previous fantasy author

Garth Nix

1963-
next fantasy author
Garth Nix children's fantasy author Garth Nix has worked as a bookseller, book sales representative, publicist, editor, marketing consultant and literary agent. He also spent five years as a part-time soldier in the Australian Army Reserve. A full-time writer since 2001, more than five million copies of his books have been sold around the world and his work has been translated into 38 languages. Garth's books have appeared on the bestseller lists of The New York Times, Publishers Weekly (US), The Bookseller(UK), The Australian and The Sunday Times (UK). He lives in Sydney, Australia, with his wife and two children. Learn more at Garth Nix's website.

Click covers to view available formats, including audio & Kindle.

The Old Kingdom (Abhorsen) — (1995-2005) Ages 9-12. Boxed sets are available. The Creature in the Case is a novella. Publisher: Since childhood, Sabriel has lived outside the walls of the Old Kingdom, away from the power of Free Magic, and away from the Dead who refuse to stay dead. But now her father, the Mage Abhorson, is missing, and Sabriel must cross into that world to find him. With Mogget, whose feline form hides a powerful, perhaps malevolent spirit, and Touchstone, a young Charter Mage, Sabriel travels deep into the Old Kingdom. There she confronts an evil that threatens much more than her life'and comes face to face with her own hidden destiny...

Garth Nix Abhorsen The Old Kingdom: 1. Sabriel 2. Abhorsen 3. LiraelGarth Nix Abhorsen The Old Kingdom: 1. Sabriel 2. Abhorsen 3. Lirael Garth Nix Abhorsen The Old Kingdom: 1. Sabriel 2. Abhorsen 3. Lirael Garth Nix Abhorsen The Old Kingdom: 1. Sabriel 2. Abhorsen 3. Lirael 4. The Creature in the Case
Forthcoming: Clariel
Available for download at Audible.com

book review Garth Nix Sabriel Abhorsen Old KingdomSabriel

Garth Nix Abhorsen The Old Kingdom: 1. Sabriel 2. Abhorsen 3. LiraelSabriel is one of the best fantasy books out there, full stop. Although not up to the deep literary analysis of Tolkien's Lord of the Rings or Pullman's His Dark Materials, it is a realistic, fantastical, intriguing and thought-provoking novel that's right up there with the best of them. Garth Nix creates a dark, almost Gothic world that echoes with age and believability that is intoxicating to explore: the magically-imbued Old Kingdom that lies across the Wall from the more scientific-orientated Ancelstierre, which has the mechanics and technology of a post-Victorian Britain (by my estimation anyway).

It is within these two totally different, but connected worlds that our protagonist Sabriel lives. Sabriel is an eighteen year old girl about to finish her education at Wyverley College in Ancelstierre, though her true home is across the Wall in the Old Kingdom, that she has not traveled to since she was a child. More interestingly though, she is the daughter of the Abhorsen — a necromancer who does not raise or disturb the dead like his evil counterparts, but lays them to rest and speeds them on their way to Death. But now he has gone missing, and after receiving his last gift to her (the necromancer's tools: a spelled sword and a bandolier of seven bells) Sabriel sets out into her homeland that she hardly knows in order to find him, and go up against the ancient evil that is steadily snaking over the land...

On her quest she comes up against a number of obstacles, both terrifying and fascinating, (but thankfully all serve a purpose and are not just there for their own sakes) and landscapes that are described so vividly they can be seen with perfect clarity in the mind's eye. From her father's house on an island at the brink of a waterfall where she joins up with a mighty power in the shape of a tiny white cat, to an underground harbour of burial ships where a wooden figure-head is returned to life, Sabriel's journey is filled with amazing and original occurrences.

Garth Nix somehow creates this world with perfect clarity, and his writing style is insightful, descriptive and clear — in other words it's wonderful to read. Out of all his imaginative creations two stand out: that of his nature of Death as a Hades Styx-like river that flows throughout Nine Gates that can be traversed by both the living and the dead that refuse to properly die, and the bells of the necromancer — each has a name, a title, a purpose and different note: a perfect example of the depth and beauty of the world he's created. A further delight is the character of Mogget, the white cat that accompanies Sabriel, but is in many ways more of a hindrance (not to mention a danger) than a help. If cats could speak in real life, they would sound like Mogget — and the idea concerning the ring and his collar is inspired!

Sabriel is the latest in a steadily growing line of strong female protagonists. For centuries there were the standard damsels in distress. Then with the wave of feminism came the stronger but still rather insipid "I'm spunky and spirited... but I still need to be rescued from captivity" female figure. But now come the women that have long been dormant — beginning with Tamora Pierce's heroines and Philip Pullman's Lyra, Sabriel follows in their tradition of being intelligent, resourceful, brave, compassionate and in charge of her situation. It can't be just a coincidence that most of the people she rescues in her travels are male!

Though I would love to give Sabriel five stars, I have to take a point off for the instigation of two of the most clichéd and over-used fantasy plot developments of all time — that of the "misplaced royal heir" and the "true love" scenario. When Sabriel rescues Touchstone he claims himself to be one of the guards of the royal family of the Old Kingdom. Don't think I'm spoiling anything for you when I say he isn't, as his "secret identity" is almost painfully obvious. Likewise, the romance between him and Sabriel is sudden to say the least, with them both awkwardly confessing their feelings near the end of the book. Nix could have gotten away with using one of these plot lines, but both together?... No.

Despite this however, Sabriel is intoxicating reading, and very difficult to put down. Combining the genre of fantasy with touches of horror and Old World technology, Nix's Old Kingdom trilogy must be bought, not borrowed! Look out for a sequel that gets even better than this: Lirael, followed with the third installment Abhorsen. —Rebecca Fisher


book review Garth Nix Abhorsen LiraelLirael

Garth Nix Abhorsen The Old Kingdom: 1. Sabriel 2. Abhorsen 3. LiraelLirael is the sequel to Garth Nix's best selling book Sabriel, and the second of his Old Kingdom trilogy. Set fourteen years after the events of Sabriel, this book surrounds the actions of two main characters. Prince Sameth is the capable, but rather inexperienced son of Touchstone and Sabriel, overshadowed by his elder sister and disheartened by the fact that he is the next Abhorsen — the necromancer chosen to put to rest undead legions with the help of seven magical bells. Lirael is an orphan of the Clayr: clairvoyant allies of the Royal Family who live in a vast glacial community. Unlike all of her brethren, Lirael does not possess the Sight, and so spends her days as librarian, sometimes going for months on end without speaking to another human being.

