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==Magic==
==Magic==
{{seealso|Unseen University|Witches (Discworld)}}
{{seealso|Unseen University}}
Magic is the principal force on 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 basically the local breakdown of reality and is identified as that 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 the Discworld's universe in much the same way as the real universe's gravity warps it's space-time. The act of performing magic is, essentially, telling the Discworld universe what you want it to be like, in terms it can't ignore. This is very draining to magic-users, due to Discworld science's Law of Conservation of Reality (which states it takes the same effort to do something with magic as it would to do it mundanely). This is why most Discworld wizards store magic in a staff (with a knob on the end) which is a sort of [[capacitor]] for magical energy.
Magic is the principal force on 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 basically the local breakdown of reality and is identified as that 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 the Discworld's universe in much the same way as the real universe's gravity warps it's space-time. The act of performing magic is, essentially, telling the Discworld universe what you want it to be like, in terms it can't ignore. This is very draining to magic-users, due to Discworld science's Law of Conservation of Reality (which states it takes the same effort to do something with magic as it would to do it mundanely). This is why most Discworld wizards store magic in a staff (with a knob on the end) which is a sort of [[capacitor]] for magical energy.


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===Narrative causality{{anchor|Narrative causality}}===
===Narrative causality{{anchor|Narrative causality}}===


{{seealso|Witches (Discworld)}}


Pratchett has made the Disc's nature fundamentally [[teleology|teleological]]; its basic composition is determined by what it is ultimately ''meant'' to be. Pratchett has created a fictional element to explain the physics of this. This primary element, out of which all others spring, is known as '''narrativium''', the elemental substance of Story. Nothing on the Disc can exist without a Story first existing to mold 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 [[metafiction|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 in in-universe physics as the '''law of narrative causality'''.
Pratchett has made the Disc's nature fundamentally [[teleology|teleological]]; its basic composition is determined by what it is ultimately ''meant'' to be. Pratchett has created a fictional element to explain the physics of this. This primary element, out of which all others spring, is known as '''narrativium''', the elemental substance of Story. Nothing on the Disc can exist without a Story first existing to mold 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 [[metafiction|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 in in-universe physics as the '''law of narrative causality'''.

Revision as of 20:58, 22 February 2011

The Discworld as it appears in the SkyOne adaptation of The Colour of Magic.

The Discworld is the fictional setting for all of Terry Pratchett's Discworld fantasy novels. It consists of a large disc (complete with edge-of-the-world drop-off and consequent waterfall) resting on the backs of four huge elephants which are in turn standing on the back of an enormous turtle, named Great A'Tuin (similar to Chukwa or Akupara from Hindu mythology) as it slowly swims through space. The Disc has been shown to be heavily influenced by magic and, while Pratchett has given it certain similarities to planet Earth, he has also created his own system of physics for it.

Pratchett first explored the idea of a disc-shaped world in the novel Strata (1981).

Exogeology

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."

Great A'Tuin's gender is unknown (though in The Colour of Magic Pratchett describes the turtle as male), but the subject of much speculation by some of the Disc's finest scientific minds. The sex of the World Turtle is pivotal in proving or disproving a number of conflicting theories about the destination of Great A'Tuin's journey through the cosmos. If, as the Discworld version of the popular "big bang theory" states, Great A'Tuin is moving to its mating grounds, then at the point of mating might the civilizations of the Disc be crushed or simply slide off? Attempts by telepaths to learn more about Great A'Tuin's intents have not met with much success, mainly because they did not realise that its brain functions are on such a slow timescale. All they've been able to discern is that the Great A'Tuin is looking forward to something.

The other theory, described as being popular among the Discworld's academics as the Discworld version of the steady state theory, which in-universe is known as the "steady gait" theory, is that he/she came from nowhere and is going to keep swimming through space to nowhere for ever. Eric shows Great A'Tuin being made instantly from nothing, seemingly in support of the theory that it came from nowhere and would continue at a constant pace into nowhere; however, the events in The Light Fantastic, in which the Great A'Tuin attended the hatching of eight baby turtles, each with four baby elephants and a tiny discworld of their own, would seem to support the Big Bang hypothesis.

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, unlike that of our world, 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 in diameter when described at the start of the series, but the description of their diameter is increased to at least 80 miles later in the chronicles. The moon is slightly closer to the Disc than the sun, and is covered, on one half, with silvery glowing plants, which feed the lunar dragons.[1] 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.[2]

According to Pratchett, through the wizards of Unseen University, Chelys galactica, and thusly 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.

