From: digdug@iastate.edu (Doug V Tran)
Subject: MAGAZINE: The Adventurer's Journal v1.3 (Part 1 of 2)
Followup-To: rec.games.frp.misc
Summary: FNN presents TAJ v1.3
Organization: Iowa State University, Ames IA
Date: Wed, 18 Nov 1992 17:02:17 GMT

[This article was held up due to size. I edited it into two parts and reposted.
 --Mitchell Gold, moderator rec.games.frp.archives]

 ______________________________________________________________________
/ _ \                                                                  \
\__) \  Print: 2 cp        Fantasy News Network      # Subscribers:100  \
     |                                                                  |
     |               +--------------------------------+                 |
     |               | THE    ADVENTURER'S    JOURNAL |                 |
     |               +--------------------------------+                 |
     |          News for the Adventurers, By the Adventures             |
     |                                                                  |
     |  Vol I, Issue #3                              Date: Nov 6, 1992  |
     |                                                                  |
     |             Conjurer/Publisher:digdug@iastate.edu                |   __
      \       Hack and Slash Man/Editor:msphil@tsrv1.ts.wm.edu           \ (_ \
        \__________________________________________________________________\__/

				INDEX
				   
		    News from the Forgotten Realms
		   News from the World of Greyhawk
			   News from Krynn
			  News from Dark Sun
		       News from the D&D Worlds
		      News from ORIGINAL Worlds
		   Quick Guide to the Known Worlds
			    Weather Column


==============================================================================
PUBLISHER'S NOTE:  Well, finally got TAJv1.3 out.  Sorry it took so
long but we had a busy week.  I think we found a format we like so I
hope everybody enjoys it.  Thanks to Trevor , trevor.jones@acadiau.ca,
for the header.  We now have 100 subscribers but I only received 15
articles this week.  Please send in your news if you want to continue
to read TAJ.  Thanks....and now.....

Doug
digdug@iastate.edu
========================================================================
----------------------------------------------------------------------
NOTE FROM THE EDITOR:

This was an unusually busy week, and we both were lagging behind.  If
there are any errors I overlooked, or any news was missed, we'll make
it up in the next issue.  Promise.  Anyhow, here's issue number three.
Enjoy!  And don't forget to submit your news!

                                 -- Mike, msphil@tsrv1.ts.wm.edu

----------------------------------------------------------------------
ANNOUNCEMENT:

This showed up in the news submissions.  I decided to go ahead and
pass it along to the subscribers.     -Mike

      The third issue of "Silver, Swords & Slaughter" is ready!

      "Silver, Swords & Slaughter" is an amateur rpg zine that covers
       nearly every rpg past and present.  All articles have been submitted
       by readers, friends and net-folks.  The only charge for this small
       zine is $1 which will cover the cost of the paper and stamp and will
       only be distributed in the USA. (this is to keep the costs down).

       I am making no money from this magazine all the money goes back into
     the next issue of this zine.  "Silver, Swords & Slaughter" is done in
     black and white on standard 8 1/2 paper which has been folded so you
     get more for your buck.  If you are interested in a subscription or
     just one issue please email me at sss@smashland.nelsonville.oh.us.
     Again the cost per issue is $1, sorry no discounts for subscriptions
     because a dollar barely covers the production and postage.
     Submissions are needed for the forth issue.  The authors of the
     articles that have been used will receive a free copy of SS&S.
     Submissions can be emailed to the address above.

       Silver, Swords & Slaughter
       c/o Scott Mash
       11685 SR 691
       Nelsonville, Ohio  45764

     ATTENTION!
     The 4th issue will be the double Christmas issue, this issue will be
     a double issue packed with articles, artwork and other surprises.
     Artwork and articles are badly needed, if you have any artwork that
     pertains to role playing games please send it to me.

     From: Scott Mash <smash@oucsace.cs.ohiou.edu>


----------------------------------------------------------------------
-                   NEWS FROM THE FORGOTTEN REALMS                   -
----------------------------------------------------------------------
                        Secrets of the Sages
                        ====================

In September 1988, TSR  published  the first and only Forgotten Realms
Newsletter. Summer 1992 brought the confirmation by the RPGA that this
Newsletter was the only one to be ever published.

