Passage to Dawn (Page 5)

 

The Sea Sprite put back out two weeks later, her course south. Captain Deudermont explained that they had business pending in Baldur's Gate, one of the largest ports on the Sword Coast, about halfway between Waterdeep and Calimshan. No one questioned Deudermont openly, but many felt that he seemed on edge, almost indecisive, a mannerism they had never experienced with the confident captain before.

That demeanor changed four days out of Waterdeep Harbor, when the Sea Sprite's lookout caught sight of a square-rigger sporting a deck covered with sailors. Caravels were ordinarily crewed by forty to fifty men. A pirate ship, wanting to attack swiftly with overwhelming odds, and then bring the booty quickly to shore, might carry three times that number. Pirate ships didn't carry cargo; they carried warriors.

If Deudermont had seemed indecisive before, not so now. Up came the Sea Sprite's sails to full. Catti-brie hooked Taulmaril over her shoulder and began the climb to the crow's nest, and Robillard was ordered to take his place on the poop deck and to

use his magic to further fill the sails. But the natural wind was already strong from the northwest, from astern it already filled the sails of both the Sea Sprite and the running pirate ship, and the chase would be a long one.

At center deck, the ship's musicians took up a rousing tune, and Drizzt came back from the forward beam earlier than usual to stand beside Deudermont at the wheel.

"Where will we tow her once captured?" the drow asked, a usual question on the high seas. They were still closer to Water-deep than to Baldur's Gate, but the wind was from the north generally, favoring a southern course.

"Orlumbor," Deudermont answered without hesitation.

Drizzt was surprised by that. Orlumbor was a rocky, windswept island halfway between Waterdeep and Baldur's Gate, an independent city-state, lightly populated and hardly equipped to hold a caravel full of pirates.

"Will the shipwrights even take her?" the drow asked doubtfully.

Deudermont nodded, his face stern. "Orlumbor owes much to Waterdeep," he explained. "They will hold her until another ship of Waterdeep arrives to tow her away. I will instruct Robillard to use his powers to contact the Lords of Waterdeep."

Drizzt nodded. It seemed perfectly logical, yet perfectly out of place. The drow understood now that this was no ordinary run for the normally patient Sea Sprite. Never before had Deudermont left off a captured ship and crew for another to pick up in his wake. Time had never seemed an issue out here, amidst the steady and eternal roll of the sea. The Sea Sprite would normally run until she found a pirate ship, snag her or sink her, then return to one of the friendly ports and hand her over, however long that might take.

"Our business in Baldur's Gate must be urgent," the drow remarked, cocking a suspicious eye the captain's way.

Deudermont turned to look at him directly, to stare long and hard at Drizzt for the first time this voyage. "We are not going to Baldur's Gate," he admitted.

"Then where?" Drizzt's tone showed that he was not surprised by that revelation.

The captain shook his head and turned his stare forward, adjusting the wheel slightly to keep them in line with the running caravel.

Drizzt accepted that. He knew that Deudermont had graced him by even admitting that they would not sail for Baldur's Gate. He also knew that the captain would confide in him as Deudermont needed. Their business now at hand was the pirate ship, still far ahead, her square sails barely visible on the blue line of the horizon.


"More wind, wizard!" Deudermont casually called back to Robillard, who grunted and waved his hand at the captain. "We'll not catch her before dusk unless we have more wind."

Drizzt offered a smile to Deudermont, then made his way forward, back to the beam, to the smell and the spray, to the hissing sound of the Sea Sprite's run, to the solitude he needed to think and to prepare.

They ran for three hours before the caravel was close enough for Catti-brie, in the crow's nest with her spyglass, to even confirm that it was indeed a pirate ship. The day was long then, the sun halfway from peak to the western horizon, and the chasers knew they would be cutting this one close. If they couldn't catch the pirate ship before sunset, she would sail off into the darkness. Robillard had some spells to try to keep track of her movements, but the pirate ship no doubt had a wizard of her own, or a cleric, at least. Though neither would likely be very powerful, certainly not as accomplished as Robillard, such tracking spells were easily defeated. Also, pirates never ventured too far from their secret ports, and the Sea Sprite certainly couldn't chase this one all the way home, where her friends might be waiting.

