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Dodger

Dodger

by Terry Pratchett 2012 360 pages
3.94
27.9K ratings
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Plot Summary

Steam's First Whistle Blows

A boy's vow, a city's hunger

Young Dick Simnel, haunted by his father's death in a cloud of steam, dedicates his life to mastering the dangerous power that killed him. In the city of Ankh-Morpork, the need for faster, fresher goods gnaws at merchants and citizens alike. Dick's invention—a steam-powered engine—emerges from years of tinkering, mathematics, and inherited gold. As Iron Girder, his prototype, chuffs around a field, the world's first taste of steam's promise is met with awe and fear. The future, it seems, is about to arrive on rails, and nothing will ever be the same.

The Tinkerers and the Tyrant

Inventors meet the city's ruler

Dick Simnel's journey brings him to Sir Harry King, the city's sanitation magnate, who sees in Iron Girder a chance to transform his legacy from muck to marvel. Meanwhile, Lord Vetinari, Ankh-Morpork's calculating Patrician, senses the tremors of change. He weighs the risks and rewards of progress, knowing that new inventions can upend the delicate balance of power. The city's elite, the working poor, and the goblins who have found new purpose in the clacks all watch as the first rails are laid, and the city's future is set on a course none can fully control.

Grease, Golems, and Goblins

New workers, new possibilities

The railway's construction draws in a motley workforce: goblins, once reviled, now indispensable for their mechanical genius; golems, tireless and strong; and humans and trolls, each with their own ambitions. Adora Belle Dearheart, Moist von Lipwig's sharp-witted wife, champions the goblins' integration, while the city's institutions—bank, post office, clacks—are drawn into the orbit of steam. The railway becomes a symbol of hope and anxiety, a promise of prosperity and a threat to the old order.

Iron Girder's Debut

A marvel unveiled, a city enchanted

Iron Girder's first public demonstration is a spectacle. Crowds gather, children dream of becoming train drivers, and even the skeptical are swept up in the excitement. Sir Harry King, now an investor, sees the crowds as both profit and validation. The city's newspapers, ever hungry for novelty, fan the flames of railway fever. Yet beneath the celebration, there are murmurs of danger—of what happens when power, speed, and human error collide.

The Age of Progress Dawns

Change accelerates, resistance grows

As the railway expands, it brings prosperity to some and fear to others. Farmers and merchants see new markets; coachmen and traditionalists see their livelihoods threatened. The city's social fabric strains as new money, new ideas, and new people flow along the rails. Vetinari, ever the chess master, maneuvers to ensure the city rides the wave of change rather than being drowned by it. But not everyone welcomes the future.

Dwarfs in the Dark

Old grudges, new conflicts

Deep underground, the dwarfs are divided. The progressive Low King Rhys Rhysson seeks peace and modernity, but the reactionary grags—cloaked, secretive, and fanatical—plot to turn back the clock. Their hatred of change, of trolls, of goblins, and of the railway itself, festers. Young dwarfs, caught between tradition and the lure of the city, become pawns in a struggle that threatens to erupt into violence.

The Business of Steam

Deals, dangers, and dirty tricks

Moist von Lipwig, master of negotiation and former conman, becomes the railway's public face and chief fixer. He navigates land deals, soothes angry landowners, and outwits rival railway companies. Lawyers, led by the diamond-tough Thunderbolt, ensure contracts are fair—at least by Ankh-Morpork standards. The railway's success breeds imitation and sabotage, as others try—and often fail—to harness the perilous power of steam.

The Patrician's Calculations

Power, politics, and the price of progress

Lord Vetinari, ever vigilant, watches the railway's rise with a mixture of pride and unease. He knows that every advance brings new risks: social upheaval, economic disruption, and the ever-present threat of violence. He manipulates events with a light touch, ensuring that the city's interests—and his own—are protected. Yet even he cannot foresee every consequence of the age of steam.

The Clacks Under Siege

Sabotage and the threat of war

The grags, seeking to halt progress, begin attacking the clacks towers—the city's vital communication network. Goblins and clacksmen fight back, but the violence escalates. The attacks are not just vandalism; they are a declaration of war on modernity itself. Vetinari and the Low King must respond, knowing that the fate of peace between dwarfs, trolls, and humans hangs in the balance.

