In this place he found his dreams, and ever they took him back to his ancient home. Mithral Hall, home of his fathers and theirs before them, where rivers of the shining metal ran rich and deep and the hammers of dwarven smiths rang out in praise to Moradin and Dumathoin. Bruenor was merely an unbearded boy when his people had delved too deep into the bowels of the world and had been driven out by the dark things in dark holes. He was now the eldest surviving member of his small clan and the only one among them who had witnessed the treasures of Mithral Hall.
They had made their home in the rocky valley between the two northernmost of the three lakes long before any humans, other than the barbarians, had come to Icewind Dale. They were a poor remnant of what had once been a thriving dwarven society, a band of refugees beaten and broken by the loss of their homeland and heritage. They continued to dwindle in numbers, their elders dying as much of sadness as old age. Though the mining under the fields of the region was good, the dwarves seemed destined to fade away into oblivion.
When Ten-Towns had sprung up, though, the luck of the dwarves rose considerably. Their valley was just north of Bryn Shander, as close to the principal city as any of the fishing villages, and the humans, often warring with each other and fighting off invaders, were happy to trade for the marvelous armor and weapons that the dwarves forged.
But even with the betterment of their lives, Bruenor, particularly, longed to recover the ancient glory of his ancestors. He viewed the arrival of Ten-Towns as a temporary stay from a problem that would not be resolved until Mithral Hall had been recovered and restored.
“A cold night for so high a perch, good friend,” came a call from behind.
The dwarf turned around to face Drizzt Do’Urden, though he realized that the drow would be invisible against the black backdrop of Kelvin’s Cairn. From this vantage point, the mountain was the only silhouette that broke the featureless line of the northern horizon. The cairn had been so named because it resembled a mound of purposely piled boulders; barbarian legend claimed that it truly served as a grave. Certainly the valley where the dwarves now made their home did not resemble any natural landmark. In every direction the tundra rolled on, flat and earthen. But the valley had only sparse patches of dirt sprinkled in among broken boulders and walls of solid stone. It, and the mountain on its northern border, were the only features in all of Icewind Dale with any mentionable quantities of rock, as if they had been misplaced by some god in the earliest days of creation.
Drizzt noted the glazed look of his friend’s eyes. “You seek the sights that only your memory can see,” he said, well aware of the dwarf’s obsession with his ancient homeland.
“A sight I’ll see again!” Bruenor insisted. “We’ll get there, elf.”
“We do not even know the way.”
“Roads can be found,” said Bruenor. “But not until ye look for them.”
“Someday, my friend,” Drizzt humored. In the few years that he and Bruenor had been friends, the dwarf had constantly badgered Drizzt about accompanying him on his adventure to find Mithral Hall. Drizzt thought the idea foolish, for no one that he had ever spoken with had even a clue as to the location of the ancient dwarven home, and Bruenor could only remember disjointed images of the silvery halls. Still, the drow was sensitive to his friend’s deepest desire, and he always answered Bruenor’s pleas with the promise of “someday.”
“We have more urgent business at the moment,” Drizzt reminded Bruenor. Earlier that day, in a meeting in the dwarven halls, the drow had detailed his findings to the dwarves.
“Yer sure they’ll be comin’ then?” Bruenor asked now.
“Their charge will shake the stones of Kelvin’s Cairn,” Drizzt replied as he left the darkness of the mountain’s silhouette and joined his friend. “And if Ten-Towns does not stand united against them, the people are doomed.”
Bruenor settled into a crouch and turned his eyes to the south, toward the distant lights of Bryn Shander. “They’ll not, the stubborn fools,” he muttered.
“They might, if your people went to them.”
“No,” growled the dwarf. “We’ll fight beside them if they choose to stand together, an’ pity then to the barbarians! Go to them, if ye wish, an’ good luck to ye, but nothing o’ the dwarves. Let us see what grit an’ guts the fisherfolk can muster.”
Drizzt smiled at the irony of Bruenor’s refusal. Both of them knew well that the drow was not trusted, not even openly welcomed, in any of the towns other than Lonelywood, where their friend Regis was spokesman. Bruenor marked the drow’s look, and it pained him as it pained Drizzt, though the elf stoically pretended otherwise.
