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So last time, we got to see Regis and Entreri report in to the Thieves' Guild in Calimport. Regis is definitely not having a fun time.



So we rejoin Drizzt and the others in this chapter. Apparently, the Sea Sprite is making pretty good progress, with calm sea and steady wind, though understandably not soon enough for our heroes. Eventually though, they get to Calimshan.

Interestingly, there's a colony of drow inland, in a dark wood called Mir. That's actually interesting. I didn't remember anything about a surface dwelling settlement. Certainly Eilistraee and her good drow followers haven't been invented yet. I'd thought Drizzt was the first exception to the "always chaotic evil" thing. We'll see if anything comes of it.

Though one thing does: Deudermont warns Drizzt that drow aren't well-liked here and that he should don his mask:

Without thinking, Drizzt drew the magical mask over his face, instantly assuming the features of a surface elf. The act bothered the drow less than it shook his three friends, who looked on in resigned disdain. Drizzt was only doing what he had to do, they reminded themselves, carrying on with the same uncomplaining stoicism that had guided his life since the day he had forsaken his people.

The drow's new identity did not fit in the eyes of Wulfgar and Catti-brie. Bruenor spat into the water, disgusted at a world too blinded by a cover to read the book inside.


I do love their friendship, even if I've got mixed feelings about the execution of this whole plot arc. Drizzt's team loves him and he loves them.

So the ship starts approaching Memnon. There are a lot of ships there, members of the Calimshan navy. The Sea Sprite is forced to drop anchor offshore and wait for landings to open. It could be a week. That...doesn't seem remotely practical. Deudermont is expecting a visit from the navy, looking to interrogate Pinochet. Deudermont thinks though that Pinochet will eventually be released. He's too powerful to fuck with at the moment.

Deudermont can however stall Pinochet for a week or two. It'll be a week before Pinochet can reclaim his captured ship, and Deudermont has damaged it to the point where it will need repairs before it's seaworthy. It should be enough to give Drizzt and company a headstart before someone can warn Entreri that they survived the ambush.

...really guys, given that Entreri WANTS this fight, I feel like it'd benefit you more if you DID tell him you're coming.

Wulfgar is confused by the complicated pirate politics and asks Deudermont what he's actually gained from all this. He's won against the pirates, but they'll go free. They'll want vengeance and strike again.

Deudermont agrees that it's a strange system. But actually, by sparing Pinochet and his men, Deudermont gets some pirate cred. Pinochet will forgo vengeance for his freedom, and his associates shouldn't bother the Sea Sprite either. And that will extend to most of the pirates.

Bruenor and I have the same thought, basically asking if Deudermont can trust the pirates to keep their word. Deudermont explains that the pirates have a strict code that they adhere to, and they won't break them for fear of outright warfare with the southern kingdoms. It's a similar set up to most thieves' guilds, really. Bruenor doesn't approve, and thinks about how Mithril Hall had a special closet designed to hold the severed hands of caught thieves.

Harsh, dude. Also, you're friends with Regis.

So they part ways with Deudermont, and it's rather sweet. He gives them some gold, which Drizzt promises to repay, and offers them a ride back to Waterdeep if they're still in Calimport by the time the snow melts up North.

-

So now, our heroes get to explore the city of Memnon. We get some nice description:

People flocked everywhere. Most wore sand-colored robes, but others were brightly dressed, and all had some sort of head covering: a turban or a veiled hat. The friends could not guess at the population of the city, which seemed to go on forever, and doubted that anyone had ever bothered to count. But Drizzt and his companions could envision that if all the people of the cities along the northern stretches of the Sword Coast, Waterdeep included, gathered in one vast refugee camp, it would resemble Memnon.

A strange combination of odors wafted through Memnon's hot air: that of a sewer that ran through a perfume market, mixed with the pungent sweat and malodorous breath of the ever-pressing crowd. Shacks were thrown up randomly, it seemed, giving Memnon no apparent design or structure. Streets were any way that was not blocked by homes, though the four friends had all come to the conclusion that the streets themselves served as homes for many people.

