major earthing point for the Discworld's magical field. Lancre is famous for witches, especially since the publication of The Joye of Snackes, an erotic cookbook by "A Lancre Witch", i.e. Nanny Ogg. Lancre is also famous for is young people going off and seeking their fortunes, usually in Ankh-Morpork. Lancre is also the physical location for (possibly two) independent gateways to a "parasite universe" inhabited by
Most maps show Lancre as roughly 40 by 10 miles (64 by 16 km), its true area remains unknown – partly because of its mountainous terrain and the fact that it borders on the Ramtops, but also due to the warping effect of high level of background magic. Geography in parts of Lancre can take on additional properties that exist either outside, or in addition to, the conventional geographic dimensions. These areas include the Lancre moors, where reality can become folded into deep troughs and ridges known as "gnarly ground". The effect, as mentioned in The Discworld Companion is that Lancre contains more landscape than a kingdom of its apparent size should be able to contain (a similar magical effect occurs in the Unseen University Library, which has a diameter of 100 yards, but an infinite radius). "Gnarly ground" can be detected by those with magical senses, or those with keen eyesight who observe how clouds and shadows appear to fracture as they pass across it. Flying over such areas is not for the faint-hearted and walking across it can be fraught with peril. Similarly, Lancre contains areas where the landscape echoes the state of mind of those who pass through, leading confident travellers to find babbling brooks while, in the same place at the same time, disheartened travellers find deep valleys and raging mountain torrents.
In times past, Elven incursions were common. Both gateways have been sealed from the Lancre side by standing stones made from thunderbolt iron, a
The capital of Lancre is Lancre Town, slightly bigger than the other villages, and containing Lancre Castle. Bad Ass is the home of
Hublands
The lands around the Hub, also called the High Tops, are icy, mountainous and cold. They are also the areas closest to the Cori Celesti, and so are crackling with magic. They are roughly equivalent to Earth's
Überwald
Überwald (German pronunciation:
Its name is German for "over the woods", a play on
The spelling of the German-language word is certainly "Überwald". The usage in some of the books is uneven, but the later narratives use "Uberwald" exclusively. In Carpe Jugulum, Pratchett writes:
On the rare maps of the Ramtops that existed, it was spelled Überwald. But Lancre people had never got the hang of accents and certainly didn't agree with trying to balance two dots on another letter, where they'd only roll off and cause unnecessary punctuation.
The region was previously united under the rule of the Unholy Empire (a play on the
Although Überwald has a large human population, they play a secondary role in the region's history. It is ruled by dwarfs, vampires, and werewolves. Sergeant (later Captain) Angua of the Ankh-Morpork City Watch is from an old aristocratic family of Überwald werewolves. While there are indeed a number of human barons, they all tend to be uninterested in politics, preferring instead to dabble in experimental surgery and "Meddling In Things Man Was Not Meant To Wot Of," each with the help of their personal Igors.
From the 'Diet of Bugs' (a play on the Diet of Worms) onwards garlic and silver were considered contraband across Überwald until the events of The Fifth Elephant; the undead simply promised they would not be needed. Apparently this system left something to be desired. However, following interference by werewolves in the coronation of the Low King of the Dwarves, dwarfish restrictions on silver mining were lifted.
Überwald's economy is apparently based on mining. Though precious metals are plentiful, the most crucial mineral resource is fat, which is believed to have been deposited by a fifth great Discworld-bearing elephant, which was dislodged from the back of
Überwald effectively comprises two utterly distinct societies; the dwarfs (who exist below in their cavernous cities and tunnels), and everybody else, who lives above on the surface. By tradition, the laws of the surface people do not apply underground, and vice versa. Überwaldian dwarfs are far more hidebound and traditional than their cousins near the Sto Plains, which has led to a certain culture clash between the two (cf.
Koom Valley is a location somewhere in Überwald. Hundreds of years ago, the trolls and the dwarfs met in a battle at Koom Valley in which each side apparently ambushed the other. Nowadays, dwarfs celebrate the Battle of Koom Valley Day, on the same day that trolls celebrate Troll New Year. Sometimes, in a city where both dwarfs and trolls live (e.g. Ankh-Morpork), the two groups are careful enough to plan their celebratory marches so that they are on the same street. Some people (e.g. Susan Sto Helit), after carefully studying history books, point out that the Battle of Koom Valley seemed to have been repeated several times. The name comes from the Welsh word cwm, which means "valley".
