Assassin’s Quest by Robin Hobb
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" We are here, Fitz, you and I, to change the future of the world... "
Assassin's Quest brings to a conclusion The Farseer Trilogy, a rich tale that improves with each book. As Royal Assassin improved upon Assassin's Apprentice, Assassin's Quest takes the trilogy to a new level and gives the reader what they want, and much more.
At the end of Royal Assassin Fitz had taken poison and died. Although we were sure that this was not the end for him, we eagerly anticipated how Robin Hobb might bring him back to life for the final installment of the trilogy. She did not dissapoint.
The pervading sense at the beginning of this book is hopelesness and Hobb must be commended for making this topic so enthralling to the reader. She has our hero being thwarted at every turn and no lucky breaks seem to go his way. There is a hope though, and Fitz's own dreams support this, that someday, somehow, everything will turn out OK. Don't bet on it though.
"The room was too hot. And too small. Panting no longer cooled me. I got up from the table and went to the water barrel in the corner. I took the cover off it and drank deeply. Heart of the Pack looked up with an almost snarl. 'Use a cup, Fitz.'"
Assassin's Quest: The Unremembered
Fitz has The Wit, which allows not only to communicate with animals ( Nighteyes, his wolf ) but also to also ride with them and to affect their mannerisms. This leads to Fitz hunting and killing his prey and eating will it's still warm as would a wolf. This is quite hard for the reader to take, as the majority of us would not touch meat until it has been removed completely from the carcass and cooked to become unrecognisable from it's giver. AS the reader you can begin to understand why Fitz is spurned and reviled due to his Wit, his behaviour repulses many, even Burrich and this leads to a small disassociation between the reader and Fitz. This is possibly one of Hobb's masterstrokes as this sets the trilogy apart for the normal fare and gives us far more than the "Golden Hero" of some recent fantasy genre writing.
As the story builds towards the finale, twists and turns lead the reader back and forth. All the unexplained happenings are explained and the ending is exactly what the trilogy called for.
The Farseer Trilogy weighs in at over 2,000 pages and is a rewarding and immensely enjoyable read. Not only fans of the fantasy genre could enjoy these books as there is such a large human element to them that they appeal to all. The three books improve upon each other and Assassin's Quest is a perfect conclusion to an absorbing tale.
I would thoroughly recommend the Farseer Trilogy to everybody and hopr that they get as much enjoyment out of them as I did. Robin Hobb's work here has made me not want to go out and buy The Liveship Traders so that I can furthermore enjoy her work.
The book's cover illustration's are once again drawn by the excellent John Howe.
"Robin Hobb writes achingly well" SFX

Assassin's Quest (The Farseer Trilogy - Book 3) (Amazon.co.uk)
Author: Robin Hobb
Binding: Paperback
Number of pages: 848
Publication date: 1998-03-16
Publisher: Voyager
RRP: £8.99
Lowest new price: £0.80
Lowest used price: £0.22


Assassin's Quest (The Farseer Trilogy) (Amazon.com)
Author: Robin Hobb
Binding: Paperback
Number of pages: 848
Publication date: 1998-03-16
Publisher: Voyager
RRP: $16.50
Lowest new price: $8.91
Lowest used price: $4.05

The gripping finale to Robin Hobb's classic Farseer trilogy, now reissued in gorgeous new livery. Keystone. Gate. Crossroads. Catalyst. Fitz is about to discover the truth about the Fool's prophecy. Having been resurrected from his fatal tortures in Regal's dungeons, Fitz has once more foiled Regal's attempts to be rid of him. Now, back in his own body, and after months of rehabilitation, Fitz begins the painful and slow process of learning the ways of a man again. Under the watchful eye of Burrich, old King Shrewd's Stablemaster, Fitz must learn to cast off the wild but carefree ways of the wolf and enter once more the human world: a world beset ever more viciously by the relentless Red Ship Raiders who are now left free to plunder any coastal town they please. But more immediately, a world in which he finds he is utterly alone. Regal has stripped the kingdom of its riches and retired to the inland city of Tradeford. Of Verity, on his quest to find the legendary Elderings, there has been no word; Molly, Kettricken and the Fool have all vanished. Unless Fitz can find Verity and help him in his quest, the Six Duchies will perish and there will be no safe place to live.
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