Following is the  text of this Newsletter that  I have just scanned on
my computer.

Enjoy all of you...

Until swords part!

The Wanderer, sylvain_robert@uqtr.uquebec.ca

---------------------------------------------------------------------

            +-------------------------------------------+
            ! A Short (for him) Greeting From Elminster !
            +-------------------------------------------+

                                                      by Ed Greenwood

"Tantam! Oh...er, hello; as ye say it... 'tantam' is what merchants of
the North say, here in the Realms.

"The Realms, the Forgotten Realms, o'course, as ye've all forgotten
the way here, until now, that is. Of all the sages in Faerun, I am the
first to walk among ye since Myth Drannor fen so it has fallen to me
to welcome yeQye who have discovered the Realms through the offices of
the good scribes of TSR, Inc. I bid ye fair welcome to my home, for
'tis a fair world, perhaps the fairest of all those I've walked. And
mind ye, there have been a few and a few again, over the years.

"Five hundred-odd winters I have lived in Faerun, most of them in the
Dragonreach landsQthat is, those lands that border the Sea of Fallen
Stars on the northwest. I've learned the odd thing in my time, here
and there along my road; and so it is that I can pass on to ye what I
think ye should know of the Forgotten Realms.

"One cannot know too much beauty in one's life. Some such beauty is
too fleeting, or too personal, to be passed on to others, but 'tis the
duty of all beings who would rise to better themselves to pass on to
others beauty that others can know. So it is that sages, of all
worlds, preserve the lore and learning of their lands and peoples.
Music, art, legends, and magecraftQall these we treasure, and TSR will
bring ye as the years pass. And ye shall come to know the beauty of
the Forgotten Realms.

"For the life of a world can only be captured, howe'er imperfectly, in
tellings that give one views of its landscapes and its lifeQits
plants, its creatures, and their doings. I would Like to see the
Realms come alive for ye, in this world, to delight ye as it has me. I
have told one among ye, Ed Greenwood, of my world for years; through
him, and others, TSR will bring ye more of the Realms in days to come.
For some twenty winters only he listened to my tales, but I've talked
long evenings away to more attentive ears, know ye, in the last season
than in many seasons before, here and in Faerun. Ye who like to read
what ye term 'novels'Qa novel term indeed, eh-heh...ahem...can expect
to see more than a few tales of the Realms in times ahead. Some words
ye can read already, as novels and game tomes, and of these I would
speak now.

"In all tales, a teller misses something, or speaks here and there
with words unclear to someone who reads or hears, or tells not enough
of what his listeners would hear about, if they could guide his
tongue. Elminster's business is answering questionsQaye, and his
pleasure, too. So, ask, I charge thee! Send thy queries to the good
scribes, and I shall do mine own level best to answer, if not
directly, then by producing more lore on locales, and matters, and
beings, ye would know more of. The busy scribes of the realms can then
turn such into modules, rulebooks, articles, and novels for thy
entertainment. For, look ye, what greater purpose is there, if ye
cannot heal or shape mountains or create life anew, than to entertain?

"Ah, I envy thee all. To discover the Realms anew, as ye will! To walk
amid the great trees of the Elven court, or glimpse (from afar, if ye
would live long) the devil-haunted ruins of Myth Drannor. To see the
welcoming farms of Shadowdale, or half a world away, the many proud
spires of great Waterdeep, the City of Splendors! Ah, 'tis a grand
world, I tell thee (and who should know better?) and it awaits thee,
here and in pagesQand other ways, who knows?Q to come. When ye have
seen a sunrise over the Moonshae Isles, or watched the stars
glimmering above the beautiful city of Silverymoon on a clear deep
night, ye will thank me! Aye, and it makes me glad to know the joy
that awaits and proud, too, for the Realms are my home, even as ye
would be proud to show a wayfarer thy abode, whate'er it be.

"One thing more: know ye all that the Realms ye have seen in the box
is but a small corner of the Realms! One of my favorite corners, aye,
but only a small piece indeed of the mighty land that is Faerun. Ye
have seen little of the North, little indeed of the lands between the
Sword Coast and the Dragonreach, and little or nothing of Impiltur,
Aglarond, and Thay to the east.

