
Fitz crosses the Skill. And the whole kingdom trembles.
Fitz and the Fool travel through the memory stones, crossing the Skill at a forbidden speed. Buckkeep welcomes the monster-child and the old bastard with mingled shock and dread. And the court of Buckkeep discovers that the Servants may not be as far away as one thinks.
Conclusion of Fool's Quest. Fitz resumes his place as Buckkeep's armed limb, but with a new dimension: he acts as a broken father. The reunions with old companions (Chade, Dutiful, Nettle) are moving. And urgency rises: Clerres must be struck, and quickly.
To travel by the Skill is to cross a dream from which one never knows if one will return.
Fitz, Le Fou, Devoir, Umbre, Ortie, Kettricken, Persévérance, Lant
Retrouvailles, Magie du voyage, Père vengeur, Stratégie