Dragon Campaigns (CWS)

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A dragon campaign set in the Council of Wyrms setting is by far the best way to make use of the material presented in this product. Even so, the rules and campaign materials here do not cover every possibility or square acre of island. It falls upon the shoulders of both DMs and players to expand the world and fill in the blanks with rich, personalized details.
To start, each player needs to create a dragon character and its kindred, or a single half-dragon, using the rules in Section I. Each player should choose a clan to which the PC dragon belongs. With the DM's approval, players should be encouraged to create details and personalities for the clans they select. The very first adventure for dragon PCs appears in Section III. It concerns a clutch of aerie dragon eggs that open in the Council hatchery. The hatchlings are immediately confronted by foul humanoids that try to make off with a few unhatched eggs while the PCs awaken to life outside the shell.
From this starting point, every dragon campaign will evolve in a different way, reflecting the personality and gaming needs of the players and DMs. All campaigns should begin in the shadow of the Council of Wyrms, but can then develop in any number of directions. Some adventuring groups may want nothing more than to explore the world and battle the dangers it contains. Others may seek the grand scale of epic events, the politics of the clans, or a quest for personal power and glory. Still others might prefer to dabble in all styles of play, moving from hack-and-slash to exploration to political intrigue and back, over the course of an extended campaign.
The simplest way to begin is to start small. For example, the dragon PCs operate from the Council Aerie during their first 25 years of life, so this becomes their home base. The adventures presented in Section III can be used to fill out the course of the campaign. Details can be added along the way, helping DMs to slowly build the world as they see fit.