TEXT: Exclusive interview with Larry Elmore inside!
  
  2 � 1998 Spring Blossom
  Table of Contents
  An Open Letter from
  Miranda Horner
  Exploring Larry Elmore’s Art
  By Pat McGilligan
  Behind the Scenes Exclusive!
  Peril in the New Swamp
  By Steve Miller
  Behind the Tapestry
  The Herald’s Report:
  The Latest News from Krynn
  Recipes from Krynn
  By Mary Kirchoff
  Meet Airen Blakovich
  By Pat McGilligan
  Talk Back
  Up and Coming
  The Bridges of Time Series
  By Peter Archer
  The DRAGOnLAnCE® Saga
  Across the World
  By Sunita Ramgoolam
  Tales from the RPGA® Network
  By Jeff Quick
  Gen Con® Game Fair 1998
  DRAGONLANCE Events
  Classifieds
  and Letters to the Editor
  An Open Letter
  From
  Miranda Horner
  ver since I was a small girl, I’ve been enthralled by fiction. My mother
  started me with mysteries like Nancy Drew, Trixie Belden, and the
  Three Investigators, but once she got me started, I found my way
  around the library and into such fantasy authors as J.R.R.Tolkien, Patricia
  McKillip, Ursula Le Guin, and so many others. Eventually, my love for
  fantasy fiction led me to start thinking along the lines of playing the DUNGEONS
  & DRAGONS® game. I had watched the cartoon, and I loved the concept of
  creating the story as you played, but I couldn’t find anyone near me who
  was playing the game or who could fit another body into their group.To make
  matters worse, I realized that the GEN CON® Game Fair was held in Wis-
  consin up near where I visited my grandparents, but my parents always
  scheduled me to go up to Illinois at the wrong time of the summer. Finally, I
  admitted defeat on that front and picked up the Chronicles series, which im-
  mediately made me wish all the harder for someone to run the game for me!
  My earnest wish to play this game constantly led me to the roleplaying section of the book-
  store. I watched as the red and blue boxes were put on the shelf and eventually replaced by the
  second edition Player’s Handbook. In the meantime, I kept reading novels based on the
  DRAGONLANCE® and FORGOTTEN REALMS® campaign settings. At last, I decided to take matters into
  my own hands! I bought the Player’s Handbook,
  DUNGEON
  MASTER® Guide,
  and
  MONSTROUS COMPENDIUM®, Volume I and read them all! I knew that I would be visiting and leaving
  my grandparents just before GEN CON Game Fair again, but I was determined to make my sister
  and cousins play the game! We had a blast! Even better, I managed to plan my summer vacation the
  next year to include the game fair! I was fairly hooked!
  To help support my reading and newfound gaming habit (and help pay for college), I got a job
  at a bookstore. While growing up, I knew vaguely that I wanted to work in the publishing industry.
  Once I experienced my first GEN CON Game Fair and snagged a job at a bookstore (where I saw
  every book as it came out), I realized that I wanted to work at TSR as an editor! As a result, once I
  achieved my degree in English (with that goal in mind), I started applying at the various game
  companies to see what would happen. I managed to get a job at West End Games for a brief time
  just before gaining a job at TSR! Now, every day I work with fiction. Even better, I work with the
  thrilling fantasy world that is known as the DRAGONLANCE Saga!
  Those of you out there who also know that you would like to work with fiction should make
  every attempt to try! This newsletter could very well be your first step into a future filled with
  DRAGONLANCE stories and fantasy fiction in general. All you have to do is get a Standard Disclosure
  Form from the web page or by sending me a self-addressed stamped envelope requesting the form.
  Then, send the completed form in with your submission. Those of you out there who are simply
  looking for others to read with or play games with, please write to us and let us know! We have a
  classified section that could very possibly hook you up with a group of people who become friends
  for life. As always, have fun! �
  Staff
  Publisher
  TSR, Inc.
  Editor
  Miranda Horner
  Designer
  Tanya Matson
  Project Coordinator
  Sue Weinlein Cook
  Art Director
  Dawn Murin
  Chronicler
  Astinus of Palanthas
  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. ©1998 TSR, Inc.All Rights Reserved.TSR, Inc.
  is a subsidiary 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.
  2
  3
  5
  10
  11
  9
  12
  13
  14
  16
  E
  6
  13
  15
  On the Cover: “Dragons of Deceit”by Larry Elmore first appeared in the
  1985 DRAGONLANCE® calendar.
  12
  15
  Photo by Mary Kirchoff
  
  Legends of the Lance � 3
  Larry Elmore’s name is familiar
  to 
  devoted 
  DRAGONLANCE®
  readers and to all fans of
  fantasy 
  art.
  His 
  best-known
  DRAGONLANCE paintings have sold to
  collectors for $6,000 to $8,000
  each. Although for years Elmore
  worked for TSR and lived in
  Wisconsin, nowadays he resides in
  his native Kentucky. He keeps
  busy doing regular book covers
  not only for TSR and the
  DRAGONLANCE line but for Baen
  Books, a fantasy offspring of
  Simon & Schuster, as well as
  other roleplaying and computer
  game companies. We caught him
  in his studio with some moments to
  spare for this conversation, detailing
  his roots as an artist and his
  pioneering work for the DRAGONLANCE
  Saga.
  McGilligan:
  When did you start painting?
  Elmore:
  My parents bought me a little old painting
  set when I was in high school, and I started
  painting then. Then I went on to college—
  Western Kentucky University in Bowling
  Green—and got a degree in art. I always
  painted, and just kept painting.
  McGilligan:
  How and why did you gravitate to fantasy?
  Elmore:
  I was always interested in ancient history. I
  loved stories about the Vikings, for instance.
  When I was young, I saw a couple of paint-
  ings by N.C. Wyeth in old books—Robin
  Hood, Treasure Island—high adventure
  stories. That excited me. I liked his paintings.
  I was pulled in that direction. Of course,
  because I was living in a small town in
  rural Kentucky, there wasn’t much
  around for me to see. But when-
  ever I went to a bigger city, I
  always went to the book-
  stores to look for the more
  elusive books.
  Around the time I
  was a senior in high
  school, or freshman in
  college, I saw the first
  Conan covers by Frank
  Frazetta and flipped
  out. I said to myself,
  “That’s neat.
  That’s
  what I really want to do.”
  I kept looking for ancient
  history reference materials
  and books on barbarian
  peoples, but there wasn’t much
  written about them, or at least
  books that were popular in the
  mid–sixties. History books only dealt with
  the civilized nations. Historians considered
  the Celtic and Scottish peoples as uncivi-
  lized, for example. So I kept looking, even
  though I didn’t even know what I was
  looking for, to be truthful.
  I couldn’t find much reference until I
  got out of school and was drafted, did two
  years in the army, and then got out of the
  army and joined a history book club. Of the
  first two books they sent me, one was about
  Celtics and the other was about Vikings.
  After I read those, I was hooked, and I started
  painting those types, trying to be historically
  correct. But I still didn’t have enough infor-
  mation, so where it wasn’t correct I just
  called it “fantasy.” I knew Celtic people had
  big wooden structures, for example—not
  stone structures like castles—so I’d do a
  drawing of a big Celtic or Viking-looking
  person with a big castle in the background
  and call it “fantasy.” That was my earliest
  work.
  McGilligan:
  What were your first ways of making money
  professionally as an artist?
  Elmore:
  I started selling some of my originals in the
  mid to late seventies. I got published in
  National Lampoon and Heavy Metal, because
  some friends of mine sent my samples into
  those magazines. Back then, Frazetta was
  doing work for National Lampoon, too. He
  was the god of most fantasy artists during that
  period, and he still is to a lot of us.
  One day I went to the RiverCon Conven-
  tion in Louisville, the first fantasy convention
  I ever went to, and sold two paintings and a
  bunch of drawings there. That really flipped
  me out—that I could sell my work and that
  other people were selling their work too. I had
  found the world!
  McGilligan:
  Did you connect up with
  TSR at that first con-
  vention?
  Elmore:
  No. After
  I got out of
  the army, I
  had a job
  at 
  Fort
  Knox 
  as
  an 
  illus-
  t r a t o r ,
  d o i n g
  tanks, heli-
  copters, and
  soldiers 
  for
  how-to-fight
  manuals. At first I
  didn’t really send
  my work off myself. I
  was afraid to send things off
  to book publishers. I thought I
  wasn’t good enough yet. Like I said, the first
  couple of times I was published it was because
  friends of mine had sent stuff in for me. I kept
  saying, “I’m not ready. . . .”
  By this time I was almost thirty. I was still
  working there, and we hired a lot of young
  illustrators coming out of college. One of the
  new guys we hired was playing this game
  called DUNGEON & DRAGONS®. I had never
  heard of it before. He kept wanting us to play,
  and he finally talked us into playing. Lo and
  behold, it was the most fantastic game we had
  ever played in our lives. At the same time, all
  of the art stunk really badly. You remember
  those books! One of my friends said, “We can
  do better than that!” I said, “They must want
  art like that, because there are plenty of artists
  in the world who could do better than this.”
  So he, again, sent in his samples, and mine
  along with his. His stuff was kind of cartoony,
  and they weren’t really looking for a cartoon-
  ist. My stuff was more realistic, and also I had
  been published, so I was close to the first pro-
  fessional from the outside that they had dealt
  with.
  TSR flew me out and had me look
  around. I had just bought a new house. I
  wanted to stay here in Kentucky and freelance
  for them. They didn’t want me to freelance, so
  Exploring Larry Elmore’s Art
  By Pat McGilligan
  arry Elmore’s name is familiar
  to 
  devoted 
  DRAGONLANCE®
  readers and to all fans of
  fantasy 
  art.
  His 
  best-known
  DRAGONLANCE paintings have sold to
  collectors for $6,000 to $8,000
  each. Although for years Elmore
  worked for TSR and lived in
  Wisconsin, nowadays he resides in
  his native Kentucky. He keeps
  busy doing regular book covers
  not only for TSR and the
  DRAGONLANCE line but for Baen
  Books, a fantasy offspring of
  Simon & Schuster, as well as
  other roleplaying and computer
  game companies. We caught him
  in his studio with some moments to
  spare for this conversation, detailing
  his roots as an artist and his
  pioneering work for the DRAGONLANCE
  Saga.
  L
  
