Contents
One: Gravebirth
Overview
Burrich shelters and harshly retrains a mind-broken Fitz after his gravebirth, while Nighteyes lingers nearby. Chade visits, probing for news; Fitz, goaded through brandy and memory, affirms Verity lives. As memories return, Fitz admits Rosemary’s spying and coterie Skill-leeching doomed Shrewd, and that he slew Serene and Justin. The trio remain concealed, uncertain of next steps.
Summary
Fitz, newly raised from his grave by Burrich and Chade’s desperate plan, lives animal-minded under Burrich’s strict dominance. Burrich feeds, disciplines, and retrains Fitz in small tasks, keeping him indoors and away from Nighteyes’s hunting to rebuild human habits and speech amid seizures and fragmented thoughts.
Chade arrives secretly, bringing food, herbs, and a scrying bowl. Burrich resists drugging Fitz; Chade tries water-scrying without result. Over brandy, Chade Skill-coaxes Fitz to say, “Verity’s alive,” which Fitz blurts before fleeing outside. Through spring, memories stitch back; Fitz names people again and wrestles with nightmares, shame, and loss.
Burrich recounts the failed escape night: Farrow guards watched the stables, so he sent Kettricken and the Fool away on Sooty and Ruddy. Pressed by guilt, Fitz reveals the true betrayal: Rosemary overheard his plans, and Galen’s coterie—Serene, Justin, with Will spying—leeched Shrewd’s Skill. At Shrewd’s final request, Fitz lent strength; the coterie drained the King, killing him. Fitz then killed Serene and Justin by Skill in grim reprisal.
Burrich and Chade accept Fitz’s confession, recognizing Regal’s wider treachery. They discuss Patience’s growing influence at Buckkeep and signs she prepares a child’s blanket—likely for Kettricken’s unborn heir—as Regal tightens control and Red Ship threats loom. Burrich and Fitz resume a fragile normalcy, haunted by trauma, scarcity, and fear.
As summer nears, they remain hidden in the shepherd’s hut. Fitz’s humanity reasserts itself, but his nightmares and self-loathing persist. When Chade returns again, Fitz greets him as himself, though he withholds that their “rescue” left him irrevocably scarred.
Who Appears
- FitzChivalry FarseerRecently graveborn; feral and Wit-bound; slowly regains humanity, confirms Verity lives, and confesses role in Shrewd’s death events.
- BurrichCaretaker and disciplinarian; retrains Fitz, recounts Kettricken’s escape, struggles with guilt and dwindling brandy.
- ChadeOld assassin; visits covertly, attempts scrying, uses brandy to prompt Fitz’s admission that Verity lives.
- NighteyesFitz’s wolf-brother; waits outside, offers mental warnings, fearful yet steadfast presence.
- King ShrewdDead king; drained by coterie during final Skill attempt aided by Fitz’s strength.
- VerityAbsent king; Fitz senses he lives, distant and cold, questing beyond reach.
- KettrickenQueen-in-Waiting; escaped Buckkeep with the Fool; possibly pregnant and in the Mountains.
- The FoolEscaped with Kettricken; earlier warned Fitz his meddling would doom kings.
- RegalUsurper; looted Buckkeep, installed Farrow guards, cut Mountain trade, used coterie to control Shrewd.
- RosemaryKettricken’s maid; Fitz deduces she spied for Regal and overheard the escape plan.
- SereneCoterie member; helped leech Shrewd; slain by Fitz via Skill.
- JustinCoterie member; leech on Shrewd; slain by Fitz via Skill.
- WillCoterie spy; expert at covert Skilling, instrumental in surveillance of Fitz and Shrewd.
- Lady PatienceUnseen but influential; buried Fitz, now consolidates guard support and prepares a child’s blanket.