TEXT: Exclusive interview with Harold Johnson inside!
  
  2 � 1998 Autumn Twilight
  Table of Contents
  An Open Letter From
  Mary Kirchoff
  Harold “Wisconsin” Johnson:
  The Herald of Krynn
  By Pat McGilligan
  The Incredible Editable
  Encyclopedia
  By Jean F. Blashfield
  Letters to the Editor
  Talk Back
  Spell-O-Rama
  By Tim Haney
  Behind the Scenes:
  The Second Dragonlance
  Summit
  The Citadel Guardians
  By Steve Miller
  Behind the Tapestry
  The Herald’s Report
  Ral Partha Enterprises
  By Jim Bishop
  Up and Coming
  Gen Con® Wrap-Up
  A Komplete Krynnish
  Kollection
  By Sue Cook
  Tales from the RPGA® Network
  By Robert Wiese
  Classifieds
  An Open Letter
  From
  Mary Kirchoff
  had one of those odd, out-of-body experiences at the DRAGONLANCE®
  summit in June. Looking at the faces around the conference table
  strewn with empty soda cans, I couldn’t escape the thought that I was
  part of some historic cycle. Perhaps it was when Tracy Hickman and Mar-
  garet Weis tried recounting the names and deeds of the original 
  DRAGONLANCE team members through the fuzziness of fifteen hectic years.
  The summit discussions will influence the novels and game products for years to come, but
  individual names will slip away with the mists of time. So, for the sake of posterity, here are my less-
  than-scientific musings about those attending the DRAGONLANCE summit.
  Tracy Hickman, the father of Krynn (does that make him Paladine?), would have been a bard
  in medieval times. Tracy’s knack for weaving a fascinating tale is eclipsed only by his ability to
  suggest an even more compelling alternative when faced with an apparently impassable road block.
  Margaret Weis, the mother of Krynn (I like this metaphor, though she is the opposite of Takhi-
  sis!), finds subtle ways to nurture the best ideas from both authors and members of the team. Mar-
  garet is a quiet observer of human nature, which she puts to great use in her complex characters.
  Don Perrin, DRAGONLANCE author, is our military expert. Give him a piece of chalk, and when
  the dust settles, we’re left with a map of military maneuvering of such precision to put General
  Douglas MacArthur to shame. A big kid at heart, Don is a bit more like Tasslehoff than Lord
  Gunthar. Hmm, a kender with military skill . . . that would make him Kronin Thistleknot.
  Sue Cook, DRAGONLANCE brand manager, has a razor-sharp memory for recorded detail (are
  you thinking Astinus?). Sue is the fulcrum on which the concerns of books and games are balanced.
  Sue could organize a war and inspire all parties to arrive on time with weapons polished and ready.
  Steven “Stan!” Brown, assistant brand manager for the DRAGONLANCE line, is a jack-of-all-
  trades. Strong, yet warm-hearted, Stan! could manage the finances of an inn and lead an army into
  battle with equal skill (Caramon comes to mind, without the drunken stupor). Stan! prompts the
  team to consider all options before rushing in.
  Miranda Horner, DRAGONLANCE game editor, is the collector of DRAGONLANCE tales, large and
  small (Quivalen Soth, perhaps?). We once had a very serious but spirited email discussion about the
  gestation period of DRAGONLANCE elves (we have the answer, so you needn’t write and tell us).
  Steve Miller, DRAGONLANCE game designer, is the brand team’s source for the details of the
  fifteen years of Krynn product (Bertrem, but you saw that coming). If Steve doesn’t know the
  answer, it’s probably not worth worrying about.
  Pat McGilligan, long-time DRAGONLANCE novel editor, provides thought-provoking direction
  from the wings, in many ways the group’s compass. As such, he shares Flint Fireforge’s venerable
  status in the group but, like Flint, his bark is worse than his bite.
  Peter Archer, TSR Books managing editor, puts everything in literary context for the group. A
  former professor, Peter once described himself as an information freak. If he were a gnome
  (without the obnoxious bits), his Life Quest would be to gather all the information in the world
  and build a machine that would . . . well, you get the idea.
  Mary Kirchoff, Executive Editor of Books, is an author of DRAGONLANCE novels and head of
  TSR’s book department. She’d like to think she provides the impartial wisdom of Par-Salian, the
  courage of Laurana, the heart of Crysania. . . . But perhaps I’m not the one to write of her.�
  Staff
  Publisher
  TSR, Inc.
  Editor
  Miranda Horner
  Designer
  Tanya Matson
  Project Coordinator
  Sue Weinlein Cook
  Art Director
  Dawn Murin
  Subscription Manager
  Alaina Capoeman
  The LEGENDS OF THE LANCE™ newsletter (the official newsletter for the
  DRAGONLANCE® Saga) is published quarterly by TSR, Inc. �
  P.O. Box 707, Renton,WA 98057. 425/226-6500. Fax 425/226-3182.
  Email: legends@wizards.com �The LEGENDS OF THE LANCE newsletter is
  mailed free to interested parties. Policies subject to change without notice. Change of
  address must be received at least 30 days prior to the effective date of change to ensure
  uninterrupted delivery. � Unless special arrangements to the contrary are made prior
  to publication, materials submitted for publication in the LEGENDS OF THE LANCE
  newsletter are accepted solely on the condition that the material may be edited and pub-
  lished in the LEGENDS OF THE LANCE newsletter without charge for use thereof.
  TSR shall make no other use of the materials unless TSR and the author or artist
  enter into a written agreement regarding such use.TSR grants prospective authors
  a nonexclusive right to use copyrighted material of TSR in their submissions to
  TSR. An author, however, shall have no right to publish or permit someone other
  than TSR to publish a submission that includes any copyrighted materials of TSR
  without first obtaining the written permission of TSR to do so. Letters addressed to
  TSR or the LEGENDS OF THE LANCE newsletter will be considered as sub-
  missions and may be printed in whole or part at the discretion of the editor unless the
  sender specifically requests otherwise in writing. Unless otherwise stated, the opinions
  expressed in the LEGENDS OF THE LANCE newsletter are those of individual
  authors, not necessarily the opinions of TSR, Inc., the newsletter staff, or Wizards
  of the Coast. Standard Disclosure Forms,Writing Guidelines, and Classifed
  Ad Forms are available from the LEGENDS staff. � ® and ™ designate trademarks
  owned by TSR, Inc.All Rights Reserved. Newsletter content, game rules, and
  game design ©1998 TSR, Inc. All Rights Reserved.TSR, Inc. is a sub-
  sidiary of Wizards of the Coast, Inc. Other product names are trademarks owned
  by the companies publishing those products. Use of the name of any product without
  mention of trademark status should not be construed as a challenge to such status.
  I
  On the Cover: “The Hands of Doom”by Clyde Caldwell 
  first appeared in the 1987 DRAGONLANCE® calendar.
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  Legends of the Lance � 3
  take-home test, asking me to write an adven-
  ture. I love take-home tests! I wrote a thirty-
  nine-room ‘dungeon,’ although only twelve
  of the rooms got typed up—I still have all
  the notes. I posted it just before the deadline
  and was hired. My first day was April 28,
  1979. TSR was a very small company in those
  days, located in the old Hotel Clare in down-
  town Lake Geneva. I was the twenty-third
  employee.
  McGilligan: 
  I understand that it was you who, not long
  after, hired Tracy Hickman.
  Johnson:
  At that point, I had become a
  manager of editing. Tracy
  contacted me; he proba-
  bly knew my name
  from my time at the
  GEN CON® Game
  Fair.
  He 
  had
  written 
  three
  modules. I took
  a look at them.
  They were very
  professionally
  presented. I said
  to Tracy, “These
  look published,
  like someone has
  printed and sold
  them . . .” He said,
  “Well, yeah, I did . . .” I
  said, “Tracy, that’s illegal . . .
  but these are really pretty good.
  Let’s see what we can do.”
  I sat down with my boss and said I had
  met a very talented young man who would
  make a good game designer and who was also
  desperate for money. My boss said if he was
  good, then hire him. So we called Tracy and
  offered him a job and he drove out from Utah.
  He became my best friend, and we spent a lot
  of time together over the next years, some of
  it professional and some of it personal. Those
  three modules, incidentally, were “Pharoah,”
  which we later purchased and published; the
  second was a product called “Ravenloft”; and
  the third was “Eye of the Dragon,” the only
  one of the three which we never bought.
  McGilligan: 
  I know that many of the earliest discussions
  regarding the DRAGONLANCE setting were
  between you and Tracy. What role did you
  take in the creative genesis?
  Johnson:
  As a manager, I was always in the position of
  proposing products to the marketing groups.
  At that time, we were trying out a lot of new
  ideas, adventure series, and modules. One of
  Harold “Wisconsin” Johnson: 
  The Herald of Krynn
  By Pat McGilligan
  arold Johnson, age forty-four,
  is the longest-term, continuing
  employee of TSR. After twenty
  years with the company, he still lives
  in Lake Geneva, Wisconsin, with
  his wife and three children, al-
  though he commutes regularly and
  stays for stretches of time in
  Renton, Washington, where parent
  company Wizards of the Coast
  is based. Johnson hired Tracy
  Hickman, was in on the origins of
  the DRAGONLANCE® setting, and in
  two decades has held key creative
  and executive positions for TSR.
  He is well-known in-house for his
  “brainstorming” of stories,
  but
  perhaps is best noted, informally,
  as company historian.
  Currently a senior designer/editor,
  Johnson is busy scripting the animation se-
  quences for a forthcoming DRAGONLANCE
  CD-ROM, which will be a comprehensive
  guide to Krynn and electronic companion to
  the official encyclopedia being prepared by
  Jean Black.
  McGilligan:
  Tell me a little about your personal back-
  ground.
  Johnson: 
  I’m a child of the Midwest. I was born and
  raised in Evanston, Illinois, lived and grew
  up in Davenport and Iowa City, Iowa, before
  going to high school in Lincoln, Nebraska,
  where my Dad, a professor of industrial en-
  gineering, taught college. I myself went to
  Northwestern University of Illinois and fin-
  ished my degree there in 1977.
