Showing posts with label brandon mull. Show all posts
Showing posts with label brandon mull. Show all posts

Sunday, April 09, 2023

Legend of the Dragon Slayer: The Origin Story of Dragonwatch

Legend of the Dragon Slayer is a short prequel to the Dragonwatch series. It can safely be read at any time. While it does provide some background to a minor character, it is not critical for understanding the series. The original "dragon slayer" was the son of a cobbler. He was willing to go out and fight enemies that nobody else was willing to battle. Through this willingness to fight he eventually came to marry the princess and inherit the kingdom. 

As with most hero stories, the tales of his bravery were greatly exaggerated over time. He later admits that he himself had started the exaggeration. While his original stories had him luckily defeating the monsters, he actually stumbled across them already defeated, and just ensured they were gone before extracting a talisman. 

As a ruler, he was summoned to fight a pillager that was called dragon. This would be actual combat, so he could not rely on luck. However, he could use the talismen that he procured and would defeat him in a David vs. Goliath contest. This probably contributed to his reputation as a "dragon slayer". It was only later (in a time not covered by the book) that he would actually fight dragons.

The takeaway seems to be that nothing ventured, nothing gained. There were plenty of other legitimate warriors. They could have gone out and gathered the rewards he did. However, none of them were willing to go. Being willing lead him to the initial rewards. However, that was not enough. He would have failed the final battle if he had not used the experience from what he previously accomplished.

Thursday, April 06, 2023

Return of the Dragon Slayers (Dragonwatch) (Dragonwatch, 5)

The conclusion to Dragonwatch brings everything to a conclusion and ties up many of the loose ends. The characters complete many great journeys. While Kendra's journey was month important to Fablehaven, Seth's journey is key to Dragonwatch. He undergoes the great quest and completes the hero's journey. The journey includes many fantasy and religious themes with a twist. Seth must journey to the darkest of dark realms and suffer immensely before he can finally be submerged in the water that heals. An innocent being would serve as the guide to bring him there. An immortal being must willingly end his life to help restore that which was broken. 

Others also have there important roles. Knox becomes a king by wearing the crown. However, the crown also changes him and controls him in a negative way. The various dragon slayers are uncovered. However, the dragons are one step behind, thanks in part to treachery. A satyr loses his life quest when the games are ended, and instead turns to solve other problems - which cause the negative results. Some dark beings choose to finally end their life rather than remain in the perpetual undead state. (Though many accept the healing of being brought together.) Forgiveness plays an important role in helping end curses and bring about a better society.

There is also plenty of adventures, including massive dragon fights. This would make for a great CGI-heavy movie. The dark unicorn does more mischief. There are demons, undead, teleportation, giants and tiny nipsies. There are plenty of adventures to blow through any CGI budget.

The final battle is impossible to put down, while the end finally gets everyone back to our world, with some fantasy creatures choosing mortality with humans. Each character experiences growth in different ways.

Sunday, April 02, 2023

Champion of the Titan Games (Dragonwatch) (Dragonwatch, 4)

The Titan Games are a popular event lead by Humbuggle, a powerful troll. A giant stadium brings people from all over. There they watch gladiators battle. It is all part of of a long scheme of games to allow the victor to take a precious stone which grants immense power. Seth goes there in an attempt to gain his memories back. In the process he runs into separated memories (that he helps cristen as "Reggie"), a satyr professor and many other beings. 

Meanwhile, the dragons have their eyes on world domination. The dark unicorn has taken over the fairy realm. The Giant realm is one of the last sanctuaries they want to take over. This realm also happens to be the realm that hosts the Titan Games. The giants treat the dragons as enslaved beasts of burden. There is plenty of built up dragon resistance to the giants. The giants themselves are also too prideful in their power. They don't think they have to work much to protect themselves. Alas, pride comes before the fall.

Seth's final quest to get his memories back takes some turns. The direct route isn't necessarily the best one. Sometime there need to be sacrifices to achieve the desired goal.

Wednesday, March 29, 2023

Master of the Phantom Isle: Dragonwatch, Book 3

Seth joins the darkside in this third Dragonwatch book. A "dark unicorn" took him away and has him continue to run errands to support the undead and other dark creatures. Seth has lost his memories and is not sure who is telling the truth. He feels it is bad to have people imprisoned, so helps free the creatures and run other errands for the dark.

