The Colour of Magic

The gaming board was a carefully carved map of the Discworld, overprinted with squares. A number of beautifully modeled playing pieces were now occupying some of the squares. A human onlooker would, for example, have recognized in two of them the likenesses of Bravd and the Weasel. Others represented yet more heroes and champions, of which the Disc had a more than adequate supply.

 

Still in the game were Io, Offler the Crocodile God, Zephyrus the god of slight breezes, Fate, and the Lady. There was an air of concentration around the board now that the lesser players had been removed from the Game. Chance had been an early casualty, running her hero into a full house of armed gnolls (the result of a lucky throw by Offler) and shortly afterward Night has cashed his chips, pleading an appointment with Destiny. Several minor deities had drifted up and were kibitzing over the shoulders of the players.

 

Side bets were made that the Lady would be the next to leave the board. Her last champion of any standing was now a pinch of potash in the ruins of still-smoking Ankh-Morpork, and there were hardly any pieces that she could promote to first rank.

 

Blind Io took up the dice box, which was a skull whose various orifices had been stoppered with rubies, and with several of his eyes on the Lady he rolled three fives.

 

She smiled. This was the nature of the Lady’s eyes: they were bright green, lacking iris or pupil, and they glowed from within.

 

The room was silent as she scrabbled in her box of pieces and, from the very bottom, produced a couple that she set down on the board with two decisive clicks. The rest of the players, as one god, craned forward to peer at them.

 

“A wenegade wiffard and fome fort of clerk,” said Offler the Crocodile God, hindered as usual by his tusks. “Well, weally!” With one claw he pushed a pile of bone-white tokens into the center of the table.

 

The Lady nodded slightly. She picked up the dice cup and held it as steady as a rock, yet all the gods could hear the three cubes rattling about inside. And then she sent them bouncing across the table.

 

A six. A three. A five.

 

Something was happening to the five, however. Battered by the chance collision of several billion molecules, the die flipped onto a point, spun gently and came down a seven.

 

Blind Io picked up the cube and counted the sides.

 

“Come on,” he said wearily. “Play fair.”

 

 

 

 

 

THE SENDING OF EIGHT

 

The road from Ankh-Morpork to Chirm is high, white and winding, a thirty-league stretch of potholes and half-buried rocks that spirals around mountains and dips into cool green valleys of citrus trees, crosses liana-webbed gorges on creaking rope bridges and is generally more picturesque than useful.

 

Picturesque. That was a new word to Rincewind the wizard (B. Mgc., Unseen University [failed]). It was one of a number he had picked up since leaving the charred ruins of Ankh-Morpork. Quaint was another one. Picturesque meant—he decided after careful observation of the scenery that inspired Twoflower to use the word—that the landscape was horribly precipitous. Quaint, when used to describe the occasional village through which they passed, meant fever-ridden and tumbledown.

 

Twoflower was a tourist, the first ever seen on the Discworld. Tourist, Rincewind had decided, meant “idiot.”

 

As they rode leisurely through the thyme-scented, bee-humming air, Rincewind pondered on the experiences of the last few days. While the little foreigner was obviously insane, he was also generous and considerably less lethal than half the people the wizard had mixed with in the city. Rincewind rather liked him. Disliking him would be like kicking a puppy.

 

Currently Twoflower was showing a great interest in the theory and practice of magic.

 

“It all seems, well, rather useless to me,” he said. “I always thought that, you know, a wizard just said the magic words and that was that. Not all this tedious memorizing.”

 

Rincewind agreed moodily. He tried to explain that magic had indeed once been wild and lawless, but had been tamed back in the mists of time by the Olden Ones, who had bound it to obey among other things the Law of Conservation of Reality; this demanded that the effort needed to achieve a goal should be the same regardless of the means used. In practical terms this meant that, say, creating the illusion of a glass of wine was relatively easy, since it involved merely the subtle shifting of light patterns. On the other hand, lifting a genuine wineglass a few feet in the air by sheer mental energy required several hours of systematic preparation if the wizard wished to prevent the simple principle of leverage flicking his brain out through his ears.

 

He went on to add that some of the ancient magic could still be found in its raw state, recognizable—to the initiated—by the eightfold shape it made in the crystalline structure of space-time. There was the metal octiron, for example, and the gas octogen. Both radiated dangerous amounts of raw enchantment.

 

“It’s all very depressing,” he finished.

 

“Depressing?”

 

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