The Disc

File:Schijfwereld01.png
"The Discworld Mapp" by Stephen Player (Dutch version)

The Disc itself is described as roughly 10,000 miles wide, giving it a surface area two-fifths that of the Earth, which would make it roughly the size of the Pacific Ocean. In addition to its flatness, Pratchett gives it another principal geographic feature; Cori Celesti, a great, 10-mile-high spire of rock that lies at its exact centre and is the point of origin for its standing magical field. Cori Celesti is also the location of the Discworld version of real-world Greek Mythology's Mt. Olympus, named Dunmanifestin, the home of many of the Disc's gods. The area including Cori Celesti is known as The Hub, a land of high, icebound mountains that serves as an analogue to the real-world Himalayas, polar regions (since, although the Disc has no poles as such, it is as far as possible from the Disc's edge and thus the sun), and Scandinavia – the Hublanders share many features with vikings. Polar bears are renamed "Hubland bears", while the Disc's equivalent of the aurora borealis (described as being produced by the Disc's magical field, rather than by magnetism) is known as the "aurora corealis." Directions within the Discworld are not given as North, South, East and West, but rather as directions relating to the disc itself: Hubward (towards the centre), Rimward (away from the centre) and to a lesser extent, turnwise and widdershins (respectively, with and against the direction of the Disc's spin).

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.

Pratchett gives the Disc four main continents, along with a number of geographical and political regions and islands, some of which have not been described in detail in the novels, and the main information for which comes from The Discworld Mapp and footnotes. The majority of the Disc's landmass is described as being composed of a single supercontinent comprising a large main region and a smaller Counterweight Continent, a Discworld Analogue to the Far East connected by a narrow isthmus. This supercontinent is composed of the unnamed Continent upon which most of the novels are set, the Discworld version of Europe, and Klatch, akin to Africa, India and the Near East. In Discworld's fictional geology, there is also the island continent of Fourecks (see XXXX beer);the smallest of the four, and resembles Australia. It is also known as Terror Incognita (a play on Terra Incognita). On these continents, Pratchett has created a large number of countries, kingdoms, cities and towns can be found; the most widely mentioned in the books being Ankh-Morpork, Lancre, the Klatchian Empire and Überwald. In the Discworld Companion, Pratchett writes "there have been other continents, which have sunk, blown up, or simply disappeared. This sort of thing happens all the time, even on the best-regulated planets."[3]

The Disc contains a number of fictional 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 its 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.


Magic

Magic is the principal force on 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 basically the local breakdown of reality and is identified as that 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 the Discworld's universe in much the same way as the real universe's gravity warps it's space-time. The act of performing magic is, essentially, telling the Discworld universe what you want it to be like, in terms it can't ignore. This is very draining to magic-users, due to Discworld science's Law of Conservation of Reality (which states it takes the same effort to do something with magic as it would to do it mundanely). This is why most Discworld wizards store magic in a staff (with a knob on the end) which is a sort of capacitor for magical energy.

On the Discworld, where magic has more in common with particle physics than Houdini, high-level background magic (most likely a reference to real-world background radiation) occurs when a very powerful spell hits, creating a myriad of sub-astral particles that severely distort local reality. Building a house in (or even walking into) a region where this has happened is extremely dangerous as it is mentioned that an individual may not remain the same species, shape or level of sanity, as they were when they entered. Medium levels cause odd effects, such as coins landing on their edges and turning into caterpillars. Areas with larger than normal quantities of background magic tend to display unusual qualities, even for the Disc. Very high quantities of magic can knock a hole in Discworld reality, leading to an invasion by Lovecraftian monstrosities from the Dungeon Dimensions, or, almost as bad, the world of the Elves. 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 quantum physics. The basic unit of Discworld magic is the thaum (from the Greek thauma, marvel), equal to the amount of mystical energy required to conjure up one small white pigeon, or three normal-sized billiard balls. Several SI-modifiers have been applied to it (e.g. millithaum, kilothaum) in the books. Discworld magic can be measured with a thaumometer, which is described as a black cube with a dial on one side. A standard thaumometer is good for up to a million thaums, beyond that level, Discworld reality starts to break down. 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 (see the real-world quarks).

In the opening books, the number eight is generally 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 a somewhat-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 appeared as dangerous.