The Gathering Storm

Plots, coups, and the edge of chaos

As the railway nears completion, the grags' plotting intensifies. In Uberwald, a coup threatens to unseat the Low King, plunging the dwarfs into civil war. The railway, once a symbol of unity, becomes a target for sabotage and assassination. Moist, Simnel, and their allies must race against time to complete the line and deliver the Low King to his throne before the grags can seize power.

The Railway's First Tracks

Building bridges, forging alliances

The railway's expansion is a feat of engineering and diplomacy. Trolls build bridges, goblins lay track, and humans and dwarfs learn to work side by side. Each new station brings new challenges—land disputes, technical failures, and the ever-present threat of sabotage. Yet the railway endures, a testament to the power of belief and community.

The Grags' Shadow

Sabotage, sacrifice, and survival

The grags' campaign of terror reaches its peak. Trains are derailed, workers killed, and the railway's future hangs by a thread. Moist and his companions face danger at every turn, relying on quick wits, courage, and the loyalty of their friends. The city rallies to defend the railway, and even the most unlikely heroes—goblins, golems, and reformed scoundrels—play their part.

The Dream of Motion

A world in motion, a new order

The railway's completion transforms the Disc. Goods, people, and ideas flow faster than ever before. Old boundaries blur, and new opportunities arise. The city's poor find work, the goblins find respect, and even the dwarfs begin to see a future beyond the darkness. Yet the price of progress is high, and not everyone is ready to pay it.

The Race to Quirm

Speed, spectacle, and the test of steam

The first express to Quirm is a triumph of engineering and showmanship. Dignitaries, journalists, and ordinary citizens ride the rails, marveling at the speed and comfort of the new age. Yet the journey is not without peril—sabotage, accidents, and the ever-present threat of the grags test the railway's resilience. Moist, Simnel, and their allies must prove that steam can conquer not just distance, but fear.

The Coup in Schmaltzberg

A kingdom in crisis, a queen revealed

In the heart of Uberwald, the grags seize control, imprisoning the Low King and plunging the dwarfs into chaos. Yet the King harbors a secret: she is, in truth, a Queen. With the help of Bashfull Bashfullsson, Vimes, and the railway's defenders, she reclaims her throne—not with blood, but with courage and truth. The dwarfs, at last, begin to embrace a new future.

The Queen's Secret

Revelation, reconciliation, and renewal

The Queen's revelation shakes the foundations of dwarfish society. Old prejudices are challenged, and new possibilities emerge. The railway, once a symbol of division, becomes a bridge between worlds. The Queen's courage inspires others to reveal their true selves, and the Disc begins to move—literally and metaphorically—toward a more open, inclusive future.

The Bridge of Miracles

A leap of faith, a triumph of ingenuity

With the railway's final bridge unfinished and time running out, Moist and Simnel stage a daring crossing, using magic, golems, and sheer nerve to carry the train—and the Queen—across the abyss. The feat becomes legend, a testament to the power of belief, cooperation, and the willingness to risk everything for a better tomorrow.

The World Remade by Steam

A new era, a new hope

The railway's completion marks the dawn of a new age. The Disc is smaller, faster, and more connected than ever before. Old enemies become allies, and even the most entrenched traditions begin to yield to the irresistible force of progress. The world is remade—not by magic, but by steam, sweat, and the dreams of those who dared to build the future.

Characters

Moist von Lipwig

Charming conman turned catalyst

Moist is the ultimate survivor—a former swindler whose quick wit, charm, and audacity have made him indispensable to Ankh-Morpork's progress. As the railway's chief negotiator and public face, he navigates the treacherous waters of politics, business, and sabotage with a gambler's nerve. His relationship with Adora Belle Dearheart grounds him, while his knack for reading people and situations makes him the grease that keeps the wheels of progress turning. Moist's journey is one of reluctant heroism: he thrives on risk, but ultimately uses his talents for the greater good, proving that even a scoundrel can be a force for change.