In Unseen Academicals, it is suggested that Uberwald is developing and moving closer to Ankh-Morpork thanks to the vampire Lady Margalotta. It also suggests that the Emperor of Uberwald was an evil sorcerer, who created orcs, some of whom survived up to the present, giving rise to Mr. Nutt.
Borogravia
Borogravia is located Rimwards of
Borogravia is an extremely backward and reactionary nation, whose laws are defined by their god Nuggan. Nuggan dictates "abominations", which are things that have been banned by him, to his worshippers via the Book of Nuggan, a "living testament" in which new "abominations" appear "religiously" from Nuggan, with the necessity of adding fresh pages making it the only holy book to be kept in a ring binder. These enforcements can be very impractical and inconvenient, such as banning chocolate, Borogravia's main export; depictions of living things (apart from the Duchess); babies (this law is usually overlooked); crop rotation; and any means of airborne communications (namely semaphore and carrier pigeon). The banning of semaphore led to the Borogravians cutting down the clacks towers along the Zlobenian border, which was one of the main causes of war between the two nations (with intermittent conflict going on for so long that no-one can remember why it is actually happening), and the reason for Ankh-Morporkian diplomatic intervention. Perhaps the most militarily aggressive nation on the Disc, Borogravia is known for invading its neighbours and fighting wars (in Night Watch, it is mentioned in passing that Borogravia has invaded Mouldavia), with the army being regarded as the only effective branch of government. However, it struggles to keep up with this demand because of its crippled economy (caused by highly inconvenient "abominations"), and as a result of fighting the country is seriously short of young men, so much that a proportion of its soldiers are in fact women in disguise (see Monstrous Regiment). At the beginning of the novel, aspects of modern society such as police services and newspapers are alien concepts to Borogravians, with Nugganatic laws being enforced by 'citizen's committees', and the government being the sole disseminator of information to the public.
The Borogravian national currency is the crown, whose subunits include shillings, sixpences and pennies.
Zlobenia
Zlobenia, a pun on
Chalk
The Chalk is an area of rolling
Llamedos
Llamedos is a land noted for its
Octarine Grass Country
The Octarine Grass Country is an area of rich farmland which, thanks to its proximity to the Ramtops, also happens to be saturated with magic. So saturated, in fact, that it is possible to grow re-annual crops: crops that germinate and grow the spring before they are planted. This is the homeland of
Genua
The most notable region beyond the Sto Plains is the small city of Genua, a Morporkian-speaking nation that bears some resemblance to
The name Genua is probably based on
During the events of Witches Abroad the city was ruled by an evil
Genua was most likely established as a far flung colony of the Morporkian Empire, explaining why it shares more similarities with
According to the novel
Klatch
The continent of Klatch consists of that part of the Discworld's super continent that is rimwards of the Circle Sea. Like the distinction between Europe and Asia, the difference between Klatch and the unnamed continent that
In the words of Terry Pratchett: "Not loosely based on Africa at all. Honestly."
The continent's principal nation, also called Klatch, is a large multi-ethnic empire rimwards to turnwise of the Circle Sea. It resembles medieval
Despite the tendency of Morporkians to see Klatchians as savages,
Al Khali has been described by Rincewind as "like Ankh, only with sand instead of mud". It is bisected by the Tsort River. The city is noted for its wind, which blows from the vast deserts of Klatch, and has been described as "a gentle but persistent breeze". Notable features of the city include
- The Rhoxie: The Seriph of al Khali's resplendent palace, in the centre of the city. Surrounded by an artificial paradise, it contains the Seriph's harem and courtiers. However, it was heavily damaged during the events of Sourcery, and it is unknown whether it was repaired. However it was mentioned in Pyramids as being "down the coast".
- The soak (a play on Cohen the Barbarian. A series of alleys, frequented by the criminal underclass.
- The Temple Frescoes: Famous frescoes of people involved in sexual acts. Tours leave hourly from the Square of 967 Delights (Khalians are meticulous about things that interest them).
