Six years. Not so long in the life span of a drow, and yet, in counting the months, the weeks, the days, the hours, it seemed to me as if I had been away from Mithril Hall a hundred times that number. The place was removed, another lifetime, another way of life, a mere stepping stone to …
To what? To where?
My most vivid memory of Mithril Hall is of riding away from the place with Catti-brie at my side, is the view in looking back over the plumes of smoke rising from Settlestone to the mountain called Fourthpeak. Mithril Hall was Bruenor's kingdom, Bruenor's home, and Bruenor was among the most dear of friends to me. But it was not my home, had never been so.
I couldn't explain it then, and still cannot. All should have been well there after the defeat of the invading drow army. Mithril Hall shared prosperity and friendship with all of the neighboring communities, was part of an assortment of kingdoms with the power to protect their borders and feed their poor.
All, of that, but still Mithril Hall was not home. Not for me, and not for Catti-brie. Thus had we taken to the road, riding west to the coast, to Waterdeep.
I never argued with Catti-brie — though she had certainly expected me to — concerning her decision to leave Mithril Hall. We were of like minds. We had never really set down our hearts in the place; we had been too busy, in defeating the enemies who ruled there, in reopening the dwarven mines, in traveling to Menzoberranzan and in battling the dark elves who had come to Mithril Hall. All that completed, it seemed time to settle, to rest, to tell and to lengthen tales of our adventures. If Mithril Hall had been our home before the battles, we would have remained. After the battles, after the losses. . for both Catti-brie and Drizzt Do'Urden, it was too late. Mithril Hall was Bruenor's place, not ours. It was the war-scarred place where I had to again face the legacy of my dark heritage. It was the beginning of the road that had led me back to Menzoberranzan.
It was the place where Wulfgar had died.
Catti-brie and I vowed that we would return there one day, and so we would, for Bruenor was there, and Regis. But Catti-brie had seen the truth. You can never get the smell of blood out of the stones. If you were there when that blood was spilled, the continuing aroma evokes images too painful to live beside.
Six years, and I have missed Bruenor and Regis, Stumpet Rakingclaw, and even Berkthgar the Bold, who rules Settlestone. I have missed my journeys to wondrous Silverymoon, and watching the dawn from one of Fourthpeak's many rocky perches. I ride the waves along the Sword Coast now, the wind and spray in my face. My ceiling is the rush of clouds and the canopy of stars; my floor is the creaking boards of a swift, well-weathered ship, and beyond that, the azure blanket, flat and still, heaving and rolling, hissing in the rain and exploding under the fall of a breaching whale.
Is this my home? I know not. Another stepping stone, I would guess, but whether there really is a road that would lead me to a place called home, I do not know.
Nor do I think about it often, because I've come to realize that I do not care. If this road, this series of stepping stones, leads nowhere, then so be it. I walk the road with friends, and so I have my home.
– Drizzt Do'Urden
Drizzt Do'Urden stood on the very edge of the beam, as far forward as he could go, one hand grasping tight the guide rope of the flying jib. This ship was a smooth runner, perfect in balance and ballast and with the best of crews, but the sea was rough this day and the Sea Sprite cut and bounced through the rolls at full sail, throwing a heavy spray.
Drizzt didn't mind. He loved the feel of the spray and the wind, the smell of the brine. This was freedom, flying, skimming the water, skipping the waves. Drizzt's thick white hair flipped in the breeze, billowing like his green cape behind him, drying almost as fast as the water wetted it. Splotches of white caked salt could not lessen the luster of his ebony skin, which glistened with wetness. His violet eyes sparkled with joy as he squinted at the horizon and caught a fleeting glimpse of the sails of the ship they pursued.
Pursued and would catch, Drizzt knew, for there was no ship north of Baldur's Gate that could outrun Captain Deudermont's Sea Sprite. She was a three-masted schooner, new in design, light
and sleek and full of sail. The square-rigged caravel they were chasing could put up a fair run in a straight line, but anytime the bulkier vessel altered its course even the slightest bit, the Sea Sprite could angle inside it, gaining ground. Always gaining ground.
That was what she was meant to do. Built by the finest engineers and wizards of Waterdeep, funded by the lords of that city, the schooner was a pirate chaser. How thrilled Drizzt had been to discover the good fortunes of his old friend, Deudermont, with whom he had sailed all the way from Waterdeep to Calimshan in pursuit of Artemis Entreri when the assassin had captured Regis the halfling. That journey, particularly the fight in Asavir's Channel when Captain Deudermont had won-with no small help from Drizzt and his companions-against three pirate ships, including the flagship of the notorious Pinochet, had caught the attention of sailors and merchants all along the Sword Coast. When the Lords of Waterdeep had completed this schooner, they had offered it to Deudermont. He loved his little two-master, the original Sea Sprite, but no seaman could resist this new beauty. Deudermont had accepted a commission in their service and, they had granted him the right to name the vessel and allowed him to handpick his crew.
Drizzt and Catti-brie had arrived in Waterdeep sometime after that. When the Sea Sprite next put in to the grand harbor of the seaport, and Deudermont found his old friends, he promptly made room for them among his crew of forty. That was six years and twenty-seven voyages ago. Among those who monitored the shipping lanes of the Sword Coast, particularly among the pirates themselves, the schooner had become a scourge. Thirty-seven victories, and still she sailed.
Now number thirty-eight was in sight.
The caravel had noticed them, from too far away to see the flag of Waterdeep. That hardly mattered, for no other ship in the region carried the distinctive design of the Sea Sprite, the three masts of billowing triangular, lateen sails. Up came the caravel's square rigs, and so the chase was on in full.
Drizzt was at the point, one foot on the lion-headed ram, loving every second. He felt the sheer power of the sea bucking beneath him, felt the spray and the wind. He heard the music, loud and strong, for several of the Sea Sprite's crewmen were
minstrels and whenever the chase was on, they took up their instruments and played rousing songs.
"Two thousand!" Catti-brie yelled down from the crow's nest. It was a measure of the distance yet to gain. When her estimate got down to five hundred, the crew would move to their battle posts, three going to the large ballista mounted on a pivot atop the flying deck in the Sea Sprite's stern, two going to the smaller, swiveling crossbows mounted to the forward corners of the bridge. Drizzt would join Deudermont at the helm, coordinating the close combat. The drow's free hand slipped to the hilt of one of his scimitars at the thought. The Sea Sprite was a vicious foe from a distance. It had crack archers, a skilled ballista team, a particularly nasty wizard, an evoker full of fireballs and lightning bolts, and of course, Catti-brie with her deadly bow, Taulmaril the Heartseeker. But it was in close, when Drizzt and his panther companion-Guenhwyvar-and the other skilled warriors could get across, that the Sea Sprite was truly deadly.
"Eighteen hundred!" came Catti-brie's next call. Drizzt nodded at the confirmation of their speed, though the gain was truly startling. The Sea Sprite was running faster than ever. Drizzt had to wonder if her keel was even getting wet!
The drow dropped a hand into his pouch, feeling for the magical figurine that he used to summon the panther from the Astral Plane, wondering if he should even call to Guenhwyvar this time. The panther had been aboard for much of the last week, hunting the hundreds of rats that threatened the ship's food stores, and was likely exhausted.
"Only if I need you, my friend," Drizzt whispered. The Sea Sprite cut hard to starboard and Drizzt had to take up the guide rope in both hands. He steadied himself and remained silent, his gaze to the horizon, to the square-rigged ship growing larger by the minute. Drizzt felt deep within himself, mentally preparing for the coming battle. He immersed himself in the hiss and splash of the water below him, in the rousing music cutting the wind, and in Catti-brie's calls.
Fifteen hundred, a thousand.
"Black cutlass, lined in red!" the young woman shouted down when, thanks to her spyglass, she was able to discern the design on the snapping flag of the caravel.
Drizzt didn't know the insignia, didn't care about it. The caravel was a pirate ship, one of the many who had overstepped their bounds near Waterdeep's harbors. As in any waters with trading routes, there had always been pirates on the Sword Coast. Until the last few years, though, the pirates had been somewhat civil, following specific codes of conduct. When Deudermont had defeated Pinochet in Asavir's Channel, he had subsequently let the pirate go free. That was the way, the unspoken agreement.
No longer was that the case. The pirates of the north had become bolder and more vicious. Ships were no longer simply looted, but the crews, particularly if any females were aboard, were tortured and murdered. Many ruined hulks had been found adrift in the waters near Waterdeep. The pirates had crossed the line.
Drizzt, Deudermont, and all the Sea Sprite's crew, were being paid handsomely for their work, but down to every last man and woman (with the possible exception of the wizard, Robillard) they weren't chasing pirates for the gold.
They were fighting for the victims.
"Five hundred!" Catti-brie called down.
Drizzt shook himself from his trance and looked to the caravel. He could see the men on her decks now, scrambling, preparing for the fight, an army of ants. The Sea Sprite's crew was outnumbered, possibly two to one, Drizzt realized, and the caravel was heavily armed. She carried a fair-sized catapult on her stern deck, and probably a ballista beneath that, ready to shoot out from the open windows.
The drow nodded and turned back to the deck. The crossbows fixed on the bridge and the ballista were manned; many of the crew lined the rail, testing the pull of their longbows. The minstrels played on as they would right up until the boarding began. High above the deck, Drizzt spotted Catti-brie, Taulmaril in one hand, her spyglass in the other. He whistled to her and she gave a quick wave in response, her excitement obvious.
How could it be otherwise? The chase, the wind, the music, and the knowledge that they were doing good work here. Smiling widely, the drow skittered back along the beam and then the rail, joining Deudermont at the wheel. He noticed Robillard the wizard, looking bored as usual, sitting on the edge of the poop deck.
Every so often he waved one hand in the direction of the mainmast. Robillard wore a huge ring on that hand, a silver band set with a diamond, and its sparkle now came from more than a reflection of the light. With every gesture from the wizard, the ring loosed its magic, sending a strong gust of wind into the already straining sails. Drizzt heard the creak of protest from the mainmast and understood their uncanny speed.
"Carrackus," Captain Deudermont remarked as soon as the drow was beside him. "Black cutlass outlined in red."
Drizzt looked at him curiously, not knowing the name.
"Used to sail with Pinochet," Deudermont explained. "First mate on the pirate's flagship. He was among those we battled in Asavir's Channel."
"Captured?" Drizzt asked.
Deudermont shook his head. "Carrackus is a scrag, a sea troll."
"I do not remember him."
"He has a penchant for staying out of the way," Deudermont replied. "Likely he dove overboard, taking to the depths as soon as Wulfgar turned us about to ram his ship."
Drizzt remembered the incident, the incredible pull of his strong friend that nearly turned the original Sea Sprite on its stern, right into the faces of so many surprised pirates.
"Carrackus was there, though," Deudermont continued. "By all reports, it was he who rescued Pinochet's wounded ship when I set him adrift outside of Memnon."
"And is the scrag allied with Pinochet still?" Drizzt asked.
Deudermont nodded grimly. The implications were obvious. Pinochet couldn't come after the troublesome Sea Sprite personally because in return for his freedom he had sworn off vengeance against Deudermont. The pirate had other ways of repaying enemies. He had many allies like Carrackus who were not bound by his personal oath.
