More by Terry Pratchett
A weathercock has risen from the sea of Discworld, and suddenly you can tell which way the wind is blowing.
A new land has surfaced, and so have old feuds.
And as two armies march, Commander Vimes of Ankh-Morpork City Watch has got just a few hours to deal with a crime so big that there's no law against it. It's called "war."
He's facing unpleasant foes who are out to get him... that's just the people on his side. The enemy might even be worse. And his pocket Dis-organiser says he's got to DIE under "Things To Do Today."
But he'd better not, because the world's cleverest inventor and its most devious politician are on their way to the battlefield with a little package that's guaranteed to stop a battle...
Discworld goes to war, with armies of sardines, warriors, fishermen, squid, and at least one very camp follower.
A generation after the events of The Long Earth, mankind has spread across the new worlds opened up by Stepping. Where Joshua and Lobsang once pioneered, now fleets of airships link the stepwise Americas with trade and culture. Mankind is shaping the Long Earth - but in turn the Long Earth is shaping mankind... A new 'America', called Valhalla, is emerging more than a million steps from Datum Earth, with core American values restated in the plentiful environment of the Long Earth - and Valhalla is growing restless under the control of the Datum government...
Meanwhile the Long Earth is suffused by the song of the trolls, graceful hive-mind humanoids. But the trolls are beginning to react to humanity's thoughtless exploitation... Joshua, now a married man, is summoned by Lobsang to deal with a gathering multiple crisis that threatens to plunge the Long Earth into a war unlike any mankind has waged before.
As it moves towards a seemingly inevitable collision with a malevolent red star, the Discworld has only one possible saviour. Unfortunately, this happens to be the singularly inept and cowardly wizard called Rincewind, who was last seen falling off the edge of the world...
There was an eighth son of an eighth son. He was, quite naturally, a wizard. And there it should have ended. However (for reasons we'd better not go into), he had seven sons. And then he had an eighth son... a wizard squared... a source of magic... a Sourcerer.
The last thing the wizard Drum Billet did, before Death laid a bony hand on his shoulder, was to pass on his staff of power to the eighth son of an eighth son. Unfortunately for his colleagues in the chauvinistic (not to say misogynistic) world of magic, he failed to check on the newborn baby's sex...
Be careful what you wish for...
Once upon a time there was a fairy godmother named Desiderata who had a good heart, a wise head, and poor planning skills—which unfortunately left the Princess Emberella in the care of her other (not quite so good and wise) godmother when DEATH came for Desiderata. So now it's up to Magrat Garlick, Granny Weatherwax, and Nanny Ogg to hop on broomsticks and make for far-distant Genua to ensure the servant girl doesn't marry the Prince.
But the road to Genua is bumpy, and along the way the trio of witches encounters the occasional vampire, werewolf, and falling house (well this is a fairy tale, after all). The trouble really begins once these reluctant foster-godmothers arrive in Genua and must outwit their power-hungry counterpart who'll stop at nothing to achieve a proper "happy ending"—even if it means destroying a kingdom.
It's the night before Hogswatch. And it's too quiet.
Where is the big jolly fat man? Why is Death creeping down chimneys and trying to say Ho Ho Ho? The darkest night of the year is getting a lot darker...
Susan the gothic governess has got to sort it out by morning, otherwise there won't be a morning. Ever again...
The 20th Discworld novel is a festive feast of darkness and Death (but with jolly robins and tinsel too).
As they say: "You'd better watch out..."
Maurice and the rats have teamed up with a young lad named Keith to implement a clever moneymaking scheme. Upon entering a town, the rats make a general nuisance of themselves -- stealing food and widdling on things -- until the townsfolk become desperate to get rid of them. Then Maurice and Keith appear on the scene and offer to save the day by ridding the town of its infestation for a small fee. It seems like a surefire plan until the group arrives in the town of Bad Blintz and gets hooked up with Malicia, a young girl with a vivid imagination and a knack for finding trouble. When it's discovered that Bad Blintz already has a rat problem -- one that a couple of shifty-eyed rat catchers claim to have under control -- things turn deadly. For lurking beneath the town's streets is an obstacle course of mangling rattraps and noxious poisons. And beyond that is a monster so powerful and ugly, even Malicia couldn't imagine it.
As Maurice and the rats battle for their very survival, a number of provocative themes surface: life after death, good versus evil, and the sacrifice of the few for the many.
Football has come to the ancient city of Ankh-Morpork - not the old-fashioned, grubby pushing and shoving, but the new, fast football with pointy hats for goalposts and balls that go going. And now the wizards of Unseen University must win a football match without using magic, so they're going to try everything else.
The Big Match draws in an urchin with a gift for kicking a tin can, a maker of jolly good pies, a dim but beautiful young woman, who might turn out to be the greatest fashion model ever, and the mysterious Mr Nutt. (No one knows much about Mr Nutt, not even Mr Nutt).
As the match approaches, four lives are changed forever. Because the thing about football - the important thing about football - is that it is not just about football.
Here we go! Here we go! Here we go!
It's an offer you can't refuse.
Who would not to wish to be the man in charge of Ankh-Morpork's Royal Mint and the bank next door?
It's a job for life. But, as former con-man Moist von Lipwig is learning, the life is not necessarily for long.
The Chief Cashier is almost certainly a vampire. There's something nameless in the cellar (and the cellar itself is pretty nameless), it turns out that the Royal Mint runs at a loss. A 300 year old wizard is after his girlfriend, he's about to be exposed as a fraud, but the Assassins Guild might get him first. In fact lot of people want him dead
Oh. And every day he has to take the Chairman for walkies.
Everywhere he looks he's making enemies.
What he should be doing is . . . Making Money!
Tiffany Aching is a trainee witch — now working for the seriously scary Miss Treason. But when Tiffany witnesses the Dark Dance — the crossover from summer to winter — she does what no one has ever done before and leaps into the dance. Into the oldest story there ever is. And draws the attention of the Wintersmith himself.
As Tiffany-shaped snowflakes hammer down on the land, can Tiffany deal with the consequences of her actions? Even with the help of Granny Weatherwax and the Nac Mac Feegle — the fightin’, thievin’ pictsies who are prepared to lay down their lives for their “big wee hag.”
Wintersmith is the third title in an exuberant series crackling with energy and humour. It follows The Wee Free Men and Hat Full of Sky.
1916: the Western Front. Private Percy Blakeney wakes up. He is lying on fresh spring grass. He can hear birdsong and the wind in the leaves in the trees. Where have the mud, blood and blasted landscape of No Man's Land gone?
2015: Madison, Wisconsin. Cop Monica Jansson is exploring the burned-out home of a reclusive - some said mad, others dangerous - scientist when she finds a curious gadget - a box containing some wiring, a three-way switch and a... potato. It is the prototype of an invention that will change the way Mankind views his world forever.
And that is an understatement if ever there was one...