
Beyond the mountains, a road of stone leads to the end of the known world.
Fitz and Nighteyes cross the realms with a single certainty: to follow Verity's trail. On their way, they reunite with Kettricken, the Fool, and unexpected companions. But the Skill guides them toward a mystic territory where the ancient monarchs left their imprint in living stone.
The fellowship takes shape. Arm, Stag, or Wolf? Each makes their choice. The Fool gradually reveals the role he must play — that of a White Prophet from beyond the seas. The Skill becomes both path and weapon. But the realm of stone into which the travelers sink is full of ancient traps, and more than one companion will not survive it.
Choices are made in the moment. It's afterward that one learns to live with them.
FitzChevalerie, Le Fou, Œil-de-Nuit, Kettricken, Astérie Oiselle, Casseur
Quête, Magie ancienne, Compagnons, Prophétie