  4 � 1998 Spring Blossom
  they finally made me an offer I couldn’t refuse
  and moved me up to Wisconsin. That was in
  1981.
  McGilligan:
  Did you start out doing DUNGEONS & DRAGONS
  covers?
  Elmore:
  Yeah, DRAGONLANCE wasn’t going yet. It wasn’t in-
  vented yet. I kicked off their whole line of
  ENDLESS QUEST® books, did all those covers for
  them. That was fun. Tracy Hickman was hired
  somewhere along the line, and after I was there
  for a couple of years, Tracy and Harold Johnson1
  came to me one day and said Tracy had this idea
  for a big new storyline. They said, “We’d like to
  sell it to the board of directors. Would you do
  some artwork for it? It’d be free, and you’d have to
  do it at home on your own time. . . .” I said, “I
  don’t know. What’s the storyline?” They said,
  “We’ll come over to your house and tell you.” So
  one night we sat in my studio and basically they
  told me the whole DRAGONLANCE Saga. I said,
  “This is really great!” So I did some pieces of art
  as quickly as I could.
  McGilligan:
  What was your first DRAGONLANCE work of art?
  Elmore:
  A big, posterlike thing with some of the charac-
  ters, including Caramon and Raistlin, in a
  montage. I did three or four pieces like this and
  put them on an easel for a presentation to the
  board of directors. The board liked the idea and
  decided to go with the project. Somewhere along
  the line Margaret Weis joined in because she was
  really good at writing, and she and Tracy became
  a team. Everything evolved from there.
  McGilligan:
  What is the first full-blown DRAGONLANCE paint-
  ing you did?
  Elmore:
  It was a calendar cover for our 1985 calendar, I
  think. We also used it for a module cover. It had
  some of the characters. I remember Tanis pulling
  back his bow, and a blue dragon and the helmet of
  Kitiara the dragonlord in the background.
  Another montage. [The title is “Dragonlance.”] I
  think the second one was the first Chronicles
  cover.
  McGilligan:
  What was the process whereby Margaret and
  Tracy helped you understand what the characters
  were supposed to look like for those first covers?
  Elmore:
  I was sort of the art director of DRAGONLANCE, but
  all of the artists worked on it and we always talked
  everything out. First of all, because we did a cal-
  endar first and that meant twelve paintings, we all
  had to work together: me, Keith Parkinson, Clyde
  Caldwell, and Jeff Easley. I got everybody together
  and said, “When you paint a new character that’s
  not been painted, you ought to talk to Margaret
  and Tracy about that character and see what he or
  she is supposed to look like. And after someone
  paints a character for the first time, let’s all try to
  follow that painting the next time.”
  I had already drawn five or six characters for
  that montage I mentioned, but I hadn’t painted
  Goldmoon or Sturm, for example. So when I did
  the first Chronicles cover, I tried to follow Keith’s
  painting of Sturm—that first one, in which
  Sturm is seen somewhat in the distance—trying
  to pattern his armor after Keith’s idea. And Clyde
  had already painted Goldmoon by that time,
  making her a little sexy. Margaret was upset about
  that, but I wanted to be as consistent as possible,
  so when I drew her I ended up putting leggings
  on her, so she wasn’t barelegged, and I hoped that
  would make her a little “unsexy.”
  We didn’t really know what the characters
  were like until Chronicles came out, and then we
  started to get the feel of them. Over the years, we
  went back and tried to redo them a little and
  change them. I know, for example, that Keith
  redid Goldmoon and Riverwind so they looked
  more Indianlike [Native Americans], which they
  should have been, to begin with.
  McGilligan:
  What was the hardest character to draw?
  Elmore:
  Probably Flint, and Clyde nailed him down better
  than anybody. And I never did like the way
  Caramon was portrayed. He seemed to vary a lot.
  For instance, Clyde was one of the first to paint
  him and he painted him left-handed. Clyde liked
  to take artistic license. I thought if anybody
  should be left-handed, it ought to be Raistlin.
  Clyde said, “Oh, I just wanted that angle. . . .” The
  second time Clyde painted him, he painted him
  right-handed! I said, “Clyde, which is he?” We
  tried to be as consistent as possible, but there were
  discrepancies.
  We never used any models in the beginning,
  so we patterned few of these characters after real
  persons. Perhaps we should have, even though we
  really weren’t using models at all at the time. But
  if we knew what DRAGONLANCE was going to
  become, it would have been easier to do the char-
  acters from real people in order to do them again,
  over and over. Since it was all made up, even when
  I did a character again, I had to go back and look
  at what I did the first time and then try to get
  close to that.
  Tanis ended up looking a lot like Clyde Cald-
  well. At first he looked like me, but I had Clyde
  pose for him a couple of times, until Tanis started
  looking like Clyde. Tika ended up looking like my
  wife, who posed for her. That’s about it for real
  people.
  1 Harold Johnson is one of the co-creators of the
  DRAGONLANCE setting. For many years, he was the setting’s
  creative director.
  
  argaret Weis and Tracy
  Hickman and other TSR
  creative visionaries crafted a new
  epic storyline to take the DRAGONLANCE
  Saga into the twenty-first century
  late last year. “I believe we have a
  project which will generate excite-
  ment in roleplaying in general,” Weis
  said, “and in the DRAGONLANCE world
  and in SAGA® roleplaying in partic-
  ular.”
  The creativity the team displayed in the
  story planning meetings called to mind the orig-
  inal brainstorming sessions that created the
  books and games of the DRAGONLANCE Saga in
  the early eighties. “This is the excitement we
  had in the original DRAGONLANCE
  team,”
  Hickman said.“This takes me right back to the
  beginning.”
  The group is full of enthusiasm for the
  new story arc, tentatively titled “The War of
  Souls.” “We want nothing more than to
  create this excitement for everyone else,”
  Hickman said. The books and game supple-
  ments featuring the storyline will be unveiled
  starting next year, which marks the fifteenth
  anniversary of the DRAGONLANCE Saga. Authors
  and game designers, such as Steven Brown, are
  writing the first releases now. “I can think of no
  better way to celebrate the anniversary than with
  creative people working together, a uniting of
  the vision,” Brown said. He added his hopes that
  the War of Souls would “make Krynn something
  that all the fans everywhere—readers and game
  players—can enjoy together.
  TSR, Inc., a subsidiary of Wizards of the
  Coast,
  Inc.,
  sponsored the DRAGONLANCE
  “summit meetings” on November 13 and 14 at
  the company’s headquarters outside of Seattle,
  Washington. Weis and Hickman led the discus-
  sions, which included books managing editor
  Peter Archer, game designer Steven Brown,
  brand manager Sue Cook, game editor Miranda
  Horner, books executive editor Mary Kirchoff,
  and author Don Perrin. The group’s next
  meeting takes place in the next month.
  Weis and Hickman rejoined the TSR staff
  last summer as creative consultants on the
  DRAGONLANCE team. Now they look forward to
  writing further DRAGONLANCE novels, both as a
  team and separately, while assisting TSR in plot-
  ting out the Saga’s future. �
  McGilligan:
  Do you or the fans have a favorite
  painting over the years?
  Elmore:
  One of my favorites is “The Death of
  Sturm.” But one the fans seemed to
  enjoy the most was the cover of
  Legends with Raistlin and Crysania
  and a stormy sky. Of course, Raistlin
  ended up being one of the most
  popular characters, anyway.
  McGilligan:
  Who was your favorite character?
  Elmore:
  Tasslehoff, I guess.
  McGilligan:
  Is it hard for you to go back and draw
  DRAGONLANCE still, nowadays, or is it a
  little bit like re-encountering one’s
  first girl- or boyfriend?
  Elmore:
  There was a time when I was tired of
  it. Now, after so many years have gone
  by and understanding that it has
  turned out to be a classic series, now I
  do love it. Like recently, I had to do the
  painting for the cover of The Soul-
  forge. It’s a portrait of Raistlin sur-
  rounded by his magical items. I really
  got into that painting. I loved doing it.
  And it must have turned out well,
  because Margaret bought the painting
  from me.
  McGilligan:
  Does she do that very often?
  Elmore:
  She owns that one and one other—
  the one of Raistlin and Crysania. I
  own very few myself, and none of my
  favorites. I let them all go a long time
  ago, before I realized their value and
  the importance of the series. I wish I
  had some of them back today.
  Pat McGilligan has recently
  finished working with Margaret and
  Tracy on editing the short stories for
  Relics and Omens. �
  Upper row, left to right: Don Perrin, Steven “Stan!” Brown,
  Peter Archer, Mary Kirchoff, Sue Weinlein Cook,
  Miranda Horner.
  Lower row, left to right: Margaret Weis, Tracy Hickman.
  M
  Behind the Scenes Exclusive!
  Margaret Weis and Tracy Hickman Help the DRAGONLANCE® Team Plan for the Future
  Legends of the Lance � 5
  �����
  