Drizzt knew at that moment that Guenhwyvar would be needed and he took the intricate figurine from his pouch. He studied Deudermont carefully. The man stood tall and straight, slender but well-muscled, his gray hair and beard neatly trimmed. He was a refined captain, his dress impeccable, as at home in a grand ball as on the open sea. Now his eyes, so light in hue that they seemed to reflect the colors about them rather than to possess any color of their own, revealed his tension. Rumors had followed the Sea Sprite for many months that the pirates were organizing against the vessel. With confirmation that this caravel was allied with Pinochet, Deudermont believed that this might be more than a chance crossing.
Drizzt glanced back at Robillard, who was up on one knee now, arms outstretched and eyes closed, deep in meditation. Now the drow understood the reason Deudermont had put them at such a reckless speed.
A moment later, a wall of mist rose around the Sea Sprite, dimming the view of the caravel, which was now barely a hundred yards away. A loud splash to the side told them that the catapult had begun firing. A moment later, a burst of fire erupted in the air before them, dissipating into a cloud of hissing steam as they and their defensive mist wall streamed through it.
"They've a wizard," Drizzt remarked.
"Not surprising," Deudermont was quick to reply. He looked back to Robillard. "Keep your measures defensive," he ordered. "We can take them with ballista and bow!"
"All the fun for you," Robillard called back dryly.
Deudermont managed a smile, despite his obvious tension.
"Bolt!" came a cry, several cries, from forward. Deudermont instinctively spun the wheel. The Sea Sprite leaned into the leeward turn so deeply that Drizzt feared they would capsize.
At the same moment, Drizzt heard a rush of wind to his right as a huge ballista bolt ripped past, snapping a line, skipping off the edge of the poop deck right beside a surprised Robillard and rebounding to tear a small hole in the crossjack-the sail on the mizzenmast.
"Secure that line," Deudermont instructed coolly.
Drizzt was already going that way, his feet moving impossibly fast. He got the snapping line in hand and quickly tied it off, then got to the rail as the Sea Sprite straightened. He looked to the caravel, now barely fifty yards ahead and to starboard. The water between the two ships rolled wildly. Whitecaps spit water that was blown into mist, caught in a tremendous wind.
The crew of the caravel didn't understand, and so they put their bows in line and began firing, but even the heaviest of their crossbow quarrels was turned harmlessly aside as it tried to cut through the wall of wind that Robillard had put between the ships.
The archers of the Sea Sprite, accustomed to such tactics, held their shots. Catti-brie was above the wind wall as was the archer poised in the crow's nest of the other ship-an ugly seven-foot-tall gnoll with a face that seemed more canine than human.
The monstrous creature loosed its heavy arrow first, a fine shot that sank the bolt deep into the mainmast, inches below Catti-brie's perch. The gnoll ducked below the wooden wall of its own crow's nest, readying another arrow.
No doubt the dumb creature thought itself safe, for it didn't understand Taulmaril.
Catti-brie took her time, steadied her hand as the Sea Sprite closed.
Thirty yards.
Her arrow went off like a streak of lightning, trailing silver sparks and blasting through the feeble protection of the caravel's crow's nest as though it were no stronger than a sheet of old parchment. Splinters and the unfortunate lookout were thrown high into the air. The doomed gnoll gave a shriek, bounced off the crossbeam of the caravel's mainmast, and spun head over heels to splash into the sea, quickly left behind by the speeding ships.
Catti-brie fired again, angling down, concentrating on the catapult crew. She hit one man, a half-orcish brute by the looks of him, but the catapult launched its load of burning pitch.
The caravel's gunners hadn't properly compensated for the sheer speed of the Sea Sprite and the schooner crossed under the pitch and was long gone by the time it hit the water, hissing in protest.
Deudermont brought the schooner alongside the caravel, barely twenty yards of water between them. Suddenly the water in that narrow channel stopped its wind-whipped turmoil and the archers of the Sea Sprite let fly many of their arrows that sported small gobs of flaming pitch.
Catti-brie let fly for the catapult itself this time, her enchanted arrow blasting a deep crack along the machine's throwing beam. Sea Sprite's deadly ballista drove a heavy bolt right into the caravel's hull at sea level.
Deudermont spun the wheel to port, angling away, satisfied with the pass. More missiles, many flaming, soared between the ships before Robillard created a wall of blocking mist behind the Sea Sprite's stern.
The caravel's wizard put a lightning bolt right into the mist. Though the energy was dispersed somewhat, it crackled all about the edges of the Sea Sprite, knocking several men to the deck.
Drizzt, leaning far over the rail and straining to watch the caravel's deck with his hair flying wildly from the energy of the lightning bolt, spotted the wizard, amidships, near the mainmast. Before the Sea Sprite, now running perpendicular to the pirate ship, was too far away, the drow called upon his innate powers, summoned a globe of impenetrable darkness and dropped it over the man.
He clenched his fist when he saw the globe moving along the caravel's deck, for he had hit the mark and the globe's magic had caught the wizard. It would follow and blind him, until he found some way to counter the magic. Even more than that, the ten-foot ball of blackness marked the dangerous wizard clearly.
"Catti-brie!" Drizzt cried.
"I have him!" she replied, and Taulmaril sang out, once and then again, sending two streaks into that ball of blackness.
Still it continued its run. Catti-brie hadn't dropped the wizard, but surely she and Drizzt had given the man something to think about!
A second ballista bolt soared out from the Sea Sprite, cutting across the bow of the caravel, and then a fireball from Robillard exploded high in the air before the rushing ship. The caravel, not agile and no longer equipped with an able wizard, rushed right into the explosions. As the fireball disappeared, both masts of the square-rigger were tipped in flames, giant candles on the open sea.
The caravel tried to respond with its catapult, but Catti-brie's arrows had done their work and the throwing beam split apart as soon as the crew cranked too much tension on it.
Drizzt rushed back to the wheel. "One more pass?" he asked Deudermont.
The Captain shook his head. "Time for only one," he explained. "And no time to stop and board."
"Two thousand yards! Two ships!" Catti-brie called out.
Drizzt looked at Deudermont with sincere admiration. "More of Pinochet's allies?" he asked, already knowing the answer.
"That caravel alone could not defeat us," the seasoned captain coolly added. "Carrackus knows that and so would Pinochet. She was to lead us in."
"But we were too fast for that tactic," Drizzt reasoned.
"Are you ready for a fight?" Deudermont asked slyly.
Before the drow could even answer, Deudermont pulled hard and the Sea Sprite leaned into a starboard turn until it came about to face the slowed caravel. The square-sailed ship's topmasts were burning and half her was crew busy trying to repair the rigging, to at least keep her under half-sail. Deudermont angled his ship to intercept, to cut across the prow, in what the archers called a "bow rake."
And the wounded caravel couldn't maneuver out of harm's way. Her wizard, though blinded, had kept the presence of mind to put up a wall of thick mist, the standard and effective defensive seaboard tactic.
Deudermont measured his angle carefully, wanting to turn the Sea Sprite right against the edge of that mist and the whipping water, to get as close to the caravel as he could. This was their last pass, and it had to be devastating or else the caravel would be able to limp into the fight with its sister ships, which were closing fast.
There came a flash on the square-rigged ship's deck, a spark of light that countered Drizzt's darkness spell.
From her high perch above the defensive magic, Catti-brie saw it. She was already training on the darkness when the wizard emerged. The robed man went immediately into a chant, meaning to hurl a devastating spell in the path of the Sea Sprite before she could cross the caravel's bow, but only a couple of words had escaped his lips when he felt a tremendous thump against his chest and heard the planks of the ship's deck splinter behind him. He looked down at the blood beginning to pour onto the decking and realized that he was sitting, then lying, and all the world grew dark.
The wall of mist the wizard had put up fell away.
Robillard saw it, recognized it, and clapped his hands and sent twin bolts of lightning slashing across the caravel's deck, slamming the masts and killing many pirates. The Sea Sprite crossed in front of the caravel, and the archers let fly. So, too, did the ballista crew, but they did not hurl a long spear this time. They used a shortened and unbalanced bolt, trailing a chain lined with many-pronged grapnels. The contraption twirled as it flew, entangling many lines, fouling up the caravel's rigging.
Another missile, a living missile, six hundred pounds of sleek and muscled panther, soared from the Sea Sprite as she crossed by and caught the caravel's beam.
"Are you ready, drow?" Robillard called, seeming excited for the first time this fight.
Drizzt nodded and motioned to his fighting companions, the score of veterans who comprised the Sea Sprite's crack boarding crew. They scrambled toward the wizard from all sections of the ship, dropping their bows and drawing out weapons for close melee. By the time Drizzt, leading the rush, got near to Robillard, the wizard already had a shimmering field-a magical door-on the deck beside him. Drizzt didn't hesitate, charging right through, scimitars in hand. One of them, Twinkle, glowed a fierce blue.
Out the other end of Robillard's magical tunnel he came, arriving in the midst of many surprised pirates aboard the caravel. Drizzt slashed left and right, clearing a hole in their ranks, and he darted through, his feet a blur. He turned sharply, fell to the side and rolled as one archer shot harmlessly above him. He came back to his feet, darted straight for the bowman and cut him down.
More of the Sea Sprite's warriors poured through the gate and the middle of the caravel erupted in wild battle.
The confusion on the caravel's bow was no less as Guenhwyvar, all teeth and claws she seemed, slashed and tore through the mass of men who wanted nothing more than to be away from this mighty beast. Many were pulled down under those powerful claws, and several others simply turned to the side and leaped overboard, ready to take their chances with the sharks.
Again the Sea Sprite bent low in the water, Deudermont pulling her hard to port, angling away from the caravel and turning to meet the charge of the coming duo head-on. The tall captain smiled as he heard the fighting on the ship behind him, confident in his boarding party, though they were still likely outnumbered two to one.
The dark elf and his panther tended to even such odds.
From her high perch, Catti-brie picked several more shots, each one taking down a strategically-placed pirate archer, and one driving through a man to kill the pirate goblin sitting next to him!
Then the young woman turned her attention away from the caravel, looking forward in order to direct the Sea Sprite's movements.
Drizzt ran and rolled, leaped in confusing spins and always came down with his scimitars angled for an enemy's most vital areas. Under his boots, he wore bands of gleaming mithril rings secured around black material, enchanted for speed. Drizzt had taken these from Dantrag Baenre, a famed drow weaponmaster. Dantrag had used them as bracers to speed his hands, but Drizzt understood the truth of the items. On his ankles, they allowed the drow to run and dart like a wild hare.
He used them now, along with his amazing agility, to confuse the pirates, to keep them unsure of where he was, or where they could next expect him to be. Whenever one of them guessed wrong and was caught off guard, Drizzt seized the opportunity and came in hard, scimitars slashing away. He made his way generally forward, seeking to join up with Guenhwyvar, the fighting companion who knew him best and complimented his every move.
He didn't quite get there. The rout on the caravel was nearly complete, many pirates dead, others throwing down their weapons, or throwing themselves overboard in sheer desperation. One of the crew, the most seasoned and most fearsome, a personal friend of Pinochet, wasn't so quick to surrender.
He emerged from his cabin under the forward bridge, his body bent over because the low construction of the ship would not accommodate his ten-foot height. He wore only a sleeveless red vest and short breeches, which barely covered his scaly green skin. Limp hair the color of seaweed hung below his broad shoulders. He carried no weapon fashioned on a smithy's anvil but, his dirty claws and abundant teeth seemed deadly enough.
