Ever since she was a tiny child, Sabriel has lived outside the walls of the Old Kingdom, away from the random power of Free Magic, and away from the Dead who won't stay dead. But now her father, the Mage Abhorsen, is missing, and to find him Sabriel must cross back into that world.
Lirael has never felt like a true daughter of the Clayr. Abandoned by her mother, ignorant of her father's identity, Lirael resembles no one else in her large extended family living in the Clayr's glacier. She doesn't even have the Sight, the ability to See into the present and possibly futures, that is the very birthright of the Clayr.
"Charter Knows, a Library Can Be a Dangerous Place"
Before she went to join Sam and Mogget downstairs, Lirael paused for a moment to look at herself in the tall silver mirror that hung on the wall of her room. The image that faced her bore little resemblance to the Second Assistant Librarian of the Clayr. She saw a warlike and grim young woman, dark hair bound back with a silver cord rather than hanging free to disguise her face. She no longer wore her librarian's waistcoat, and she had a long Nehima at her side rather than a library-issue dagger.
"A great conclusion to a wonderful series"
Lirael lost one of her hands in the binding of Orannis, but now she has a new hand, one of gilded steel and Charter Magic. On a dangerous journey, Lirael returns to her childhood home, the Clayr's Glacier, where she was once a Second Assistant Librarian. There a young woman from the distant North brings her a message from her long-dead mother, Arielle. It is a warning about the Witch with No Face. But who is the Witch, and what is she planning?
"I'm not sure what happened here"
Award-winning author Garth Nix returns to the Old Kingdom with a thrilling prequel complete with dark magic, royalty, dangerous action, a strong heroine, and flawless world-building. This epic fantasy adventure is destined to be a classic, and is perfect for fans of Game of Thrones.
"Return to the Old Kingdom in an inverted YA novel"
Poor Princess Anya. Forced to live with her evil stepmother's new husband, her evil stepstepfather. Plagued with an unfortunate ability to break curses with a magic-assisted kiss. And forced to go on the run when her stepstepfather decides to make the kingdom entirely his own. Aided by a loyal talking dog, a boy thief trapped in the body of a newt, and some extraordinarily mischievous wizards, Anya sets off on a quest that, if she plays it right, will ultimately free her land - and teach her a thing or two.
Garth Nix is renowned for his legendary fantasy works, but To Hold the Bridge showcases his versatility, as the collection offers 19 short stories from every genre of literature, including science fiction, paranormal, realistic fiction, mystery, and adventure. Whether writing about vampires, detectives, ancient spirits, or odd jobs, Garth Nix's ability to pull his readers into new worlds is extraordinary.
"great mix of greatness"
The adventure continues in this third book of the epic multiplatform fantasy series. Erdas is a land of balance. A rare link, the spirit animal bond, bridges the human and animal worlds. Conor, Abeke, Meilin, and Rollan each have this gift-and the grave responsibility that comes with it. But the Conquerors are trying to destroy this balance. They're swallowing whole cities in their rush for power - including Meilin's home.
"4th grade book report would recommend"
Arthur Penhaligon is not supposed to be a hero. He is, in fact, supposed to die an early death. But then his life is saved by a key shaped like the minute hand of a clock.
"For 9-12 year olds, excellent"
Arthur doesn't think he'll have to return to the strange house that nearly killed him on Monday, the house that contains an entire world. But Tuesday brings new challenges: the enemy Grim Tuesday, who threatens the well-being of both Arthur's family and his world. Arthur must retrieve the Second Key from Grim Tuesday in order to save everything; an adventure that will include stealing a Sunship, fighting the void-like Nithlings, and traveling in the scary Far Reaches for the ultimate showdown.
"Another Garth Nix Success!!!"
On the fourth day there was war. Following their adventures in the Border Sea, Arthur and Leaf head for home. But only Leaf gets through the front door. Arthur is blocked because someone, or something, has assumed his identity and is taking over his life. Before Arthur can take action, he is drafted by Sir Thursday and forced to join the Glorious Army of the Architect.
"Great Story and Reader"
The house is falling apart, and when it is destroyed, all existence will be destroyed with it. Arthur Penhaligon and his friends Leaf and Suzy are caught in the chaos, separated by events but drawn together in their fight to survive. They must use every power at their disposal magical or practical to defeat the enemies attacking them from all sides.
Four of the seven Trustees have been defeated and their Keys taken, but for Arthur, the week is still getting worse. Suzy Blue and Fred Gold Numbers have been captured by the Piper, and his New Nithling army still controls most of the Great Maze. Superior Saturday is causing trouble wherever she can, including turning off all the elevators in the House and blocking the Front Door.
"love it, great twists and turns"
Arthur Penhaligan has wrestled five of the Keys from their immortal guardians, the Trustees of the Will. But gaining the Sixth Key poses a greater challenge than any he has faced before. Superior Saturday is not just one of the Trustees - she is also the oldest Denizen and the most powerful and knowledgeable sorcerer within the House.
"Shortest of all the Days"
Wednesday has rolled around, and Arthur Penhaligon has an invitation to return to the House that he can't refuse. Drowned Wednesday has sent a ship to pick him up from the hospital...even though his hometown is miles away from any ocean.
"excellent performance by Alan"
After The Evil's assault on Portland, everything returns to relative normality... for the moment. The twins continue to work hard to control their Gifts, and at school they make a new friend, Tara. But then the instruments in Grandma X's antique store begin registering Evil activity, and Tara's dad turns out to be the suspicious big-city property developer working on the house next door. Matters turn from bad to worse when the twins discover that Grandma's cats are fighting an important battle of their own. Can the twins solve the mystery of the living Ward before it's too late?
In a futuristic urban wasteland, evil Overlords have decreed that no human shall live a day past their 14th birthday. On that Sad Birthday, the children of the Dorms are taken to the Meat Factory, where they will be made into creatures whose sole purpose is to kill. The mysterious Shade - once a man but now more like the machines he fights - recruits the few teenagers who escape into a secret resistance force. With luck, cunning, and skill, four of Shade’s children come closer than the others to discovering the source of the Overlords’ power - and the key to their downfall.
"Sci Fi, Young Adults, Dystopia, AI, the lot"
Jaide and Jack Shield’s lives are changing in a very, very strange way. The weather is turning against them. Magical disasters occur when they’re around. And a mysterious explosion has just destroyed their house... from the inside.Without knowing why, the twins are stolen away to live with Grandma X - a relative they’ve never, ever met. The time has come for them to discover the truth - and the powers that come with the truth. Are they ready?
"Fun, but not as strong as Keys to the Kingdom"
You'd think being a Prince in a vast intergalactic empire would be about as good as it gets, particularly when Princes are faster, smarter, and stronger than normal humans. Not to mention being mostly immortal. But it isn't as great as it sounds. Princes need to be hard to kill - as Khemri learns the minute he becomes one - for they are always in danger. Their greatest threat? Other Princes. Every Prince wants to become Emperor, and the surest way to do so is to kill, dishonor, or sideline any potential competitor.
"A Rollicking Space Opera From Beginning to End"
After Lady Truthful's magical Newington emerald is stolen from her, she devises a simple plan: go to London to recover the missing jewel. She quickly learns, however, that a woman cannot wander the city streets alone without damaging her reputation, and she disguises herself as a mustache-wearing man. During Truthful's dangerous journey she discovers a crook, an unsuspecting ally, and an evil sorceress - but will she find the emerald?
"Clean, fun magical romp"