Moonlit Paths

Moonlit Paths is a series of 'oneshots' set in the world of Folterran. This campaign allows players to create up to five characters which they can mix and match into different party compositions with each session. This lets each game be related to each other but more loosely than a traditional one PC per player style. All characters are part of the local adventuring guild where they find jobs, friends, and quests in the city and beyond. Moonlit Paths focuses on gritty realism resting, combat actions, injuries, and stacked death failures to be more immersive, as so many PCs also means more of them who can die! Experimentation is key to surviving this game and having fun.

Woomy's Characters

 * Penny
 * Stag
 * Nikolai the Vampire
 * J17-22491 "Wiki"

Lady's Characters

 * Dahlia
 * Gwenivere Narcissa
 * Joli Oakfist
 * Mary'l Heartsong
 * Sloane Beaumont
 * Stuf
 * Jessamine Dawnstar

Ana's Characters

 * Bronk brawn Brawnstone
 * Fallia Ultervick
 * Miz
 * Veti
 * Yule Tide

Chloe's Characters

 * Azure Mistdreamer (Misty)
 * Gale
 * Theodora (Tizzy) Glainte
 * Sofius Ikaronkin
 * Aragwyn Mooncleaver

NPCs
Joy

Hanon

Xerena A'Daroavae

The Guild Town
Guild Town is a bustling city filled with coming and going adventurers. Its halls are always filled with the clamor of life. The Guild has a professional sort of sloppiness to it.

Tizzy's Fort
Tizzy co-owns a fort that hosts her very small goblin clan army within. The fort is well guarded and was the site of a summoning of Dranir himself, who gave Tizzy his blessing as a ruler.

Wizard Towers
Mary'l Heartsong has a floating tower she claimed from an insane wizard who made golems out of teapots and silverware. Azure Mistdreamer has created his own wizard tower with an ever-howling blizzard encircling it as protection.

Moonlit Path Sites
There are many Moonlit Path sites throughout the area.

Outposts

 * Fort Iceshard [Mountains]
 * Fort Mangrove [Swamp]
 * The Goat and Goblin [Lone Inn]

Brightburn
A neat farming hamlet that Sofius protects. Miz used to live here before her family moved. The town has a hedge mage alchemist shop. Brightburn has 325 citizens with a dozen guards and four clergy. Its tavern is the Red Tankard that has oat meal specials and a secret basement of small tunnels under it.

Candor
A small dilapidated village that's steadily being reconstructed over the abandoned town next to the headless chasm. Candor exists as a place of unity for tieflings and devils away from holy avengers and others that want to kill the. Candor also acts as a staging ground to enter and exit the material plane. The village is run by the Baron and his guards who enforce five main rules to keep the peace. As long as people follow those rules all is well. Lawful Devils of course so, and Tieflings that follow the codes are also permitted. Technically anybody can visit and if they prove themselves to the Baron they could even live there. Despite this residents will still take advantage of each other, as devils are still devils, but murder and blood lust revenge is not allowed. Meg the Erinyes guards the front gate of Candor with a welcoming but stoic disposition.

Candor is largely made up of a few craftsperson's homes and businesses at this point as many of the residential houses have yet to be fully restored. That being said a few more exotic businesses are around. There's a grocery named "Asmodan's Grocery" in common, whose Infernal alliteration is lost in translation. Alongside the grocery store is a tavern called "The Copper Cauldron". "The Forbidden Tracker" or "The Forbidden Finder" (the sign is hard to read) is also nearby, though what's inside is unknown. There is a small candy shop called "The Sweet Fang". A man named Todd owns a thrift and tailor shop that's frequently used to cloth refugees. A school is currently in construction and many of the devilish residents are seeking apprentices.

A two story inn called the "Demon's Respite" is also in town. The inn has its name emblazoned onto the wooden sign out front, with a picture of an incubus smoking a phallic pipe and hellish additions of barbed metal on its roof. The "Demon's Respite" is co-run by an obese imp named Gubbert that is unable to fly due his weight and an Incubus named Desperado that works the bar. He employs succubus waitresses such as Niffy and Nissy, who are enthusiastic twins, and Valentine, an insightful and calm woman.