“They owe ye more than they’ll ever know,” Bruenor stated flatly, turning a sympathetic eye on his friend.
“They owe me nothing!”
Bruenor shook his head. “Why do ye care?” he growled. “Ever yer watchin’ over the folk that show ye no good will. What do ye owe to them?”
Drizzt shrugged, hard-pressed to find an answer. Bruenor was right. When the drow had first come to this land the only one who had shown him any friendship at all was Regis. He often escorted and protected the halfling through the dangerous first legs of the journey from Lonelywood, around the open tundra north of Maer Dualdon and down toward Bryn Shander, when Regis went to the principal city for business or council meetings. They had actually met on one such trek: Regis tried to flee from Drizzt because he’d heard terrible rumors about him. Luckily for both of them, Regis was a halfling who was usually able to keep an open mind about people and make his own judgments concerning their character. It wasn’t long before the two were fast friends.
But to this day, Regis and the dwarves were the only ones in the area who considered the drow a friend. “I do not know why I care,” Drizzt answered honestly. His eyes turned back to his ancient homeland where loyalty was merely a device to gain an advantage over a common foe. “Perhaps I care because I strive to be different from my people,” he said, as much to himself as to Bruenor. “Perhaps I care because I am different from my people. I may be more akin to the races of the surface…that is my hope at least. I care because I have to care about something. You are not so different, Bruenor Battlehammer. We care lest our own lives be empty.” Bruenor cocked a curious eye.
“You can deny your feelings for the people of Ten-Towns to me, but not to yourself.”
“Bah!” Bruenor snorted. “Sure that I care for them! My folk need the trade!”
“Stubborn,” Drizzt mumbled, smiling knowingly. “And Catti-brie?” he pressed. “What of the human girl who was orphaned in the raid those years ago on Termalaine? The waif that you took in and raised as your own child?” Bruenor was glad that the cover of night offered some protection from his revealing blush. “She lives with you still, though even you would have to admit that she is able to go back to her own kind. Might it be, perhaps, that you care for her, gruff dwarf?”
“Aw, shut yer mouth,” Bruenor grumbled. “She’s a servin’ wench and makes my life a bit easier, but don’t ye go gettin’ sappy about her!”
“Stubborn,” Drizzt reiterated more loudly this time. He had one more card to play in this discussion. “What of myself, then? Dwarves are not overly fond of the light elves, let alone the drow. How do you justify the friendship you have shown me? I have nothing to offer you in return but my own friendship. Why do you care?”
“Ye bring me news when—” Bruenor stopped short, aware that Drizzt had cornered him.
But the drow didn’t press the issue any further.
So the friends watched in silence as the lights of Bryn Shander went down, one by one. Despite his outward callousness, Bruenor realized how true some of the drow’s accusations had rung; he had come to care for the people who had settled on the banks of the three lakes.
“What do ye mean to do then?” the dwarf asked at length.
“I mean to warn them,” Drizzt replied. “You underestimate your neighbors, Bruenor. They’re made of tougher stuff
than you believe.”
“Agreed,” said the dwarf, “but my questions are of their character. Every day we see fightin’ on the lakes, an’ always over the damned fish. The people cling to their own towns an’ goblins take the others, for all they care! Now they’ve to show me an’ mine that they’ve the will to fight together!”
Drizzt had to admit the truth of Bruenor’s observations. The fishermen had grown more competitive over the last couple of years as the knucklehead trout took to the deeper waters of the lakes and became harder to catch. Cooperation among the towns was at a low point as each town tried to gain an economic advantage over the rival towns on its lake.
“There is a council in Bryn Shander in two days,” Drizzt continued. “I believe that we still have some time before the barbarians come. Though I fear for any delays, I do not believe that we would be able to bring the spokesmen together any sooner. It will take me that long to properly instruct Regis on the course of action that he must take with his peers, for he must carry the tidings of the coming invasion.”
