Showing posts with label dragonlance chronicles. Show all posts
Showing posts with label dragonlance chronicles. Show all posts

Tuesday, 29 July 2025

The original author of the Dragonlance Chronicles (not!) revealed for the very first time

Update: YoDanno has retracted the claim, after Margaret Weis confirmed the contract was for a Western series of novels and not Dragonlance.

Way back in 1983, when TSR was plotting what they called "Project Overlord", they had a plan for a line of gaming materials and a line of tie-in novels. Margaret Weis would edit the novels and Tracy Hickman, along with TSR's editorial team, would oversee the whole story and the gaming materials. TSR hired a "proper" science fiction/fantasy author of significant experience to write the books, similar to how SFF megastar Andre Norton had written the first Greyhawk novel a few years earlier under Gary Gygax's direction.

However, that author failed to deliver. It's been suggested that they kept creating their own plot twists and story ideas (that dragged the story away from the outline, which it needed to stick to to tie-in properly with the gaming storyline), and basically were not gelling. Eventually TSR cancelled the contract and Weis & Hickman agreed to join forces to write the novels directly, with the rest becoming history: The Dragonlance Chronicles trilogy, by some estimates, is the biggest-selling epic fantasy trilogy of the 1980s.

The identity of that original author has never been revealed, at least until today. Dragonlance historian YoDanno received a copy of the TSR contract confirming that SFF author Ron Goulart (1933-2022) was the original contracted author for the trilogy. Goulart worked extensively in SFF media tie-ins, as well as mysteries and original fiction, and is known to have been the "actual" author of the TekWar series, working on an outline provided by William Shatner.

This wasn't the first time a relative SFF "big name" nearly got involved in the franchise. In 2009 Jim Butcher, author of The Dresden Files and the Codex Alera series, was asked to write a "reboot" of the original trilogy. Butcher came on board under the impression that the project had the approval of Weis & Hickman, only to withdraw when it became clear that was not the case. Weis & Hickman have subsequently returned with new Dragonlance novels.

Monday, 19 October 2020

Margaret Weis & Tracy Hickman sue DUNGEONS AND DRAGONS publishers for $10 million for breach of contract

Margaret Weis and Tracy Hickman, the famed authors of the Dragonlance Chronicles and many other series in that world, have sued Dungeons and Dragons publishers Wizards of the Coast for breach of contract after a new Dragonlance novel trilogy was abruptly cancelled after the first book had been completed.


The news that Wizards were planning a new Dragonlance trilogy is in itself a surprise, given that there has been an extreme dearth of D&D fiction over the last four years, with only three Forgotten Realms books by R.A. Salvatore being published in that time. There have been unsubstantiated rumours that Wizards are planning a relaunch of Dragonlance as a D&D campaign setting in 2021 or 2022, so relaunching the novel series at the same time would have been a good move, and an encouraging sign that Wizards might be reconsidering entering the novel space in a more substantial manner after they effectively cancelled their ongoing lines in 2016.

Weis and Hickman had completed the first novel in the trilogy, Dragons of Deceit, and were working on the second, Dragons of Fate, when Wizards of the Coast abruptly informed them that the trilogy would not be published and they were terminating the contract immediately. It sounds like there had been rumblings of problems before that, particularly when Nic Kelman had been assigned to edit the trilogy (replacing editors Weis and Hickman have previously agreed to work with). Kelman, the Head of Story and Entertainment at Wizards, has long been a controversial figure after publishing a book which was alleged to have "promoted misogyny and paedophilia".

From the complaint it sounds like Wizards of the Coast became concerned over "problematic" aspects of older D&D worldbuilding (such as always-evil races) and asked the authors to address these in rewrites, which they say they fully complied with. Wizards then terminated the book deal anyway. This is particularly bizarre given that Dragonlance, even in the 1980s and 1990s, had a progressive tone to its work, rehabilitating evil races from other settings into more honourable and nuanced civilisations (such as ogres) and featuring "good" members of traditionally evil races (such as goblins and draconians).

Weis and Hickman are two of the biggest-selling living fantasy authors and the second-most-popular authors of D&D fiction (only marginally behind Salvatore). A new trilogy from them, especially accompanying a Dragonlance relaunch, would have likely sold hundreds of thousands of copies and brought substantial revenues to both authors. For this reason, they are suing Wizards of the Coast for $10 million in lost income and damages.

