"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.
Part 2 THE FOG OF FATE
We are the center. In each of our minds — some may call it arrogance, or selfishness — we are the center, and all the world moves about us, and for us, and because of us. This is the paradox of community, the one and the whole, the desires of the one often in direct conflict with the needs of the whole. Who among us has not wondered if all the world is no more than a personal dream?
I do not believe that such thoughts are arrogant or selfish. It is simply a matter of perception; we can empathize with someone else, but we cannot truly see the world as another person sees it, or judge events as they affect the mind and the heart of another, even a friend.
But we must try. For the sake of all the world, we must try. This is the test of altruism, the most basic and undeniable ingredient for society. Therein lies the paradox, for ultimately, logically, we each must care more about ourselves than about others, and yet, if, as rational beings we follow that logical course, we place our needs and desires above the needs of our society, and then there is no community.
I come from Menzoberranzan, city of drow, city of self. I have seen that way of selfishness. I have seen it fail miserably. When self-indulgence rules, then all the community loses, and in the end, those striving for personal gains are left with nothing of any real value.
Because everything of value that we will know in this life comes from our relationships with those around us. Because there is nothing material that measures against the intangibles of love and friendship.
Thus, we must overcome that selfishness and we must try; we must care. I saw this truth plainly following the attack on Cap-
tain Deudermont in Waterdeep. My first inclination was to believe that my past had precipitated the trouble, that my life course had again brought pain to a friend. I could not bear this thought. I felt old and I felt tired. Subsequently learning that the trouble was possibly brought on by Deudermont's old enemies, not my own, gave me more heart for the fight.
Why is that? The danger to me was no less, nor was the danger to Deudermont, or to Catti-brie or any of the others about us.
Yet my emotions were real, very real, and I recognized and understood them, if not their source. Now, in reflection, I recognize that source, and take pride in it. I have seen the failure of self-indulgence; I have run from such a world. I would rather die because of Deudermont's past than have him die because of my own. I would suffer the physical pains, even the end of my life. Better that than watch one I love suffer and die because of me. I would rather have my physical heart torn from my chest, than have my heart of hearts, the essence of love, the empathy and the need to belong to something bigger than my corporeal form, destroyed.
They are a curious thing, these emotions. How they fly in the face of logic, how they overrule the most basic instincts. Because, in the measure of time, in the measure of humanity, we sense those self-indulgent instincts to be a weakness, we sense that the needs of the community must outweigh the desires of the one. Only when we admit to our failures and recognize our weaknesses can we rise above them.
Together.
– Drizzt Do'Urden
Chapter 7 MINTARN
It took some effort for Drizzt to spot the panther. The island of Mintarn, four hundred miles southwest of Waterdeep, was cloaked in thick trees, and Guenhwyvar was perfectly blended, reclining on a branch twenty feet from the ground, camouflaged so well that a deer might walk right under the cat, never realizing its doom.
Guenhwyvar was not hunting deer this day. The Sea Sprite had put into port barely two hours before, flying no flag, no colors at all, and with her name covered by tarps. The three-masted schooner was likely recognizable, though, for she was unique along the Sword Coast, and many of the rogues now visiting the free port had run from her in the past. So it was that Drizzt, Catti-brie and Deudermont had been approached soon after they had entered the Freemantle, a tavern just off the docks.
Now they waited for their contact, half expecting an ambush in the thick woods barely a hundred yards from the town common.
There and then, Deudermont could truly appreciate the value of such loyal and powerful friends. With Drizzt and Catti-brie,
and ever-alert Guenhwyvar keeping watch, the captain feared no ambush, not if all the pirates of the Sword Coast rose against him! Without these three around him, Deudermont would have been terribly vulnerable. Even Robillard, undeniably powerful but equally unpredictable, could not have afforded the captain such comfort. More than their skill, Deudermont trusted in these three for their loyalty. They'd not desert him, not one of them, no matter the risk.
Guenhwyvar's ears flattened and the panther gave a low growl, a sound the other three felt in their bellies rather than heard with their ears.
Drizzt went into a low crouch and scanned the region, he pointed east and north, then slipped into the shadows, silent as death. Catti-brie moved behind a tree and fixed an arrow to Taul-maril's bowstring. She tried to follow Drizzt's movements, using them to discern the approach of their contact, but the drow was gone. It seemed he had simply vanished soon after he had entered the thick growth. As it turned out, she didn't need Drizzt's movements as a guide, for their visitors were not so adept at traveling silently and invisibly through the woods.
Deudermont stood calmly in the open, his hands folded behind his back. Every now and then he brought out one hand to adjust the pipe that hung in his mouth. He, too, sensed the proximity of other men, several men, taking up positions in the woods about him.
"You do not belong here," came an expected voice from the shadows. The speaker, a tiny man with small dark eyes and huge ears poking out from under his bowl-cut brown hair, had no idea that he had been spotted twenty steps from his current position, which was still more than a dozen yards from the captain. He did not know that his seven companions, too, were known to Drizzt and Catti-brie, and especially to Guenhwyvar. The panther was a moving shadow among the branches, positioning herself close enough to get to four of the men with a single leap.
