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Game of Thrones fans will love the New York Times bestselling Abhorsen series. Sabriel, the first installment in the trilogy, launched critically acclaimed author Garth Nix onto the fantasy scene as a rising star.
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 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. . . .
- Published on: 2005-09-05
- Format: Import
- Original language: English
- Binding: Leather Bound
- 368 pages
Amazon.com Review
After receiving a cryptic message from her father, Abhorsen, a necromancer trapped in Death, 18-year-old Sabriel sets off into the Old Kingdom. Fraught with peril and deadly trickery, her journey takes her to a world filled with parasitical spirits, Mordicants, and Shadow Hands. Unlike other necromancers, who raise the dead, Abhorsen lays the disturbed dead back to rest. This obliges him--and now Sabriel, who has taken on her father's title and duties--to slip over the border into the icy river of Death, sometimes battling the evil forces that lurk there, waiting for an opportunity to escape into the realm of the living. Desperate to find her father, and grimly determined to help save the Old Kingdom from destruction by the horrible forces of the evil undead, Sabriel endures almost impossible exhaustion, violent confrontations, and terrifying challenges to her supernatural abilities--and her destiny.
Garth Nix delves deep into the mystical underworld of necromancy, magic, and the monstrous undead. This tale is not for the faint of heart; imbedded in the classic good-versus-evil story line are subplots of grisly ghouls hungry for human life to perpetuate their stay in the world of the living, and dark, devastating secrets of betrayal and loss. Just try to put this book down. For more along this line, try Nix's later novel: Shade's Children. (Ages 12 and older) --Emilie Coulter
From Publishers Weekly
Sabriel is her last year at Wyverley College, a private school in Ancelstierre, where Magic does not work, but near the Border with the Old Kingdom, where it does. She and her father are also highly skilled necromancers, who fight the dead who seek to return to Life. But when her father is somehow trapped in Death, she must journey into the Old Kingdom to find him. She does not know that it is wracked by struggle (like that in Ursula LeGuin's The Farthest Shore)-a magician has brought chaos by refusing to die and hopes to use Sabriel and her father to further consolidate his power. Sabriel goes on a long journey throughout a densely imagined world, learning as she goes, and meeting such strange characters as Mogget, a raging natural force contained in the shape of a cat. She also develops a relationship with Touchstone, a young man who turns out to be as crucially involved as she is. Although Sabriel is possessed of much heavy knowledge ("A year ago, I turned the final page of The Book of the Dead. I don't feel young any more"), she is still a teenager and vulnerable where her father and love for Touchstone are concerned, making her a sympathetic heroine. Rich, complex, involving, hard to put down, this first novel, an Australian import, is excellent high fantasy. The suitably climactic ending leaves no loose ends, but readers will hope for a sequel. Ages 12-up.
Copyright 1996 Reed Business Information, Inc.
From School Library Journal
Grade 6 Up?This vividly imagined fantasy pits a young necromancer against a shambling horde of deliciously gruesome minions of an unspeakably evil sorcerer. Raised in peaceful Ancelstierre, where magic is weak and technology has reached the level of automobiles and flying machines, teenaged Sabriel suddenly receives evidence that her wandering father is no longer in the Land of the Living. She sets out to find him, though it means crossing over into the Old Kingdom, where time and the very stars are different, and then past the Gates of Death. Sabriel is no stranger to these dangerous domains, but she quickly learns that the physical and magical walls erected to keep the living and dead separate are nearly broken down. With the help of a depressed, half-blood prince who has spent the last two centuries as a wooden statue and a seeming cat who is actually a powerful magical creature, the young woman evades a thicket of traps and hazards to rescue her father?only to lose him permanently in the opening rounds of a vicious, wild climax. Nix fills in the background with inventively developed details. Though he doesn't handle every element with equal skill, his monsters are scary and repulsive, his sense of humor is downright sneaky, and he puts his competent but not superhuman heroine through engrossing physical and emotional wringers. This book is guaranteed to keep readers up way past their bedtimes.?John Peters, New York Public Library
Copyright 1996 Reed Business Information, Inc.
Most helpful customer reviews
135 of 141 people found the following review helpful.
Lush, completely imaginative fantasy-adventure
By EA Solinas
Possibly one of the greatest fantasy adventures of our times, Garth Nix's first novel is a lush, magical, dark-witty adventure about a young woman's battle with the hideous Dead.
The story starts with a flashback in which a special necromancer named Abhorsen saves his baby daughter Sabriel from a creature called Kerrigor, in the spiritual river of death. Many years later, at an English-esque boarding school, Sabriel must take up her father's magical sword and bells and try to find out what has happened to him. To do so, she must leave her relatively high-tech home for the Old Kingdom, where magic rules and evil things are stalking her.
Along the way, she is accompanied by the guard Touchstone and the menacing/funny cat-spirit Mogget. They must try to defeat the evil Kerrigor, who wants to blast the Charter which keeps all things from descending into evil.
