The Ninth was strong and fought with might, But lone Orannis was put out of the light, Broken in two and buried under hill, Forever to lie there, wishing us ill. So says the song. But Orannis, the Destroyer, is no longer buried under hill. It has been freed from its subterranean prison and now seeks to escape the silver hemispheres, the final barrier to the unleashing of its terrible powers. Only Lirael, newly come into her inheritance as the Abhorsen-in-Waiting, has any chance of stopping the Destroyer. She and her companions -- Sam, the Disreputable Dog, and Mogget -- have to take that chance. For the Destroyer is the enemy of all Life, and it must be stopped, though Lirael does not know how. To make matters worse, Sam's best friend, Nick, is helping the Destroyer, as are the necromancer Hedge and the Greater Dead Chlorr, and there has been no word from the Abhorsen Sabriel or King Touchstone. Everything depends upon Lirael. A heavy, perhaps even impossible burden for a young woman who just days ago was merely a Second Assistant Librarian. With only a vision from the Clayr to guide her, and the rather mixed help of her companions, Lirael must search in both Life and Death for some means to defeat the Destroyer. Before it is too late. . . .
Prepare to fight. The Underfolk are restless. For a long time, they have kept quiet, occupying the lower levels of the; Castle. But now they are going to be heard... Tal and Mille are no longer alone in their quest for the truth about their world. They have been joined by Crow, a rebel: Underfolk, and his band of conspirators.: They know many secrets about the Castle--and are on the verge of uncovering the greatest secret of all. The darkness is growing deeper. The shadows are growing stronger. And Tal and Milla are in greater danger than ever before.
Nicholas Sayre will do anything to get across the Wall, back to the Old Kingdom. Thoughts of Lirael and Sam haunt his dreams, and he has come to realize that his destiny lies there, along with all those he cares for. But here in Ancelstierre, far south of the Wall, the Charter is dormant, and among the obstacles Nick faces is one that is not entirely human, and which has 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 magical world of The Abhorsen Trilogy. In additional short stories that range from classic fantasy -- two widely different takes on the Merlin myth -- to a gritty urban version of Hansel and Gretel, to an unusual take on the role of nature in matters of love, and to a heartbreaking story of children and war, Garth Nix displays the range and versatility that have made him one of today's leading writers of fantasy for readers of all ages.
Nicholas Sayre will do anything to get across the Wall, back to the Old Kingdom. Thoughts of Lirael and Sam haunt his dreams, and he has come to realize that his destiny lies there, along with all those he cares for. But here in Ancelstierre, far south of the Wall, the Charter is dormant, and among the obstacles Nick faces is one that is not entirely human, and which has a strange power that seems to come from Nicholas himself.
Book three of the series (for ages 9-12): The dream world Aenir is not a safe place. One wrong step can lead to danger, entrapment...or death. Tal and Milla must fight their way through this shifting landscape. They are searching for the Codex, a magical object that will decide the fate of their worlds. Many creatures stand in their way--from the cloud-flesh Storm Shepherds to a swarm of venomous Waspwyrms to a horrifying figure named Hazror. Tal and Milla cannot leave Aenir without the Codex. But finding it might endanger them more than they've ever dreamed...
The shadows hold secrets. The Dark World is a place of ice, wind, and fury. A veil of black covers the sky. In all the world, only the Castle shines with light. Tal and Milla are struggling to make it to the Castle, each on a dangerous mission. For Tal, a Chosen, the Castle is home - even though he is not welcome anymore. For Milla, an Icecarl warrior, the Castle is a strange and mysterious place. Her presence is a threat that the Castle dwellers want to stop . . . at any cost. From the deadly Hall of Nightmares to the magical chambers of Tal's great-uncle Ebbitt, Tal and Milla must navigate the Castle without being discovered. Sinister forces are conspiring against them. It will take all their strength to survive.
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. There are rules, but as Khemri discovers, rules can be bent and even broken. Soon Khemri is drawn into the hidden workings of the Empire and dispatched on a secret mission. In the ruins of space battle he meets a young woman called Raine, who challenges his view of the Empire, of Princes, and of himself. But Khemri is a Prince, and even if he wanted to leave the Empire behind, there are forces that have very definite plans for his future. . . .
Arthur is in the hospital, recovering from the events of Grim Tuesday and trying to explain things to his friend Leaf while apprehensively awaiting the "transport" promised in Lady Wednesday's invitation. His fears are more than realized; the ship from the House takes Leaf but leaves Arthur adrift on the Border Sea.
The sky will fall. Tal has lived his whole life in darkness. He has never left his home, a mysterious castle of seven towers. He does not see the threat that will tear apart his family and his world. But Tal cannot stag safe forever. When danger strikes, he must desperately climb the Red Tower to steal a Sunstone. He reaches the top ... . . . and then he falls into a strange and unknown world of warriors, iceships, and hidden magic.There Tal makes an enemy who will save his life -and holds the key to his future.
On the second day, there was darkness. ARTHUR PENHALIGON didn't think he would ever have to return to the very strange house that nearly killed him on Monday -- the house that contains a fantastical and sinister realm inside. But the next day brings new challenges -- in the form of an enemy named Grim Tuesday, who threatens the safety 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 force him to steal a Sunship, survive a very weird work camp, befriend a bearlike spirit, and fight the void Nithlings. And even after all that, he will still have to venture into the scary Far Reaches for an ultimate showdown. The stakes are high. And time is ticking.