  I became a gamer in the summer of
  1975, the year after DUNGEONS & DRAGONS®
  was released, and I remember I played using
  a fourth-generation photocopy of the rules,
  because TSR had only published, by then,
  two thousand sets. Right away I was
  good at making up my own
  stories. One of the first
  times I played, we were
  doing an all-nighter
  and 
  the 
  referee
  bailed out at nine
  o’clock 
  in 
  the
  evening,
  and I
  said,
  “I 
  don’t
  know the rules,
  but I can make
  up a story . . .”
  and I’ve been ref-
  ereeing ever since.
  Back at North-
  western, I fell in with
  other gamers, and I
  heard about the GEN CON®
  Game Fair, and we all went up
  and attended in 1975, which was
  the first time TSR owned the convention.
  After college, I did theater and television, I
  was a playwright and puppeteer, and I prob-
  ably would have gone into theater, if it wasn’t
  for gaming. But, it so happened, I saw a job
  posted in DRAGON® magazine, and I con-
  tacted the company and was told they had an
  opening for an editor. Originally I applied,
  thinking I’d find interim employment before
  I went back for a Master’s degree. I was living
  in Chicago, and Chicagoans don’t have cars,
  so I took a Greyhound bus up to Lake
  Geneva to be interviewed. In those days,
  Gary Gygax and the rest of the company
  were into science fiction and military games;
  my second major in school was history—
  mostly the history of warfare and ancient re-
  ligions—so when I showed off my fount of
  knowledge of ancient societies, Gary was fas-
  cinated. He said he had always wanted to do
  an ancient variation on the DUNGEONS &
  DRAGONS game, so, although I didn’t get the
  job, he told me to stay in touch.
  Some time later there was another
  posting for a staff game designer to work
  with Gary on the DUNGEONS & DRAGONS
  game. I contacted him, and he gave me a
  H
  
  4 � 1998 Autumn Twilight
  them was a multi-part adventure series about
  dragons. Originally, it was supposed to be about
  ten dragons, but when I added in the king and the
  queen of dragons, it came out to twelve. I started
  to think: twelve dragons. That would make a good
  calendar! That started us thinking about cross-
  merchandising and the talk about a calendar led
  to talk about miniatures, toys, computer games,
  and even novels.
  Tracy and I spent a weekend plotting out
  what became the first story, usually with me
  pacing and extrapolating, and Tracy taking
  furious notes and then later typing it up. We
  asked each other questions about this world of
  dragons, and for every question that came up we
  developed an answer that added to the story. We
  had a series of long, intense meetings at work and
  on the weekends. Three to six months later, Tracy
  had one thousand pages of the story bible down.
  Not everything—we didn’t have all the charac-
  ters, not even after the design team had finished
  with the outlines for the first twelve modules.
  Tanis, for example, Tracy wrote into the book,
  and Lord Soth, too; they were characters who
  suddenly appeared in Margaret and Tracy’s minds
  as they were writing.
  McGilligan:
  What do you think were your main contributions
  to the Saga?
  Johnson:
  Apart from working on the core story, I was very
  involved with the characters. One I helped co-
  design was Tasslehoff, who I felt was ‘my charac-
  ter’ from the start. The kender came partly out of
  my love for Peter Pan. That started us all having a
  real bent toward adding humor to the story as
  well as the inherent drama.
  McGilligan: 
  What was your role, officially?
  Johnson:
  I was permitted to pick some staff for a design
  team, which included Tracy, Jeff Grubb, and Carl
  Smith. We were the four originally destined to
  write the first twelve modules, each of us doing
  three. My job, besides keeping the continuity and
  everybody together, was to sell it to the company.
  I did a lot of selling, as well as inventing and con-
  tributing my own ideas to the story. Whenever
  someone needed a story angle and didn’t know
  where to go, they’d come to me and say, “Tell us
  how this might have happened . . .” and I’d spin a
  story. We would talk and I would pace and free-
  associate. I think of myself, primarily, as a story-
  teller.
  McGilligan:
  You were one of the rare hybrids, a ‘creative’ who
  was also management. Did you feel like you were
  always suffering under company constraints?
  Johnson:
  The point is to play with the cards that are dealt.
  To be a good gamer, you have to understand the
  rules that are on the table, and if you understand
  the rules, you realize there may be a way to give
  management what they want, but at the same
  time to create a product that everybody will be
  proud of and the public will enjoy. I can tell you,
  however, that early on it was very difficult to sell
  the DRAGONLANCE setting to TSR. They talked
  multiple times about killing it, and I had to go to
  the mat and work with the company and con-
  vince them to keep the line alive.
  McGilligan: 
  Jumping ahead, the DRAGONLANCE Saga became a
  huge success. But you moved on to a number of
  different jobs over the years. Is there any way you
  can encapsulate what you have been doing for
  TSR over the last twenty years?
  Johnson:
  I went from being Director of Games and leader
  of the design team for the DRAGONLANCE setting,
  to becoming the Director of Consumer Ser-
  vices, overseeing RPGA® Network and the
  GEN CON Game Fair. Then I became a Director
  of Special Projects for the marketing depart-
  ment, point man for the legal department, and
  company historian. Recently I returned as a
  Brand Manager to re-launch the DRAGONLANCE
  setting as a game line.
  McGilligan:
  You were in on the creation of the FIFTH AGE®
  setting. How did that come about?
  Johnson:
  I had been out of the game department for
  about nine years when the company came to me
  to help get the DRAGONLANCE game off the
  ground. The game product had wandered away
  from the novels and been canceled. Now they
  had the intention of trying to bring the
  DRAGONLANCE setting as a game back into the
  market. We had just seen a rough draft of the
  novel Dragons of Summer Flame, and a lot of
  people took the position that the world had been
  destroyed and all of the heroes had been killed
  and there was no future for the DRAGONLANCE
  setting. I said, “Are you insane? Margaret and
  Tracy have taken us back to the start position,
  and it’s brilliant of them! It’s perfect for what
  will come next. . . .”
  We knew it had to be a whole new game, so
  we developed a new system using cards with a
  storytelling base that was more free-form and
  that didn’t require you to buy one hundred
  dollars worth of product and go through several
  levels of qualification. The story itself got gener-
  ated in cooperation with the book department.
  McGilligan:
  What is happening to the long-rumored 
  DRAGONLANCE movie?
  Johnson:
  We are shopping it around. I think there’s a lot of
  interest in it because we have very strong charac-
  ters, and especially very strong male characters.
  Our females are not wimps and then of course
  there is all that wonderful art by TSR artists.
  These things make it very attractive in Holly-
  Illustration
  by Larry Elmore
  We asked each other
  questions about this
  world of dragons, and
  for every question that
  came up we developed
  an answer that added
  to the story. 
  
  wood. At one point, there was actually a
  complete animation script done, based
  on an adventure that Tracy had written
  but not included in the novel series. The
  script is co-owned by us and the origi-
  nal production company, which pulled
  out. So far, it’s been a tale of frustration,
  but after eighty books and thirty-five
  game products, not to mention com-
  puter games and award-winning minia-
  ture figures, the interest is very high.
  McGilligan:
  I think one of your unique and difficult
  roles is in being the company historian.
  Johnson:
  Well, with the DRAGONLANCE setting
  being a shared world, we always thought
  of it as a growing study. Since we always
  had multiple authors, we took the ap-
  proach that we had to have a reason for
  some of the inconsistency. Our idea is
  that we are translating a history; we have
  found a wealth of ancient knowledge
  that we are translating and publishing,
  and if there is conflict between one
  author or another, it’s an error in trans-
  lation, or simply a different author’s
  point of view.
  McGilligan:
  You’re like the company Astinus.
  Johnson:
  People have said that, but Tracy is
  Astinus. I’m more like the new guy in
  Fifth Age called the Herald, a wandering
  bard who is the replacement for the
  missing Astinus. That’s a definite dig at
  me. He’s a guy with no memory of his
  own; he doesn’t remember who he is or
  his own past—who arrives at a pivotal
  point in history—and can tell people of
  the past glories of Krynn. And all the
  modern people he meets say,“Oh! Is that
  what happened? Hey, maybe we can
  learn from that. . . .”
  Pat McGilligan has been a TSR
  editor for about thirteen years. When he
  isn’t editing, he’s writing books about film.
  His latest Fritz Lang: The Nature
  of the Beast, a biography of the German
  director, will be issued by St. Martin’s
  Press in paperback this fall. �
  The Incredible Editable
  Encyclopedia
  By Jean F. Blashfield (a.k.a. Jean Black)
  A
  eleth–groomgift–
  Sauveur–soris—
  dreamshadow–Thistleknott–
  Telmer–Deerwood–mage–
  Astinus–
  Words, names, places, ideas—
  ten thousand of them wending their
  way onto the entry list for the DRAGONLANCE® Encyclopedia. But first they are pouring into the
  Lake Geneva area in Wisconsin in the form of thousands and thousands of descriptions made up
  of an improbable, impossible four million words.
  How big is four million? I don’t know yet, but it certainly seems a daunting figure, except
  perhaps in terms of Bill Gates’s personal worth. For me, it’s the number of words that have been
  pouring into my Macintosh G3 through that dauntless communications pathway called email. It’s
  the number of words that have been generated by the DRAGONLANCE Encyclopedia Project re-
  searchers from around the world.
  You DRAGONLANCE Saga fans are an enthusiastic and literate—if not to say verbose—lot. And
  you’re certainly international. The reports on the more than two hundred DRAGONLANCE books,
  games, gamebooks, comics, calendars, and periodicals have been coming from Israel, Australia,
  Norway, Spain, France, Philippines, Hong Kong, Korea, Canada, England, Argentina, and, of
  course, the United States. The researchers producing the words vary in age from perhaps 16 to
  about 61. The only things they have in common are their access to a computer and their enthusi-
  asm for their favorite fantasy world. I marvel at the things they know and the discoveries they
  make. They’ve become anthropologists of Krynn.
