When a giant wave destroys his village, Mau is the only one left. Daphne—a traveler from the other side of the globe—is the sole survivor of a shipwreck. Separated by language and customs, the two are united by catastrophe. Slowly, they are joined by other refugees. And as they struggle to protect the small band, Mau and Daphne defy ancestral spirits, challenge death himself, and uncover a long-hidden secret that literally turns the world upside down.
Imagine, if you will . . .
a flat world sitting on the backs of four elephants who hurtle through space balanced on a giant turtle. In truth, the Discworld is not so different from our own. Yet, at the same time, very different . . . but not so much.
In this, the maiden voyage through Terry Pratchett's divinely and recognizably twisted alternate dimension, the well-meaning but remarkably inept wizard Rincewind encounters something hitherto unknown in the Discworld: a tourist! Twoflower has arrived, Luggage by his side, to take in the sights and, unfortunately, has cast his lot with a most inappropriate tour guide—a decision that could result in Twoflower's becoming not only Discworld's first visitor from elsewhere . . . but quite possibly, portentously, its very last. And, of course, he's brought Luggage along, which has a mind of its own. And teeth.
When the Spirit of Winter takes a fancy to Tiffany Aching, he wants her to stay in his gleaming, frozen world. Forever. It will take the young witch's skill and cunning, as well as help from the legendary Granny Weatherwax and the irrepressible Wee Free Men, to survive until Spring. Because if Tiffany doesn't make it to Spring—
—Spring won't come.
It starts with whispers.
Then someone picks up a stone.
Finally, the fires begin.
When people turn on witches, the innocents suffer…
Tiffany Aching has spent years studying with senior witches, and now she is on her own. As the witch of the Chalk, she performs the bits of witchcraft that aren't sparkly, aren't fun, don't involve any kind of wand, and that people seldom ever hear about: She does the unglamorous work of caring for the needy.
But someone—or something—is igniting fear, inculcating dark thoughts and angry murmurs against witches. Aided by her tiny blue allies, the Wee Free Men, Tiffany must find the source of this unrest and defeat the evil at its root—before it takes her life. Because if Tiffany falls, the whole Chalk falls with her.
Chilling drama combines with laughout-loud humor and searing insight as beloved and bestselling author Terry Pratchett tells the high-stakes story of a young witch who stands in the gap between good and evil.
One rat, popping up here and there, squeaking loudly, and taking a bath in the cream, could be a plague all by himself. After a few days of this, it was amazing how glad people were to see the kid with his magical rat pipe. And they were amazing when the rats followed hint out of town.
They'd have been really amazed if they'd ever found out that the rats and the piper met up with a cat somewhere outside of town and solemnly counted out the money.
The Amazing Maurice runs the perfect Pied Piper scam. This streetwise alley cat knows the value of cold, hard cash and can talk his way into and out of anything. But when Maurice and his cohorts decide to con the town of Bad Blinitz, it will take more than fast talking to survive the danger that awaits. For this is a town where food is scarce and rats are hated, where cellars are lined with deadly traps, and where a terrifying evil lurks beneath the hunger-stricken streets....
Set in Terry Pratchett's widely popular Discworld, this masterfully crafted, gripping read is both compelling and funny. When one of the world's most acclaimed fantasy writers turns a classic fairy tale on its head, no one will ever look at the Pied Piper — or rats — the same way again!
A talking cat, intelligent rats, and a strange boy cooperate in a Pied Piper scam until they try to con the wrong town and are confronted by a deadly evil rat king.
Cohen the Barbarian.
He's been a legend in his own lifetime.
He can remember the good old days of high adventure, when being a Hero meant one didn't have to worry about aching backs and lawyers and civilization.
But these days, he can't always remember just where he put his teeth...
So now, with his ancient (yet still trusty) sword and new walking stick in hand, Cohen gathers a group of his old — very old — friends to embark on one final quest. He's going to climb the highest mountain of Discworld and meet the gods.