Klatchian coffee is a strong, nearly magical coffee, brewed in Klatch and drunk only by the initiated in very small cups. Presumably an exaggerated version of Turkish coffee, Klatchian coffee has a strong sobering effect, bringing the drinker "to the other side of sobriety". This state of sobriety is referred to as knurd ("drunk" spelled backwards; compare the entry in the Jargon File[13]). To be knurdish is described as the opposite of being drunk: Not sobriety – the mere absence of drunkenness – but just as far away from sobriety in the opposite direction, resulting in an appalling existential clarity. According to Sourcery, being knurd strips away all the comforting illusions in which people usually spend their lives, letting them see and think clearly for the first time. This is a very traumatic experience, although it is noted that it sometimes leads to important discoveries. To counteract the effects of Klatchian coffee, in Klatch it is drunk with Orakh (a very violent alcoholic beverage made by mixing scorpion venom and cactus sap and fermenting it in the sun for several weeks), possibly referring to Italian "espresso" coffee which is often drunk with "grappa", a very strong, often homemade, alcohol (although the name "Orakh" is presumably a reference to arak). After a few screams, a lie down and a stiff drink, the occasional drinker will try never to be "knurd" again.
Although knurdness is a state usually only obtainable by drinking Klatchian coffee,
Ephebe
Ephebe is largely the Discworld analogue of
Ephebe has only been visited twice in the novels, in
The country was heavily affected by the first temporal shattering mentioned in Thief of Time, as a result of which the philosophers living there appear extraordinarily long-lived. Ephebe has a population of about 50,000, according to The Discworld Companion. Much of this population is made up of slaves, who have steadfastly refused any efforts to give them more rights; they are quite happy with their guaranteed income and safety as slaves (and the possibility of owning slaves of their own).
As a democracy, Ephebe is unusual on the Discworld. Those citizens who are not disqualified on account of being foreigners, mad, poor or female elect a Tyrant to run the city, who invariably turns out to be a criminal madman. They then elect another Tyrant, who is much the same. At the time of Small Gods (the position of which in the Discworld chronology is somewhat obscure), Ephebe was ruled by a small, fat man with skinny legs, who resembled an egg hatching upside-down. It is unknown whether he is still ruler.
According to The Discworld Companion, it does not have an economy. The people are perfectly happy living off the fish and olives farmed by the slaves, or the way Teppic described it in Pyramids, they made wine of everything they could stuff in a bucket and ate whatever couldn't crawl out of one, which gives time for Ephebe's major export: philosophy. For what it's worth (about one
Djelibeybi
Djelibeybi is based on the cultures of
Tsort
Tsort: A mythical place (no books have yet been set there, with the possible exception of the events portrayed in
Omnia
Omnia is a desert
Deepest Klatch
Howondaland is the Discworld's principal "jungle" region. It lies on the Klatchian continent, and is the Disc's rough analogue to
The Great Nef is a vast desert on the Klatchian continent, noted mainly for containing the Dehydrated Ocean, an ocean consisting of dehydrated water. Dehydrated water is a peculiar substance found only in areas of high magical concentration. It resembles fine sand, but can be reconstituted into normal water by adding water. The Dehydrated Ocean is home to its own, unique, kinds of fish. The name "Nef" is a reversal of
Only briefly mentioned in the books, Hersheba is a small desert kingdom rimwards of Klatchian empire, practically on the more-or-less vague boundary of Howondaland. The country is said to be ruled by a queen who lives forever (probably a reference to
Very little is known about the
Nothing is known of Istanzia, although it is a state big enough to send an Ambassador to Ankh-Morpork for Commander Vimes to frighten: when in The Fifth Elephant the Istanzian forces were reported to be making repeated armed incursions across the Slipnir River, Vimes's offer to arrange for the Istanzian Ambassador to "...go home in an ambulance" resulted in the Istanzian forces pulling back so far that they were "...nearly in the next country." At some point, Istanzia was controlled by Omnia (Small Gods), but it can be assumed they have gained personal jurisdiction.
The Tezumen Empire is a jungle civilisation in the darkest depths of Howondaland that resembles the Aztecs. They are renowned as the most pessimistic and angst-ridden culture on the Disc; their writing is engraved on giant slabs of stone rather than more conveniently written on paper. Large discs of precisely-carved stone with holes in the middle are used for almost every imaginable purpose except making wheels, a technology which they have not yet discovered. Before the events in Eric, they worshiped the "feathered boa" Quezovercoatl, a parody of the Mesoamerican deity Quetzalcoatl, who was a junior demon who supplanted the previous Tezumen god, a stick; after manifesting himself to his worshippers, he was revealed to be only six inches high. The Tezumens have since tired of gods and killed all their priests.