  What are the researchers doing? They’re first reading a book or game product with a fresh
  eye, and writing a summary of the story. For some researchers, this is the hardest part of the job
  because they have to pare down their love of detail into a lively, coherent story-in-brief. Perhaps
  while doing that reading, or perhaps later, they’ll mark up their copy (oh, the sacrifices we make!)
  to highlight the words and phrases that they’ll enter into a template TSR provided, along with the
  brief description or factoid (sorry ’bout that) that defines the term. Once done, and perhaps
  redone, the report is sent to me as an attachment. Then, an amazing number of researchers have
  said,“Please, may I do another!” Obviously, gluttons for punishment, all of them, because—while
  it certainly is no way to make a living—they receive payment in the form of a check or in product.
  These reports provide the basis for the database that will live on a server at Wizards of the
  Coast in Seattle. The server will be shared by the FORGOTTEN REALMS® world and, perhaps later,
  some other gaming worlds. And, no–all you who are starting to pant with anticipation–you can’t
  get into it; it’s only for the staff to use in managing more carefully than has been possible in the
  past all the details that go into the fully developed worlds of TSR fantasy.
  What can you get into? Either the print or CD-ROM DRAGONLANCE Encyclopedia that are
  currently in development. It will be my job to take those four million words, merge them, massage
  them, refine them, edit them, and possibly even dump them or pump them, into the little-bit-less-
  than one million words of all-encompassing, enlightening, and entertaining copy needed for the
  encyclopedia.
  Oh, dear. I think I need to get to work. More later.
  Jean Blashfield Black served as the Managing Editor of the TSR
  Book Department during the publication of the original DRAGONLANCE
  Chronicles. She is an accomplished author and an editor of encyclope-
  dias and travel books. �
  Legends of the Lance � 5
  
  6 � 1998 Autumn Twilight
  Letters to the Editor
  e have received a lot of
  letters 
  asking 
  questions
  similar to the first two below, so we
  hope that by printing the answers
  here, everyone will benefit!
  Dear Legends:
  I received your newsletter Vol. 1, No. 2. I was
  wondering if I might be able to receive the first
  issue.
  –Noah Kronemeyer
  Atlanta, Georgia
  Dear Noah:
  Once we print and send out a newsletter, we
  have very few extras. As a result, if you (or
  anyone) want to see an earlier issue of the
  newsletter,
  please 
  visit 
  our 
  website 
  at
  www.tsr.com/Dragonlance/LoL/Issue_1/Welcome.html and
  download the articles. We have uploaded the
  first issue, and we have plans to upload future
  issues about four months after they’re printed.
  Dear Legends:
  I hope you wouldn’t mind sending me informa-
  tion about where gamers may submit works. I
  have created several hero roles I’d like to see pub-
  lished.
  –Benjamin Sharef
  Commerce Township, Michigan
  Dear Benjamin:
  We’re happy to hear that you have some ideas to
  submit! For our submission guidelines, please
  send us a self-addressed stamped envelope. We
  will send out our guidelines and a Standard Dis-
  closure Form, which you must sign and send
  back with your submission. Eventually you
  should be able to download both of these forms
  off of our website, so keep watching for it!
  Dear Legends:
  I’ve read just about every DRAGONLANCE book
  there is, and I’ve noticed very few mistakes.
  However, I would like to bring two very crucial
  mistakes to your attention.
  I found the first one in Dragons of Spring
  Dawning. When the Dargonesti elf Apoletta ap-
  peared, the authors never described her skin as
  blue. Isn’t sea elf skin blue?
  Finally, why did Jean Rabe call the Dargon-
  esti elves “Dimernesti”?
  –Shane Grillo
  South Paris, Maine
  Dear Shane:
  As a matter of fact, the Dargonesti elves do have
  blue skin. As for the sea elves in Jean’s book, they
  are Dimernesti elves, which live in shallower
  waters than their Dargonesti cousins. The
  Heroes of the Heart visit Dimernesti, which is in
  the Southern Courrain Ocean, while the Heroes
  of the Lance went to the Dargonesti in the Blood
  Sea of Istar.
  Dear Legends:
  The reason I am writing is that I want to know
  what happened to Dalamar. Also, I would really
  like to know what happened to my favorite
  villain Lord Soth. Do you sell audio tapes of
  DRAGONLANCE® books? Finally, can you give me
  any information on the following characters:
  Tanis, Sturm, Goldmoon, Riverwind, Raistlin,
  Caramon, Flint, Tasslehoff, Lord Soth, and Kaz.
  —Joseph Kalanta
  Kountze, Texas
  Dear Joseph:
  Unfortunately, due to the Vow of Silence that the
  creative staff made about the DRAGONLANCE®
  storyline, we cannot tell you anything about
  Dalamar that hasn’t already been published. On
  the topic of Lord Soth, though, look at the article
  “A Komplete Krynnish Kollection, Part One”
  under the RAVENLOFT® section. Several products
  there detail Lord Soth further.
  As for audio books, the following books or
  sets of books are available from Random House
  (*) or Soundelux (†): Chronicles trilogy*, Legends
  trilogy*, Dragons of Summer Flame†, The Doom
  Brigade†, and The Soulforge†. It might be hard to
  find all but the last two listed.We suggest that you
  check with your local bookstore and try to order
  them if you don’t see them on the shelves.
  Finally, if you’re interested in learning more
  about the various characters you’ve listed in your
  letter than what you can find in novels like River-
  wind the Plainsman or Spirit of the Wind, you can
  find it in the Tales of the Lance boxed set (ISBN
  1-56076-338-8). There are character cards and
  descriptions in that AD&D® campaign setting.
  You can also learn more about some of these
  characters in the DRAGONLANCE: FIFTH AGE®
  boxed set (ISBN 0-7869-0535-2). Also, keep an
  eye on the “Up and Coming” article in this
  newsletter. That will keep you on top of the
  newest DRAGONLANCE releases.
  �
  W
  If you don’t have a subscription to LEGENDS OF THE LANCE™
  newsletter, please email legends@wizards.com or write to
  LEGENDS OF THE LANCE newsletter; P.O. Box 707; Renton, WA
  98057-0707. Be sure to include your postal address! The
  newsletter is a free quarterly publication about the
  DRAGONLANCE Saga.
  Talk Back
  Here are more responses to our
  past questions! 
  Who is your favorite DRAGONLANCE® character
  and why?
  I enjoy the character Tanis Half-Elven
  most. He’s a reluctant hero filled with self-
  doubt. But above his own problems, he is
  faithful to his friends, kind, and willing to
  help those weaker than himself. He will try to
  do the right thing even at the cost of his life.
  I think he deserved a quiet death surrounded
  by family and friends.
  —Tim McCann
  Lawrence, MA
  My favorite DRAGONLANCE character is,
  and I am proud to admit, the late and great
  irrepressible kender Tasslehoff Burrfoot. Tas
  was no ordinary kender. He learned to care
  for people and even to refrain from handling
  some people’s property (I would never say
  steal, being the kender fan that I am). Tas’s
  sense of wonder and his unfailing curiosity
  brightened the Chronicles and Legends trilo-
  gies for me. Whenever the novels seemed too
  dark or dramatic, Tas was there to make me
  laugh out loud. I don’t think anyone could
  have done the job better!
  —Brittany Blackburn
  Easton, PA
  Of all the Good and Evil dragons of Krynn,
  which one is your favorite and why?
  I would have to say Khellendros, or Skie,
  as some prefer to call him. Not only did he
  survive the War of the Lance and the Chaos
  War, but he also survived and came out on
  top in the Dragon Purge. He had the
  willpower to resist the call of the Dragon Orb
  in Palanthas, and he had an extremely strong
  bond with Kitiara. He is also ruthless in
  battle. He’s clever and knows when to charge
  and when to retreat. Despite his massive size,
  his sinuous form favors him with unexpected
  grace, as seen in the numerous battles he has
  fought in. Even though Skie has committed
  horrible acts in his time, he is, all in all, an
  honorable dragon.
  —Noah Kronemeyer
  Atlanta, GA
  The next question: What place in
  Ansalon would you like to know more
  about and why? Send us your
  thoughts!
  Wanted: Short submissions on gnome machines, recipes, arti-
  facts, and common and uncommon kender insults. All submis-
  sions become the property of TSR, Inc. If your submission is
  chosen for inclusion in a new Leaves from the Inn of the Last
  Home, you’ll receive credit within the product and one free novel.
  Send hard copy (typed) and electronic submissions to “Leaves” at
  the newsletter address or legends@wizards.com with the subject
  line “Leaves submission.” Deadline 12/12/98. Please include your
  postal address or your submission will not be read.
  
  Faces Behind the Scenes
  The Second DRAGONLANCE® Summit
  Remembrance
  After moving to Willik from a forgotten
  village in Nordmaar, Toman Dupree discov-
  ered many things about the past. Evidently,
  his mother, who had forgotten why she had
  hidden the two of them in a root cellar about
  thirty years before, had been keeping them
  safe from some creatures of Chaos. He
  further learned that these creatures erased
  their victims’ existences from the memories
  of others. These facts caused Toman to start
  wondering about his family and the village he
  grew up in. Since Willik has a small library
  with records from the local villages, Toman
  wanted to look at these records. However, the
  crusty old man who kept the records insisted
  that no Duprees ever existed in that area of
  Nordmaar. Toman, who felt cheated of his
  chance to discover his heritage, decided to
  use the old man’s memories against him so
  that he could gain access to the records that
  the man hovered over protectively. His ability
  to use the spheres of alteration and mental-
  ism allowed him to cast a spell he later called
  “Remembrance.” He soon discovered that the
  spell made the old man believe him to be a
  Solamnic Knight acquaintance. Although the
  spell worked, Toman discovered nothing of
  use in Willik’s town records.