Weis and Hickman were part of the editorial team at then-TSR which created the Dragonlance world of Krynn as a setting for Dungeons and Dragons adventures in 1983. They then co-wrote the Dragonlance Chronicles and Dragonlance Legends novel series between 1984 and 1986, the first six books which launched the setting to acclaim and which sold more than four million copies before the end of the decade. They returned to the setting several times in the 1990s and 2000s to pen more novels. Cumulatively, they have sold over 25 million books in total.

The setting has previously seen some controversy. In 2008 urban fantasy author Jim Butcher was approached by WotC to spearhead a full reboot of the entire Dragonlance saga, including rewriting the original trilogy as a five-book series. Butcher would only proceed with Weis and Hickman's blessing and, when that was not forthcoming, the project was abandoned.

Wednesday, 18 September 2019

The Dragonlance Chronicles by Margaret Weis & Tracy Hickman

A band of friends meet at the Inn of the Last Home in the town of Solace. Five years ago they went their separate ways, searching for evidence of the lost gods. Their findings were inconclusive, but their reunion is interrupted by the news of vast armies allied with dragons on the march and the arrival of strangers bearing a crystal staff...and the long-lost power of healing. The continent of Ansalon is riven by war and it falls on this band of heroes to save it from destruction.



The Dragonlance Chronicles trilogy is one of the most famous works of epic fantasy of the 1980s. Published in 1984 and 1985, the trilogy and its immediate sequel series (The Dragonlance Legends) have together sold almost 30 million copies, making them one of the biggest-selling series of that decade. Millions of fantasy readers started out in the genre by reading these novels.

The question arises, then, is it a good idea to revisit these works as an adult and risk ruining nostalgic teenage memories in the process?

The answer is mixed. The paradox at the heart of enjoying the Dragonlance Chronicles is what age group it's actually aimed at. The generally jovial tone (even when quite dark things are happening), the casual dialogue (this is a trilogy where medieval fantasy characters say "Yeah!" a lot) and the extremely breezy pace make this feel like a series aimed at children. I don't mean YA, I mean 7-10 year olds. The prose is simple and easy to read, and it feels very much like a work aimed in writing style at the same kind of audience as The Hobbit. There's moments of whimsical humour, stirring action and intriguing worldbuilding which do withstand comparison with Tolkien's work, despite the less-accomplished writing.

However, there are moments when the series abruptly goes much more adult. There are several sex scenes (albeit mostly of the "fade to black" kind) and female characters are threatened with sexual assault on a fairly regular basis. Tanis Half-elven also can't even meet a stranger on the road without carefully explaining how his mother was assaulted by a human man, leading to his conception and outcast status from both communities. The trilogy is also painfully 1980s in how it tries to have both strong female characters (Laurana, Tika, Kitiara, Goldmoon) and then gets them into situations of undress, or wearing revealing armour or clothes (Tika, at least, gets to make some wry observations on this that makes me suspect Margaret Weis was rolling her eyes as she wrote to market requirements). There's also a quite spectacular amount of violence, including characters being beheaded, turned to stone or set on fire on a fairly regular basis, and some psychological horror in the form of Berem, who is cursed to die and live again so often that he is going insane.

If you can overcome the tonal dissonance - the gap between the lightweight, juvenile writing and sometimes darker, more adult content - then it's possible to enjoy the Dragonlance Chronicles as a fast-paced, popcorn read. The trilogy does have another key feature (or bug) which is that it is an attempt to adapt no less than twelve Dungeons & Dragons adventure modules into a coherent story. Several times the narrative cuts away from our heroes embarking on another side-quest only to come back to them after that quest is completed, leading to the heroes thinking wistfully back on adventures that the reader never experienced (such as the journey to Ice Wall Castle, or Raistlin's completely out-of-nowhere return to the main story in the closing pages of the third book). This does make the story feel somewhat incomplete. It also means that the stories are extremely fast-paced: the Chronicles trilogy features a bigger story and more characters and events than The Lord of the Rings in about 50,000 fewer words. Some will enjoy the breakneck pace, others may lament the lack of character and plot development this results in.

