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....
"Why do we have to wait so long for Book #2 !?!"
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.
"Fablehaven deserves a better narrator!"
At the end of the school year, Kendra and her brother, Seth, find themselves racing back to Fablehaven, a refuge for mythical and magical creatures. Grandpa Sorenson, the caretaker, invites three specialists - a potion master, a magical relics collector, and a mystical creature trapper - to help protect the property from the Society of the Evening Star, an ancient organization determined to infiltrate the preserve and steal a hidden artifact of great power.
"Perfect Fantasy Adventure Story for All Ages"
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.
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?
"Love Fablehaven!!! These books are fantastic fun!"
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.
"Great book for a long drive with kids"
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.
"A little scary at first, but a great story!"
Jason Walker has often wished his life could be a bit less predictable--until a routine day at the zoo ends with Jason suddenly transporting from the hippo tank to a place unlike anything he's ever seen. In the past, the people of Lyrian welcmoed visitors from the Beyond, but attitudes have changed since the wizard emperor Maldor rose to power. The brave resistors who opposed the emperor have been bought off or broken, leaving a realm where fear and suspicion prevail.
"Brandon Mull has won me over again!"
Welcome to the Sweet Tooth Ice Cream & Candy Shoppe, where the confections are a bit on the... unusual side. Rock candy that makes you weightless. Jawbreakers that make you unbreakable. Chocolate balls that make you a master of disguise. Four young friends - Nate, Summer, Trevor, and Pigeon - meet the grandmotherly Mrs. White, owner of the Sweet Tooth, and soon learn about the magical side effects of her candies.
"Entertaining for grade schoolers and their parents"
Cole and his friends have made it to the fourth of the five kingdoms that comprise the Outskirts - Necronum, land of the dead. New allies and new dangers await....
Cole Randolph never meant to come to The Outskirts, but when his friends were kidnapped on Halloween he had to try and save them. Now he’s trapped in a world that lies between wakefulness and dreaming, reality and imagination, life and death. Cole’s search for his friends has led him to Elloweer, another of the five kingdoms that make up The Outskirts.
"Good story, good narrator"
Jason and Rachel were not born in Lyrian. They did not grow up in Lyrian. But after all of the battles and losses, the triumphs and adventures, and most of all, the friendships forged in this fantastical world, Lyrian has become home to them in a way they never could have imagined. And so, armed now with the prophecy of a dying oracle, they have gone on their separate quests - each surrounded by brave and powerful allies - knowing that the chance for success is slim. But Jason and Rachel are ready at last to become the heroes Lyrian needs, no matter the cost.
"Perfect closing to an amazing story"
Cole Randolph ventures to a new kingdom as he continues his search for his friends - and pursues his quest to mend what has gone awry with the magic in The Outskirts. Can he overcome the challenges ahead, or will he be stranded forever in a world between reality and imagination?
"The more I get into this series the more I love it"
The second epic installment of Brandon Mull’s #1 New York Times bestselling fantasy series!After the cliffhanger ending of A World Without Heroes, Jason is back in the world he’s always known - yet for all his efforts to get home, he finds himself itching to return to Lyrian. Jason knows that the shocking truth he learned from Maldor is precious information that all of his friends in Lyrian, including Rachel, need if they have any hope of surviving and defeating the evil emperor.
Four children separated by vast distances all undergo the same ritual, watched by cloaked strangers. Four flashes of light erupt, and from them emerge the unmistakable shapes of incredible beasts - a wolf, a leopard, a panda, a falcon. Suddenly the paths of these children - and the world - have been changed forever.
"I absolutely love this book"
It will take more than magical candy to win this war! Something fishy is going on at the new amusement center in Walnut Hills. The trouble seems linked to the mysterious disappearance of Mozag and John Dar, who have spent their lives policing the magical community. When Nate and his friends are asked to help investigate, they discover kids feverishly playing arcade games in an effort to win enough tickets to redeem one of four stamps: jets, tanks, submarines, and racecars.
"The Action Continues"
Save the spirit animals in this gripping second special edition in the New York Times best-selling series, tied to the brand-new Fall of the Beasts story arc. Confidential until March 2016!
"Review from 9 yo daughter"
Long before they were spirit animals, the four were still legends - Great Beasts, the most powerful beings to roam the wilds of Erdas. Aided by a brave resistance of humans and animals, they gave their lives to protect the world from a threat more dangerous than any it had seen before: their own kind. Wise and cunning, gentle and ruthless, these are tales of the true heroes and villains in the war that started it all.
"review from 9 y/o daughter"