Contents
Four: The River Road
Overview
Fitz and Nighteyes are ambushed by Forged men; Fitz panics, kills one, and adopts nocturnal travel. Grieving the loss of Shrewd’s pin, Fitz reaches a river town and learns of crippling taxes, corrupt patrols, Patience’s sacrifices, and a bounty on pock-scarred Chade. Pressed by blind Harper Josh, Fitz agrees to guard the minstrel trio upriver by day.
Summary
Nighteyes wakes Fitz from drunken sleep. Returning to his hut, Fitz finds three young Forged men looting. When they attack, panic from dungeon memories overwhelms him; he stabs one in the doorway, then hides for hours until Nighteyes confirms the others have gone. At moonrise, Fitz recovers what remains, refusing touched food, and departs to travel by night.
On the ridge, Fitz packs his scant gear and sets out west with Nighteyes, adopting nocturnal travel as fear and sleeplessness hound him. He nurses hatred for Regal and clings to a simple plan: reach the Buck River, follow the river road to Tradeford, and kill Regal. Along the way he observes abandoned pastures, smaller fields, and wary, impoverished folk.
Near the river road, Fitz notes fewer merchants and more displaced families and guarded “beggar-towns.” At a riverside town, he intends to listen for news. While preparing, he discovers Shrewd’s ruby pin missing—likely left in the bloodied shirt of the Forged man he stabbed. Nighteyes soothes him; Fitz keeps Burrich’s earring as his only token.
In the inn called the Scales, Fitz (calling himself Cob) hears minstrels Harper Josh, Honey, and Piper. Over costly ale and food, he learns of rising taxes, predatory Farrow patrols, Red Ship depredations, and Lady Patience selling jewels and lands to fund defenses. Most chilling, Josh reports Regal’s bounty on a pox-scarred “Pocked Man” who sometimes dresses as a woman—clearly Chade—blamed for Kettricken’s disappearance and for rallying the duchies.
When Josh asks Fitz to travel with them by day for protection—Josh nearly blind, the women vulnerable—Fitz resists, haunted by his panic before Forged men. But after Honey’s stark reminder that they will not flee and leave their father again, Fitz relents. He agrees to guard them upriver, delaying his night travel while Nighteyes shadows them unseen.
Who Appears
- FitzChivalry Farseer (alias "Cob")Protagonist; panics under Forged attack, kills one, loses Shrewd’s pin, gathers grim news, agrees to guard minstrels upriver.
- NighteyesFitz’s wolf-bond; counsels prudence, tracks Forged men, comforts Fitz over the lost pin, will shadow the day journey.
- Harper JoshBlind or near-blind harper; shares news of taxes, Patience’s sacrifices, and bounty on the Pocked Man; persuades Fitz to guard them.
- HoneyJosh’s elder daughter; sharp-tongued, probing; vows not to abandon her father again; travels with Fitz’s protection.
- PiperYounger minstrel; supportive and candid; part of the trio seeking Fitz’s escort upriver.
- Forged menThree attackers at the hut; two flee, one dies from Fitz’s knife; symbolize spreading inland danger.