Dick Simnel

Genius engineer, haunted innovator

Dick is the heart and mind behind the railway—a self-taught engineer driven by the memory of his father's death and a burning desire to master steam. His blend of practical skill, mathematical brilliance, and relentless curiosity make him both a visionary and a workaholic. Dick's humility and honesty endear him to workers and leaders alike, while his partnership with Sir Harry King and Moist brings his dreams to life. Psychologically, Dick is driven by a need to prove himself and to make the world safer and better through technology, even as he struggles with the loneliness of genius.

Sir Harry King

From muck to magnate, restless soul

Harry King is the self-made "King of the Golden River," a sanitation tycoon who sees in the railway a chance to leave behind the stigma of his past. Blunt, shrewd, and fiercely loyal to his family and workers, Harry is both a hard-nosed businessman and a surprisingly sentimental man. His investment in the railway is as much about legacy and respect as it is about profit. Harry's journey is one of transformation—from king of refuse to lord of progress—driven by a desire to be remembered for building, not just cleaning up.

Lord Vetinari

Master manipulator, guardian of balance

The Patrician of Ankh-Morpork is a study in controlled power. Vetinari sees further than anyone, understanding that progress is both inevitable and dangerous. He orchestrates events with subtlety, ensuring that the city adapts to change without being destroyed by it. Vetinari's psychoanalysis reveals a man who trusts almost no one, values competence above all, and is willing to use any means—threat, flattery, or force—to maintain stability. His relationship with Moist is one of wary respect, each recognizing the other's value and potential threat.

Adora Belle Dearheart

Fierce reformer, heart of the clacks

Adora Belle is sharp-tongued, fiercely independent, and utterly devoted to justice for the downtrodden—especially goblins and golems. As head of the clacks, she is both a technological leader and a social reformer, pushing for the inclusion of outcasts in the city's new order. Her relationship with Moist is a partnership of equals, each challenging and supporting the other. Psychologically, Adora Belle is driven by a need to right wrongs and to prove that compassion and efficiency can coexist.

Rhys Rhysson (Low King/Queen)

Progressive monarch, secret bearer

Rhys is the Low King (later revealed as Queen) of the dwarfs, a leader torn between tradition and the demands of a changing world. Intelligent, diplomatic, and courageous, Rhys seeks peace with trolls and humans, and recognizes the necessity of progress. The secret of her gender is both a personal burden and a symbol of the hidden truths within dwarfish society. Rhys's journey is one of self-revelation and leadership, culminating in a bold stand for honesty and inclusion.

Bashfull Bashfullsson

Legendary warrior, bridge between worlds

Bashfull is a renowned dwarf grag who rejects the darkness and violence of his peers, preferring open conflict to secret murder. He becomes a key ally to Rhys and Moist, embodying the possibility of reconciliation and change within dwarf society. Bashfull's psychological complexity lies in his struggle to balance pride in his heritage with a desire for a better, more open future.

The Grags (Ardent and followers)

Fanatical reactionaries, architects of chaos

The grags are the dark heart of dwarfish resistance to change—secretive, dogmatic, and ruthless. Led by Ardent, they orchestrate sabotage, violence, and political coups in a desperate attempt to preserve a mythical past. Psychologically, the grags are driven by fear—of change, of loss, of the "other." Their downfall is both a tragedy and a warning about the dangers of fanaticism and nostalgia.

Of the Twilight the Darkness

Goblins' voice, unlikely hero

A goblin of rare intelligence and wit, Of the Twilight the Darkness becomes a bridge between goblin and human worlds. His mechanical genius and irrepressible spirit help save the railway and his people. Psychologically, he embodies resilience, adaptability, and the hunger for respect and belonging.

Commander Sam Vimes

Reluctant hero, moral compass

Vimes, head of the City Watch, is a man who distrusts power—even his own. He is relentless, incorruptible, and deeply suspicious of authority. Vimes's role in the story is to provide both muscle and moral clarity, ensuring that justice is done even when the law is murky. His relationship with Moist is one of grudging respect, each recognizing the other's strengths and weaknesses.