It's time the Last Hero in the world returns what the first hero stole. Trouble is, that'll mean the end of the world, if no one stops him in time.
An unmissable milestone for fans of Sir Terry Pratchett: the first SF novel in over three decades in which the visionary inventor of Discworld has created a new universe of tantalizing possibilities—a series of parallel “Earths” with doorways leading to adventure, intrigue, excitement, and an escape into the furthest reaches of the imagination.
The Long Earth, written with award-winning novelist Stephen Baxter, author of Stone Spring, Ark, and Floodwill, captivate science fiction fans of all stripes, readers of Kurt Vonnegut, Douglas Adams, and Carl Hiaasen, and anyone who enjoyed the Terry Pratchett/Neil Gaiman collaboration Good Omens.
The Long Earth is an adventure of the highest order—and an unforgettable read.
At long last, Lady Sybil has lured her husband, Sam Vimes, on a well-deserved holiday away from the crime and grime of Ankh-Morpork. But for the commander of the City Watch, a vacation in the country is anything but relaxing. The balls, the teas, the muck—not to mention all that fresh air and birdsong—are more than a bit taxing on a cynical city-born and -bred copper.
Yet a policeman will find a crime anywhere if he decides to look hard enough, and it's not long before a body is discovered, and Sam—out of his jurisdiction, out of his element, and out of bacon sandwiches (thanks to his well-meaning wife)—must rely on his instincts, guile, and street smarts to see justice done. As he sets off on the chase, though, he must remember to watch where he steps. . . . This is the countryside, after all, and the streets most definitely are not paved with gold.
Suddenly, condemned arch-swindler Moist von Lipwig found himself with a noose around his neck and dropping through a trapdoor into ... a government job?
By all rights, Moist should be meeting his maker rather than being offered a position as Postmaster by Lord Vetinari, supreme ruler of Ankh-Morpork. Getting the moribund Postal Service up and running again, however, may prove an impossible task, what with literally mountains of decades-old undelivered mail clogging every nook and cranny of the broken-down post office. Worse still, Moist could swear the mail is talking to him. Worst of all, it means taking on the gargantuan, greedy Grand Trunk clacks communication monopoly and its bloodthirsty piratical headman. But if the bold and undoable are what's called for, Moist's the man for the job — to move the mail, continue breathing, get the girl, and specially deliver that invaluable commodity that every being, human or otherwise, requires: hope.
Once, in a gods-forsaken hellhole called Koom Valley, trolls and dwarfs met in bloody combat. Centuries later, each species still views the other with simmering animosity. Lately, the influential dwarf, Grag Hamcrusher, has been fomenting unrest among Ankh-Morpork's more diminutive citizens—a volatile situation made far worse when the pint-size provocateur is discovered bashed to death . . . with a troll club lying conveniently nearby.
Commander Sam Vimes of the City Watch is aware of the importance of solving the Hamcrusher homicide without delay. (Vimes's second most-pressing responsibility, in fact, next to always being home at six p.m. sharp to read Where's My Cow? to Sam, Jr.) But more than one corpse is waiting for Vimes in the eerie, summoning darkness of a labyrinthine mine network being secretly excavated beneath Ankh-Morpork's streets. And the deadly puzzle is pulling him deep into the muck and mire of superstition, hatred, and fear—and perhaps all the way to Koom Valley itself.
They say that the way to a man's heart is through his stomach which just goes to show they're as confused about anatomy as they gen'rally are about everything else, unless they're talking about instructions on how to stab him, in which case a better way is up and under the ribcage. Anyway, we do not live in a perfect world and it is foresighted and useful for a young woman to become proficient in those arts which will keep a weak-willed man from straying. Learning to cook is also useful.
