THE MAGNET
OF MARJON
In a fractured world shaped by magnetic catastrophe, a boy from the Barrens may carry all five abilities and thus be capable of changing everything.
It was the warning.”
The Magnet of Marjon
Five Tribes. Five Powers. Every Zetash Tribe member carries one ability. Kull Kalijan is the only person known to wield two, making him the most feared man alive.
Legends speak of a rarer force still — a Quint capable of wielding all five.
Gideon Irondell was never supposed to exist.
Raised in the broken wastelands of the Barrens, Gideon survives by stealing, running, and listening carefully enough to stay alive. But when ancient powers awaken within him, he becomes the center of a conflict stretching from the fractured Fault Lines to the towers of Karthune itself.
Discover Your Tribe
Every power begins somewhere. Answer ten questions and uncover which tribe of the fractured world resonates with you.
Begin the TrialA civilization fractured by magnetic catastrophe. A world split between the towers of Karthune and the wastelands of the Barrens.
The Fault Lines
Massive magnetic fractures separating the world physically and politically.
Karthune
The shining capital of the Zetash and home of the Aurorium.
The Barrens
A harsh land of dust and scarcity, overshadowed by Kull’s Citadel Spine.
The Quint
A convergence of all five powers thought impossible.
Teslox
Massive Barrens creatures that move steadily across unstable terrain near the Fault Lines.
Magnaels
Crystal-bodied gliders that ride magnetic currents above the fractured edges of the world.
The Map
A divided continent of Barrens, Zetash lands, fractured borders, and the scar of Marjon.
The Ring Rush
A trial of gates, instinct, and power where Gideon learns how quickly ability becomes danger.