  Peril in the New Swamp
  By Steve Miller
  6 � 1998 Spring Blossom
  nysablet the Black, called
  Sable by most humans, makes
  her home in the New Swamp,
  which consists of portions of the
  New Sea, New Coast, old Blöde,
  and Blödehelm. The black dragon
  overlord claimed this land as her
  own early on in the Fifth Age.
  However, before she shaped this
  land into the swamp that it is
  today, she spent many years
  teaching herself a wide range of
  physical and magical scientific
  disciplines. She has also studied in
  depth the histories and philosophi-
  cal beliefs of the dragon realms
  from whence she came.
  Somewhat more introspective than
  most black dragons, Sable has spent long
  years considering the knowledge she has ac-
  cumulated. As a result, she has arrived at the
  “only logical conclusion” regarding Ansalon:
  It’s a gift from the Elders—the supposed cre-
  ators of Sable’s kind, according to one set of
  draconic myths—where dragons who have
  reached the limits of what can be learned
  about their own homeland, like herself, can
  find new horizons and new challenges.
  Sable has worked hard to make the
  most out of the brave new world of Ansalon.
  In the past decade, she has learned more
  about the life forms that exist across these
  new lands than she had learned about those
  of her homeland for centuries. Before be-
  coming aware of Ansalon, Sable feared that
  she might go mad with boredom, but now
  she feels like a young dragon again.
  Sable currently studies the relationship
  between spirits, magic, and physical exis-
  tence. As part of her investigation of the
  lesser races’ (anything but dragons, in her
  eyes) relationship to the foundational magic
  of the world (as manifested by their ability to
  wield mystical powers, or the magic known
  as the power of the heart in the Fifth Age),
  she has devised a regiment of torture to draw
  out the magic. So far, she has an 85 percent
  success rate at triggering uncontrolled mysti-
  cal talents in her victims.
  A sideline study involves the relation-
  ship of the spiritual to the physical. Khellen-
  dros the Blue’s process for creating
  dragonspawn (see Heroes of Defiance or
  Wings of Fury) sparked her interest in this re-
  search, since the replacement of one spirit
  with another also triggers a physical trans-
  formation in the subjects involved. She
  transfers animal spirits into human bodies
  and vice versa, merges two or more spirits
  into a single entity, and, of course, creates
  dragonspawn. Her findings remain prelimi-
  nary, and she so far voices no theories or
  speculations to her dragon assistants.
  Sable is also intrigued by elven
  longevity. Her studies of physical beings in
  general have told her that size typically dic-
  tates a being’s life span; being roughly the
  same size as most other humanoids, elves
  should not be able to live much more than
  one hundred fifty years, yet in Ansalon they
  frequently reach ages in excess of five cen-
  turies. Unfortunately, Sable cannot get her
  claws on enough elves to properly investigate
  this phenomenon: Beryl the green dragon
  jealously guards her population, while the
  Silvanesti Shield, which continues to block
  anything from entering or leaving the Sil-
  vanesti Forest, baffles Sable’s agents just as
  Adventure Nuggets
  Sable typically takes care not to kill the victims of
  her tests, unless the subject she is researching can
  be fully explored only by causing its death. By
  keeping victims alive in the zoo that forms the
  heart of her realm, she can observe the long-term
  effects of her experimentation and even combine
  the effects of several tests on the same subject.
  Her “gentle” nature with her subjects means
  Narrators can have heroes who try to infiltrate
  Sable’s domain become test subjects. After suffer-
  ing through her tortures, they can find opportunity
  to escape . . . but the results of her experiments stay
  with them for a long time. (Alternatively, the Nar-
  rator can introduce a character suffering from the
  aftereffects of Sable’s experiments, such as Marda
  who is featured in the  Heroes of Defiance and
  Citadel of Light.) Possible results of Sable’s experi-
  ments include the following:
  �  �  �
  nysablet the Black, called
  Sable by most humans, makes
  her home in the New Swamp,
  which consists of portions of the
  New Sea, New Coast, old Blöde,
  and Blödehelm. The black dragon
  overlord claimed this land as her
  own early on in the Fifth Age.
  However, before she shaped this
  land into the swamp that it is today,
  she spent many years teaching
  herself a wide range of physical
  and magical scientific disciplines.
  She has also studied in depth the
  histories and philosophical beliefs
  of the dragon realms from whence
  she came.
  O
  �
  �
  �
  The hero suddenly manifests a mystic wild
  talent after suffering grueling tortures at the
  hands of Sable and her minions. The torture
  may or may not reduce the hero’s Presence
  rating. (The Narrator can use guidelines about
  wild talents presented in Heroes of Hope or
  Citadel of Light. Alternatively, the Narrator can
  choose a sphere of magic and whenever the hero
  fails a Spirit or Presence action, or is in danger of
  losing his life, the wild talent activates with
  effects dictated by the Narrator.) The hero must
  learn how to control the wild talent.
  The hero wakes up to find her awareness has
  been transferred into the body of an animal of the
  Narrator’s choice. The hero’s physical ability scores
  reflect that of the animal (such numbers are in
  the Book of the Fifth Age in the DRAGONLANCE®:
  FIFTH AGE® boxed set), but her Mental ability
  scores and all her codes (including Physical
  codes) remain the same. For a particularly
  offbeat adventure, the hero and her companions
  (once she has escaped and conveyed that she is
  trapped inside the animal body) may have to
  track down the hero’s original body, which has
  been released into the wilds of Sable’s realm to
  see how an animal in the body of humanoid
  might fare. Once they find the body, they must
  discover a way to swap the spirits back.
  An elf who has escaped from Sable’s zoo starts
  eating more and more food in order to stave off
  starvation, but he also heals from injuries and
  recovers spell points at the rate of 10 points
  every hour. With a little judicious application of
  sensitivity mysticism, it becomes clear that the
  elf ages at an extremely rapid pace—one year for
  each day! The elf must find a way to stop his
  rapid aging, or die within the space of ten to
  eleven months.
  
  Legends of the Lance � 7
  much as it does the Legion of Steel and the
  many homesick Silvanesti trapped outside it.
  Sable treats her realm like one big labo-
  ratory. Unlike Malys and Beryl, Sable does not
  seek to conquer territory or expand her
  domain because she lusts for power, but
  because she needs test subjects. Sable needed
  to claim a significant portion of Ansalon so
  she had a region with a population base upon
  which to experiment. Still, much to her frus-
  tration, human and ogre forces constantly
  harass her harvesting teams—Sable ran out of
  local “uncorrupted” stock on which to
  conduct her experiments some time ago.
  The humans and ogres constantly estab-
  lish outposts on the fringes of her lands and
  launch “rescue missions” to free the popula-
  tions they believed she enslaved, or retrieve
  beings brought to her by her harvesters. Little
  do those self-styled saviors realize that aside
  from recently abducted victims, it has been
  many years since anything they’d consider
  worth rescuing has existed in Sable’s realm.
  Further, their continued disturbances of
  Sable’s efforts and invasion of what she views
  as her territory prompts her to spend energy
  developing creatures and other weapons to
  help defend her domain from intrusion—
  something which she finds very irritating.
  One of Sable’s most insidious weapons
  against her harassers emerged as a result of
  her experiments to create her own breed of
  “spawn.” Specifically, it is a variety of spawn
  that self-replicates—a plague-bearer that can
  turn whole communities to Sable’s service.
  The Dark Spawn
  The dark spawn (as opposed to the more
  normal black dragonspawn that exist in
  Sable’s domain) retain roughly the same size
  they had before the transformation, gaining
  only a bit more muscle bulk. Their skin is jet
  black and leathery. Their faces remain as they
  were, except that their eyes turn milky white,
  with no pupils or irises visible, and their
  mouths grow wider to accommodate large,
  curved fangs. Their hands change shape as
  well, becoming long and narrow with bony
  talons where once the fingers were.
  One of Sable’s most insidious weapons against her
  harassers emerged as a result of her experiments to create
  her own breed of “spawn.” Specifically, it is a variety of
  spawn that self-replicates—a plague-bearer that can turn
  whole communities to Sable’s service.
  Creating
  Dark Spawn
  The creation process for dark spawn differs com-
  pletely from that creating black dragonspawn
  (see Wings of Fury for more information on this
  process). Instead of replacing a human spirit
  with the fragment of a draconian’s spirit, Sable
  infects a victim with a magical disease of her
  own creation. The victim then “escapes” impris-
  onment. Since the disease is highly contagious,
  anyone the victim comes into contact with risks
  infection—either by touch or by being close to
  the victim in an enclosed space. When the moon
  becomes a waxing crescent (or twenty days after
  the dark spawn carrier escaped), the first in-
  fected victim undergoes the transformation into
  a dark spawn within the space of minutes. All
  those he has infected transform as well, and they
  then turn on those around them who have not
  yet been infected.
  Although smaller and weaker than dragon-
  spawn, dark spawn have the advantage in that
  Sable needs to create only one, which then goes
  forth and multiplies on its own accord. Dark
  spawn also retain all memories and almost all
  skills they possessed before their transformation
  (the exception is mysticism), but they lose all
  emotional attachments they once had and
  become fantatically loyal to the goals and objec-
  tives of Sable.
  So far, Sable can create dark spawn only
  from human, elven, or ogre bases. Mixed-race
  beings such as gully dwarves and half-elves, and
  the Graystone-created races such as kender and
  dwarves, remain immune to the magical disease.
  Sable is working on solving this problem,
  however, and is known to have standing bounties
  on gully dwarves, half-elves, and kender in order
  to keep her pens well-stocked with subjects for
  her experiments.
  During the dark spawn’s first appearance, it
  seemed that females of all races possessed an im-
  munity to the magical infection the dark spawn
  carries. This is, sadly, not the case. An infected
  female who is pregnant or later becomes preg-
  Illustration by William O’Connor
  
