← back to the street

on the street · in a crooked city · the morning halfway across it · walking widdershins

A shopfront on the street, in a city where nobody matches

Widdershins

Against the way of normativity: a Discworld appreciation, walking against the turn.

In Ankh-Morpork you can be whoever you want to be and sometimes people laugh and sometimes they clap, and mostly and beautifully, they don’t really care. Do you understand this? Dwarfs now have seen liberty. And that’s heady stuff.

Albrecht, in Terry Pratchett’s Raising Steam, 2013, read in the book by Ryan Boren, p. 316 of 370 in his Kindle copy, on 2026-11-02.
A crowded city of crooked roofs built on top of each other, on the bank of a river so thick it has a crust, with a thin tower far off, a clacks tower with its grid of shutters, and a brass bridge over the river. The morning is halfway across it: everything to the right of a slanting edge of light is lit warm, the plaster pale and the tiles red, and everything to the left of it is still night. Nobody is in the streets. In the night sky a compass shows the Disc’s four directions, hubward, rimward, turnwise and widdershins, and the widdershins arm points into the morning. Nothing in the city moves.

Widdershins is an old word for going the other way round, counter-clockwise, against the course of the sun. It comes from the Middle Low German weddersinnes, which Wikipedia’s article says means, literally, against the way. That is the whole of this room’s subtitle, and the word got there first.

On Terry Pratchett’s Discworld, where the world is flat and turns, there are four directions rather than our four: hubward, to the middle; rimward, to the edge; turnwise, the way the world turns; and widdershins, against it. This room is a thank-you note to those books, from a street of people who have been going widdershins all their lives, mostly without a word for it.

It stands in a city that is not quite Ankh-Morpork and could not be anywhere else: crooked, crowded, smoky, built on top of itself, beside a river too thick to drown in, at the moment the Disc’s slow morning is halfway across it. Nobody in the city matches anybody else. That is the city.

A city that never matched

Read the books in order and you can watch a writer change his mind. The early ones laugh at the usual things fantasy laughs at; the later ones keep coming back to the same city, and the same question: what happens when everybody who was told they did not belong turns up and stays.

his later work is driven by a commitment to inclusion and a rejection of hegemony

Karl Spracklen and Ian Lamond, writing about the fans who argued over the television adaptation of the Watch books, call Ankh-Morpork a crucible. Not a melting pot, where everybody comes out the same. A crucible, where things are changed by meeting each other and nobody stops being what they were.

how cities such as Ankh-Morpork serve as a crucible for agency even if social structures continue to limit that freedom

Which is the argument against neuronormativity, made in a fantasy city by a novelist, and in the words of Sonny Jane Wise that our glossary quotes:

It is the assumption that there is a correct way to exist in this world; a correct way to think, feel, communicate, play, behave and more.

Inclusion, when it assumes uniformity, is not inclusion at all.

Creativity is driven by divergent perspectives, and squashed by demands for conformity.

The Watch is a competency network

The books about the City Watch begin with a night watch nobody wants: three men in a city that has stopped expecting to be policed. By the end it is a team of nearly every kind of person the Disc has, and it works because nobody on it is the same. That is a competency network, and it is the thing our own pages most want a team to be.

A competency network is a map of the gifts people bring to each other.

Different kinds of minds see different parts of the world. A competency network lets those different views work together. What one person misses, another catches.

This is not about ranking people. It is not about who is better or worse. It is about fit, trust, and seeing each other clearly.

A group with multiple neurotypes doesn’t just survive more threats — it does things no single neurotype could do alone.

Nobody on that list is fixed. Nobody is cured into a human, or a man, or a dwarf who keeps quiet. What changes over the books is the Watch House, which keeps being rebuilt around whoever walks in: a cold room for a troll, a bench for an alchemist, a commander who learns, slowly and complaining all the way, that the person he did not expect is the one who sees what he missed.

First Sight, and recognising ourselves

The witches have a name for the way we try to work, and our witches page has quoted it since 2024:

First Sight and Second Thoughts, that’s what a witch had to rely on: First Sight to see what’s really there, and Second Thoughts to watch the First Thoughts to check that they were thinking right.

Open your eyes, and then open your eyes again.

First Sight is seeing what is really there rather than what you were told should be. A great many of us were told, for years, that what we noticed was wrong, too much, or not the point. The Disc is full of people whose senses and passions are the point, and the later books treat them as what they are: what each of them brings.

We recognise ourselves in these people. We do not diagnose them. They are fiction, and putting a label on somebody who cannot answer is the thing done to us often enough that we are not going to do it to anybody else, as Star Stuff says of their author. Recognition is the other thing: finding yourself on a page that did not know you were coming, and being glad of it.

