Plot Summary
Fitz's Awakening and Isolation
FitzChivalry Farseer, once a royal assassin, finds himself in a shepherd's hut, grappling with the aftermath of betrayal by his uncle, Regal. Presumed dead, Fitz is haunted by memories of his past life and the people he loved, including Molly. His only solace is his bond with Nighteyes, a wolf, through the magical Wit. This connection offers companionship but also marks him as a target. Driven by a desire for vengeance against Regal, Fitz is determined to reclaim his identity and honor, setting the stage for his journey.
A Wolf's Company and Human Struggles
Living off the land, Fitz and Nighteyes form a strong bond, yet Fitz is constantly reminded of his humanity and the responsibilities it entails. Dreams of the Red-Ship Raiders' attacks haunt him, connecting him to the ongoing war through his Skill magic. Despite the peace he finds in the wild, Fitz cannot escape the pull of his past and the duty he feels toward his kingdom, highlighting the duality of his existence and the complexities of his quest.
Encounters with the Old Blood
During his travels, Fitz meets Black Rolf and Holly, members of the Old Blood who share the Wit bond with animals. They offer him knowledge and safety, warning of Regal's men who hunt those with the Wit. Despite the offer, Fitz's need for vengeance drives him to continue his journey. His bond with Nighteyes makes them both targets, as the Forged ones, soulless beings, are drawn to the Wit, adding another layer of danger to his quest.
A Journey of Vengeance
Determined to avenge the wrongs done to him and his kingdom, Fitz embarks on a journey to Tradeford, where Regal rules. Traveling by night and avoiding people, he relies on his skills and bond with Nighteyes to survive. Aware of the dangers, including Regal's powerful Skill coterie, Fitz is driven by a need to reclaim his identity and honor, even at the cost of his life, underscoring the high stakes of his mission.
Starling's Offer and Bargain
Fitz encounters Starling, a minstrel seeking a song-worthy adventure, who offers him a chance to reach the Mountains with smugglers. Despite his wariness, Fitz agrees, knowing he has little choice. Their alliance is uneasy, built on mutual need rather than trust, reflecting the precarious nature of Fitz's quest. Starling's motivations are complex, driven by ambition and a connection to Fitz's past heroics, adding tension to their journey.
A Treacherous Crossing Begins
Fitz and Starling join smugglers and pilgrims on a perilous river crossing. Harsh weather and the threat of Regal's guards add to the danger. Fitz takes on the role of a driver, contributing to the group's efforts. The crossing is fraught with tension, setting the stage for the challenges ahead as Fitz navigates both physical dangers and the complexities of his alliances, highlighting the risks and sacrifices necessary for survival.
Urgent Departure from Jhaampe
Fitz is awakened by Kettricken, who informs him of Regal's demand for his surrender, threatening war with the Mountain Kingdom. Understanding the urgency, Kettricken decides to leave immediately with Fitz, Starling, and the Fool. Their hasty departure underscores the constant threat Regal poses and the precariousness of their situation, as they must evade Regal's troops poised on the border, ready to attack.
The Fool's Unwavering Loyalty
The Fool, ever enigmatic, declares his intention to follow Fitz on the quest to find Verity. His loyalty is unwavering, rooted in a deep belief that their destinies are intertwined. The Fool's presence is both a comfort and a reminder of the larger forces at play, as he embodies the role of the White Prophet guiding the Catalyst. His decision to leave behind his life in Jhaampe underscores the depth of his commitment to Fitz and the importance of their shared mission.
A Mysterious Stone Garden
The travelers stumble upon a strange garden filled with lifelike statues of dragons and other mythical creatures. The statues, seemingly carved from stone, exude a sense of life that unnerves Fitz and Nighteyes. The garden's purpose and origin are unknown, but it is marked on Verity's map, suggesting its significance. The statues' presence raises questions about the Elderlings and their connection to the Skill, as well as the nature of the quest itself. The garden serves as a reminder of the ancient magic that permeates the land and the mysteries that await them.
Elfbark's Dangerous Revelation
Kettle reveals to Fitz that elfbark, a herb he has relied on to restore his strength, actually stunts the development of the Skill. This revelation is a devastating blow to Fitz, who realizes that his potential has been hindered by its use. The knowledge forces Fitz to reconsider his reliance on the herb and the impact it has had on his abilities. The revelation also raises questions about Verity's use of elfbark and its effects on his Skill. This new understanding of elfbark's dangers adds another layer of complexity to Fitz's journey, as he grapples with the consequences of his past choices.
