In the June issue of Reason, Scott Shackford talks about the work of the late, great Terry Pratchett:
Terry Pratchett may not have been the first writer to personify Death as a walking, talking skeleton tasked with reaping the souls of the living, but he was the first to give him a horse named Binky and a granddaughter named Susan.
This Death was no less efficient or inevitable despite all the whimsy, of course. As various characters in Pratchett’s long-lasting, wildly popular series of fantasy novels passed on, Death traveled across Discworld — a flat planet resting on the backs of four elephants who stood on a giant turtle that swam through the universe — to ferry the newly deceased to whatever came afterward.
So it was highly appropriate that after Pratchett’s death at age 66 on March 12, following a long and deliberately public faceoff with early-onset Alzheimer’s disease, the novelist’s official Twitter account described his passing as Death gently escorting Pratchett from our rounder, less turtle-dependent world.
But let’s not dwell on Death. Pratchett’s Discworld books, all 40 of them (not counting short stories and related works), teemed with messy, disorganized life. And because he wrote in the fantasy genre, they were also packed with wizards, witches, dwarves, dragons, vampires, zombies, demons, werewolves, and the occasional orangutan. His books were humorous in tone, but tackled weighty matters of self-determination, identity, innovation, and, above all else, liberty.
“Whoever created humanity left in a major design flaw. It was the tendency to bend at the knee.” That piece of insight came from Feet of Clay, a book from right in the middle of his series, published in 1996. The witticism encapsulates a consistent theme in his books approaching how humans (and other sentient species) struggle between the desire to be free and the comfort of letting somebody more powerful or smarter (or claiming to be smarter, anyway) call the shots. In Pratchett’s books, both the heroes and the villains tended to be people in positions of authority. What separated his heroes — people like police commander Samuel Vimes, witch Esme “Granny” Weatherwax, and even Patrician Havelock Vetinari, an assassin turned ruler of the sprawling city of Ankh-Morpork — from the villains was their insistence on letting people live their own lives, whatever may come of it, even when they made a mess of things.