  Invocation (instant)
  5
  Range (melee)
  2
  Duration (30 minutes)
  4
  Area (individual)
  1
  Spell effect (troublesome)
  2
  Total difficulty
  16
  This spell causes the target to perceive
  the caster as someone from the target’s mem-
  ories. Mannerisms and speech are directly
  from the target’s memories and so the spell
  remains undetectable. The image is a pleasant
  one for the target, so he or she will not react
  unfavorably (or attack) the caster while the
  spell is in effect. The caster cannot end the
  spell before the duration is complete. Until
  then, the target of the spell will continue to
  see the caster as that person from his or her
  memory.
  Mishap: The caster accidentally pulls up
  a painful memory and the target immediately
  reacts extremely unfavorably (or even attacks
  the caster).
  Tim 
  Haney 
  lives 
  in 
  Boaz,
  Alabama.�
  Spell-O-Rama
  By Tim Haney
  Upper row, left to right: Don Perrin, Pat McGilligan, Peter Archer, Sue Weinlein Cook,
  Steven “Stan!” Brown, Steve Miller
  Lower row, left to right: Mary Kirchoff, Tracy Hickman, Margaret Weis, Miranda Horner
  Photo by Cindy Rick
  he 
  next 
  chapter 
  in 
  the 
  DRAGONLANCE®
  Saga 
  took
  shape earlier this summer when
  authors Margaret Weis and Tracy
  Hickman met with the Saga’s other
  writers and editors for a three-day
  storyline discussion to kick off the
  epic WAR OF SOULS novel series.
  Although the participants discussed
  many topics during the days of the
  summit, they each signed a Vow of
  Silence, binding them to “remain pub-
  licly silent on the details we carve
  until such time as TSR/Wizards of
  the Coast officially announces our
  plans.” Sue Cook,
  DRAGONLANCE
  Brand Manager, sees the War of
  Souls storyline as a natural progres-
  sion from the current one.“I believe it
  will still surprise and excite fans,”she
  stated.
  Tracy said at the conclusion of the meetings
  that the group would all one day look back at
  this period as one of the best times of their lives.
  “The act of creation is one of the best things we
  can do.”
  Immediately after the summit, Weis and
  Hickman started work on the first novel of their
  new DRAGONLANCE collaboration, their first since
  1995’s blockbuster Dragons of Summer Flame. At
  the same time, the editors and designers of the
  game products started integrating the storyline
  into upcoming releases.
  Those interested in seeing the seeds of this
  storyline can find them in the game adventure
  The Sylvan Veil by William W. Connors and
  Miranda Horner. This adventure sourcebook
  reveals the mysteries of the Silvanesti Shield and
  allows the Narrator and players to learn the
  events that have occurred behind the shield over
  the last twenty years. Further installments in this
  series will tie in to the War of Souls novels
  without paralleling them exactly. Sue says, “Our
  goal is to create a wider tapestry of stories sur-
  rounding the landmark events of the War of
  Souls rather than telling the same series of events
  in several different ways.”
  Further,the DRAGONLANCE line is starting
  the new year with an addition to the Bridges of
  Time novel series: The Silver Stair by Jean Rabe.
  In February comes The Puppet King by Douglas
  Niles, a Chaos War novel about Speaker Gilthas.
  These titles all lay the groundwork for the epic
  events to come in Krynn!
  The DRAGONLANCE team plans to get to-
  gether again this winter and hatch some new
  plans for next year!
  �
  �����
  Legends of the Lance � 7
  T
  
  he Citadel Guardians are a
  group of warriors dedicated
  to the defense of the Citadel
  of Light, its mystics, and its follow-
  ers. They are as dedicated to the
  Citadel’s ideals as are the mystics,
  but they serve in the capacity of
  protectors rather than teachers.
  Although a peaceful organization, the
  Citadel of Light has many violent enemies,
  ranging from minions of the Dragon Overlords
  to fanatic followers of the old gods.All want the
  Citadel’s message—one of personal responsi-
  bility and spiritual self-reliance—silenced, even
  if their reasons for doing so may be as different
  as night and day. Therefore, although the
  mystics always look for the best in others, the
  Citadel Guardians look for the worst so they
  can defend their charges against it.
  History of the Citadel
  Guardians
  Iryl Songbrook, a Silvanesti elf who has been
  with the Citadel since its earliest days, origi-
  nally organized the Citadel Guardians after a
  band of Qué-Nal warriors attacked some
  dwarf crystal miners. For the next few years,
  the Guardians remained a loosely organized
  group consisting of warriors and aspirants
  who had extensive combat or adventuring
  experience. But when Goldmoon decided in
  13SC that the Citadel needed to undertake a
  more coordinated effort to spread their
  message through Ansalon, it seemed clear
  that the Guardians needed to become more
  organized as well: Schallsea was a safe haven,
  protected both by the sea around it and by
  the Knights of Solamnia, but once the
  mystics ventured off the island, there was
  little or no protection for them.
  In addressing this problem, Goldmoon
  and Jasper Fireforge, Goldmoon’s aide and
  confidant, turned to the Guardians. She
  asked that someone within their ranks invent
  a structure through which the most experi-
  enced among them could take permanent
  command duty or protect the missionaries.
  Kolan Tyel, a one-time member of the
  Legion of Steel who had come to the Citadel
  in search of stronger moral direction in his
  life, formulated a structure that remains
  with the Guardians to this day. A four-step
  rank system was put in to place. The lowest
  ranking members of the force were simply
  Guardians. After eighteen months of service,
  the Guardians become eligible for promo-
  tion to Senior Guardian. After three years of
  service, Senior Guardians become eligible
  for promotion to Guardian Commanders;
  only Senior Guardians and Guardian Com-
  manders would be eligible for duties such as
  escorting mystics on journeys away from
  Schallsea. Finally, Tyel’s structure placed a
  Citadel Master at the head of the Guardians.
  Although the Guardians had been lead by a
  mystic from their founding, Tyel thought it
  best if one of the highest-ranking mystics of
  the Citadel was the ultimate authority
  among the Guardians, because he reasoned
  that such a man or woman would have com-
  plete understanding of the importance of
  the Citadel’s mission. Tyel also felt the leader
  of the Guardians should be a master at the
  skills of a warrior to supplement his or her
  complete competency of the powers of the
  heart.
  Goldmoon approved the new organi-
  zation of the Guardians, and Jasper tem-
  porarily filled the role of Master Guardian
  until a more suitable mystic could fill the
  role. As the missionary efforts began, the
  Guardians had reorganized. The mystics
  were escorted safely to the courts of
  Ansalon’s free realms and even into the
  lands controlled by Evil beings. The
  Citadel’s message started to spread at an in-
  creased speed across the land.
  Tyel himself eventually became an Aspi-
  rant of the Citadel and rose to the rank of
  Master Guardian. He held the position for
  more than ten years until he was slain while
  protecting Goldmoon from Elian assassins.
  He was replaced by his long-time second,
  Kentry, who remains the Master Guardian.
  Organization of the
  Guardians
  Two types of Citadel Guardians serve the
  Citadel: those who stay on Schallsea to
  protect the island, pilgrims, and the Citadel
  The Citadel Guardians
  By Steve Miller
  itself; and those who serve as bodyguards for
  missionaries traveling Ansalon or for mystics
  attached to a royal court.
  The rank-and-file Guardians guard the
  entrances to the Citadel of Light, patrol the
  streets of Schallsea in conjunction with the
  Knights of Solamnia, and safely escort pil-
  grims and new aspirants from the Port of
  Schallsea to the Citadel of Light. They are or-
  ganized into squads of twelve Guardians, two
  Senior Guardians, and one Commander. The
  Senior Guardians typically take care of indi-
  vidual duty assignments—such as ordering
  which two Guardians will patrol specific
  streets in Schallsea for the day—while the
  Commander sees that the squad executes its
  duties in the most effective fashion. The
  Master Guardian reviews all assignments and
  solves any disputes and addresses disciplinary
  problems that are too complicated for the
  Senior Guardians or the Commanders to deal
  with. The Master also approves promotions—
  candidates for which are put forward by other
  Senior Guardians and Commanders.
  The Master Guardian also chooses the
  Guardians to serve as escorts and protectors
  for mystics who travel off Schallsea. Typically,
  this honor is reserved for those Guardians
  who have proven they are resourceful and
  skilled warriors while serving on Schallsea.
  At present, eighteen Guardian squads are
  assigned to the Citadel of Light and the sur-
  rounding lands, and four squads are stationed
  in the Port of Schallsea and the road between
  the town and the Citadel. Several Guardians
  are not attached to squads at the moment.
  Some of these serve as bodyguards for impor-
  tant or high-risk students—such as Princess
  Mercidith of Ergoth who continues to have
  Senior Guardian Daneel Warnoc watch over
  her. Warnoc has already played a key role in
  thwarting two abduction attempts directed at
  the princess. The number of Guardians as-
  signed to mystic advisors in royal courts and
  to wandering missionaries is close to one
  hundred, although the number fluctuates.
  Adventure Nuggets
  � The Princess and the Green Man. Master
  Guardian Kentry assigns Citadel Guardian
  heroes and their associates to help watch
  over Princess Mercidith (“Mercy”) of
  Ergoth while Mercy struggles to expand
  her spiritualism talent in the forest around
  the Citadel. Suddenly, the young girl starts
  cackling madly and refers to herself as “the
  Green Man.” The heroes find themselves
  attacked by a variety of wild animals, and
  the princess flees into the forest.
  Attempts at locating her fail, until
  reports arrive several days later that preda-
  tors attacked a Wemitowuk village, and a
  wild-looking, rag-clad woman proclaimed
  8 � 1998 Autumn Twilight
  T
  
  that all humans would be driven from the
  island so that Nature could reclaim it.
  The heroes must find and capture this
  woman, who they later find out is Mercy.
  Master Guardian Kentry fears that she
  has been possessed by some sort of
  spirit. By the time they manage to track
  her, however, she has amassed a veritable
  army of beasts which she intends to send
  against the Port of Schallsea. The heroes
  should manage to subdue her, but then
  find that the spirit within her is too pow-
  erful to be forced out without extraordi-
  nary measures. They must find out the
  identity of the spirit so that the Masters
  of spiritualism at the Citadel can free
  Mercy. (Of course, Mercy might also
  escape again, giving the spirit within her
  time to gather a larger army of con-
  trolled beasts.)