Counterweight Continent
The Counterweight Continent is situated on the opposite edge of the Discworld from the Unnamed Continent and Klatch. It is smaller than these other two landmasses but acts as a counterweight because its crust is made up largely of gold and
The Agatean Empire is the home of
The Agatean Empire is similar to
The crust of the Agatean Empire is composed largely of gold,
Large amounts of
The Empire was founded thousands of years ago by the Emperor One Sun Mirror. Until fairly recently, it was ruled by a number of constantly fighting and somewhat psychotic noble families (the Hongs, the Sungs, the Fangs, the Tangs and the McSweeneys), all jockeying to be emperor. They viewed politics as similar to chess; the goal was to put one's opponent in an untenable position, and the best way to do that was to take as many opposing pieces as possible through the sacrifice of pawns.
As in feudal Japan (and later
Bhangbhangduc is a subject island of the Agatean Empire.
The island fulfills the role of Borneo, in that it is large, covered in jungle, and home to the orangutan. It is also the site of the death of explorer Sir Roderick Purdeigh, after he yelled at a "native" and jabbed him with his walking stick in an attempt to make him stand up straight and say something other than "ook". Bhangbhangduc's unusual flora includes the sledgehammer plant, one of the Disc's carnivorous plants.
It appears unusual in the economics of the disc in that Bhangbhangduc uses the Silver Standard to base its money. This is unpopular in other areas who use gold (which does not tarnish).
Bhangbhangduc has its own distinct ethnic cuisine, encountered via Feeney Upshot's grandparents in Snuff. Examples include:
- Bang Suck Duck (swede and chips optional)
- Man Dog Suck Po (with mashed carrots, but only as a Sunday special)
Fourecks
EcksEcksEcksEcks or Fourecks (previously known as XXXX or Terror Incognita) is clearly influenced by Australian culture, as seen in
Both the flora and fauna of the continent are extremely dangerous, as Death's Library attests. A book series known as Dangerous Mammals, Reptiles, Amphibians, Birds, Fish, Jellyfish, Insects, Spiders, Crustaceans, Grasses, Trees, Mosses and Lichens of Terror Incognita extends at least into Volume 29c Part Three, while a list of the harmless ones contains only "Some of the sheep." There are few poisonous snakes in XXXX, the explanation being that "most of them have been eaten by the spiders".
For much of its history, the entire continent was surrounded with a huge
The indigenous population are very similar to Indigenous Australians, with a strong mythology. Until recently, their main peculiarity was a tendency to attack anyone who talked about the weather. There is also a population of Ankh-Morporkian settlers, from various shipwrecks.
The capital of Fourecks is evidently Bugarup. Other known settlements are Dijabringabeeralong, Cangoolie (a parody of
Bugarup has a regular festival in which female impersonators play a notable part, very similar to the Sydney Gay and Lesbian Mardi Gras. It is called the Galah, possibly after a local bird and also a play on "gala"; galah is also Australian slang for someone who is a bit of a fool.
Just off the coast of Fourecks are several islands: the Land of Fog or the Foggy Islands, home of the morporks (a reference to the English translation of New Zealand's Māori name Aotearoa, the Land of the Long White Cloud); and Purdeigh's Island (or Purdeighsland), discovered by the explorer Sir Roderick Purdeigh, who somehow missed the continent itself (in much the same way the Dutch sailor Abel Tasman managed to do with Australia, but did get to have an island named after him).
Krull
The most notable nation to lie on
Its economy is largely based on the capture and salvage of nautical wreckage as it heads towards the Rimfall. To aid in this, the Krullians constructed the Disc's largest manmade object: the Circumfence, a great net that extends across a third of the Disc's perimeter. Now in disrepair, it is still maintained by the occasional guardian, such as Tethis the sea troll.
Due to its unique position, Krull is one of the Disc's main centres of astronomical and astrological learning; indeed until recently, its high priest was also its chief astronomer. Krull possesses a magical University and, unlike the Unseen University in Ankh-Morpork, the Krullians have no problem educating female wizards.
Krullians are noted for their habitual nervousness and fatalism, the product of spending their lives overlooking a bottomless black abyss of infinity. On the Disc, the phrase "being on edge" is a reference to the Krullians.
In The Colour of Magic and The Last Hero, it has been shown that life does exist over the Rim of the Discworld, whether that be rimfishers (kingfisher specially adapted to living over the rim) or entire islands populated by the survivors of shipwrecks and their possible descendants.
Lifeforms
Pratchett created or adapted a variety of fictional lifeforms for the Discworld setting, both sentient and non-sentient.