“Rumblebelly?” snorted Bruenor, using the name he had tagged on Regis for the halfling’s insatiable appetite. “He sits on the council for no better reason than t’keep his stomach well-stocked! They’ll hear ’im less than they’d hear yerself, elf.”
“You underestimate the halfling, moreso even than you underestimate the people of Ten-Towns,” answered Drizzt. “Remember always that he carries the stone.”
“Bah! A fine-cut gem, but no more!” Bruenor insisted. “I’ve seen it meself, an’ it holds no spell on me.”
“The magic is too subtle for the eyes of a dwarf, and perhaps not strong enough to penetrate your thick skull,” laughed Drizzt. “But it is there—I see it clearly and know the legend of such a stone. Regis may be able to influence the council more than you would believe—and certainly more than I could. Let us hope so, for you know as well as I that some of the spokesmen might be reluctant to pursue any plan of unity, whether in their arrogant independence, or in their belief that a barbarian raid upon some of their less protected rivals might actually help their own selfish ambitions. Bryn Shander remains the key, but the principal city will only be spurred to action if the major fishing towns, Targos in particular, join in.”
“Ye know that Easthaven’ll help,” said Bruenor. “They’re ever ones for bringing all o’ the towns together.”
“And Lonelywood, too, with Regis speaking for them. But Kemp of Targos surely believes that his walled city is powerful enough to stand alone, whereas its rival, Termalaine, would be hard-pressed to hold back the horde.”
“He’s not likely to join anythin’ that includes Termalaine. An’ yer in for more trouble then, drow, for without Kemp ye’ll never get Konig and Dineval to shut up!”
“But that is where Regis comes in,” Drizzt explained. “The ruby he possesses can do wondrous things, I assure you!”
“Again ye speak of the power o’ the stone,” Bruenor. “But Rumblebelly claims that his master o’ old had twelve o’ the things,” he reasoned. “Mighty magics don’t come in dozens!”
“Regis said that his master had twelve similar stones,” Drizzt corrected. “In truth, the halfling had no way of knowing if all twelve, or any of the others, were magical.”
“Then why would the man have given the only one o’ power to Rumblebelly?”
Drizzt left the question unanswered, but his silence soon led Bruenor to the same inescapable conclusion. Regis had a way of collecting things that didn’t belong to him, and though the halfling had explained the stone as a gift….
ryn Shander was unlike any of the other communities of Ten-Towns. Its proud pennant flew high from the top of a hill in the middle of the dry tundra between the three lakes, just south of the southern tip of the dwarven valley. No ships flew the flags of this city, and it had no docks on any of the lakes, yet there was little argument that it was not only the geographical hub of the region but the center of activity as well.
This was where the major merchant caravans from Luskan put in, where the dwarves came to trade, and where the vast majority of craftsmen, scrimshanders, and scrimshaw evaluators were housed. Proximity to Bryn Shander was second only to the quantity of fish hooked in determining the success and size of the fishing towns. Thus, Termalaine and Targos on the southeastern banks of Maer Dualdon, and Caer-Konig and Caer-Dineval on the western shores of Lac Dinneshere, four towns less than a day’s journey from the principal city, were the dominant towns on the lakes.
High walls surrounded Bryn Shander, as much protection from the biting wind as from invading goblins or barbarians. Inside, the buildings were similar to those of the other towns: low, wooden structures, except that in Bryn Shander they were more tightly packed together and often subdivided to house several families. Congested as it was, though, there was a measure of comfort and security in the city, the largest taste of civilization a person could find for four hundred long and desolate miles.
Regis always enjoyed the sounds and smells that greeted him when he walked through the iron-bound wooden gates on the northern wall of the principal city. Though on a smaller scale than the great cities of the south, the bustle and shouts of Bryn Shander’s open markets and plentiful street vendors reminded him of his days back in Calimport. And as in Calimport, the people of Bryn Shander’s streets were a cross-section of every heritage that the Realms had to offer. Tall, dark-skinned desert folk mingled among fair-skinned travelers from the Moonshaes. The loud boasts of swarthy southerners and robust mountain men trading fanciful tales of love and battle in one of the many taverns echoed on nearly every street corner.