  The heroes can either use the clues the
  spirit provides (someone who calls himself
  the Green Man and who is obsessed with
  driving humans from Schallsea) to ask old-
  timers among the barbarian tribes or citi-
  zens of the Schallsea for information, or
  they can attempt to communicate with
  spirits themselves. Mercy’s guardian spirit,
  Lord Julius, would be an obvious choice
  from which to seek information.
  Eventually, the heroes should learn that
  a crazed hermit who was devoted to
  driving all others from the island recently
  died. He called himself the Green Man, al-
  though his real name was Joss Hekar.
  � One of Our Mystics is Missing. Dark
  Knights have abducted Jemtal Oermann, a
  Citadel aspirant,
  from the grounds
  through a daring raid. The heroes are
  among the Guardians dispatched to head
  off the Knights before they leave the island.
  The heroes should catch up with the
  Dark Knights and end up locked in battle.
  In the process, they may discover that
  Jemtal is actually a Dark Knight plant
  who had his memory altered through
  mysticism. The Knights were trying to re-
  trieve him so that they could restore his
  true personality and learn what secrets
  the Citadel has unlocked since they last
  infiltrated the fellowship. Jemtal of course
  insists that the Dark Knights are lying,
  that he is loyal to the Citadel in all things,
  and that they are engaged in some bizarre
  scheme to undermine the Citadel.
  One of the Dark Knights attempting to
  retrieve Jemtal is the wife he doesn’t know
  he has. She wants him restored to his true
  identity, more for herself than for the Dark
  Knights. If the heroes managed to retrieve
  Jemtal and if Jemtal’s wife isn’t captured,
  she will stage an ever-escalating series of
  strikes against the Citadel and its servants.
  Goldmoon asked that someone within their ranks
  invent a structure through which the most
  experienced among them could take permanent
  command duty or protect the missionaries.
  Illustration by Thomas J. Biondolillo
  She may even attempt to open negoti-
  ations through the heroes.
  � What Grows in the Garden of the
  Dead? The aging Qué-Nal shaman
  Shadowwalker escaped execution at
  the hands of Chief Skydancer follow-
  ing the revelation that he helped Dark
  Knights kidnap Skydancer’s daughter
  to discourage the chief’s support of
  the Citadel. Shadowwalker has gath-
  ered a large number of disaffected
  warriors and lesser shamans, and they
  have established a fortified camp near
  the mysterious Garden of the Dead.
  The spirits around the War Memo-
  rial are growing more restless than
  ever, and the Silver Stair has been seen
  to flicker. The theory is that Shad-
  owwalker and the shamans have re-
  discovered the link that the Garden of
  the Dead once supported to either
  Chemosh or Chislev, and they are
  using it to perform necromantic
  rituals designed to destroy Schallsea’s
  connection to the powers of the heart.
  The heroes, Iryl Songbrook—who
  lived in the area around the Garden of
  the Dead for several years—and a
  force of Guardians must stop Shadow-
  walker and the shamans.
  Upon fighting their way through
  the warriors, the heroes and Iryl dis-
  cover that the ten shamans have been
  transformed into rotting, humanoid
  plants. The shamans have the game
  statistics of trolls, and the ability to
  cast necromantic spells. Each has 49
  spell points to use (or one animate
  dead spell and one cause disease spell
  according to the AD&D® rules). The
  heroes discover that the Garden of the
  Dead is flourishing stronger than
  ever, but they find no sign of Shad-
  owwalker. They must locate him and
  work together with mystics and elf
  woodshapers to uncover the secrets
  behind what happened here.
  For more on the Citadel Guardians
  and Schallsea, see Citadel of Light, a
  DRAGONLANCE SAGA® dramatic supple-
  ment (ISBN 0-7869-0748-7) by Steve
  Miller, with Miranda Horner, and Stan!.
  Steve Miller recently completed
  work on a special DRAGONLANCE®
  game release that will be published next
  year to coincide with the 15th anniversary
  of the first DRAGONLANCE game
  adventure.�
  Legends of the Lance � 9
  
  Behind the Tapestry
  Daring Deeds of Krynn’s Co-Creators
  Edo van Belkom
  The author of Lord Soth has just finished a collection of erotic horror
  stories, and he is anxiously awaiting publication of his first short story
  collection, Death Drives a Semi, scheduled for an October release from
  Quarry Press in Kingston, Ontario. The collection includes the story
  “Rat Food” for which he and David Nickle won the Bram Stoker
  Award from the Horror Writers Association in New York City this past
  July. He will be attending Primedia in Toronto on November 6–8. His
  email address is e.vanbelkom@genie.com and his web page is
  www.horrornet.com/belkom.htm.
  Nancy V. Berberick
  Nancy has finished a short story for the new DRAGONLANCE® anthology.
  She has also recently put the finishing touches on Tears of the Night Sky with
  Linda Baker. Her short story “Guardian of the Barrow” will appear in a
  Fall issue of DRAGON® magazine, and her story “Scatheling” will show up
  in the UK publication Odyssey, Issue #6. She can be reached at her email
  address Nancy_Berberick@compuserve.com, and her home page is
  http://ourworld.compuserve.com/homepages/Nancy_Berberick.
  Steven “Stan!” Brown
  Stan! has finished working on his section
  of the DRAGONLANCE
  15th Anniversary Project. He is working with 
  Steve Miller and Doug
  Niles on another project that deals
  with Gilthanas.
  William W. Connors
  Bill playtested the live-action roleplaying
  adventure (LARP) at the GEN CON®
  Game Fair, with the help of Nicky Rea
  and her adept LARP crew.
  Larry Elmore
  Larry is working on his Snarfquest strip
  and on covers for paperback books
  and computer games. He will
  soon start on a new limited art
  print for Sovereign Stone (the
  fourth in the Seasons of the
  Witch series). You can find him
  attending a convention in Essen in
  October and Orcon in Los Angeles
  in February. His email address is
  larry@larryelmore.com.
  Tracy Hickman
  Tracy is currently working with Margaret
  Weis on the first DRAGONLANCE War of
  Souls novel and getting his first Party
  Flicks product out about the same time.
  He and Margaret have just completed a
  Sovereign Stone novel. The third Star-
  shield novel is his next project.
  Miranda Horner
  Miranda continues to work on the newsletter in between projects. She just
  recently turned over her portion of The Sylvan Veil for editing and has also
  finished editing Palanthas. She is now coordinating the editorial side of
  the DRAGONLANCE 15th Anniversary Project. Also, Miranda just recently
  turned over a DRAGONLANCE short story manuscript to TSR.
  Todd Lockwood
  Todd works as an artist for TSR’s DRAGONLANCE, RAVENLOFT®, and 
  FORGOTTEN REALMS® lines. He has recently won a Chesley Award for
  Best Cover Illustration in a magazine for DRAGON magazine #238.
  DRAGONLANCE fans have seen his work recently on the cover of the
  1999 DRAGONLANCE calendar.
  Douglas Niles
  Doug has finished work on the DRAGONLANCE novel The Puppet King and
  is now working on Circle at Center, the first novel of a fantasy trilogy he is
  writing for Ace. It’s part of the Seven Circles epic of his own creation,
  which is a tale of six fantasy worlds and Earth. He is also writing an alter-
  nate history novel called Fox on the Rhine, with Michael Dobson as a co-
  author.
  Nicky Rea
  Author and editor of DRAGONLANCE role-
  playing adventures, Nicky is currently
  editing a part of the DRAGONLANCE 15th
  Anniversary Project. She also is serving as
  a playtest coordinator on TSR’s live-action
  adventures.�
  Paul B. Thompson
  Paul has recently turned over a new
  MAGIC: THE GATHERING® short story
  and an original SF novel. He has just
  revised a new FIFTH AGE DRAGONLANCE
  short story  for the next anthology. He
  has also turned in the first draft of a
  MAGIC novel tenatively titled Dark
  Fortress. His email: MrApol@aol.com.
  He also reads alt.fan.dragonlance and can
  be reached there.
  Penny Williams
  Penny, who contributed to The Last Tower
  dramatic supplement, is currently editing
  a part of the DRAGONLANCE 15th Anniver-
  sary Project. She is also advising on the
  development of the live-action roleplay-
  ing project and editing various projects
  for the MARVEL SUPER HEROES® Adventure
  Game. �
  Illustration by Rachel Stewart of Coral Gables, FL
  10 � 1998 Autumn Twilight
  
  Legends of the Lance � 11
  y name is Dana Foxtail, a vagabond
  bard and a Keeper of the Word*. In
  my wanderings, I hear many tales
  filled with promise and portent, offering
  many lessons to be learned, if only one can
  decide where in these tales the truth lies.
  Port Balifor Empty?
  I know of very few places that suffer as badly as the city
  of Port Balifor. The once thriving port town had the bad
  luck to fall under the control of Malys the Red. While
  the rest of Balifor and Kendermore became victims to
  the Great Dragon, the hardy folks in this city decided to
  defy Malys’s will and remain in their homes. In re-
  sponse, the mighty Red leveled the city. Too proud to
  bow, the folk of Port Balifor rebuilt their town only to
  have their new overlord raze it again. This pattern of
  creation and destruction has continued for years now.
  Today, however, I was regaled with a tale calling
  Port Balifor a ghost town. Apparently a rider passed
  through the city the other day and found it abandoned.
  All the buildings stood, and many had fires burning in
  their hearths, but not a soul was to be found. I laughed
  to hear this tale for—though very few know it—the
  people of Port Balifor have, for several years now, been
  constructing a new city in the sea caves below and to the
  north of the old city. The site has an easily navigable en-
  trance and is deep enough that Port Balifor can con-
  tinue on as the foremost harbor for ships sailing the
  Southern Courrain Ocean. They nearly had to abandon
  their plan, though, when they realized that the torches
  required to implement such a scheme would generate
  enough smoke to draw Malys’s attention. However,
  brave heroes faced the dangers of waters known as
  Leviathan’s Deep to gather a species of deep-water kelp
  that glows with an inner light.1 After months of trans-
  planting and tending the kelp beds, the caves have
  enough light to allow the citizens of Port Balifor to
  move into their new homes.
