So I'm starting a new campaign, with a party of 9th level characters.
It's a homebrew world, and on the major continent a great empire has ruled for thousands of years, united ages ago by Lord Martill Havendash at the battle of the Bloody River. But, Lord Havendash made a deal with Death. Lord Havendash was granted immortality for ten-thousand years. At the end, he would have to give up his soul.
Ten-thousand years passed.
Death, in the guise of an old soothsayer, came to the empire's capital of Ironwall. There, he gained the King's confidence and on the eve of the ten-thousand years, Death interrupted a ritual ceremony the Emperor was performing, and demanded that Havendash give up his life. Havendash refused, and completed the ceremony, turning himself into a lich and believing he had cheated death.
Not to let such a transgression pass idly, Death raised the great armies that fell ten thousand years earlier at the battleground of the Bloody River (which the city was built upon), and the skeletal warriors destroyed the city, and moved onward. Where the undead plague swept, the dead were raised, and magic was extinguished (again, Death's doing, mostly in reaction to Havendash's lichdom). Havendash himself remained a lich, but Death placed a terrible curse on him. For eternity, Havendash would be forced to wander the continent, repenting for every sin committed under his rule, by anyone.
Now for where the players come in.
The PCs were at Ironwall on the eve of the ten-thousandth anneversary of the empire's foundation. When the skeletal armies rose, they, along with many others died in the defense of the city (allowing some innocents to escape).
Then, after their death, their souls watched the world for a thousand years (IMC the souls of heroes are set in the sky as stars after their deaths), as the undead ravaged the continent, and magic was extinguished.
During the thousand years they watched, resistance movements set up in the most hallowed of places. Perhaps one one-hundredth of one percent of the original population survived in these small bands, fighting for the right to live.
One of these bands discovered a prophecy, and the band's elder, along with a small war-party, set out to see it through. The prophecy was for the return of magic, and heroes, to the world. After the warband sneaks into Ironwall, at the remains of the castle there, a ritual is performed with the rising of the blue moon. The PCs (now treated as true heroes after the tales of the escapees of Ironwall's destruction became legend) are ressurected, and their return breaks Death's barrier that extinguished magic. Magic returns to the land, and the PCs have to escape the city after being brought back to life.
...and that's the end of my planning.
I have no idea where I'm going to go with this next, so any comments/criticism/ideas
would be very much appreciated!
The theme of the campaign is bringing back civilization from the brink of absolute destruction.
It's a homebrew world, and on the major continent a great empire has ruled for thousands of years, united ages ago by Lord Martill Havendash at the battle of the Bloody River. But, Lord Havendash made a deal with Death. Lord Havendash was granted immortality for ten-thousand years. At the end, he would have to give up his soul.
Ten-thousand years passed.
Death, in the guise of an old soothsayer, came to the empire's capital of Ironwall. There, he gained the King's confidence and on the eve of the ten-thousand years, Death interrupted a ritual ceremony the Emperor was performing, and demanded that Havendash give up his life. Havendash refused, and completed the ceremony, turning himself into a lich and believing he had cheated death.
Not to let such a transgression pass idly, Death raised the great armies that fell ten thousand years earlier at the battleground of the Bloody River (which the city was built upon), and the skeletal warriors destroyed the city, and moved onward. Where the undead plague swept, the dead were raised, and magic was extinguished (again, Death's doing, mostly in reaction to Havendash's lichdom). Havendash himself remained a lich, but Death placed a terrible curse on him. For eternity, Havendash would be forced to wander the continent, repenting for every sin committed under his rule, by anyone.
Now for where the players come in.
The PCs were at Ironwall on the eve of the ten-thousandth anneversary of the empire's foundation. When the skeletal armies rose, they, along with many others died in the defense of the city (allowing some innocents to escape).
Then, after their death, their souls watched the world for a thousand years (IMC the souls of heroes are set in the sky as stars after their deaths), as the undead ravaged the continent, and magic was extinguished.
During the thousand years they watched, resistance movements set up in the most hallowed of places. Perhaps one one-hundredth of one percent of the original population survived in these small bands, fighting for the right to live.
One of these bands discovered a prophecy, and the band's elder, along with a small war-party, set out to see it through. The prophecy was for the return of magic, and heroes, to the world. After the warband sneaks into Ironwall, at the remains of the castle there, a ritual is performed with the rising of the blue moon. The PCs (now treated as true heroes after the tales of the escapees of Ironwall's destruction became legend) are ressurected, and their return breaks Death's barrier that extinguished magic. Magic returns to the land, and the PCs have to escape the city after being brought back to life.
...and that's the end of my planning.
I have no idea where I'm going to go with this next, so any comments/criticism/ideas

The theme of the campaign is bringing back civilization from the brink of absolute destruction.