A Final Sacrifice for Power
Verity, now a shadow of his former self, realizes that to awaken the dragon and save the Six Duchies, he must pour all of his life and memories into the stone creature. Despite the pain of leaving his queen, Kettricken, and the life he once knew, he is resolute. Fitz offers his own life to aid Verity, but Verity refuses, valuing Fitz's future over his own. In a final act of love and duty, Verity merges with the dragon, leaving behind his human form to become a powerful force against the Red-Ships. This transformation is both a triumph and a tragedy, marking the end of Verity's human life and the beginning of his eternal guardianship as a dragon.
The Dragon's Awakening
As Verity's essence fills the dragon, the stone creature comes to life, its scales shimmering with the colors of Verity's memories. The transformation is awe-inspiring, a testament to the power of sacrifice and the magic of the Skill. Kettricken, heartbroken yet proud, mounts the dragon alongside Starling, ready to return to Buckkeep and reclaim the kingdom. The dragon takes flight, a majestic symbol of hope and renewal, as it soars toward the coast to drive away the Red-Ships and restore peace to the Six Duchies.
A Kingdom's Redemption and Betrayal
In the wake of the dragon's victory, Regal returns to Buckkeep, feigning repentance and pledging loyalty to Kettricken and her unborn child. His actions are a calculated move to secure his position and avoid the wrath of the dragons. However, his past treachery catches up with him, and he meets a mysterious and violent end, rumored to be the work of a vengeful creature. Regal's death marks the end of his tyrannical rule and the beginning of a new era for the Six Duchies, as Kettricken takes her rightful place as queen.
The Catalyst's Lonely Path
With the kingdom saved and his role as Catalyst fulfilled, Fitz retreats into the wilderness with Nighteyes, seeking solace and healing. Haunted by the loss of Verity and the life he could have had with Molly, Fitz grapples with his identity and purpose. He finds peace in the simplicity of nature and the companionship of his wolf, but the weight of his past and the power of the Skill continue to haunt him. Fitz's journey is one of introspection and acceptance, as he learns to live with the choices he has made and the legacy he has left behind.
A New Era Begins
Under Kettricken's rule, the Six Duchies begin to heal and rebuild. The threat of the Red-Ships is vanquished, and the kingdom looks to the future with hope. Kettricken's child, Prince Dutiful, symbolizes the promise of a new generation, free from the shadows of the past. The dragons, now guardians of the realm, ensure peace and prosperity. As the kingdom moves forward, the memory of Verity and the sacrifices made to secure its future remain a guiding light for all.
Characters
FitzChivalry Farseer
Fitz is a young man burdened by the weight of his past and the loss of his identity. Once a royal assassin, he is now presumed dead and living in isolation. His bond with Nighteyes, a wolf, offers him companionship and a connection to the natural world. Fitz is driven by a desire for vengeance against his uncle, Regal, who betrayed him and his kingdom. Despite his fears and the memories that haunt him, Fitz is determined to confront Regal and reclaim his honor.
Nighteyes
Nighteyes is a wolf bonded to Fitz through the Wit, a magical connection that allows them to share thoughts and emotions. He is a constant companion to Fitz, offering solace and a sense of belonging. Nighteyes is independent and curious, often challenging Fitz's human perspective with his own wolfish logic. Their bond is deep, and Nighteyes' presence is a source of strength for Fitz as he navigates his journey.
Verity Farseer
Verity's journey from king to dragon is a testament to his unwavering dedication to his people. His transformation is both a sacrifice and a rebirth, as he becomes a living embodiment of the kingdom's strength and hope. Verity's legacy is one of courage and selflessness, as he gives up his human life to protect the Six Duchies for eternity.
Kettricken
Kettricken's strength and determination guide the Six Duchies into a new era of peace and prosperity. Her love for Verity and her unborn child drive her to reclaim the kingdom and secure its future. Kettricken's leadership is marked by compassion and wisdom, as she navigates the challenges of ruling a kingdom in the wake of war.
Regal Farseer
Regal's ambition and treachery ultimately lead to his downfall. His false redemption is a desperate attempt to secure his position, but his past actions catch up with him. Regal's death marks the end of his tyrannical rule and the beginning of a new era for the Six Duchies.
The Fool
The Fool's unwavering loyalty to Fitz is rooted in a deep belief that their destinies are intertwined. As the White Prophet, he sees himself as a guide for Fitz, the Catalyst. His decision to accompany Fitz on the quest underscores the depth of his commitment and the importance of their shared mission. The Fool's presence is both a comfort and a reminder of the larger forces at play, as he navigates the complexities of fate and prophecy.