"So the rumors were true, dark elf," he said in a wet, bubbly voice. "You have returned to the sea."
"I do not know you," Drizzt said, skidding to a stop a cautious distance from the scrag. He guessed the pirate to be Carrackus, the sea troll Deudermont had spoken of, but could not be sure.
"I know you!" the scrag growled. He charged, his clawed hands slashing for Drizzt's head.
Three quick steps brought Drizzt out of the monster's path. The drow dropped to one knee and spun about, both scimitars slashing across, blades barely an inch apart.
More agile than Drizzt expected, the opponent turned the opposite way and twirled, pulling in his trailing leg. The drow's scimitars barely nicked the monster as they passed.
The scrag charged, meaning to bury Drizzt where he knelt, but again the drow was too quick for such a straightforward tactic. He came up to his feet and started left, then, as the scrag took the bait and began to turn, Drizzt came back fast to the right, underneath the monster's swinging arm.
Twinkle stabbed a hip and Drizzt's other blade followed with a deep cut along the scrag's side.
Drizzt accepted the backhand his opponent launched his way, knowing that the off-balance scrag couldn't put much of its formidable strength and weight behind it. The long and skinny arm thudded off the drow's shoulder and then off his parrying blades as he spun to face the lurching brute.
Now it was Drizzt's turn to charge, lightning fast and straight ahead. He slid Twinkle under the elbow of the outstretched scrag arm, drawing a deep gash and then hooked the fine-edged and curving blade underneath the hanging flap of skin. His other scimitar poked for the scrag's chest, slipped past the frantic block of the other arm.
There was only one way for the off-balance monster to move. Drizzt knew that, anticipated the scrag's retreat perfectly. The drow secured his grip on Twinkle, even braced his shoulder against the weapon's hilt to hold it firm. The scrag roared in agony and dove back and to the side, directly opposite the angle of Twinkle's nasty bite. The sickly flesh peeled from the scrag's arm, all the way from its biceps to its wrist. The torn lump fell to the deck with a sickening thud.
His black eyes filled with outrage and hatred. The scrag looked down to the exposed bone, to the writhing lump of troll flesh on the deck. And finally, to Drizzt, who stood casually, scimitars crossed down low in front of him.
"Damn you, Drizzt," the monstrous pirate growled.
"Strike your colors," Drizzt ordered.
"You think you have won?"
In response, Drizzt looked down to the slab of meat.
"It will heal, foolish dark elf!" the pirate insisted.
Drizzt knew that the scrag spoke truly. Scrags were close relatives of trolls, horrid creatures renowned for their regenerative powers. A dead dismembered troll could come back together.
Unless …
Drizzt called upon his innate abilities once more, that small part of magic inherent in the dark elf race. A moment later, purplish flames climbed the towering scrag's form, licking at green scales. This was only faerie fire, harmless light the dark elves could use to outline their opponents. It had no power to burn, nor could it prevent the regenerative process of a troll.
Drizzt knew that; he was betting that the monster did not.
The scrag's gruesome features twisted in an expression of sheer horror. He flailed his good arm, beat it against his leg and hip. The stubborn purple flames would not relent.
"Strike your colors and I will release you of the flames that your wounds might heal," Drizzt offered.
The scrag snapped a look of pure hatred at the drow. He took a step forward, but up came Drizzt's scimitars. He decided he didn't want to feel their bite again, especially if the flames prevented him from healing!
"We will meet again!" the scrag promised. The creature wheeled about to see dozens of faces-Deudermont's crew and captured pirates-staring at him in disbelief. He howled and charged across the deck, scattering those in the way of the furious rush. The pirate leaped from the rail, back to the sea, back to his true home where he might heal.
So quick was Drizzt that he got across the deck and managed yet another hit on him before the scrag got off the rail. The drow had to stop there, unable to pursue and fully aware that the sea troll would indeed regenerate to complete health.
He hadn't even gotten a curse of frustration out of his mouth when he saw a fast movement to his side, a rush of black. Guenhwyvar leaped past Drizzt, flew out from the rail, and splashed into the sea right behind the troll.
The panther disappeared under the azure blanket and the rough and choppy waves quickly covered any indication that the scrag and the cat had gone in.
Several of the Sea Sprite's boarding party peered intently over the rail, worried for the panther who had become such a friend to them.
"Guenhwyvar is in no danger," Drizzt reminded them, producing the figurine and holding it high so that all could see. The worst the scrag could do was send the panther back to the Astral Plane, where the cat would heal any wounds and be ready to return to Drizzt's next call. Still, the drow's expression was not bright as he considered the spot where Guenhwyvar had gone in, as he considered that the panther might be in pain.
The deck of the captured caravel went perfectly quiet, save the creaking of the old vessel's timbers.
An explosion to the south turned all heads, all eyes strained to perceive tiny sails, still far away. One of the pirate ships had turned away; the other caravel was burning while the Sea Sprite literally sailed circles about her. Flash after flash of silver streaking arrows came from the Sea Sprite's crow's nest, battering the hull and masts of the damaged, seemingly helpless ship.
Even from this great distance, the people on the captured caravel could see the pirate flag go down the mainmast, colors struck in surrender.
That brought a cheer from the Sea Sprite's boarding party, a rousing yell that was halted abruptly by churning waters just off the side of the caravel. They saw green scales and black fur tumbling in the turmoil. A scrag arm floated out from the mass, and Drizzt was able to sort the confusing scene out enough to realize that Guenhwyvar had gotten onto the scrag's back. Her forelegs were tight about the monster's shoulders, her back legs were kicking, raking wildly, and the panther's powerful jaws were clamped tight onto the back of the scrag's neck.
Dark blood stained the sea, mixing with torn pieces of the pirate's flesh and bone. Soon enough, Guenhwyvar sat still, teeth and claws securely in place on the back of the dead, floating scrag.
"Better fish the thing out," one of the Sea Sprite's boarding party remarked, "or we'll be growing a whole crew o' stinking trolls!"
Men arrived at the rail with long gaff hooks and began the gruesome task of hauling in the carcass. Guenhwyvar got back to the caravel easily enough, clambering over the rail and then giving a good shake, spraying water on all those nearby.
"Scrags don't heal if they're out o' the sea," a man remarked to Drizzt. "We'll haul this one up the yardarm to dry, then burn the damned thing."
Drizzt nodded. The boarding party knew their duty well enough. They would organize and supervise the captured pirates,
freeing the rigging and getting the caravel as seaworthy as possible for the trip back to Waterdeep.
Drizzt looked to the southern horizon and saw the Sea Sprite returning. The damaged pirate ship limped alongside.
"Thirty-eight and thirty-nine," the drow muttered.
Guenhwyvar gave a low growl in reply and shook vigorously again, soaking her dark elf companion.
Captain Deudermont seemed out of place indeed as he strolled down Dock Street, the infamous, rough and tumble avenue that lined Waterdeep Harbor. His clothes were fine and perfectly tailored to his tall and thin frame, his posture was perfect, and his hair and goatee meticulously groomed. All about him, the scurvy sea dogs who had put in for their weeks ashore staggered out of taverns, reeking of ale, or fell down unconscious in the dust. The only thing protecting them from the many robbers lurking in the area was the fact that they had no money or valuables to steal.
Deudermont ignored the sights, and didn't fancy himself any better than those sea dogs. In fact, there was an aspect of their way of life that intrigued the gentlemanly captain, an honesty that mocked the pretentious courts of nobles.
Deudermont pulled his layered cloak tighter about his neck, warding off the chill night breeze that blew in off the harbor. Normally one would not walk alone down Dock Street, not even in the light of noonday, but Deudermont felt secure. He carried his decorated cutlass at his side, and knew how to use it well. Even more than that, the word had been passed through every tavern and every pier in Waterdeep that the Sea Sprite's captain had been afforded the personal protection of the Lords of Waterdeep, including some very powerful wizards who would seek out and destroy anyone bothering the captain or his crew while they were in port. Waterdeep was the Sea Sprite's haven, and so Deudermont thought nothing of walking alone down Dock Street. He was more curious than fearful when a wrinkled old man, bone skinny and barely five feet tall, called to him from the edge of an alleyway.
Deudermont stopped and looked about. Dock Street was quiet, except for the overspill of sound from the many taverns and the groan of old wood against the incessant sea breeze.
"Ye's is Doo-dor-mont-ee, asin't yer?" the old seabones called softly, a whistle accompanying each syllable. He smiled widely, almost lewdly, showing but a couple of crooked teeth set in black gums.
Deudermont stopped and eyed the man patiently, silently. He felt no compulsion to answer the question.
"If ye be," the man wheezed, "then oi've got a bit o' news for yer. A warnin' from a man yer's is rightly fearin'."
The captain stood tall and impassive. His face showed none of the questions that raced about in his mind. Who would he be afraid of? Was the old dog talking of Pinochet? That seemed likely, especially considering the two caravels the Sea Sprite had escorted into Waterdeep Harbor earlier that week. But few in Waterdeep had any contact with the pirate, whose domain was much farther to the south, south of Baldur's Gate even, in the straights near the Moonshae Isles.
But who else might the man be talking about?
Smiling still, the sea dog motioned for Deudermont to come to the alley. The captain didn't move as the old man turned and took a step in.
"Well, be yer fearin' old Scaramundi?" the sea dog whistled.
Deudermont realized it could be a disguise. Many of the greatest assassins in the Realms could look as helpless as this one, only to put a poisoned dagger into their victim's chest.
The sea dog came back to the entrance to the alley, then walked right out into the middle of the street toward Deudermont.
No disguise, the captain told himself, for it was too complete, too perfect. Besides, he recollected that he had seen this same old man before, usually sitting right near to this very same alleyway, which probably served as his home.
What then? Might there be an ambush set down that alley?
"Have it yer own way then," the old man wheezed as he threw up one hand. He leaned heavily on his walking stick and started back to the alley, grumbling. "Just a messenger, I be, and not fer carin' if yer hears the news or not!"
Deudermont cautiously looked all around again. Seeing nobody nearby, and no likely hiding spots for an ambush party, he moved to the mouth of the alleyway. The old sea dog was ten short paces in, at the edge of the slanting shadows cast by the building to the right, and barely visible in the dimness. He laughed and coughed and moved in yet another step.
One hand on the hilt of his cutlass, Deudermont cautiously approached, scanning carefully before each step. The alleyway seemed empty enough.
"Far enough!" Deudermont said suddenly, stopping the sea dog in his tracks. "If you have news for me, then speak it, and speak it now."
"Some things shouldn't be said too loudly," the old man replied.
"Now," Deudermont insisted.
The salty sea dog smiled widely and coughed, perhaps laughing. He ambled back a few steps, stopping barely three feet from Deudermont.
The smell of the man nearly overwhelmed the captain, who was accustomed to powerful body odors. There wasn't much opportunity to bathe on a ship at sea and the Sea Sprite was often out for weeks, even months, at a time. Still, the combination of cheap wine and old sweat gave this one a particularly nasty flavor that made Deudermont scrunch up his face, even put a hand over his nose to try to intercept some of the fumes.
The sea dog, of course, laughed hysterically at that.
"Now!" the captain insisted.
Even as the word left Deudermont's lips, the sea dog reached out and caught him by the wrist. Deudermont, not afraid, turned his arm, but the old man held on stubbornly.
"I want you to tell me of the dark one," the sea dog said, and it took Deudermont a moment to realize that the man's dockside accent was gone.