At the center of all the bustle were the merchants. They lined every lane, selling weapons, foodstuffs, exotic pipe weeds - even slaves shamelessly displaying their goods in whatever manner would attract a crowd. On one corner, potential buyers test-fired a large crossbow by shooting down a boxed-in range, complete with live slave targets. On another, a woman showing more skin than clothing - and that being no more than translucent veils - twisted and writhed in a synchronous dance with a gigantic snake, wrapping herself within the huge reptilian coils and then slipping teasingly back out again.


Everyone is basically gaping. Even Drizzt, even though he came from the "strange world of the drow elves". I'm not sure why "even" is required here. The strange world of the drow elves was normal to Drizzt. So of course this would be exotic and weird to him. So would the ten towns, if you think about it.

But it is a good description, isn't it? Wulfgar gapes at the dancer and gets a head-slap from Catti-brie, which seems uncalled for. There's nothing in their relationship so far that makes that kind of slapstick seem like a normal part of their interaction. Anyway, he's homesick. Catti-brie on the other hand, gets a bit judgy:

"It is another adventure, nothing more," Drizzt reminded him. "Nowhere might you learn more than in a land unlike your own."

"True enough," said Catti-brie. "But by me eyes, these folk be making decadence into society."


I bet she's real fun at parties. Drizzt (of course) points out that these people live by different rules and they might be equally offended by the North. Which is true. Bruenor just chocks it up to "eccentric human ways."

Anyway, Drizzt and company aren't the only ones gaping. They've actually attracted quite an audience themselves:

Outfitted for adventure, the friends were far from a novelty in the trading city. But, being foreigners, they attracted a crowd, mostly naked, black-tanned children begging for tokens and coins. The merchants eyed the adventurers, too - foreigners usually brought in wealth -

I find the description of the children off-putting somehow. I'm not completely sure why. But anyway, a very weasely merchant is watchig them, attracted by their magic weaponry. He approaches them:

Bruenor, leading the troupe, stopped short at the sight of the wiry man dressed in yellow-and-red striped robes and a flaming pink turban with a huge diamond set in its front.

"Ha ha ha ha ha. Greetings!" the man spouted at them, his fingers drumming on his own chest and his ear-to-ear smile showing every other tooth to be golden and those in between to be ivory. "I be Sali Dalib, I do be, I do be! You buy, I sell. Good deal, good deal!" His words came out too fast to be immediately sorted, and the friends looked at each other, shrugged, and started away.

"Ha ha ha ha ha," the merchant pressed, wiggling back in their path. "What you need, Sali Dalib got. In plenty, too, many. Tookie, nookie, bookie."

"Smoke weed, women, and tomes in every language known to the world the lisping little goblin translated. "My master is a merchant of anything and everything!"
>

...well, it's good to see racist caricatures are alive and well in Faerun. Really, Salvatore?

Our heroes are idiots though and think one merchant is as good as another and tell him they're looking for horses. Sali Dalib offers camels instead. Drizzt deliberately underbids, expecting to haggle, but Sali Dalib agrees to the price. He also doesn't count the gold when Drizzt hands it over.

Drizzt, of course, is the one who notices the weirdness. But I suppose that actually does make sense. Bruenor, Catti-brie and Wulfgar are even less experienced travelers, and are straightforward people from straightforward cultures. But I'd roll my eyes less if Drizzt weren't so damn insightful all the time.

Anyway, the group follow Sali Dalib's directions to a caravan, but expect an ambush. And indeed, they're eventually accosted by a group of swordsmen who outnumber them five to one. Fight scene!

It's pretty straightforward, though Wulfgar has trouble with his mount (he ends up punching it. Poor camel), and Drizzt removes his mask to play on the whole scary drow thing. Bruenor makes some flaming grenades with his tinderbox and oil flasks. Everyone has fun fighting together for the first time since Streams of Silver.

Catti-brie seems to have gotten over her whole killing humans angst. Anyway, the battle is pretty entertaining to read, pointless to recap. Some nice stunts and tricks. And our heroes win! Yay! The chapter ends here.

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