Cover of Royal Assassin and Assassin's Quest

Royal Assassin and Assassin's Quest

by Robin Hobb


Genre
Fantasy
Pages
674
Contents

Twenty-Five: Strategy

Overview

Stormbound beside the Skill Road, Fitz reels under its pull while Verity warns him to conceal his trail. The group regains morale after Nighteyes brings down a boar; the Fool reshapes Starling’s harp and they sing. Kettle occupies Fitz with an ancient strategy game, prompting him to reveal his Wit-bond. They resume travel off the Road’s surface, as the Fool presses the mystery of Kettle and Starling probes Fitz about the Fool.

Summary

Fitz wakes dazed in the storm, his thoughts drifting under the Skill Road’s influence. Pressed by Kettricken, he admits a Skill-dream: Verity is alive but hides his location and warns Fitz to stop Skilling, fearing Regal’s coterie could follow Fitz’s trail to loved ones. Kettle insists the Road is the cause of Fitz’s stupor and orders the group to keep him engaged until they can travel.

Nighteyes returns triumphantly with a boar, lifting spirits as Kettricken and Fitz butcher it in the cold. Inside, the Fool offers to improve Starling’s rough harp; the group shares tea, meat, and songs, including Kettle’s pointed “Six Wisemen” rhyme. As the wind drops, Kettricken confides guilt and jealousy over Fitz’s Skill-bond with Verity; Fitz nearly slips into Skilling toward Molly but restrains himself.

Kettle introduces an old Buck stone strategy game to occupy Fitz’s mind. Overnight, with Nighteyes’ hunt-pack perspective, Fitz solves a difficult position, astonishing Kettle. In explaining the solution, Fitz openly confirms his Wit-bond: he and the wolf share awareness and reasoning beyond words, unsettling Kettle but clarifying their link.

When travel resumes, Kettle decrees Fitz must avoid the Road’s surface and always have a companion. The Fool escorts him and urges Fitz to probe Kettle’s mysterious past. Later, Starling accompanies Fitz and pointedly questions him about the Fool’s identity and history, while Fitz deflects. That night Kettle pushes deeper strategies; Fitz internalizes Nighteyes’ “noose” tactic and faces a new, harder puzzle. Before dawn he runs with the wolf in shared dreams, returning to camp with renewed spirit.

Who Appears

  • FitzChivalry Farseer
    Protagonist; dazed by the Skill Road, he heeds Verity’s warning, butchers boar, reveals Wit-bond, studies Kettle’s stone game, and travels off-road with companions.
  • Kettricken
    Queen; tends camp, worries for Verity, confesses guilt and jealousy of Skill, manages jeppas, insists on caution and supports keeping Fitz occupied.
  • Kettle
    Elder; identifies the Road’s danger, keeps Fitz alert, teaches an ancient stone strategy game, displays obscure lore, and remains a mystery.
  • The Fool
    Fitz’s friend; improves Starling’s harp, sings, escorts Fitz off the Road, and urges questions about Kettle’s hidden past.
  • Starling
    Minstrel; plays and sings, lets the Fool reshape her harp, questions Fitz about the Fool while keeping him distracted.
  • Nighteyes
    Wolf companion; brings down a boar, shares pack-contentment, provides key insight to the stone game, and night-ranges with Fitz’s mind.
  • Verity
    Absent king; appears in Fitz’s Skill-dream, alive and concealed, warning Fitz not to Skill and to hide his trail.
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