Similar authors to follow
See more recommendations
About Brandon Mull
Customers Also Bought Items By
In the third book in the Dragonwatch series, Kendra leaves the timberland dragon sanctuary of Wyrmroost and travels to the other side of the world to a new and aquatic dragon preserve that teeters on the brink of being overthrown in the ongoing global dragon uprising.
The dragons have formally declared war on anyone who stands in their way of freedom and unrestrained power. With every dragon sanctuary that falls, Celebrant, the Dragon King, comes closer to his goal of world domination. No single mortal or creature can stop Celebrant. Kendra will need to raise an army of friends and allies to accomplish her mission to thwart Celebrant because her brother Seth and her closest ally, Bracken, are missing.
Cursed by the Key of Forgetting, Seth’s memories of his past—his relationships, experiences, and who he really is—are gone. For now he will align with his new mentor, Ronodin, the Dark Unicorn, who brings him to the Phantom Isle, the secret gateway to the Underworld. Though not formally a prisoner, Seth is heavily influenced by Ronodin, who wants to use him and his special Shadow Charmer powers for his own dark ends.
Seth and Kendra have braved the Fairy Queen, battled the Demon King, and survived the Dragon King during the dragon uprising. Now alone, Seth will face a new dark foe: the Underking—the ruler of the “undead”: the zombies, skeletons, and restless wraiths who tirelessly serve their dark master. He will find himself in bondage to the Underking and obligated to complete nefarious tasks for him.
Also on the Phantom Isle, but imprisoned, is Bracken, who claims to be a unicorn, the son of the Fairy Queen, and a former friend of Seth. Bracken and Kendra try to remind Seth about his past, but, unable to access his memories, he isn’t sure who to believe. For now, he will use his newly discovered magical abilities, which could be a game changer in helping Ronodin create chaos.
In this new fantasy adventure, Dragonwatch: Master of the Phantom Isle, readers travel to a ghost island, a mermaid city, and a dangerous archipelago as they meet new fantastical characters and get reintroduced to old friends from Fablehaven. As power shifts back and forth from the forces of light and dark, who will gain the ultimate advantage to win the epic dragon war?
Rise of the Evening Star
Grip of the Shadow Plague
Secrets of the Dragon Sanctuary
Keys to the Demon Prison
The dragons have declared war on humans. Two of the seven dragon sanctuaries have already fallen. Will Wyrmroost be next?
After a humiliating defeat at the hands of Kendra and Seth, Celebrant, King of Dragons, prepares to unleash his fury and take control of his native preserve. Armed with information from a new ally—Ronodin, the dark unicorn—Celebrant seeks a legendary talisman—the dominion stone.
However, the powerful stone is protected by a cursed castle. Can Kendra and Seth foil Celebrant's plan and beat him to his prize? Will the two young caretakers rally enough support from the creatures of Wyrmroost against the greatest threat the magical community has faced in ages? One this is for certain. Dragons are wicked smart. It will take more than Kendra, Seth, and their current allies to outwit and outmatch the wrath of the Dragon King.
In the long-awaited sequel to Fablehaven, the dragons who have been kept at the dragon sanctuaries no longer consider them safe havens, but prisons and they want their freedom. The dragons are no longer our allies....
In the hidden dragon sanctuary of Wyrmroost, Celebrant the Just, King of the Dragons, plots his revenge. He has long seen the sanctuaries as prisons, and he wants nothing more than to overthrow his captors and return the world to the Age of Dragons, when he and his kind ruled and reigned without borders. The time has come to break free and reclaim his power.
No one person is capable of stopping Celebrant and his dragon horde. It will take the ancient order of Dragonwatch to gather again if there is any chance of saving the world from destruction. In ancient times, Dragonwatch was a group of wizards, enchantresses, dragon slayers, and others who originally confined the majority of dragons into sanctuaries. But nearly all of the original Dragonwatch members are gone, and so the wizard Agad reaches out to Grandpa Sorenson for help.
As Kendra and Seth confront this new danger, they must draw upon all their skills, talents, and knowledge as only they have the ability to function together as a powerful dragon tamer. Together they must battle against forces with superior supernatural powers and breathtaking magical abilities.
How will the epic dragon showdown end? Will dragons overthrow humans and change the world as we know it?
"Imagination runs wild in Fablehaven. It is a lucky book that can hold this kind of story." — Obert Skye, Author of Leven Thumps and the Gateway to Foo
For centuries, mystical creatures of all description were gathered to a hidden refuge called Fablehaven to prevent their extinction. The sanctuary survives today as one of the last strongholds of true magic in a cynical world. Enchanting? Absolutely. Exciting? You bet. Safe? Well, actually, quite the opposite. . .
Kendra and her brother Seth have no idea their grandfather is the current caretaker of Fablehaven. Inside the gated woods, ancient laws give relative order among greedy trolls, mischievous satyrs, plotting witches, spiteful imps, and jealous fairies. However, when the rules get broken, an arcane evil is unleashed, forcing Kendra and Seth to face the greatest challenge of their lives. To save her family, Fablehaven, and perhaps the world, Kendra must find the courage to do what she fears most.