Starling Birdsong
Starling's motivations are driven by her desire to find a song that will make her reputation. Her decision to join the expedition is a calculated risk, as she seeks to witness and document the events of the quest. Despite her ambition, Starling's presence adds an element of tension, as her actions and decisions have far-reaching consequences. Her role in the narrative highlights the power of storytelling and the impact of words on the unfolding events.
Kettle
Kettle's insistence on joining the expedition adds an element of mystery to the journey. Her true motivations and knowledge remain unclear, suggesting that she may have a significant role to play in the unfolding events. Kettle's presence hints at deeper connections to the prophecies and the quest for Verity, as she navigates the challenges of the journey with quiet determination. Her character embodies the themes of wisdom and resilience, as she confronts the limits of age and experience.
Burrich
Burrich is revealed through Fitz's dreams as a protector of Molly and Fitz's daughter. He is loyal and grieving, believing Fitz to be dead. His care for Molly and the child is evident, as is his struggle with his own sense of loss and responsibility. Burrich's presence in Fitz's dreams highlights the enduring bonds of loyalty and love, even in the face of loss.
Black Rolf
Black Rolf is a member of the Old Blood, a community of people who share the Wit bond with animals. He is bonded to a bear named Hilda and offers Fitz a chance to learn more about his abilities and the history of the Old Blood. Rolf is wise and cautious, warning Fitz of the dangers posed by Regal's men. Despite his offer of safety and knowledge, Rolf respects Fitz's decision to continue his quest for vengeance.
Plot Devices
The Wit
The Wit is a magical ability that allows Fitz to bond with animals and communicate with them. This bond is central to his relationship with Nighteyes, offering companionship and a unique perspective on the world. The Wit is both a gift and a curse, as it makes Fitz a target for Regal's men and the Forged ones. It is a source of strength and vulnerability, shaping Fitz's journey and his interactions with others.
The Skill
The Skill is a powerful force that enables Verity's transformation into a dragon and the awakening of the Elderlings. It is both a gift and a burden, as it connects characters across distances and time, but also demands great sacrifice. The Skill is central to the narrative, driving the characters' actions and shaping the kingdom's future.
The Dragons
The dragons symbolize the power of sacrifice and the promise of a new beginning for the Six Duchies. Their awakening is a turning point in the narrative, as they drive away the Red-Ships and restore peace to the kingdom. The dragons are a testament to the enduring legacy of Verity and the strength of the Farseer line.
Elfbark
Elfbark is a herb that Fitz has relied on to restore his strength, but it is revealed to stunt the development of the Skill. This revelation forces Fitz to reconsider his reliance on the herb and the impact it has had on his abilities. The knowledge of elfbark's true effects adds another layer of complexity to Fitz's journey, as he grapples with the consequences of his past choices. The herb serves as a symbol of the broader themes of sacrifice and the cost of power.
Regal's Threat
Regal's demand for Fitz's surrender and the threat of war with the Mountain Kingdom create a sense of urgency and tension in the narrative. This plot device highlights the constant danger posed by Regal and the precariousness of the characters' situation. The political stakes are high, as the characters must navigate the complexities of loyalty and betrayal while pursuing their quest. Regal's threat serves as a catalyst for the expedition, driving the characters to take action and confront the challenges ahead.
Analysis
"Assassin's Quest" explores the themes of sacrifice, identity, and the cost of power. Fitz's journey is marked by personal loss and the struggle to reconcile his past with his present. The narrative delves into the complexities of duty and the personal sacrifices required to fulfill one's destiny. The transformation of Verity into a dragon symbolizes the ultimate sacrifice for the greater good, while Fitz's introspective journey highlights the enduring quest for identity and purpose. The novel underscores the power of connection, both human and magical, and the enduring legacy of love and loyalty in the face of adversity.
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Review Summary
Assassin's Quest receives mixed reviews. Some praise Hobb's world-building, character development, and prose, particularly enjoying Fitz's relationships with Nighteyes and the Fool. Others criticize the slow pacing, repetitive plot, and unsatisfying ending. Many readers found the book too long and felt it could have been shorter. Despite disappointment with this final installment, many still consider the Farseer Trilogy worthwhile overall. Some readers express frustration with Fitz's character development and decision-making, while others appreciate his struggles and growth.
The Farseer Trilogy Series
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