"And these, too, are but a fewQthe entire South, from the Vilhon Reach
through proud Amn, Tethyr, and hot Calimshan, ye have not even been
shown yet. Nor Lantan, or Nimbral, the island realms (nor, far out to
sea in the west, Evermeet of the elves); nor TharsultQnor the wild
jungles of Chult, nor Tashluta and the lands about it, that we call
Tashalar. Beyond this last lies a whole coast of realms, in the far
south of FaerunQand ye could travel for many years walking east,
across Raurin, and Durpar, and the Plains of Purple Dust, ere ye came
at last to the mysterious lands of Karanm And Faerun is not the only
continent of Abeir-Toril, know ye! Ah, rich years lie ahead of ye yet,
ye who come along for the ride across this rich world of mine! I
welcome ye, and wish ye wellQand will have more to say to ye anon (for
I say much, and often, as they say). But for now, until swords part!"

            +-------------------------------------------+
            !        LANDS OF THE FORGOTTEN REALMS      !
            +-------------------------------------------+

During the scribing of the Forgotten Realms tomes. some information
was unintentionally overlooked by over-worked scribes working by far-
too-feeble candlelight. The errant information literally came to light
recently (when the scribery windows were at last washed) and is here
included for your education, edification, and perusal.

            +-------------------------------------------+
            !                 AGLAROND                  !
            +-------------------------------------------+

A small realm that keeps to itself, Aglarond exerts little influence
in affairs of state beyond its borders. It is important in the overall
strategic balance of the Inner Sea lands, however, simply because its
continued existence prevents Thay from overwhelming the northern
"East:' Aglarond's strength and danger, because she stands in magical
opposition to the Red Wizards of Thay, who do not kindly suffer
rivals, is its current ruler, a female archmage of fabled powers,
known only as The Simbul.

Aglarond lies on the northern side of a peninsula jutting out into the
eastern end of the Inner Sea; a sparsely-inhabited, heavily-wooded
realm of few farms and no large cities. Jagged pinnacles of rock stand
at its tip and run along the spine of its lands. To the east, these
fall away into vast and treacherous marshes that largely isolate The
Simbul's realm from the mainland. Travel in Aglarond is by griffon,
ship, or forest trails. It trades lumber, gems, and some copper for
glass, iron, cloth goods, and food when free trading vessels come to
port, but sends out no trading ships of its own.

Aglarond cannot boast a field army of any size, nor a navy, but within
its woods The Simbul's foresters are expert and deadly troops, adept
at fire-fighting and at using "coastboats" (long, canoe-like open
boats handled with lateen sails. oars, and poles) to raid by night as
well as traveling in the treetops and fighting among them. The
foresters are alert and grim; the menacing might of Thay is
uncomfortably near, and Aglarond's blades are all too few. At the
battles of Singing Sands (1194 DR [Dalerecking]) and Brokenheads (1197
DR), Aglarond's forces turned back invading hosts from Thay, but the
cost was great. Skirmishes with raiders hoping to win glory in Thay,
or mercenaries hired by Thay, are common.

Little is known of The Simbul's aims and true strength, but she is
seen to constantly roam the northern Realms, working to influence all
manner of events. This is presumably to better Aglarond's safety,
although she is said to be a member or at least an ally of the
Harpers, whose aims are more widespread.