"Who are you?" Deudermont insisted, and he tugged fiercely, to no avail. Only then did Deudermont realize the truth of the superhuman grip; he might as well have been pulling against one of the great fog giants that lived on the reef surrounding Delmarin Island, far to the south.
"The dark one," the old man repeated. With hardly any effort, he yanked Deudermont deeper into the alleyway.
The captain went for his cutlass, and though the old man held Deudermont's right hand fast, he could fight fairly well with his left. It was somewhat awkward extracting the curving blade from its sheath with that hand, and before the cutlass came fully free, the old man's free hand shot forward, open-palmed, to slam Deudermont in the face. He flew backward, crashing against the wall. Keeping his wits about him, he drew out the blade, transferred it to his now-free right hand, and slashed hard at the ribs of the approaching sea dog.
The fine cutlass gashed deep into the sea dog's side, but he didn't even flinch. Deudermont tried to block the next slap, and the next after that, but his defenses simply were not strong enough. He tried to get his cutlass in line to parry, but the old man slapped it away, sent it spinning from his hand, then resumed the battering. Open palms came in with the speed of a striking snake, heavy blows that knocked Deudermont's head tilting, and he would have fallen, except that the old man grabbed him by the shoulder and held him fast.
Through bleary eyes, Deudermont peered at his foe. Confusion crossed his stern features as his enemy's face began to melt away and then to reform.
"The dark one?" he, it, asked again, and Deudermont hardly heard the voice, his voice, so dumbfounded was he at the spectacle of his own face leering back at him.
* * * * *
"He should be here by now," Catti-brie remarked, leaning on the bar.
She was growing impatient, Drizzt realized, and not because Deudermont was late-the captain was often detained at one function or another in Waterdeep-but because the sailor on the other side of her, a short and stocky man with a thick beard and curly hair, both the color of a raven's wing, kept bumping into her. He apologized each time, looking over his shoulder to regard the beautiful woman, often winking and always smiling.
Drizzt turned so that his back was against the waist-high bar. The Mermaid's Arms was nearly empty this night. The weather had been fine and most of the fishing and merchant fleets were out. Still, the place was loud and rowdy, full of sailors relieving months of boredom with drink, companionship, much bluster and even fisticuffs.
"Robillard," Drizzt whispered, and Catti-brie turned and followed the drow's gaze to see the wizard slipping through the crowd, moving to join them at the bar.
"Good evening," the wizard said without much enthusiasm. He didn't look at the companions as he spoke, and didn't wait for the bartender to come near, merely waggled his fingers and a bottle and a glass magically came to his place. The bartender started to protest, but a pile of copper pieces appeared in his hand. The bartender shook his head with disdain, never caring much for the Sea Sprite's wizard and his arrogant antics, and moved away.
"Where is Deudermont?" Robillard asked. "Squandering my pay, no doubt."
Drizzt and Catti-brie exchanged smiles wrought of continued disbelief. Robillard was among the most distant and caustic men either of them had ever known, more grumpy even than General Dagna, the surly dwarf who served as Bruenor's garrison commander at Mithril Hall.
"No doubt," Drizzt replied.
Robillard turned to regard him with an accusing, angry glare.
"Of course, Deudermont's one to steal from us all the time," Catti-brie added. "Takes a fancy to the finest o' ladies and the finest o' wine, and is free with what's not his to be free with."
A growl escaped Robillard's thin lips and he pushed off the bar and walked away.
"I'd like to know that one's tale," Catti-brie remarked.
Drizzt nodded his accord, his eyes never leaving the departing wizard's back. Indeed, Robillard was a strange one, and the drow figured that something terrible must have happened to him somewhere in his past. Perhaps he had unintentionally killed someone, or had been rejected by a true love. Perhaps he had seen too much of wizardry, had looked into places where a man's eyes were not meant to go.
Catti-brie's simple spoken thought had sparked a sudden interest within Drizzt Do'Urden. Who was this Robillard, and what precipitated his perpetual boredom and anger?
"Where is Deudermont?" came a question from the side, breaking Drizzt's trance. He turned to see Waillan Micanty, a lad of barely twenty winters, with sandy-colored hair, cinnamon eyes and huge dimples that always showed because Waillan never seemed to stop smiling. He was the youngest of the Sea Sprite's crew, younger even than Catti-brie, but with an uncanny eye on the ballista. Waillan's shots were fast becoming legend, and if the young man lived long enough, he would no doubt assemble quite a reputation along the Sword Coast. Waillan Micanty had put one ballista bolt through the window of a pirate captain's quarters at four hundred yards and had skewered the pirate captain as the man was buckling on his cutlass. The momentum of the heavy spear had hurled the pirate right through his closed cabin door and out onto the deck. The pirate ship struck her colors immediately, the capture ended before the fighting had really even begun.
"We are expecting the man," Drizzt answered, his mood brightening simply at the sight of the beaming young man. Drizzt couldn't help but notice the contrast between this youngster and Robillard, who was probably the oldest of the crew, except for Drizzt.
Waillan nodded. "Should be here by now," he remarked under his breath, but the drow's keen ears caught every word.
"You are expecting him?" Drizzt was quick to ask.
"I need to speak with him," Waillan admitted, "about a possible advance on earnings." The young man blushed deep red and moved close to Drizzt so that Catti-brie could not hear. "A lady friend," he explained.
Drizzt found his smile widening even more. "The captain is overdue," he said. "I'm sure he will not be much longer."
"He was less than a dozen doors down when I last saw him," Waillan said. "Near to the Foggy Haven and heading this way. I thought he'd beat me here."
For the first time, Drizzt grew a bit concerned. "How long ago was that?"
Waillan shrugged. "I been here since the fight before," he said.
Drizzt turned and leaned back against the bar. He and Catti-brie exchanged concerned looks this time, for many minutes had passed since the previous two fights. There wasn't much to interest the captain between the Mermaid's Arms and the place Waillan spoke of, certainly nothing that should have detained Deudermont for this long.
Drizzt sighed and took a long swallow of the water he was drinking. He looked to Robillard, now sitting by himself, though a table not far from the man held open chairs beside the four that were occupied by members of the Sea Sprite's crew. Drizzt wasn't too concerned. Perhaps Deudermont had forgotten some business, or had simply changed his mind about coming to the Mermaid's Arms this night. But still, Dock Street in Waterdeep was a dangerous place, and the drow ranger's sixth sense, that warrior instinct, told him to be wary.
*****
Deudermont, practically senseless, did not know how long the beating went on. He was lying on the cold ground now, that much he knew. The thing, whatever it was, having assumed his exact form, clothing, even weapons, was sitting on his back. The physical torture was not so great anymore, but even worse than the beating, the captain felt the creature within his mind, probing his thoughts, gaining knowledge that it could no doubt use against his friends.
You will taste fine, Deudermont heard in his thoughts. Better than the old Scaramundi.
Despite the unreality of it all, the lack of true sensation, the captain felt his stomach churning. He believed he knew, in that distant corner of consciousness, what monster had come to him. Dopplegangers were not common in the Realms, but the few who had made themselves known had certainly caused enough havoc to secure the wretched reputation of the alien race.
Deudermont felt himself being lifted from the ground. So strong was the grasp of the creature that the captain felt as if he were weightless, simply floating to his feet. He was spun around to face the thing, to face himself, and he expected then to be devoured.
"Not yet," the creature replied to his unspoken fears. "I need your thoughts, good Captain Deudermont. I need to know enough about you and your ship to sail it out of Waterdeep Harbor, far to the west and far to the south, to an island that few know, but many speak of."
The thing's smile was tantalizing and Deudermont had just focused fully on it when the creature's head shot forward, its forehead slamming him in the face, knocking him senseless. Some time later-he did not know how many seconds might have passed-Deudermont felt the cold ground against his cheek once more. His hands were tightly bound behind his back, his ankles likewise strapped, and a tight gag was about his mouth. He managed to turn his head enough to see the creature, wearing his form still, bending over a heavy iron grate.
Deudermont could hardly believe the strength of the thing as it lifted that sewer covering, a mass of metal that had to weigh near to five hundred pounds. The creature casually leaned it against the wall of a building, then turned and grabbed Deudermont, dragging him to the opening and unceremoniously dropping him in.
The stench was awful, worse than the captain would have expected even from a sewer, and when he managed to shift about and get his face out of the muck, he understood the source.
Scaramundi, it had to be Scaramundi, lay beside him, caked in blood, more than half of his torso torn away, eaten by the creature. Deudermont jumped as the sewer grate clanked back into place, and then he lay still, horrified and helpless, knowing that he would soon share the same grisly fate.
Some time later, Drizzt was beginning to worry. Robillard had already left the Mermaid's Arms, disgusted that his captain, as he had put it, "couldn't be counted on." Waillan Micanty was still at the bar beside Drizzt, though the young man had taken up a conversation with another sailor on the other side of him.
Drizzt, his back to the bar, continued to survey the crowd, perfectly at ease among the sailors. It hadn't always been so. Drizzt had come through Waterdeep only twice before he and Catti-brie had left Mithril Hall, first on his way to Calimport chasing Entreri, and on the return trip, when he and his friends were making their way back to reclaim Mithril Hall. Drizzt had made that first passage through the city in disguise, using a magical mask to appear as a surface elf. The second journey through, made without the mask, had been a trickier proposition. The Sea Sprite had put into Waterdeep Harbor in early morning but, at Deudermont's request, Drizzt and his friends had waited until after dark to leave the city for the road to the east.
Upon his return to Waterdeep with Catti-brie six years ago, Drizzt had dared to walk openly as a drow. It had been an uncomfortable experience, eyes were upon him every step, and more than one ruffian had challenged him. Drizzt had avoided those challenges, but knew that sooner or later, he would have to fight, or even worse, he would be slain from afar, likely by a hidden bowman, for no better reason than the color of the skin.
Then the Sea Sprite had put in and Drizzt had found Deudermont, his old friend and a man of considerable reputation among the docks of the great city. Soon after, Drizzt had become widely accepted in Waterdeep, particularly all along Dock Street, because of his personal reputation, spread in no small way by Captain Deudermont. Wherever the Sea Sprite docked, it was made clear that Drizzt Do'Urden, this most unusual of dark elves, was a member of her heroic crew. Drizzt's road had been easier, had even become comfortable.
And through it all, Catti-brie and Guenhwyvar had been beside him. He looked to them now, the young woman sitting at a table with two of the Sea Sprite's crew, the great panther curled up on the floor about her legs. Guenhwyvar had become a mascot to the patrons of the Mermaid's Arms, and Drizzt was glad that he could sometimes call in the cat, not for battle, but simply for companionship. Drizzt wondered which reason would hold this day. Catti-brie had requested the panther, saying her feet were cold, and Drizzt had agreed, but in the back of the drow's mind was the realization that Deudermont might be in trouble. Guenhwyvar might be needed for more than companionship.
The drow surely relaxed a moment later, blew out a deep sigh of relief as Captain Deudermont walked into the Mermaid's Arms, glanced around, then focused on Drizzt and sidled up to the bar.
"Calimshan wine," the doppleganger said to the bartender, for it had scoured Deudermont's mind and knew that to be the man's customary drink. In the short time they had spent together, the doppleganger had learned much of Captain Deudermont and of the Sea Sprite.