But of course, fate has other ideas for these two — evil is once more abroad in the Old Kingdom. A terrible necromancer named Hedge is causing trouble in the West, beginning the first steps of a plan that threatens both the Clayr and the Royal Family — not to mention the Old Kingdom and Ancelstierre, the non-magical country across the Wall. When Lirael unleashes and brings to life a mysterious magical dog known as the Disreputable Dog, and Sameth runs away from home in order to find his ignorant Ancelstierrean friend Nick who crosses the Wall, the two are thrown into the path of Hedge and so destined to stop his evil. And there is yet more going on, a secret bond between Sameth and Lirael that they are unaware of, but need to discover if they are to understand what is truly expected of them.

Once more Garth Nix has written an amazing book: a rich, mysterious fantasy world, an intriguing, twisting plot, strong and realistic characterization... Nix really is a master at all of these areas. The Old Kingdom has been added upon, especially in regards to the Clayr, who were just distant allies in Sabriel. Now we get to see deep inside their home and customs, including the huge library that is surely every book-lovers dream: not just a place of endless levels of manuscripts but even deeper chambers of monsters, magic, artifacts, underground gardens, burial chambers... I could have wandered in there with Lirael forever.

Lirael and Sameth are very different from Sabriel as protagonists: where Sabriel was confident, strong and focused, Sameth and Lirael are more hesitant about their chosen paths. In doing so, Nix has made them more realistic, but readers may miss the Nancy Drew-like qualities of Sabriel that made her such a popular heroine. I must say I had quite a soft spot for Sameth — I completely understood his fear over the huge responsibility that was placed over him, and he is one of the few fantasy characters that is not just reluctant about his duties, but downright terrified of them! Either way, I found his fear easier to grasp than Lirael's suicidal decision to chuck herself off the Clayr glacier.

The Disreputable Dog and Mogget are the highlights of the story: their meeting was exactly what I expected it to be (throw a cat and a dog together in a boat and watch the fireworks!) and provide most of the comic relief in the story, whilst dropping a few clues that there is more to their identity than meets the eye. Mogget (my favorite) is introduced a little later than I would have liked, but is still the bad tempered, superior white cat that we all remember from Sabriel. Of course Touchstone and Sabriel aren't forgotten, and I thought it was a nice touch that their eldest daughter Ellimere was named after one of Sabriel's school friends that died at the end of the first book.

Basically, Lirael is one of the best, most original fantasy books you can read, certainly up there with the likes of Rowling, Tolkien, Pullman and Lewis in terms of readability and popularity. Be sure to read Sabriel first, and you'll definitely be reaching for its sequel in a hurry. —Rebecca Fisher


book review Garth Nix Abhorsen Old KingdomAbhorsen

Garth Nix Abhorsen The Old Kingdom: 1. Sabriel 2. Abhorsen 3. LiraelAbhorsen is the final book of Garth Nix's Old Kingdom trilogy, which could basically translate into the second half of Lirael (the first installment Sabriel stands on its own, but its follow-up Lirael needs Abhorsen in order for the story to be completed). In the final chapter of Lirael, our four travelers Lirael, Sameth, Mogget and the Disreputable Dog have found sanctuary (albeit temporarily) at the Abhorsen's House where further revelations concerning Lirael and Sam's connection are discovered. With the missing pieces of her family's history now set into place, Lirael realizes that the burden of Abhorsen-in-Waiting has now been placed on her.

Yet there is no time to dwell on that, as their enemies plans are now becoming clearer: the necromancer Hedge, along with his servant Chlorr have been raising two great silver hemispheres out of the earth. Sam's friend Nick is an unknowing accomplice in this activity, being the vessel of a tiny shard of silver from the spheres, a shard that contains within it the spirit of Orannis: the Destroyer. Orannis is the Ninth of the ancient "gods" (seven of which are remembered in the bells of the necromancers) that once shaped both the world and the benevolent Charter Magic, but as his name suggests he only tore down what the other raised up. And now, if the two hemispheres are joined, he will once more wreak havoc across the world. And of course, it is up to Lirael and Sam to stop him: first by kidnapping Nick, and then in a desperate race to beat Hedge to the Lightening Farm in Ancelstierre, the non-magical kingdom across the border where Touchstone and Sabriel hit by hired assassins.

The pace doesn't let up for a moment in Nix's much anticipated conclusion, and if you've already invested a lot into the characters and situations of the first two books then it will be difficult to put down Abhorsen until the last page is read. Where Sabriel was an exciting read, and Lirael was fascinating and meandering, Abhorsen is quite simply explosive. There is barely a page where something drastic isn't happening, where our heroes aren't fighting, crawling, sneaking or running for dear life. It is quite simply an exhaustive read.

Abhorsen takes us further than we've ever gone into Death, all the way past the Ninth Gate, and I was pleased at how Nix presented the ultimate nature of Death. I had recently finished reading Philip Pullman's Amber Spyglass and was rather depressed at his gloomy, despairing view of death, and Nix's realm of hideous zombies and dark rivers weren't really helping to cheer me up. However, without giving too much away, what Lirael finds in the final precinct of death is a place of both peace and future possibilities: nothing to dread at all.

