Rincewind is a wizard. Not a very good one, mind you. So bad, in fact, that he was kicked out of Unseen University for being the worst wizard on the disc. That, and he managed to get one of the eight forbidden spells lodged in his head. Hired to act as a guide for the disc's first tourist, Towflower, Rincewind is about to find himself on an adventure when knowing magic would be very useful... if he knew any.
Rincewind's adventures aren't done yet, though, as he had to travel back home and help save the world. Or, at least, the spell inside his head is needed for all that. Rincewind is just stuck along for the ride.
Wizards are all male. This is a known fact on the disc. So what happens when a girl is born with strong, innate, wizardly magic? It's up to Granny Weatherwax, the disc's most powerful witch, to find out.
Death is a presence in everyone's lives (especially near the end). Death, the anthopomorphic entity, has long been fascinated by humans, which may be part of the reason that on one special night, the Grim Reaper adopted a young boy to be his new (and first) apprentice.
The magic on the disc is very old having long since settled down since the early days of creation. Gone are the wizards that could do the most powerful magics, sourcerers, but if, by chance, a new one sourcerer were to rise, it would be magical war across the disc. And who would be caught in the middle of it? Rincewind, of course.
Granny Weatherwax is back, now with a coven. Witches don't traditionally like working together, but sometimes -- such as when their kingdom is taken over by a mad baron -- witches have to untie to fight a common foe. And they do it with shakespearean flair.
Venturing outside of the largest city on the disc, Anhk Morpork, we travel to the kingdom of Djelibeybi and the young king Teppic. Teppic went to school outside of this very old (and very backward) kingdom, and now that he's back he realizes it's time for some reforms. If only he could get the rest of the kingdom on board with his ideas.
The Anhk Morpork City Watch (Day Shift) is a joke, the laughing stock of the city. They also just so happen to be the only guys (somehow) capable of saving the day when a dragon takes up residence in the city.
Rincewind is back, summoned to the house of a demonologist after spending years running through the dungeon dimensions. He's happy to be home, but a little worried about what this kid is going to desire for some freedom.
Technology comes to the disc is fits and spurts, and every time something new arrives it's usually the harbinger for a world-ending crisis. This time it's brought on by fame and fortune on the silve screen. The disc enters the world of the cinema!
Death has been doing his job for a long time. Maybe too long. That's the thought of his bosses, the Auditors of Reality, so they give him a pink slip and a life timer and send him on his way. Now Death is free to be his own man, whatever that entails.
The Omnian religion is very old and very strict. It also has little time for it's actual god, Om. This is a problem since belief is what powers a god and no one believes in Om. Well, one guy does, and Om desperately needs this kid to stay alive.
Death's grand daughter, Susan, doesn't really want much to do with her adoptive grand father. But sometimes familial traits run through more than just blood, something Susan soon learns when Death goes missing and she's the only one one that can pick up his duties. Her first target: the disc's first band playing the new "Music with Rocks In".
Far from Ahnk Morpork lies the Agatean Empire, a very rich and very powerful land. They demand that a very power wizard be sent to their empire, so the wizards of Unseen University send Rincewind. Of course.
The Hogfather, jolly old present-giver of the holiday season, is missing and Death has to act as his replacement. This leaves his grand daughter, Susan, stuck trying to figure out what happened to the anthropomorphic personification of the holidays.
Commander Vimes of the City Watch has been made into a diplomat, and job that doesn't suit him at all. He's then sent to Uberwald to deal with the dwarves, and vampires, and werewolves that call that dark nation home.
It's a twisty, time travel tale and a magic mishap sends Commander Vimes back a couple of decades to the Anhk Morpork civil war. The city is in upheaval and Vimes is stuck in the middle of it, desperate to find a way home.
Tiffany Aching wants to be a witch, but she's very young. That's not going to stop her if she has anything to say about it, and she's the closest thing her homeland has to a "hag", so say the Pictsies (very tiny, angry fairy warriors), so they'll aid her in an adventure to stop the Fairy Queen from taking over the disc.
Having saved the world once, Tiffany is back, now a full-fledged witch. She still needs training otherwise she won't be ready to fight off supernatural threats. Threats, so it happens, like the evil hiver that begins stalking the young witch.
When Tiffany accidentally attracts the attention of the spirit of Winter, the young witch has to find a way to dismiss his frozen affections before all of her homeland is covered in ice and snow forever.
Football has been outlawed in Anhk Morpork because it gets the citizens riled up and then they go to war with themselves. But what if the sport were made more civilized, more like a game? The wizards are going to have to figure it out if they want to keep their funding.
Moist is back, this time to oversee the very first rail system on the disc. The world is about to get connected in a big way as the age of steam comes to the Discworld.
The Shepherd's Crown
The last book in the series features Tiffany for one last adventure. When Granny Weatherwax dies, Tiffany is the witch everyone looks to, especially when the fairies return for one last attempt at taking over the world.