Drizzt turned about and leaned over the bar. "You are late," he remarked, trying to feel the captain out, trying to discern if there had been any trouble.
"A minor problem," the impostor assured him.
"What is it, Guen?" Catti-brie asked softly as the panther's head came up, the cat looking in the direction of Drizzt and Deudermont, her ears flattened against her head and a low growl resonating from her strong body. "What do ye see?"
Guenhwyvar continued to watch the pair closely, but Catti-brie dismissed the cat's temperament, figuring there must be a rat or the like in the far corner beyond Drizzt and the captain.
"Caerwich," the impostor announced to Drizzt.
The ranger regarded the man curiously. "Caerwich?" he echoed. Drizzt knew the name; every sailor along the Sword Coast knew the name of the tiny island, which was too small and remote to appear on the vast majority of nautical charts.
"We must put out at once for Caerwich," the impostor explained, looking Drizzt directly in the eye. So perfect was the disguise of the doppleganger that Drizzt hadn't the slightest idea that anything was amiss.
Still, the request sounded strange to Drizzt. Caerwich was a shipboard story, a tale of a haunted island that played home to a blind witch. Many doubted its existence, though some sailors claimed to have visited the place. Certainly Drizzt and Deudermont had never spoken of it. For the captain to announce that they must go there caught the drow completely by surprise.
Again Drizzt studied Deudermont, this time noting the man's stiff mannerisms, noting how uncomfortable Deudermont seemed in this place, which had always been his favorite among the taverns of Dock Street. Drizzt believed something had unnerved Deudermont. Whatever had delayed his arrival at the Mermaid's Arms-Drizzt figured it to be a visit by one of Waterdeep's secretive lords, perhaps even mysterious Khelben-had upset Deudermont greatly. Perhaps Deudermont's announcement wasn't so out of place. Many times in the last six years, the Sea Sprite, the tool of Waterdeep's Lords, had been assigned private, unusual missions, and so the drow accepted the information without question.
What both Drizzt and the doppleganger hadn't counted on was Guenhwyvar, who crouched so low that her belly brushed against the floor as she inched for Deudermont's back, her ears flat.
"Guenhwyvar!" Drizzt scolded.
The doppleganger spun about, putting its back to the wooden bar just as Guenhwyvar charged in, coming up high and pinning
the creature to the bar. Had the doppleganger kept its wits and played the innocent victim, it might have talked its way out of the predicament. But the creature recognized Guenhwyvar, or at least the fact that this panther was not of the Prime Material Plane. And if the doppleganger instinctively recognized that about the panther, it figured the panther would recognize the same.
Purely on instinct, the creature batted Guenhwyvar with its forearm, the weight of the blow launching the six-hundred pound cat halfway across the wide room.
No human could do that, and when the impostor looked again at Drizzt, it found that the drow had his scimitars in hand.
"Who are you?" Drizzt demanded.
The creature hissed and grabbed at the blades, catching one. Drizzt struck, tentatively and with the flat of his free blade, for he feared that this might be Deudermont under some type of enchantment. He smacked the impostor on the side of the neck.
The creature caught the blade in its open hand, and it rushed forward and bowled Drizzt aside.
The rest of those in the tavern were up then, most thinking it one of the typical fights. But the crew of the Sea Sprite, particularly Catti-brie, realized the absolute strangeness of the scene.
The doppleganger made for the door, slapping aside the one confused sailor, one of the Sea Sprite's crewmen, who stood in its way.
Catti-brie had her bow ready, and she put an arrow, trailing silvery sparks, into the wall right beside the creature's head. The doppleganger spun to face her, hissed loudly, and was subsequently buried by six hundred pounds of flying panther. This time Guenhwyvar recognized the strength of her foe and by the time the two had sorted out their tumble, the great cat was sitting on the doppleganger's back, her powerful jaws clamped tight on the nape of the thing's neck. Drizzt was there in an instant, followed closely by Catti-brie, Waillan Micanty and the rest of the crew, and more than a few curious onlookers, including the proprietor of the Mermaid's Arms, who wanted to get a look at the damage from that enchanted arrow.
"What are you?" Drizzt demanded, grabbing the impostor by the hair and turning its head so that he could look into its face. Drizzt rubbed his free hand across the thing's cheek, looking for makeup, but found none. He barely got his fingers away before the doppleganger bit at them.
Guenhwyvar growled and tightened her jaws, forcing the creature's face to slam hard back into the floor.
"Go and check out Dock Street!" Drizzt called to Waillan. "Near to where you last saw the captain!"
"But …" Waillan protested, pointing to the prone form.
"This is not Captain Deudermont," Drizzt assured him. "This is not even human!"
Waillan motioned to several of the Sea Sprite's crew and headed out, followed by many other sailors who called themselves friends of the apparently missing captain.
"And call for the Watch!" Drizzt yelled after them, referring to the famed Waterdeep patrols. "Be ready with your bow," Drizzt said to Catti-brie and she nodded and fitted another arrow to the bowstring.
Working with Guenhwyvar, the drow managed to get the doppleganger fully subdued and standing against a wall. The bartender offered some heavy rope, and they tightly bound the doppleganger's hands behind its back.
"I ask you one more time," Drizzt began threateningly. The creature merely spat in his face and began laughing, a diabolical sound indeed.
The drow did not respond with force, just stared hard at this impostor. Truly Drizzt's heart was low then, for the way the impostor looked at him, laughed at him, only at him, sent a shiver along his spine. He wasn't afraid for his own safety, never that, but he feared that his past had caught up with him once again, that the evil powers of Menzoberranzan had found him here in Waterdeep, and that the good Captain Deudermont had fallen because of him.
If true, it was more than Drizzt Do'Urden could bear.
"I offer your life in exchange for Captain Deudermont," the drow said.
"It's not your place to be bargaining with the. . whatever it might be," remarked one sailor whom Drizzt did not know. The drow, scowling fiercely, turned to face the man, who went silent and backed away, having no desire to invoke the wrath of a dark elf, especially one of Drizzt's fighting reputation.
"Your life for Deudermont," Drizzt said again to the doppleganger. Again came that diabolical laughter and the creature spat in Drizzt's face.
Left, right, left came Drizzt's open palms in rapid succession, battering the creature's face. The last punch bent the thing's nose, but it reformed, right before Drizzt's eyes, to perfectly resemble the unmarred nose of Captain Deudermont.
That image, combined with the continuing laughter, sent ripples of rage through the drow and he slugged the impostor with all his strength.
Catti-brie wrapped her arms about Drizzt and pulled him away, though the mere sight of her reminded Drizzt of who he was and shamed him for his rash, out-of-control actions.
"Where is he?" Drizzt demanded, and when the creature continued to taunt him, Guenhwyvar came up on her hind legs, resting one forepaw on each shoulder, and putting her snarling visage barely an inch from the doppleganger's face. That quieted the creature, for it knew that Guenhwyvar recognized the truth of its existence, and knew that the angry panther could utterly destroy it.
"Get a wizard," one sailor offered suddenly.
"Robillard!" exclaimed another, the last of the Sea Sprite's crew, besides Drizzt and Catti-brie, in the tavern. "He'll know how to get the information out of this thing."
"Go," Catti-brie agreed, and the man rushed out.
"A priest," offered another man. "A priest will better deal with …" The man paused, not knowing what to make of this impostor.
Through it all, the doppleganger remained passive, matching Guenhwyvar's stare but making no threatening moves.
The crewman had barely exited the tavern when he was passed by another of the Sea Sprite's hands, heading back in with the news that Deudermont had been found.
Out they went, Drizzt shoving the doppleganger along, Guenhwyvar on the other side of the creature and Catti-brie behind it, her bow up and ready, an arrow tip nearly touching the back of the thing's head. They came into the alley even as the sewer grate was being pried open, one sailor promptly dropping into the smelly hole to help his captain out.
Deudermont eyed the doppleganger, eyed the perfect image of himself, with open contempt. "You may as well assume your natural form," he said to the thing. Drawing himself up straight, he brushed off some of the muck, regaining his dignity in an instant. "They know who I am, and know what you are."
The doppleganger did nothing. Drizzt kept Twinkle tight against the side of its neck, Guenhwyvar remained alert on the other side, and Catti-brie went over to Deudermont, supporting the injured man.
"Might I lean on your bow?" the captain asked, and Catti-brie, with hardly a thought, quickly handed it over.
"Must be a wizard," Deudermont said to Drizzt, though the captain suspected differently. The injured Deudermont took the offered bow and leaned on it heavily. "If he utters a single, uncalled for syllable, slash his throat," he instructed.
Drizzt nodded and pressed Twinkle a bit closer. Catti-brie moved to take Deudermont's arm, but he waved her ahead, then followed closely.
*****
Far away, on a smoky layer of the Abyss, Errtu watched the unfolding scene with pure delight. The trap had been set, not as the great tanar'ri had expected when he had sent the doppleganger to Waterdeep, but set anyway, and perhaps more deliciously, more unexpectedly, more chaotically.
Errtu understood Drizzt Do'Urden well enough to know that the mention of Caerwich was all the bait that was needed. Something awful had happened to them that night and they would not let it pass, would go willingly to the mentioned island and discover the source.
The mighty fiend was having more fun than he had known in years. Errtu could have delivered the message to Drizzt more easily, but this intrigue-the doppleganger, the blind witch who waited at Caerwich-was the fun of it all.
The only thing that would be more fun for Errtu was tearing Drizzt Do'Urden apart, little piece by little piece, devouring his flesh before his very eyes.
The balor howled at that thought, figuring that it would soon enough come to pass.
*****
Deudermont straightened as much as possible and continued to wave away any offered help. The captain put on a good face,
and stayed close behind Catti-brie as she moved slowly toward the alley exit, toward Drizzt and Guenhwyvar and the captured doppleganger.
Deudermont watched that strange creature most carefully of all. He understood the evil of the thing, had felt it up close. Deudermont hated the thing for the beating it had given him, but in assuming the captain's form, the thing had violated him in a way that he could not tolerate. Looking at the creature now, as it wore the features of the Sea Sprite's Captain, Deudermont could barely keep his anger in check. He kept very close to Catti-brie, watching, anticipating.
Near to Dock Street, Drizzt stood quietly beside the bound impostor. The drow and the many crewmen nearby were focused on the injured captain, and none of them noticed as the creature began to shift its malleable form once more, reshaping its arms so that they slipped and twisted free of the bonds.
Drizzt just got his second scimitar out after the creature suddenly shoved him aside. The doppleganger bolted for the alley's exit with Guenhwyvar close behind. Wings sprouted from the doppleganger's back and it leaped high, meaning to fly off into the night.
Guenhwyvar charged and sprang mightily in pursuit while Captain Deudermont slipped an arrow from the quiver on Catti-brie's hip. The woman, sensing the theft, spun about as the bow came up. She cried out, fell to the side and Deudermont let fly.
The doppleganger was more than twenty feet off the ground by the time Guenhwyvar began her leap, but still the great panther caught up to the flying monster, her jaws catching a firm hold on the creature's ankle. That limb shifted and reformed immediately, making the panther's grasp tentative. Then came the silver-streaking arrow, slamming the doppleganger square in the back, right between the wings.
Down came Guenhwyvar, landing lightly on padded paws, and down came the doppleganger, dead before it ever hit the ground.
Drizzt was there in an instant, the others rushing to catch up with him.