Although Sabriel and Touchstone are not as prevalent as I would have liked, readers are treated to a nice reunion between all the major characters at the climax, and Mogget and the Dog's true identities are finally revealed. However, Nix leaves many questions unanswered and subplots left hanging — I (and many others) like to have a decent wrap-up to a book. Abhorsen however ends in the aftermath of the final battle, and I was dying to know what happens next! Where are Mogget and the Dog headed? Do Nick and Lirael fall in love? How does Lirael get on with her new family? What does the future hold? Furthermore, Mogget drops a tantalizing little hint that reveals that Chlorr was once an Abhorsen, and yet nothing more is given on this subplot that just begs to be explored. The Old Kingdom itself is one of the most fascinating imaginary worlds I have come across, seeped in magic, mystery and history, and Nix often does little more than whet our imagination. Hopefully the quantity of dangling threads mean that he will eventually write more books on the gold mine that is the Old Kingdom — I hope so, as I'm eager to explore further. —Rebecca Fisher


Related book:

Across the Wall: A Tale of the Abhorsen and Other Stories
— (2005) Ages 9-12. Publisher: Nicholas Sayre will do anything to get across the Wall. Thoughts of Lirael and Sam haunt his dreams, and he has come to realize that his destiny lies with them, in the Old Kingdom. But here in Ancelstierre, Nick faces an obstacle that is not entirely human, with a strange power that seems to come from Nicholas himself. With "Nicholas Sayre and the Creature in the Case," Garth Nix continues to explore the magicalworld of the Abhorsen Trilogy. In additional short stories that range from two widely differenttakes on the Merlin myth to a gritty urban version of Hansel and Gretel and a book review Garth Nix Across the Wallheartbreaking story of children and war, Garth Nix displays the range and versatility that has made him one of today's leading writers of fantasy for readers of all ages.


book review Across the Wall: A Tale of Abhorsen and Other StoriesAcross the Wall: A Tale of the Abhorsen and Other Stories

Most fans will find that the most exciting feature of this Garth Nix collection is undoubtedly the short story "Nicholas Sayre and the Creature in the Case," set in the world of the Old Kingdom (the setting of the Old Kingdom trilogy; Sabriel, Lirael, and Abhorsen) and acting as a type of coda for the character of Nicolas Sayre, left damaged and traumatized in the last book. Set six months later, Nick is desperate to return to the Old Kingdom, to visit his old friend Sameth and — particularly — to see the Abhorsen-in-Training Lirael again. Unfortunately red tape is making it difficult for him to get across the Wall, until his political uncle drops him off at the country house of Alastor Dorrance, the leader of Department Thirteen, a spy network. In return for answering some questions about the Old Kingdom, Dorrance is willing to help Nick get back across the Wall.

But that's before Nick is shown the underbelly of D13, and the secret that they have concealed in the underlying passageways of the house; a creature of Free Magic that is not as dead as they all might think. I loved the first half of the novella, and even the desperate chase that Nick makes after the terrible creature and its deranged servant, but was ultimately a little disappointed at the lack of previous characters present (of his extensive cast, only Lirael appears), and the fact that Nix doesn't take the opportunity to wrap up a few loose ends that were left dangling in Abhorsen. Perhaps it's an indication that more Old Kingdom books are the works? Let's hope so. There is also an interesting snippet at the end of the book that reads as a lost document of the Clayr library: the journal of a power hungry necromancer. It's short but sweet (though perhaps gives us too much exposition on the Precincts of the Death, unnecessary since we've been told it all in the original trilogy).

The rest of the short stories are a mixed bag; a varied collection of several genres including Arthurian legend, satirical comedies, original fairytales and some stories that seem somewhat mundane (that is, not fantasy) if not for the thread of magic realism running through it. Some are certainly written with more skill than others, considering the stories are taken throughout his entire writing career (he even presents an extremely short story that he wrote when he was six), but the range of the stories mean that there's a good chance that at least one will appeal to you! Furthermore, Nix personalizes his collection by adding a small introduction to each story, giving a background to the inspiration and the crafting of each tale.

"Under the Lake" and "Heart's Desire" are two very different takes on the Lady of the Lake; the first of which portrays her as a somewhat psychopathic goddess who gives the dubious gift of Excalibur to mankind, the latter of which explores her relationship to Merlin and the reason behind why she entrapped him beneath the earth.

"Down to the Scum Quarter" and "My New Really Epic Fantasy Series" are both tongue-in-cheek parodies of the fantasy genre, the former being an elaborate "Choose Your Own Adventure" story; the latter being a pitch for a forty-seven book series chock-full of every possible fantasy cliché.

In "Charlie Rabbit" two brothers are caught in a war-stricken country, with only themselves and a clockwork rabbit to protect them, whilst in "Lightning Bringer" a young boy meets a man with a (literally) electric personality, who has the power to take whatever he wants — including the protagonist's girlfriend. "In the Lighthouse" concerns a pompous land-developer buying an island — much to the bemusement of its inhabitants. This story has a great imaginative setting, one that I would have loved to have seen developed further.

On the downside, there is "Hope Chest", a fantasy-cum-Western that had previously appeared in The Firebirds Anthology, and which (unfortunately) just didn't work for me, and "The Hill", which concerns a boy and his great-great-grandfather attempting to save a piece of land in the Australian outback. According to Nix's introduction, the story had originally contained aspects of Aboriginal mythology, which was cut due to disapproval from his publisher. Because Nix is white, it was deemed inappropriate for him to draw on a mythology that was not his own — a great pity, as I couldn't help that it would have been a better story with the Aboriginal components intact. And surely the world's mythology is not exclusive to one culture — isn't a story about Aborigine legends as written by a white person better than no story at all?

But I loved "Hansel's Eyes", a contemporary (and somewhat macabre version) of the Hansel and Gretel fairytale; and Nix's two original fairytales: "Three Roses" and "Endings" two very short and sweet tales; almost poems in their conception and style.

Although I would have much preferred that all the stories had been centered around the Old Kingdom, this is a perfectly adequate collection of short fiction, varied and well-written, as well as whetting our appetite for future Old Kingdom books. Pretty please? —Rebecca Fisher

The Seventh Tower — (2000-2001) Ages 9-12. Publisher: Welcome to the Dark World. Tal lives high above, in a mountaintop castle where light is the ultimate commodity, the spirit world is the only escape and isolation from the outside world is complete. He does not think to question his world. He does not dare to dream of anything else. Then one day he tries to steal a sunstone, the only way of assuring his family's safety. The attempt fails, and Tal falls from the Castle... straight into the unknown.

