More by Robin Hobb
The Farseer trilogy continues the dramatic tale of piracy, serpents, love and magic. The Vestrit family's liveship, Vivacia, has been taken by the pirate king, Kennit. Held captive on board, Wintrow Vestrit finds himself competing with Kennit for Vivacia's love as the ship slowly acquires her own bloodlust. Leagues away, Althea Vestrit has found a new home aboard the liveship Ophelia, but she lives only to reclaim the Vivacia and with her friend, Brashen, she plans a dangerous rescue. Meanwhile in Bingtown, the fading fortunes of the Vestrit family lead Malta deeper into the magical secrets of the Rain Wild Traders. And just outside Bingtown, Amber dreams of relaunching Paragon, the mad liveship ...
Alternate cover for this ISBN can be found here
An alternative cover of this ISBN can be found here.
As Bingtown slides toward disaster, clan matriarch Ronica Vestrit, branded a traitor, searches for a way to bring the city's inhabitants together against a momentous threat. Meanwhile, Althea Vestrit, unaware of what has befallen Bingtown and her family, continues her perilous quest to track down and recover her liveship, the Vivacia, from the ruthless pirate Kennit.
Bold though it is, Althea's scheme may be in vain. For her beloved Vivacia will face the most terrible confrontation of all as the secret of the liveships is revealed. It is a truth so shattering, it may destroy the Vivacia and all who love her, including Althea's nephew, whose life already hangs in the balance.
Too much time has passed since the powerful dragon Tintaglia helped the people of the Trader cities stave off an invasion of their enemies. The Traders have forgotten their promises, weary of the labor and expense of tending earthbound dragons who were hatched weak and deformed by a river turned toxic. If neglected, the creatures will rampage--or die--so it is decreed that they must move farther upriver toward Kelsingra, the mythical homeland whose location is locked deep within the dragons' uncertain ancestral memories.
Thymara, an unschooled forest girl, and Alise, wife of an unloving and wealthy Trader, are among the disparate group entrusted with escorting the dragons to their new home. And on an extraordinary odyssey with no promise of return, many lessons will be learned--as dragons and tenders alike experience hardships, betrayals . . . and joys beyond their wildest imaginings.
Fitz has survived his first hazardous mission as king’s assassin, but is left little more than a cripple. Battered and bitter, he vows to abandon his oath to King Shrewd, remaining in the distant mountains. But love and events of terrible urgency draw him back to the court at Buckkeep, and into the deadly intrigues of the royal family.
Renewing their vicious attacks on the coast, the Red-Ship Raiders leave burned-out villages and demented victims in their wake. The kingdom is also under assault from within, as treachery threatens the throne of the ailing king. In this time of great danger, the fate of the kingdom may rest in Fitz’s hands—and his role in its salvation may require the ultimate sacrifice.
Wizardwood, a sentient wood.
The most precious commodity in the world.
Like many other legendary wares, it comes only from the Rain River Wilds.
But how can one trade with the Rain Wilders, when only a liveship fashioned from wizardwood can negotiate the perilous waters of the Rain River? Rare and valuable a liveship will quicken only when three members, from successive generations, have died on board. The liveship Vivacia is about to undergo her quickening as Althea Vestrit's father is carried on deck in his death-throes. Althea waits for the ship that she loves more than anything else in the world to awaken. Only to discover that the Vivacia has been signed away in her father’s will to her brutal brother-in-law, Kyle Haven...
Others plot to win or steal a liveship. The Paragon, known by many as the Pariah, went mad, turned turtle, and drowned his crew. Now he lies blind, lonely, and broken on a deserted beach. But greedy men have designs to restore him, to sail the waters of the Rain Wild River once more.
Cover illustration by John Howe
King Shrewd is dead at the hands of his son Regal. As is Fitz--or so his enemies and friends believe. But with the help of his allies and his beast magic, he emerges from the grave, deeply scarred in body and soul. The kingdom also teeters toward ruin: Regal has plundered and abandoned the capital, while the rightful heir, Prince Verity, is lost to his mad quest--perhaps to death. Only Verity's return--or the heir his princess carries--can save the Six Duchies.
But Fitz will not wait. Driven by loss and bitter memories, he undertakes a quest: to kill Regal. The journey casts him into deep waters, as he discovers wild currents of magic within him--currents that will either drown him or make him something more than he was.
The acclaimed Farseer and Liveship Traders trilogies established Robin Hobb as one of the most splendidly imaginative practitioners of world-class fantasy.