The creature began to shift its form again. Its newest features melted away, to be replaced by a humanoid appearance the likes of which none of the gathering had ever seen. Its skin was perfectly smooth, the fingers of its slender hand showing no distin-
guishable grooves. It was completely hairless, and everything about it seemed perfectly unremarkable. It was a lump of humanoid-shaped clay and nothing more.
"Doppleganger," Deudermont remarked. "It would seem that Pinochet is not pleased by our latest exploits."
Drizzt nodded, allowing himself to agree with the captain's reasoning. This incident wasn't about him, wasn't about who he was and where he came from.
He had to believe that.
*****
Errtu thoroughly enjoyed the spectacle, and was glad that he would not have to pay off his hired master of disguise. It bothered the fiend for a moment that his guide for the Sea Sprite's voyage to the virtually unchartered island had just gone away, but the balor held his faith. The seeds had been sown; the doppleganger had teased Deudermont about the destination, and Drizzt had heard the exact name of the island and would pass it on to the captain. The balor knew neither were cowards, both were resourceful and curious.
Errtu knew Drizzt and Deudermont would find their way to Caerwich and the blind seer who held the fiend's message. Soon enough.
The Sea Sprite put back out two weeks later, her course south. Captain Deudermont explained that they had business pending in Baldur's Gate, one of the largest ports on the Sword Coast, about halfway between Waterdeep and Calimshan. No one questioned Deudermont openly, but many felt that he seemed on edge, almost indecisive, a mannerism they had never experienced with the confident captain before.
That demeanor changed four days out of Waterdeep Harbor, when the Sea Sprite's lookout caught sight of a square-rigger sporting a deck covered with sailors. Caravels were ordinarily crewed by forty to fifty men. A pirate ship, wanting to attack swiftly with overwhelming odds, and then bring the booty quickly to shore, might carry three times that number. Pirate ships didn't carry cargo; they carried warriors.
If Deudermont had seemed indecisive before, not so now. Up came the Sea Sprite's sails to full. Catti-brie hooked Taulmaril over her shoulder and began the climb to the crow's nest, and Robillard was ordered to take his place on the poop deck and to
use his magic to further fill the sails. But the natural wind was already strong from the northwest, from astern it already filled the sails of both the Sea Sprite and the running pirate ship, and the chase would be a long one.
At center deck, the ship's musicians took up a rousing tune, and Drizzt came back from the forward beam earlier than usual to stand beside Deudermont at the wheel.
"Where will we tow her once captured?" the drow asked, a usual question on the high seas. They were still closer to Water-deep than to Baldur's Gate, but the wind was from the north generally, favoring a southern course.
"Orlumbor," Deudermont answered without hesitation.
Drizzt was surprised by that. Orlumbor was a rocky, windswept island halfway between Waterdeep and Baldur's Gate, an independent city-state, lightly populated and hardly equipped to hold a caravel full of pirates.
"Will the shipwrights even take her?" the drow asked doubtfully.
Deudermont nodded, his face stern. "Orlumbor owes much to Waterdeep," he explained. "They will hold her until another ship of Waterdeep arrives to tow her away. I will instruct Robillard to use his powers to contact the Lords of Waterdeep."
Drizzt nodded. It seemed perfectly logical, yet perfectly out of place. The drow understood now that this was no ordinary run for the normally patient Sea Sprite. Never before had Deudermont left off a captured ship and crew for another to pick up in his wake. Time had never seemed an issue out here, amidst the steady and eternal roll of the sea. The Sea Sprite would normally run until she found a pirate ship, snag her or sink her, then return to one of the friendly ports and hand her over, however long that might take.
"Our business in Baldur's Gate must be urgent," the drow remarked, cocking a suspicious eye the captain's way.
Deudermont turned to look at him directly, to stare long and hard at Drizzt for the first time this voyage. "We are not going to Baldur's Gate," he admitted.
"Then where?" Drizzt's tone showed that he was not surprised by that revelation.
The captain shook his head and turned his stare forward, adjusting the wheel slightly to keep them in line with the running caravel.
Drizzt accepted that. He knew that Deudermont had graced him by even admitting that they would not sail for Baldur's Gate. He also knew that the captain would confide in him as Deudermont needed. Their business now at hand was the pirate ship, still far ahead, her square sails barely visible on the blue line of the horizon.
"More wind, wizard!" Deudermont casually called back to Robillard, who grunted and waved his hand at the captain. "We'll not catch her before dusk unless we have more wind."
Drizzt offered a smile to Deudermont, then made his way forward, back to the beam, to the smell and the spray, to the hissing sound of the Sea Sprite's run, to the solitude he needed to think and to prepare.
They ran for three hours before the caravel was close enough for Catti-brie, in the crow's nest with her spyglass, to even confirm that it was indeed a pirate ship. The day was long then, the sun halfway from peak to the western horizon, and the chasers knew they would be cutting this one close. If they couldn't catch the pirate ship before sunset, she would sail off into the darkness. Robillard had some spells to try to keep track of her movements, but the pirate ship no doubt had a wizard of her own, or a cleric, at least. Though neither would likely be very powerful, certainly not as accomplished as Robillard, such tracking spells were easily defeated. Also, pirates never ventured too far from their secret ports, and the Sea Sprite certainly couldn't chase this one all the way home, where her friends might be waiting.
Deudermont didn't seem overly concerned. They had lost pirates to the night before, and would again. There would always be another outlaw to chase. But Drizzt, keeping a covert eye on the captain, never remembered seeing him quite this casual. Obviously, it had something, or everything, to do with the incident in Waterdeep and the mysterious destination that Deudermont would not discuss.
The drow tightened his hold on the line of the flying jib and sighed. Deudermont would tell him in his own time.
The wind lessened and the Sea Sprite made up some ground. It seemed as though this pirate ship might not get away after all. The band of minstrels, which had broken up during the long and tedious middle hours of the chase, came back together again and
took up the tune. Drizzt knew that soon the pirates would hear the music, it would reach to them across the waves, a harbinger of their doom.
Now things seemed back to normal, more relaxed despite the fact that a battle seemed imminent. Drizzt tried to convince himself that Deudermont was calm because he had known they would catch the pirate ship. Everything was back to normal.
"Spray astern!" came a cry, turning all hands about.
"What is that?" more than one voice cried. Drizzt looked to Catti-brie, who had her spyglass aimed behind the Sea Sprite, and was shaking her head curiously.
The drow skittered along the rail, pulling up to a halt amidships, and leaning out to catch his first glimpse of the unknown pursuer. He saw a high wedge of spray, the spray the giant dorsal fin of a killer whale might make if any whale in all the world could move so quickly. But this was no natural animal, Drizzt knew instinctively, and so did everyone else aboard the Sea Sprite.
"She's going to ram!" warned Waillan Micanty, near to the ballista mounted on the ship's stern. Even as he spoke, the strange rushing pursuer veered to starboard and cut by the Sea Sprite as though she was standing still.
No whale, Drizzt realized as the creature, or whatever it was, plowed past, twenty yards from the Sea Sprite, but close enough to lift a wall of water against the side of the schooner. The drow thought he saw a form inside that spray, a human form.
"It's a man!" Catti-brie called from above, confirming Drizzt's suspicions.
All the crew watched in disbelief as the speeding creature rushed away from the Sea Sprite, closing the ground to the caravel.
"A wizard?" Deudermont asked Robillard.
Robillard shrugged, as did all of the others nearby, none of them having any explanation whatsoever. "The more important question," the wizard finally said, "would be to inquire as to the loyalty of this newcomer. Friend, or foe?"
Apparently, those on the caravel didn't know the answer to that either, for some stared silently from the rail, while others picked up crossbows. The pirate ship's catapult crew even launched a ball of flaming pitch at the newcomer, but he was
moving too fast for them to gauge the distance and the missile hissed harmlessly into the surf. Then the rushing man moved up alongside the caravel, easily outpacing her. The wake diminished and then disappeared in an instant, to reveal a robed man wearing a heavy pack and standing atop the waves, waving his arms frantically and calling out. He was too far from the Sea Sprite now for any of the crew to make out exactly what he was saying.
"Suren he's to casting a spell!" Catti-brie yelled down from the crow's nest. "He's-" She stopped abruptly, drawing a concerned look from Drizzt, and though the drow couldn't make her out clearly from his angle so far below, he could tell that she was confused and could see that she was shaking her head, as if in denial of something.
Those on the deck of the Sea Sprite struggled to figure out exactly what was going on. They saw a flurry of activity near the rail facing the man as he stood upon the water. They heard shouts and the clicking sound of crossbows firing, but if any bolts struck the man, he did not show it.
Suddenly, there came a tremendous flash of fire that dissipated immediately into a huge cloud of thick fog, a ball of white where the caravel had been. And it was growing! Soon the cloud covered the water-walking spellcaster as well, and spread out thick and wide. Deudermont kept his course straight and fast, but when he finally neared the location, he had to slow to a drifting crawl, not daring to enter the unexplained bank. Frustrated, cursing under his breath, Deudermont turned the Sea Sprite broadside to the misty veil.
All hands stood ready along the rail. The heavy mounted crossbows were armed and ready, as was the ballista on the Sea Sprite's stern deck.
Finally, the fog began to lift, to roll back under the press of the stiff breeze. A ghostly figure appeared just within the veil, standing on the water, chin in palm, looking disconcertingly at the spot where the caravel had been.
"Ye're not to believe this," Catti-brie called down to Drizzt, a groan accompanying her words.
Indeed, Drizzt did not, for he also came to recognize the unexpected arrival. He noted the carmine robe, decorated with wizardly runes and outrageous images. These were stick figures,
actually, depicting wizards in the throes of spellcasting, something an aspiring wizard the ripe age of five might draw in a play spellbook. Drizzt also recognized the hairless, almost childish face of the man-all dimples and huge blue eyes-and the brown hair, long and straight, pulled back tight behind the man's ears so that they stood out from his head at almost right angles.
"What is it?" Deudermont asked the drow.
"Not what," Drizzt corrected. "But who." The drow gave a short laugh and shook his head in disbelief.
"Who then?" Deudermont demanded, trying to sound stern though Drizzt's chuckles were both comforting and infectious.
"A friend," Drizzt replied, and he paused and looked up at Catti-brie. "Harkle Harpell of Longsaddle."
"Oh, no," Robillard groaned from behind them. Like every wizard in all the Realms, Robillard had heard the tales of Longsaddle and the eccentric Harpell family, the most unintentionally dangerous group of wizards ever to grace the multiverse.
As the moments passed and the fog cloud continued to dissipate, Deudermont and his crew relaxed. They had no idea of what had happened to the caravel until the cloud was nearly gone, for then they spotted the pirate ship, running fast, far, far away. Deudermont almost called for full sails, meaning to give chase once more, but he looked to the lowering sun, gauged the distance between his ship and his adversary, and decided that this one had gotten away.
The wizard, Harkle Harpell, was in clear sight now, just a dozen yards or so beyond the Sea Sprite's starboard bow. Deudermont gave the wheel over to a crewman and walked with Drizzt and Robillard to the closest point. Catti-brie came down the mainmast to join them.
Harkle stood impassively, chin in hand, staring at the spot where the caravel had been. He rolled with the swells, up high and down low, and continually tapped his foot upon the sea. It was a strange sight, for the water moved away from him, his water-walking enchantment preventing his foot from actually making any contact with the salty liquid.
