The Complete Farseer Trilogy: Assassin’s Apprentice, Royal Assassin, Assassin’s Quest. Robin Hobb. Читать онлайн. Newlib. NEWLIB.NET

Автор: Robin Hobb
Издательство: HarperCollins
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Жанр произведения: Героическая фантастика
Год издания: 0
isbn: 9780007531486
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      Royal Assassin

      Book Two of the Farseer Trilogy

      ROBIN HOBB

       Dedication

      For Giles

      and for Raphael and Freddy, the Princes of Assassins

      Contents

       Cover

       Title Page

       Four: Dilemmas

       Five: Gambit

       Six: Forged Ones

       Seven: Encounters

       Eight: The Queen Awakes

       Nine: Guards and Bonds

       Ten: Fool’s Errand

       Eleven: Lone Wolves

       Twelve: Tasks

       Thirteen: Hunting

       Fourteen: Winterfest

       Fifteen: Secrets

       Sixteen: Verity’s Ships

       Seventeen: Interludes

       Eighteen: Elderlings

       Nineteen: Messages

       Twenty: Mishaps

       Twenty-One: Dark Days

       Twenty-Two: Burrich

       Twenty-Three: Threats

       Twenty-Four: Neatbay

       Twenty-Five: Buckkeep

       Twenty-Six: Skilling

       Twenty-Seven: Conspiracy

       Twenty-Eight: Treasons and Traitors

       Twenty-Nine: Escapes and Captures

       Thirty: Dungeons

       Thirty-One: Torture

       Thirty-Two: Execution

       Thirty-Three: Wolf Days

       Epilogue

       PROLOGUE

       Dreams and Awakenings

      Why is it forbidden to write down specific knowledge of the magics? Perhaps because we all fear that such knowledge would fall into the hands of one not worthy to use it. Certainly there has always been a system of apprenticeship to ensure that the understanding of magic is passed only to those trained and judged worthy of such knowledge. While this seems a laudable attempt to protect us from unworthy practitioners of arcane lore, it ignores the fact that the magics are not derived from this specific knowledge. The predilection for a certain type of magic is either inborn or lacking. For instance, the ability for the magics known as the Skill is tied closely to blood relationship to the royal Farseer line, though it may also occur as a ‘wild strain’ amongst folk whose ancestors came from both the Inland tribes and the Outislanders. One trained in the Skill is able to reach out to another’s mind, no matter how distant, and know what he is thinking. Those who are strongly Skilled can influence that thinking, or have converse with that person. For the conducting of a battle, or the gathering of information, it is a most useful tool.

      Folklore tells of an even older magic, much despised now, known as the Wit. Few will admit a talent for this magic, hence it is always said to be the province of the folk in the next valley, or the ones who live on the other side of the far ridge. I suspect it was once the natural magic of those who lived on the land as hunters rather than as settled folk; a magic for those who felt kinship with the wild beasts of the woods. The Wit, it is said, gave one the ability to speak the tongues of the beasts. It was also warned that those who practised the Wit too long or too well became whatever beast they had bonded to. But this may be only legend.

      There are the Hedge magics, though I have never been able to determine the source of this name, which are both verified and suspect, including palm reading, water gazing, the interpretation of crystal reflections, and a host of other skills that attempt to predict the future. In a separate unnamed category are the magics that cause physical effects, such as invisibility, levitation, giving motion or life to inanimate objects – all the magics of the old legends, from the Flying Chair of the Widow’s Son to the North Wind’s bewitched tablecloth. I know of no people who claim these magics as their own. They seem to be solely the stuff of legend, ascribed to folk living in ancient times or distant places, or beings of mythical or near mythical reputation: dragons, giants, the Elderlings, the Others, pecksies.

      I