Sentient species
Pratchett populated the Discworld with his own interpretations of numerous classic fantasy and mythological races as well as humans. While humans are portrayed as the main inhabitants of the major Discworld cities, many other races have left their traditional domain and integrated with other, sometimes hostile, species in Discworld's cities. Though Discworld races are often inspired by other authors' versions or by real-world mythologies, they may have different characteristics than their prototypes. For example, on Discworld trolls are made of stone rather than being turned to stone by sunlight like
- Demons
- Closely resemble gods and number in the millions. They live in Pandemonium, a city in a spacious dimension on the same space-time continuum as the Disc. Demons are hierarchical, murderously competitive, and staunch traditionalists. Able to peer across multiple dimensions and yet unimaginative, their depiction borrows heavily from Earth lore about demons, including The Divine Comedy, and Paradise Lost. Most choose to seem as disgusting as possible. Demons can be summoned to do a human's bidding. They enjoy being treated ceremoniously and shown respect. Some low-grade demons stay on Discworld permanently, operating devices such as pocket-watches and picture-making devices.[15]
- Dragons
-
- Draco nobilis (AKA Noble/Great Dragon)
- Huge fierce beasts similar to legends from Earth. They had been thought extinct on the Disc until one attacked the city of Ankh-Morpork; some postulated that they migrated to somewhere with lower gravity. A subspecies of Draco nobilis known as Draco lunaris[citation needed], was found on the Discworld's moon, composed of herbivorous silver dragons of varying sizes.[16] (Other definitions)
- Draco vulgaris (AKA Common Swamp Dragon)
- Originating from the swamps of Genua, swamp dragons are small excitable creatures thought to descend from Draco nobilis, adapted for a heavy air environment. They are prone to various illnesses and known to fatally explode when stressed. No specimens are known to exist in the wild but they have been bred in captivity as pets for generations, although they can be difficult to take care of.[16]
- Draco maritimus immensus
- Inspired by the Earth legends of the Midgard Serpent, the serpent is huge and wraps around the rim of the world biting its own tail. It has not been observed on the Discworld, but has been observed from there on other disc-shaped worlds.[16]
- Dwarfs
- Short, stocky, bearded metal-workers, generally seen wearing leather and chain mail and brandishing axes. Historically they were usually miners and smiths but were also known for being excellent engineers, jewelers, and printers. Male and female dwarfs historically dress the same. Both wear long beards and use masculine names and pronouns. This began to change as some Dwarfs, such as dwarves of J. R. R. Tolkien's Middle-earth.
- The legal aspects of Dwarfish Culture are known as "kruk", which translates as "mining law" but also covers laws regarding ownership, marriage, and handling disputes. The Low King, whose authority extends over all dwarfish communities, is the final arbiter in cases where where the kruk is unclear. Dwarfs consider their culture more important than genetics, and can consider other species to be Dwarfs, such as in the case of Other definitions)
- Elves
- While choosing to appear tall and beautiful to humans, their real appearance is thin and grey with triangular faces and pointy eyes. They navigate and track other creatures through magnetic fields, and as such are heavily pained by iron. They have the ability to manipulate people's minds. The Elves are based on the nastier kind of fairy-folk in European (and other) folklore in addition to aliens in modern pop culture.[18]
- Elves come from a parasitic world, referred to as "Elfland" or "Fairyland" ruled by their Queen; it latches onto other worlds to steal from and sometimes enslave the population. The world is currently cold, filled with snow, does not feel like a real place, and nothing grows older there; time passes at a slower pace compared to the Disc the deeper inside it you travel. The world is constantly changing as it contains peoples' dreams and nightmares.[18] (Other definitions)
- Gnolls
- Members of this race carry everything they own on their backs, some supplemented by carts. Their appearance and smell repels most other races, but their extreme collection habits are credited with keeping the streets of Ankh-Morpork clean (for a limited value of 'clean'). (Other definitions)
- Gnomes
- Ranging in size from six inches (15 cm) to two feet (60 cm), they are, Pratchett says, more or less interchangeable with the Nac Mac Feegles. (English folkloric definition)
- Goblins
- Small humanoids who inhabit dank caves. Most other races considered them less than animals and they were often enslaved or exterminated until the events of Snuff, after which they were granted full sentient rights. Goblin spirituality revolves around unggue, the collection of bodily secretions such as earwax in magical pots. (Other definitions)
- Gods
- Discworld theologians believe there are 3,000 major gods and rising. Gods are called into being by the belief of sentient lifeforms, and their status and power derives from the number and devotion of their believers. Those without followers or very few are known as "small gods". The major gods are in a loose-knit pantheon seated at Cori Celisti, a huge mountain at the Hub of the Disc, in a palace known as "Dunmanifestin". The gods play games with people's souls on a board that is a carving of the disc. Two gods, Fate and Luck (AKA The Lady) are immune to change as there is hardly anybody in the multiverse who doesn't believe in them.[15]