Finally, Harkle looked back at the Sea Sprite, at Drizzt and the others. "Never thought of that," he admitted, shaking his head. "Aimed the fireball too low, I suppose."
"Wonderful," Robillard muttered.
"Are you coming aboard?" Deudermont asked the man, and the question, or the sudden realization that he was not aboard any ship, seemed to break Harkle from his trance.
"Ah, yes!" he said. "Actually a good idea. Glad I am that I found you." He pointed down at his feet. "I do not know how much longer my spell-"
As he spoke the words, the spell apparently expired, for under he went, plop, into the sea.
"Big surprise," remarked Catti-brie, moving to the rail to join the others.
Deudermont called for poles to fish the wizard out, then looked to his friends in disbelief. "He came out on the high seas with such a tentative enchantment?" the captain asked incredulously. "He might never have found us, or any other friendly ship, and then …"
"He is a Harpell," Robillard answered as though that should explain everything.
"Harkle Harpell," Catti-brie added, her sarcastic tone accentuating the wizard's point.
Deudermont just shook his head, taking some comfort in the fact that Drizzt, standing beside him, was obviously enjoying all of this.
Wrapped in a blanket, his robes hanging on the mast high above him to dry in the wind, the waterlogged wizard sneezed repeatedly, spraying those around him. He simply couldn't contain himself and got Deudermont right in the face when the captain came up for an introduction.
"I give to you one Harkle Harpell of Longsaddle," Drizzt said to Deudermont. Harkle extended his hand, and the blanket fell away from him. The skinny wizard scrambled to retrieve it, but was too late.
"Get this one a meal," Catti-brie snickered from behind. "Suren he could use a bit o'meat on that bum."
Harkle blushed a deep red. Robillard, who had already met the Harpell, just walked away, shaking his head and suspecting that exciting times were yet to come.
"What brings you here," Deudermont asked, "so far from shore, on the open seas?"
Harkle looked to Drizzt. "I came on invitation," he said at length, seeming somewhat perturbed when the drow made no move to answer for him.
Drizzt eyed him curiously.
"I did!" protested the wizard. "On your word." He spun about to regard Catti-brie. "And yours!"
Catti-brie looked to Drizzt, who shrugged and held his hands out to the sides, having no idea of what Harkle might be talking about.
"Oh, well, well, well, a fine 'hello, I suppose," the exasperated wizard stammered. "But then, I expected it, though I hoped a drow elf would have a longer memory. What do you say to someone you meet again after a century? Couldn't remember his name, could you? Oh, no, no. That would be too much trouble."
"What are you talking about?" Drizzt had to ask. "I remember your name."
"And a good thing, too!" Harkle roared. "Or I would really be mad!" He snapped his fingers indignantly in the air, and the sound sobered him. He stood for a long moment, seeming thoroughly confused, as though he had forgotten what in the world he was talking about.
"Oh, yes," Harkle said at length and looked straight at Drizzt. The wizard's stern expression soon softened to one of curiosity.
"What are you talking about?" Drizzt asked again, trying to prompt Harkle.
"I do not know," the wizard admitted.
"You were telling me what brought you out here," Deudermont put in.
Harkle snapped his fingers again. "The spell, of course!" he said happily.
Deudermont sighed. "Obviously, it was a spell," the captain began slowly, trying to find a path that would garner some useful information from the rambling mage.
"Not 'a' spell," Harkle retorted. "The spell. My new spell, the fog of fate."
"The fog of fate?" Deudermont echoed.
"Oh, very good spell," Harkle began excitedly. "Expedites things, you know. Get on with your life and all that. Shows you where to go. Puts you there even, I think. But it doesn't tell you why." The wizard moved one hand up to tap at his chin, and his blanket slipped down again, but he didn't seem to notice. "I should work on that part. Yes, yes, then I would know why I was here."
"Ye're not even knowin'?" Catti-brie asked, and she faced the rail, even leaned over it somewhat, so she wouldn't have to look at Harkle's bony buttocks.
"Answering an invitation, I suppose," Harkle replied.
Catti-brie's expression was purely doubtful, as was Drizzt's.
"It's true!" Harkle protested vehemently. "Oh, so convenient of you to forget. Shouldn't say things you don't mean, I say! When you, both of you"-he looked from one to the other, waggling his finger-"passed through Longsaddle six years ago, you mentioned that you hoped our paths might cross once more. 'If ever you find yourself near to us. That is exactly what you said!"
"I do not-" Drizzt began, but Harkle waved him silent, then rushed to the oversized pack he had carried with him, which was drying on the deck. His blanket slipped down farther, but the wizard was too consumed by his task to notice. Catti-brie didn't bother to look away, she just snickered and shook her head.
Harkle pulled a small flask from his pack, retrieved his blanket for modesty's sake, and bounced back over to stand before Drizzt. Snapping his fingers defiantly in the air before the drow, the wizard popped off the cork.
From the flask came a voice, Catti-brie's own voice. "If you ever find yerself near to us," she said, "do look in."
"So there," Harkle said in superior tones as he plopped the cork back into place. He stood for a long moment, hands on hips, until Drizzt's smile became inviting. "And just where are we?" the wizard asked, turning to Deudermont.
The captain looked to the drow ranger, and Drizzt could offer only a shrug in reply. "Come, and I will show you," Deudermont said, leading the wizard toward his cabin. "And I will get you some proper clothes to wear until your robes have dried."
When the two were gone, Catti-brie, walked back over to her friend. Robillard stood not so far away, glaring at them both.
"Pray we find no more pirates to fight until we can be rid of our cargo," the wizard said.
"Harkle will try to help," Catti-brie replied.
"Pray hard," Robillard muttered and walked away.
"You should be more careful of what you say," Drizzt remarked to Catti-brie.
"Could have been yer own voice just as well as me own," the young woman shot back. "And besides, Harkle did try to help in the fight."
"It could as easily have been us he engulfed, in stream or in fire," Drizzt promptly reminded her.
Catti-brie sighed and had no words to reply. They turned to the door of Deudermont's cabin, where the captain stood with Harkle, about to enter.
"So that was the fog of fate you cast at our pirate friends, eh?" Deudermont asked, trying to sound impressed.
"Huh?" Harkle answered. "That? Oh, no, no, that was a fireball. I am good at casting those!" The Harpell paused and lowered his eyes, following Deudermont inside. "Except that I aimed too low," Harkle admitted quietly.
Catti-brie and Drizzt looked to each other, then to Robillard. "Pray," all three whispered in unison.
*****
Drizzt and Catti-brie dined privately with Deudermont that night, the captain seeming more animated than he had since they had put out from Waterdeep. The two friends tried to apologize for Harkle's arrival several times, but Deudermont brushed such thoughts away, even hinted that he was not so upset about the Harpell's arrival.
Finally Deudermont sat back in his chair, wiped his neatly-groomed goatee with a satin napkin and stared hard at the two friends, who fell silent, understanding that the captain had something important to tell them.
"We are not in this area by chance," Deudermont admitted bluntly.
"And not going to Baldur's Gate," reasoned Drizzt, who had suspected all along. The Sea Sprite was supposedly running to Baldur's Gate, but Deudermont hadn't been careful about staying close to the coast, the more direct route, the safer route, and the route most likely to allow them to find and capture pirates.
Again there ensued a long pause, as though the captain had to settle things in his own mind before admitting them openly. "We're turning west for Mintarn," Deudermont said.
Catti-brie's jaw dropped open.
"A free port," Drizzt reminded, and warned. The island of Mintarn had a well-earned reputation as a haven for pirates and other fugitives, a rough and tumble place. How might the Sea Sprite, the hunter of justice, be received in such a port?
"A free port," Deudermont agreed. "Free for pirates and free for the Sea Sprite, in need of information."
Drizzt didn't openly question the captain, but his doubting expression spoke volumes.
"The Lords of Waterdeep have given the Sea Sprite over to me completely," Deudermont said, somewhat harshly. "She's my ship, under my word alone. I can take her to Mintarn, to the Moonshaes, all the way to Ruathym, if I so please, and let no one question me!"
Drizzt sat back in his seat, stung by the harsh words and surprised that Deudermont, who had professed to be his friend, had so treated him as a subordinate.
The captain winced openly at the sight of the drow's disappointment. "My pardon," he said quietly.
Drizzt came forward in his seat, leaning his elbows on the table to bring himself closer to Deudermont. "Caerwich?" he asked.
Deudermont eyed him directly. "The doppleganger spoke of Caerwich, and so to Caerwich I must go."
"And do ye not think ye'll be sailing right into a trap?" Catti-brie put in. "Going right where they're wanting ye to go?"
"Who?" Deudermont asked.
"Whoever sent the doppleganger," Catti-brie reasoned.
"Who?" Deudermont asked again.
Catti-brie shrugged. "Pinochet?" she queried. "Or mighten it be some other pirate that's had his fill o' the Sea Sprite?"
Deudermont leaned back in his seat again, as did Drizzt, all three sitting in silence for several long moments. "I cannot, nor do I believe that you can, continue to sail up and down the Sword Coast as though nothing at all has happened," the captain explained. Drizzt closed his lavender eyes, expecting this answer and agreeing with the logic. "Someone powerful, for doppleganger hirelings are neither common nor cheap, desires my demise and the end of the Sea Sprite, and I intend to find out who it might be. I've never run from a fight, nor has my crew, and any who are not prepared to go to Caerwich may disembark in Mintarn and catch a sail back to Waterdeep, paid by my own coffers."
"Not a one will go," Catti-brie admitted.
"Yet we do not even know if Caerwich truly exists," Drizzt remarked. "Many claim to have been there, but these are the tales of seagoing men, tales too often exaggerated by drink or by bluster."
"So we must find out," Deudermont said with a tone of finality. Neither Drizzt nor Catti-brie, both willing to face trouble head-on, offered a word of disagreement. "Perhaps it is not such a bad thing that your wizard friend arrived," the captain went on. "Another wizard knowledgeable in the mystical arts might help us to sort through this mystery."
Catti-brie and Drizzt exchanged doubtful looks; Captain Deudermont obviously didn't know Harkle Harpell! They said no more about it, though, and finished the meal discussing more pertinent matters of the everyday handling of the ship and crew. Deudermont wanted to go to Mintarn, so Drizzt and Catti-brie would follow.
After the meal, the two friends strolled out onto the nearly-deserted deck of the schooner, walking under a canopy of brilliant stars.
"Ye were relieved at the captain's tale," Catti-brie remarked.
After a moment of surprise, Drizzt nodded.
"Ye thought the attack in Waterdeep had to do with yerself, and not with Deudermont or the Sea Sprite," Catti-brie went on.
The drow simply stood and listened, for, as usual, the perceptive young woman had hit his feelings exactly, had read him like an open book.
"Ye'll always be fearing that every danger comes from yer home," Catti-brie said, moving to the rail and looking over at the reflection of the stars in the rolling waters.
"I have made many enemies," Drizzt replied as he joined her.
"Ye've left them buried in yer tracks," Catti-brie said with a laugh.
Drizzt shared in that chuckle, and had to admit that she was right. This time, he believed, it wasn't about him. For several years now, he had been a player in the larger drama of the world. The personal element of the danger that had followed him every step since his initial departure from Menzoberranzan seemed a thing of the past. Now, under the stars and with Catti-brie beside him, thousands of miles and many years from Menzoberranzan, Drizzt Do'Urden felt truly free, and carefree. He did not fear the trip to Mintarn, or to any mysterious island beyond that, whatever the rumors of haunts might be. Never did Drizzt Do'Urden fear danger. He lived on the edge willingly, and if Deudermont was in trouble, then Drizzt was more than ready to take up his scimitars.
