Cover of Royal Assassin and Assassin's Quest

Royal Assassin and Assassin's Quest

by Robin Hobb


Genre
Fantasy
Pages
674
Contents

Six: The Wit and the Skill

Overview

Fitz quits the minstrels in Crowsneck and witnesses King’s Guards brutalize a singer, revealing Regal’s grip on river towns. Answering a Wit-call, he aids Black Rolf and meets Rolf’s bear Hilda, Holly, and hawk Sleet, learning Old Blood customs, risks, and his own careless “broadcasting.”

Rolf and Holly offer training and a support network, but Fitz refuses to stay, accepts provisions, and departs by night toward Farrow, resolved to strike Regal despite mounting dangers.

Summary

Fitz parts from Josh, Honey, and Piper at an inn in Crowsneck, determined to pursue his own mission. Passing through the market, he sees trade strangled by Regal’s policies. Two King’s Guards, wearing Crowsneck colors, publicly beat and rob a drunk for mocking Regal, and the cowed townsfolk look away.

When Fitz approaches the fallen man, a powerful Wit-call compels him to help. He aids the drunk, who reveals himself as Black Rolf, and follows him to the river where Rolf’s bond-partner, the bear Hilda, greets them. Rolf invites Fitz to his woodland cabin, where Fitz meets Holly and their hawk Sleet, and learns they call the Wit “Old Blood.”

Over food, Rolf describes Old Blood ways: deliberate quests to find a bond-beast, taboos against childhood bonding, and the belief that Old Blood should pair with its own. He warns that Fitz and Nighteyes “shout” their thoughts, drawing predators and especially Forged ones, and explains that King’s Guards now man city watches and hunt the Witted for gold. Rolf infers Fitz’s intent to kill Regal and cautions him to keep silent.

Rolf presses Fitz about the prior night’s battle, seeking a way Old Blood might counter the Farseer Skill. Fitz admits he cannot teach what he barely understands. Rolf offers months or years of training; Holly suggests possible matches and promises a network that could relay pleas for aid. Fitz declines to stay, citing the danger and urgency, but accepts rest and provisions. At dusk, after warnings that Farrow is even more tightly held by Regal, Fitz and Nighteyes depart by night, resolved to continue their mission.

Who Appears

  • FitzChivalry Farseer (as Cob)
    Protagonist; leaves the minstrels, aids Black Rolf, learns Old Blood customs and risks, refuses training, continues toward Farrow.
  • Nighteyes
    Fitz’s wolf-bond; wary of bear and hawk, helps repel prior Skill attack, eats and rests, departs by night with Fitz.
  • Black Rolf
    Old Blood man bonded to a bear; beaten by Guards; hosts Fitz, teaches Old Blood cautions, offers training and aid.
  • Hilda
    Rolf’s bond-bear; assesses Fitz by scent, eats alongside them, mirrors Rolf’s moods, embodies Old Blood partnership.
  • Holly
    Rolf’s companion; observant, bonded with hawk Sleet; proposes training, networked aid, and Old Blood matchmaking.
  • Sleet
    Holly’s hawk; watches from rafters, signals alertness; part of the Old Blood household’s bonded circle.
  • Crowsneck King’s Guards
    Imposters in city livery; brutalize a singer for mocking Regal, exemplifying Regal’s control over river towns.
  • Josh
    Minstrel; parts amicably with Fitz at the Crowsneck inn, urging patience after the prior day’s violence.
  • Honey
    Minstrel; snubs Fitz as he departs, continuing tension from prior conflicts.
  • Piper
    Minstrel; puzzled at Fitz’s departure, still recovering from injuries suffered in the Forged attack.
© 2026 StoriLuna