Initially a wilderland inhabited only by a few sylvan elves, satyrs,
and the fell forest denizens known more to men in fable than in fact
(owlbears, stirges, and the like), Aglarond was little disturbed by
men as settlement spread east across the Inner Sea lands an age ago.
Often visited by pirates and others seeking a temporary refuge or to
cut timber, Aglarond remained unsettled for many long winters. A few
adventurers ceased their explorations to colonize the land, mostly
those too old, notorious, or badly maimed to continue faring. At
length fishermen seeking untouched seas moved to Aglarond's shores,
and slowly small settlements of fisher-folk took hold on the rocky
coasts. These villagers faced the sea, and although the woods at their
backs seldom erupted to endanger them, they did not explore inland nor
boldly cut and fell in the manner of the settlers of Cormyr, Sembia,
and the Dalelands. The far-off pinnacles and the endless woods
remained hostile places for a generation or more; those who ventured
too far in did not return. As the wood cutting slowly ate away at the
forest edge, skirmishes with owlbears and satyrs became more common,
and were-creatures began to appear. Adventurers on the run or seeking
hire also began to arrive in Aglarond, and for a brief, bloody decade
still vivid in songs and travelers' tales, men slaughtered the most
dangerous of Aglarond's monsters. As the dangers of the woods grew
fewer. hunters and fur-trappers ventured further inlandQand eventually
discovered that the elves of Aglarond had grown few and humble,
weakened by disease and continual warfare with the mountain trolls and
the dark elves of the mountain deeps. Most of the fisher-folk remained
ignorant (and fearful) of the forest depths, and did not venture far
into the trees. But the hunters and adventurers fought the trolls and
(rarely) the drow, knowing the elves first as wary allies and then as
friends, and within another generation a proud (if few in number)
half-elven folk had come into being in the depths of the woods, the
elves being completely absorbed into the half-elven stock. Over the
next decade, the drow "went under"(ground) and came to Aglarond no
more, the trolls were nearly eradicated, and the satyrs all left
Aglarond or perished in the forest wars, until the half-elves came to
rule all of Aglarond's wooded interior. Indiscriminate wood cutting
continued around the villages of Oskur and Dlusk in particular and at
length the half-elves grew angry enough to move down into the fishing
villages and take over. This led to several armed skirmishes, notably
a pitched battle at the remote anchorage of Ingdal's Arm (in which the
"pure" humans perished to a man), but at length the half-elves
prevailed.

For a time there was ill feeling, but the just rule of the half-elven
(and their undeniable and ever-increasing blood ties to the fisher-
folk) soon welded the people into a loyal fellowship under the rule of
a king. The first king, the senior war-leader of the elves, was the
aged Brindor. He established a fighting corps of veterans and youths,
named an heir, as he had no surviving mate or off-spring of his blood,
and began a tradition of government by monarchy and council. Each
village chose a representative or elder to be a part of the council,
to advise and debate with the king. Those who would not accept the
rule of the King moved west, into Altumbel, or north and east into
Thesk. Theskan raiders (and later, the growing threat of Thay) were
encountered by Brindor's only great engineering works: the fortress of
Emmech at the mouth of the Umber, and the "Wall of Giants,'
constructed by giants in return for some mysterious magical service
Brindor gave them. These works prevented any army that crossed the
Umber marshes from sweeping into Aglarond's growing farms.

Brindor's heir, Althon, began a great program of irrigation, road-
building, and careful husbandry of the much-shrunken woods of
Aglarond. Eventually to become known as Althon "The Old,' he lived
nearly a hundred winters. In Althon's time Aglarond grew into a strong
and happy realm, despite the growing power of Thay and the many cities
along the coast to the south of the Yuirwood. The wood gained its name
from the "Yuir" as the elven folk now absorbed into Aglarond's half-
elven populace had called themselves. Althon had two sons, Elthond and
Philaspur. Elthond perished in the first great battle against the
forces of Thay at Singing Sands (so-called for the lamenting women of
Aglarond, who cried and sang all night as they took up the bodies of
their slain men from the sands around Emmech). Philaspur reigned
thereafter, himself perishing at the fortress of Glarondar in the
battle of Brokenheads.

Philaspur's daughters, Thara and Ulae', ruled long and well together
after his death. Known as "the Grey Sisters" for their raiment, they
developed their magical arts to awesome heights and were believed to
have used shrewd dweomercraft to thwart many forces from Thay ere
these reached Aglarond's borders. In their later years, both took
husbands. Thara wed Elthar of Milvarune, gaining thereby the
friendship of Thesk (which survives to this day). Ulae' bore a son
Halacar and a daughter Ilione.

Halacar reigned from the death of his mother (1257 DR) through a
disastrous campaign against Thay and diedQof poison, it is thoughtQin
the winter of 1260 DR without wife or offspring. His sister Ilione
came to the throne inexperienced but she was wiser than Halacar and
carefully built Aglarond's strength. Ilione immediately named as heir
her apprentice, the young and mysterious sorceress known only as The
Simbul. She ruled long and wisely as Aglarond prospered. Ilione died
of plague in 1320 DR.