The Disc's magical field is centred on the Cori Celesti. Everyday natural forces, such as light and magnetism, are muffled by the power of the Disc's magical field, and rather than a magnetised needle, navigators on the Disc use a compass with a needle of the magical metal octiron, which will always point towards Cori Celesti. Light is so oddly affected by magic that, as it passes into the Disc's atmosphere, it actually slows down from millions to hundreds of miles an hour. One odd effect of this is that the Disc has time zones, when, as a flat world, it shouldn't. Another effect is that, as reported in Thud!, the red- and blue-shifting of light becomes noticeable when travelling at speeds of merely a hundred and twenty miles per hour.

The primary users of the aspect of Discworld magic that mirrors real-world physics are the wizards, the most described of which are those at fictional Unseen University in the most-featured setting of the books, Ankh Morpork.

The power of belief

Reality is described as spread thinly on the Disc, so events may be affected by expectations, especially those of 'intelligent' species such as humans, dwarfs etc. As such, Pratchett does not require his world to be 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 on the Discworld. Jokes such as treacle mines and drop bears are real on the Disc; in reality lemmings don't actually rush en masse off cliffs; on the Disc, they do, because that is what people believe (actually, since mass suicide would seriously foul up natural selection, they tend to abseil (or rappel) down them instead). These concepts of Discworld physics are also exploited in both wizard and witch magic in Pratchett's books. 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 because 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 Small Gods. A similar effect has led to the personalisation and "reification" in the Discworld universe of mythological beings symbolising abstract concepts, such as Death, the Hogfather and other anthropomorphic personifications. In Hogfather, the assassin Mr. Teatime tries to kill the patron of Hogswatch by using an old magic that involves controlling a person with a part of their body (in this case, the teeth collected by the Tooth Fairies), in order to stop children from believing in him, and almost succeeds.

Narrative causality

Pratchett has made the Disc's nature fundamentally teleological; its basic composition is determined by what it is ultimately meant to be. Pratchett has created a fictional element to explain the physics of this. This primary element, out of which all others spring, is known as narrativium, the elemental substance of Story. Nothing on the Disc can exist without a Story first existing to mold 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 in in-universe physics as the law of narrative causality.

For example, characters in Guards! Guards! describe the marauding (noble) dragon as an "impossible" creature, yet it is able to fly and breathe fire because that is what dragons are expected to do. Similarly, a witch gone bad may meet a bad end after building a house of gingerbread. If a miller has a third son, he will invariably leave him only his cat. A hero will always win when outnumbered, since million-to-one chances are dramatic enough to "crop up nine times out of ten", but always lose when faced with "a little bald wrinkly smiling man" who is almost always highly trained in martial arts.

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 and/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 often called 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. As in conventional human colour vision, colour opponency prevents the perception of reddish-greenish or yellowish-bluish colours; it would therefore be impossible to perceive a colour as "greenish-yellow purple". If greenish-yellow and purple lights were shone together, a shade of grey would result; with pigments, the result would be brown.[4] The normal human visual system works by the presence of cones and rods in the eye; the ability of Discworld wizards to see octarine is explained by the additional presence of octagon cells.

Lifeforms

Pratchett has created or adapted a variety of fictional lifeforms for the Discworld setting, both sentient and non-sentient.

Sentient species

Pratchett has populated the Discworld with his interpretation 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. Pratchett has different characteristics for some of these races when compared to other noted authors, such as Discworld trolls, instead of turning to stone, as Tolkien's trolls do, being made of stone and real-world mythologies, such as Discworld Furies retaining physical similarities to the real-world Greco-Roman mythological version but not having similar roles, though the Discworld versions are often inspired by the other authors' version or the real-world mythological version. Discworld races are followed by the real-world inspiration for them.