  8 � 1998 Spring Blossom
  nant is invariably slain five months into the
  pregnancy when a hideous, footlong worm
  creature with vicious spikes all along its body
  tears itself from her womb. The only blessing
  is that the disease does not appear to be
  spread by females or the terrible worms.
  The Ecology of
  the Dark Spawn
  Dark spawn eat similar foods to what they ate
  before the transformation. However, they are
  more prone to eating raw meat than before.
  As a matter of course, Sable’s overseers
  typically send females in spawn-controlled
  communities back to Sable’s realm and the
  test-subject pens. The black dragon wishes to
  find out more about the strange worm that
  results in infected pregnant women.
  Dark spawn have two categories: master
  and servitor. Master spawn result from Sable’s
  original magical infection, while servitor
  spawn are those spawn created by the master
  spawn’s infection. Sable can telepathically
  contact the master spawn at any time the
  dragon desires it. Aside from issuing com-
  mands to it, Sable can see anything the spawn
  can see as well as read its thoughts and mem-
  ories. The master spawn cannot resist these
  commands and always obeys them without
  hesitation. The spawn are intelligent beings,
  however, and always carry out the orders in a
  fashion that will most likely lead to their
  success; if ordered to seize a castle, for
  example, the spawn won’t commit to a frontal
  assault if stealth is an easier way to succeed.
  The servitor spawn have a similar relationship
  with the master spawn, but the range for
  mental contact is limited to one mile.
  When someone kills a master spawn,
  Sable receives a brief telepathic flash; if the
  victim saw who killed it, she knows the killer’s
  appearance and can telepathically relay it to
  other master spawn so that they can recognize
  the killer. Similarly, when someone slays a
  servitor spawn, the master spawn receives a
  telepathic flash of what the servitor saw at the
  moment of its death. Like the ability to issue
  mental commands, the range of the telepathic
  flash is limited to one mile.
  Each master spawn controls ten
  to one hundred servitor spawn. No
  obvious physical differences exist
  between 
  masters 
  and 
  servitors,
  though. In combat, if a master spawn
  is present, he tends to remain outside
  the fray, relying on missile weapons or
  sorcerous powers, if he posesses any.
  Experienced warriors might notice
  this and target the master spawn.
  When a hero destroys a master spawn,
  the other spawn suffer from momen-
  tary confusion, which should allow
  the heroes enough time to finish them
  off or flee. Servitor spawn never fight
  with weapons, instead using their
  claws and fangs so that they have a
  chance to infect their targets with the
  spawning disease.
  The most lethal aspect of com-
  bating the dark spawn is that anyone
  wounded by them can become in-
  fected with the disease, carry it back to
  his base, and thus replenish the spawn
  he has just slain.
  After working on projects for
  the DRAGON
  DICE ®
  and
  MARVEL SUPER HEROES™
  Adventure games, Steve Miller
  has started writing DRAGONLANCE
  game products again! �
  S i n c e t h e d i s e a s e i s
  highly contagious, anyone
  the victim comes into
  c o n t a c t  w i t h  r i s k s
  infection—either by touch
  or by being close to the
  victim in an enclosed
  space
  Using Dark Spawn
  Heroes can encounter dark spawn either within the
  borders of Sable’s domain or in villages close to its
  borders. The dark spawn do not typically leave
  their communities; instead they lie in wait for un-
  suspecting travelers to kill or to infect and im-
  prison for absorption into their community. The
  infection spreads only when someone escapes.
  While Sable is not trying to spread the spawning
  infection—that would mean a complete loss of test
  subjects—she wishes to establish a border perime-
  ter of the creatures to discourage incursions into
  her realm.
  The Narrator decides whether a village has
  dark spawn and then draws a card from the Fate
  Deck. The number on the card multiplied by ten
  represents the number of servitor spawn the resi-
  dent master spawn controls. (Of course, for a truly
  horrifying experience, the heroes could arrive in a
  village shortly before the transformation takes
  place—and then have to fight their way out.)
  Whenever a hero faces a dark spawn in
  combat, he runs the risk of infection. For every
  blow a spawn lands that causes injury, the hero
  must make a successful daunting Endurance action
  immediately after discarding to resolve damage
  points. If he fails the action, the hero has the
  spawning disease. A mishap causes the hero to fall
  unconscious for a number of hours equal to the
  value of a card turned from the top of the Fate
  Deck.
  Heroes who wield healing magic can cure
  heroes and characters of the spawning disease if
  they heal it before the transformation takes place.
  Only one attempt can be made to cure an individ-
  ual hero or character. If someone succeeds in
  healing a master spawn in this way, the transfor-
  mation fails in all the servitors-to-be he had in-
  fected, but has no actual effect on the master
  spawn. Servitors healed in this manner merely
  suffer a night of high fever and vomiting. When the
  sun rises in the morning, the disease is gone.
  To defeat the disease in a person who hasn’t
  yet transformed into a servitor spawn, the mystic
  must cast a healing spell of 12 spell points or more,
  opposed by a value equal to the target’s Endurance
  subtracted from 10. Once the transformation has
  taken place, the only thing that can release a being
  from his new existence is death.
  Regardless of whether a hero becomes a
  master spawn or a servitor spawn, he immediately
  becomes a character under the Narrator’s control.
  Dark Spawn Characters
  The following statistics represent average dark
  spawn. Should any characters or heroes become
  transformed in the course of a story line, their
  ratings and codes remain the same, except that they
  lose their ability to wield mysticism (the exception
  being the limited telepathic powers mentioned
  above), regardless of their code. They also become
  fanatically loyal to the master spawn that created
  them, and, ultimately, to Sable.
  � Average dark spawn: Monster AG 4, DX 4, EN 5,
  ST 5, RE 4, SP 4, PR 5, Dmg +3 (claws and fangs),
  Def –2 (natural resistance), also mentalism (telepa-
  thy) and any other special abilities wielded before
  transformation (excluding mysticism skills).
  