  So far, the Red has failed to notice anything amiss.
  When she does return to destroy the old city, the citi-
  zens will rebuild again (though certainly with a lower
  level of quality). The city elders hope that the thousand
  feet of rock between them and the surface, as well as
  their proximity to the water, will protect the citizens
  from any attack the red dragon launches. However, they
  also feel that the best chance they have for survival is to
  fool Malys into thinking that nothing has changed.
  I tell you this story so that hope may grow in your
  hearts, but I beg you not to repeat it. Should word of
  this deception reach the Red, no amount of rock on
  Krynn would prevent Malys from punishing the folk of
  Port Balifor.
  Magic Emissaries
  Missing
  When last I spun tales for you, I told you of Emma Xela
  and Briony Thistleknot, two spellcasters who are travel-
  ing the continent teaching advances in the arts of
  sorcery and mysticism. They have certainly found more
  adventure than they bargained for along their path.
  Their investigations into rumors that fire dragons
  near the town of Willik had begun to breed  led them to
  enter a long-dormant volcano south of town. Later that
  day, the people of Willik heard unearthly howls that
  echoed across the land, followed by a sudden and
  violent earthquake as the mountain exploded in blood-
  red flame. Ash coated the town, but no lava flowed.
  In the wake of this event, the folk of Willik have re-
  ported no sightings of any fire dragons for several
  weeks. Sadly, nobody has seen either Emma or Briony.
  Diviners at the Academy of Sorcery have not yet deter-
  mined the pair’s fate, but they fear the worst.
  Frozen Dragon
  Performs Miracles
  Currently, I am on my way to Rigitt, a port just off the
  Plains of Dust, to board a ship sailing across Ice Moun-
  tain Bay. Reports have come to me that something won-
  derful is happening there.
  More than a dozen ships have sighted an iceberg
  whose sides are nearly clear. They can see frozen inside
  the ice a gold dragon at least two hundred feet long. The
  dragon’s wings are spread and it assumes a protective
  posture, as though it were defending a tiny charge from
  some heinous attack.
  No one knows how the dragon came to be in the
  iceberg, but every sighting is accompanied by tales of
  miraculous healings and blessings bestowed just as the
  dragon floated into view. Though I’ve seen no proof, I
  hear a blind man has been made to see again and that
  the sailors of a foundering ship found the leaks in their
  hull patched and its hold magically cleared of water.
  According to rumors, no passenger or sailor has
  ever seen the iceberg twice. It was last sighted floating
  into the open waters of the South Sirrion Sea. I under-
  stand that the crew of the vessel I am to sail on were
  hand-picked—none of them have yet seen the floe—
  and that the ship will be filled with scholars, mystics,
  and priests of all descriptions.
  I must hurry or the ship will sail without
  me. With any luck, when next we meet, I
  will have a story of ice mountains, frozen
  dragons, and honest to the gods miracles.
  What a tale that will be to tell!
  M
  the Herald’s Report
  The Latest News from Krynn
  * Keeper of the Word: A bard who has devoted his or her life to
  studying the tales and storytelling techniques of the Herald.
  1 From “Leviathan’s Deep,” an ADVENTURER’S GUILD™ tournament
  played in stores in early winter 1998. It will be available in
  RPGA® TSR Jam 1999 in March (ISBN 0-7869-1445-9).
  
  Up and Coming
  he month of Newkolt is fast approaching, so look
  for these new DRAGONLANCE® products in your
  local book and hobby stores, or visit www.tsr.com!
  October
  Seeds of Chaos
  By Douglas Niles
  A CLASSIC DRAGONLANCE ADVENTURE
  Dark Knights or Solamnic Knights, invaders or freedom fighters, your
  characters can fight the final battles of the Fourth Age of Krynn in the
  Chaos War adventure series. This AD&D® scenario contains SAGA® con-
  version rules, ties into the new novel Tears of the Night Sky, and offers a
  chance to experience the Dark Knight invasion during the Summer of
  Chaos.
  $13.95 U.S./$18.95 CAN
  ISBN: 0-7869-1198-0
  Tears of the Night Sky
  By Linda P. Baker and Nancy Berberick
  A Novel in the Chaos War Series
  A quest for her god becomes a test of faith for Crysania, blind cleric of
  Paladine. A magical tiger companion that is beholden to the mysterious
  dark elf wizard Dalamar aids her.
  $5.99 U.S./$6.99 CAN
  ISBN: 0-7869-1185-9
  November
  Legacy of Steel
  By Mary Herbert
  A Novel in the Bridges of Time Series
  Inspired by the terrors of the Dragon Purge, the outcast Knight Sara re-
  solves to lead a new order of Knights based on selflessness and mutual
  aid. To honor her adopted son’s sacrifice, she names it the Legion of
  Steel.
  $5.99 U.S./$6.99 CAN
  ISBN: 0-7869-1187-5
  December
  Palanthas
  By Steven “Stan!” Brown
  A DRAGONLANCE Dramatic Supplement
  Palanthas is a detailed look at Ansalon’s best-known city. Now players
  and Narrators can make it their home, exploring the Great Library, the
  underground thieves’ network, even the site where the Tower of High
  Sorcery once stood. Palanthas is an excellent background source for the
  Seeds of Chaos adventure.
  $11.95 U.S./$15.95 CAN
  ISBN: 0-7869-1199-9
  January
  The Soulforge
  By Margaret Weis
  A Paperback Novel
  A reprint of the novel that describes the early years of Raistlin, one of
  the most popular characters of the DRAGONLANCE setting.
  $6.99 U.S./$8.95 CAN
  ISBN 0-7869-1314-2
  The Silver Stair
  By Jean Rabe
  A Novel in the Bridges of Time Series
  Amid the wreckage of the Chaos War, a new kind of magic arises in the
  world of Krynn. To study this magic, Goldmoon, Hero of the Lance,
  founds the Citadel of Light. This magic offers hope, but in the wrong
  hands it could spell doom for the inhabitants of Krynn.
  $5.99 U.S./$7.95 CAN
  ISBN 0-7869-1315-0
  T
  12 � 1998 Autumn Twilight
  Ral Partha Enterprises, an official licensee of
  TSR, Inc., has produced AD&D® miniatures
  for over a decade. Their award-winning
  sculptors have created a full range of twenty-
  five millimeter miniatures featuring many of
  the characters from DRAGONLANCE novels and
  roleplaying games.
  Five boxed sets and over a dozen indi-
  vidually blister-packed personalities are cur-
  rently available in the DRAGONLANCE line. The
  boxed sets include impressive display pieces
  like Huma’s Silver Dragon or the combined
  Heroes of the Lance. The personalities line is
  no less impressive and offers collectors the
  option of buying just their favorites.
  The miniatures are modeled in a unique
  pewter alloy called Ralidium that is unlike
  anything else in the miniatures industry. It
  retains paint well and has a high index of
  strength without being brittle, making the
  figures suitable for gaming.
  Item #
  Name
  Price
  10–500
  Red Dragon of Krynn
  $25.95
  10–501
  The Draconians
  $19.95
  10–502
  Heroes of the Lance
  $14.95
  10–503
  Huma’s Silver Dragon
  $25.95
  10–504
  The Villains of Krynn
  $19.95
  11–064
  Lord Soth
  $6.25
  11–065
  Tanis
  $2.25
  11–066
  Goldmoon
  $2.25
  11–067
  Fizban
  $2.25
  11–073
  Lord Gunthar
  $2.25
  11–074
  Silvara
  $2.25
  11–075
  Gilthanas
  $2.25
  11–076
  High Bulp & Bupu
  $2.95
  11–069
  Raistlin
  $2.25 
  11–070
  Caramon
  $2.25
  11–071
  Kitiara
  $2.25
  11–072
  Laurana 
  $2.25
  11–077
  Flint Fireforge
  $2.25
  11–080
  Tasslehoff Burrfoot
  $2.25
  11–081
  Sturm Brightblade
  $2.25
  You can find Ral Partha’s miniatures at
  your local hobby store, or visit their website
  at http://ralpartha.com/ralpartha/ral.html
  to order a catalog, view their collection, and
  use their online ordering service to buy
  miniatures over the Net. If you wish to call
  them, their number is (800) 543–0272.
  A longtime miniatures painter and collec-
  tor, Jim, of the Wizards of the Coast licensing
  department, has enough pewter in his house to
  choke a gully dwarf. �
  Ral Partha Enterprises: 
  Makers of Official
  Dragonlance® Miniatures
  By Jim Bishop
  
  Legends of the Lance � 13
  1998 GEN CON®
  Game Fair Wrap-Up
  tures! (Thanks to Stewart
  and Gordon for the loan!)
  � Glimpses from Saturday’s
  “Weis and Hickman Travel-
  ing Road Show”: Aron
  Eisenberg (the actor who
  plays Nog on Deep Space 9)
  stunned the crowd by
  getting up near the end of
  the event and introducing
  himself
  as a longtime
  DRAGONLANCE fan. Janet
  Pack once again reprised
  her delightful role as all the
  kender in the stories the
  group read. Douglas Niles
  played most of the dwarves
  as well as a black-robed
  mage during the readings,
  and many other authors
  participated as well. Nicole
  Harsch and Mike Sakuta
  (“The Crossed Swords”)
  performed a duel in tight
  quarters,
  with 
  Nicole
  standing up for the in-
  tegrity of the Solamnic
  Knights! Margaret and
  Tracy thrilled the audience
  at the standing-room-only
  event by reading a chapter
  from their forthcoming
  first book in the War of
  Souls trilogy.