- Things from the Dungeon Dimensions (AKA Dark Gods)
- These exist in the Dungeon Dimensions, a place outside the multiverse devoid of space and time. They attempt to enter in places where the walls of reality are thin and hate living things intensely. Some wizards have said the Things were once Dark Gods that were driven out of the world.[15]
- Golems
- Golems are humanoid beings made of clay approximately 7 to 8 feet tall and fiery triangle eyes. They do not feel hunger, the need to sleep, pain, or boredom, and can survive in extreme temperatures and conditions. They can repair themselves and last for centuries with the oldest specimens being approximately 60,000 years old. Their heads are hollow and contain scrolls or (in the case of the older golems) clay tablets, which contains their directives (to work, not to kill, and to be humble). Their scrolls/tablets are also known as their 'chem'. Golems were highly sought after as employees, working without rest apart from occasional holy days where they leave their posts for a few hours. They were traditionally barred from speaking and could only communicate through writing until the events of Feet of Clay in which Commander Sam Vimes changed their specifications. In the novel, they also began to buy back their freedom and attained independence of thought, deciding what they want their own inner words to be. Discworld's Golems draw inspiration from the Jewish folkloric definition.[19]
- Igors
- Igors are a humanoid family in Überwald, all of whom are named Igor or Igorina. Igors are known to lurch, shamble, and speak with a lisp. Many have served aristocratic vampires and mad scientists. Igors are skilled in surgery, particularly wound repair and transplants, including of entire limbs. They practice on themselves and leave their body parts to their family when they die to be transplanted. Igors are known to appear patchwork and covered in scars; they may have mismatched eyes, extra thumbs, and other individual alterations. Igorinas use their skill to appear beautiful but leave a detail such as a small scar or decorative stitching on themselves to maintain the family resemblance. They draw inspiration from Igor from the film Frankenstein.[20]
- Orcs
- A near extinct race who were bred/made from men (as goblins, according to Lord Vetinari, were not vicious enough) to be weapons in a great war. So far only one living orc (by name "Mr Nutt") is known to exist although it is suspected that others exist in the wilds of far Überwald. Mr Nutt initially had to hide his species, even from himself, due to the brutal reputation and legends about orcs. Orcs themselves are shown to be not necessarily 'bad' creatures; given the opportunity they can easily educate themselves, gain wisdom and a great sense of honesty and morality. However, many were forced into battle by men and knew only lives of cruelty thus giving rise to their fearsome reputation. They possess exceptional levels of strength, as well as a special organ hidden deep inside their body that is designed to heal the orc, even capable of bringing them back from some types of death. Featured in Unseen Academicals. (Other definitions)
- Trolls
- Trolls on the Discworld are large lifeforms best described as living rock, composed of silicon with carbon; they survive on minerals and are named after geology. Trolls are not known to die natural deaths: while they can be killed, as they grow several centuries old they head to the mountains, sit down, think deep thoughts, and eventually merge into the landscape. A Troll's intelligence is dependent on the current temperature, at colder temperatures they can be smart as Einstein but as it gets warmer their brains overheat. Discworld Trolls draw inspiration from Scandinavian folklore.[21] (Other definitions)
- Gargoyles
- Gargoyles are a subspecies of Troll that evolved for urban environments; unlike most Trolls, Gargoyles are carnivorous and eat pigeons. They tend to squat on rooftops and are reluctant to move. They enjoy absorbing rainwater from gutters and directing it through their jaws at pedestrians below. Their speech is guttural as their mouths are permanently fixed open. They are often used by the Ankh-Morpork City Watch for surveillance.[21] (Architectural definition)
- Undead
- Species in the Discworld novels categorised as undead include: Banshees (Celtic folkloric definition), Bogeymen (Other definitions), Ghouls (Other definitions), Ghosts (Other definitions), Mummies (Other definitions), Vampires (Other definitions), Werewolves (Other definitions), and Zombies (Other definitions). In the case of zombies, they are (unlike the classic horror-fiction depiction) fully sentient; for many of them, 'dying at their desk' merely presented a minor inconvenience and a chance to request bereavement leave on behalf of their families. (Other definitions)
- Greco-Roman mythological creatures
- Greco-Roman mythological definition)
- Fauns: Believed to be the result of magical mutation.[citation needed] (Greco-Roman mythological definition)
- Furies: Furies are birdlike creatures from Greco-Roman mythological definition)
- Greek mythological definition)
Other life forms
Pratchett also created a variety of other fictional life forms on the Discworld. Like the sentient species, these also have real-world connections, although most of these connections take the form of slight changes to existing real-world animals, as shown in the .303 bookworm, which is a worm that evolved differently due to the danger of consuming magic books, or the hermit elephant, which is an elephant who has evolved hermit crab-like living conditions.