  Behind the Tapestry
  Daring Deeds of Krynn’s Co-Creators
  Nancy Berberick
  Nancy’s short story “Betrayals” will appear in On the Eighth Day, which is an
  anthology recounting alternate bible history. Another short story, called
  “Legacy,” appears in Relics and Omens. The online publisher Alexandria
  Digital Literature is reprinting six of her short stories. The short story “A
  Song for Croaker Nordge,” which she co-authored with Greg LaBarbera,
  appears in Bruce Coville’s anthology A Glory of Unicorns (Scholastic Books).
  Interested 
  readers 
  can 
  find 
  out 
  more 
  about 
  her 
  work 
  at
  http://ourworld.compuserve.com/homepages/Nancy_Berberick on the
  web!
  Sue Cook
  Sue continues to spend her days shepherding and guiding all things in the
  DRAGONLANCE setting, and she has recently devoted countless hours to de-
  veloping the forthcoming DRAGONLANCE encyclopedia project. Look for
  more details on this project in a future issue!
  Steven “Stan!” Brown
  After a brief stint writing for the MARVEL SUPER HEROES™ Adventure Game,
  Stan! wrote the Palanthas supplement and now turns his attentions back to
  the Marvel universe. He also assists Sue with DRAGONLANCE® and MARVEL
  project management.
  Roland J. Green
  Roland, who has written for the DRAGONLANCE Warriors series of novels, re-
  cently turned over a novel to Tor called The Seas of Kilmoyn: Voyage to Eneh,
  wrote a chapter in a game supplement for White Wolf, and worked with
  Harry Turtledove on an alternate-history anthology called Alternate Gener-
  als. He is working on a STAR*DRIVE™ novel called On the Verge for TSR. He
  also reviews novels for various publications such as Publisher’s Weekly mag-
  azine.
  Mary Herbert
  Mary, the author of the Dark Horse series, has turned over several projects,
  among them “A Passing Shadow” for On the Eighth Day, Unicorn’s Gate for
  the Peaceable Kingdoms shared world series (Vision Books), and “Thieves’
  Justice”for the FORGOTTEN REALMS® Realms of Mystery anthology (TSR). She
  is in the process of working on her first DRAGONLANCE novel called Legacy of
  Steel (TSR).
  Tracy Hickman
  Tracy finished the second novel in the Starshield series entitled
  The Nightsword (available in June). He has also completed writing
  his 
  first 
  solo 
  fantasy 
  novel,
  which 
  is 
  tentatively 
  entitled
  In the Witchweaver’s Eye. He is in the process of selling a new party enter-
  tainment that he is very excited about.
  J. Robert King
  Rob King, author of Vinas Solamnus, co-wrote with Ed Greenwood and
  turned over The Diamond (the ninth book in the DOUBLE DIAMOND
  TRIANGLE SAGA™ novel series) not long ago. His other recent projects
  include several short stories for TSR and Troll magazine. He has also edited
  several novels in the new Tales of the Mornmist fantasy world (Vision
  Books), created by Lynn Abbey and Ed Greenwood.
  Douglas Niles
  Doug’s recent work primarily consists of finishing up the Watershed trilogy
  (A Breach in the Watershed, Darkenheight, and War of Three Waters) for Ace
  books (Berkley group). He has turned over The Last Thane novel and the
  Seeds of Chaos DRAGONLANCE adventure, both offerings in the Chaos War
  series. He hopes to work with Michael Dobson on an alternate history tech-
  nothriller and also to write a fantasy that contains elements of Earth’s
  history.
  Dan Parkinson
  After writing novels such as The Gully Dwarves and the Dwarven Nations
  trilogy for the DRAGONLANCE setting, Dan finds himself currently embroiled
  in a trilogy called The Gates of Time, the first of which has been available
  since February. His novels for Universal’s Timecop series (under the name
  John Thomas Wolf) should find their way to the stores soon. Once he fin-
  ishes both of these series, he will begin work on a western novel for Kens-
  ington.
  Don Perrin
  Don has left Archangel Entertainment, but continues to work on the
  Sovereign Stone game system (based on the fantasy world of Larry Elmore).
  His miniatures company (Perrin Miniatures) has launched a full line of
  American Civil War miniatures, Franco-Prussian War miniatures, Colonial
  British and Zulu miniatures, and a first start at World War II (1944 Western
  Europe) vehicles and infantry miniatures.
  Paul B. Thompson
  Paul’s most recent contribution to the DRAGONLANCE Saga includes his short
  story “The Summoners” in the Relics and Omens anthology. He also edits an
  online magazine called ParaScope, which deals with paranormal news, con-
  spiracies, and so on (check it out at www.parascope.com or keyword “paras-
  cope” on AOL). He also has five articles in Surplus Firearms, Volume VI
  published by Petersen, and one article in the November 1997 issue of FATE
  magazine. He is currently working on a new science fiction novel about ex-
  ploring the planet Venus and a contemporary novel about UFOs and their
  effect on a small southern town.
  Edo van Belkom
  Edo van Belkom, the author of Lord Soth, has recently sold a number of
  short stories to the Canadian magazine On Spec, the DAW Books anthology
  The Conspiracy Files, the Canadian alternate history anthology Arrowdreams
  (published by Nuage Editions), and a young adult anthology to be published
  by Tundra Books. Recently he turned over his book of interviews, Northern
  Dreamers: Interviews with Canadian Authors of Science Fiction, Fantasy and
  Horror and to Quarry Books of Kingston, Ontario, for publication this
  spring. He also turned over to Quarry Press his first short story collection,
  Death Drives a Semi, which features stories and an introduction by Robert J.
  Sawyer (available soon).
  Margaret Weis
  Margaret finished a rewrite of the first Sovereign Stone novel tentatively
  called Dagger of the Vrykyl. She and the rest of the Sovereign Stone team
  madly put the game system together recently. Margaret also wishes to open
  a jewelry and fantasy/science fiction art gallery. It will be in the Lake Geneva,
  Wisconsin, area and offer hand-crafted quality beading. If the gallery part
  goes through, a fine selection of prints and originals in the fantasy and
  science fiction arena will be available. The Game Guild, Margaret and Don’s
  store in Lake Geneva, opened a new location in Columbia, Missouri, in mid-
  February. Finally, Margaret and Don are working together on a proposal for
  another DRAGONLANCE novel.
  Legends of the Lance � 9
  
  10 � 1998 Spring Blossom
  the Herald’s Report
  The Latest News from Krynn
  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.
  Malys Returns?
  The conflict at the Window of the Stars was surely the
  most important battle yet waged in this Age of Mortals.
  We saw metallic dragons fly through the skies over
  Ansalon for the first time in many a year, and a group of
  heroes, Goldmoon’s own “heroes of the heart,” stood
  tall and brave before the assembled dragon overlords.
  When Skie turned on Malys and threw her into the sea,
  we all hoped that we had seen the last of the mighty
  Red, who has led the dragons from the start. However,
  several ships have docked in Port Balifor with identical
  tales of Malys dragging her battered body from the
  waters. Somewhere along the southern coast of the Des-
  olation, near where she is rumored to lair, the Red lies
  on the beach, gathering her strength and cursing her be-
  trayer.
  The Dimernesti
  Trade Again!
  Better news is also to be had in Port Balifor. The
  Dimernesti, that race of sea elves who until recently
  were menaced by the Sea Dragon Brine, have reopened
  trade with the land-dwelling world. In times past, the
  Dimernesti dealt mostly with their elf cousins the Sil-
  vanesti. However, the shield that yet encircles the Sil-
  vanesti Forest forces them to seek other markets. The
  shops in Port Balifor now carry all manner of exotic
  seafood, herbal medicines prepared from rare underwa-
  ter plants, and strange clothing and jewelry, all for quite
  reasonable prices.
  Where is Shen
  Korras?
  On the Isle of Schallsea, the mystics at the Citadel of
  Light report that their greatest single benefactor, the
  half-elf merchant Shen Korras, has been missing for a
  month or more. Still an active merchant, Korras spends
  a great deal of time away from the Citadel, but he was
  expected to return to the Citadel for a discussion about
  some unusual dryads that have come out of Malystryx’s
  Desolation and the swamp controlled by Sable the
  Black. When he failed to attend, First Mystic Goldmoon
  sent a messenger to Korras’s shop in Palanthas, hoping
  that the employees there might shed some light on the
  situation, but the mystery only deepened. No one at the
  shop knew their master’s whereabouts, assuming that
  he was in Schallsea as scheduled. It is far too early to
  panic (I personally can attest to the number of benign
  delays that may plague a traveler in these wild days), but
  Goldmoon is weighing the option of sending search
  parties out along the caravan routes Shen Korras is
  known to frequent.
  Emma and Briony
  on the Road
  Briony Thistleknot is a member of the Citadel already
  on a mission. She and Emma Xela, from the Academy of
  Sorcery, walk the land to teach the spellcasters of
  Ansalon the newly discovered technique of combining
  sorcery and mysticism to cast spells of hybrid magic.
  The pair recently visited a village of free draconians in
  Teyr. Reports say that the village is home to female dra-
  conians who are fully capable of laying eggs, something
  heretofore believed impossible. Unlike some dracopho-
  bic individuals, Emma and Briony want only to under-
  stand the circumstances by which this miracle occurred.
  It is their belief that the same phenomenon may be re-
  sponsible for recent events in Nordmaar, where reports
  say fire dragons have begun to breed and threaten to
  overrun the town of Willik.
  The Silvanesti Shield
  Question
  Currently, I travel to the City of Morning Dew where
  my master, the Herald, has been speaking privately with
  Alhana Starbreeze and her son Silvanoshei, the heir ap-
  parent to both the Qualinesti and Silvanesti seats of
  power. It is said that they sought an audience with my
  master to ask him about conditions behind the Sil-
  vanesti Shield. Since it is said that the Herald’s memo-
  ries are those of Krynn, they feel sure that he has
  information about the fate of their people. Whether this
  supposition is true, I know not. However, I do know
  that my master will not speak of such things. He never
  speaks of hidden circumstances, only of truths that may
  be gleaned from a careful review of present or past
  events.“The answers lie in what you know,”I have heard
  him tell many an audience, “not in what you seek.” I
  doubt, though, this will prove any comfort to Sil-
  vanoshei or his mother.
  That is all that I have time to tell you, my
  friends. I hope to arrive in the City of Morning Dew
  before my master departs and, if I am lucky, to
  witness him spin a tale I have never heard before.
  *Keeper of the Word: A bard who has devoted his or
  her life to studying the tales and storytelling techniques of
  the Herald. �
  M
  
