Scrivener of Doom
Adventurer
I would have the Heroic Tier be about carving out a safe place in the darkness. That may simply mean ensuring that the city you have as the centrepiece of your campaign is largely free of undead.
The Paragon Tier could then be about pushing back the darkness... but I would probably start with the first Paragon adventure being some sort of mass combat to defend the same city. (P1 King of the Trollhaunt Warrens may give you some ideas about running this sort of adventure - although I realise it's about trolls rather than undead.)
Coming back to the Paragon Tier being about pushing back the darkness. How do you do that? The simplest answer is a MacGuffin of some kind. In the Forgotten Realms (yes, I know, "Boo! Hiss!" - everyone hates FR), there is a nation, Elturgard, which has a second sun, created in 3.5E by a heretical (at the time) cleric of Amaunator. What if there is a similar ritual available in your world to summon a second sun in order to banish undead from a region? There's another similar idea in another 3.5E book (I thought it was Dungeon Master's Guide II but now I can't find it) where you created a great lance of sunlight on the top of a mountain. Imagine how that could cause havoc in the ranks of an undead army.
Anyway, perhaps a MacGuffin quest is cheesy... but often it can be effective. Think of what the components are - ritual scrolls/books, special ingredients (nothing as banal as residuum) etc... - and then let the PCs choose which to chase after first. It gets them travelling all over map, forces them to ask for information from NPCs (who may have require a task performed as the price of parting with the information required) and basically gives you something of a structure on which you can build your Paragon Tier.
And, [MENTION=92704]Grimmjow[/MENTION], what [MENTION=53678]Wednesday Boy[/MENTION] said about how to create your three types of undead is also what I would do.
The Paragon Tier could then be about pushing back the darkness... but I would probably start with the first Paragon adventure being some sort of mass combat to defend the same city. (P1 King of the Trollhaunt Warrens may give you some ideas about running this sort of adventure - although I realise it's about trolls rather than undead.)
Coming back to the Paragon Tier being about pushing back the darkness. How do you do that? The simplest answer is a MacGuffin of some kind. In the Forgotten Realms (yes, I know, "Boo! Hiss!" - everyone hates FR), there is a nation, Elturgard, which has a second sun, created in 3.5E by a heretical (at the time) cleric of Amaunator. What if there is a similar ritual available in your world to summon a second sun in order to banish undead from a region? There's another similar idea in another 3.5E book (I thought it was Dungeon Master's Guide II but now I can't find it) where you created a great lance of sunlight on the top of a mountain. Imagine how that could cause havoc in the ranks of an undead army.
Anyway, perhaps a MacGuffin quest is cheesy... but often it can be effective. Think of what the components are - ritual scrolls/books, special ingredients (nothing as banal as residuum) etc... - and then let the PCs choose which to chase after first. It gets them travelling all over map, forces them to ask for information from NPCs (who may have require a task performed as the price of parting with the information required) and basically gives you something of a structure on which you can build your Paragon Tier.
And, [MENTION=92704]Grimmjow[/MENTION], what [MENTION=53678]Wednesday Boy[/MENTION] said about how to create your three types of undead is also what I would do.