Calendar
The Discworld's
The calendar is based on a Great Year, or Astronomical Year, defined as the time it takes for the Disc to revolve once on the backs of the elephants. This lasts 800 days and contains two of each season (Midsummer occurs at a given point when the sun passes directly overhead, midwinter when it passes perpendicularly. However most people, especially farmers, consider four seasons to be a year, so an Agricultural Year of 400 days is used for most purposes.
The agricultural year is divided into 13 months:
- Ick (16 days) (the "Dead Month")
- Offle (32 days)
- February (32 days)
- March (32 days)
- April (32 days)
- May (32 days)
- June (32 days)
- Grune (32 days)
- August (32 days)
- Spune (32 days)
- Sektober (32 days)
- Ember (32 days)
- December (32 days)
Each week has eight days: Sunday, Monday, Tuesday, Wednesday, Thursday, Friday, Saturday and Octeday.[22]
Hogswatchnight
The first of Ick is Hogswatchday, the Disc's New Year, and the winter solstice from the perspective of Ankh-Morpork. In the Astronomical Year the second midwinter (the year's midway point) is called Crueltide, but due to people using the Agricultural Year this is the same festival.
The 32nd of December, or the day before the New Year, is known as "Hogswatchnight". Traditionally associated with pigs, to ensure the warmth and loving companionship of a pig for the rest of the cold, lonely winter. Many Hogswatch traditions are parodies of those associated with Christmas, including a decorated oak tree in a pot, strings of chicken sausage rolls, and, of course, a visit by the Hogfather. Witches do not leave the house on Hogswatchnight more because of tradition than any practical reasons. The witch Nanny Ogg gets around this by simply inviting everyone to her house for the holiday instead.
In the Omnian religion, Hogswatchnight is called the Fast of St Ossory. Omnians celebrate with fasting, prayer meetings, and the exchange of religious pamphlets.
Hogswatch was also a holiday celebrated in The Dark Side of the Sun, a non-Discworld book by Pratchett.
The Glorious Twenty-Fifth of May
The 25th of May is quietly celebrated by the survivors of the People's Revolution, which ended the reign of Lord Winder. They wear a sprig of lilac and gather at the Small Gods Cemetery to honour the Watchmen who fell: Cecil Clapman, Ned Coates, Dai Dickins, John Keel, Horace Nancyball, Billy Wiglet, and (albeit temporarily) Reg Shoe.
In the Roundworld (following Terry Pratchett's diagnosis of Alzheimer's disease), Match It For Pratchett called on fans to wear lilacs on 25 May in support of Terry.[23] The date was chosen by Pratchett’s assistant, Rob Wilkins, when asked to find "the one day in the year that would cause least offence”. He chose the 25th of May because it was Paul Weller’s birthday.[24]
The slogan of the People's Revolution is "Truth, Justice, Freedom, Reasonably Priced Love, and a Hard-Boiled Egg!"
Usage
The calendar in general use in the
Other calendars count from various other events, and different schools of astronomy give the years different names. The Theocracy of Muntab has a calendar that counts down, rather than up. The reason for this is unknown, though it is agreed that waiting around for it to reach zero is unwise.
Languages
Pratchett gave Discworld a variety of fictional languages, though most, if not all, of these are versions of real-world languages renamed to match country names created for the novels. Alongside those of the non-human species such as Dwarfs, Trolls and orangutans, the Disc's fictional human languages include:
- Morporkian
- Language of the Discworld locations of Ankh-Morpork, the Sto Plains, the Ramtops, Genua, and Fourecks (modified). Also, from characters' perspectives, the lingua franca of the Discworld (or, as referenced in Raising Steam, the lingua quirma). Comparable to real-world English.
