I had this fantastic idea for a Kobold campaign in D&D, that I think I am going to try to get off the ground.
Here’s the synopsis:
Every five years the Kobold clans present the wealth they’ve amassed to their Dragon ruler, whom they revere as a god, and the clan with the most wealth gains the Dragon’s blessings for 5 years. Kobolds, being a minor monster race, have very few ways of generating wealth on their own. So they steal, pillage, plunder, and rob their way through more civilized societies (and/or rival clans) beyond their great Dragon’s realm and return near the end of the 5th year. When they return, they do so carrying, dragging, or otherwise transporting their fat loot as best they can -either individually, or in groups of a couple up to full blown warbands. People realized this, and began forming groups to take down these returning Kobolds and take the loot either as their own or to return to their rightful owners.
Thus Adventuring was born as a profession.
But nobody cares about those guys.
You and your party are a Kobolds, all the parties sent beyond the borders from your clan have been killed or missing. You’ve got 6 months to collect and return with the most treasure or die trying.
I threw together a little map for it even, thanks to that fantastic site Inkarnate. Seriously, check it out. Creating maps is a little addicting.
You got the Dragon lands to the southwest, dwarves to the north, humans to the northwest, and elves to the east. It’d be up to the players to decide where to venture forth, and I’ve got some nifty ideas for each possible destination. It’s very much a ‘the further away from home you get the richer the rewards will be’ but you also need to get there and back within six months.