Member Reviews

As a long time Fablehaven fan, this short adventure of Newel and Doren was everything I could have wanted! I read Fablehaven for the first time when I was 8, and I am pleased to say that these stories have never lost the charm or childlike wonder from when I discovered the series.

The story contains a gorgon, hags, and of course, of two lovable satyrs. The pacing of the book works great for this shorter format, with every chapter leading the characters on another exciting step of their quest. The characterizations of Newel and Doren was a big highlight of the book for me. The fun pranksters were already amazing characters for me before the book, but this novel added a wonderful amount of depth in discussing their aspirations and insecurities. The ending was satisfying, and tied up ends that I nearly forgot about from the start of the book.

All in all, this was such a fun adventure to read and I hope we get more stories about them or other side characters in the future!

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OMG I am so happy that Brandon Mull created a story just for Newel and Doren!! They are usually the comic relief sidekicks but they can certainly hold their own in this story of stopping a gorgon from turning Fablehaven's creatures into stone.

The annual satyr games are occurring at Fablehaven and Newel and Doren are trying to hang on to their long winning streak but they have some fierce competition this year. The festivities are dampened when the pair find a statue that looks so much like an ogre named Claude, it is uncanny. Except it's not a remarkable likeness, Claude is now stone. Later, the same fate befalls their friend Verl.

Collaborating with Stan Sorenson, the caretaker, they learn a gorgon that has been imprisoned has been set free at the preserve. Newel and Doren are given the task of stopping her but they have a perilous journey in order to do so, in true Fablehaven adventure fashion.

Avoiding a hydra, finding a mysterious doll and Sasquatch all factor into this adventure. It is a fun way to start the series (and is shorter than Mull's typical books) or a delightful addition to a fan's library, This was an excellent, fun adventure to read and I am pleased that there likely will be more shorter books to follow.

Thank you so much to Shadow Mountain Publishing and Netgalley for this ARC.

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First, I am a big fan of the Fablehaven series so I was thrilled to have this book in my hands. Newel and Doren are Satyrs. They love to win, play games, be mischievous and are usually the comic relief in the story. I love the action and the relationship between Newel and Doren. Being cousins they are close, but this book really brought out the strength of that relationship. This is story is fun, full of danger and exciting adventures for our friendly satyrs. I loved it!

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A fun, if slight, addition to the Fablehaven universe.

Newel and Doren have always been fun characters. I like their irresponsibility, their love of fun and games, their cheerfully futile attempts at catching wood nymphs and dryads. In each book, they show up, crack some jokes, maybe reluctantly help Seth and Kendra, and then frolic away, scheming for more batteries for their mobile tv. They're fun, and it sounds great to have a story about them.

At the same time, there's some real risk in taking some one-note side characters and trying to build a complete and emotionally satisfying story around them. Consider the Minions movie and why it was so tiresome (or Joey, the Friends spinoff tv show). If these characters are the silly thing we love, they won't be able to grow. If they grow and develop, they won't be the silly thing we love. Also, too much of a good thing...

Mull's solution to this is pretty clever. The book starts with Newel and Doren questioning whether they've gone soft -- have all the adventures they've gone on with humans, and all the comforts they've earned over the years caused their natures to change? Are they still the carefree satyrs they were born to be, or have they become, unwittingly, heroes? Making this question explicit is a way to acknowledge how they're not the same characters they once were while still taking some of their best characteristics into this new era of their lives.

It's a smart move, and also, I find it kind of charming that this goofy children's novel begins with such an existential concern about growing up and maturing beyond who you are.

Anyway, I'm probably over analyzing. Kids just want to know if it's good, and the answer is: yes! It feels like another colorful Fablehaven adventure, and if you liked the others, you'll probably like this one.

There's some good humor in here; I chuckled several times.
"Maybe that was why karma had a clobber ball explode in your face," Doren said.
"The day karma catches up to me will be the day I lay down in my grave." Newel said.

Maybe you need to read it in context to appreciate, but it made me laugh.

How about this one:
"We'll have smartphones too," Doren said.
"If we survive," Newel reminded him.
"If we die, they should give us dumbphones," Doren said.
"It would serve us right."

This is the kind of interchange I love from Newel and Doren and a big part of why I give the book 4 stars. However, to be fully honest...

I wish there were more of this witty banter, and I was sometimes frustrated when the dialogue instead felt workmanlike and perfunctory. I wanted Mull to go for the joke more often than he did, and that was kind of frustrating. I haven't thought of him as being weak at dialogue before, but just listen to this:
"We have news of our own," Newel said. "The perpetrator was definitely a gorgon named Grumella."
"How do you know?" Stan asked.
"We ran into her in Fenlock's cave," Doren said. "She petrified the minotaur and a bunch of satyrs, including Rafi."
"Oh, no," Stan said. "This is a real catastrophe. Grumella had her own dedicated prison for a reason. I'm sorry to hear about our losses."
"We barely got away," Newel said. "We warned the satyrs at Slotty's Corner, but they were slow to believe us because we're in the middle of the Prank War for the Satyr Games."

