Fablehaven by Brandon Mull introduces siblings Kendra and Seth as they visit their grandfather’s secluded estate and discover it is actually a hidden preserve for magical creatures. Fairies, satyrs, witches, imps, and other beings live under strict r…
Fablehaven by Brandon Mull introduces siblings Kendra and Seth as they visit their grandfather’s secluded estate and discover it is actually a hidden preserve for magical creatures. Fairies, satyrs, witches, imps, and other beings live under strict rules that keep the sanctuary in balance, until the children’s curiosity and missteps unleash dangerous forces. As threats escalate, Kendra and Seth must confront monsters, navigate enchanted woods, and uncover family secrets to help protect Fablehaven itself. This anniversary edition highlights the fantasy adventure with new full-color illustrations by Brandon Dorman that depict key scenes and creatures from the original young adult novel.
Fablehaven by Brandon Mull introduces siblings Kendra and Seth as they visit their grandfather’s secluded estate and discover it is actually a hidden preserve for magical creatures. Fairies, satyrs, witches, imps, and other beings live under strict r…
Fablehaven by Brandon Mull introduces siblings Kendra and Seth as they visit their grandfather’s secluded estate and discover it is actually a hidden preserve for magical creatures. Fairies, satyrs, witches, imps, and other beings live under strict rules that keep the sanctuary in balance, until the children’s curiosity and missteps unleash dangerous forces. As threats escalate, Kendra and Seth must confront monsters, navigate enchanted woods, and uncover family secrets to help protect Fablehaven itself. This anniversary edition highlights the fantasy adventure with new full-color illustrations by Brandon Dorman that depict key scenes and creatures from the original young adult novel.
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 collec…
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.
Time is running out. The Evening Star is storming the gates. If the artifact falls into the wrong hands, it could mean the downfall of other preserves and possibly the world. Will Kendra learn to use her fairy gifts in time? Will Seth stay out of trouble? Can they overcome paralyzing fear? Find out in book 2 of this bestselling series.
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…
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 trust?
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.
After centuries of plotting, the Sphinx—leader of the Society of the Evening Star—is after the final artifacts needed to open the great demon prison, Zzyxx. If the legendary prison is opened, a tide of evil is certain to usurp control of the world.In…
After centuries of plotting, the Sphinx—leader of the Society of the Evening Star—is after the final artifacts needed to open the great demon prison, Zzyxx. If the legendary prison is opened, a tide of evil is certain to usurp control of the world.
In an effort to intercept the final artifacts, Kendra, Seth and the Knights of the Dawn race to strange and exotic preserves across the globe. The stakes have never been higher. The risks have never been more deadly.
In this explosive series finale, allegiances will be confirmed and secrets revealed as the forces of light and darkness collide in a desperate, climactic battle to control the keys to the demon prison.