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Seventh Tower #3: Aneir Paperback – Jan 1 2001

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Product Details

  • Paperback: 240 pages
  • Publisher: Lucas Books (Jan. 1 2001)
  • Language: English
  • ISBN-10: 0439176840
  • ISBN-13: 978-0439176842
  • Product Dimensions: 19.8 x 13.5 x 1.5 cm
  • Shipping Weight: 159 g
  • Average Customer Review: 4.7 out of 5 stars  See all reviews (25 customer reviews)
  • Amazon Bestsellers Rank: #202,359 in Books (See Top 100 in Books)
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Product Description

About the Author

GARTH NIX is the New York Times bestselling author of the Seventh Tower series, as well as the acclaimed novels Sabriel, Lirael, and Abhorsen. He lives in Sydney, Australia, with his wife and children. Visit him online at

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The mountain appeared to be one gigantic mass of gray stone looming over the green river valley. Read the first page
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Customer Reviews

4.7 out of 5 stars
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By EA Solinas HALL OF FAMETOP 50 REVIEWER on March 29 2007
Format: Paperback
The mysteries of the Seventh Tower series deepen in the third book, "Aenir." Garth Nix's descriptive writing and active imagination bring the mysterious dream-world to life, while making the terrible problems of our heroes even more dangerous.

Tal and the aspiring shieldmaiden Milla are in the dreamworld of Aenir now, challenging the terrible Storm Shepherds. They have to find the mysterious living Codex, which holds the answers to how to save their world -- and Tal's missing family. But more perils lie across Aenir, from waspwyrms to vicious birds to semi-dragons.

The Codex instructs Tal to find the mysterious Hazror, and despite the warnings of the Storm Shepherd who accompanies him, Tal does manage to find Hazror... an old Chosen who has killed many people who ventured into Aenir. Will they find their answers, and escape Aenir alive?

The idea of dreamworlds and living shadows would seem stupid in most fantasy series. But Garth Nix actually manages to carry it off -- "Aenir" can be somewhat confusing, but once readers get everything straight, its remarkable imagination begins to shine through.

Not a lot of time is spent in Tal's lightless, icy world in this book; it mostly takes place in Aenir. Nix manages to create a sort of lucid dream, where things make logical sense, but they can be nightmarish and bizarre. He also gives the story a tragic twist for Tal, and deepens the mystery of the malevolent Sushin, who has been making trouble for Tal ever since the first book.

There's not a lot of character development in this book, since Tal and Milla's personalities were formed over the past two novels. Most of this book is action.
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Format: Paperback
As unpredictable as the cover may seem, this book is magnificent in an extraordinary way. If you have read the first two books in The Seventh Tower series, you may already know that Aenir is a spirit world, for only humans (mostly only Chosen of the castle) can travel there by chanting a spell and being able to make light flash from their Sunstone into a rainbow of colors.
In this fascinating tale, Tal, a Chosen, and Milla, an Icecarl warrior, who are bound to a quest together, have traveled into Aenir before the Day of Ascension, which is highly forbidden. As they venture through Aenir, nothing is very inviting.
Most creatures don�t really care who they eat, stomp, poison, or kill, which is a danger to Tal and Milla.
The Chosen and Icecarl pass danger with every step, avoid death with every turn, and find another nuisance in every chapter. Garth Nix adds an exciting part in about every sentence, so you just can�t tear the book away from your face. As many books as you might have read, this is an exceptional one from all of them. There is even any smallest detail you can imagine, all the way throughout the book of how Tal tries to bind a Spiritshadow for himself, and find the Codex that is trapped under Cold Stone Mountain.
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Format: Paperback
If your father were missing, and the rest of your family was in trouble and counting on your help, and if you could have the help of a precious invention called a Codex, which is a wise (it's cool to see how it reaches out to help even when limited to only speaking when asked a direct question), information-gathering, shape-shifting thing that could answer any question you asked it, would you be anxious to find and keep safe such a thing? Tal is, and he assumes Milla won't mind doing whatever is necessary to find and rescue the Codex. He doesn't count on making her so furious with him, however, or being separated from her, maybe for good this time! He also doesn't count on having to depend on such a slow-minded Storm Shepherd for help, or waking to discover some kind of creature has thrown up in his hair and turned it green! Meanwhile, Milla and her Storm Shepherd are trapped in the Dawn House - will they agree to help Tal find and rescue the Codex (provided that they can find him), or will they be burned alive? And when Tal gets the rare chance to ask the Codex questions, will the answers be what he expects?
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By A Customer on May 29 2002
Format: Paperback
First I will describe the main characters, then the setting, the theme and finally the plot. I will also say what I liked and didn't like about the book.
Tal and Milla are the two main characters in the Seventh Tower series. Tal is a 14 year old Chosen boy. He is tall, with black hair. A Chosen is a person who manipulates the powers of light, and has a different shadow then normal people. These shadows are called Spirit Shadows. They help their master by using magical powers.
Milla on the other hand is an Icecarl girl around Tal's age. Icecarls are usually strong and rough, and they do what they think is best for their clan. Milla wants to be a Shield Maiden when she grows up. Shield Maidens are like amazons, very strong women warriors.
Some of the other characters include Sushin who is the main villain of this book. Tal's uncle is very weird and eccentric. Tal's mom is extremely sick and a constant worry for Tal. Tal's brother was kidnapped by a Spirit Shadow. And Tal's father mysteriously disappeared a long time ago. Tal main effort is to find his brother and father and help his sick mother.
Now I will describe the setting of the book. Aenir is a weird dreamland. In Aenir you're like a spirit, because to get to Aenir you must leave your body behind in the castle of the Chosen. Aenir is like a dreamland, however with one wrong move this dreamland can turn to a nightmare. Death won't be to far away after that.
Strange beasts live in Aenir like dragons and Storm Shepherds. You never want to run into evil monsters like the fabled Hazror (Haze roar) or run into to a trap like the Dawn House, which is a place where dawn can burn to death.
Both in the castle and Aenir you use crystals called sunstones to get around.
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