Off to the speaker's left side, one of his companions spotted Catti-brie and brought his own bow up, putting an arrow in line with the woman. He heard a rustle, but before he could react, a dark form rushed past him. He gave a short yelp, fell back, and saw the forest green of a cape swish past. Then the form was gone, leaving the man stunned and unharmed.
"Brer'Cannon?" the man addressing Deudermont asked, and there came rustling from several positions.
"I'm okay," a shaken Brer'Cannon replied quickly, straightening himself and trying to understand what that pass had been about. He figured it out when he at last looked back to his bow and saw that the bowstring had been cut. "Damnation," Brer'Cannon muttered, scanning the brush frantically.
"I am not accustomed to speaking with shadows," Deudermont called out clearly, his voice unshaken.
"You are not alone," the speaker replied.
"Nor are you," Deudermont said without hesitation. "So do come out and let us be done with this business-whatever business you might have with me."
More rustling came from the shadows, and more than one whispering voice told the speaker, a man named Dunkin, to go ta
lk to the Sea Sprite's captain.
At last, Dunkin mustered the courage to stand up and come forward, taking one step and looking all around, then another step and looking all around. He walked right under Guenhwyvar and didn't know it, which brought a smile to Deudermont's lips. He walked within three feet of Drizzt and didn't know it, but he did spot Catti-brie, for the woman was making no real effort to conceal herself behind the tree just to the side of the small clearing where Deudermont stood.
Dunkin fought hard to regain his composure and his dignity. He walked to within a few paces of the tall captain and straightened himself. "You do not belong here," he said in a voice that cracked only once.
"It was my understanding that Mintarn was a free port," Deudermont replied. "Free for scalawags only?"
Dunkin pointed a finger and started to reply, but the words apparently did not suffice and he stopped after uttering only a meaningless grunt.
"I have never known of any restrictions placed on vessels desiring to dock," Deudermont went on. "Surely my ship is not the only one in Mintarn Harbor flying no colors and with her name covered." The last statement was true enough. Fully two-thirds of all the vessels that put into the free port did so without any open identification.
"You are Deudermont and your ship is the Sea Sprite, out of
Waterdeep," Dunkin said, his tone accusing. He tugged at his ear as he spoke, a nervous tick, the captain reasoned.
Deudermont shrugged and nodded.
"A law ship," Dunkin went on, finding some courage at last. He let go of his ear. "Pirate hunter, and here, no doubt, to-"
"Do not presume to know my intentions," Deudermont interrupted sharply.
"The Sea Sprite's intentions are always known," Dunkin retorted, his voice equally firm. "She's a pirate hunter, and yes, there are indeed pirates docked in Mintarn, including one you chased this very week."
Deudermont's expression grew stern. He understood that this man was an official of Mintarn, an emissary from his tyrancy, Tarnheel Embuirhan, himself. Tarnheel had made his intentions of keeping Mintarn in line with its reputation as a free port quite clear to all the lords along the Sword Coast. Mintarn was not a place to settle vendettas, or to chase fugitives.
"If we came in search of pirates," Deudermont said bluntly, "the Sea Sprite would have come in under the flag of Waterdeep, openly and without fear."
"Then you admit your identity," accused Dunkin.
"We hid it only to prevent trouble for your port," Deudermont replied easily. "If any of the pirates now in Mintarn Harbor sought retribution, we would have had to sink them, and I am certain that your overlord would not approve of so many wrecks under the waves of his harbor. Is that not exactly why he sent you to find me in the Freemantle, and why he bade you to come out here with your bluster?"
Dunkin again seemed to not be able to find the words to reply.
"And you are?" Deudermont asked, prompting the nervous man.
Dunkin straightened once more, as if remembering his station. "Dunkin Tallmast," he said clearly, "emissary of His Tyrancy, Lord Tarnheel Embuirhan of the free port of Mintarn."
Deudermont considered the obviously phoney name. This one had probably crawled onto Mintarn's docks years ago, running from another scalawag, or from the law, and over time had found his way into Tarnheel's island guard. Dunkin was not a great choice, as an emissary, Deudermont realized. Not practiced in diplomacy and not long on courage. But the captain refused to underestimate Tarnheel, reputably a proficient warrior who had kept the relative peace on Mintarn for many years. Dunkin was no imposing diplomat, but Tarnheel had probably decided that he would be the one to meet with Deudermont for a reason, possibly to make the Sea Sprite's captain understand that he and his ship were not considered very important to his tyrancy.
Diplomacy was a curious game.
"The Sea Sprite has not sailed in to engage with any pirates," Deudermont assured the man. "Nor in search of any man who might be in hiding on Mintarn. We have come to take on provisions, and in search of information."
"About a pirate," Dunkin reasoned, seeming not pleased.
"About an island," Deudermont replied.
"A pirate island?" Dunkin retorted, and again his tone made the question seem more of an accusation.