Garth Nix The Seventh Tower The Fall, Castle, Aenir, Above the Veil, Into Battle, The Violet KeystoneGarth Nix The Seventh Tower The Fall, Castle, Aenir, Above the Veil, Into Battle, The Violet Keystonebook review Garth Nix The Seventh Tower The Fall, Castle, Aenir, Above the Veil, Into Battle

Garth Nix Teh Seventh Tower The Fall, Castle, Aenir, Above the Veil, Into Battle, Garth Nix The Seventh Tower The Fall, Castle, Aenir, Above the Veil, Into Battle, The Violet KeystoneGarth Nix The Seventh Tower The Fall, Castle, Aenir, Above the Veil, Into Battle, The Violet KeystoneGarth Nix The Seventh Tower The Fall, Castle, Aenir, Above the Veil, Into Battle, The Violet Keystone

The Keys to the Kingdom — (2003-2010) Ages 9-12. Publisher: Seven days. Seven keys. Seven virtues. Seven sins. One mysterious house is the doorway to a very mysterious world — where one boy is about to venture and unlock a number of fantastical secrets.

book review Garth Nix The Keys to the Kingdom, Mister Monday, Grim Tuesday, Drowned Wednesday, Sir Thursday, Lady Friday, Superior Saturday, Lord Sundaybook review Garth Nix The Keys to the Kingdom Grim Tuesdaybook review Garth Nix The Keys to the Kingdom Drowned Wednesday

book review Garth Nix The Keys to the Kingdom Sir Thursday
book review Garth Nix The Keys to the Kingdom Lady Fridaybook review Garth Nix The Keys to the Kingdom, Mister Monday, Grim Tuesday, Drowned Wednesday, Sir Thursday, Lady Friday, Superior Saturday, Lord Sundaybook review Garth Nix The Keys to the Kingdom, Mister Monday, Grim Tuesday, Drowned Wednesday, Sir Thursday, Lady Friday, Superior Saturday, Lord Sunday
Available for download at Audible.com

book review Mister Monday Garth Nix The Keys to the KingdomMister Monday

book review Garth Nix The Keys to the Kingdom, Mister Monday, Grim Tuesday, Drowned Wednesday, Sir Thursday, Lady Friday, Superior Saturday, Lord SundayBe a Player, Not a Pawn.

Garth Nix's Mister Monday begins a brand new children's fantasy epic: The Keys to the Kingdom. This Australian author is fast-becoming one of the biggest names in fantasy with his reinvention of the genre and his intricate, fascinating plots. Unlike other such authors, who place their heroes in a medieval realm of magical swords, horse-back riding and dragons, Nix follows the example of writers such as Philip Pullman, Susanna Clarke, and (to a lesser degree) J.K. Rowling by creating a more contemporary fantasy-world with the flavors and style of the 18th and 19th centuries. Where his Seventh Tower series was written for younger readers, and Abhorsen trilogy for teenagers (though many adults got in on the act), The Keys to the Kingdom are situated smack dab in the center of these two age groups — though again, I hope this doesn't prevent people of any age group from reading them.

The Epicentre of the Universe is a realm known as "The House" — a labyrinth of rooms and halls and fantastical landscapes, that are ruled over by the treacherous Trustees, or as they are more commonly known, the Morrow Days. Their task was to take over the supervision of our world (or 'The Secondary Realms') from the creator — the Architect, who left Her instructions written in a Will, to be carried out accordingly. But the Days tore the Will into seven pieces and scattered the scraps across the known worlds to be guarded forever more, and only now — thousands of years later — has one fragment of the Will managed to escape...

Meanwhile, in the ordinary world, Arthur Penhaligon is coping with the pressures of the first day at a new school. Forced to go on a cross-country run — even though he has severe asthma — Arthur soon finds himself lagging behind, and eventually collapses on the lawn. Whilst his classmates run for help, the strangest thing happens: a young man and his butler appear from nowhere, and bequeath to Arthur something that they call a "Key" (though to Arthur it looks more like a large minute hand from a clock), and a strange book called 'The Compleat Atlas of the House and Immediate Environs'. But when a fight emerges between the two figures — Mister Monday and Sneezer — they both disappear without any further regard to Arthur.

And from there, things just get stranger. A giant House has appeared on the block that only Arthur can see, and ugly dog-faced men in bowler hats are coming after him. Worse of all is the outbreak of a mysterious illness that puts the whole community into quarantine and Arthur's own family in danger. Seeing no other way of helping, Arthur travels to the House, uses his key, and enters its domain... Arthur has been chosen by the Will to become Heir to the Kingdom and set right the corruption that is destroying management of the realm.

What follows is an amazing adventure through a world chock-full of danger, intrigue, invention and surprises. The House is one of the most colorful places you could ever wish to visit, complete with everything from elevators to dinosaurs to coal cellars. Nix delights in playing with words and concepts, and the phrases "got a frog in your throat" and "having a silver tongue" take on whole new meaning here, and things such as books, paper, the written word and language are given a solid, tangible quality that is thought-provoking and completely original. Old legends are given new life (such as the tale of the Pied Piper and the Greek myth of Prometheus) and concepts and symbols given real form: such as the days of the week in human form, and their angelic-looking (but quite devilish) Dawn, Noon and Dusks.

Throughout, Arthur is a sympathetic, understandable protagonist, who reacts to his adventures in a way that you'd expect a young boy to do, but with extraordinary resilience and courage, as does his young sidekick Suzy Turquoise Blue. All other characters are vivid and interesting, both good and bad, and immensely memorable. Also, Nix sprinkles little hints and clues to the next books throughout the text, so read carefully!

Mister Monday suffers slightly from the number of ideas and concepts that Nix crams between its covers, which can seem either random or confusing to a first-time reader. By the time they get on to the next books, the general formula of where Nix is going is straightened out and most of the things Arthur sees and hears of in this first book are understandable (which should justify a second reading!). Make sure Grim Tuesday is on hand to continue Arthur's story. —Rebecca Fisher


book review Mister Monday Garth Nix The Keys to the KingdomMister Monday

book review Garth Nix The Keys to the Kingdom, Mister Monday, Grim Tuesday, Drowned Wednesday, Sir Thursday, Lady Friday, Superior Saturday, Lord SundayArthur Penhaligon was going to die of an asthma attack when a strange man appeared in an odd conveyance that seemed to be a cross between a wheelchair and a bathtub, and pressed a key into his hand — a key shaped like the minute hand of a clock. He’s about to give Arthur the hour hand key as well, when help arrives, and the old man disappears as quickly as he arrived. From that moment on, nothing will be the same. The key is actually the Lower Key to the House, and Arthur has been named heir, and if he wants to save the world from a mysterious plague that arrived with the dog-faced men known as Fetchers who were sent to retrieve the key, he’s going to have to claim him inheritance, venture into the House, and get the rest of the key from Mister Monday, who will resist relinquishing the source of his power.