  Recipes from Krynn
  By Mary Kirchoff
  Giant Eel with Fried Parsley
  1 eel
  Oil (for deep fry)
  Batter
  Fried parsley (below)
  2 cups flour
  1 cup fresh parsely
  1 teaspoon baking powder
  Oil (for deep fry)
  1 teaspoon garlic salt
  Four lemons (cut into wedges)
  1/4 teaspoon ground red pepper
  2 beaten egg
  1 cup milk
  4 tablespoons oil
  Spawned in the Khurman Sea, giant eels travel back to fresh water haunts in the rivers and streams frequented by their parents.
  They have no electrical discharge, but they strike with amazing speed using their teeth. Because eels are both rare and dangerous
  to hunt, Dimernesti sea elves consider them to be a great delicacy. These elves consider finding one in their fishing nets good luck
  and a cause for celebration—in the restrained way of all elves.
  The Dimernesti know of more than one way to skin a fresh eel. The best way, however, is as follows: Slip a noose around the eel’s
  head and hang the other end of the cord on a hook, high on the wall. Cut the eel skin about three inches below the head all
  around, so as not to penetrate the gall bladder which lies close to the head. Peel the skin back, pulling down hard—if necessary
  with a pair of tongs—until the whole skin comes off like a glove. Clean the fish by slitting the white belly and removing the gut
  which lies close to the thin belly skin.
  The eel may be poached for 9 to 10 minutes, but traditionally, the Dimernesti clean, bone, and cut the eel into 3-inch pieces, dip
  in batter, and deep fry until golden brown. Serve with Fried Parsley (below) and lemon wedges. Halibut, salmon steaks, or sea
  trout are suitable substitutes, but eating them will not guarantee good luck.
  Fried Parsley
  Put in a frying basket: 1 cup clean, fresh, well-dried, stemmed parsley. Immerse the basket in hot cooking oil brought to the
  smoking point (a least 2 to 3 inches per cup of parsley). Leave in 1 to 2 minutes, or until no hissing noise is heard. Remove, drain
  on paper, and serve with eel immediately.
  Although the Great Dragons have taken over various parts of Ansalon, people must eat!
  You can try the following three recipes from Krynn at home.
  Cooshee Tongue Cake
  1/4 cup butter
  Frosting or filling (latter is optional)
  1/4 cup sugar
  1 cup powdered sugar
  4 eggs
  1/4 teaspoon vanilla
  1/2 cup all-purpose flour
  2 tablespoons cocoa powder
  1 teaspoon vanilla
  1/3 cup crushed nuts (baker’s choice as to which)
  This is a traditional Qualinesti treat, both because elves love their doglike pets and also because Qualinesti enjoy any foods con-
  taining nuts, which are plentiful in their forests. Although the baker can choose which particular nuts she wishes to use, the Qua-
  linesti recipe usually calls for walnuts.
  Preheat oven to 350 degrees.
  Cream: 1/4 cup butter and 1/4 cup sugar. Beat in 4 eggs. Fold in 1/2 cup all-purpose flour and 1 teaspoon vanilla. Pour batter into
  madeleine pan (thus the tongue shape). Bake about 15 minutes or until light brown. Serve frosted, or put a filling between two
  of the cakes of 3 parts chocolate icing and 1 part crushed nuts. (Sometimes the Qualinesti use crushed nut brittle instead of
  simple crushed nuts for the filling!)
  Pig-and-Whistle Slush
  8 ounces lemon-lime soda
  12 ounces orange juice plus 12 ounces water
  2 cups sugar 
  3 diced bananas
  2 cups water
  1 medium jar maraschino cherries
  2 cups crushed pineapple
  In its new underground location, the Pig-and-Whistle Inn on the Blood Sea serves this drink during Yule season. The inhabitants
  of this dry and sandy land are fascinated by stories of snow and its accompanying slush told by travelers, and so this slushlike
  drink is very popular with patrons.
  Boil sugar and 2 cups water until dissolved and clear. Cool. Add soda, orange juice and water, then bananas, pineapple, and
  cherries. Freeze, stirring periodically. Remove from freezer one hour from serving.
  Mary Kirchoff, the executive editor of Wizard of the Coast’s book department,
  still finds time to write about Krynn when she isn’t busy working with authors and contracts!
  Legends of the Lance � 11
  
  12 � 1998 Spring Blossom
  iren Blakovich started young—in high
  school, in fact. He is still young, going
  on nineteen, and still a DRAGONLANCE® fan ex-
  traordinaire.
  Born in California, raised mostly in Colorado, Blakovich
  lives in Tallahassee, Florida, nowadays, where he attends Tallahassee
  Community College and studies computer programming. In his spare
  time, he reads everything he can get his hands on from the DRAGONLANCE setting while moonlight-
  ing as Tavin Springfingers, Internet investigative reporter at large in the world of Krynn. His “Tavin’s
  Nuggets of Joy” column is written under the alter ego of a kender journalist who writes “humorous
  text about things that might be happening on Krynn concurrent with the Fifth Age.”
  Kender and gnomes are his favorite races, natch. He got hooked on the DRAGONLANCE setting in-
  tially after reading an early TSR short story about the death of Lord Toede called “Lord Toede’s Dis-
  astrous Hunt.”
  But Sturm is the character he admires and is drawn to the most. “I relate to the whole outlook
  of Sturm,” explained Blakovich. “Even though he was, in essence, the only true knight around, he
  wasn’t allowed the honor of that title, not even after his death. The fact that, even though he knew he
  would never be honored with the title of knight, yet he stood firm in his views and beliefs, makes me
  like him a lot.”
  Blakovich’s scribblings as Tavin brought him to the attention of TSR, and recently he was ap-
  pointed monitor of the DRAGONLANCE mailing list, a fan-generated Internet club hosted by Major-
  domo, which contains three hundred to four hundred people who follow the fictional happenings of
  Krynn and exchange their views and opinions on the fantasy world. As monitor, Blakovich tries to
  channel the email debate and occasionally has to censor inappropriate communications.
  Ironically, he booted himself—as Tavin—off the mailing list, because it was too close to an “In
  Character Post,” which is discouraged. (People are not encouraged to post email as if they were extant
  characters; for example, Raistlin giving alternative views of the actual published history.) So, in the
  future, Tavin’s nuggets will appear in another email publication, “DragonNewz.”
  Not only that, but Blakovich has volunteered to become a researcher for the forthcoming
  DRAGONLANCE encyclopedia that TSR will be putting out. He is also hard at work on an extended
  piece of fiction, set in the Fifth Age and featuring a kender knighthood, which he hopes to interest
  TSR in publishing at some point. He also has hopes of combining his professional and fan interests,
  somewhere down the road after graduation, by creating a video game set in the DRAGONLANCE world.
  Do you subscribe to the DRAGONLANCE usenet group alt.fan.dragonlance or the mailing lists
  dragonlance@mpgn.com and fifthage@mpgn.com? If not, contact your Internet service provider to find
  out how!
  Do you know a special DRAGONLANCE fan? Please write to us with a suggestion! Be sure to
  include the contact name and phone number! �
  Meet
  Airen Blakovich
  By Pat McGilligan
  A
  In our first issue, we asked fans
  who their favorite DRAGONLANCE®
  character is and why they like him
  or her. Here is one of the re-
  sponses we received:
  Actually, it is so very difficult to have
  just one favorite character, especially for me.
  I’ve been reading DRAGONLANCE since 1984 (I
  was nine), and I guess my favorite character
  was Raistlin. In fact, he still is. I know that’s
  not terribly original to say, since the
  “shalafi’s” popularity is so high overall with
  readers, but for me, Raistlin is more than just
  a character: He’s like someone I know, or
  perhaps even a part of me come to life on the
  pages. If I had to say the biggest reason why
  Raist is my all-time favorite, it would be
  because he is the most realistic, interesting
  type of person to know and observe in the
  novels. He is someone who possesses quali-
  ties and thought that everyone who has
  imagination and desire can relate to. Besides
  that, Raistlin is unique in fantasy. His appear-
  ance is mystifying, his past is compelling, and
  most of all, his life is so enthrallingly tragic
  and full of danger, pain, and sacrifice. One
  finds sympathy for him even though he com-
  mitted great acts of evil and cruelty. Finally, I
  love Raistlin as a character because he can
  outwit anyone and his will is his weapon
  from which the Art of High Sorcery flowed.
  —Jordan Girard
  Granby, CT
  For the next issue, think about and
  send us your response to the following
  question:
  Of all the Good and Evil dragons of
  Krynn, which one is your favorite and
  why?
  Remember to keep your response
  down to one hundred words or less!
  Talk Back
  