  All in all, this
  convention was a
  load of fun. We
  should be there again
  next year, so if you
  want to meet some of
  us, please feel free
  to contact
  www.andonunlimited.com
  or call
  1-800-529-EXPO
  to learn more about the
  1999 GEN CON
  Game Fair. �
  he doors opened.The people
  streamed in. They played
  games twenty-four hours a
  day for four days. And now it’s
  over. What do we have left? The
  memories of the fun games we
  played and the people that we met
  while playing them.
  More than twenty thousand people attended
  the convention. Many streamed through the
  TSR castle and the other dealers in the
  Exhibit Hall to see the
  newest products, partici-
  pate in demos and events,
  and talk to dealers and
  special guests. A lot of
  people visited the art show
  to see the fantastic pieces
  that were on display. A
  record number of RPGA®
  tables were filled in the
  Arena area of the conven-
  tion center. Players played
  card games, board games,
  dice games, and miniature
  games throughout the
  convention’s areas. With
  all of that activity going, it’s hard to pick only
  one or two things to focus on, so here are
  brief snippets of things that the DRAG-
  ONLANCE® team saw or heard at the conven-
  tion:
  � During a DRAGONLANCE demo, many of
  Otik’s spiced potatoes were sent flying all
  over the place when the heroes’ dinner
  was interrupted by a surly elf.
  � In the Spell-O-Rama event, one of the
  heroes changed into a bird and fell forty
  feet when his spell’s duration ran out.
  The hero took enough damage that he 
  couldn’t finish the test, unfortunately.
  � During the RAVENLOFT® Drama, our own
  Harold “Wisconsin” Johnson “died” a
  total of ten times over a period of two
  nights.
  � Tracy and Margaret teased the audience
  with hints of what was to come in the
  War of Souls.
  � Fans of Lord Soth could take away free
  covers of the forthcoming novel Spectre
  of the Black Rose by James Lowder.
  � The TSR Dungeon Delve event ran con-
  tinuously during Exhibit Hall hours,
  causing many heroic player characters to
  meet their demise.
  � At a DRAGONLANCE demo, William W.
  Connors had players thumbwrestling in
  a tournament of strength!
  � In the earliest hours before the conven-
  tion opened, people read signs that de-
  clared the building
  clean, or “swept of
  bombs.” Also, these
  signs stated that it
  is illegal to bring
  bombs 
  into 
  the
  building. So, all in
  all, the convention
  center was the safest
  facility that the GEN
  CON Game Fair has
  ever seen.
  � Throughout the
  convention,
  atten-
  dees could watch the
  old MECCA center
  being demolished. As each day passed,
  more and more of the building was
  exposed to the sunlight. At one point, a
  chandelier on the second floor was
  exposed.
  � Tracy sang his (in)famous Knight of So-
  lamnia song at the “Songs of the Saga”
  event Thursday night. Of course, all
  enjoyed “Goldmoon’s Song,” “Three
  Sheets to the Wind,” and other favorites
  from DRAGONLANCE songstress Janet
  Pack. She is currently working on one
  about gnomes, so be warned!
  � Doug Niles had so many takers for his
  “Dragon Wars!” celebrity aerial dragon
  combat event that the DRAGONLANCE crew
  scurried over to the Ral Partha booth
  nearby to borrow more dragon minia-
  T
  From left to right: Charles Jewell (mystic
  Tiger Hawk), Scott Koester (hybrid spell-
  caster Talamar), Russell Niborgeer, (sor-
  cerer Obolasi).
  
  The Komplete Krynnish Kollection, Part One
  By Sue Weinlein Cook
  S
  o, you have all the DRAGONLANCE® books, eh? All
  eighty-seven different titles? Not bad . . . but you’ve
  still got a ways to go before your collection is complete.
  Oh, but you have all the game products as well? Well, that’s another
  fifty-six titles. But don’t stop there. Characters, locales, and items from
  DRAGONLANCE Saga also pop in numerous other TSR products, magazine
  articles, and licensed publications. For a really complete collection, you
  have to go beyond the DRAGONLANCE logo and really dig.
  Last issue, I promised to get the digging started by delivering a list of
  obscure official DRAGONLANCE publications—and boy, are some of these
  items obscure! As with the first part of the DRAGONLANCE bibliography, the
  list below features titles each preceded by a TSR stock number (where ap-
  propriate).
  A number of you have written to me, dismayed to hear that certain
  titles are out of print. If you have a favorite out-of-print product you’d
  like to see return to the shelves, I encourage you to email or write me c/o
  the LEGENDS OF THE LANCE™ newsletter and let me know. After all, it was
  your piles of letters that brought Leaves from the Inn of the Last Home
  and the Art of the DRAGONLANCE Saga back into print! Your opinions do
  make a difference.
  You can order any available TSR title from your local game, hobby,
  or book store. To find the store nearest you, try our retailer locator at
  http://locator.wizards.com. If you’re having trouble regarding product
  availability, contact our cheerful Customer Service department at (800)
  324-6496 or custserv@wizards.com, or visit our online store, accessible
  from the TSR main web page at www.tsr.com.
  Art and Oversized Books
  8443
  The Art of the ADVANCED DUNGEONS & DRAGONS® Fantasy Game
  8441
  The Worlds of TSR (hardcover)
  8441P
  The Worlds of TSR (paperback)
  8897
  1997 Dragons Calendar
  AD&D® Core Products
  1056
  “Drungar” (a fortress on Krynn), in the Castles boxed set
  9549
  “Introduction to the Arcane Order: Campaign Worlds” in
  College of Wizardry
  SPELLJAMMER® Setting
  9409
  Krynnspace game accessory
  8030
  Beyond the Moons novel
  8031
  Into the Void novel
  RAVENLOFT® Setting
  1108
  Vlad Drakov and Soth character sketches in the RAVENLOFT
  Campaign Setting
  8057
  Knight of the Black Rose novel
  9476
  When Black Roses Bloom adventure
  9497
  The Evil Eye adventure
  9331
  “Merilee” in the Darklords game accessory
  2162
  “Kender vampire” in the RAVENLOFT Appendix to the
  MONSTROUS COMPENDIUM™, Vol. I 
  2174
  References to Sithicus, Soth, Falkovnia, and Vlad Drakov in the
  Domains of Dread campaign setting 
  9513
  “Lady Adeline” in the Children of the Night: Vampires game
  accessory
  8065
  “The Rigor of the Game” in the Tales of Ravenloft anthology
  9336
  “The Dark Minstrel” in the Book of Crypts adventure anthology
  FORGOTTEN REALMS® Setting
  8576
  Kender character in Finder’s Bane novel
  8583
  Kender character in Tymora’s Luck novel
  PLANESCAPE® Setting
  2600
  PLANESCAPE Campaign Setting (Krynn’s gods and their home
  planes)
  2607
  Planes of Law boxed set (powers section)
  2615
  Planes of Conflict boxed set (powers section)
  2603
  Planes of Chaos boxed set (powers section)
  2623
  On Hallowed Ground accessory (Krynn’s gods)
  2620
  The Planewalker’s Handbook
  2625
  A Guide to the Astral Plane
  2633
  A Guide to the Ethereal Plane
  SPELLFIRE® Game
  1119
  1994 DRAGONLANCE booster pack
  1133
  SPELLFIRE Reference Guide Vol. 1
  1154
  SPELLFIRE Reference Guide Vol. 2
  Graphic Novel Series (with DC Comics)
  8445
  DRAGONLANCE Saga Book One
  8430
  DRAGONLANCE Saga Book Two
  8432
  DRAGONLANCE Saga Book Three
  8434
  DRAGONLANCE Saga Book Four
  N/A
  DRAGONLANCE Saga Book Five
  DC Comics DRAGONLANCE Series
  Issue(s) Title
  1
  “Fire & Light”
  2
  “Beware the Draconian!”
  3
  “Caught in a Dream’s Clutches”
  4
  “Honor or Life?”
  5–8
  “Raistlin’s Pawn”
  9–12
  “The Arena of Istar”
  13–16
  “High Sorcery”
  17–20
  “A Winter’s Knight”
  21
  “The Sorceress’ Apprentice/To Sail on Sunbeams”
  22–23
  “Landfall!”
  24–25
  “The Dragonring Saga”
  26–27
  “The Gathering”
  28
  “The Path to Power/The Perilous Power of Feh”
  29
  “A Sort of Homecoming”
  30–32
  “Sword of the Kinslayer”
  33–34
  “On Death of Pain”
  Promotional Comic Book
  Fifth Age (August 1996)
  The next issue of the newsletter will contain the second part of this list, so
  stay tuned!
  Sue continues to manage the DRAGONLANCE and Marvel
  brands with an adeptness that makes her group very
  happy she’s their boss. However, we sometimes wonder
  when she plans to take over the world. �
  14 � 1998 Autumn Twilight
  
  Legends of the Lance � 15
  Tales from the RPGA® Network
  By Robert Wiese
  H
  ave you recently gone to a convention
  only to realize that there were not enough 
  DRAGONLANCE® events for you to play in?
  Or have you played in one that caused you to
  think, “I could write something like that!” Or
  have you ever thought, “I’d like to get paid to
  write a DRAGONLANCE adventure.”Well, the RPGA
  Network is always looking for a few good tourna-
  ments. This article should help you figure out the
  basics of how to write a tournament and what
  conditions you should fulfill to get paid for it.
  One thing that should be noted before you read
  further is that you must be a GUILD-LEVEL™
  member (paying member) of the RPGA Network
  before you can submit a tournament.
  A Few Primary Considerations
  One stumbling block in writing adventures is that
  many people do not know how to turn their great
  ideas into a workable Network tournament. It is
  often easier to create campaign adventures than
  tournament adventures, where time and proper
  game balance are key considerations. Frequently,
  people unconsciously begin writing under the as-
  sumption that they will be running the tourna-
  ment. Once you have written a few scenarios and
  seen them run at conventions, you begin to see
  how much information must be included so that
  a complete stranger can run your event.