Nanny Ogg, one of Discworld's most famous witches, here passes on some of her huge collection of tasty and interesting recipes. In addition to such dishes as Nobby's Mum's Distressed Pudding, Mrs. Ogg imparts her thoughts on such matters as life, death, and courtship, all in a refined style that should not offend the most delicate of sensibilities. Well, not much. Most of the recipes have been tried out on people who are still alive.
War has come to Discworld ... again.
And, to no one's great surprise, the conflict centers around the small, arrogantly fundamentalist duchy of Borogravia, which has long prided itself on its unrelenting aggressiveness. A year ago, Polly Perks's brother marched off to battle, and Polly's willing to resort to drastic measures to find him. So she cuts off her hair, dons masculine garb, and — aided by a well-placed pair of socks — sets out to join this man's army. Since a nation in such dire need of cannon fodder can't afford to be too picky, Polly is eagerly welcomed into the fighting fold—along with a vampire, a troll, an Igor, a religious fanatic, and two uncommonly close "friends." It would appear that Polly "Ozzer" Perks isn't the only grunt with a secret. But duty calls, the battlefield beckons. And now is the time for all good ... er ... "men" to come to the aid of their country.
Terry's Pratchett's profoundly irrelevetn novels, are consistent number one bestsellers in England, where they have catapulted him into the highest echelons of parody next to Mark Twain, Kurt Vonnegut, Douglas Adams, and Carl Hiaasen.
Meet Granny Weatherwx, the most highly regarded non-leader a coven of non-social witches could ever have. Generally, these loners don't get involved in anything, mush less royal intrigue. but then there are those times they can't help it. As Granny Weatherwzx is about to discover, though, it's a lot harder to stir up trouble in the castle than some theatrical types would have you think. Even when you've got a few unexpected spells up your sleave.
When murder, mayhem and the sudden arrival of a royal baby disturb the monthly cauldron-stirring of three witches, trouble is bound to be brewed up in the little kingdom of Lancre. Kingdoms wobble and crowns topple in this sixth hilarious Discworld adventure!
This discworld map reveals the house and garden that Death built. It shows the golf course that's not so much crazy as insane, as well as the dark gardens. You can also find out the reason why Death can't understand rockeries, and what happens to garden gnomes.
Between Uberwald and Whale Bay, the Octarine Grass Country and the Widdershins Ocean, lies the most exciting and dangerous terrain in all Discworld. This is a map of Lancre, where Granny Weatherwax, Nanny Ogg, and Magrat Garlick live.
In a distant and second-hand set of dimensions, in an astral plane that was never meant to fly . . .
Imagine a flat world sitting on the backs of four elephants who hurtle through space balanced on a giant turtle. The Discworld is a place (and a time) strikingly parallel to our own—but also very different. But also very similar.
To commemorate the twenty-fifth anniversary of the birth of the Discworld, the first two volumes of the remarkable Terry Pratchett's equally remarkable—and phenomenally successful—series were made available together, right here, in graphic novel form. These beautifully illustrated renditions of The Colour of Magic and The Light Fantastic show and tell the bizarre misadventures of the spectacularly inept wizard Rincewind and Twoflower, Discworld's very first—and possibly, portentously its very last—tourist. Not to mention the Luggage, which has a mind of its own. And teeth.
When Tiffany Aching sets out to become a witch, she faces ominous foes and gains unexpected allies. As she confronts the Queen of Fairies and battles an ancient, bodiless evil, she is aided (and most ably abetted) by the six-inch-high, fightin', stealin', drinkin' Wee Free Men!
Laugh-out-loud humor and breathtaking action combine in the books that launched the unforgettable adventures of a determined young witch and her tiny but fierce blue friends.
It's just a game . . . isn't it?
The alien spaceship is in his sights. His finger is on the Fire button. Johnny Maxwell is about to set the new high score on the computer game Only You Can Save Mankind.
Suddenly, a message appears:
We wish to talk. We surrender.
But the aliens aren't supposed to surrender—they're supposed to die!