  Legends of the Lance � 13
  Up and Coming
  Bridges of Time
  By Peter Archer
  he gods had departed from Krynn. In the
  heavens, a single moon shone palely,
  mourning for a world made desolate by fire. As
  the flames of the Chaos War slowly died,
  heroes arose from the ashes and prepared to
  shape Krynn anew.
  Then, from the skies, a new threat descended: hordes of
  chromatic dragons, led by Malystryx, the mighty Red. For
  twenty years the dragons battled ferociously among them-
  selves, rending the earth in their struggle for dominance.
  When at last the Dragon Purge was complete, Krynn lay
  under the rule of new tyrannical overlords: Khellendros the
  Blue; Onysablet the Black; Beryllinthranox the Green; Gel-
  lidus the White; and Malystryx herself. And now begins fully
  the Fifth Age, the Age of Mortals.
  Though the story of the years between the end of the
  Chaos War and the beginning of the Fifth Age has been
  alluded to in novels and game supplements, many stories
  from this time have yet to be told. Now, in a new series of
  novels, TSR’s authors have set pen to paper to recount the
  tales of these years. This spring, TSR launches the Bridges of Time
  series of novels,conceived by Margaret Weis and Tracy Hickman,
  the DRAGONLANCE® Saga’s best-loved storytellers. Two novels
  in the series will appear in 1998, with more to come in 1999.
  The first, Spirit of the Wind by Chris Pierson, tells the
  story of Riverwind the Plainsman, who aids the kender in
  their struggle against Malystryx. It is a fight full of heroic
  deeds—by human and kender alike—but in the end fraught
  with sorrow even in victory. Chris Pierson, a resident of
  Canada, has written a number of DRAGONLANCE short stories
  that have appeared in such anthologies as The Dragons of
  Chaos and The Dragons at War. This is his first novel for TSR.
  In November, TSR will publish Legacy of Steel by Mary
  H. Herbert, author of the Dark Horse novels. Herbert’s novel
  tells the story of Sara Dunstan, adoptive mother of Steel
  Brightblade, who resolves to construct a new knightly order,
  dedicated to justice, based upon selflessness and mutual aid.
  The Legion of Steel will, in time, grow to be one of the most
  important organizations in Ansalon, drawing knights to its
  ranks from both the Knights of Solamnia and the Knights of
  Takhisis. In this way, Sara truly honors the sacrifice made by
  her son in Dragons of Summer Flame.
  Through the Bridges of Time series, Weis and Hickman
  believe DRAGONLANCE fans will better understand the transi-
  tion from the Summer of Chaos to the Fifth Age. And
  through the stories of this time, the virtues of strength,
  courage, and loyalty—with a healthy dose of kender curios-
  ity—are once more reaffirmed.
  As the managing editor of the Wizards of the Coast
  book publishing department, Peter Archer has a busy schedule
  editing books, talking to authors, and so on. Amazingly
  enough, he still finds time to write articles for the newsletter! �
  T
  he month of Summer Run approaches quickly, which
  means that you will soon receive the third issue of this
  newsletter. In the meantime, here are some new
  DRAGONLANCE® products to look for in your local book and
  hobby stores!
  May
  A Saga Companion
  by William W. Connors
  A DRAGONLANCE: FIFTH AGE® dramatic supplement
  At the heart of the DRAGONLANCE: FIFTH AGE game is the art of storytelling. Here
  are the tools for novice and experienced players and Narrators alike to create
  better, more enchanting heroes and stories in the flavor of Krynnish tales. This
  book shows how to get the most out of the SAGA® roleplaying rules and answers
  many questions that come up in play. It also tells how to create new monsters to
  challenge heroes, offers new takes on hero creation, gives alternate ideas for
  magic use, and provides game ideas that will challenge even the most experi-
  enced players!
  $13.95 U.S./$18.95 CAN
  ISBN: 0-7869-1197-2
  DRAGONLANCE 1999 Calendar
  Edited by Lizz Baldwin
  The 1999 DRAGONLANCE Calendar features twelve stunning illustrations from
  popular DRAGONLANCE artists. It also includes calendar notes, major Krynn hol-
  idays, and birthdays of popular characters.
  $12.99 U.S./ $16.99 CAN
  ISBN: 0-7869-1193-X
  June
  The Last Thane
  by Douglas Niles
  The Chaos War Novel Series
  The Hylar have grown complacent in their leadership of the thanes of Thor-
  bardin. While their best battalions are off fighting in the Chaos War, the lowliest
  clans plot insurrection, aided by demon creatures dispatched by Chaos, threat-
  ening the Life-Tree and Thorbardin itself.
  $5.99 U.S./ $6.99 CAN
  ISBN: 0-7869-1172-7
  July
  Citadel of Light
  by Steve Miller
  A DRAGONLANCE: FIFTH AGE dramatic supplement
  In a world shadowed by dragonwing, the Citadel of Light is both a beacon of
  hope and a valuable weapon in the struggle against the Great Dragons. This re-
  source offers a wealth of new information on mysticism and the Citadel to en-
  courage campaigns based on this center of mystical power. The adventure
  included in this supplement allows heroes to follow the path of mysticism with
  the guidance of the Citadel mystics.
  $21.95 U.S./$28.95 CAN
  ISBN: 0-7869-0748-7
  Spirit of the Wind
  by Chris Pierson
  Bridges of Time Novel Series
  Riverwind, the fabled plainsman, answers a call for heroes to aid the kender in
  their struggle against the great red dragon, Malystryx. This is the first in a new
  series to bridge the years between Classic and Fifth Age DRAGONLANCE novels.
  $5.99 U.S./$6.99 CAN
  ISBN: 0-7869-1174-3
  T
  
  The DRAGONLANCE® Saga
  Across the World
  By Sunita Ramgoolam
  he DRAGONLANCE® Saga, which
  is the most widely published of
  all TSR’s fantasy literature,
  has been translated into no less
  than eighteen languages, which in-
  cludes fifteen European lan-
  guages. Its popularity stems from
  three main factors: the breadth of
  the DRAGONLANCE
  Saga,
  which
  ensures continuity in readership;
  its medieval yet generic flavor,
  which allows it to appeal to a mass
  readership, and its strong associ-
  ation with the renowned duo of
  Margaret 
  Weis 
  and 
  Tracy
  Hickman, who anchored the list
  with their initial Chronicles and
  Legends trilogies.
  Nine times out of ten a publisher
  outside the United States chooses to begin
  publication 
  of
  TSR 
  titles 
  with 
  a
  DRAGONLANCE title, after reviewing a selec-
  tion from the range available. In fact, they
  rarely stop printing new novels in the Saga
  after publishing the first two trilogies. Even
  in markets such as Scandinavia, which trans-
  late niche literature cautiously due to their
  size and strong English-speaking ability,
  DRAGONLANCE has made the breakthrough
  and will continue to have a presence in trans-
  lation, albeit small, alongside its English-
  language counterpart.
  Because of the chronological, event-
  structured nature of the list and its longevity,
  the DRAGONLANCE Saga is ideally suited for
  publication exclusively with one publisher
  instead of being sold to a number of differ-
  ent ones. This type of exclusive relationship
  has forged enduring relationships with par-
  ticular publishers, whose commitment to the
  list over the years has not wavered despite
  frequently fluctuating market conditions.
  The first foreign language edition of the
  Chronicles series was published in Spain by
  Editorial Ceac in 1986. Since that time, Ceac
  has published over forty DRAGONLANCE titles,
  all of which remain in print today. Italian
  editions from Armenia Editore and German
  editions from Goldmann followed in 1987
  and 1988, and in 1994 came the first French
  editions by U.G.E. Poche. Although a relative
  latecomer, U.G.E. Poche has since become
  one of our most prolific and innovative li-
  censees, thanks to their fantasy and science
  fiction editor Jacques Goimard, a forward-
  looking, trend-seeking sixty-something, who
  loses no time in identifying every appropri-
  ate marketing opportunity for the books!
  Elsewhere, DRAGONLANCE publication con-
  tinues strong with Tellerup in Denmark,
  Egmont Fredhois in Norway, Wahlstroms in
  Sweden, Kustannus Oy Jalava in Finland,
  Editora Bertrand in Portugal, Szukits in
  Hungary, Navrat in the Czech Republic, Zysk
  in Poland, Azbooka in Russia, Opus Press in
  Israel, and Arka Bahce in Turkey. (See the
  end of the article for phone numbers for
  some of these companies.)
  The year 1998 promises to be good for
  the DRAGONLANCE Saga. In Frankfurt, the
  news of Weis and Hickman’s return, a lead
  title by Margaret Weis in the first quarter,
  and Wizards of the Coast’s plans for the list
  were greeted enthusiastically. But the best
  news at the end of 1997 was that our Italian
  licensee, Armenia Editore, would be reinstat-
  ing a regular publication program in Italy,
  encouraged by the success of Dragons of
  Summer Flame, which they published in the
  first quarter of 1997.Armenia had previously
  suspended all publications for two years due
  to management differences with TSR. They
  have already bought Italian rights to The
  Soulforge (which will be published this
  month), have agreed on a number of cross-
  marketing exercises with our AD&D® li-
  censee, Twenty Five Editions, and will be
  drawing up their 1999 publication program
  during the course of 1998. Spanish language
  rights have also been placed in The Soulforge
  and other deals are forthcoming.
  If you wish to contact one of the
  publishers mentioned to obtain a
  foreign edition of a DRAGONLANCE
  novel or game, please refer to the
  following list of phone numbers:
  Czech Books
  Navrat Publishing
  +42-5-755639
  Czech Games United Fans
  +42-2-6913357
  Danish Books
  Tellerup Publishers
  +45-53-56-32-20
  Finnish Books
  Kustannus Oy Jalava
  +358-9-694-6458
  French Books
  U.G.E. Poche
  +33-1-44-16-05-00
  French Games
  Jeux Descartes
  +33-1-46-48-48-20
  German Books
  Goldmann Verlag
  +49-89-431898576
  German Games
  Volker Hirsch of AMIGO Spiel + Freizit GmbH
  +49-6074-375560
  Hungarian Books
  Szukits Konyvkiado
  +36-62-311430
  Israeli Books
  Opus Press
  +972-3-6814231
  Italian Books
  Armenia Editore
  +39-2-683911
  Italian Games
  Twenty Five Editions
  +39-39-2141078
  Norwegian Books
  Egmont Fredhois
  +47-22471150
  Polish Books
  Zysk i-Ska Wydawnictwo
  +48-22-526326
  Portuguese Books (Portugal)
  Editora Bertrand
  +351-1-34200845
  Portuguese Games (Brazil) Devir Livraria
  Ltda.
  +55-11-242-8200
  Portuguese Games (Portugal)
  Devir Livraria Ltda
  +351-13-927-100
  Spanish Books
  Editorial Ceac
  +34-3-3073004
  Swedish books
  Wahlstroms
  +46-8-244600
  Turkish books
  Arka Bahce
  +90-212-2404057
  Sunita joined TSR in
  1995 after five years of experience
  in the publishing industry with
  The Penguin Group and Evans
  Brothers. She is a languages
  graduate with an MA in
  International Relations. �
  14 � 1998 Spring Blossom
  he DRAGONLANCE® Saga, which
  is the most widely published of
  all TSR’s fantasy literature,
  has been translated into no less
  than eighteen languages, which in-
  cludes fifteen European lan-
  guages. Its popularity stems from
  three main factors: the breadth of
  the DRAGONLANCE
  Saga,
  which
  ensures continuity in readership;
  its medieval yet generic flavor,
  which allows it to appeal to a mass
  readership, and its strong associa-
  tion with the renowned duo of
  Margaret 
  Weis 
  and 
  Tracy
  Hickman, who anchored the list
  with their initial Chronicles and
  Legends trilogies.
  T
  