Mister Monday
, the first book in The Keys of the Kingdom, a series of seven books by Garth Nix, sets off into an entertaining, almost surreal romp into a parallel dimension. There powers are divided into seven realms, each presided over by a specific day. In this book we meet Mister Monday and his henchmen Dawn, Noon, and Dusk. While the conceit of time could grow old very quickly, making the book feel forced, Nix keeps it fresh and exciting. There are rational limitations built into the system as well, making time a force that both sides in the fight have to reckon with, not just Arthur and his friends.

Arthur manages to accumulate some interesting allies in his travels through the house — a talking frog, one of the girls spirited away by the Pied Piper of Hamelin, and he also has to decide if Monday’s Dusk is serious in his overtures of assistance. The motley assortment of characters in the House is fascinating and intriguing, but unfortunately, it throws the rather flat human world into stark relief. Arthur insists on finding the cure so he can get back and save the people he left behind, but the emotional ties he demonstrates haven’t been imbued with veracity through the story.

These stories are designed for 5-8 graders, and any kid who has worked his way through Harry Potter will enjoy this fun tale of adventure, absurdity, and intrigue. Recommended for anyone who enjoys fantasy targeted to the younger set, but which is still interesting enough for an adult. —Ruth Arnell


book review Garth Nix Drowned Wednesday The Keys to the KingdomDrowned Wednesday

book review Garth Nix The Keys to the Kingdom Drowned WednesdayBy now the formula to the Keys to the Kingdom series is in place — taking place over a week-long period (with each book chronicling a day) young Arthur Penhaligon travels into the mystical realm of "the House" in order to find seven pieces of a torn Will. This Will was destroyed by the personified Days of the Week (or the 'Morrow Days'), each of whom embody one of the seven deadly sins. Arthur has already defeated Mister Monday's sloth and Grim Tuesday's greed, and now comes up against Drowned Wednesday's terrible gluttony. By doing this, Arthur hopes to bring order once more to the House, in accordance with the instructions left by the Architect (the world's Creator) in the Will she left behind.

There's a lot more to it than that, so I strongly suggest reading Mister Monday and Grim Tuesday before this one, as Garth Nix's storylines are rather complicated — though not so complicated that it's not accessible to young readers. Once more Nix brings fresh new ideas to the fantasy genre, as well as a twisting plot, colorful characters and a brave protagonist who has now decided to take matters into his own hands.

From his hospital bed Arthur is set adrift on a stormy sea, along with Leaf, his new friend from the previous books. He's back in the realm of the House, and has a luncheon meeting with Lady Wednesday before him — and given his experience with the other Morrow Days, he's not looking forward to it. Separated from Leaf, and marked out by the terrible pirate Feverfew, Arthur meets an array of more unusual characters — such as the suspicious Doctor Scamandros and the untrustworthy Raised Rats (the rats that were spirited away by the Pied Piper of Hamilton). Now he must find a way to rescue Leaf and attain the next part of the Will — but who can he really trust?

Once more Nix fills his books with allusions to myths, legends and other famous stories — here in particular he shows his regard for Herman Melville's Moby Dick, and characters both old and new turn up to join in the adventure — in particular the irrepressible Suzy Turquoise Blue. Drowned Wednesday in particular gets a different treatment than the other Morrow Days, portrayed as a victim rather than an antagonist — the role of villain goes to the pirate Feverfew.

Unfortunately, Drowned Wednesday was not as enjoyable as the last two books — a sense of invention and magic was missing this time around, though there is still plenty to explore. The Border Seas were simply not as interesting to me as the previous settings; Arthur spends most of his time on ships and submarines — I either wanted to go back to the myriad of rooms of the House or onto the tantalizing named and often-mentioned 'Great Maze' and 'Incomparable Gardens'.

Nix seems obsessed with giving poor Arthur as many injuries as possible (rest assured, had he been in the real world, he would not have survived all the gashes, broken limbs and asthma attacks he experiences here), and often tension is created through near-escapes and close encounters — nothing like the battles and competitions of the other books. Drowned Wednesday is therefore not quite as gripping as the previous installments — but I can only be critical in comparison with other Nix books, since Drowned Wednesday is still much better than many other children's fantasy out there, and I'm eagerly awaiting Sir Tuesday.

And does anyone else think that the name 'Arthur Penhaligon' is a little too similar to 'Arthur Pendragon' to be a coincidence? —Rebecca Fisher


book review Garth Nix The Keys to the Kingdom Sir ThursdaySir Thursday

book review Garth Nix The Keys to the Kingdom Sir ThursdayBy now the basic premise of Garth Nix's seven-part The Keys to the Kingdom series is well established. Arthur Penhaligon has been thrown into an extraordinary world: the epicenter of the universe, known as "the House". Ruled by the treacherous Morrow Days (named after the days of the week and each personifying one of the seven deadly sins: Mister Monday/sloth; Grim Tuesday/greed; Drowned Wednesday/gluttony and now Sir Thursday who appears to be pride), Arthur has been given the task of reassembling the missing pieces of the Will that will strip these characters of their power and return it to the Rightful Heir — himself!

Perhaps a bit more exposition is needed: the Will is the written word of the creator of this world; a mysterious female-deity known as the Architect. Each piece of the Will takes the form of an animal before each is enveloped into Dame Primus; the embodiment of the Will itself. She grows stronger as Arthur returns each part of herself, and armed with the keys of the Morrow Days, the two stand a chance against the awesome power that each Morrow Day wields. So far Arthur has been successful, though the reluctant hero is getting nervous about his chances of returning home to his ordinary life, not to mention the dangers posed to his own world thanks to the upheavals taking place in the House.

In particular, Arthur is terrified about "the Skinless Boy," the doppelganger that has taken his place in the real world and who has the power to infect those about him with a grey mould that renders them his mindless servants. Sending his friend Leaf (her parents were hippies) back home to attempt to find the source of the Skinless Boy's power and destroy it, Arthur turns his attention to matters in the House. He has unknowingly been drafted into the Glorious Army of Sir Thursday, who has arrogantly released several thousand Nithlings (creatures made from Nothingness) into his province, the Great Maze, in order to train his troops. Feeling that it is the best hiding place for Arthur, Dame Primus encourages him to enlist so that he might seize the opportunity to get close find the forth piece of the Will. Moving between the two plots is the irrepressible Suzy Turquoise Blue, easily Nix's most vivacious character.