Meanwhile Kendra and others are working to free him and save the world. The satyrs continue to provide comic relief as they help out. On their adventures, they explore one of the most elaborate tree-house systems around. They also work on digging out a treasure while defending themselves from sea monsters. (There is a ship that gives somebody the power to control sand. This helps protect them from the enemies as well as bring up the treasure.) Later they use a potion to walk in the water at the bottom of the ocean as if it were land. The adventures continue to get more wild during this middle book.

Tuesday, March 28, 2023

Wrath of the Dragon King: Dragonwatch, Book 2

The dragons have declared war. They want full control and don't want to be controlled by humans. They are after a special stone that will all them this power. The humans don't want them to have it. They are seeking it also. However, the troll guarding it has other things in mind. Those that do something bad on their own are forever cursed by his game, but those that had something bad happen out of their control are restored. We also get to see many more fantastical creatures, such as talking animals and a living forest. The cousins gain the ability to see the magical creatures, but cause some havoc on their own. A "memory loss" door causes interesting things to happen. Like a typical middle book, it opens more questions than it closes.

Friday, March 24, 2023

Dragonwatch

The Dragonwatch series kicks off where Fablehaven ended. Seth goes on a mission to return the sword, and discovers that he will have a future with Dragons. Back at Fablehaven, the kids are with both sets of grandparents. Things get interesting when their cousins visit. They don't believe in the fairy stuff. However, this eventually becomes a benefit when hunting for gold or playing a "super VR capture the flag".

Seth and Kendra do end up as caretakers of a dragon sanctuary. Alas, the dragons are not too happy with this. They have plenty of of challenges in the new adventures, and nearly die a few times. Back at home, the satyrs continue to provide comic amusement. This is a good book for readers already invested in Fablehaven.

Wednesday, March 22, 2023

Keys to the Demon Prison: Fablehaven, Book 5

The final Fablehaven book ends with a giant battle between the "good guys" and the demons. Leading up to it, there is plenty of trickery that leads to people accidentally helping out those on the other side. Adventures take the main characters all across the globe in a quest to prevent the opening of the demon prison. Alas, the effort is futile.

The fantastical elements come in full force here. There is teleportation, time travel, unicorns and more. The satyrs play a bigger role with plenty of comedy. Disregarded characters from the early books come back to play a role. It makes for a satisfying conclusion.

Tuesday, March 21, 2023

Fablehaven, Book 4: Secrets of the Dragon Sanctuary

Book four of Fablehaven starts with Kendra and Seth living a fairly normal life as teenagers. (Though they do have some bodyguards in place.) However, things quickly start to change. Kendra gets pricked by a stingbulb and ends up with a cloned version of herself. (There is eventually another clone.) There is also a magic knapsack that has a large expanded space inside. 

The culmination of the story is a trip to a dragon sanctuary to try to get a final key. The concluding chapters are impossible to put down. Mixed with the suspense are some great laugh-out-loud bits of humor. Things are relatively contained, but this is all clearly the middle step in an adventure.

Monday, March 20, 2023

Fablehaven, Book 3: The Grip of the Shadow Plague

Things are getting weird at Fablehaven. There seems to be a plague of darkness. People and magical creatures are turning dark. It will take some special magic to get things back to normal. Meanwhile, there is a quest to find other missing artifacts to protect a prison. Things do not go so well. However, they do bring back a person from the past to help in the quest to free Fablehaven from evil. They also get some more clarity on who is on the good side - but then get more confusion as well. There is plenty to look forward to in the next book.

Fablehaven, Book 2: Rise of the Evening Star

Book two of Fablehaven opens up new adventures in the typical "second book" manner. The first book seemed to bring things to a conclusion. However, new adventures are now coming. The book starts with the children at school. It seems pretty normal until a hideous boy shows up in Kendra's class. Only it turns out that only she can see his ugliness. Everyone else sees him as super cute. But once they try to kiss him, they are repulsed by his breath. 

