Changed planes nine hells, the place that's basically the nine hells but for demons and mount celestia they no longer exist instead exists a underworld plane.
There's a lich queen in the underworld with death knights as a royal guard and basically besides undead there's some powerful necromancers and some oath breaker Paladins and very very few beholds
There is a cult on the material plane that tries to get to the underworld still alive (that's the necromancers and paladins) Nothing ages in the underworld so it is sought out by the powerful.
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I will never get discord I play using play by post
Whenever you create a unique setting for a campaign you should open a discussion with your players on what kind of adventure they're expecting to find in such a place. As a level 20 campaign the idea of a narrative (your players progress through a story with set encounters that you build one after another) is going to be challenging to keep interesting. Leveling up allows players to face newer and harder challenges that would have defeated the party in the past. By starting at level 20 you remove that room for growth, but open up a ton of powerful possible encounters. I would recommend creating an open world campaign where your party can come and go where they wish and you create a handful of interesting encounters for them to choose between. Mix in some time spent role playing with well developed NPCs and you've got a good recipe for many many sessions of play.
Sounds like a cool world! The hard truth, though, is that players don't care how cool a world is: they care how they can change it. Maybe they're hired to destroy one of the evil paladins. Maybe they've got to destroy one of the lich Queen's phylacteries. (Heck, you could build the campaign around hunting down and destroying each phylactery a la Harry Potter, defeating necromancer, death knight, and beholder guardians along the way, building to a final confrontation for control of the Underworld!) Just remember, let the players shape and change your world; don't just make it a backdrop. Nobody watches movies for the scenery or reads books for the backstory; it's the adventures that matter. Focus on those and the rest will fall into place!
Here's what I have
Players start at level 20
Changed planes nine hells, the place that's basically the nine hells but for demons and mount celestia they no longer exist instead exists a underworld plane.
There's a lich queen in the underworld with death knights as a royal guard and basically besides undead there's some powerful necromancers and some oath breaker Paladins and very very few beholds
There is a cult on the material plane that tries to get to the underworld still alive (that's the necromancers and paladins) Nothing ages in the underworld so it is sought out by the powerful.
I will never get discord I play using play by post
Just keep on thinking it’ll all come together. And keep asking why the NPCs are doing what they are doing, what are their motivations. Good luck!
Whenever you create a unique setting for a campaign you should open a discussion with your players on what kind of adventure they're expecting to find in such a place. As a level 20 campaign the idea of a narrative (your players progress through a story with set encounters that you build one after another) is going to be challenging to keep interesting. Leveling up allows players to face newer and harder challenges that would have defeated the party in the past. By starting at level 20 you remove that room for growth, but open up a ton of powerful possible encounters. I would recommend creating an open world campaign where your party can come and go where they wish and you create a handful of interesting encounters for them to choose between. Mix in some time spent role playing with well developed NPCs and you've got a good recipe for many many sessions of play.
Happy hunting, fellow adventurers.
Sounds like a cool world! The hard truth, though, is that players don't care how cool a world is: they care how they can change it. Maybe they're hired to destroy one of the evil paladins. Maybe they've got to destroy one of the lich Queen's phylacteries. (Heck, you could build the campaign around hunting down and destroying each phylactery a la Harry Potter, defeating necromancer, death knight, and beholder guardians along the way, building to a final confrontation for control of the Underworld!) Just remember, let the players shape and change your world; don't just make it a backdrop. Nobody watches movies for the scenery or reads books for the backstory; it's the adventures that matter. Focus on those and the rest will fall into place!
Wizard (Gandalf) of the Tolkien Club