Sabriel is the best fantasy hero I've read about since Lord of the Rings. Too many fantasy heroines are either damsels or warrior women--Sabriel is neither. She acts and thinks precisely like a young woman in her position. Strong, intriguing, and no slack with a sword in a bad situation, she is a wonderful role model.
Touchstone is a darling, but Mogget really is unique. Is he evil? Good? Or some peculiar mix? This ancient spirit forced to live as a cat is enslaved to the Abhorsen family for the good of everyone (we get a glimpse of how dangerous he is). The world that Garth Nix dreamed up, a mixture of Tolkien and WW2 England, is unparalleled in the fantasy genre. It's populated by animated ghouls, ghastly Mordicants, the almost-human sendings, Charter ghosts, the inhabitants of the river of Death, where only Abhorsens go, and so on...
His writing style is lush and hypnotic--you can actually see the events unfolding in front of your eyes, in this wintry but inviting world.
Thankfully, Mr. Nix appears to be writing a pair of sequels--I can hardly wait. Anyone else think this should be made into a movie?
0 of 0 people found the following review helpful.
Overall great with some minor issues
By Kristijan Sašilo
Some spoliers ahead
Well, I'm glad I've put up writing the review for book 1 before I passed the 50% mark of the book 2. :) Why? Simply because book 1 alone had, for me at least, some elements that didn't quite click, but I decided to Elsa it and move on to the second book. And I'm glad I did.
So what bothered me in book 1? Not much, to be honest. But the stuff that did bother me threaten to make a decision for me not to buy the second book. First thing, Sabriel. From a schoolgirl to a stoic badass in a blink of an eye. There are some doubts in her, here and there, some "oh, dear, why me?" moments, but overall she seems to be taking her new role in life quite without any difficulties. Not to mention mastering every new situation without any obvious effort. There are solutions to her seemingly unsolvable problems just popping up all around her. And that leads me to the second minus I discovered, and that's the technicalities.
When I'm reading fantasy novels, I'm judging the author's proficiency by the way they handle the technical matters of their worlds. Either the mechanics of their worlds aren't important that much for the storyline, or mechanics are an integral part and should be explained. For example, we have Harry Potter and the world of UK magic in which it is not THAT important how the wands work. They are using magic in same fashion as the muggles use electricity - who cares where it comes from and how it's made. And only later, when needed, Rowling stepped into the mechanics of the wands and explained how they worked.
Here, on the other hand, we have a world where, from the start, it is obvious that every single thing can be magical, has a name (rod of that, stairs of this, the great branch of whatever, deep lake of whocares etc...), and does something. From the start we are faces with a lot of magical objects and places and their properties are thrown at the reader all at once, without any explanation, or any deeper explanation. I have spent the first half of the book trying desperately to memorise which bell does what, what the hell is Charter and the stones... Perhaps it's just me, but I LOVE fantasy novels where authors explain the mechanics of their world. Here this wasn't the case. Eventually I just gave up and continued on, hoping that things will be resloved in the book 2. And they did, fortunately. So, if you start with book 1 be prepared for almost "deus ex" magical solutions on every other page. And every bloody thing has a name and is important (this esspecially goes for book 2 and the beginning of it) somehow. But please, authors, if the place or an object in fantasy novels isn't important for the storyline don't name it and don't make it a Thing. There were moments when I felt like I was in a Winx episode. You know the cartoon, every episode features someting along this: "Oh, we have to climb the Stars of Tomorrow, to grab the Stick of Remembrance, to force Ultrimatrionix to surrender the Gem of Lightning so that we could vanquish the Cold Maiden of Yesterday who will give us the Key of Truth and finally peace will be restored to Alalilavia and The Flow will flow and Gronix will be able to return from Sittixises..." And you try desperaterly to catch all that, only to realise that it's not important at all, but it's too late...
So, fortunately, everything else about the book 1 was great, I enjoyed the premise and where it was going, and book 2 helped a lot to form my opinion of the book 1, hence four stars. The above complaints weren't such a big deal for me, more of an slight annoyance. I have only three options when rating and judging books: hate it, like it, LOVE IT. And I like this one :D I'll probably love the second one :D
0 of 0 people found the following review helpful.
The first book in Brilliant series by the talented Garth Nix
By Dan S. Tong
Sabriel is the first book in the brilliant Old Kingdom series and draws you in with it's creative use of exotic names and world building. The writing is splendid and evokes chills in this reader, and it is easy to imagine this story would be amazing on the big screen if directed by someone truly talented such as Guillermo del Toro (Pan's Labyrinth, Hellboy, etc). The times that Abhorsen or Sabriel struggle against the currents of water passing through the gates of death are especially horrifying, and so brilliantly painted by Nix that, I for one will always see, feel and hear the struggles and the peal of the bells as described in these passages.
This book and the sequels in this series are really unique and highly recommended reading, as are all the books written by Garth Nix.
Don't let any of the negative reviews dissuade you from reading any of them.
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