First Sight and Second Thoughts as a loop The world feeds into First Sight, which is seeing what is really there rather than what was expected. First Sight feeds a first thought. Second Thoughts watch that first thought and loop back to correct it. Examples are given: the mantis shrimp and the wood wide web for First Sight, and the changelog and the six gates for Second Thoughts. what is there First Sight a first thought Second Thoughts mantis shrimp wood wide web the changelog six gates the second half is the one you can build Wintersmith, 2006
Star Stuff’s figure, from No. 49: First Sight and Second Thoughts as a loop. Its examples are Star Stuff’s own corrections and checks. Drawn for Star Stuff, CC BY-SA 4.0, and recoloured for this room.

Miss Level stores it in other people

Our witches page is about care work, and it rests on a passage from A Hat Full of Sky in which Miss Level, a witch, explains to Tiffany Aching how a witch gets paid, which is that she does not. What she gives away comes back round, from somebody, some time, and she helps whoever needs it whether it does or not.

I store it in other people. It’s amazing what you can store in other people.

You can’t not help people just because they’re stupid or forgetful or unpleasant. Everyone’s poor around here. If I don’t help them, who will?

That is mutual aid, said better than most of the books about mutual aid say it, and it is how our own mutual aid is meant to work. Nobody on the Disc is helped because they deserve it. They are helped because they are there.

From Star Stuff

Star Stuff, our science zine with Helen Edgar’s More Realms, spent a whole issue, No. 49, One Atom of Justice, on what this site owes to Discworld, and an essay after it, A Promise, Not a Finding. Both are CC BY-SA, like this street, so some of them is here, with its drawings, and the rest is one link away.

There is no atom of justice in the powder

In Hogfather, Death answers the hardest objection anybody has made to a site like ours. Grind the universe down and sieve it and you will not find justice in it, or mercy, or a molecule of and therefore you belong.

TAKE THE UNIVERSE AND GRIND IT DOWN TO THE FINEST POWDER AND SIEVE IT THROUGH THE FINEST SIEVE AND THEN SHOW ME ONE ATOM OF JUSTICE, ONE MOLECULE OF MERCY.

NO. YOU NEED TO BELIEVE IN THINGS THAT AREN'T TRUE. HOW ELSE CAN THEY BECOME?

Death, in Terry Pratchett’s Hogfather, 1996, read on Star Stuff’s A Promise, Not a Finding. The small capitals and the italic are the novel’s, as Star Stuff checked them against the book.

A finding can be overturned by the next paper. A promise can only be broken by the people who made it.

What survives the sieve, and what is added Star stuff passes through a sieve and is confirmed as checkable. Justice, mercy and the claim that you are loved do not pass through the sieve. They are shown instead being placed on the far side by hand, labelled promised rather than found. into the sieve put there by us star stuff checkable justice mercy “you are loved” promised no atom of justice in the powder so we put it there and keep it there a promise is only broken if we break it
Star Stuff’s figure, from No. 49: what survives the sieve, and what is put there by us. Drawn for Star Stuff, CC BY-SA 4.0, and recoloured for this room.

A technology arrives. Who pays?

The Industrial Revolution books drop one new thing into the city at a time, the newspaper, the post, paper money, the railway, and then stay in the room for the bill.

The question is never “does it work?” It works. That is what makes the question interesting.

Two acts or three The default technology story runs invention then wonder and stops. The Industrial Revolution novels add a third act asking who pays, with examples: the clacks workers, the golems who are property, the engravers the press displaced, and the people the timetable owns. the default story invention wonder stop what Pratchett does invention wonder who pays? clacks crew golems engravers timetabled it works. that is what makes it interesting the Luddites broke some frames, not all a question about distribution
Star Stuff’s figure, from No. 49: the default technology story has two acts, and the Industrial Revolution books have three. Drawn for Star Stuff, CC BY-SA 4.0, and recoloured for this room.

The interface, not the ambition

Pratchett announced in 2007 that he had posterior cortical atrophy, and called it an embuggerance, his own word, which is neither a battle nor a journey. He went on writing by dictating, and with speech recognition software, until he died in 2015.

Dictation is not a lesser way of writing a book; it is a way of writing a book.

The method changed, the ambition did not Two rows. Before the diagnosis: typing, leading to novels. After: dictation and speech recognition software, leading to novels. The output box is identical in both rows; only the interface differs. 2007 → 2015 before after typing novels dictation speech software novels the right-hand box never changed that is what an accommodation is not a lesser way of writing a book
Star Stuff’s figure, from No. 49: the method changed and the ambition did not, which is what an accommodation is. Drawn for Star Stuff, CC BY-SA 4.0, and recoloured for this room.

GNU

In Going Postal a name is sent up and down the clacks towers with three letters in front of it, so that it is never logged and never stops. Readers began doing the same thing on the web when he died, in a header nobody has to read. This street sends it too.

it is the exact structural joke, an unlogged message that costs one line of config and turns around at the end of the line.