Deudermont didn't seem overly concerned. They had lost pirates to the night before, and would again. There would always be another outlaw to chase. But Drizzt, keeping a covert eye on the captain, never remembered seeing him quite this casual. Obviously, it had something, or everything, to do with the incident in Waterdeep and the mysterious destination that Deudermont would not discuss.

The drow tightened his hold on the line of the flying jib and sighed. Deudermont would tell him in his own time.

The wind lessened and the Sea Sprite made up some ground. It seemed as though this pirate ship might not get away after all. The band of minstrels, which had broken up during the long and tedious middle hours of the chase, came back together again and

took up the tune. Drizzt knew that soon the pirates would hear the music, it would reach to them across the waves, a harbinger of their doom.

Now things seemed back to normal, more relaxed despite the fact that a battle seemed imminent. Drizzt tried to convince himself that Deudermont was calm because he had known they would catch the pirate ship. Everything was back to normal.

"Spray astern!" came a cry, turning all hands about.

"What is that?" more than one voice cried. Drizzt looked to Catti-brie, who had her spyglass aimed behind the Sea Sprite, and was shaking her head curiously.

The drow skittered along the rail, pulling up to a halt amidships, and leaning out to catch his first glimpse of the unknown pursuer. He saw a high wedge of spray, the spray the giant dorsal fin of a killer whale might make if any whale in all the world could move so quickly. But this was no natural animal, Drizzt knew instinctively, and so did everyone else aboard the Sea Sprite.

"She's going to ram!" warned Waillan Micanty, near to the ballista mounted on the ship's stern. Even as he spoke, the strange rushing pursuer veered to starboard and cut by the Sea Sprite as though she was standing still.

No whale, Drizzt realized as the creature, or whatever it was, plowed past, twenty yards from the Sea Sprite, but close enough to lift a wall of water against the side of the schooner. The drow thought he saw a form inside that spray, a human form.

"It's a man!" Catti-brie called from above, confirming Drizzt's suspicions.

All the crew watched in disbelief as the speeding creature rushed away from the Sea Sprite, closing the ground to the caravel.

"A wizard?" Deudermont asked Robillard.

Robillard shrugged, as did all of the others nearby, none of them having any explanation whatsoever. "The more important question," the wizard finally said, "would be to inquire as to the loyalty of this newcomer. Friend, or foe?"

Apparently, those on the caravel didn't know the answer to that either, for some stared silently from the rail, while others picked up crossbows. The pirate ship's catapult crew even launched a ball of flaming pitch at the newcomer, but he was

moving too fast for them to gauge the distance and the missile hissed harmlessly into the surf. Then the rushing man moved up alongside the caravel, easily outpacing her. The wake diminished and then disappeared in an instant, to reveal a robed man wearing a heavy pack and standing atop the waves, waving his arms frantically and calling out. He was too far from the Sea Sprite now for any of the crew to make out exactly what he was saying.

"Suren he's to casting a spell!" Catti-brie yelled down from the crow's nest. "He's-" She stopped abruptly, drawing a concerned look from Drizzt, and though the drow couldn't make her out clearly from his angle so far below, he could tell that she was confused and could see that she was shaking her head, as if in denial of something.

Those on the deck of the Sea Sprite struggled to figure out exactly what was going on. They saw a flurry of activity near the rail facing the man as he stood upon the water. They heard shouts and the clicking sound of crossbows firing, but if any bolts struck the man, he did not show it.

