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61 pages 2 hours read

Terry Pratchett

The Color of Magic

Fiction | Novel | Adult | Published in 1983

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Part 2Chapter Summaries & Analyses

Part 2, Prologue Summary

Great A’Tuin swims though the void with four elephants on his shell and the disc of the world resting on their shoulders. All around the edge of the Disc, the seas spill in an endless Rimfall, and above the mists hangs the Rimbow, the eight-colored rainbow that circles the world. The eighth color is octarine, the mother-color that gives birth to all the others.

At the Hub, Dunmanifestin, the realm of the gods rests on a spire of green ice. The gods are playing a game on a carved map of the Discworld. Two of the game pieces look like Bravd and the Weasel. Others resemble other heroes.

The players are Blind Io (of the many eyes), Fate, The Lady (Luck), Zephyrus, the god of slight breezes, and Offler, the crocodile god. The Lady produces her last two reserve pieces: Rincewind and Twoflower. She rolls the dice.

Part 2 Summary: “The Sending of Eight”

Rincewind and Twoflower are halfway to Quirm. Rincewind has come to rather like Twoflower. Rincewind is trying to explain that magic was once wild, but has been tamed and made to obey laws like the Conservation of Reality. Rincewind, dejected by the illogical nature of the world and in strong favor of organization and mathematics, has to admit that it is “all very well going on about pure logic […], but the plain fact of the matter [is] that the Disc [is] manifestly traversing space on the back of a giant turtle and the gods [have] a habit of going around to atheists’ houses and smashing their windows” (82-83).

They hear the sound of rolling dice and a troll appears out of nowhere in the road before them. Rincewind tries to throw his sword at the creature charging them but misses completely. Luckily, a rock bounces up from the ground and strikes the troll in the neck, killing it. Both horses bolt into the woods, separating the two travelers.

Twoflower finds himself lost in the woods. His Luggage was left behind when his horse bolted. When his horse ran away with him, it disturbed a she-bear and her cubs and a wolf pack, but it had been moving so fast none of them had chased it. The stone Twoflower sits on is carved with an image of something like a spider or a squid. The runes beneath the image read: “Traveler, the hospitable temple of Bel-Shamharoth lies one thousand paces hubward” (85). Twoflower sets out for the temple.

Meanwhile, Rincewind hangs from the branch of a beech tree. His horse was killed by an enraged she-bear, then Rincewind was pursued by a wolf pack. He climbed a tree to escape the wolves and now a large green snake makes its leisurely way along the branch toward him. Death sits on the next branch, waiting for him to either fall to the wolves or be bitten by the snake.

Rincewind tries to swing himself to another branch nearby. Instead, his own branch splits and he falls slowly toward the ground, dangling from a strip of peeling bark. As he nears the trunk of the tree, a pair of green hands reaches from the mossy bark and drags the wizard into the tree. The trunk closes behind him.

In Dunmanifestin, the game is down to two players. The Lady now faces off with Fate. Fate places his piece, Bel-Shamharoth, on the board. He rolls the dice.

Rincewind finds himself inside the tree in a palace with Druellae, the hamadryad of the tree, sitting nearby. She tells him that Twoflower is in the temple of Bel-Shamharoth, The Soul Eater. Bel-Shamharoth represents—or is represented by—the number eight, which must never be spoken in his presence. The Octavo Rincewind had once opened, the book containing the magic spell lodged in his brain, had had an image of Bel-Shamharoth on it: “He was not Evil, for even Evil has a certain vitality—Bel-Shamharoth was the flip side of the coin of which Good and Evil are but one side” (91).

Rincewind asks why anybody would be stupid enough to worship the Soul Eater. The dryad shrugs and says that there were advantages, and the people who used to worship it had strange ideas. Druellae “invites” Rincewind to go with her and watch Twoflower’s fate. Rincewind would rather not, but when a troupe of burly he-dryads appears, he gives in.

The inside of the tree is full of rooms and staircases while the outside had seemed narrow enough for Rincewind to put his arms around. The tree in his world is a four-dimensional representation of an independent universe. They arrive at a central chamber full of dryads and he-dryads, and Druellae tells Rincewind they are going to show him some of the old wild magic, the kind that that used to be free in the world before it was tamed.

The dryads join hands in a circle and begin to turn “widdershins” against the revolution of the Discworld, creating astral friction and building up a charge of wild magic. A shaft of octarine light forms the image of a temple on a hill. The shape of the temple has an unpleasant effect on the eye of the beholder. A great white horse stands outside—not Twoflower’s horse, but one Rincewind is sure he has seen before.

The image shifts to the inside of the temple, where Rincewind sees Hrun the Barbarian. At that moment, Rincewind hears the sound of dice rattling. He makes a bolt for freedom and dashes across the image in the middle of the circle. There is a flash, and Rincewind disappears.

Hrun the Barbarian is in a magical temple, which is nothing new for him. He followed a magical trunk full of gold into the temple, but he has lost track of it. He carries a magical sword, Kring, which has a soul and is annoyingly chatty.

Twoflower is in the temple as well. The inside of the building appears to be bigger than the outside. A point of light appears in the distance and grows. Then Rincewind arrives with a bump at Twoflower’s feet. When the wizard gets his bearings and realizes where he is, he warns Twoflower not to speak the number you get when you add four plus four.

