Wyrd Sisters (Discworld 6)
'Are you Death, fellow?' he ventured.
I HAVE MANY NAMES.
'Which one are you using at present?' said Verence, with a shade more deference. There were people milling around them; in fact, quite a few people were milling through them, like ghosts.
'Oh, so it was Felmet,' the king added vaguely, looking at the figure lurking with obscene delight at the top of the stairs. 'My father said I should never let him get behind me. Why don't I feel angry?'
GLANDS, said Death shortly. ADRENALIN AND SO FORTH. AND EMOTIONS. YOU DON'T HAVE THEM. ALL YOU HAVE NOW IS THOUGHT.
The tall figure appeared to reach a decision.
THIS IS VERY IRREGULAR, he went on, apparently to himself. HOWEVER, WHO AM I TO ARGUE?
'Who indeed.'
WHAT?
'I said, who indeed.'
SHUT UP.
Death stood with his skull on one side, as though listening to some inner voice. As his hood fell away the late king noticed that Death resembled a polished skeleton in every way but one. His eye sockets glowed sky blue. Verence wasn't frightened, however; not simply because it is difficult to be in fear of anything when the bits you need to be frightened with are curdling several yards away, but because he had never really been frightened of anything in his life, and wasn't going to start now. This was partly because he didn't have the imagination, but he was also one of those rare individuals who are totally focused in time.
Most people aren't. They live their lives as a sort of temporal blur around the point where their body actually is – anticipating the future, or holding on to the past. They're usually so busy thinking about what happens next that the only time they ever find out what is happening now is when they come to look back on it. Most people are like this. They learn how to fear because they can actually tell, down at the subconscious level, what is going to happen next. It's already happening to them.
But Verence had always lived only for the present. Until now, anyway.
Death sighed.
I SUPPOSE NO-ONE MENTIONED ANYTHING TO YOU? he hazarded.
'Say again?'
NO PREMONITIONS? STRANGE DREAMS? MAD OLD SOOTHSAYERS SHOUTING THINGS AT YOU IN THE STREET?
ind howled. Lightning stabbed at the earth erratically, like an inefficient assassin. Thunder rolled back and forth across the dark, rain-lashed hills.
The night was as black as the inside of a cat. It was the kind of night, you could believe, on which gods moved men as though they were pawns on the chessboard of fate. In the middle of this elemental storm a fire gleamed among the dripping furze bushes like the madness in a weasel's eye. It illuminated three hunched figures. As the cauldron bubbled an eldritch voice shrieked: 'When shall we three meet again?'
There was a pause.
Finally another voice said, in far more ordinary tones: 'Well, I can do next Tuesday.'
Through the fathomless deeps of space swims the star turtle Great A'Tuin, bearing on its back the four giant elephants who carry on their shoulders the mass of the Discworld. A tiny sun and moon spin around them, on a complicated orbit to induce seasons, so probably nowhere else in the multiverse is it sometimes necessary for an elephant to cock a leg to allow the sun to go past.
Exactly why this should be may never be known. Possibly the Creator of the universe got bored with all the usual business of axial inclination, albedos and rotational velocities, and decided to have a bit of fun for once.
It would be a pretty good bet that the gods of a world like this probably do not play chess and indeed this is the case. In fact no gods anywhere play chess. They haven't got the imagination. Gods prefer simple, vicious games, where you Do Not Achieve Transcendence but Go Straight To Oblivion; a key to the understanding of all religion is that a god's idea of amusement is Snakes and Ladders with greased rungs.
Magic glues the Discworld together – magic generated by the turning of the world itself, magic wound like silk out of the underlying structure of existence to suture the wounds of reality.
A lot of it ends up in the Ramtop Mountains, which stretch from the frozen lands near the Hub all the way, via a lengthy archipelago, to the warm seas which flow endlessly into space over the Rim.
Raw magic crackles invisibly from peak to peak and earths itself in the mountains. It is the Ramtops that supply the world with most of its witches and wizards. In the Ramtops the leaves on the trees move even when there is no breeze. Rocks go for a stroll of an evening.
Even the land, at times, seems alive . . .
At times, so does the sky.