Doom approaches. The Dark World is in danger, for the Veil is vulnerable. War is soon to come. On one side are Tal and the Underfolk rebels, struggling valiantly for freedom. On another side are Milla and the Icecarls, preparing to assault the Castle in order to preserve their world. And on a third side lies the most sinister force of all--a force of evil that has only now chosen to reveal itself--a force of such power that it could unleash the ultimate destruction.
Best-selling author Garth Nix creates a magical world and an intriguing mystery in this new blockbuster series. 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. This is another thrilling, triumphantly imaginative series from Garth Nix, the best-selling author of THE SEVENTH TOWER, SABRIEL, and LIRAEL.
Arthur Penhaligon's magical adventures continue as he faces a new grave danger -- in the form of an enemy named Grim Tuesday. More amazing fantasy from best-selling author Garth Nix. Arthur doesn't think he will ever 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 -- in the form of an enemy named 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, surviving a very weird work camp, befriending a bearlike spirit, fighting the voidlike Nithlings, and traveling to the scary Far Reaches for the ultimate showdown.
The next spellbinding book in best-selling author Garth Nix's magical Keys to the Kingdom series. Everyone is after Arthur Penhaligon. Strange pirates. Shadowy creatures. And Drowned Wednesday, whose gluttony threatens both her world and Arthur's. With his unlimited imagination and thrilling storytelling, Garth Nix has created a character and a world that become even more compelling with each book. As Arthur gets closer to the heart of his quest, the suspense and mystery grow more and more intense. . . .
The stellar fourth book in Garth Nix's masterpiece series... now in paperback! 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. While Leaf tries to banish Arthur's doppleganger on earth, Arthur must survive his basic training, avoid getting posted to the Front and work out how he can free Part Four of the Will....
The fifth book in Garth Nix's New York Times-bestselling series! 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. Amidst all this trouble, Arthur must weigh an offer from Lady Friday that is either a cunning trap for the Rightful Heir or a golden opportunity he must seize--before he's beaten to it!
The penultimate book in Garth Nix's masterpiece series! The secret of his own identity. The identity of The Architect. The complete Will of the House. The fulfillment of his fate. Arthur Penhaligon is getting closer and closer to these things... but not without risks, conflict, and adventure.
The fantastic conclusion to Garth Nix's NEW YORK TIMES bestselling series! Seven days. Seven keys. Seven virtues. Seven sins. In this thrilling conclusion to Garth Nix's Keys to the Kingdom series, Arthur Penhaligon must complete his quest to save the Kingdom he is heir to...and Arthur's world.
Four of the seven Trustees have been defeated and their Keys taken, but for Arthur, the week is still getting worse. His friends have been captured by the Piper, and Arthur's New Nithling army still controls most of the Great Maze. Meanwhile, Superior Saturday is causing trouble wherever she can, including turning off all the elevators in the House and blocking the Front Door. Amidst all this trouble, Arthur must weigh an offer from Lady Friday that is either a cunning trap for the Rightful Heir or a golden opportunity he must seize before Superior Saturday or the Piper beats him to it. The race to find the secret of the Middle House is on!
She doesn't even have the Sight- the ability to see into the present and possible futures- that is the very birthright of the Clayr. Nonetheless, it is Lirael in whose hands the fate of the Old Kingdom lies. She must undertake a desperate mission under the growing shadow of an ancient evil- one that opposes the Royal Family, blocks the Sight of the Clay; and threatens to break the very boundary between Life and Death itself. With only her faithful companion, the Disreputable Dog, to help her, Lirael must find the courage to seek her own hidden destiny. In this sequel to the critically acclaimed Sabriel, Garth Nix draws readers deeper into the magical landscape of the Old Kingdom and weaves a spellbinding tale of discovery, destiny, and danger.
Lirael has never felt like a true daughter of the Clayr. Now, two years past the time when she should have received the Sight that is the Clayr's birthright, she feels alone, abandoned, unsure of who she is. Nevertheless, the fate of the Old Kingdom lies in her hands. With only her faithful companion, the Disreputable Dog, Lirael must undertake a desperate mission under the growing shadow of an ancient evil. Sequel to Sabriel, winner of the Aurealis Award for Excellence in Australian Science Fiction,.
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. In this thrilling conclusion to Garth Nix's Keys to the Kingdom series, Arthur Penhaligon must complete his quest: to confront Lord Sunday, to save the Kingdom he is heir to, and to save his own world.
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. Arthur is safe but his world is not. Along with the key comes a plague brought by bizarre creatures from another realm. A stranger named Mister Monday, his avenging messengers with bloodstained wings, and an army of dog-faced Fetchers will stop at nothing to get the key back, even if it means destroying Arthur and everything around him. Desperate, Arthur ventures into a mysterious house, a house that only he can see. It is in this house that Arthur must unravel the secrets of the key and discover his true fate. The first book of a spellbinding series by Garth Nix, the author of The Seventh Tower, Sabrlel, Lirael, and Abhorsen.
One beastly beast that's more than meets the eye. Two aliens with slimy tentacles and too many eyes fixed on adopting a human son. Three inventors and a sea serpent, a princess, an orphanage, and two ships full of pirates. Four fantastic tales by renowned fantasy author Garth Nix.
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