  Define Your Goals
  In every project, defining your goal before you
  begin is very important, and in tournament
  writing, this is especially true. Here are some
  goals that may apply to tournament writing:
  � To provide a good time for your players
  � To express your creativity
  � To make a name for yourself in the Network
  What is a Tournament?
  A tournament is an adventure in which some pro-
  tagonists attempt to accomplish a goal. Sound like
  a story? It’s not, yet.You must keep a couple of crit-
  ical differences in mind. First, a tournament is a
  scenario that uses a set of rules. A story does not
  have rules. Second, when you write a story, you
  control the protagonists. When writing a tourna-
  ment, you do not. A tournament is only a story
  once it is played, not before. So, remember that you
  are not writing a story. Many players do not like to
  be led through a story; they would rather play a
  game.
  To create a good tournament, you define a
  plot, create heroes, create characters to interact
  with them, and determine how the heroes can in-
  teract with the plot (encounters). You set the
  story up; the players make it come alive. For
  further information on creating a DRAGONLANCE-
  style plot, read Chapter Two of the Book of the
  Fifth Age in the DRAGONLANCE: FIFTH AGE® boxed
  set. This chapter will also help you create an ad-
  venture outline and detail specific scenes and vil-
  lains within the overall plot.
  Six to eight encounters (or scenes) occupy
  players for about three hours, the length of the
  playing time in a game slot.
  Once you’ve figured out the plot, it’s time to
  write the protagonists, or heroes. While these
  beings can be anything you want, humans and
  humanoids are more common because they are
  easier to relate to. The key things to keep in mind
  are that they should be balanced with respect to
  each other (in other words, one hero shouldn’t be
  more powerful than the others), and they should
  be able to complete the adventure. To balance
  heroes in the SAGA® game, create them all with
  the same level of reputation. Give them magic
  items of approximately equivalent power, but
  suited to their personalities and professions.
  While statistics are important for heroes,
  and you should work to get them right, personal-
  ity notes and interaction information are more
  important. They should be detailed enough so
  that players can portray them as you picture
  them, and yet not so detailed that players have
  little room to add their own stamp. Interaction
  information is what the characters know about
  each other; this helps the group work as a team.
  The number of heroes required for a RPGA
  tournament is six. Occasionally up to eight char-
  acters can be used, but six is the optimal number.
  Heroes should be no longer than three pages.
  Fleshing Out the Adventure
  With heroes done, pull out your outline and
  begin writing, considering these points:
  � Provide an adventure background section de-
  tailed enough that any Narrator can under-
  stand what is going to happen.
  � When detailing an encounter, create characters
  as necessary to make it serve its purpose. If you
  create new creatures, spells, magic items, or
  whatever, detail them fully.
  � In most cases, statistics for opponents and
  allies are required; the judge should not have
  to derive these from game books. Follow the
  format for SAGA stats as you see them in
  Heroes of a New Age, the adventure in the 
  DRAGONLANCE: FIFTH AGE® boxed set.
  � Be sure that each encounter has more than one
  way of being resolved and that there are several
  ways to discover each clue necessary to solving
  mysteries or puzzles. At least two heroes should
  have the abilities necessary to resolve any en-
  counter or solve any problem.
  � Maps and handouts are nice. Maps help the
  judge see where things are happening and
  should be made even if the players do not need
  them. Handouts get players more involved.
  � Follow TSR’s Standards of Content. All Net-
  work tournaments must abide by these stan-
  dards. For more information on this, consult
  page 14 of the RPGA Handbook, or send a self-
  addressed stamped envelope to this newsletter.
  Remember that in order to write an RPGA
  tournament you must be a GUILD-LEVEL
  member, so if you join at that level, you will
  receive the handbook.
  Before You Submit It . . .
  Once you have written the entire tournament, go
  back through and edit it. Check for spelling and
  grammatical errors, but also look for extraneous
  information, redundant sentences, ambiguous
  language, and so on. Read your manuscript out
  loud and see if your words make sense.
  Many word processors support style sheets,
  which can apply the same set of formats to
  whole sections of a document. If you really want
  to endear yourself to your tournament coordi-
  nator, use the guidelines set out in the RPGA
  Handbook.
  Finally, playtest the tournament. It’s re-
  quired! Playtests uncover the holes in your plot
  and problems with the encounters. The best
  playtest conditions involve someone else running
  your event while you watch and take notes.
  Provide the names and contact information of
  your playtesters with the submission; we some-
  times check with them on certain points.
  Submitting It
  Send a printout of the tournament, and a 3.5”
  disk with the files on it, to Network HQ. Include
  printouts of any maps and handouts, even if
  computer-generated. Electronic file formats
  must be readable by Microsoft Word 6.0, so any
  version of Microsoft Word, Wordperfect ver-
  sions older than 6.0, and many other word pro-
  cessing formats will work. If you have Microsoft
  Word and don’t want to take any chances,
  convert the file to Rich Text Format (RTF). Any
  electronic files containing maps or other images
  should be in bitmap (.bmp), PICT, or TIFF
  formats.
  Include a Standard Disclosure Form. The
  staff cannot look at your manuscript without the
  signed form. If you are submitting your tourna-
  ment for a specific convention, write the name of
  the convention and the contact name and phone
  on the form. Include a SASE with enough postage
  to return your manuscript; HQ is not obligated to
  return a manuscript unless you provided a SASE.
  Send your complete submission to:
  RPGA Network
  Tournament Coordinator
  P.O. Box 707
  Renton, WA 98057-0707
  We also accept tournament submissions
  over email, so check out the RPGA Handbook for
  further procedural information!
  That’s all there is to it. If you take the time to
  get these details right, your tournament will wing
  through the submissions process much faster.
  Payment
  Network HQ pays for tournaments written in
  TSR-owned game systems, such as AD&D®, SAGA
  (DRAGONLANCE:
  FIFTH
  AGE,
  MARVEL
  SUPER
  HEROES, and ALTERNITY® games. In return for this
  payment, Network HQ assumes all rights to the
  tournament.
  Robert is the RPGA Network Coordina-
  tor. Look for him at a convention near you! �
  
  � Long-time gamer/collector looking to buy
  MONSTROUS COMPENDIUM® 4: DRAGONLANCE®
  Appendix for its original price, as long as it’s
  complete. Also seeking PBM and pen pals to
  share ideas on gaming (any setting). Ed Perez,
  1500 Hazen St., Queens E. Elmhurst, New York
  11370.
  � Twenty-five-year-old gamer seeks correspon-
  dence with AD&D®/DRAGONLANCE gamers to
  trade ideas and make new friends. Wilcox
  #975216, CCCC Olympic, P.O. Box 37, Little-
  rock, WA 98556.
  � Help build an alternative DRAGONLANCE
  campaign. Send info about your home 
  campaign to psychobob65@hotmail.com 
  or 
  get 
  more 
  info 
  at
  www.geocities.com/Area51/Nebula/4302.
  � Looking for Time of the Dragon, other Taladas
  supplements, and other out-of-print material.
  Contact 
  Eric94087@aol.com 
  or 
  at
  http://www.angelfire.com/de/dragonlance5thage/.
  � Looking for The Atlas of the DRAGONLANCE
  World, Player’s Guide to the DRAGONLANCE Cam-
  paign, DRAGONLANCE: The Legends Becomes
  Reality. Email me at srdunstan@hotmail.com.
  � I’m looking for people in the Philippines who
  sell used DRAGONLANCE novels such as Chroni-
  cles, Heroes, and Tales II. I’m also selling The
  Atlas of the DRAGONLANCE World. Please email
  me at huma_dragonsbane@hotmail.com.
  � FREE DL STUFF! To receive a free promotional
  DRAGONLANCE: FIFTH AGE® comic book, poster,
  and product conspectus, send a large envelope
  with $2.00 worth of stamps affixed to it to
  DRAGONLANCE Offer; c/o Customer Service; P.O.
  Box 707; Renton, WA; 98057-0707. While sup-
  plies last. (5/98)
  � Avid DRAGONLANCE novel collector looking for
  The Atlas of the DRAGONLANCE World that’s in
  good condition. Please contact Britton W.
  Dicks, Jr., P.O. Box 286, Caro, MI 48723 or
  (517) 673-6933.
  � Twenty-six-year-old KY prisoner seeking corre-
  spondence with any and all gamers in the
  U.S.A. Will trade or buy most materials. Pen
  pals welcome. Darby Barnes, E.K.C.C., P.O. Box
  636, West Liberty, KY 41472.
  � Free DRAGONLANCE bookmark! Send self-ad-
  dressed stamped envelope to Wizards of the
  Coast; Customer Service Department; P.O. Box
  707; Renton, WA 98057-0707. While supplies
  last. Limit one bookmark per request.
  How to Place an Ad
  If you wish to place an ad about topics such as
  gaming and reading groups looking for new
  members, people looking for gaming and reading
  groups, and people wishing to buy or sell out-of-
  print DRAGONLANCE products or hard-to-find
  DRAGONLANCE items, send an ad of twenty-five
  words or less to one of the following addresses:
  LEGENDS OF THE LANCE™ newsletter
  Wizards of the Coast
  P.O. Box 707
  Renton, WA 98057-0707
  email: legends@wizards.com
  Be sure to include your name, address, and phone
  number in the ad request. Also, if you wish to see
  your ad run in more than one issue, please re-
  submit the ad. We want to be sure that everyone
  has a chance to place an ad, so unless we receive a
  request to continue placement, we must drop the
  ad after one issue.
  0004XXX1501
  CLASSIFIEDS
  Classified Ad Request Form
  Name:
  Street Address:
  State:
  City:
  Zip Code:
  Phone Number:
  Ad Text (please print):
  �
  �
  �
  �
  �
  �
  �
  BULK RATE
  U.S. POSTAGE
  PAID
  PERMIT NO. 1353
  MILWAUKEE, WI
  LEGENDS OF THE LANCE™ Newsletter
  TSR, Inc.
  P.O. Box 707
  Renton, WA 98057-0707 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 2nd Edition/Dragonlance/Legends of the Lance 1998 Autumn Twilight Vol1 No4.pdf