And Regis took it all in, for though the location was changed, the noise remained the same. If he closed his eyes as he skipped along down one of the narrow streets he could almost recapture the zest for life that he had known those years before in Calimport.
This time, though, the halfling’s business was so grave that it dampened even his ever-lifted spirits. He had been horrified at the drow’s grim news and was nervous about being the messenger who would deliver it to the council.
Away from the noisy market section of the city, Regis passed the palatial home of Cassius, the spokesman of Bryn Shander. This was the largest and most luxurious building in all of Ten-Towns, with a columned front and bas-relief artwork adorning all its walls. It had originally been built for the meetings of the ten spokesmen, but as interest in the councils had died away, Cassius, skilled in diplomacy and not above using strong-arm tactics, had appropriated the palace as his official residence and moved the council hall to a vacant warehouse tucked away in a remote corner of the city. Several of the other spokesmen had complained about the change, but though the fishing towns could often exert some influence on the principal city in matters of public concern, they had little recourse in an issue as trivial to the general populace as this. Cassius understood his city’s position well and knew how to keep most of the other communities under his thumb. The militia of Bryn Shander could defeat the combined forces of any five of the other nine towns combined, and Cassius’s officers held a monopoly on connections to the necessary marketplaces in the south. The other spokesmen might grumble about the change in the meeting place, but their dependence on the principal city would prevent them from taking any actions against Cassius.
Regis was the last to enter the small hall. He looked around at the nine men who had gathered at the table and realized how out of place he truly was. He had been elected spokesman because nobody else in Lonelywood cared enough to want to sit on the council, but his peers had attained their positions through valorous and heroic deeds. They were the leaders of their communities, the men who had organized the structure and defenses of the towns. Each of these spokesmen had seen a score of battles and more, for goblin and barbarian raiders descended upon Ten-Towns more often than sunny days. It was a simple rule of life in Icewind Dale that if you couldn’t fight, you couldn’t survive, and the spokesmen of the council were some of the
most proficient fighters in all of Ten-Towns.
Regis had never been intimidated by the spokesmen before because normally he had nothing to say at council. Lonelywood, a secluded town hidden away in a small, thick wood of fir trees, asked for nothing from anyone. And with an insignificant fishing fleet, the other three towns it shared Maer Dualdon with imposed no demands upon it. Regis never offered an opinion unless pressed and had been careful always to cast his vote on an issue in the way of the general consensus. And if the council was split on an issue, Regis simply followed the lead of Cassius. In Ten-Towns, one couldn’t go wrong by following Bryn Shander.
This day, though, Regis found that he was intimidated by the council. The grim news that he bore would make him vulnerable to their bullying tactics and often angry reprisals. He focused his attention on the two most powerful spokesmen, Cassius of Bryn Shander and Kemp of Targos, as they sat at the head of the rectangular table and chatted. Kemp looked the part of rugged frontiersman: not too tall but barrel-chested, with gnarled and knotted arms, and a stern demeanor that frightened friend and foe alike.
Cassius, though, hardly seemed a warrior. He was small of frame, with neatly trimmed gray hair and a face that never showed a hint of stubble. His big, bright blue eyes forever seemed locked into an inner contentment. But anyone who had ever seen the spokesman from Bryn Shander raise a sword in battle or maneuver his charge on the field had no doubts concerning his fighting prowess or his bravery. Regis truly liked the man, yet he was careful not to fall into a situation that left him vulnerable. Cassius had earned a reputation for getting what he wanted at another’s expense.
“Come to order,” Cassius commanded, rapping his gavel on the table. The host spokesman always opened the meeting with the Formalities of Order, readings of titles and official proposals that had originally been intended to give the council an aura of importance, impressing especially the ruffians that sometimes showed up to speak for the more remote communities. But now, with the degeneration of the council as a whole, the Formalities of Order served only to delay the end of the meeting, to the regret of all ten spokesmen. Consequently, the Formalities were pared down more and more each time the group gathered, and there had even been talk of eliminating them altogether.
The Crystal Shard Page 5