Dwarfs
Short, stocky, bearded metal-workers, generally seen wearing chain mail and brandishing axes. They are similar to the Dwarves of J. R. R. Tolkien's Middle-earth, to which they largely started out as a homage. (Other definitions)
Trolls
Trolls on the Discworld are, essentially, living, mobile rocks. Trolls have grown to overcome those vicious stereotypes of yore and have lived very prosperous lives in heavily populated cities with (relatively) little killing. (Other definitions)
Golems
A form of a clay robot, awakened by a spell or priestly words to do people's bidding. (Jewish folkloric definition)
Gnomes
Ranging in size from six inches to two feet, they are, Pratchett says, more or less interchangeable with the Nac Mac Feegles. (English folkloric definition)
Undead
(Other definitions) Species in the Discworld novels categorised as undead include: Zombies (Other definitions), Banshees (Celtic folkloric definition), Ghouls (Other definitions), Ghosts (Other definitions), Mummies (Other definitions), Bogeymen (Other definitions), Werewolves (Other definitions), and Vampires (Other definitions)
Elves
Are based more on the nastier kind of fairy-folk in European (and other) folklores than elves as portrayed in most modern (post-Tolkien) fantasy fiction. (Other definitions)
Gods
On the Discworld, are divided into major gods that are parodies of the Pantheons of Greece and Rome and "Small gods" that are relatively powerless but by acquiring more believers may graduate to the Discworld Pantheon
Centaurs
Believed by Discworld characters to be the result of magical mutation. (Greco-roman mythological definition)
Fauns
Believed by Discworld characters to be the result of magical mutation. (Greco-roman mythological definition)
Furies
Furies are birdlike creatures from Ephebe who can be trained to target a single individual, forcing people away from him/her. In that sense they act like guard dogs, whether their "master" likes it or not. They appear to be barely sentient. Featured in Unseen Academicals. (Greco-roman mythological definition)
Goblins
"Nasty cowardly little bastards who collect their own earwax", as described in-universe by the victims of the war that engulfed the Unholy Empire. Of course, victims on both sides of the war both say this, and somehow, depending on who is telling the tale, all the goblins apparently fought for the other side. (Other definitions)
Gorgons
It is mentioned that a Gorgon had joined the Ankh-Morpork City Watch and accidentally turned 3 people to stone. Referenced in Unseen Academicals. (Greek mythological definition)
Kvetch
Creatures covered from head to foot in hair who fled their native Mouldavia for Ankh-Morpork after a war broke out. Sam Vimes snidely remarks that Vetinari will demand some are allowed on the Watch before too long.
Lizard Men
Near-extinct, exceptionally unintelligent creatures who make ideal henchmen for Dark Lords. Evil Harry Dread had two lizard men named Slime in his horde. Featured in The Last Hero. (Other definitions)
Orcs
A near extinct race who were bred/made from men (as goblins, according to Discworld character 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)

Other life

Pratchett has also created a variety of other fictional life on the Discworld. Like the sentient species, these also have a real-world connection, 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 Unnamed Continent's fictional calendar was first defined in a footnote in The Colour of Magic, and has been expanded upon in later novels and The Discworld Almanak (2004). It has numerous oddities, the chief of which is its length.

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.[5]

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; The name is a pun on "hogwash", Hogmanay and Watch Night, and possibly on the ancient holiday of Samhain. Traditionally associated with pig-killing, to ensure there is enough food for the rest of the winter. Many Hogswatch traditions are parodies of those associated with Christmas, including a decorated oak tree in a pot, strings of paper sausages, 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.

Usage

The calendar in general use in the Sto Plains and Ramtops ("Ankh-Morpork years") uses the agricultural year, and counts from the founding of Unseen University. Years and centuries are also given names by the UU's astrologers. 2005 AM, for instance, is the Year of the Prawn, the fifth year of the Century of the Anchovy. The majority of the Discworld novels are set in the 20th century AM, the Century of the Fruitbat, with the later ones entering the 21st, the Century of the Anchovy.

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 has given 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. Comparable to real-world English.
Latatian
Dead Language of the majority of Morporkian-speaking countries; Pratchett has not stated how widespread Latatian was in Discworld but it was in use beyond simply Ankh Morpork. Used, most often for humor, in novels in the mottoes of noble families, civic organizations and Guilds of Ankh-Morpork, in legal principles, and by Discworld wizards, doctors, and scientists, the latter a satire of those professions' use of Latin to obfuscate laymen. Comparable to real-world Latin, though Pratchett describes it as "very bad doggy Latin". Examples: Motto of Ankh-Morpork City Watch: Fabricati Diem, Pvnc; complete nonsense in Latin but looks like it means Make My Day, Punk. Legal Principle: Acquiris Quodcumque Rapis: You get what you grab. Discworld Professions: Sodomy non Sapiens to mean "buggered if I know".
Quirmian
Language of the Discworld country of Quirm. Comparable to real-world French.
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 (novel).
Agatean
Language of the Discworld Agatean Empire. In-universe, 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/or Slavic languages. Featured most prominently in The Fifth Elephant.

See also

Other dimensions of the Discworld

Notes

  1. ^ The Last Hero
  2. ^ Demonstrated in the animation sequence accompanying the credits of the Cosgrove Hall animated adaptations of Wyrd Sisters and Soul Music.
  3. ^ TerryPratchettBooks.com
  4. ^ Try mixing the colours here. Basic but workable (pigment only)
  5. ^ GURPS Discworld, Steve Jackson Games, 1998. ISBN 1-55634-261-6