Cover of Royal Assassin and Assassin's Quest

Royal Assassin and Assassin's Quest

by Robin Hobb


Genre
Fantasy
Pages
674
Contents

Three: The Quest

Overview

Burrich departs, severing Fitz’s last tether, and Fitz commits to assassinating Regal and his coterie. While preparing as a wandering scribe, Fitz nearly loses himself to the wolf but regains discipline. He reopens his Skill, reaches Verity in the Mountains, lends him strength, and vows to come after exacting revenge.

Summary

At dawn, Burrich quietly leaves the hut, ending years of guardianship. Fitz, shamed by their bitter parting, embraces the freedom to forsake others’ expectations and fixates on vengeance: he will kill Regal openly, coterie and all, believing himself already dead in all that mattered.

Through the Wit, Fitz and Nighteyes debate the hunt; Nighteyes equates Regal with a dangerous porcupine but accepts Fitz’s need. Fitz prepares for an overland journey by stockpiling food, crafting boots, assembling a scribe’s kit, and collecting herbs and poisons, anticipating Regal’s Skilled protectors and elfbark’s costs.

Simple days pass; hunting and idleness blur time until a dream of his torture jolts Fitz awake. He realizes weeks have slipped by as he slid toward wolf-life—filthy, unmoored, and feral. He forces himself back to human habits: washing, mending, shaving, and deciding to travel upriver. He finds a bundle Burrich secretly left—clothes, salve, coin, and a belt bearing a buck fending off a wolf—both aid and admonition.

Alone by the fire, Fitz questions whether killing Regal is right and considers seeking Verity. He decides to try the Skill despite trauma-hardened walls. With Nighteyes’s brusque prodding, he lowers his defenses, casts into the Skill-current, and calls Verity.

Fitz finds Verity faint in the Mountains and steadies him by lending strength, recalling how Shrewd once drew on him. Verity warns of spies and urges caution; Fitz vows to come to him after dealing with Regal. Exhausted but resolved, Fitz reflects on recent ruin—Shrewd’s death, Kettricken’s flight, his own burial—and resists Skilling to Molly, ending the night in aching solitude as a wolf’s howl echoes his despair.

Who Appears

  • FitzChivalry Farseer
    Protagonist; resolves to kill Regal, prepares as a scribe-assassin, nearly succumbs to wolf-life, reclaims discipline, and Skills to aid Verity.
  • Nighteyes
    Wolf companion; questions hunting men, accepts Fitz’s vendetta, urges practical action, anchors Fitz during Skill doubts.
  • Burrich
    Leaves Fitz; later secretly delivers clothes, salve, coin, and a symbolic belt, parting with unspoken counsel.
  • Verity Farseer
    King-in-Waiting; faint in the Mountains, receives strength via Skill, warns of danger, becomes Fitz’s renewed purpose.
  • Regal Farseer
    Usurping prince and target; protected by a coterie, focus of Fitz’s planned assassination.
  • Will
    Member of Regal’s coterie; past Skill attacks haunt Fitz’s training and preparations.
  • Chade Fallstar
    Mentor now estranged; his teachings on poisons guide Fitz’s preparations.
  • Lady Patience
    Fitz’s stepmother; remembered for past aid and expectations, emblem of the life Fitz has left.
  • Molly
    Fitz’s lost love; remembered with longing, nearly draws Fitz to misuse the Skill.
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