Cover of Royal Assassin and Assassin's Quest

Royal Assassin and Assassin's Quest

by Robin Hobb


Genre
Fantasy
Pages
674
Contents

Twenty-Nine: The Rooster Crown

Overview

Regal pierces Fitz’s defenses in the night, threatening Molly and Nettle, forcing Fitz to rely on Kettle’s mental-discipline game. As the party descends into spring, they reach a crossroads where a Skill-stone overwhelms Fitz and the Fool with a vivid vision of the Rooster Crown, revitalizing the Fool’s prophetic certainty. They continue along a side road, strengthen bonds through a hunt, and Kettricken intervenes in Starling’s jealousy, ending with a frank, tender exchange between Kettricken and Fitz.

Summary

Returning from ambushing Regal’s guards, Fitz reports their success while the Fool lies feverish. Kettle presses Fitz to practice mental discipline through her game, warning Regal’s coterie will retaliate. Near dawn Regal breaches Fitz’s wards, taunting him about Molly and Nettle. Panicked, Fitz flees outside; Kettle forces him back to the game, insisting he must not think of his family to avoid exposing them.

The party descends the Skill Road into warmer country. The Fool’s fever breaks but he remains weak and peeling, uncertain if this change is part of his nature. He and Fitz discuss prophecy and purpose: the Fool reveals his aim is to save the world, not just the Six Duchies, warning that Forging and cruelty could spread if they fail. Fitz realizes a solution to Kettle’s game, embracing the lesson to act from the present rather than regret the past.

At a crossroads marked by a clean black pillar amid the ruins of an old town, Fitz and the Fool are seized by the stone’s power. Fitz glimpses a bustling market and a white-skinned figure wearing a gilt Rooster Crown. Starling strikes Fitz free as the entranced Fool topples. Doused with water, the Fool revives, elated: the vision convinces him they are exactly where and when they must be. Kettle scolds their carelessness; Kettricken refuses to risk pillar-transport, and they choose a side road shown on their maps.

That night Fitz, the Fool, and Nighteyes hunt, sharing rabbits, fish, and laughter that briefly lift Fitz’s dread. Back in camp, Kettricken addresses Starling’s jealousy over Fitz’s attention to the Fool and urges kindness. Fitz affirms his heart belongs to Molly. Kettricken reassures Fitz about his scars, and they share a sincere, tender exchange before she withdraws, burdened but resolute.

Who Appears

  • FitzChivalry Farseer
    Protagonist; endures Regal’s mental assault, practices Kettle’s discipline, experiences the Rooster Crown vision, hunts with Nighteyes, and shares a candid moment with Kettricken.
  • The Fool
    Weak and peeling, then entranced by the Skill-stone vision; awakens exhilarated with renewed prophetic certainty; hunts and laughs with Fitz.
  • Kettle
    Mentor enforcing mental wards via the game; warns of coterie danger and Skill-killing; scolds recklessness at the pillar.
  • Kettricken
    Leads route decisions, refuses risky pillar use; mediates Starling’s jealousy; comforts Fitz about his scars with frank kindness.
  • Starling
    Alarmed at the pillar trance, snaps Fitz free; later jealous of his closeness to the Fool; wary of his Wit bond.
  • Nighteyes
    Scouts tirelessly, shares kills, leads a cheerful hunt; communicates increasingly with Kettricken.
  • Regal
    Antagonist king; invades Fitz’s mind through the coterie, taunting and threatening Molly and Nettle.
  • Will, Burl, and Carrod
    Regal’s coterie; implied pursuit and mental threat after Fitz’s raid on their guards.
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