GNU, turning around at the end of the line A row of clacks towers. A message travels left to right along the top, marked G for pass it on and N for not logged, then U turns it around at the last tower and it travels back along the bottom, repeating indefinitely. GNU John Dearheart U and back again G — pass it on N — not logged this street sends the header too a fan convention, not his instruction
Star Stuff’s figure, from No. 49: GNU, sent on, not logged, and turned round at the end of the line. Drawn for Star Stuff, CC BY-SA 4.0, and recoloured for this room. One line is changed for this street: it said this site now sends the header, and says this street sends the header too here.

Second Thoughts

A witch checks her own thinking where somebody can see her do it.

The ladder is not the problem. The ladder with the top rung painted on is the problem.

Which is why this street publishes its own corrections in its changelog, and why every quotation in this room says where it was read.

What is not in this city

Next door

The Turtle Moves

The room closes the way Star Stuff’s Easter Eggs collection closes, with its drawing of Great A’Tuin and the passage under it, copied whole.

Great A'Tuin, the four elephants, and the Disc A line drawing of Terry Pratchett's Discworld: an enormous sea turtle swimming through space, four elephants standing on its shell, and a flat disc resting on their backs with a spire at its centre and water falling off its rim. Labelled The Turtle Moves. GREAT A'TUIN berilia · tubul · great t'phon · jerakeen THE TURTLE MOVES
Star Stuff’s drawing, from its Easter Eggs collection: Great A’Tuin, the four elephants, and the Disc, a novelist’s invention drawn as one. Drawn for Star Stuff, CC BY-SA 4.0, and recoloured for this room.

Mountains rise and fall, and under them the Turtle swims onward. Men live and die, and the Turtle Moves. Empires grow and crumble, and the Turtle Moves. Gods come and go, and still the Turtle Moves. The Turtle Moves.

Small Gods is a book about an institution that kept every instrument of belief and mislaid the thing itself — a church with an enormous apparatus and a god reduced to a tortoise nobody can hear. The Turtle in it is not a doctrine. It is the thing that goes on being the case whether or not anyone believes it, and the heresy that gets people tortured is the flat refusal to stop saying so.

Asked whether it is really true, Didactylos does not argue. He says the Turtle exists, that this will go on happening either way, and then the three words the whole book has been walking toward: “It is real.” That is why the passage sits at the foot of this collection rather than anywhere else. The eggs are the pages about our own furniture — our numbering, our mistakes, where our method came from — and this is the sentence underneath all of it. No. 49 spends eleven spreads conceding that the universe contains no atom of justice and that our masthead is a promise rather than a finding. The Turtle is the other half of that, and the half we never get to choose: some things are simply so, and go on being so through every empire that would rather they weren't.

One correction the drawing owes, because this is the kind of page that owes them. A turtle carrying elephants carrying the world is not Hindu cosmology, though it is endlessly repeated as such. The stack appears in John Locke's Essay Concerning Human Understanding (1690) as a story about “an Indian,” and Bertrand Russell repeats it in 1927; scholarship on the epics and major Puranas finds no world-upholding elephant in them at all, and Kurma is a pivot for churning rather than a world-bearer — which No. 35 already says. So what Pratchett is riffing on is a European joke about India, not anyone's scripture. This drawing is therefore a novelist's invention drawn as a novelist's invention, and it is deliberately not filed beside the five turtles people made. They are not the same turtle, and that is the connection.

Star Stuff, Easter Eggs, copied whole under CC BY-SA 4.0, its links made absolute.

Whose this is

Job marker — a cobblestone come loose from the street, lying on the floor

You have found a job marker. The Adventurer’s Guild is a shopfront on the street, and it posts jobs that send you round these rooms. Take the code below to its board and that job is done. Nothing here is scored, nothing expires, and one is a perfectly good number of jobs to do.

The job: Which way is against the turn?

Before the code: On the Disc there are four directions: hubward, rimward, turnwise and one more. Which one goes against the way the world turns?

Hint 1

It is the name over the door.

Hint 2

It is the arm of the compass that points into the morning.

Last hint

Widdershins.

Give me the answer

The answer is Widdershins. Hubward is to the middle, rimward to the edge, turnwise the way the Disc turns, and widdershins against it. The English word comes from the Middle Low German for against the way.

Taking the answer is a real way through this, not a lesser one. Nothing is watching and nothing is written down.

Quest code: COBBLE

Hand it in at the Adventurer’s Guild →

HOW LOUD DO YOU WANT IT?

Starts wherever your device says. Nothing moves, flashes, or plays until you say so — and in this city nothing moves at any setting, MAX GLITTER included, because on the Disc the light is slow and here it is patient.