AlphaCentauri
First Post
Hi there! I'm new to the bord and I have some questions regarding my campaign setting and planning. It's my first time I'm DM so I would be happy to hear some critics about my setting. If it's too platitudinous, bad or anything else. 
This would be my general setting so far: Hextor (or some other evil god) wants to rule the world by himself. All over Faerun the temples of others deities are getting defiled and the dark clerics of Hextor roam the realm. Since Hextor is not strong enough yet, he needs some alliance. This will be an order of archmages who hunger for power (or maybe the control of a specific magic force). So it's a functional alliance. The task of the order will be to sabotage, intrigue and mislead any suspicion about Hextor and his purpose. Maybe I let the mages work on a powerful spell, which would darken the sun forever and start some sort of ice age.
The players find themselves in a pocketplane of one of the archmages. They are but toys or figures on a chessboard and meant to entertain the wizard. The players do not know this in the beginning but it will lead them eventually to the archmages. The player's first task would be to learn that they are trapped somewhere and escape.
The pocket plane contains different "rooms". A small desert, jungle, a dungeon and maybe more. They'll have some encounters with monsters, solve riddles and the like. When they escape their level should be around 3.
The gap between escaping and finding the order of the mages I still have to fill, since the latter should come later in the game.
When they "awake" in the plane, they don't know that they're in a plane or that there is another real world. They don't know anything else, it's just as it has always been like that. The people of the first village know them, though not why and how long. This village is in the desert and the odd thing is, that there are only elderly villagers. And they are waiting for something...redemption. This I don't know how to solve yet. I'm looking for something with a little "depth".

This would be my general setting so far: Hextor (or some other evil god) wants to rule the world by himself. All over Faerun the temples of others deities are getting defiled and the dark clerics of Hextor roam the realm. Since Hextor is not strong enough yet, he needs some alliance. This will be an order of archmages who hunger for power (or maybe the control of a specific magic force). So it's a functional alliance. The task of the order will be to sabotage, intrigue and mislead any suspicion about Hextor and his purpose. Maybe I let the mages work on a powerful spell, which would darken the sun forever and start some sort of ice age.
The players find themselves in a pocketplane of one of the archmages. They are but toys or figures on a chessboard and meant to entertain the wizard. The players do not know this in the beginning but it will lead them eventually to the archmages. The player's first task would be to learn that they are trapped somewhere and escape.
The pocket plane contains different "rooms". A small desert, jungle, a dungeon and maybe more. They'll have some encounters with monsters, solve riddles and the like. When they escape their level should be around 3.
The gap between escaping and finding the order of the mages I still have to fill, since the latter should come later in the game.
When they "awake" in the plane, they don't know that they're in a plane or that there is another real world. They don't know anything else, it's just as it has always been like that. The people of the first village know them, though not why and how long. This village is in the desert and the odd thing is, that there are only elderly villagers. And they are waiting for something...redemption. This I don't know how to solve yet. I'm looking for something with a little "depth".