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 ...
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Acclaimed and bestselling author Robin Hobb continues her Fitz and the Fool trilogy with this second entry, following Fool’s Assassin, ramping up the tension and the intrigue as disaster continues to strike at Fitz’s life and heart.
After nearly killing his oldest friend, the Fool, and finding his daughter stolen away by those who were once targeting the Fool, FitzChivarly Farseer is out for blood. And who better to wreak havoc than a highly trained and deadly former royal assassin? Fitz might have let his skills go fallow over his years of peace, but such things, once learned, are not so easily forgotten. And nothing is more dangerous than a man who has nothing left to lose…
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.
Tom Badgerlock has been living peaceably in the manor house at Withywoods with his beloved wife Molly these many years, the estate a reward to his family for loyal service to the crown.
But behind the facade of respectable middle-age lies a turbulent and violent past. For Tom Badgerlock is actually FitzChivalry Farseer, bastard scion of the Farseer line, convicted user of Beast-magic, and assassin. A man who has risked much for his king and lost more…
On a shelf in his den sits a triptych carved in memory stone of a man, a wolf and a fool. Once, these three were inseparable friends: Fitz, Nighteyes and the Fool. But one is long dead, and one long-missing.
Then one Winterfest night a messenger arrives to seek out Fitz, but mysteriously disappears, leaving nothing but a blood-trail. What was the message? Who was the sender? And what has happened to the messenger?
Suddenly Fitz's violent old life erupts into the peace of his new world, and nothing and no one is safe.
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.
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.