Things continue on with further adventures. It becomes difficult to determine who is good and who is bad. Multiple times they think they are helping the "good guys", only discover they are working on the bad team. There are also plenty of adventures, with invisibility, fear potions, shrinking, and trading batteries with satyrs. There is some sly humor as well as fun adventure that opens up more things than it closes.

Sunday, March 05, 2023

Fablehaven (Fablehaven, 1)

Fablehaven by Brandon Mull

I'm pretty sure I've read this before, but I could not find any record. Two kids' parents are going on a cruise. Their parents dump them off at the grandparents house out in the middle of nowhere. (The other grandparents recently died, and their wish was for the adult family members to take a cruise.) Grandma is nowhere to be seen and Grandpa has strict rules for the kids' safety. Alas, the boy (Seth) quick breaks the rules. The girl (Kendra) works through the puzzles and eventually discovers the secret through the "legit" method.

Grandpa's house is a preserve of magical monsters. Once you drink the special milk, you can see all the fairies. There is special magic related to them. Seth ends up angering some fairies and leading to some bad things happening. Eventually, Kendra asks the fairies for help and helps get things back to normal.

I found myself just screaming at Seth to stop doing stupid things.

Friday, November 18, 2016

Spirit Animals: Book 1: Wild Born

In Spirit Animals, Brandon Mull breaks from his typical "modern fantasy" approach and goes into pure fantasy. The world is somewhat similar to ours, with kingdoms that resemble China and other places, but it is clearly its own thing. People have the opportunity to summon "Spirit Animals" when they come of age. These are animals that have a connection to great people of the past. At the time of the story, there is a great calamity unfolding, so more spirit animals are summoned. The "Green Cloaks" are attempting to gather the great summoners together to help save the world. The kids that have summoned these animals are from a broad spectrum of society. One is an elite that are used to summoning animals. Another is an orphan who was surprised, yet saw it as a ticket out of trouble. They each have their doubts about what is going on, and even question whether they are on the side of the good guys or bad guys. Then the book ends, clearly waiting to be picked up in the next book of the series. Currently, this ranks as my least favorite of the Mull series. I prefer his books that attempt to connect to our modern world.

Sunday, October 30, 2016

Death Weavers: Five Kingdoms Book 4

Death Weavers is the 4th book in the five Kingdom's series. Here, our team spends much of their time with "echos". These are "Spirits" of people after they have died, but before they have moved on to a final place. They can spend as much time as they want in the echo world. However, they do hear a call to go down the river to the exit of the world. Music is a powerful force in the echo world. Different beings have music that signals what they are doing. Different people also hear different music at different times. On special occasions, people can go into the world as "bright echos" who are still alive in the regular world.

The characters also make a trip into a cave of memories. There, everybody that enters leaves beyond an "imprint" of themselves. This clone has all their memories up to the time they went in. However, it does not create any new memories. It freely discourses with others that visit. However, it forgets their presence as soon as they leave. It also has no concept of time, and could easily be there for 5 days ro 5 centuries.

There books has a guest appearance from a few characters from the Beyonders series (a displacer and a seed-man.) I wonder if the final book will eventually join the two series. There do seem to be a lot of similarities in the universes of the two.

In this book, they find more about the nature of the "outskirts" world, how it was created and the danger that the powerful shapers can inflict upon it. Most of the novel is spent in the "echo world", but at the end, the finally rejoin their bodies to continue on to the next book.

The echo world is an interesting take on an afterlife, while also providing a basis for the entire universe of the book. This book suffers somewhat from thinks happening "just when they need to". A horse rushes out of nowhere to rescue somebody. Cole seems to always know just what to do when going through a difficult situation. Even when something doesn't turn out right, there always seems to be a warning in advance. We know that something bad will happen, leaving some of the suspense out of the picture.

Friday, October 28, 2016

Crystal Keepers: Five Kingdoms Book 3

Things continue in the Five Kingdom's series. Here they voyage into a kingdom of advanced technology. At one time a computer even managed to assume power. However, this computer was eventually subjugated.

In this book, the protagonists visit a technologically advanced kingdom. Everything is technology driven, with ID cards and money in the form of credits associated with the card. (The Kingdom even had a past history of a computer taking over. Luckily, it was subdued.)