As was Catti-brie, with her bow, Taulmaril, and the magnificent sword, Khazid'hea, always ready at her hip. As was Guenhwyvar, ever-faithful companion. Drizzt did not fear danger; only guilt could bend his stoic shoulders. This time, it seemed, he carried no guilt, no responsibility for the attack and for the Sea Sprite's chosen course. He was a player in Deudermont's drama, a willing player.
He and Catti-brie basked in the wind and the spray, watched the stars silently for hours.
Kierstaad, son of Revjak, knelt on the soft turf, his knee pocking the ground. He was not tall by the standards of the Icewind Dale nomads, barely topping six feet, and was not as muscular as most. His hair was long and blond, his eyes the color of the sky on the brightest of days, and his smile, on those rare occasions that he displayed it, beamed from a warm soul.
Across the flat tundra Kierstaad could see the snow-capped top of Kelvin's Cairn. It was the lone mountain in the thousand square miles of the land called Icewind Dale, the windswept strip of tundra between the Sea of Moving Ice and the northwestern spur of the Spine of the World mountains. If he were to move but a few miles toward the mountain, Kierstaad knew that he would see the tips of the masts of the fishing ships sailing Lac Dinneshere, second largest of the three lakes in the region.
A few miles to a different world, Kierstaad realized. He was just a boy, really, having seen only seventeen winters. But in that time, Kierstaad had witnessed more of the Realms and of life than most in the world would ever know. He had traveled with
many warriors to the call of Wulfgar, from Icewind Dale to a place called Settlestone, far, far away. He'd celebrated his ninth birthday on the road, removed from his family. At the age of eleven, the young barbarian lad had battled goblins, kobolds, and drow elves, fighting beside Berkthgar the Bold, leader of Settle-stone. It was Berkthgar who had decided that the time had come for the barbarian peoples to return to Icewind Dale-their ancestral home-and the ways of their forebears.
Kierstaad had seen so much, had lived two different lives, it seemed, in two different worlds. Now he was a nomad, a hunter out on the open tundra, approaching his eighteenth birthday and his first solitary hunt. Looking at Kelvin's Cairn, though, and knowing of the fishing ships on Lac Dinneshere, on Maer Dualdon to the west, and on Redwaters to the south, Kierstaad realized how narrow his existence had truly become, and how much wider was the world-a world just a few short miles from where he now knelt. He could picture the markets in Bryn Shander, the largest of the ten towns surrounding the lakes. He could imagine the multicolored garments, the jewels, the excitement, as the merchant caravans rolled in with the spring, the southerners bartering for the fine scrimshaw carved from the head bone of the three lakes' abundant knucklehead trout.
Kierstaad's own garments were brown, like the tundra, like the reindeer he and his people hunted, like the tents they lived in.
Still, the young man's sigh was not a lament for what was lost to him, but rather a resignation that this was now his way, the way of his ancestors. There was a simple beauty to it, Kierstaad had to admit, a toughness, too, that hardened the body and the soul. Kierstaad was a young man, but he was wise beyond his years. A family trait, so it was said, for Kierstaad's father, Revjak, had led the unified tribes after Wulfgar's departure. Calm and always in control, Revjak hadn't left Icewind Dale to go to war in Mithril Hall, explaining that he was too old and set in his ways. Revjak had stayed on with the majority of the barbarian people, solidifying the alliance between the nomadic tribes, and also strengthening the ties with the folk of Ten-Towns.
Revjak hadn't been surprised, but was pleased at the return of Berkthgar, of Kierstaad-his youngest child-and of all the others. Still, with that return came many questions concerning the future of the nomadic tribes and the leadership of the barbarian people. "More blood?" came a question, drawing the young man from his contemplations. Kierstaad turned to see the other hunters, Berkthgar among them, moving up behind him.
Kierstaad nodded and pointed to the red splotch on the brown ground. Berkthgar had speared a reindeer, a fine throw from a great distance, but only had wounded the beast, and it had taken flight. Always efficient, particularly when dealing with this animal that gave to them so very much, the hunters had rushed in pursuit. They would not wound an animal to let it die unclaimed. That was not their way. It was, according to Berkthgar, "the wasting way of the men who lived in Ten-Towns, or who lived south of the Spine of the World."
Berkthgar walked up beside the kneeling young man, the tall leader locking his own stare on distant Kelvin's Cairn. "We must catch up to the beast soon," Berkthgar stated. "If it gets too close to the valley, the dwarves will steal it."
There were a few nods of agreement and the hunting party started off at a swift pace. Kierstaad lagged behind this time, his steps weighed by his leader's words. Ever since they had left Settlestone, Berkthgar had spoken ill of the dwarves, the folk who had been their friends and allies, Bruenor's folk, who had fought in a war of good cause beside the barbarians. What had happened to the cheers of victory? His most vivid memory of the short couple of years in Settlestone was not of the drow war, but of the celebration that had followed, a time of great fellowship between the dwarves, the curious svirfneblin, and the warriors who had joined in the cause from several of the surrounding villages.
How had that all changed so dramatically? Barely a week on the road out of Settlestone, the story of the barbarian existence there had begun to change. The good times were no longer spoken of, replaced by tales of tragedy and hardship, of the barbarians lowering their spirits to menial tasks not fit for the Tribe of the Elk, or the Tribe of the Bear, or any of the ancestral tribes. Such talk had continued all the way around the Spine of the World, all the way back to Icewind Dale, and then, gradually, it had died away.
Now, with rumors that the several score of the dwarves had returned to Icewind Dale, Berkthgar's critical remarks had begun anew. Kierstaad understood the source. The rumors said that Bruenor Battlehammer himself, the Eighth King of Mithril Hall, had returned. Shortly after the drow war, Bruenor had given the throne back over to his ancestor, Gandalug, Patron of Clan Battlehammer, who had returned from centuries of magical imprisonment at the hands of the drow elves. Even at the height of their alliance, relations between Berkthgar and Bruenor had been strained, for Bruenor had been the adoptive father of Wulfgar, the man who stood tallest in the barbarians' legends. Bruenor had forged mighty Aegis-fang, the warhammer which, in the hands of Wulfgar, had become the most honored weapon of all the tribes.
But then, with Wulfgar gone, Bruenor would not give Aegis-fang over to Berkthgar.
Even after his heroic exploits in the battle of Keeper's Dale against the drow, Berkthgar had remained in Wulfgar's shadow. It seemed to perceptive Kierstaad, that the leader had embarked on a campaign to discredit Wulfgar, to convince his proud people that Wulfgar was wrong, that Wulfgar was not a strong leader, that he was even a traitor to his people and their gods. Their old life, so said Berkthgar, one of roaming the tundra and living free of any bonds, was the better way.
Kierstaad liked his life on the tundra, and wasn't certain that he disagreed with Berkthgar's observations concerning which was the more honorable lifestyle. But the young man had grown up admiring Wulfgar, and Berkthgar's words about the dead leader did not sit well with him.
Kierstaad looked to Kelvin's Cairn as he ran along the soft, spongy ground, and wondered if the rumors were true. Had the dwarves returned, and if so, was King Bruenor with them?
And if he was, could it be possible that he brought with him Aegis-fang, that most powerful of warhammers?
Kierstaad felt a tingle at that thought, but it was lost a moment later when Berkthgar spotted the wounded reindeer and the hunt was on in full.
* * * * *
"Rope!" Bruenor bellowed, hurling to the floor the twine the shopkeeper had offered him. "Thick as me arm, ye durned orc-brain! Ye thinking that I'm to hold up a tunnel with that?"
The flustered shopkeeper scooped up the twine and rambled away, grumbling with every step.
Standing at Bruenor's left, Regis gave the dwarf a scowl.
"What?" demanded the red-bearded dwarf, leaping to face the portly halfling directly. There weren't many people that the four-and-a-half foot dwarf could look down on, but Regis was one of them.
Regis ran both his plump hands through his curly brown hair and chuckled. "It is good that your coffers run deep," the halfling said, not afraid of blustery Bruenor in the least. "Otherwise Maboyo would throw you out into the street."
"Bah!" the dwarf snorted, straightening his lopsided, one-horned helmet as he turned away. "He's needing the business. I got mines to reopen, and that's meaning gold for Maboyo."
"Good thing," Regis muttered.
"Keep flapping yer lips," Bruenor warned.
Regis looked up curiously, his expression one of blank amazement.
"What?" Bruenor insisted, turning to face him.
"You saw me," Regis breathed. "And you just saw me again."
Bruenor started to reply, but the words got caught in his throat. Regis was standing on Bruenor's left, and Bruenor had lost his left eye in a fight in Mithril Hall. After the war between Mithril Hall and Menzoberranzan, one of the most powerful priests of Silverymoon had cast healing spells over Bruenor's face, which was scarred from forehead, down diagonally across the eye, to the left side of his jaw. The wound was an old one by that point, and the cleric had predicted that his work would do little more than cosmetic repair. Indeed, it took several months for a new eye to appear, deep within the folds of the scar, and some time after that for the orb to grow to full size.
Regis pulled Bruenor closer. Unexpectedly, the halfling covered Bruenor's right eye with one hand, pointed a finger of his other hand, and jabbed it at the dwarfs left eye.
Bruenor jumped and caught the poking hand.
"You can see!" the halfling exclaimed.
Bruenor grabbed Regis in a tight hug, even swung him completely about. It was true, the dwarf's sight had returned in his left eye!
Several other patrons in the store watched the emotional outburst, and as soon as Bruenor became aware of their stares, and even worse, their smiles, he dropped Regis roughly back to the floor.
Maboyo arrived then, his arms full with a coil of heavy rope. "Will this meet your desires?" he asked.
"It's a start," Bruenor roared at him, the dwarf turning suddenly sour again. "I need another thousand feet."
Maboyo stared at him.
"Now!" Bruenor roared. "Ye get me the rope or I'm out for Luskan with enough wagons to keep me and me kin supplied for a hunnerd years!"
Maboyo stared a moment longer, then gave up and headed for his storeroom. He had known the dwarf meant to clean him out of many items as soon as Bruenor had entered his store with a heavy purse. Maboyo liked to dole out supplies slowly, over time, making each purchase seem precious and extracting as much gold from the customer as possible. Bruenor, the toughest bargainer this side of the mountains, didn't play that game.
"Getting back your vision didn't do much to improve your mood," Regis remarked as soon as Maboyo was out of sight.
Bruenor winked at him. "Play the game, Rumblebelly," the dwarf said slyly. "Suren this one's glad we're back. Doubles his business."
True enough, Regis understood. With Bruenor and two hundred of Clan Battlehammer back in Icewind Dale, Maboyo's store-the largest and best-stocked in all of Bryn Shander, in all of Ten-Towns-stood to do well.
Of course, that meant Maboyo would have to put up with the surliest of customers. Regis chuckled privately at the thought of the battles the shopkeeper and Bruenor would fight, just as it had been nearly a decade before, when the rocky valley just south of Kelvin's Cairn chimed with the ringing of dwarven hammers.
Regis spent a long while staring at Bruenor. It was good to be home.