"The Fablehaven series is generating buzz as a contender in the fantasy-adventure genre to replace the Harry Potter franchise."
"Like Harry Potter, Fablehaven can be read aloud in a family with as much pleasure for grownups as for children."
—Orson Scott Card
Strange things are afoot at Fablehaven. Someone or something has released a plague that transforms beings of light into creatures of darkness. Seth discovers the problem in its infancy, but as the infectious disease spreads, it becomes clear that the preserve cannot hold out for long.
In dire need of help, the Sorensons question where to turn. The Sphinx has always given sound advice—but is he a traitor? Inside the Quiet Box, Vanessa might have information that could lead to a cure—but can she be trusted?
Meanwhile, Kendra and members of the Knights of the Dawn must journey to a distant preserve and retrieve another hidden artifact. Will the Society of the Evening Star recover it first? Will the plague eclipse all light at Fablehaven? Find out in Fablehaven: Grip of the Shadow Plague.
Two hidden artifacts have been found. Three more remain unrecovered. More preserves face destruction as the Society of the Evening Star relentlessly pursues new talismans. Reading in Patton's Journal of Secrets, Kendra learns the location of the key to a vault housing one of the artifacts. In order to retrieve it, the Knights of the Dawn must enter a death trap — a dragon sanctuary called Wyrmroost. The mission cannot proceed without stealing a sacred object zealously guarded by the centaurs. Anybody seen Seth?
The race is on to acquire all five of the artifact keys to the great demon prison. Will the Knights of the Dawn conquer Wyrmroost? Who can stop the Sphinx? Can Vanessa be trusted to help? What artifact will be found next? Find out in Fablehaven: Secrets of the Dragon Sanctuary.
Since ancient times, the great demon prison Zzyzx has protected the world from the most dangerous servants of darkness, including Gorgrog, the Demon King. After centuries of plotting, the Sphinx is on the verge of recovering the five artifacts necessary to open the legendary prison.
Facing the potential of a world-ending calamity, all friends of light must unite in a final effort to thwart the Sphinx’s designs and find a safe home for the five artifacts. To this end, Kendra, Seth, and the Knights of the Dawn will venture far beyond the walls of Fablehaven to strange and exotic magical preserves across the globe, where the end of every quest becomes the beginning of another. In this explosive series finale, allegiances will be confirmed and secrets revealed as the forces of light and darkness collide in a desperate struggle to control the keys to the demon prison.
Cole Randolph was just trying to have a fun time with his friends on Halloween (and maybe get to know Jenna Hunt a little better). But when a spooky haunted house turns out to be a portal to something much creepier, Cole finds himself on an adventure on a whole different level.
After Cole sees his friends whisked away to some mysterious place underneath the haunted house, he dives in after them—and ends up in The Outskirts. The Outskirts are made up of five kingdoms that lie between wakefulness and dreaming, reality and imagination, life and death. It’s an in-between place. Some people are born there. Some find their way there from our world, or from other worlds.
And once you come to the Outskirts, it’s very hard to leave.
With the magic of the Outskirts starting to unravel, it’s up to Cole and an unusual girl named Mira to rescue his friends, set things right in the Outskirts, and hopefully find his way back home…before his existence is forgotten.
Cole Randolph can barely remember what life was like back home in Arizona. It’s hard to imagine there was a time he didn’t wake up to daily threats and danger. But Cole is still determined to find a way home with his friends and to set things right in the Five Kingdoms before he leaves. That means traveling to the last of the kingdoms—Creon. It’s a place where time itself can be manipulated, where reality can bend and change.
On one last death-defying mission, Cole must use everything he has learned to face a villain with powers beyond anything her has seen before. The past, present, and future are all at stake in this epic conclusions to the bestselling Five Kingdoms series.
Cole Randolph still can’t believe the way his life has been turned inside out. Stuck in a strange land far from home, he found his friend Dalton and has survived the first two kingdoms of the Outskirts. But none of that has prepared him for the magnetic highways and robotic bounty hunters of Zeropolis.
Ruled by Abram Trench, the one Grand Shaper who stayed loyal to the evil High King, the government of Zeropolis uses advanced technologies to keep tight control. Luckily, the resistance in Zeropolis is anchored by the Crystal Keepers—a group of young rebels with unique weapons.
On the run from the High King’s secret police, Cole and Dalton venture to find more of their lost friends—and help their new friend, Mira, locate her sister Constance. But as their enemies ruthlessly dismantle the resistance, time is running out for Cole to uncover the secrets behind the Zeropolitan government and unravel the mystery of who helped the High King steal his daughters’ powers.
Will Cole be able to fix what has gone awry with the magic in The Outskirts, or will he be stranded forever in a world between reality and imagination?