Have you put any thought into exactly what's out there stalking around in the woods? My brain dredged up a bunch of fungus and vine wrapped undead.
I've put some loose thoughts into it. Undead will be there certainly, and covered in fungus and wrapped in vines is a great visual. I'm also going to use the carnivorous plants that Kamikaze Midget suggested. Shambling mounds seem appropriate too, though I might need to make up stats for those. I plan to have a proliferation of trolls, too. Beyond that, the monsters will come down to what I feel like adding on a session by session basis.
I do want to give the players some idea that the woods are a dangerous place. I'm going to do a 'campaign handout' today to get them thinking about characters, and I'm going to mention that dark things are moving in the woods, some of them big and scary.
What's keeping all of that old money there? I'm guessing that it has to be more than just the threat of danger in the woods. I mean if the merchant is able to do it, why would they stick around? What kind of money are we talking about? I was imagining that the villages were just a bunch of sagging, lashed together shacks behind a slimy wood and stone barricade, is it bigger and more established than that?
This one I'm stealing from Sleepy Hollow. I like the tone of old, distinguished families in the area, adding a touch of class to the town. I figured the danger would keep them there, but now I'm beginning to think it would be great if there was a secret reason they remained. Maybe there's some sort of hostage situation that nobody knows about? Perhaps the fey have some of their souls?
The town itself is home to two hundred people, but once was home to five hundred. The buildings are mostly made of stone, and many are multi-level buildings. There are signs of the village's old prosperity in the scrollwork and embellishment on some structures.
I'm kinda thinking that if I were going to run with a story like this, I'd lose the merchant, and have those few villages be the extent of the known world. The old roads washed out years ago, everyone is barely surviving on a limited diet of what little they can grow in that weather, and as far as anyone knows, this is what the entire world is like. I'd also lose the mage-made dried wood industry and revert to more mundane methods of drying wood and tinder, and making charcoal.
While that's an interesting idea, it's not quite the tone I want to set. While the campaign will be fairly focused on the villages, I want to have the idea that a bigger world exists outside, and that these people are just wretched and miserable. I want the option to 'go get help' to be viable, if the PCs choose to follow it.
I have a bad habit of pushing magic to the side when I go for a more provincial campaign. I'd like to instead put magic to work as a part of everyday life. That way the people of the town really
accept arcane magic, while having a mistrust of divine magic. It seems like mistrust of arcane is very common in campaigns, so I'd really like to put a spin on that.