Garth Nix spent a few years in the Australian Army Reserve, which explains why so much of the routine and regulations of army life is so vividly captured in Arthur's stint as a soldier. Long hours of tedious training, yelling drill sergeants, heavy marches through difficult terrain, endless inspections, being shuffled from officer to officer, and then the heat and confusion of battle itself — it's enough to put you off war for good.

Arthur is gradually growing up as the stories go on, willingly taking more and more responsibility on his young shoulders as his emotional investment in the House and its inhabitants grow (not to mention the symbiotic effect it has on his own world). Even if it means loosing his own humanity and becoming a Denizen of the House, Arthur is now fully committed to his cause, foregoing a way out at what seems like a great personal cost. Likewise, pieces of the master-plan at work behind the Morrow Days are beginning to show — could it be that the Days of the Week are not behind some of the chaos? Arthur finds himself relying more and more on himself to find his own path through the turmoil of the political intrigue. At one stage he finds himself caught between three morally ambiguous characters: the self-righteous Will, the tyrannical Sir Thursday and the mysterious Piper that considers himself the Rightful Heir. Event the Architect herself — supposedly the creator of the universe — is thrown into some doubt in this installment. How Arthur wades through these murky waters makes for challenging and thought-provoking reading.

Unfortunately, much of the story feels a bit like padding. Arthur gets "cleaned between the ears", that is, his memory is wiped, but this somewhat clichéd amnesia-device adds little to the plot itself save as a minor inconvenience that he soon overcomes. Likewise, although the action-sequences of Leaf attempting to thwart the designs of the Skinless Boy are tense and fast-paced, it is ultimately a subplot that has no real bearing on the central thread of the story. Garth Nix's vivid imagination is firmly intact when it comes to atmosphere — particularly in his portrayal of the Great Maze as a moveable checkerboard, with each square covered in a different terrain — but although I enjoyed this installment better than Drowned Wednesday, it still doesn't quite live up to the intense imaginative tour-de-force of Mister Monday and Grim Tuesday. Nevertheless, I'll be on the lookout for Lady Friday!
Rebecca Fisher


book review Garth Nix The Keys to the Kingdom Lady FridayLady Friday

book review Garth Nix The Keys to the Kingdom Lady FridayAt the epicenter of the universe is the House, a sort of celestial bureaucracy that is responsible for recording everything that happens in the Secondary Realms (the world as we know it). It is the Architect who is responsible for creating all this, with a range of guidelines and rules in place for keeping order in each world.

Named after the days of the week and personifying the seven deadly sins, the trustees took over the House when the Architect disappeared, disregarding the instructions she left behind in the form of the Will. As such, they have failed to appoint the Rightful Heir that the Will stipulates should take over in the Architect's absence. It is not until several thousand years pass that a piece of the Will manages to escape its imprisonment and find the Rightful Heir to defeat the seven trustees and claim the keys to the kingdom.

By this stage, if you have not yet been introduced to the world of Garth Nix's Keys to the Kingdom heptalogy, then there's no point in starting here. As you can see from the above summary, this is a complex story with a multitude of characters and subplots. Needless to say, any reader who doesn't have the previous four books under his belt will be hopelessly lost by what takes place here. Get yourself back to Mister Monday and work your way up from there.

For everyone else, this installment picks up right where Sir Thursday left off, in the Friday of the longest week of Arthur Penhaligon's life. Now with four Trustees taken care of, as well as four aspects of the Will reunited in the formidable Dame Primus, Arthur turns his attention to Lady Friday. Surprisingly, this trustee has decided to abdicate in order to pursue her own interests in the Secondary Realms. Unfortunately, it's not going to be that easy for Arthur: she's leaving her key to whoever can get to it first, and so it's a race between Arthur, the dangerous Superior Saturday, and the enigmatic Piper to reach Friday's scriptorium and the key first.

Together with familiar allies Suzy Turquoise Blue and Fred Initial Numbers Gold, Arthur sets out across the House which is swiftly becoming a war zone, filled with skirmishes, booby-traps and new acquaintances that may or may not be trustworthy. That's not the only thing he's got to worry about: every time Arthur uses the power of the key, he becomes more contaminated by its magic. Should he become a full Denizen, he won't be able to return home. This leads to several interesting situations in which Arthur must use his brain power instead of magic in order to solve his problems, and every time he is forced to rely on the key, the reader winces at the loss of his humanity.

Meanwhile, his mortal-friend Leaf (her parents were hippies) finds herself trapped in the House when she follows Lady Friday, and witnesses her sampling of the happy experiences of the sleepers she's gathered, including her Aunt Mango. Making her own plans to try and save her aunt, Leaf undergoes her own challenges as she tries to negotiate this dangerous world.

To be honest, I didn't find that this was best installment of the series. The setting seemed a little bland this time around, especially when compared to the likes of the Great Maze and the Outer Sea, and it suffers from "middle book" syndrome in that nothing really gets started, and nothing really gets resolved (and yes, I suppose you could say that about the last three books, but by this stage, the "get the key" plot is getting somewhat formulaic). Furthermore Lady Friday is hardly the most interesting of the trustees: she has no real agenda except to be left alone.

That said however, there is plenty here to enjoy. As both his family and life as he knows it slips away from him, Arthur also takes more responsibility for what is happening around him. The reluctant hero has always been sharp and compassionate, but here he is more proactive: making plans, taking charge, and declaring himself as the Rightful Heir with confidence and authority. The story moves along at a rapid pace, and our characters struggle onward, make mistakes, experience regret and triumph, and sometimes get lucky. At all times, you feel their determination and fatigue, and when they emerge victorious from a particular trial, the reader really feels that they deserve that success.

As usual, Nix's wordplay is always fun; in this case we have "Artful Loungers," a character called Peter Pirkin Paper Pusher, and someone yelling: "Stop the press!" (It's not what you think).