  Legends of the Lance � 15
  Tales from the RPGA® Network
  By Jeff Quick
  RPGA® Network events have been fixtures at conventions
  for almost fifteen years now, but members have had no
  other way to play DRAGONLANCE® tournaments and other
  cool games than conventions. Until now.
  The RPGA Network proudly supports play of roleplaying games in
  local 
  retail 
  stores 
  through 
  our 
  Retail 
  Play 
  Program 
  (or
  ADVENTURER’S GUILD™ program). At this local level, the retail store becomes
  a focus of member activity outside of conventions, which benefits the
  members and the retailers. Retail play operates on a league-like schedule
  lasting six months. Each store is provided with two brand-new adventures
  each month. TSR designers write these events, which show off the latest and
  best new TSR products in the store. Each event is scheduled for a two-week
  run and will be sanctioned only for that time. During those two weeks, the
  event can be run as many times as the retailer can get sessions going. All of
  the events are set in TSR-produced systems:
  AD&D®,
  SAGA®
  (DRAGONLANCE: FIFTH AGE® and MARVEL SUPER HEROES), and ALTERNITY®
  games.
  In February, stores across the country ran the DRAGONLANCE event
  called Leviathan’s Deep, an adventure that took heroes out into
  Brynseldimer the sea dragon’s territory. This adventure gave the players a
  hint of what was in store for them in the Heroes of Hope supplement. Stores
  participating in this program are also running the next DRAGONLANCE event
  this month, which parallels the release of Wings of Fury. This adventure,
  named Pyramids of Brass, allowed heroes to explore a site in the legendary
  Dragon Isles. Other adventures will follow these two, so plan to join in the
  fun!
  For the six-month term of a “league,” players use a generic “Living”
  character creation system for AD&D events. A character is created at 1st
  level and advances as the AD&D games are played. Despite the fact that the
  tournaments feature different AD&D game worlds, the characters remain
  the same and go plane-hopping. The character is retired at the end of the
  six-month period.
  Members play in these “campaigns” for the term of the league and ac-
  cumulate player/judge points. Those players and judges who participate fre-
  quently will accumulate more points. The players who do the best will be
  invited to participate in “Retail Play Invitational” events at the GEN CON®
  Game Fair or next year’s WINTER FANTASY® convention, where they can play
  their characters one last time and win extra fame and prizes.
  All this fun and activity costs the retailer $40 per six month “league”
  period. The supplemental adventures cost an additional $40, so retailers can
  run a tournament a week in their stores for a scanty $80.
  Stores can supplement their two monthly events by ordering an addi-
  tional two events (for an additional fee), which would allow them to offer a
  different event every week. The supplemental events combine retired
  LIVING CITY® games and Classic events with characters. For DRAGONLANCE
  events, heroes are provided.
  So, how can you become involved in this great program? Several ways.
  First, you can help by getting your local retailer into the program if he or she
  is not participating. Just show them this page and have them call
  1-800-821-8028. If your retailer does not have space for gaming in the store,
  then perhaps you can help him or her work out an arrangement for space in
  a nearby church or school or community center to hold the games. This ap-
  proach is recommended only if there is no gaming space, as the primary
  goal is to encourage activity in the store. Second, you can help out by
  running some of the events in the store. You get RPGA judging points for
  doing so, as usual, and lots of people who would never know about the
  Network get exposed to it through your efforts. You might even work out
  some arrangement with the retailer that gets you something in return.
  Third, you can invite your friends to come to a store. All participating stores
  will be listed in POLYHEDRON® (for members) and DRAGON® Magazine (for
  everyone else), so you can find out easily which stores are involved. Just drag
  your friends down to the store on the weekend. If you are judging there, it
  works out even better. The more the merrier!
  By bringing Network events to the store, we hope that even more
  members will be able to enjoy the fun that veteran members know from
  convention tournaments. And promoting quality gaming experiences, in
  any role-playing venue, is what we are all about.
  When Jeff Quick isn’t attending Puppet Slams, you can find him
  at the Wizards of the Coast building, busily putting away another
  POLYHEDRON Newszine! �
  Here is a sneak preview of the DRAGONLANCE® events TSR will sponsor at the 1998 GEN CON Game Fair.The game fair takes place in Milwaukee,
  Wisconsin, at the Midwest Express Center on August 6–9. Not only can you play in all kinds of games, but you can also visit exhibitors, see celebri-
  ties, enjoy the art show, buy or sell game product at the game auction, and much more!
  For more information on the game fair, visit www.andonunlimited.com, see DRAGON® magazine #247, or call 1-800-529-EXPO. Look for more
  information on these events and seminars in the next issue of the newsletter!
  GEN CON® Game Fair 1998 DRAGONLANCE® Events
  DRAGONLANCE/SAGA Seminars
  Songs of the Saga
  News from the World of Krynn
  Writing and Judging SAGA Adventures
  Weis and Hickman Q&A
  A Saga of Your Own
  DRAGONLANCE Dramatic Reading
  DRAGONLANCE Game Demo: Wild Thing!
  DRAGONLANCE/SAGA High-Profile/Celebrity Events
  SAGA Spell-O-Rama! (with Steven Stan! Brown)
  Dragon War! (with Douglas Niles)
  Hickman's Killer Happy Hour
  DRAGONLANCE Events at the SAGA Tower
  Moonsteel Rising: Visions of Destiny series, Part I.
  Stormwind Raging: Visions of Destiny series, Part II.
  Autumn’s Crown: Visions of Destiny series, Part III.
  Nightsinger’s Flight: Visions of Destiny series, Part IV.
  SAGA Game Events
  Leviathan’s Deep
  Learn to Play the DRAGONLANCE: FIFTH AGE Game
  Pyramids of Brass
  AD&D® Game Events
  Hickman’s Killer Breakfast
  Live-Action/Interactive Game Events
  Playtest TSR’s Live-Action Game!
  Other DRAGONLANCE-Related Events
  Author Dramatic Readings
  The Books of Weis and Hickman
  TSR Periodicals Panel
  Introducing the World of Sovereign Stone
  The Starshield Universe
  �
  �
  �
  �
  
  Classifieds and
  Letters to the
  Editor
  As we stated in the first issue, we wish to have
  you send in various types of submissions. Feel
  free to write in a letter to the editor! Let us
  know what you think so far. If you don’t have
  the submission guidelines published last issue,
  send a self-addressed stamped envelope or
  email to the address below.
  Also, we are still interested in seeing classified
  ads about such things 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. You can send an ad of
  twenty-five words or less to one of the follow-
  ing 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!
  Classifieds
  Jonas Williams where are you? If you know
  this person, who went by the AOL screenname
  “Gilean2”, please have him contact Stan! at
  StanB@wizards.com.
  Gamer/college student looking for other
  AD&D®/DL gamers in the Virginia Beach, VA
  area. Email: nhaywood@internetaddress.com.
  Sword & Staff Games has great deals on new
  and used DL games and novels. Special
  “Trilogy” deal on novels. Contact Chris at
  ssgames@bconnex.net for more info.Check us out
  at www.bconnex.net/~caramon/ssgames.htm.
  Buying, selling, and trading used roleplaying
  games. AD&D, DRAGONLANCE®, and SAGA®
  products available. Contact: Charlie Martin;
  RFD #2, Box 20; St. Johnsbury, VT 00819.
  Twenty-three-year-old VA prisoner seeking
  correspondence with worldwide gamers for
  exchange of ideas or membership to PBM
  gaming 
  networks.
  Email 
  me 
  at
  James@love_penn.com.
  Looking to buy/sell/trade any AD&D prod-
  ucts. Lots of out-of-print material, tons of DL
  novels for sale (cheap), lots of DL modules,
  etc. Also back issues of DRAGON®, DUNGEON®,
  and 
  POLYHEDRON®
  magazines.
  Email
  mickey@carrollsweb.com.
  FREE DL STUFF! To receive a free promo-
  tional DRAGONLANCE: FIFTH AGE® comic book,
  poster, and product conspectus, send a large,
  self-addressed stamped envelope with $2.00
  postage to Sue Cook; C/O TSR, Inc.; P.O. Box
  707;Renton,WA;98057-0707.While supplies last.
  0002XXX1501
  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 Spring Blossom Vol1 No2.pdf