The series of DRAGONLANCE mod-
ules and novels from TSR, Inc., have given
us a detailed campaign setting dominated
by warring dragons: the world of Krynn.
This world is an admirable setting in which
to begin an AD&D® game campaign, or a
nice place to visit (via interplanar spells)
for player characters in an established cam-
paign.
Krynn is otherwise rather difficult to
integrate into an ongoing AD&D campaign.
It is too polarized a world for casual adven-
turing, and comes complete with its own
gods, powerful magic, and large-scale strife-
in-progress. For those DMs who like their
dragons less dominant, but still fancy some
sort of dragonkind organization or power
group (rather than using dragons as a suc-
cession of isolated, unsuspecting targets), I
present some details of the mysterious Cult
of the Dragon, from my Forgotten Realms
campaign.
Less powerful thus, necessarily more
secretive than the forces at work in
Krynn, this group of human dragon-
worshipers (and a splinter group or inde-
pendent sect, the devil-worshiping Dragon
Lords who serve Tiamat directly) has been
one of the behind-the-scenes continual
adversaries for a group of quite energetic
players over the last five years or so. There
is no reason its activities could not serve as
a similar incentive to challenging adven-
tures in other campaigns.