There are only two books left in this series, and it feels as though it's time to wrap things up. All the pieces are in place: I'm looking forward to seeing what Nix has planned for the conclusion.
Rebecca Fisher


book review Garth Nix The Keys to the Kingdom Lady Friday 6. Superior SaturdaySuperior Saturday

book review Garth Nix The Keys to the Kingdom, Mister Monday, Grim Tuesday, Drowned Wednesday, Sir Thursday, Lady Friday, Superior Saturday, Lord SundayThe longest week of Arthur Penhaligon's life is drawing to a close in this, the penultimate installment in Garth Nix's The Keys to the Kingdom seven book series. Although he has managed to win five Keys from the immortal Trustees that rule over the House (the epicentre of the universe) and free five parts of the Will (the embodiment of the legislation left behind by the mysterious Architect) he still has the two most dangerous challenges left to defeat: the powerful Superior Saturday and the enigmatic Lord Sunday.

As in all the books, Arthur must free the next part of the Will and wrest the Key from the Trustee, but Nix's skill as a storyteller keeps this formula from getting stale. By this stage, the situation is dire and things just keep getting worse for our intrepid hero. The terrible Nothing is swallowing up the lower portions of the House, many of his allies are unreliable, and a nuclear bomb attack threatens his home city. With his family and friend Leaf endangered on the one hand, Arthur must make an intractable decision regarding his own humanity to (literally) buy some time for the safety of his loved ones.

Meanwhile, Superior Saturday stands in her impossibly tall tower soaked by constant rainfall, the square iron cubicles that make up its height constantly being raised in her attempts to breach the base of the Incomparable Gardens where Lord Sunday resides. (Could this be Nix's sly nudge at corporate life? Even though promotions are physical movements to a higher floor, conditions aren't really improved, one's peers are bitterly resentful, and one only gets a different colored umbrella in return for all that hard work). All of the Trustees embody one of the seven deadly sins, and Saturday jealously coverts Lord Sunday's position, which opens up an opportunity for Arthur (and Suzy Turquoise Blue, of course) to infiltrate her realm.

By this stage Arthur is a proactive, three-dimensional hero who has accepted the burden placed upon him. He makes his plans, stands up to Dame Primus, and goes undercover with the grease monkeys that oversee the growth of the tower. But at the same time, Arthur himself is going through some rather profound changes. Every time he uses the power of the Keys, more of his mortal self is sapped away, along with the chance to return home to a normal life. Although his transition into a Denizen of the House means supernatural strength and the elimination of his asthma, it also has the troubling side-effect of loosing much of his empathy toward lesser life-forms. Struggling to stifle his newfound sense of arrogance, one can feel the weight on this young man's shoulders, even as his body loses many of its weaknesses.

The Keys to the Kingdom is so complex that it's impossible for a beginner to start things here, what with the sheer amount of information concerning the House, the Trustees, the Will, and various other powers and personalities. But for long time readers Superior Saturday is a satisfying read... for the most part. Superior Saturday herself, one of the most dangerous entities in the entire series, is disappointingly absent for most of the book, and although all of the books thus far have been relatively self-contained with a clear beginning-middle-end to the adventures, Superior Saturday ends on a frustrating cliff-hanger. Perhaps it's better to wait until the publication of Lord Sunday and read the "weekend books" one after the other in a single volume.

But like a giant chess game, the pieces now seem to be in place for the final battle: the Piper, Saturday and Sunday, Dame Primus, and Arthur himself are all ready for the final climactic battle (as well as an intriguing reappearance from the Old One that will surely have its consequences in next book). I'm greatly looking forward to Lord Sunday. —Rebecca Fisher


book review Garth Nix The Keys to the Kingdom 7. Lord SundayLord Sunday

book review Garth Nix The Keys to the Kingdom, Mister Monday, Grim Tuesday, Drowned Wednesday, Sir Thursday, Lady Friday, Superior Saturday, Lord SundayIn the concluding installment of Garth Nix’s The Keys to the Kingdom, Arthur Penhaglion has to organize an assault on the Incomparable Gardens, home to Lord Sunday, who controls the last part of the Architect’s Will. But Arthur isn’t the only one trying to liberate the last magical fragment of the will — he also faces the armies of Serious Saturday and the Piper, both intent on reaching the Will before Arthur can free it to join the other six parts (which will allow the will to be fulfilled). And Arthur has to get the Will soon, because the House is falling to the forces of Nothing, and if it reaches the Will first, all will be undone — including his life back at home.

I had only read the first book in The Keys to the Kingdom series (Mister Monday) before I began Lord Sunday, the seventh and concluding book, but Garth Nix catches the reader up on details without overburdening the narrative with extraneous exposition. The first book set up the operation of the world well enough that I was able to follow the story without any significant difficulty. (Rebecca’s reviews, above, help, too.)

Arthur has gained enormous powers by this point in the series, and constantly struggles with the temptations of wielding phenomenal amounts of power, yet he has also stayed true to his core values. Since he loses some of his humanness each time he uses the magical Keys, Arthur has to rely on his own mental abilities much of the time to keep from turning into one of the Denizens of the House. The only reason he is in the House in the first place is to protect his family back at home from the disease and destruction caused by the appearance of a Denizen in the mortal realms. Though he acts nobly, at times I was surprised by Arthur’s trust in the other characters. After all the deception and competing agendas going on amongst the seven keepers of the Will, his willingness to trust implicitly in the Will struck a false note to me.

The full supporting cast of characters is here as well. Leaf, Suzy, and the martinet Dame Primus are the core of Arthur’s support system, but other people move around on the periphery in amusing, and sometimes unexpected, ways. Suzy adopts a Sorceror, Giac, and Leaf accidentally ends up in charge of a monstrous beastwort. These small details help flesh out Nix’s world.

However, there are so many characters that need page time and so many story lines to be resolved that at times the pacing was a bit erratic and choppy. Because all the characters are involved in adventures of their own, Nix jumps back and forth between storylines so frequently that it makes the narrative seem disjointed. Additionally, everyone is in so much danger throughout the entire book that there wasn’t anywhere for the reader to pause and a catch a metaphorical breath.