Our heroes have met up with a number of additional "refugees" from our world. Most are here with various powers and living as slaves. Everyone in the "outskirts" has been brought from other worlds. However, many have lived there multiple generations and they now consider this their home.

The technology of this kingdom even has the ability to access the internet of our world. Alas, this leads to the depressing realization that people back home really do forget all about you. People have tried to send emails back (and even go back and visit home), but their closest friends and family have no recollection of them. (The protagonist, Cole, even discovers his older brother in the outskirts - but has no recollection of him, despite seeing him in old family pictures.)

There is plenty of action, including daring escapes and covert break ins. Some of it, however, feels a bit rushed. (They seem to resolve the problem as we are just beginning to understand the gravity of the situation.) Eventually, they reach a conclusion, and we are ready for the next book.

Tuesday, October 11, 2016

Rogue Knight: Five Kingdoms Book 2

The Rogue Knight continues where the first book in the Five Kingdom series left off. The "gang" goes on the quest to find the master shaper and work to "save the world". In the process they run into more people that had come from Earth, including some that our protagonist knew, as well as others that had disappeared at separate times. However, other than mentioning these other "earthlings", there is no connection to the real world.

The actual quest blurs into other works by Mull. (Some of the names sounded like those that were in the Beyonders series.) We are introduced to confidence lounges where everyone is in a disguise, and thus can freely share information. One of the bits of information that is shared is the story of the "Rogue Knight". This knight goes around challenging guardians to a duels and winning, thereby claiming their land for his rulership. He promptly lets the land free. We also meet a powerful being that can communicate through mind reading, but is trapped in this world from another world. He ends up providing the heroes some aid after they complete a quest.

The story held my interest, but had a few too many loose strands. The daughter of the high king is trying to find her sisters so they can get their power back. The boy from Mesa is trying to find his friends to get home. Another "kid" is trying to free his homeland. They are all tied together in this. However, to a reader, it feels like too many reasons, and not something that is barely important enough to care about.

Saturday, October 01, 2016

Chasing the Prophecy (Beyonders Book 3)

Chasing the Prophecy is the conclusion of the Beyonders series. It is non-stop action, with the heroes finally completing their quest. There are plenty of twists and turns. However, some parts stretch credulity (Would somebody thousands of years ago really be able to see the name and baseball affinity of a boy from another world?) Other key points seem to occur suddenly without much buildup. (They seem to instantly realize how to destroy a "substance changing" monster.)

Perhaps my biggest issue was with the "badness" of the bad guy. They really did not like the world that he created. However, the world did not seem to be all that bad. Travel restrictions seemed to be the biggest negative for the common people. (And how many people really would care to travel?) I would be mortified that maps were restricted, but many people would probably be perfectly fine in the world. The chaos after the defeat of the "evil one" could even make matters worse. (Now instead of one wizard, there could be many people competing with wizardly powers.)

The end does nicely wrap up the story. However, it also keeps things open for possible additional adventures in this world.

Friday, September 23, 2016

Seeds of Rebellion (Beyonders Book 2)

Seeds of Rebellion is a typical "second book" in a series. The first book reached a conclusion, with the "hero" returning to his world at the end. It could stand alone (though it would not have been very satisfying.) This book starts out with Jason back in his world. He was a "missing person" for a while, then suddenly appeared in a cornfield in Iowa without any recollection of what happened. People just chalked it up to the concussion that he suffered before he went missing. However, he knew better. He went to the zoo one day to see the hippo and reminisce about the portal that took him to the other world. He heard music again, and this time jumped into the cage and forced the hippo to let him through the portal. From there he meets up with old friends, finds some new friends and goes on a quest.
The quest is the typical epic fantasy quest. A group of beings gets together. The group includes a grandfatherly figure, the reluctant heroes and some not-quite humans ("Displacers" that can remove limbs, others that can be reborn by planting their seed after death, and others that live their full life in a full year.) They are out to protect the world from big mean bad guy who is trying to dominate everything. They go through a number of trials to finally reach their goal (an oracle). The young "beyonder" girl gradually develops stronger, new powers (by speaking certain words.) It just seems a lot like every epic fantasy story. I found myself fading through some of the "quest". Luckily, this was shorter than most fantasy books.

