
“Foul beasts!” he grumbled. “Can’t even eat the damn things!” He pounded the axe into the ground to clean the blade and stomped off toward Kelvin’s Cairn.
Drizzt put Guenhwyvar back into the pack and went to retrieve his scimitar from the other monster.
“Come on, elf,” scolded the dwarf. “We’ve five miles an more of road to go!”
Drizzt shook his head; and wiped the bloodstained blade on the felled monster’s fur: “Roll on, Bruenor Battlehammer,” he whispered under his smile. “And know to your pleasure that every monster along our trail will mark well your passing and keep its head safely hidden!”
3. The Mead Hall
Many miles north of Ten-Towns, across the trackless tundra to the northernmost edge of land in all the Realms, the frosts of winter had already hardened the ground in a white-tipped glaze. There were no mountains or trees to block the cold bite of the relentless eastern wind, carrying the frosty air from Reghed Glacier. The great bergs of the Sea of Moving Ice drifted slowly past, the wind howling off of their high-riding tips in a grim reminder of the coming season. And yet, the nomadic tribes who summered there with the reindeer had not journeyed with the herd’s migration southwest along the coast to the more hospitable sea on the south side of the peninsula.
The unwavering flatness of the horizon was broken in one small corner by a solitary encampment, the largest gathering of barbarians this far north in more than a century. To accomodate the leaders of the respective tribes, several deerskin tents had been laid out in a circular pattern, each encompassed in its own ring of campfires. In the center of this circle, a huge deerskin hall had been constructed, designed to hold every warrior of the tribes. The tribesmen called it Hengorot, “The Mead Hall,” and to the northern barbarians this was a place of reverence, where food and drink were shared in toasts to Tempos, the God of Battle.