Since that time The Simbul has ruled the realm with magery greater
than any known in the Inner Sea lands since the fall of Myth Drannor.
She is thought to still live, and Aglarond still survives, because she
personally overmatches even the infamous Red Wizards of Thay. If The
Simbul herself has apprentices or a chosen heir, she has not publicly
identified any such to the Council. Her style as Queen of Aglarond a
title she never uses, preferring to be known only as "The Simbul" is
her own, different from her predecessors and counterparts in other
realms. As Mirt of Waterdeep once said, "Ah, that ladyQ she goes her
own way." That way must be a narrow and often treacherous one;
Aglarond's future may well be in the balance.

            +-------------------------------------------+
            !                  EVERMEET                 !
            +-------------------------------------------+

Evermeet of the Elves is the island kingdom of the elves and lies west
across stormy seas beyond the lands of men. It is a happy realm of
deep, wondrous forests and much laughter. Here the High Elves, under
the leadership of the Silver Elven Royal HouseQsix Princes and seven
Princesses, under the ruling Queen Amlaruil (her king, Zaor, died some
thirty winters ago)Q live in rich splendor. The art, the music, and
the magical research all are far above what is seen here, even in
Waterdeep the Splendid.

All elves, except the Dark Elves, are welcome there, and many sea-
elves live in the surrounding waters. To guard the realm against men,
particularly the aggressive raiders from Ruathym and the Pirate Isles,
Evermeet has a mighty navy, It is by far the most numerous and well-
armed in the known Realms. Based in the fortress of Sumbrar, with
smaller outposts at Elion and Nimlith, the vessels of Evermeet's
fleets patrol from the Wave Rocks to the Gull Rocks and "the Teeth' in
a wide circle of ocean. Boats are built and repaired at Siiluth
("Beaching Bay"), and call at only a few ports in the lands of men:
Eskember, the Moonshae Isles, Neverwinter, and Waterdeep. In the past,
the ships of Evermeet have fought many battles with Ruathym, the
reavers of the Nelanther (Pirate Isles), and Calimshan, and have
hurled back all attempts to seize the island or its treasures.

Recently, many elves from troubled lands in the interior of the Realms
have begun to take ship in Waterdeep, to come to Evermeet where men
are not seen and evil threatens not.

            +-------------------------------------------+
            !                  HALRUAA                  !
            +-------------------------------------------+

A small, rich realm fed by the verdant farms of the Maeru valley and
slaked by the fiery wines born in the vineyards of the High Aluar,
Halruaa is famous for its rich electrum mines and its magic.

Halruaa is a realm defined and isolated by mountains, but often
invaded from the sea for its mineral wealth (principally located east
of Lake Maeru, in astonishingly large and pure deposits). Its people
have become, as a result, warlike, and led by tradition. The realm is
not at peace with its less powerful neighbors. Formerly, out of
necessity, they were led by wizards.

These Halruan magic-users are of great and mysterious power. Thay's
current regime is said by some to have been founded by renegade
Halruan mages. Halruaa is always ruled by a wizard-king. The current
ruler is Zalathorm, an elderly man of great mystical powers. The
Elders of the "Halruan" (as the wizards are known) advise him, and
will choose from their own ranks the mightiest mage to become his
successor, when that time occurs.

Halruaan mages wander in secret over much of the Realms, always
seeking items of magic (particularly unique and ancient items), and
they have gathered many thousands of such treasures in their temples.
The Halruar worship Mystra, and their temples are vast strongholds
where they live, work, and study to further their arts, as well as

worshipping The Lady of Mysteries. The most mighty of these temples
lies within Mt. Talath and is a vast and ancient network of caverns,
passages, and mountain top turrets. Most of the other large temples
(as opposed to the devotional shrines of the cities) are located in
the mountains ringing the Nath, or northeastern basin, where vast
herds of wild rothe and aurochs roam, and are culled regularly for
food.

