Wulfgar returns from the Abyss to find there are demons a hammer cannot crush. Entreri has used his dagger to carve an empire in the back streets of Calimport, as he seeks the head of his oldest foe. Drizzt learns that not all wounds bleed. And not all blades kill.
Prologue
Part One: Apathy
1. A Stranger at Home
2. Running the Horse
3. The Unpleasant Mirror
4. The Summons
5. Stirring the Streets
6. Leaving the Dale Behind
7. Kelp-enwalled
Part Two: Walking the Roads of Danger
8. Inadvertent Signals
9. Gaining Approval
10. Unexpected and Unsatisfying Vengence
11. The Battle-mage
12. Finding a Niche
Part Three: Climbing to the Top of the Bottom
13. Secret Weapon
14. Reputation
15. The Call of Crenshinibon
16. Brothers of Mind and Magic
17. Exorcizing Demons
18. Of Limps and Priests and a Great Quest
Part Four: Kingdoms
19. Concerning Wulfgar
20. Dangling a Locket
21. Timely Wounds
22. Saving Grace
23. The Last Challenge
Epilogue
Followed by The Spine of the World.
Preceded by Passage to Dawn, and followed by The Spine of the World.
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