Cover of Royal Assassin and Assassin's Quest

Royal Assassin and Assassin's Quest

by Robin Hobb


Genre
Fantasy
Pages
674
Contents

Two: The Parting

Overview

Regal abandons the Coast, stripping Buckkeep and leaving Lord Bright to rule harshly while Patience informally steadies the garrison. In the hut, Chade presses Fitz about Verity; Fitz flees then returns. A brutal argument with Burrich shatters bonds; Chade cuts Fitz off and departs. Overnight, Burrich confesses his past and decides to leave. Alone, Fitz commits to go to Tradeford and kill Regal.

Summary

The chapter opens with Regal’s coronation and effective desertion of the Coastal Duchies. He plunders Buckkeep’s wealth and relocates inland to Tradeford, leaving Lord Bright to command without funds or loyalty to Buck. Patience informally anchors morale among fragmented guards while Regal severs ties with the Mountain Kingdom and spreads rumors against Kettricken’s unborn heir. The small folk of Buck suffer raids, taxes, and failing trade.

At the forest hut, Fitz and Chade share small talk before Chade learns Fitz truly heard from Verity via the Skill on the night Fitz died. Pressed to reach Verity again, Fitz panics and flees into the woods, wrestling with the choice between living as wolf or man. He returns by night, forcing himself back to human resolve.

Over supper, Burrich reframes duty now that Verity may live: they are sworn to aid their king. Fitz refuses, claiming the old Fitz is dead, and contemplates flight. Provoked, Fitz unleashes a furious tirade at Burrich for a lifetime of sacrifices imposed on him, wounding Burrich deeply. Chade counters, cataloging Fitz’s reckless choices and their political costs, then severs their working bond and leaves immediately to protect his plans.

In the dead of night, Burrich returns. Without rancor, he recounts his childhood Wit-bond, losses, years as soldier and slave, and redemption under Prince Chivalry, explaining how he learned to live as a man rather than an animal. He agrees with Chade that he must leave so Fitz can choose between wolf and man. They speak of Molly; Burrich withholds her whereabouts, and Fitz accepts that letting her go is wisest, though he will never regret loving her.

By dawn’s approach, they acknowledge their parting. Burrich intends to help a solitary friend for a time; Fitz keeps the symbolic earring. Left to his own will after breaking from both mentors, Fitz fixes on a single purpose: he will go to Tradeford and kill King Regal.

Who Appears

  • FitzChivalry Farseer
    Protagonist; panics at Chade’s push to Skill, quarrels viciously with Burrich, loses Chade’s guidance, and resolves to kill Regal.
  • Burrich
    Fitz’s guardian; endures Fitz’s accusations, returns to share his past and values, decides to leave so Fitz can choose his path.
  • Chade Fallstar
    Royal assassin; confirms Fitz’s Verity contact, rebukes Fitz’s recklessness, severs their operational ties, and departs at night.
  • Nighteyes
    Fitz’s wolf companion; steadies Fitz during his flight and embodies the pull toward a wolflike life.
  • King Regal Farseer
    Antagonist; plunders Buckkeep, abandons Coastal defense, spreads slanders about Kettricken, target of Fitz’s final vow.
  • Lady Patience
    Former Queen-in-Waiting; remains at Buckkeep, informally guiding loyal guards amidst disorder and poor morale.
  • Lord Bright of Farrow
    Young commander left in charge of Buckkeep; lacks funds and loyalty to Buck, extracts harsh taxes.
  • Queen Kettricken
    Missing and likely in the Mountains; her unborn child’s legitimacy is slandered by Regal.
  • King Verity Farseer
    Absent king; previously contacted Fitz via the Skill, prompting renewed questions of loyalty.
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