Now, in Book 2 of her most stunning trilogy yet, Hobb continues the soul-shattering tale of FitzChivalry Farseer. With rich characters, breathtaking magic, and sweeping action, Golden Fool brings the reluctant adventurer further into the fray in an epic of sacrifice, salvation, and untold treachery.
Golden Fool
Prince Dutiful has been rescued from his Piebald kidnappers and the court has resumed its normal rhythms. But for FitzChivalry Farseer, a return to isolation is impossible. Though gutted by the loss of his wolf bondmate, Nighteyes, Fitz must take up residence at Buckkeep and resume his tasks as Chade’s apprentice assassin. Posing as Tom Badgerlock, bodyguard to Lord Golden, FitzChivalry becomes the eyes and ears behind the walls. And with his old mentor failing visibly, Fitz is forced to take on more burdens as he attempts to guide a kingdom straying closer to civil strife each day.
The problems are legion. Prince Dutiful’s betrothal to the Narcheska Elliania of the Out Islands is fraught with tension, and the Narcheska herself appears to be hiding an array of secrets. Then, amid Piebald threats and the increasing persecution of the Witted, FitzChivalry must ensure that no one betrays the Prince’s secret—a secret that could topple the Farseer throne: that he, like Fitz, possesses the dread “beast magic.”
Meanwhile, FitzChivalry must impart to the Prince his limited knowledge of the Skill: the hereditary and addictive magic of the Farseers. In the process, they discover within Buckkeep one who has a wild and powerful talent for it, and whose enmity for Fitz may have disastrous consequences for all.
Only Fitz’s enduring friendship with the Fool brings him any solace. But even that is shattered when unexpected visitors from Bingtown reveal devastating secrets from the Fool’s past. Now, bereft of support and adrift in intrigue, Fitz’s biggest challenge may be simply to survive the inescapable and violent path that fate has laid out for him.
From the Hardcover edition.
alternate cover for ISBN 9780006486015
Fifteen years have passed since the end of the Red Ship War with the terrifying Outislanders. Since then, Fitz has wandered the world accompanied only by his wolf and Wit-partner, Nighteyes, finally settling in a tiny cottage as remote from Buckkeep and the Farseers as possible.
But lately the world has come crashing in again. The Witted are being persecuted because of their magical bonds with animals; and young Prince Dutiful has gone missing just before his crucial diplomatic wedding to an Outislander princess. Fitz’s assignment to fetch Dutiful back in time for the ceremony seems very much like a fool’s errand, but the dangers ahead could signal the end of the Farseer reign.
Cover illustration by John Howe
The triumphant conclusion to the Tawny Man trilogy, from the author of the bestselling Farseer and Liveship Traders trilogies. The moving end to the tale of the Farseers, in which kingdoms must stand or fall on the beat of a dragon's wings, or a Fool's heart. A small and sadly untried coterie - the old assassin Chade, the serving-boy Thick, Prince Dutiful, and his reluctant Skillmaster, Fitz - sail towards the distant island of Aslevjal. There they must fulfil the Narcheska's challenge to her betrothed: to lay the head of the dragon Icefyre, whom legends tell is buried there deep beneath the ice, upon her hearth. Only with the completion of this quest can the marriage proceed, and the resulting alliance signal an end to war between the two kingdoms. It is not a happy ship: tensions between the folk of the Six Duchies and their traditional enemies, the Outislanders, lie just beneath the surface. Thick is constantly ill, and his random but powerful Skilling has taken on a dark and menacing tone, while Chade's fascination with the Skill is growing to the point of obsession. Having ensured that his beloved friend the Fool is safely left behind in Buckkeep, Fitz is guilt-stricken; but he is determined to keep his fate at bay, since prophecy foretells the Fool's death if he ever sets foot on the isle of the black dragon. But as their ship draws in towards Aslevjal a lone figure awaits them...
In a faraway land where members of the royal family are named for the virtues they embody, one young boy will become a walking enigma.
Born on the wrong side of the sheets, Fitz, son of Chivalry Farseer, is a royal bastard, cast out into the world, friendless and lonely. Only his magical link with animals - the old art known as the Wit - gives him solace and companionship. But the Wit, if used too often, is a perilous magic, and one abhorred by the nobility.
So when Fitz is finally adopted into the royal household, he must give up his old ways and embrace a new life of weaponry, scribing, courtly manners; and how to kill a man secretly, as he trains to become a royal assassin.