Plot summaryThe series' protagonist is an asthmatic 12-year-old boy, Arthur Penhaligon. The series begins on a Monday, with the main events starting a week later on the next Monday. Each book moves onto the next day of this week, concluding on Sunday. Each day features beings, collectively known as the Trustees, who each govern a portion of the House, which is the center of all Universes. The seven demesnes of the House are, in the following order: the Lower House, the Far Reaches, the Border Sea, the Great Maze, the Middle House, the Upper House, and the Incomparable Gardens. In the beginning of the first book, Arthur lives a relatively normal life as an adopted child in a large and caring family. An asthma attack on a Monday that should have killed him brings him to the Lower House, where he is to find the cure to a plague brought to his world by its agents. By convenience, he is declared Heir to the Kingdom, and given the Lesser Half of the First Key, which is shaped like the minute hand of a clock. Because of this Key's magical properties, Arthur is relieved of his asthma, and proceeds to a strange and dangerous set of adventures. As Arthur discovers, the Will of the Architect (Creator of the House and the "Secondary Realms" that surround it) was not fulfilled as it should have been. Instead, it was broken into seven pieces by the Architect's Trustees, the Morrow Days. The Will was forced to act on its own, and its First Part chooses Arthur to be the Heir to the Kingdom. It thus becomes Arthur's responsibility to recover each of the missing pieces of the Will, defeat each Trustee - each of whom has been afflicted with one of the seven deadly sins - and claim their domain by taking their respective Key, and discovering the hidden secrets of the house.
CharactersThe House and The Morrow DaysThe House is the First Creation of the Architect and its purpose is to record and acknowledge the events of the Secondary Realms, essentially making it the epicentre of the Universe. The House is divided into seven parts, each ruled by a respective Trustee. These parts are:
The KeysThe Keys to the Kingdom are seven objects of power given to the Trustees along with command over their demesnes. It is unknown whether, but implied that, control of the Key is that which gives one control over a demesne and its namesake day in the Secondary Realms. The Key will bond to the rightful owner of a Key, and protect him or her from harm, though not from discomfort. A rightful owner of a Key is an Heir, the Trustee to whom it was originally entrusted, or a Steward. Over time, the use of a Key will irreparably turn a mortal into a Denizen, though it is mentioned that after a few centuries, this process may reverse a little. As the presence of a Denizen in the Secondary Realms is inimical to mortal life, Arthur is attempting to use the Keys as little as possible, as he wishes to remain mortal and return to his family. The Keys hold sovereign power in their own demesne and their day. All other Keys are of equal power when they are not in their realm. The exception to this is Sunday's Key, which is paramount over the others. They can do much of what is asked of them, such as opening, locking, manipulating, and freezing items. The full powers of the Keys are not known, as of Lady Friday. According to Arthur, the Keys have the ability to kill anything they wish, be it Denizen, mortal, or Nithling. Beings that are none of these, such as the Architect, her consort the Old One, and their three sons and indeed possibly Arthur in later books may be immune.
NothingNothing is the mythical substance used in the series. From it the entire Universe formed through a concentration-based process. It appears as oily black smoke, or a black liquid, and contains the properties of being able to dissolve (with the exception of immaterial objects) or create anything. When enough Nothing comes together, it can form a Nithling. Nithlings are creatures not created by the Architect, but self-made from uncontained or uncontrolled Nothing. The Nithlings have this autonomy in common with both the Architect and the Old One, but apparently lack the power and creative impulses demonstrated by those elder beings. NithlingsNithlings are animal-like entities formed from Nothing. They are feared by most of the House due to their ability to kill even an immortal Denizen with a festering bite. Nithlings take a variety of shapes and are incorporated into every book in some form. They appear to lack complex intelligence, although some types can be used as servants (notably the Fetchers, sent to retrieve the Key in Book One). Most lower forms of Nithling can be dispatched with silver or salt, though this has little effect on higher or more substantially Made Nithlings. I like pie. Nithlings dissolve into Nothing when killed. They are employed by many Denizens and the Morrow Days for menial tasks, especially when someone is needed to venture into the Secondary Realms. Nithling species usually are named; this implies that they are usually made in regular forms. The Nithlings seen so far in the books are:
Note: There is some question, however, on whether all of the above species classify as Nithlings, shown in Mister Monday, when the Atlas says (in reference to creating Fetchers) "...it is not the high treason of treating with the Nithlings, those self-willed things that occasionally emerge from Nothing". This seems to imply that species created by someone are not true Nithlings, as a true Nithling is self-made. Religious, cultural, and literary referencesThe Keys to the Kingdom appears to contain many examples of religious symbolism and references, particularly in Judeo-Christian tradition. The prime example is the affliction of each Morrow Day with one of the seven deadly sins, due to their choice not to obey the Will.
