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I rejected that orgy, though I knew not why at the time. It assaulted my sense of morality, I believed (and still do), and cheapened so many things that I hold precious. Now, in retrospect, I have come to understand another truth about myself that forced rejection of that orgy. Aside from the moral implications, and there were many, the mere notion of the mind-blurring herbs frightened and repulsed me. I knew that all along, of course as soon as I felt the intoxication at that ceremony, I instinctively rebelled against it but it wasn't until very recently that I came to understand the truth of that rejection, the real reason why such influences have no place in my life.

These herbs attack the body in various ways, of course, from slowing reflexes to destroying coordination altogether, but more importantly, they attack the spirit in two different ways. First, they blur the past, erasing memories pleasant and unpleasant, and second, they eliminate any thoughts of the future. Intoxicants lock the imbiber in the present, the here and now, without regard for the future, without consideration of the past. That is the trap, a defeatist perspective that allows for attempted satiation of physical pleasures wantonly, recklessly. An intoxicated person will attempt even foolhardy dares because that inner guidance, even to the point of survival instinct itself, can be so impaired. How many young warriors foolishly throw themselves against greater enemies, only to be slain? How many young women find themselves with child, conceived with lovers they would not even consider as future husbands?

That is the trap, the defeatist perspective, that I cannot tolerate. I live my life with hope, always hope, that the future will be better than the present, but only as long as I work to make it so. Thus, with that toil, comes the satisfaction in life, the sense of accomplishment we all truly need for real joy. How could I remain honest to that hope if I allowed myself a moment of weakness that could well destroy all I have worked to achieve and all I hope to achieve? How might I have reacted to so many unexpected crises if, at the time of occurrence, I was influenced by a mind-altering substance, one that impaired my judgment or altered my perspective?

Also, the dangers of where such substances might lead cannot be underestimated. Had I allowed myself to be carried away with the mood of the graduation ceremony of Melee-Magthere, had I allowed myself the sensual pleasures offered by the priestesses, how cheapened might any honest encounter of love have been?

Greatly, to my way of thinking. Sensual pleasures are, or should be, the culmination of physical desires combined with an intellectual and emotional decision, a giving of oneself, body and spirit, in a bond of trust and respect. In such a manner as that graduation ceremony, no such sharing could have occurred; it would have been a giving of body only, and more so than that, a taking of another's offered wares. There would have been no higher joining, no spiritual experience, and thus, no true joy.

I cannot live in such a hopeless basking as that, for that is what it is: a pitiful basking in the lower, base levels of existence brought on, I believe, by the lack of hope for a higher level of existence.

And so I reject all but the most moderate use of such intoxicants, and while I'll not openly judge those who so indulge, I will pity them their empty souls.

What is it that drives a person to such depths? Pain, I believe, and memories too wretched to be openly faced and handled. Intoxicants can, indeed, blur the pains of the past at the expense of the future. But it is not an even trade.

With that in mind, I fear for Wulfgar, my lost friend. Where will he find escape from the torments of his enslavement?

– Drizzt Do'Urden

Chapter 1 INTO PORT

"I do so hate this place," remarked Robillard, the robed wizard. He was speaking to Captain Deudermont of Sea Sprite as the three-masted schooner rounded a long jettie and came in sight of the harbor of the northern port of Luskan.

Deudermont, a tall and stately man, mannered as a lord and with a calm, pensive demeanor, merely nodded at his wizard's proclamation. He had heard it all before, and many times. He looked to the city skyline and noted the distinctive structure of the Hosttower of the Arcane, the famed wizards' guild of Luskan. That, Deudermont knew, was the source of Robillard's sneering attitude concerning this port, though the wizard had been sketchy in his explanations, making a few offhand remarks about the «idiots» running the Hosttower and their inability to discern a true wizardly master from a conniving trickster. Deudermont suspected that Robillard had once been denied admission to the guild.

"Why Luskan?" the ship's wizard complained. "Would not Waterdeep have better suited our needs? No harbor along the entire Sword Coast can compare with Waterdeep's repair facilities."

"Luskan was closer," Deudermont reminded him.

"A couple of days, no more," Robillard retorted.

"If a storm found us in those couple of days, the damaged hull might have split apart, and all our bodies would have been food for the crabs and the fishes," said the captain. "It seemed a foolish gamble for the sake of one man's pride."

Robillard started to respond but caught the meaning of the captain's last statement before he could embarrass himself further. A great frown shadowed his face. "The pirates would have had us had I not timed the blast perfectly," the wizard muttered after he took a few moments to calm down.

Deudermont conceded the point. Indeed, Robillard's work in the last pirate hunt had been nothing short of spectacular. Several years before, Sea Sprite — the new, bigger, faster, and stronger Sea Sprite — had been commissioned by the lords of Waterdeep as a pirate hunter. No vessel had ever been as successful at the task, so much so that when the lookout spotted a pair of pirateers sailing the northern waters off the Sword Coast, so near to Luskan, where Sea Sprite often prowled, Deudermont could hardly believe it. The schooner's reputation alone had kept those waters clear for many months.

These pirates had come looking for vengeance, not easy merchant ship prey, and they were well prepared for the fight, each of them armed with a small catapult, a fair contingent of archers, and a pair of wizards. Even so, they found themselves outmaneuvered by the skilled Deudermont and his experienced crew, and out-magicked by the mighty Robillard, who had been wielding his powerful dweomers in vessel-to-vessel warfare for well over a decade. One of Robillard's illusions had given the appearance that Sea Sprite was dead in the water, her mainmast down across her deck, with dozens of dead men at the rails. Like hungry wolves, the pirates had circled, closer and closer, then had come in, one to port and one to starboard, to finish off the wounded ship.

In truth, Sea Sprite hadn't been badly damaged at all, with Robillard countering the offensive magic of the enemy wizards. The small pirate catapults had little effect against the proud schooner's armored sides.

Deudermont's archers, brilliant bowmen all, had struck hard at the closing vessels, and the schooner went from battle sail to full sail with precision and efficiency, the prow of the ship verily leaping from the water as she scooted out between the surprised pirateers.

Robillard dropped a veil of silence upon the pirate ships, preventing their wizards from casting any defensive spells, then plopped three fireballs-Boom! Boom! Boom! — in rapid succession, one atop each ship and one in between. Then came the conventional barrage from ballista and catapult, Sea Sprite 's gunners soaring lengths of chain to further destroy sails and rigging and balls of pitch to heighten the flames.