So that's the basic idea of Thornwatch: weird bargains made under duress in the thick of a hostile wood. A "campaign" in Thornwatch is designed to be like a season of a show: you've got individual missions (b plots) all tied into an overarching story (a plot) that isn't entirely clear at first. They aren't mean to run long, they're mean to deliver discrete arcs. CSI: Eyrewood.