Halruaa has a small war-navy, based in Halagard and Zalasuu. Its
principal fortified base and construction docks are on the outlying
isle of Rulasuu.

This realm is little known in the North. These paltry words, and the
map, are all Elminster could ten you of it, except for the badge of
the realm, borne on navy sails and diplomats' cloaks. It is a star
surrounded by three concentric circles, all in white (on a darker
background, which may be of any color). The star represents Mystra,
the inner circle the land. This is encompassed by the second circle,
representing the Halruans, and an outer circle represents the world
beyond.

TSR
---------------------------------------------------------------------
		  SILLY VICIOUS GOONS MISSING AT SEA

Forgotten Realms (modified, pre-Time of Troubles):

The  adventuring group  SVG  (usually  known  as  Silly Vicious Goons)
has  disappeared on Straitguard Island  (about  2 weeks sailing south-
east of Waterdeep) while acting as a scouting party  for King Jaylith.
Rumours of  drow involvement are  being denied by  official sources in
the kingdom; the adventurer's  guild has declared the group  "missing,
status unknown".   Any  person(s)   knowing the  whereabouts   of this
adventuring group should report its  presence to the local guild hall:
standard guild payment schedules will be followed.

SVG  is  comprised  of two  dwarven fighters,   one human cleric,  one
elven cleric, one elven thief-mage, one elven fighter-mage, one female
human  mage,  and one  (very  attractive)   female human swashbuckling
thief.

Vincent Gray, VINCE@sscl.uwo.ca

----------------------------------------------------------------------
-                         NEWS FROM GREYHAWK                         -
----------------------------------------------------------------------

Date: 11 Patchwall, 580

                   PRINCE OSKAR LEAVES NAERIE

     Greyhawk : Iron League, County of Idee : Naerie :

Prince Oskar has  finished gathering  his troops and  has  set off for
Irongate to procure ships to take him to  Mithat or Old Red in Nyrond.
He is attempting to free his homeland of Tehn from the hold of Sevvord
Redbeard

                     FEALBRAND RAIDS AHLISSA

     Greyhawk : Great Kingdom, South Province of Ahlissa : Zelradton:

Raiders under   the  command  of  one   Fealbrand  have raided several
border posts and attacked troop garrisons in the  border regions.   He
has disrupted the Duke's plans of staging a late fall attack on Idee.

                    NEW MERCENARY BAND FORMED

     Greyhawk : Iron League, County of Idee : Naerie :

A new Mercenary   Band named "The   Spines" and  headed  by a  warrior
named Adolph and consisting  of several highly  skilled soldiers and a
collection of other  men-at-arms.  They are looking  for work and  say
that their  fees are very reasonable  and  that they are familiar with
the Spine Ridge between Idee and  the Scarlet Brotherhood.   To retain
them  please   leave a message   with the  Bartender  at  the Laughing
Halfling (acc_dtw@exodus.valpo.edu or acc_dtw@valpo).

                   BANDITS IN HOLLOW HIGHLANDS

    Greyhawk : Iron League, County of Idee : Naerie :

Merchants have been  reporting a  large  number    of raids on   their
caravans as  they travelled between  Sunndi to the East and  Idee.  In
fact no less than 7 caravans have  gone missing on  the normally quiet
and  safe  route.  Currently the only  safe  route  passes through the
Elvish Earldom  in the Rieuwood,  and the  Earl charges higher tariffs
than the independent villages of the Hollow Highlands.

                     GNOLLS ATTACK VILLAGES

     Greyhawk : Iron League, County of Idee : Naerie :

Refugees have  been arriving in  the outlying villages   around Naerie
reporting that Gnolls have been   destroying whole villages near   the
Menowood.  It is   suspected by Count Fedorik Eddri   that the Caravan
raiders and the Gnolls may be one and  the same.  Sources close to the
Count hint that due to the  fact  that the majority of the mercenaries
and troops in Naerie have been moved to the front with Ahlissa  to the
north, the new mercenaries, The Spines,  may be  hired for the task of
killing the Gnolls and Bandits.

