Everyone kept telling me Brandon Mull was basically Sanderson for younger readers, and I've been putting off this series for years because my thesis isn't going to write itself. (Spoiler: I listened to this instead of writing my thesis anyway. Dr. Patel would be disappointed but not surprised.)
And honestly? The Sanderson comparison isn't wrong, but it's also not quite right. This is portal fantasy done with genuine creativity, and Mull's imagination is legitimately weird in the best way. We're talking about a world with bizarre flora and fauna that feel like they came straight out of a fever dream D&D session. The kind of worldbuilding where you can tell the author has notebooks full of creature designs and ecosystem notes.
Lyrian Is *Chef's Kiss* for Setting Nerds
Mull doesn't just throw you into generic medieval fantasy land—he builds something that feels genuinely alien while still being accessible for younger readers. The concept of a "world without heroes" where resistance has been systematically crushed? That's darker than I expected for middle-grade, and I'm here for it. Dream Thieves plays with similar ideas about ordinary people becoming something more, though Stiefvater's take is way more atmospheric and weird.
Jason and Rachel as protagonists work well together. They're not chosen ones with special powers—they're just kids trying to survive and maybe save a world they accidentally fell into. The quest structure (piecing together a word of power to destroy the emperor) gives the narrative a clear through-line without feeling too video-gamey. Though let's be real, my D&D group would absolutely turn this into a campaign.
The pacing is solid for 14 and a half hours. There are slower moments where the worldbuilding takes center stage, and if you don't like info-dumps, this might test your patience. But you're wrong if you don't like info-dumps. Fight me.
Jeremy Bobb—Skilled, But Where's the Energy?
Okay, here's where I have to be honest. Jeremy Bobb is clearly a skilled narrator. The guy has an Earphones Award, and you can hear why—his character voices are distinct and recognizable even across dozens of characters. When you've got a fantasy world with this many weird creatures and factions, keeping voices straight matters. He nails that.
But.
There's a flatness to his delivery that undercuts some of the action sequences. Like, you're in the middle of what should be a tense escape scene, and the energy just... isn't there. I found myself speeding up to 1.25x during some sections, which helped with the pacing but also felt like I was compensating for something the performance should've provided naturally.
I was listening during a late-night coding session (definitely not procrastinating on my thesis, definitely working on procedural generation algorithms), and there were moments where the low energy almost lulled me into sleepiness. Not ideal when you're trying to stay engaged with a fantasy adventure.
That said—and this is important—his character work really does add layers. The distinct voices made me feel like I was right there with Jason and Rachel. When he's doing dialogue-heavy scenes, the nuance is there. It's the narration between dialogue where things get a bit monotone.
Roll for Initiative (Or Don't)
This is perfect for younger fantasy fans or adults who grew up on Fablehaven and want to revisit Mull's work. If you're commuting or doing something where slightly lower energy narration won't put you to sleep, you'll be fine. I'd actually recommend this for bedtime listening with kids—the content is clean (mild fantasy violence only), the story is engaging, and the narration won't amp them up before sleep.
Skip this one if you need high-energy performances to stay locked in during workouts or intense focus sessions. Save it for lighter activities.
The production quality is clean and professional. No weird audio artifacts or volume issues. Just solid, reliable audiobook production.
Time to Roll Up a New Character Sheet
Yeah, I'm continuing the series. The worldbuilding hooked me enough that I want to see where Mull takes this. The concept of rebuilding heroism in a world that's been systematically stripped of it is compelling, and I'm curious how Jason and Rachel grow into their roles. Plus there are apparently more weird creatures and magic systems to explore, and that's basically my weakness.
Is it Sanderson-level? Not quite—the magic systems aren't as rigorously defined, and the prose is simpler (which makes sense for the target audience). But for middle-grade fantasy, this is genuinely inventive stuff. Mull earned that #1 New York Times bestseller status.
Just maybe bump the speed up a notch if you need more energy in your ears.
















