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Contrast the Fools' Guild with the Assassins' Guild next door: one is pleasant, light and airy and the corridors echo with the quiet activity of people working hard to master a job they love; the other is gaunt, forbidding and silent, except for the occasional muffled sob . . . The Fools' Guild, founded 150 years ago, is also a hospital, craft standards enforcer, fraternal society and school. There is always a place and a custard pie in the face for any young boy with an amusing hump, speech impediment or other laughable deformity. As with previous diaries in the series, the usual mundane dates are complemented by the Discworld's own special occasions, so you will always know when to expect the Soul Cake Duck's choccie eggs and which days are most auspicious for the throwing of custard pies.
Who taught witchcraft to Granny Weatherwax? What does Death keep on his desk? This is an A-Z guide to the characters, places, flora and fauna of Terry Pratchett's fantasy planet, Discworld, with sketches and maps of the key locations.
The Ankh-Morpork Assassins¿ Guild* in its modern form is the result of Lord Vetinari¿s distinctive civic policy, and is renowned across the Discworld. It offers the best all-round education in the world, because a qualified assassin should be at home in any company, and able to play at least one musical instrument. Anyone inhumed by a graduate of the Guild school can go to his rest satisfied that he has been annulled by someone of taste and discretion. You need never be late for an assassination again with this fully functioning diary with all the necessary dates, holidays, notes and a year planner, including Octedays, the exclusive ¿8th Discworld day¿. The fifty-two week spreads will be liberally illustrated by Paul Kidby, with the usual witty, quirky and apposite bons mots from the pen of Terry Pratchett himself. *Motto: NIL MORTIFI, SINE LVCRE
Containing material unavailable for twenty years -- this is a comprehensive guide to the capital city of Terry Pratchett's Discworld, getting to the heart of Ankh-Morpork's secrets, societies and guilds. Ankh-Morpork is a bottomless pit of secrets. It's time to unearth a few more . . . In the second volume of this confidential guide, brave travellers are made privy to the inner workings of more illustrious Ankh-Morpork societies. Disabuse yourself of notions of professionalism under which you may hold the City Watch; discover what serious business is undertaken by the Fools' Guild (joking is no laughing matter); and, should you be lucky, achieve true enlightenment through the teachings of Lu-Tze. One thing's for sure: after you've read this book, Ankh-Morpork's Guilds are going to need to come up with new ways of doing things. Completely revamped and redesigned, this full-colour book contains material from Discworld Diaries across the decades.
Not only an artistic and breathtaking view of Lancre but also an interesting and informative guide to one of the Discworld's more, er, picturesque kingdoms. Granny Weatherwax, Nanny Ogg and Magrat Garlick live there. Lancre could hardly be somwhere ordinary, could it? Magic glues the Discworld together and a lot of it ends up in Lancre, principal Kingdom of the Ramtop Mountains. Between Uberwald and Whale Bay, the Octarine Grass Country and the Windersins Ocean lies the most exciting and dangerous terrain in all Discworld. The Ramtops supply Discworld with most of its witches and wizards. The leaves on the trees move even when there is no breeze. Rocks go for a stroll in the evening. Even the land, at times, seems alive. The mapp may be only two-dimensional, but watch it very carefully and you might just see it jostle about a bit.
The absolute, comprehensive, from Tiffany Aching to Jack Zweiblumen guide to all things Discworld, fully illustrated by Paul Kidby. The Discworld, as everyone knows, is a flat world balanced on the back of four elephants which, in turn, stand on the shell of the giant star turtle, the Great A'Tuin, as it slowly swims through space. It is also the global publishing phenomenon with sales of over 70 million books worldwide (but who's counting?). There's an awful lot of Discworld to keep track of. But fear not! Help is at hand. For the very first time, everything (and we mean everything) you could possibly want to know has been crammed into one place. If you need a handy guide to locales from Ankh-Morpork to Zemphis . . . If you can't tell your Achmed the Mads from your Jack Zweiblumens . . . If your life depends on distinguishing between the Agatean Empire and the Zoons . . . Look no further. Updated and perfected by Stephen Briggs, the man behind The Ultimate Discworld Companion's predecessor Turtle Recall, this is your ultimate guide to Sir Terry Pratchett's beloved fantasy world.
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.Th
A sumptuous illustrated journey through Pratchett's bestselling Discworld universe, this lavish full-color volume is the ultimate holiday gift for the legions of fans.
Be a MAN in the City Watch! The City Watch needs MEN! (or dwarves or trolls or gargoyles or ...)The City Watch is a bumper volume in which those noble defenders of Ankh-Morpork, the greatest city of the Discworld*, come face to face with some of the most heinous crimes in history. GUARDS! GUARDS! Sees some night-time prowler turning (mostly) honest citizens into something resembling small charcoal biscuits. In MEN AT ARMS, there's a murder to be solves so that the world-weary Captain Vimes can be married at noon and retire happily ever after.And in the Discworld Howdunnit FEET OF CLAY, someone is murdering harmless old men and poisoning the Patrician ...and the golems are committing suicide ...*Which is flat and rides through space on the back of four elephants who stand on the shell of an enormous turtle, as everyone knows.
'HOLY WOOD IS A DIFFERENT SORT OF PLACE . . . HERE, THE MOST IMPORTANT THING IS TO BE IMPORTANT.' A new phenomenon is taking over the Discworld: moving pictures. Created by the alchemists of Ankh-Morpork, the growing 'clicks' industry moves to the sandy land of Holy Wood, attracted by the light of the sun and some strange calling no one can quite put their finger on... Also drawn to Holy Wood are aspiring young stars Victor Tugelbend, a wizarding student dropout, and Theda 'Ginger' Withel, a small-town girl with big dreams. But behind the glitz and glamour of the clicks, a sinister presence lurks. Because belief is powerful in the Discworld, and sometimes downright dangerous... The magic of movies might just unravel reality itself. 'Funny, delightfully inventive, and refuses to lie down in its genre' - Observer The Discworld novels can be read in any order but Moving Pictures is a standalone.