Monday, September 19, 2016

A World Without Heroes (Beyonders Book 1)

A World Without Heroes (Beyonders Book 1) by Brandon Mull

Like most Brandon Mull books, Beyonders starts out in our world. A boy is studying biology, playing baseball and oggling a girl. He gets hit in the head which at first causes him to doubt what happens next. At the zoo where he works, he hears some music coming from the hippo, he looks and falls through the hippos mouth to another world. There he meats up with people, and sets out on a quest to find the syllables of a word that will defeat the bad guy. He also meets up with a home-schooled girl from earth who joins him on his quest. They also meet up with a "displacer" - a man who can remove and attach limbs at will. (This becomes quite useful for escaping from prison.)

The "Bad Guy" is a "Magician King" that rules over the Kingdom. He prohibits maps and attempts to limit communication among his subjects. He also has a special "feast" to which he invites the most "dangerous" of his subjects. This is an endless feast where the participants have every care in the world taken care of. They do enjoy it, but becomes gluttons that lose any desire of rebellion.

For the more powerful of his opponents, he asks them to partner with him. He will only take on the least powerful opponents in warfare. He desires to set examples of the pitfalls of opposition rather than risk creating martyrs.

The people in the world know of people from the "beyond" (Earth), and seem to have received their language and culture from there, but don't have much of a concept of what they are.

In the end, they complete the quest, but it doesn't end up quite as they anticipated and he ends up in a vast cornfield somewhere back on earth, setting the book up for a sequel.

The story is an engaging read, though not quite up to the quality of Candy Shop War. The alternate world seems interesting, but it could use greater fleshing out of some of the details.

Thursday, September 01, 2016

Arcade Catastrophe

Arcade Catastrophe continues the children's "realistic fantasy" story started in Candy Shop War. The world is a sightly fictionalized version of today's outer San Francisco suburbs. In this story, an evil magician uses an arcade to recruit kids to do his bidding. By accumulating enough tickets, kids can get "stamped" with a magic stamp that gives them special powers (like flying or swimming underwater.) They later use these in competition with each other to carry out the magicians tasks. The kids from the Candy Shop War get involved in an attempt to rescue the "magic police" who have vanished. There is a ton of action and suspense, with plenty of magic before the kids save the day and live happily ever after. It is not a bad story, but it is not as good as Candy Shop War. It is fun how he uses kid's favorite things (kids and video games) as the mechanism for magic. (Magicians know how to attract them.) I wonder what vehicle they will use for a third book?

Sky Raiders

Sky Raiders follows the typical Brandon Mull story arc. Some kids are living a normal life. Then, through in innocent action, they get thrust into a fantasy world. There they complete heroic adventures. Only unlike Fablehaven and Candy Shop Wars, they don't get to go home at the end.
In Sky Raiders, some kids decide to go to a haunted house. It turns out the scary spot was really a plot to kidnap kids to be slaves in an alternate dimension. Cole is tripped up in a curtain, so he is not taken away. However, he decides to follow his friends into another dimension in an attempt to rescue them. Alas, he is eventually ratted on by a girl and becomes a slave. He we becomes a scout who goes on raiding missions. On one he only comes away with a shawl, which ends up showing its utility later on. In this universe, there are people and "semblences" - people like objects that were created. Some people have "shaping power". Earthlings tend to be especially gifted. Those such as Cole who come willingly are even more gifted, though the gift comes later. Cole shows "altruistic" behavior and eventually helps a "princess" escape and battle a "bad guy" who is a manifestation of her shaping power. They win (in part due to the shawl) and she gets her power back. Now they need to continue on to battle her dad who has taken the power from her and her 4 sisters and allowed slavery in the five kingdoms.

This book has the feel of an installment, rather than a complete story. Our characters have been on their first adventure, but still have much to do before they go home. I found it more difficult to get into Sky Raiders than Candy Shop War. The situations were much more fantastical and more removed from our world. (The world, however, was quite similar - aside from the odd skies and meteorology and magic which included things such as shaping and jumping swords.) This is primarily an action book with enough story to hold things together.