Is it just me, or does that feel wooden and boring? There were several times in the book where Newel and/or Doren went to do something - we read all about it - and then they reunite with someone who asks what happened, and THEY TELL EXACTLY WHAT HAPPENED. It seemed weird to me every time. If you have to go over the story again, make use of that! That's a great setup for a joke: we just saw what happened, so now play with that by having Newel and Doren's narration NOT line up ("Did you see any dragons?" "No, but we saw a hydra. Don't worry; he'll think twice before he tries messing with a satyr again!"). Mull instead goes completely straight. Frustrating missed opportunities.

Relatedly, I feel like the plot could also be a little straightforward at times. In adventure stories, we like reading about "Try-Fail Cycles", but Mull sometime writes "Try-Succeed Cycles" instead:
- Newel and Doren think the swamp hag might have information they need.
- They go talk to the swamp hag.
- She says she'll give them the information they need if they complete an errand for her.
- They complete the errand.
- The swamp hag gives them the information they need.
This isn't BAD, per se, but it doesn't do much either. If Newel and Doren had just read the needed information in a book, that wouldn't have changed anything that happened afterwards; they wouldn't be missing key character development. There wasn't a subtle setup in that scene that got paid off later in an unexpected way. Ideally, when a character tries things and fails or tries and partly succeeds, we ratchet up the tension, the character is forced to grow and adapt, and the outcome for all subsequent quests feels less inevitable. If try-fail cycles are like big ocean waves that we surf as we read, sometimes getting thrown down, almost crushed, almost drowned, but getting the thrill of a lifetime, the try-succeed cycles feel more like the gentle waves near the shore that we can bob around on with our boogie boards. Still fun, but much gentler.

And that's probably okay for this book. It's less than 200 pages, and Mull says in the afterward that he was aiming for a little younger audience. Kids won't mind these gentle adventures, and really, I didn't mind them either.

All in all, it's fun. If you love Fablehaven and want to spend some more time there, you'll enjoy this. I'd give it about 3.5 stars and round up to 4 because there were some genuinely funny lines. Thank you Netgalley and Shadow Mountain for providing a free copy in exchange for an honest review.

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I loved being back in the Fablehaven world. The characters are loveable. The story is simple and fun. The story is well written and full of adventure, humor and characters from past stories. Best for readers who have read the series.

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I absolutely loved this story. It was unique in the Fablehaven world and it was told exceptionally well. To have it be from Newell and Dorens perspective was the icing on the cake and a perfect fit into the Fablehaven world. Would highly recommend.

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#TheGorgansFury #NetGalley

What a fun new series that links both the Fablehaven and Dragonwatch series.
Newell and Doron are satyr cousins who are trying to win the satyr games. When they have to come up with the best prank as the end game, they notice strange things are happening at Fablehaven. They are on a mission to find out how to stop the groagon's fury and end her destruction.

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The Gorgon’s Fury by Brandon Mull takes readers on a fun and humorous adventure with Newel and Doren, two satyrs who are grappling with the thought of growing up. After their role in the dragon rebellion, the two are facing a crisis of maturity, and their reluctance to leave their childhood behind becomes a central theme. When several Fablehaven inhabitants, including fellow satyrs, are turned to stone, Newel and Doren set off to investigate, suspecting the work of a gorgon.

Their journey leads them to the Florida swamplands, where they search for a legendary Listening Doll, said to hold the key to curing magical ailments—possibly even reversing the process of aging. Along the way, they also gear up for the Satyr Games, hoping to defend their title as champions, while also being drawn to the lure of acquiring a smartphone. The quest is packed with the usual adventure, magical creatures, and plenty of humor.

What stands out most in The Gorgon’s Fury is Mull’s ability to blend quirky, lighthearted moments with the excitement of magical exploration. The dynamic between Newel and Doren is as fun as ever, and their antics provide comic relief throughout the story. However, while the adventure and humor are solid, the emotional depth feels somewhat lacking, especially in terms of character development. The focus remains on the action and the laughs, which may not resonate as strongly for readers seeking a deeper narrative.

Overall, The Gorgon’s Fury is an entertaining, action-packed installment for fans of the Fablehaven series. It’s a delightful adventure that offers plenty of magic and humor but doesn’t dive too deep into emotional growth. Still, it’s a fun read for younger audiences and anyone looking for a light, magical escape.

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Brilliant, as always! This is one that I'd highly recommend for fans of Fablehaven. I read Fablehaven to my third grade class, and I'd definitely read this one to them. It was so fun! Newel and Doren are always a good time.

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