Plot Devices

The Railway as Catalyst

Progress embodied, change unstoppable

The railway is more than a machine—it is the story's central metaphor and engine of change. It brings together disparate peoples, challenges old hierarchies, and forces every character to confront the future. The railway's construction and operation provide the narrative's structure, with each new track, station, and crisis marking a step in the world's transformation. The railway also serves as a stage for conflict—between old and new, tradition and innovation, fear and hope.

Sabotage and Political Intrigue

Foreshadowing, tension, and stakes

The threat of sabotage—by the grags, rival companies, or simple human error—creates constant tension. Each act of violence or subterfuge foreshadows larger conflicts, culminating in the coup in Schmaltzberg and the climactic journey to Uberwald. Political maneuvering—by Vetinari, the dwarfs, and others—adds layers of complexity, ensuring that every victory is precarious and every alliance suspect.

Hidden Identities and Revelations

Secrets drive character and plot

The revelation that the Low King is, in fact, a Queen is a masterstroke, symbolizing the hidden truths and suppressed possibilities within society. Other secrets—Moist's criminal past, the goblins' talents, Vetinari's own hands-on involvement—underscore the theme that progress requires honesty, courage, and the willingness to embrace the unknown.

The Power of Belief and Community

Transformation through collective action

The railway's success depends not just on technology, but on the willingness of people—humans, dwarfs, trolls, goblins, golems—to work together. The story repeatedly shows that belief—in oneself, in others, in the possibility of change—can make the impossible real. The railway becomes a kind of secular magic, powered by hope, sweat, and the dreams of the many.

Humor and Satire

Deflating pretension, revealing truth

Pratchett's trademark humor—wordplay, irony, and absurdity—serves both to entertain and to expose the follies of individuals and institutions. Satirical set-pieces (the train spotters, the railway's class system, the bureaucratic tangles) highlight the absurdities of progress, while also celebrating its messy, unpredictable vitality.

Analysis

Raising Steam is Terry Pratchett's meditation on the unstoppable force of progress and the messy, exhilarating, and sometimes terrifying consequences of change. Through the lens of the Discworld's first railway, Pratchett explores how technology can unite or divide, liberate or oppress, depending on the choices of those who wield it. The novel is a celebration of ingenuity, cooperation, and the courage to embrace the future, even when it threatens the comfort of the past. At its heart, the story is about inclusion: goblins, once despised, become essential; dwarfs, torn between tradition and modernity, must choose what kind of people they wish to be; and even the most unlikely heroes—conmen, goblins, and sanitation kings—find their place in the new order. Pratchett warns against the dangers of fanaticism, nostalgia, and the refusal to adapt, but he also acknowledges the pain and loss that come with progress. Ultimately, Raising Steam is a hopeful, humane vision of a world remade—not by magic, but by the collective dreams, sweat, and stubbornness of ordinary people daring to build something new.

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Review Summary

3.94 out of 5
Average of 27.9K ratings from Goodreads and Amazon.

Dodger by Terry Pratchett receives mixed reviews averaging 3.94 out of 5 stars. Readers appreciate Pratchett's wit, humor, and thorough research into Victorian London. Many praise the engaging protagonist and cameos by historical figures like Charles Dickens and Benjamin Disraeli. However, critics note the protagonist feels overly idealized, the romance unconvincing, and the plot simplistic. Some found the Victorian prose style initially jarring. Fans acknowledge it lacks Discworld's magic but remains an enjoyable historical fantasy. The book works well as YA fiction, though some question its historical accuracy and moral messages.

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About the Author

Sir Terence David John Pratchett was an English author, humorist, and satirist best known for his Discworld series of 41 comic fantasy novels published between 1983 and 2015. With over 100 million books sold worldwide in 43 languages, he was the UK's best-selling author of the 1990s. He co-wrote Good Omens with Neil Gaiman and won the Carnegie Medal for The Amazing Maurice and His Educated Rodents. Knighted in 2009 for services to literature, Pratchett was diagnosed with early-onset Alzheimer's disease in 2007 and became an advocate for dementia research. He died on March 12, 2015, at age 66.

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