ACC_DTW@exodus.valpo.edu

----------------------------------------------------------------------


      EMMINENT POLITICAL FIGURE CATCHES INTIMATE SOCIAL DISEASE

Greyhawk : Keoland : Niole Dra :

    There is talk in the city of Niole Dra, Keoland, that a certain
emminent  political figure has been  suffering  from a certain disease
passed on from intimate social activity.

Martin Crossman, mcc5@leicester.ac.uk

----------------------------------------------------------------------
-			   NEWS FROM KRYNN                           -
----------------------------------------------------------------------

Krynn: Taladas: Kristophan:

                        FIRE IN THE ARENA

A  fire erupted in  an uncontrollable blaze  on the  west  side of the
arena when a combatant became angry when he was defeated in a trial by
combat.  The  combatant,  an elf accused  of theivery, began casting a
spell after first blood was drawn.  Before authorities could reach the
elf, a lightning bolt was cast at the other combatant.   The lightning
bolt hit the other  combatant in the   chest, which killed   him.  The
lightning bolt  then  passed through  the combatant and    entered the
stands and caused the wood seats to erupt in flames.   Seven minotaurs
died in the panic that resulted.  The Elf was  executed on the spot by
the Royal Court Mage, Mortellius.   The fire continued to burn through
the night.     By morning  the fire    had    burnt itself  out.   The
construction on the new seating  will  begin  next week.  Next  months
trials by combat will be postponed for two weeks.


                 ROYAL MAGE NEEDS NEW APPRENTICE

Upon the new year  a  new  apprentice will   be chosen to study  under
Mortellius.   Applicants should submitt  an essay to the court scribe.
The essay should include study interests,  prior research, references,
and reasons  why this highly  honored position should be fill   by the
applicant.  Essays will  be taken  for the next  six months.  Upon the
new year  in eights  months a new  apprentice will  be  chosen  at the
winter festival.

		BATTLE BETWEEN IMPERIAL LEAGUE IS OVER

Krynn : Taladas : The battle between The Imperial League is over.  The
Imperial League lost every living being to the  battle.  It is rumored
that the Army  of Thenol had the  fabled sword Hellfire, because every
soldier  of the League had  burst  into flame and  died.  The Imperial
League is  offering 500,000  st for any  infomation  that leads to the
capturing  of  the  sword Hellfire.  The  Imperial  League is offering
1,000,000 st to the person/persons who brings the sword to Lord Batian
of Kristophan.

Notes on the battle.... The battle lasted for 5 days.  The Army of the
Imperial League numbered at 2423 and the Army of Thenol numbered 3446.
The first  day looked as  if  the Imperial League would  slaughter the
Army of Thenol.  The second and third day very little fighting occured
because both Armies pulled back  to a defensive position.  The  fourth
day the Army of Thenol sent a assassin squad  to kill the commander of
the Imperial League,  but the squad   failed.  On the  Fifth  day, the
Imperial League attacked, While they were approaching a lone man stood
ahead  of the  Army  of Thenol  holding a  two-handed   sword.  As the
Imperial League  approached  the man swung  his  sword and  a fireball
erupted from the blade, a fireball as great as if a thousand mages had
cast  it at once.  The   Imperial League died   in  flames.  Thus  the
Kingdom of Thenol claims the battle won.
                                        From the Sage Jansus.

Kelly McCauley      MCCAUKA@WKUVX1.BITNET
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Krynn:Northern Ergoth: WAR DECLARED!

Emperor Mercadior Redic V of Northern  Ergoth's latest treaty bid with
Qualinesti has failed. Expeditions sent by Mercadior to  Qualinesti to
capture Speaker  of the Suns Porthios have  failed  mysteriously, none
ever even reached Qualinost. Mercadior's  numerous attempts to  set up
outposts  in the old Ergothian  ruins of Hie  and  Khimel  on Southern
Ergoth have disappeared without trace  as well.  Accusing the elves of
Southern Ergoth  of  conspiracy, Mercadior sent a  punative army (5000
men) south and, landing at Daltigoth,  reinforced it  with Storm Ogres
(500 ogres)and marched on the Kaganesti village of Rain. Apparently an
alliance had been formed betwixt the ogres and the humans.
	
