Five Kingdoms Books in Order
Part ofBrandon Mull Books in OrderSee the Five Kingdoms series by Brandon Mull in reading order, with book summaries, background on the Outskirts and its magic, and guidance on where to go next in his connected worlds.
Last updated: December 23, 2025
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Publication Order
5 books
Time Jumpers
by Brandon Mull
2018
In the final Five Kingdoms book, Cole is dragged before the High King and hurled into Creon, a realm where time itself can be shaped. With a wayminder named Violet and scattered allies, he races to stop the torivor Ramarro before the Outskirts fall forever.
Death Weavers
by Brandon Mull
2016
In Necronum, where the living and the dead blur, Cole must venture into the eerie echolands to rescue captured friends and uncover the truth behind the Outskirts’ creation. Facing death weavers and old enemies, he risks his own soul to keep the five kingdoms from collapsing.
Crystal Keepers
by Brandon Mull
2015
Cole’s quest shifts to Zeropolis, a futuristic kingdom of magtrains, robots, and strict surveillance. Teaming up with the teenage Crystal Keepers, he infiltrates the city’s high tech underworld to find his missing friends and the princess Constance before a sinister supercomputer tightens its grip.
Sky Raiders
by Brandon Mull
2014
On Halloween night, Cole follows his kidnapped friends through a haunted house portal and lands in the Outskirts, a world between waking and dreams. Sold to sky raiders who loot floating castles, he must survive slavery and strange magic while plotting a rescue.
Rogue Knight
by Brandon Mull
2014
In the second Five Kingdoms adventure, Cole travels to Elloweer with princess in hiding Mira to track down her sister and a stolen power. Their search leads to a haunted wood, a masked duelist called the Rogue Knight, and a rebellion that could topple a kingdom.
Series background & context
Five Kingdoms takes the portal fantasy idea and tilts it sideways, dropping its hero into the Outskirts, a place that exists between waking and dreaming, between life and death. It is not quite another planet and not quite a dreamscape, but something stranger in between.
The series opens on Halloween in Arizona, where sixth grader Cole Randolph is just hoping for a good night out with friends and a chance to impress Jenna Hunt. A haunted house attraction turns out to be a front for slavers who are stealing kids from Earth. When Cole’s friends vanish through a manhole beneath the attraction, he chooses to follow and finds himself on a barren prairie under an unfamiliar sky, with no easy way home.
Down in the Outskirts, Cole learns that the five kingdoms, Sambria, Elloweer, Zeropolis, Necronum, and Creon, each have their own kind of shaping magic and their own rules. Sambria is a land of floating castles and living semblances carved into wood or stone. Elloweer is steeped in illusions and shifting appearances. Zeropolis looks like a futuristic city full of magtrains, robots, and crystal based technology. Necronum stands closer to the realm of the dead, with the echolands functioning as a waystation for wandering spirits. Creon, reached only in the final book, tinkers with time itself.
Cole quickly falls in with a small group that includes Mira, a girl who turns out to be one of five princesses whose powers were stripped away by their father, the High King. The stolen powers have been bound into dangerous manifestations across the kingdoms, warping creatures, machines, and even entire cities. Much of the series follows Cole and his companions as they move from one kingdom to the next, trying to free the princesses, undo the damage caused by the stolen magic, and rescue the Earth kids who were sold into bondage at the start.
Along the way, Five Kingdoms introduces a wide cast of allies and enemies: sky raiders who pillage floating castles, underground resistance groups called the Unseen, robots and supercomputers that have taken on minds of their own, ghostly echoes, death weavers, and wayminders who can bend space and time. Cole also discovers that someone very close to him from Earth has been drawn into the conflict in a different way than he expected.
The tone mixes classic quest beats with science fictional touches. There are sword fights and monster battles, but also heists, espionage in a surveillance state, and a careful look at what happens when power accumulates in the hands of a single ruler. For readers who enjoyed the adventure and creature catalog of Fablehaven but are curious about something that stretches a bit further into science fiction and big ideas, Five Kingdoms is a natural next step.
Edited by
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