Suddenly, there came a tremendous flash of fire that dissipated immediately into a huge cloud of thick fog, a ball of white where the caravel had been. And it was growing! Soon the cloud covered the water-walking spellcaster as well, and spread out thick and wide. Deudermont kept his course straight and fast, but when he finally neared the location, he had to slow to a drifting crawl, not daring to enter the unexplained bank. Frustrated, cursing under his breath, Deudermont turned the Sea Sprite broadside to the misty veil.

All hands stood ready along the rail. The heavy mounted crossbows were armed and ready, as was the ballista on the Sea Sprite's stern deck.

Finally, the fog began to lift, to roll back under the press of the stiff breeze. A ghostly figure appeared just within the veil, standing on the water, chin in palm, looking disconcertingly at the spot where the caravel had been.

"Ye're not to believe this," Catti-brie called down to Drizzt, a groan accompanying her words.

Indeed, Drizzt did not, for he also came to recognize the unexpected arrival. He noted the carmine robe, decorated with wizardly runes and outrageous images. These were stick figures,

actually, depicting wizards in the throes of spellcasting, something an aspiring wizard the ripe age of five might draw in a play spellbook. Drizzt also recognized the hairless, almost childish face of the man-all dimples and huge blue eyes-and the brown hair, long and straight, pulled back tight behind the man's ears so that they stood out from his head at almost right angles.

"What is it?" Deudermont asked the drow.

"Not what," Drizzt corrected. "But who." The drow gave a short laugh and shook his head in disbelief.

"Who then?" Deudermont demanded, trying to sound stern though Drizzt's chuckles were both comforting and infectious.

"A friend," Drizzt replied, and he paused and looked up at Catti-brie. "Harkle Harpell of Longsaddle."

"Oh, no," Robillard groaned from behind them. Like every wizard in all the Realms, Robillard had heard the tales of Longsaddle and the eccentric Harpell family, the most unintentionally dangerous group of wizards ever to grace the multiverse.

As the moments passed and the fog cloud continued to dissipate, Deudermont and his crew relaxed. They had no idea of what had happened to the caravel until the cloud was nearly gone, for then they spotted the pirate ship, running fast, far, far away. Deudermont almost called for full sails, meaning to give chase once more, but he looked to the lowering sun, gauged the distance between his ship and his adversary, and decided that this one had gotten away.

The wizard, Harkle Harpell, was in clear sight now, just a dozen yards or so beyond the Sea Sprite's starboard bow. Deudermont gave the wheel over to a crewman and walked with Drizzt and Robillard to the closest point. Catti-brie came down the mainmast to join them.

Harkle stood impassively, chin in hand, staring at the spot where the caravel had been. He rolled with the swells, up high and down low, and continually tapped his foot upon the sea. It was a strange sight, for the water moved away from him, his water-walking enchantment preventing his foot from actually making any contact with the salty liquid.

Finally, Harkle looked back at the Sea Sprite, at Drizzt and the others. "Never thought of that," he admitted, shaking his head. "Aimed the fireball too low, I suppose."

"Wonderful," Robillard muttered.

"Are you coming aboard?" Deudermont asked the man, and the question, or the sudden realization that he was not aboard any ship, seemed to break Harkle from his trance.

"Ah, yes!" he said. "Actually a good idea. Glad I am that I found you." He pointed down at his feet. "I do not know how much longer my spell-"

As he spoke the words, the spell apparently expired, for under he went, plop, into the sea.

"Big surprise," remarked Catti-brie, moving to the rail to join the others.

Deudermont called for poles to fish the wizard out, then looked to his friends in disbelief. "He came out on the high seas with such a tentative enchantment?" the captain asked incredulously. "He might never have found us, or any other friendly ship, and then ..."

"He is a Harpell," Robillard answered as though that should explain everything.

"Harkle Harpell," Catti-brie added, her sarcastic tone accentuating the wizard's point.

Deudermont just shook his head, taking some comfort in the fact that Drizzt, standing beside him, was obviously enjoying all of this.