And Drizzt had heard the battle drums.
Their subtle rumblings rolled over the empty plain like distant thunder, in patterns usually recognizable only to the other barbarian tribes. But Drizzt knew what they foretold. He was an observer who understood the value of knowledge of friend or foe, and he had often used his stealth prowess to observe the daily routines and traditions of the proud natives of Icewind Dale, the barbarians.
Drizzt picked up his pace, pushing himself to the limits of his endurance. In five short years, he had come to care for the cluster of villages known as Ten-Towns and for the people who lived there. Like so many of the other outcasts who had finally settled there, the drow had found no welcome anywhere else in the Realms. Even here he was only tolerated by most, but in the unspoken kinship of fellow rogues, few people bothered him. He’d been luckier than most; he’d found a few friends who could look beyond his heritage and see his true character.
Anxiously, the dark elf squinted at Kelvin’s Cairn, the solitary mountain that marked the entrance to the rocky dwarven valley between Maer Dualdon and Lac Dinneshere, but his violet-colored almond eyes, marvelous orbs that could rival an owl’s in the night, could not penetrate the blur of daylight enough to gauge the distance.
Again he ducked his head under the cowl, preferring a blind run to the dizziness of prolonged exposure to the sun, and sank back into the dark dreams of Menzoberranzan, the lightless underworld city of his ancestors. The drow elves had actually once walked on the surface world, dancing beneath the sun and the stars with their fair-skinned cousins. Yet the dark elves were malicious, passionless killers beyond the tolerance of even their normally unjudging kin. And in the inevitable war of the elven nations, the drow were driven into the bowels of the ground. Here they found a world of dark secrets and dark magics and were content to remain. Over the centuries, they had flourished and grown strong once more, attuning themselves to the ways of mysterious magics. They became more powerful than even their surface-dwelling cousins, whose dealings with the arcane arts under the life-giving warmth of the sun were hobby, not necessity.
As a race, though, the drow had lost all desire to see the sun and the stars. Both their bodies and minds had adapted to the depths, and luckily for all who dwelt under the open sky, the evil dark elves were content to remain where they were, only occasionally resurfacing to raid and pillage. As far as Drizzt knew, he was the only one of his kind living on the surface. He had learned some tolerance of the light, but he still suffered the hereditary weaknesses it imparted upon his kind.
Yet even considering his disadvantage under daytime conditions, Drizzt was outraged by his own carelessness when the two bearlike tundra yetis, their camouflaging coats of shaggy fur still colored in summer brown, suddenly rose up before him.
A red flag rose from the deck of one of the fishing boats, signaling a catch. Regis watched as it moved higher and higher. “A four-footer, or better,” the halfling mumbled approvingly when the flag topped out just below the mast’s crosspiece. “There’ll be singing in one house tonight!”
A second ship raced up beside the one that had signaled the catch, banging into the anchored vessel in its rush. The two crews immediately drew weapons and faced off, though each remained on its respective ship. With nothing between him and the boats but empty water, Regis clearly heard the shouts of the captains.
“Ere, ye stole me catch!” the captain of the second ship roared.
“You’re water-weary!” the captain of the first ship retorted. “Never it was! It’s our fish fairly hooked and fairly hauled! Now be gone with your stinking tub before we take you out of the water!”
Predictably, the crew of the second ship was over the rail and swinging before the captain of the first ship had finished speaking.
Regis turned his eyes back to the clouds; the dispute on the boats did not hold any interest for him, though the noises of the battle were certainly disturbing. Such squabbles were common on the lakes, always over the fish, especially if someone landed a big one. Generally they weren’t too serious, more bluster and parrying than actual fighting, and only rarely did someone get badly wounded or killed. There were exceptions, though. In one skirmish involving no less than seventeen boats, three full crews and half of a fourth were cut down and left floating in the bloodied water. On that same day, that particular lake, the southernmost of the three, had its name changed from Dellon-lune to Redwaters.
“Ah little fishes, what trouble you bring,” Regis muttered softly, pondering the irony of the havoc the silvery fish wreaked on the lives of the greedy people of Ten-Towns. These ten communities owed their very existence to the knucklehead trout, with their oversized, fist-shaped heads and bones the consistency of fine ivory. The three lakes were the only spots in the world where the valuable fish were known to swim, and though the region was barren and wild, overrun with humanoids and barbarians and sporting frequent storms that could flatten the sturdiest of buildings, the lure of quick wealth brought in people from the farthest reaches of the Realms.
As many inevitably left as came in, though. Icewind Dale was a bleak, colorless wasteland of merciless weather and countless dangers. Death was a common visitor to the villagers, stalking any who could not face the harsh realities of Icewind Dale.
Still, the towns had grown considerably in the century that had passed since the knuckleheads were first discovered. Initially the nine villages on the lakes were no more than the shanties where individual frontiersmen had staked out a claim on a particularly good fishing hole. The tenth village, Bryn Shander, though now a walled, bustling settlement of several thousand people, had been merely an empty hill sporting a solitary cabin where the fishermen would meet once a year, exchanging stories and goods with the traders from Luskan.
Back in the early days of Ten-Towns a boat, even a oneman rowboat, out on the lakes, whose waters year-round were cold enough to kill in minutes anyone unfortunate enough to fall overboard, was a rare sight, but now every town on the lakes had a fleet of sailing vessels flying its flag. Targos alone, largest of the fishing towns, could put over a hundred vessels onto Maer Dualdon, some of them two-masted schooners with crews of ten or more.
A death cry sounded from the embattled ships, and the clang of steel on steel rang out loudly. Regis wondered, and not for the first time, if the people of Ten-Towns would be better off without the troublesome fish.
The halfling had to admit that Ten-Towns had been a haven for him, though. His practiced, nimble fingers adapted easily to the instruments of the scrimshander, and he had even been elected as the council spokesman of one of the villages. Granted, Lonelywood was the smallest and northernmost of the ten towns, a place where the rogues of rogues hid out, but Regis still considered his appointment an honor. It was convenient as well. As the only true scrimshander in Lonelywood, Regis was the sole person in the town with reason or desire to travel regularly to Bryn Shander, the principle settlement and market hub of Ten-Towns. This had proved to be quite a boon to the halfling. He became the primary courier to bring the catches of Lonelywood’s fishermen to market, for a commission equaling a tenth-piece of the goods. This alone kept him deep enough in ivory to make an easy living.