Deudermont pulled the pipe from his mouth and stared hard at Dunkin, answering the question without uttering a word.
"It is said that nowhere in all the Realms can a greater concentration of the most seasoned sea dogs be found than on Mintarn," Deudermont began at length. "I seek an island that is as much legend as truth, an island known to many through tales, but to only a few by experience."
Dunkin didn't reply, and didn't seem to have any idea of what Deudermont might be talking about.
"I will make you a deal," the captain offered.
"What have you to bargain with?" Dunkin replied quickly.
"I, and all of my crew, will remain on the Sea Sprite, quietly, and far out in the harbor. Thus will the peace of Mintarn remain secure. We have no intention of hunting any on your island, even known outlaws, but many might seek us out, foolishly thinking the Sea Sprite vulnerable while in port."
Dunkin couldn't help but nod. Back in the Freemantle, he had already heard whispers hinting that several of the ships now in port were not pleased to see the Sea Sprite, and might join together against her.
"We will remain out of the immediate dock area," Deudermont said again, "and you, Dunkin Tallmast, will find for me the information I desire." Before Dunkin could respond, Deudermont tossed him a pouch full of gold coins. "Caerwich," the captain explained. "I want a map to Caerwich."
"Caerwich?" Dunkin echoed skeptically.
"West and south, by tales I've heard," Deudermont replied.
Dunkin gave a sour look and moved to toss the coins back, but Deudermont raised a hand to stop him. "The Lords of Waterdeep will not be pleased to learn that Mintarn's hospitality was not extended to one of their ships," the captain was quick to point out. "If you are not a free port for the legal ships of Waterdeep, then you proclaim yourself an open haven only to outlaws. Your Lord Tarnheel will not be pleased at the results of such a proclamation."
It was as close to a threat as Deudermont wanted to get, and he was much relieved when Dunkin clutched the bag of coins tightly once more.
"I will speak with his tyrancy," the short man asserted. "If he agrees …" Dunkin let it go at that, waving his hand.
Deudermont popped the pipe back into his mouth and nodded to Catti-brie, who came out of hiding, her bow relaxed, all arrows replaced in her quiver. She never blinked as she walked past Dunkin, and he matched her stare.
His resolve melted a moment later, though, when Drizzt slipped out of the brush to the side. And if the sight of a drow elf wasn't enough to fully unnerve the man, surely the sudden presence of a six-hundred pound black panther dropping to the ground barely five feet to Dunkin's side, was.
* * * * *
Dunkin rowed out to the Sea Sprite the very next day. Despite the fact that Deudermont welcomed him warmly, he came aboard tentatively, as though he was in awe of this vessel that was so fast becoming a legend along the Sword Coast.
They greeted Dunkin on the open deck, in full view of the crew. Guenhwyvar was at rest in her astral home, but Robillard and Harkle joined the others this time, standing together, and Drizzt thought that a good thing. Perhaps Robillard, an adept wizard, could keep Harkle's powers under control, the drow reasoned. And perhaps Harkle's perpetual smile would rub off on the grumpy Robillard!
"You have my information?" Deudermont asked, coming right to the point. The Sea Sprite had sat calm and undisturbed thus
far, but Deudermont held no illusions about their safety in Mintarn Harbor. The captain knew that no less than a dozen ships now in port desired their demise, and the sooner the schooner was out of Mintarn, the better.
Dunkin motioned to the door to the captain's private quarters.
"Out here," Deudermont insis
ted. "Give it over and be gone. I've not the time for any delays, and I need no privacy from my crew."
Dunkin looked around and nodded, having no desire to debate the point.
"The information?" Deudermont asked.
Dunkin started, as if surprised. "Ah, yes," he stuttered. "We have a map, but it's not too detailed. And we cannot be sure, of course, for the island you seek might be no more than legend, and then, of course, there would be no correct map."
His humor was not appreciated, he soon realized, and so he calmed himself and cleared his throat.
"You have my gold," Deudermont said after yet another long pause.
"His tyrancy wishes a different payment," Dunkin replied. "More than the gold."
Deudermont's eyes narrowed dangerously. He put his pipe in his mouth deliberately and took a long, long draw.
"Nothing so difficult," Dunking was quick to assure. "And my lord offers more than a simple map. You'll need a wizard or a priest to create a hold large enough to carry ample supplies."
"That would be us," Harkle put in, draping an arm over Robillard's shoulders as he spoke, then quickly withdrawing it upon seeing the grumpy wizard's threatening scowl.
"Ah, yes, but no need, no need," Dunkin blurted. "For his tyrancy has a most wonderful chest, a magical hold, it is, and he will give it to you on loan, along with the map, for the pouch of gold, which was not so much, and one other little favor."
"Speak it," demanded Deudermont, growing weary of the cryptic game.
"Him," said Dunkin, pointing to Drizzt.
Only Drizzt's quick reaction, lifting a blocking arm, kept Catti-brie from leaping forward and punching the man.
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