The Dragonlance Chronicles trilogy (***) is fast-paced, fun and easy to read. It's also simplistic, juvenile in tone and has not aged fantastically well. Truth be told, there's much better options available for both adult and children fans of fantasy these days. But if you can overlook the issues, there is still some fun to be had in revisiting Tanis, Raistlin, Caramon, Flint, Goldmoon, Riverwind, Tas, Kitiara, Sturm, Laurana, Gilthanas, Lord Soth and the rest of this memorable bunch of archetypes. The trilogy is available now in the UK and USA.

Tuesday, 22 September 2015

A History of Epic Fantasy - Part 13

When they came up with the name "Dungeons and Dragons" for their roleplaying game in 1974, Gary Gygax and David Arneson envisaged heroic adventurers entering vast underground labyrinths in search of treasure and battling mighty dragons. It turned out this didn't happen too often, as their dragons were incredibly tough monsters, best-handled by heroes only after many months of adventuring and acquiring magical weapons.



In 1982 TSR, Inc., the owners of Dungeons and Dragons, decided to restore the game's focus on the mighty winged beasts. They had developed an elaborate number of different types of dragons, some good, some evil and some indifferent, and wanted to draw them together with a cohesive backstory and mythology. They also wanted to create a grand story using the D&D brand, rather the smaller-scale, sword-and-sorcery adventures that most players had been enjoying up to this point. So was born "Project Overlord", an attempt to turn D&D into an epic saga.

To bring this project to fruition, TSR turned to Tracy Hickman. A (relatively) new employee at TSR HQ in Lake Geneva, Wisconsin, Hickman and his wife Laura had conceived of a new campaign idea during a lengthy car journey. This campaign had been unfolding in D&D sessions run by Hickman for his friends and co-workers, and would now serve as the basis for "Project Overlord". Hickman was put in charge of the project, along with Margaret Weis, an editor working for the company. This was going to be a multimedia project, incorporating a series of a dozen or so roleplaying adventure modules and a series of novels. TSR had limited experience in this field, so brought in a professional author to write the books. Weis and Hickman felt that this author didn't get what they were trying to do, and in the end fired him. Over the course of a weekend they together wrote the opening chapters of the first novel themselves. Impressed, TSR hired them as the authors for what would now be called The Dragonlance Chronicles.

Red dragon pulls off the best portraitbomb ever.

Dragons of Autumn Twilight

The world of Krynn is suffering in the aftermath of the Cataclysm, the devastation of the landmass of Ansalon by the gods, furious at the temerity of a human empire which had challenged their power. The gods have turned their backs on the stricken continent, which has sunk into war and conflict. When the dark goddess Takhisis secretly casts her influence over Krynn once again, sponsoring the rise of an empire allied to the dragons of chaos, it falls to a band of heroes to save the world. However, the heroes are divided by internal conflicts and their would-be allies are scattered and leaderless.

Dragons of Autumn Twilight certainly didn't win any awards for originality in its setting or general storyline. But it did do things a little differently to other fantasy stories. The magically-enhanced genetic engineering of a race of human-dragon hybrids was fairly unusual for the time and the story took a number of unexpected, dark turns. A major character died unexpectedly in the cliffhanger to the second volume (more shockingly, killed by one of his own former friends and allies), and there were a number of epic dragon-on-dragon battles. That said, these flourishes were more about rearranging the furniture than totally rewriting the rules.

What made Dragons of Autumn Twilight and its immediate sequels, Dragons of Winter Night and Dragons of Spring Dawning, such a success was the marketing. The books were pitched at a young and teenage audience, many of them already familiar with dragons and Takhisis (in her core D&D guise of Tiamat) from the Dungeons and Dragons cartoon series that had started airing in 1983. The focus on dragons and the cross-marketing with the adventure modules also proved extremely successful. Sales of the Dragonlance Chronicles shot through the roof, helped by strong sales in the UK thanks to a team-up with Penguin Books. Sales increased again a few years later when the trilogy was repackaged and sold in an omnibus edition.