- Latatian
- Make My Day, Punk. The legal principle Acquiris Quodcumque Rapis — "you get what you grab".
- Quirmian
- Language of the Discworld country of Quirm. Comparable to real-world French. Often used in elegant restaurants. Featured frequently in Raising Steam.
- Ephebian
- Language of the Discworld country of Ephebe. Comparable to real-world Greek.
- Klatchian
- Language of the Discworld country of Klatch. Also, the font is changed to a classical "Arabian Nights"-style when Klatchian is used in the novels. Comparable to real-world Arabic. Featured most prominently in Jingo.
- Agatean
- Language of the Discworld Agatean Empire. It is written in complicated pictograms. Minor differences in pronunciation alter word meanings completely. Pratchett sometimes used pictograms in the font of characters speaking Agatean. Comparable to real-world Chinese. Featured most prominently in Interesting Times.
- Uberwaldian
- Language of the Discworld region of Überwald. The font is changed to German Gothic when Uberwaldean is used in novels. Comparable to real-world German and Slavic languages. Featured most prominently in The Fifth Elephant.
The Folklore of Discworld
ISBN 9780385611008 | |
The Folklore of Discworld is a book written by Terry Pratchett and Jacqueline Simpson as an ancillary to the Discworld series of novels. It details the folklore aspects of the Discworld novels and draws parallels with Earth's folklore. It is divided into sections, each with an accompanying sketch by Paul Kidby.
As it was the only Discworld book published in 2008, 25 years after the appearance of the first Discworld book, The Colour of Magic, some of the hardback editions displayed a sticker stating "25 Years of Discworld".
See also
Notes
- ISBN 0-552-13461-9.
- ISBN 0-552-12475-3.
- ^ The Last Hero
- ^ Demonstrated in the animation sequence accompanying the credits of the Cosgrove Hall animated adaptations of Wyrd Sisters and Soul Music.
- ISSN 0146-9339.
- ISSN 0014-5483.
- JSTOR 41274079.
- ISBN 978-0-385-53826-8.
However, for you, my friend, zis is difficult because we don't sell our birthright unless, that is, the price is extremely 'igh. And, when the news gets out about the railway the price will be extremely 'igh: you will, as my wife says, 'ave to pay dans le nez. I think, my friend, you will 'ave to find another route from here to Quirm City if you want to get ze job done before les poules aurent des dents.
- ^ Folklore 111 (2000), p.162
- ^ The pun between "lore" and "law" is only appreciable in certain varieties of English.
- ^ Pratchett, Terry (1995). Soul Music. Corgi.
- ^ Raising Steam, 2013, p. 40
- ^ "knurd: n." The Jargon File. 29 December 2003. version 4.4.7.
- ^ The Last Continent (2000), p.332
- ^ a b c Pratchett & Simpson 2008, Chapter 1: The Cosmos: Gods, Demons, and Things.
- ^ a b c Pratchett & Simpson 2008, Chapter 7: Beasties; Subsection 1: Dragons.
- ^ a b c Pratchett & Simpson 2008, Chapter 2: Dwarfs.
- ^ a b Pratchett & Simpson 2008, Chapter 3: Elves.
- ^ Pratchett & Simpson 2008, Chapter 6: Other Significant Races; Subsection 3: Golems.
- ^ Pratchett & Simpson 2008, Chapter 6: Other Significant Races; Subsection 5: Igors.
- ^ a b Pratchett & Simpson 2008, Chapter 5: Trolls.
- ISBN 1-55634-261-6
- ^ Wear the Lilac – May 25th Archived July 13, 2010, at the Wayback Machine As of 2015-04-10, the domain home page http://www.matchitforpratchett.org/ Archived 2011-07-16 at the Wayback Machine was in Thai and appeared to be advertising a casino.
- ^ @terryandrob (May 25, 2020). "Every year I am asked why today. Well, I shall tell you a secret; the date came first and the lilac second. Terry asked me to find the one day in the year that would cause least offence and after much pondering & historical research I settled on May 25th; Paul Weller's birthday" (Tweet) – via Twitter.
Bibliography
- Pratchett, Terry; Simpson, Jacqueline (2008). The folklore of Discworld. London: Doubleday. OCLC 271793056.
External links
- Discworld & Pratchett Wiki
- Discworld reading order – a guide to the different story arcs