
Buy from Amazon:
As an Amazon Associate, I earn from qualifying purchases.
Men at Arms - Discworld Book 15
Synopsis
Captain Vimes and the expanding City Watch investigate a mysterious new invention a lethal "gonne" which threatens stability in Ankh-Morpork. Issues of race, integration, and justice loom large.
Book Overview
In Men at Arms, Terry Pratchett revisits the Ankh-Morpork City Watch, significantly expanding its scope and complexity. Captain Samuel Vimes, initially skeptical and weary, faces the challenges of integrating a new, diverse set of recruits—including the earnest dwarf Cuddy, the sophisticated troll Detritus, and Angua, the quietly capable young woman hiding a profound personal secret. Together, they represent the shifting demographics of Ankh-Morpork and the broader changes taking place in Discworld society.
When a deadly new invention—a mysterious and dangerous weapon known as the "gonne"—is unleashed upon the city, it threatens to disrupt the tenuous balance between law and chaos. As mysterious assassinations destabilize Ankh-Morpork, the Watch must navigate racial tensions, institutional corruption, and the seductive allure of power. Through Vimes’s dogged determination and unbending sense of justice, the investigation becomes both a personal quest and a test of the Watch’s collective integrity.
Pratchett uses the gonne to explore themes of power, violence, and prejudice, illustrating the dangerous temptation of absolute power and the ease with which it corrupts even the well-intentioned. The novel profoundly examines social integration, diversity, and racial prejudice, emphasizing the need for empathy, cooperation, and mutual respect. Each member of the expanded Watch symbolizes marginalized voices striving for recognition and equality in a deeply stratified society.
As a critical entry in the City Watch sub-series, Men at Arms deepens the character development of Vimes, transforming him from a cynical, disillusioned figure into a moral compass whose struggles reflect deeper social commentary. It also lays essential groundwork for the ongoing evolution of Ankh-Morpork’s civic structure, further explored in subsequent novels such as Feet of Clay, Jingo, and Night Watch, solidifying the Watch’s role as Discworld’s primary vehicle for investigating themes of justice, governance, and morality.
Principal Characters
Sam Vimes
The Commander of the Ankh-Morpork City Watch who rises from a drunk night watchman to a respected leader and eventually Duke of Ankh. Known for his intense hatred of injustice, deep cynicism, and the "Vimes boots theory of socioeconomic unfairness."
Appears in 9 booksView DetailsCarrot Ironfoundersson
A human raised by dwarfs who becomes a member of the Ankh-Morpork City Watch. Exceptionally strong, honest, and charismatic, he's implied to be the rightful heir to Ankh-Morpork's throne but chooses to serve as a watchman. He takes everything literally and knows everyone in the city by name.
Appears in 9 booksView DetailsDelphine Angua von Überwald
A member of the Ankh-Morpork City Watch who happens to be a werewolf. Intelligent, practical, and struggling with the dual nature of her existence, she forms a relationship with Captain Carrot and serves as one of the Watch's most effective investigators.
Appears in 6 booksView DetailsDetritus
A troll who joins the Ankh-Morpork City Watch after previous careers as a bouncer and splatter. Initially not very bright (even by troll standards), his intellect improves dramatically in colder temperatures. He becomes a sergeant specializing in troll affairs and weapon training.
Appears in 7 booksView DetailsCuddy
Cuddy is a determined and courageous dwarf who serves as a member of the Ankh-Morpork City Watch. Known for his practicality and bravery, he challenges traditional dwarf stereotypes by embracing the complexities of city life. His role in "Men at Arms" highlights the theme of diversity and cooperation within the Watch, as he works alongside humans and other species to maintain order in the city.
Appears in 1 bookView DetailsEdward D Eath
Edward D'Eath is a zealous and somewhat unhinged member of the Assassins' Guild in Ankh-Morpork, driven by a misguided sense of nobility and destiny. Obsessed with restoring the monarchy, he believes himself to be a key player in a grand historical narrative, despite his lack of practical skills and understanding. His significance lies in his role as a catalyst for the events in 'Men at Arms,' where his actions inadvertently set off a chain of chaos and intrigue.
Appears in 1 bookView DetailsLady Sybil Ramkin
A wealthy aristocrat who breeds swamp dragons and later marries Sam Vimes. Large, good-natured, and considerably more politically savvy than her husband, she provides both emotional support and practical assistance while maintaining her own interests and independence.
Appears in 7 booksView DetailsLord Havelock Vetinari
The Patrician of Ankh-Morpork, a brilliantly intelligent and manipulative ruler who maintains order through carefully balanced political machinations. A former assassin, he governs with calculating precision and an understanding that what people really want is stability rather than freedom.
Appears in 13 booksView Details
Auxiliary Characters
Nobby Nobbs
A member of the Ankh-Morpork City Watch so unidentifiably human he carries a certificate to prove his species. A petty thief and coward with questionable hygiene, he nonetheless shows occasional moments of surprising insight and loyalty to his fellow watchmen.
Appears in 8 booksView DetailsFred Colon
A long-serving, overweight sergeant in the Ankh-Morpork City Watch. Conservative, not particularly bright, but well-meaning, he forms a comedic duo with Nobby Nobbs and is fiercely loyal to Commander Vimes despite his tendency to avoid actual policing whenever possible.
Appears in 7 booksView DetailsGaspode
A small, scruffy, intelligent talking dog who's often reluctantly pulled into adventurous situations. He's cynical, sarcastic, and suffers from numerous canine ailments, but proves surprisingly resourceful. Most humans don't realize he can talk, as they rationalize his speech as their own thoughts.
Appears in 4 booksView DetailsLeonard of Quirm
Discworld's equivalent of Leonardo da Vinci, a brilliant inventor and artist kept in comfortable captivity by Lord Vetinari. He creates revolutionary devices without considering their practical (often weapon-related) applications and gives them deceptively mundane names.
Appears in 3 booksView Details