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Books : Teens : Authors, A-Z : ( N ) : Nix, Garth
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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.
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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!
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To preserve life,the Abhorsen must enter Death
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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....
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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.
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As they grapple with their individual fates, Tal and Milla become entangled in a revolution being planned against the Chosen of the Castle. But nothing is as it seems, and the revolution may be the cover for something much more sinister . . .
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The extraordinary conclusion to Garth Nix¹s best-selling fantasy epic. The veil has been lifted. The Dark World is on its way to destruction. Can Tal and Milla restore order in time?
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On the third day, there were PIRATES! Arthur Penhaligon finds himself on an adventure that will pit him against pirates, storms, explosions and a vast beast that eats everything it encounters. Will our unwitting hero be able to find the third part of the Will and claim the Third Key? No rest for poor Arthur Penhaligon. As Grim Tuesday ends, he discovers a square of stiff cardboard under his pillow, gilt-edged and inscribed with the following words: LADY WEDNESDAY Trustee of the Architect and Duchess of the Border Sea has great pleasure in inviting ARTHUR PENHALIGON to a Particular Luncheon of Seventeen Removes Transport has been arranged RSVP not required! It's an invitation he cannot refuse. From hospital room to the high seas, Arthur finds himself on an adventure that will pit him against pirates, storms, explosions of Nothing-laced gunpowder, and a vast beast that eats everything it encounters. Through it all, he is drawn deeper into the central mystery of the House. Arthur must find the third part of the Will and claim the Third Key - not just for himself, but for the millions (if not trillions) who will suffer if he doesn't. The first step? Surviving life aboard ship on the Border Sea!
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The latest startling installment in Garth Nix¹s fantasy masterpiece puts Tal and Millie in more danger than ever and the consequences could be drastic. Tal and Milla are caught in an Underfolk uprising that will have dire consequences for the Castle . . . and for the entire Dark World.
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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.
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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...
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Upon escaping from the castle, Tal is found by Milla, an Icecarl marauder intent on killing the boy. But soon the two find that they must work together. As they struggle to find a place for themselves in the intricate Castle World, their two worlds collide, one a home for the spirit and intellect, and the other a realm of aggression.
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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.
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The Abhorsen Sabriel and King Touchstone are missing, leaving only Lirael—newly come into her inheritance as the Abhorsen-in-Waiting—to stop the Destroyer. If Orannis's unspeakable powers are unleashed, it will mean the end of all Life. With only a vision from the Clayr to guide her and the help of her companions, Sam, the Disreputable Dog, and Mogget, Lirael must search in both Life and Death for some means to defeat the evil destructor—before it is too late. . . .
The apocalyptic conclusion to the series of events that began with Sabriel and continued in Lirael, the New York Times bestselling Abhorsen is an electrifying reading experience not to be missed.
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Never-before-published stories by Neil Gaiman, Eoin Colfer, Garth Nix, and a magical lineup of writers.
Throughout the ages, the wizard has claimed a spot in human culture-from the shadowy spiritual leaders of early man to precocious characters in blockbuster films. Gone are the cartoon images of wizened gray-haired men in pointy caps creating magic with a wave of their wands. Today's wizards are more subtle in their powers, more discerning in their ways, and-in the hands of modern fantasists-more likely than ever to capture readers' imaginations.
In Neil Gaiman's "The Witch's Headstone," a piece taken from his much-anticipated novel in progress, an eight-year-old boy learns the power of kindness from a long-dead sorceress. Only one woman possesses two kinds of magic-enough to unite two kingdoms-in Garth Nix's "Holly and Iron." Patricia A. McKillip's "Naming Day" gives a sorcery student a lesson in breaking the rules. And a famished dove spins a tale worthy of a meal, but perhaps not the truth, in "A Fowl Tale" by Eoin Colfer. -
FROM DREAM WORLDS TO NIGHTMARE VISIONS BRILLIANT MAGIC TO FIERCE COMBAT, THIS IS AN EPIC STORY OF DARKNESS, LIGHT, AND ALL THE SHADOWS IN BETWEEN. THIS BOOK INCLUDES THE FIRST 3 VOLUMES ENTITLES "THE FALL","CASTLE"' AND "AENIR".




