By 1991 there were over four million copies of the Chronicles trilogy in print, giving it a claim to being the biggest-selling epic fantasy trilogy of the 1980s. It helped revitalise interest in both dragons and the D&D game, as well as serving as the entry-point for hundreds of thousands of young and new fantasy fans. It also kick-started the collaborative writing career of Margaret Weis and Tracy Hickman. They followed up on the initial series with an expectation-defying sequel trilogy, The Dragonlance Legends, comprising Time of the Twins, War of the Twins and Test of the Twins (1986). The original trilogy had been a war epic of massive scale and scope, but this was a far more intimate story focused on the intense and complex relationship between the heroic Caramon Majere and his brother, the sickly, morally-compromised wizard Raistlin, whose antihero antics had made him easily the most popular character in the franchise.

Weis and Hickman then edited some additional Dragonlance books before striking out to write original fiction for Bantam Books, including the hugely popular Death Gate Cycle, before returning to the Dragonlance world for more novels around the turn of the century. With sales approaching 30 million, they the most successful collaborative writing team in the history of epic fantasy and one of the most influential.

The success of the initial Dragonlance books led to more, a lot more, written by numerous authors. Almost 200 Dragonlance novels have now been published, ranging over a span of time from millennia before the Chronicles trilogy to centuries after, but none have repeated the enormous success of Weis and Hickman's books. It would take another four years - and a completely different world - for that to happen.


The Crystal Shard

Ed Greenwood had started writing fantasy stories in 1967, at the age of eight. Over the course of years he built up and created his own fantasy world, telling stories about characters like Mirt the Moneylender, a cheerfully roguish adventurer-turned-merchant who was actually one of the secret lords of Waterdeep, the City of Splendours. In 1978 Greenwood converted his world into a setting for his homebrew games of D&D and started publishing gaming articles in Dragon Magazine. Over the next seven years or so he became one of the most prolific and popular contributors to the magazine, making frequent references to his home setting.

In 1985 TSR bought the rights to Greenwood's fictional world and turned it into an official D&D campaign setting. The idea was that Dragonlance had become very narratively centred on the War of the Lance (covered in the Chronicles books) and its aftermath, and TSR wanted a much bigger world where they could tell a wider canvas of stories. Greenwood and designer Jeff Grubb set about this project with enthusiasm, releasing in 1987 the Forgotten Realms campaign setting. It was accompanied by novels, both a trilogy by Douglas Niles about the Moonshae Isles and a stand-alone book by Greenwood called Spellfire. These did okay, but were not huge successes. It was the next book published in the setting that established its popularity.

Robert Salvatore was 28 years old and had sent TSR a novel on spec, Echoes of the Fourth Magic, about a research submarine and its crew which are transported into a fantasy world. It wasn't TSR's normal kind of thing, but it was enough get the attention of editor Mary Kirchoff. She gave Salvatore a large map of the Realms and asked for ideas. The one he came up was for a sub-arctic tundra setting, an evil magical gemstone of enormous power and a young barbarian hero. The editor bought the idea, but later on had to reject one of the sidekick characters. Five minutes late for a marketing meeting to discuss the book, she asked for Salvatore to create a new character on the spot. His panicked response was to suggest a dark elf ranger named Drizzt Do'Urden, which he didn't even know how to spell. On that random moment, Salvatore's entire writing career was set in motion.

Published in 1988, The Crystal Shard was a slightly unusual D&D novel. The frozen setting, the characters who are twisted versions of standard fantasy archetypes (the dark elf character suffering from racial prejudice and a halfling who's a shrewd trickster and thief rather than a cosy hobbit) and an unusually proficient ability at writing action sequences set The Crystal Shard apart and made it an enormous success. Two sequels followed, but it was the Dark Elf Trilogy (1990-91), which abandoned the epic scale of the earlier books and delved deep into Drizzt's personal backstory, which took the character and made him iconic. Almost thirty years later, approximately 30 million copies of Drizzt's adventures have been sold, making him the most popular-ever D&D character and Salvatore the single most successful author to have worked in that fantasy universe.

By the late 1980s epic fantasy was now firmly established as a marketable, popular genre. There were a few bestselling authors working in the field, critically-acclaimed novels and books which did things a bit differently. But it was still lacking a work that would build on Tolkien's legacy and take it to another level. But at this point there was not just one but two authors working on books and series that would be defined by their extraordinary lengths, their enormous popularity and the huge impact they would have on the genre.