Twoflower proposes that they find Bel-Shamharoth and explain their predicament, whereupon he will no doubt show them the way out. They eventually find themselves in a chamber “with walls to a number that Rincewind didn’t dare to contemplate, and ei—and 7a passages radiating from it” (105). The Luggage emerges from one passage, followed by Hrun. Twoflower begins rummaging for the flash attachment for his camera. Rincewind warns Hrun not to speak the number you get if you subtract two from ten. Kring the talking sword asks why they shouldn't say “eight.”

The air turns thick, and an octagonal slab of stone in the center of the floor rises and overturns, exposing a pit. A tentacle slithers out, grabs Rincewind by the ankle, and pulls him toward the opening. While Rincewind, Hrun, and the sword fight Bel-Shamharoth (the Sender of Eight), Twoflower sets up his camera on a tripod, attaching a cage of salamanders to the box.

Rincewind tries to drag him away. Rincewind has almost convinced Twoflower to leave when Twoflower notices that the Sender of Eight has gotten a grip on the Luggage. He goes back to save it. Hrun is muffled in coils of tentacle. His magic sword is wrenched from his grasp.

Rincewind stares at the thing rising from the pit. It stares back at him with a single eye. The tails of the salamanders in their cage have swelled up and are pulsing with white light. The imp in the camera box tells everyone to “smile, please” (110), and the salamanders set off a blinding flash. Bel-Shamharoth screams and retracts its tentacles to cover its eye as it falls back into its pit. A moment later, it grabs the slab of stone and pulls it back over the opening.

The temple begins to collapse in an astral storm created by Bel-Shamharoth being sucked into the Dungeon Dimensions. Rincewind hears a sound like rattling dice, and Hrun’s warhorse thunders into the room. The humans scramble onto its back, and it charges toward the exit, pursued by the Luggage. They escape the temple just in time and set out together toward Quirm.

Part 2 Analysis

In Part 2, the author once again opens with a prologue showing Great A’Tuin the world turtle, including a description of the waterfall that pours off the edges of the world and the Rimbow that hangs above it. The Rimfall will be a significant plot element in Part 4, when Rincewind and Twoflower find themselves in the Empire of Krull.

The narrative shifts focus from the rim of the world to the hub, which is of more immediate concern to the protagonists because it is where the Discworld gods are playing games with their fates. Each major shift in their fortunes is presaged by the sound of rattling dice as Fate and the Lady toy with them. The game of the gods sets up another frame narrative. It answers the question: Why are we (specifically Rincewind and Twoflower) here?

Many people believe their lives are guided by an ineffable plan. Pratchett suggests that not only is there no plan, but that our lives are beholden to the whims of an indifferent god (or gods) who entertains themselves at our expense. This suggestion is saved from bitterness both by the humorous, satirical tone of the story and by the fact that Rincewind is a picaro. Because of his nature (survivalist to the point of self-interest, cautious to the point of cowardice), readers enjoy seeing him come to grief in small ways while Twoflower is protected by his innocence. A particularly pointed example appears when he and Twoflower flee in different directions into the forest. Twoflower disturbs a bear and a pack of wolves, but he escapes harm only for Rincewind to encounter the enraged bear and wolves later.

Part 2 further explores the Science of Discworld Magic, beginning with the nature of old, wild magic, before it was tamed and bound to follow laws. Some of that old magic remains accessible: Rincewind, watching the dryads working the old magic, describes the process in terms that sound very much like electricity–creating friction and building up a charge.

The idea of eight being a magic number may be based on higher-dimensional math. The trope of the box/tree/temple that is bigger on the inside than it is on the outside entered speculative fiction at the turn of the 20th century based on mathematical principles and theories. It explores the idea of dimensions beyond the perception of three-dimensional beings. The idea is represented by the Tesseract, a four-dimensional analogue of a cube. It may also be called an 8-cell, C8 or octachoron. A Tesseract can be represented as eight cubes folded around each other. An ordinary person finds this difficult to envision; a wizard, presumably, would have no difficulty.

The adventure in the temple of Bel-Shamharoth is a reference to both H.P. Lovecraft and Robert Howard. Lovecraft and his literary circle—which included Howard—were fascinated by the scientific and mathematical discoveries of their time. Lovecraft frequently employed the idea of distortions of time and space that might allow a building to be larger on the inside, or cause acute angles to behave as if they were obtuse. The scene in the temple, in which the stone is raised and a tentacular monster emerges, was plucked directly from H.P. Lovecraft’s “Call of Cthulhu.” Readers of Lovecraft’s work will recognize the great unanswered question underlying many of his stories: Why would anyone worship something like Bel-Shamharoth?

Robert Howard wrote several stories that fell into H.P. Lovecraft’s Cthulhu mythos, but he also introduced the sword and sorcery subgenre typified by his famous character Conan the Barbarian. Hrun the Barbarian is, of course, a reference to this. Sword and sorcery stories often have their protagonists hunting for treasure in ancient temples haunted by monstrous gods.

Readers of serious sword and sorcery fiction will recognize the conventions of the temple scene. In a traditional story, the monster would be chopped to pieces by the mighty warrior or incinerated by powerful magic. Instead, the crisis is resolved Pratchett-fashion by a ridiculous accident. Put another way, Luck has won her game against Fate, which annoys Fate, making him more determined to get rid of Rincewind.

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