The newly formed   elven  nation, Ergonesti,  composed of   Kaganesti,
Silvanesti, and Qualinesti elves sent forth a small army  to meet them
(2500 elves). In  addition,  Merathanos, Belthanos, and Cher-Kal,  the
triumvate ruling Ergonesti,  also  sent out three ships to  Qualinesti
asking for aid.
	
Apparently  the aid was  unnessecary. When  the two  sides met  on the
borders of the elven lands,  the Ogres charged their human  advesarys,
apparently to   avenge  themselves  for the  ancient  slights that the
Ergothian  humans had committed against  the Ogres. The Ergothian army
broke before this unexpected charge and most  were destroyed. The rest
fled into  Ergonesti where  none are  reported  to have  survived. The
ogres, under the command of the  ogre Kthaaarx wisely retreated before
the sudden onslaught of arrows from the forest.
	
Unfortunately, like  the Armachnesti before  them, the elves   in  the
three ships were lost at sea....


Krynn:Solamnia(High Clerists Tower):SOLAMNIANS SENT TO SANCTION

Two months after  the defeat of Kitiara  and her blue dragon armies at
Palanthas, strange rumors that Kitiara  had  returned to Sanction were
heard. Reports from Tanthalas Half-elven and Dalamar the Mage give all
indication that she had died  in  the battle. A group  of  adventurers
were asked  by Gunthar  Uth-Wistan  to investigate  these rumors. They
accepted  and,  they  were sent  with an   escort  of  three Solamnics
knights. The party included:

	Ferrel Ironbeard   : Fighter (Mountain Dwarf)
	Hauk               : Ranger  (Human)
	Kelida             : Fighter (Human)
	Werdna             : White Robed Mage (Elf)
	Tasslehoff Burrfoot: 'Handler' (Kender)
	Lavim Springtoe    : 'Handler' (Kender) Tasslehoff's cousin
	Sir Heros of Coastlund: Abbot of Swords (Human)
	Squire Caaman      : Knight of the Crown, (Human)
	Lord Crownguard    : High Justice, (Human)

Most suprising of the  group was Lord Crownguard, a  High Justice, and
father  of Derek  Crownguard. He  went for  reasons of his own that he
wouldn't share though dark rumor  has  it   that the ill-fated  knight
Derek Crownguard had been raised as a death knight.



Krynn:Jansburg(Solamnia):

The  party arrived in Jansburg carried  by  three bronzes  headed on a
scouting mission over Throytl. In  Jansburg, the  party made inquiries
at the local inn, The Black Feathered Harpy about Kitiara. No  one had
heard anything  about  this, but a   man  dressed in furs,  a  Que-Shu
tracker presumably told them to meet him outside of the  village after
dark. Lord Crownguard  agreed, much to  the chagrin of Hauk and Ferrel
whom both refused  to go. Kelida, the  other two knights, Werdna,  and
Tasslehoff  agreed  to go  with Crownguard.  Lavim was  no where to be
found.

That night while Hauk and Ferrel stayed at  the inn while the  rest of
the group,  still without  Lavim,  went  to  the agreed meeting place.
Meanwhile, minutes after they  left, Lavim arrived and  told Hauk that
their companions were being led into an ambush.
	
Lavim, Hauk,  and  Ferrel took some  horses that Lavim had 'found' and
rode  out to  the  ambush fight.  What  they   found amazed them. Baaz
draconians,  at least  fiveteen  of them,  were  attacking the  party.
Kelida had been knocked to the ground and was  unconscious, Squire and
Tasslehoff were surrounded. The others  were holding  there own. Lavim
and his group charged into the battle.
	
The Baaz scattered  before the  charge and   gave the heroes   time to
regroup. Werdna cast lightning bolt and  killed two of them.  The rest
fled to the south-east.
	
The party  dressed its wound and returned  to the inn. In the morning,
it  was  decided that Lavim   and Squire must   carry  the news of the
draconians back to  the  High Clerists  Tower,  while  the  rest would
continue on.


Raistlin Majere, Alpha Institute. -  DOMAIN lucas@scicom.alphacdc.com

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-			  NEWS FROM DARK SUN                         -
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Sorry, no news.

[Continued in next article --Mitchell Gold]
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