Cover of Royal Assassin and Assassin's Quest

Royal Assassin and Assassin's Quest

by Robin Hobb


Genre
Fantasy
Pages
674
Contents

Sixteen: Verity’s Ships

Overview

Fitz deepens a covert Skill link with Verity, then joins the warship Rurisk, where Outislander crew spark unease. After Buckkeep’s Winterfest revives King Shrewd, Fitz petitions to wed but is ordered to await a match with Celerity. He leads a bloody defense at Antler Island, capturing a Red Ship, then endures hard skirmishes and a night encounter with a terrifying white ship. Verity’s strength erodes, Fitz’s bond with Molly frays, and Kettricken vows to find a decisive end to the war.

Summary

Fitz sustains a daily Skill-bond with Verity, carrying the King-in-Waiting’s awareness through Buckkeep, from Kettricken’s garden to kitchens, stables, and boatyards. He ensures Verity sees Kettricken’s devotion and the realm’s pulse, while noting crew resentments toward experienced Outislander refugees added to the new warships.

At Winterfest, Mistress Hasty’s cleanup revives King Shrewd; the Fool masks friendship with barbs as Wallace’s influence recedes. Soon after, Verity assigns Fitz to the newly launched Rurisk. Training is relentless; Fitz sleeps with the crew, learns from an Outislander mate, and overhears the immigrants’ grief and vows against Forging.

Fitz’s rare day ashore lets him petition Shrewd to marry, only to learn the King assumes Celerity is his intended and forbids any courtship until she is of age, promising lands and title. Fitz reveals he meant Molly; Shrewd silences him, demanding he honor Duke Brawndy and Celerity, leaving Fitz shaken.

In thick fog, Verity directs Fitz to divert the Rurisk to Antler Island, where Raiders assault the signal tower. Fitz triggers a pack-like fury and leads a savage charge, killing first and last foes and winning the day. They burn Raider corpses, claim a captured ship, and return amid drunken acclaim; Molly rejects Fitz that night for coming to her drunk. He entrusts a bloodied medallion and future shares to Burrich for Molly’s security.

Subsequent actions are costlier: another engagement ends with a damaged prize and heavier losses. Later, during a night pursuit off Buck Point, a wave of unnatural terror seizes the crew as Fitz alone sees a great white ship and a cloaked bearded figure who singles him out; Fitz instinctively repels the suffocating isolation with the Wit, toppling the man overboard, after which a Red Ship rams and boards. They survive but cannot give chase; no one else admits seeing the white ship.

Through summer, the Rurisk chases Raiders, rescues captives, and reduces local Forgings without turning the tide. Verity’s Skill-labor hollows him; Fitz’s battle-shielding excludes even Verity and Nighteyes. Molly and Fitz quarrel over gifts from Regal, money, and his absences. Kettricken, restless in her stark garden, declares there must be a final solution to end the war.

Who Appears

  • FitzChivalry Farseer
    Narrator; strengthens covert Skill link with Verity, rows on Rurisk, leads Antler Island assault, witnesses eerie white ship, clashes with Shrewd and Molly.
  • Prince Verity
    King-in-Waiting; trains Fitz as his eyes/ears, deploys thin defenses, guides Antler Island response, wanes under relentless Skilling.
  • King Shrewd
    Momentarily revived at Winterfest; forbids Fitz’s marriage to Molly, pressing a future match with Celerity.
  • The Fool
    Masks loyalty with mockery in Shrewd’s chamber; helps undermine Wallace’s control; witnesses Fitz’s failed petition.
  • Molly
    Fitz’s lover; rejects him when drunk, resents absences, defends accepting Regal’s gift; ongoing strain over money and marriage.
  • Burrich
    Mentor; trains Fitz, steadies him after the raid; safeguards Harek’s medallion and Fitz’s earnings for Molly.
  • Justin
    Coterie member on Rurisk; petty toward Fitz; fails to sense Verity at times; later downed in night battle.
  • Jharck
    Outislander mate of the Rurisk; drills crew hard, executes course changes to reach Antler Island.
  • Rurisk’s master
    Commanding officer; trusts Fitz’s urgent directive, wins Antler Island fight, manages damaged engagement at sea.
  • Nonge
    Outislander oarsman; aids Fitz after battle, warns against speaking of white ships.
  • Kettricken
    Queen-in-Waiting; questions Fitz on naval actions, resolves to find a final end to the war.
  • Wallace
    Shrewd’s attendant; chastened during chamber cleanup; his herbal smokes suspected.
  • Mistress Hasty
    Housekeeper; leads Winterfest cleaning that revives Shrewd’s spirits.
  • Patience
    Fitz’s foster-mother; receives his dutiful visits amid his exhausting schedule.
  • Lacey
    Patience’s woman; supports Shrewd’s care and Fitz’s recovery spaces.
  • Nighteyes
    Fitz’s wolf-bond; hunts with him, senses smoke and fear, is shut out during battles.
  • Celerity
    Daughter of Duke Brawndy; secretly wishes to court Fitz; used by Shrewd to direct Fitz’s future match.
  • Duke Brawndy
    Friend to Shrewd; delays Celerity’s courtship until her sisters wed; informs Buckkeep.
  • Prince Regal
    Antagonistic prince; gives Molly earrings, stoking Fitz’s jealousy; suspected of spying via servants.
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