On the whole, Lord Sunday is a satisfying conclusion to a series which is full of interesting characters and moral dilemmas. Arthur has to make some difficult choices in this tale, and some of his choices are bad. Watching the consequences play out, without the traditional happy ending, makes for an emotionally satisfying tale for young readers. —Ruth Arnell

 

Troubletwisters — (2011-2012) Ages 9-12. With Sean Williams. Publisher: A spectacular new middle-grade fantasy series from NYT bestselling authors Garth Nix and Sean Williams, in which two twins find that they must act as wards against a threatening evil. The Evil has been trying to break into our dimension and dominate the earth for centuries. Unbeknownst to most of us, there are Wardens all over the globe, who protect humanity from the Evil that asserts itself at the Portals, which are the only places through which the Evil may pass into our world. Jaide and Jack Shield don't know that the world is under attack. They don't know that their dad and their Grandma X, who they move in with, are Wardens, or that they themselves are troubletwisters, young Wardens just coming into their powers.

children's fantasy book reviews Garth Nix Sean Williams Troubletwisters 1. Troubletwisters children's fantasy book reviews Garth Nix Sean Williams Troubletwisters 1. Troubletwisters 2. The Monster

Stand-alone novels:Garth Nix The Ragwitch, Shade's Children

The Ragwitch
— (1991) Ages 9-12. Publisher: When Julia discovers an old rag doll on a deserted beach, she becomes enslaved by the evil Ragwitch. Her younger brother Paul follows them into another dimension in a brave attempt to save his sister and the Kingdom of Yendre. But first he must rally the four rogue Elementals of the Wild Magic if he is ever to defeat the Ragwitch.


Shade's Children — (1997) Young adult. Publisher: In the brutal world of the future, an unspeakable fate awaits the human children of the Dormitories when they turn fourteen. It is from this Sad Birthday that Shade's Children — Ella, Drum, Gold-Eye, and Ninde — have escaped. Hunted ceaselessly by savage mutant creatures, they join forces to form a resistance movement. Cunning, clairvoyance, andGarth Nix The Ragwitch, Shade's Childrensheer desperate force of will help them. But ultimately their fate rests with the charismatic Shade, who calls himself their friend...


children's fantasy book reviews Garth Nix Shade's ChildrenShade’s Children

Garth Nix published Shade’s Children in 1997. Shade’s Children is a complete book, not part of a series. It reads like a really well-made B movie. It isn’t terribly deep, it doesn’t take itself too seriously, just provides a decent action adventure.

In the near future, a cataclysmic “Change” made everyone over the age of fourteen disappear. The children have been captured and live very short lives in Dorms. On their fourteenth birthdays, the Overlords who now rule earth come and take them away to become part of the Meat Factory; a Parts Department for their fighting creatures — Screamers, Trackers, Wingers, Myrmidons and Ferrets. Every one of these monsters is engineered; part magical, part machine and part human. There is a rumor that some fourteen-year-old girls are forced into a breeding program and may live to be eighteen, but we never see that. The Overlords use their creatures to fight battles in some sort of elaborate sporting event. There is a trophy given to the winning Overlord.

It’s plain that the playoff games for this competition are long, because things have been this way for about fifteen years. The book plunges us straight into the action as we follow Gold-Eye, a fifteen-year-old who has escaped the Dorm and is on the run. He is about to be captured by Myrmidons when a group of older children rescue him. They take him to Shade, the only adult left on earth, if you can call him that. Shade is not a human being, but a computer-constructed personality. He provides shelter and battle training for the children who find their way to him, and he has been studying the Overlords and their creations since the Change happened.

The Change wrought changes on the surviving children, too. Ellen, the leader of Gold-Eye’s group, can see something and then manifest it, which is really handy when the group needs a hand grenade, for instance. Drum, a steroid-enhanced strongman, is telekinetic, while Nindi, the flirtatious “baby” of the group, can read thoughts. Gold-Eye can see into the future, if only a short way (he calls it the soon-to-be-now). These abilities help them in their foraging and reconnaissance missions.

Alternating with the action chapters are brief backstory chapters displayed as archived files, video interviews, and reports from Shade to him/itself. These explain a bit more about the world and also show the reader that Shade cannot be trusted. More than almost anything, Shade wants a physical body, and the only ones who can give it that are the Overlords. Shade has also convinced itself that it needs a body to protect the children, so sending some of them into danger, or outright betraying them, is for “the greater good.”

Nix’s world-building here lacks the meticulous detail of the ABHORSEN trilogy. He provides just enough information to make the story work and then sets his characters loose, usually at a dead run. The technique works here because the reader is not expecting too much, and because the action is well-planned and suspenseful.

Shade’s Children is sold as young adult, so the language surprised me in a couple of spots. I don’t know quite what the etiquette is for YA, especially regarding the f-word, which is used, believably, by a character toward the end of the book. It seemed natural — it’s actually quite funny — but it took me by surprise.

The book is a quick read with lots of suspense and great imagery, and we see particularly in Ellen the model of the strong women characters that are even better developed in the ABHORSEN books. The abrupt flowering of the “Change” powers at the very end of the book seemed a bit too convenient, but Nix set it up and foreshadowed it.

I was caught up enough in the story that when some of the children, captured by the Overlords, see the golden trophy the Overlords are killing children to play for, I really wanted one of them to grab it and destroy it. That had nothing to do with the story; I was just emotionally engaged enough to feel anger on behalf of the characters. Shade’s Children has its imperfections, but it is a fast-paced, enjoyable read.
Marion Deeds


Garth Nix A Confusion of PrincesA Confusion of Princes — (2012) Young adult. Publisher: A major standalone space opera, this is Garth Nix’s first novel for older readers since the conclusion of the Old Kingdom trilogy! and it’s worth the wait. A grand adventure that spans galaxies and lifetimes, A Confusion of Princes is also a page-turning action adventure. These are the three deaths of Prince Khemri. Told in his own words, we follow him as he trains to become a Prince of the Empire, an enhanced human being, equipped with biological and technological improvements that make him faster, stronger and smarter than any ordinary person. Not to mention the ultimate benefit: should he die, and be deemed worthy, he will be reborn! Which is just as well, because no sooner has Prince Khemri graduated to full Princehood than he learns the terrible truth behind the Empire: there are a million princes, and all of them want each other dead, because there can only be one Emperor!


You can support FanLit by purchasing books (or anything else) through our Amazon links. Or donate.
© 2007-2012   Fantasy Literature   
The FTC wants you to know that we often receive free review copies from publishers.
  







1 FREE Audiobook from Audible





Admin