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Assassin's Quest characters

By Robin Hobb

Every entry below is hidden until you open it, and each names the chapter the character first appears in.

FitzChivalry Farseer (Protagonist)

Also known as Fitz, Tom

Appears from the start

The Farseer bastard, officially dead and buried. He survived Regal's dungeons by retreating into his wolf as his body died, and he has been coaxed back into it over a winter by Burrich and Chade. He is half-wild, easier as a wolf than as a man, with a body ruined by torture and poison and a memory full of gaps. Nothing binds him to the crown any more: the king he swore to is dead, the prince he served is believed dead, and the woman he loved is gone. What he has instead is a single fixed intention, to find Regal and kill him.

Nighteyes (Supporting)

Appears from the start

The wolf Fitz bought caged in Buckkeep Town and bonded with through the Wit. He is now full-grown and the bond is total: they share senses, thoughts and, for a time, a body. He is blunt, sardonic and impatient with human tangles, wanting only a pack, a hunt and a place to sleep, and he stays because Fitz is his pack, not because he approves of anything Fitz intends to do.

Burrich (Supporting)

Appears from the start

Buckkeep's former stablemaster, who dug Fitz out of his grave and spent the winter dragging him back into a man's shape. Driven out of Buckkeep by Regal's men, lamed, jobless and drinking, he has kept Fitz alive at enormous cost and expects to be obeyed for it. He believes Fitz should go to Kettricken and the Mountains rather than after Regal, and the disagreement is bitter.

Chade Fallstar (Supporting)

Appears from the start

The old assassin who trained Fitz, now out of the walls of Buckkeep and living rough, running what is left of a loyalist network for a queen who is over the mountains and a king everyone believes dead. He is exhausted and grimly practical, and he too thinks Fitz should serve the Farseers rather than his own grudge.

Molly (Supporting)

Appears from the start

The chandler's daughter Fitz grew up loving, who left Buckkeep without telling him where she was going. She believes him dead, along with everyone else. She exists in this book first as the life Fitz did not get to have.

Lady Patience (Supporting)

Appears from the start

Chivalry's widow, who buried Fitz and grieves him, and who holds Buckkeep Town and its defences together with almost no money and no authority while the crown sits inland at Tradeford. Scattered and stubborn as ever, she turns out to be formidable when there is nobody else left to do the work.

King Regal (Antagonist)

Appears from the start

The youngest Farseer, now crowned king. He has moved the court inland to Tradeford, stripped Buckkeep of everything portable and left the coastal duchies to defend themselves against the Red Ships. He rules through a Skill coterie of his own, has made the Wit a capital crime and hunts those who carry it, and he had Fitz tortured and condemned.

Starling Birdsong (Supporting)

First appears in chapter 10

A travelling minstrel, young, ambitious and short of patrons, working the roads between the coast and the inland duchies. She is quick, unsentimental and entirely clear about what she wants: to witness an event worth a song and so make her name. She recognizes more about her fellow traveller than is comfortable and treats the knowledge as an opportunity.

Kettle (Supporting)

First appears in chapter 20

An old woman travelling with a party of pilgrims bound for the Mountain Kingdom, small, dry and blunt, who passes the miles at a stone game few people can play well. She is sharper than her years suggest, asks questions that are far too well aimed, and clearly understands things about magic that an ordinary devout old woman would have no way of knowing.

Kettricken (Supporting)

First appears in chapter 24

Queen of the Six Duchies in exile, back in her father's country and mourning both her husband and the child she lost. She holds herself to the Mountain idea of the ruler as Sacrifice and is preparing to go herself in search of Verity, on almost no evidence and with almost no help, because nobody else will.

The Fool (Supporting)

First appears in chapter 24

The former court jester, who fled Buckkeep with Kettricken and lives in the Mountain Kingdom carving wood and keeping the queen company. Away from Buckkeep the mockery is thinner and the seriousness underneath it plainer: the Fool speaks of being a White Prophet, sent to turn the world onto a better course, and of Fitz as the Catalyst whose choices do the turning. Fiercely attached to Fitz and grieved at having believed him dead.

Will (Antagonist)

First appears in chapter 24

The most able of the Skill coterie Galen trained, now the chief instrument of Regal's rule. Patient and quiet, he hunts Fitz through the Skill itself, reaching for him whenever Fitz's guard slips, and he is far stronger in the magic than Fitz has ever been.

Verity Farseer (Supporting)

First appears in chapter 30

The rightful King of the Six Duchies, missing for over a year beyond the Mountain Kingdom. He reaches Fitz through the Skill in brief, overwhelming contacts carrying a single command, to come to him. What is left of the plain, dutiful soldier who rode out of Buckkeep is a question the journey is undertaken to answer.

Nettle (Minor)

First appears in chapter 32

A small daughter born to Molly, being raised in a cottage far from Buckkeep. Fitz learns of her existence through the Skill, long after the fact and from a distance, and can do nothing about it.

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