Conversely, each paragraph of The Will embodied appears to hold a virtue. Each piece of the Will holds one of the four Cardinal Virtues (Prudence, Temperance, Fortitude and Justice) or the Three Theological Virtues (Faith, Hope, Charity). Each part of the will also seems to act in a way of the seven deadly sins, differently from that which their forms imply. The bear for instance seems to act slothful, and the carp seems to embody pride, whilst the frog itself seems wrathful. This may simply be a side-effect of their isolation from the whole; i.e. justice without charity could be the reason for which the Snake acts wrathful. As the Fifth Part of the Will implies, the other parts may be unbalanced without his moderating influence. Also, the virtues seem the opposite of the sins; gluttony is the opposite of moderation and charity the opposite of greed.
Other religious references include the Old One, a Prometheus character who held great power but was chained and punished by the Architect for his interference with Her creations; alternatively seen as a Lucifer character, fallen from grace, and the Drasil trees, who's name is the same as the last part of the World Tree in Norse mythology, and both are described as big trees. There is even a range of literary and mythological reference in the series: Mister Monday's butler is compared to Nestor of The Adventures of Tintin; the Piper is a re-creation of the legendary Pied Piper of Hamelin, who with his music led a population of rats from a city — later to do the same to the town's children, whose parents had refused to pay him the promised fee. The Mariner from the second book in the series is likely a reference to the mariner found in the ballad The Rime of the Ancient Mariner by Samuel Taylor Coleridge. Both the mariner from the book and the one of the poem had shot a bird, though Garth Nix does not specify what type of bird the mariner in his book had shot. In addition, the name "Artful Loungers", used for Superior Saturday's servants, may be a reference to "Artful Dodger", the name of a street thief in Charles Dickens' novel Oliver Twist. In Drowned Wednesday, Arthur suggests that a passage may open 'through the wardrobe', which is most likely a reference to the wardrobe in The Lion, the Witch and the Wardrobe, through which the protagonist children enter Narnia. Some other religious references are the scene of slothful Mister Monday being attacked by Bibliophages, a Nithling that takes the form of a snake, while fighting Arthur, in that the punishment in Hell for sloth is to be eaten by snakes. Grim Tuesday dies by falling into a pool of Nothing; the punishment in Hell for greed (Tuesday's sin) is to be boiled alive. Finally, Drowned Wednesday is forced to eat every thing in her path and dies of Nothing contamination; the punishment for gluttony is to be force-fed rats, toads, and snakes. A cultural reference is found in the use of the word Architect to designate the Creator. It may signify either an association with Freemasonry or a simple leap of logic, in that the Freemasons use the epithet "Great Architect" to signify the Supreme Being whereas in a history of the world wherein the Epicentre of the Universe is a house, its maker must necessarily be an architect. Friday's actions in regard to "experiencing" the humans can be compared to those of a drug addict: She sadly remarks about the feelings "fading", then desires more before remarking that she would "run out" and then leaves to find "another distraction". Another cultural reference is the usage of the name Seven Dials to describe the Lower House's transport into the Secondary Realms. The Seven Dials is a large conjunction of roads in the West End of London. Arthur's name implies reference to archetypes: Arthur Penhaligon might be a play on Arthur Pendragon, who is otherwise known as King Arthur. The "Return of the Pendragon", a supposedly prophesized idea wherein King Arthur would return from the land of the dead and bring a golden age to the Earth, may be implied here; Lord Arthur of the House represents the Pendragon, in which role he restores balance to the House and thence to the Universe. Books in the seriesThe title of each of the books refers to the name of the master of each Day that Arthur must enter.
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