Dogtong
A riverside town that's close to the Guild city. Takes a decent amount of trade and is a decent adventuring rest stop. Dogtong has 501 citizens with five guards and six clergy. Its tavern is The Sculpted Serpent that's owned by an unmarried man and his female 'friend'. The barkeeper is an extremely loud female dwarf. It's very popular with the locals! Has a nice wine list with basic/deep fried foods and a lot of hunting based products. Dongtong is run by Nikolai who plans to create a vampire castle there.

Duradunn
A small city that hosts three mines. The copper mine is controlled by the Dwarven Cobaltclash clan, the tin/quartz one by the halfling Maracons clan, and the third iron mine by the Dwarven Dunnsmith clan. The city has many metal and fine art makers. Duradunn has 1965 citizens and is populated mostly by Dwarves and Kobolds. It has 26 guards and 25 clergy that is overseen by an ordained Cleric. Five taverns make their home here though The Moose and Shark is the most popular. It is rumored to be involved in an organized crime rink.

Goldpeak
An exclusive town where all metal within turns to pure gold. The mayor has restricted immigrants to a bureaucratic approval only system to prevent an overflow of new citizens. Goldpeak is very business oriented due to the nature of its land. The town has three main businesses. The Last Will and Testament is a necromancer's shop that provides services on explaining wills and closing estates. The War Zone is a shop specializing in the game Warzone, which is trading card game where the cards are enchanted to look like they're fighting. The War Zone shop has tournaments where the winners can get artifacts that further assist you in the game. Teleport Express, aka Tel-Ex, is an express delivery service that magically transports goods all over the continent; "Tel-Ex will deliver all of your items over night, or Your money back! (*conditions do apply)".

Goldpeak has two taverns: Monster's Delight and Cherry Pickers. It also has two artisan guilds. The Goldpeak Jewelers Guild and Goldpeak Chefs Guild are well known for their professionalism and high quality products.

Goul Rune
A hamlet that Mary'l's tower is directly next to and where Blythe owns property in. This place has been subject to many terrors, the least of which includes a Koa-toa clan that once serial murdered a third of the town for its made up deity. Perhaps these unfortunate magical incidents are because Goul Rune is an alchemist town that serves a plethora of wizards and artificers who seek its unique services. Goul Rune has 410 people with a small guard and no clergy. It has a male Dwarf mayor named Artip. The hamlet has an untouched tower in its nearby forest called the Watchtower as well as a shrine of Muriel. Its tavern is called The Jovial Shepherd and is run by a retired knight who has outfitted it for adventurers to use.

Marbleburrow
A village that is known for its light hearted nature and poets. Marbleburrow is mostly populated with humans and elves. It has 702 citizens, seven guards, and nine clergy. It hosts two goofy taverns, the Soupghost Tavern and The Famous Hippo, that attract adventurers looking for fun. A Church and temple are also there.

Narona
A farming village created when its founder discovered how fertile the soil was in the area. It's a very peaceful place where monsters don't often attack. Narona has 523 people with a tiny guard of three as well as seven clergy. It also has a high amount of farriers.

Nexus
A thousand year old city in the sky that hosts a plethora of arcane activities ranging from wizard universities, mage competitions, experimental laboratories, and much more. Nexus is the island of dreams for many a caster looking to master their craft. To reach the city one can pay the guarding Brass dragon five silver to fly a lift up to the city or you can fly up there by spell, broom, rug, etc. The bottom of the island has a legend that a massive Sorcerer Stone powers Nexus' magical stability, allowing it to not only float but to be in the center of so many ley lines. The origin of Nexus' founders are also shrouded in mystery but it's said that a trio of spell casters began the city and their direct descendants created Nexus Academy soon after.

Nexus is a popular tourist attraction! So much so that they have enchanted brochures and dedicated tour guides that meet explorers at the dragons lift gate. You can even get a Hippogriff mounted tours of the college campus. The city has many historic sites and a few shopping centers. It's an extremely expensive place to live however, with rent for a standard apartment costing between 80 to 150 gold a month. Nexus has eleven inns and nine taverns. Mary'l, Fallia, and Sofius stayed at The Deadly Dagger, an inn well known both for its surprisingly amazing food and the fact the building is mostly underground. A very friendly waitress named Amanda works here. Another inn is the Carved Circle, a place for wealthy families whose main draw is a petting zoo for kids in the back. Two popular taverns are The Nervous Dragon, which sells Kobold Kombucha, and the Peckish Pixie, which sells the Fairy Fireball- a delicious cinnamon whiskey made with a touch of Fey magic that causes uncontrollable hiccups that make your breath shimmer.

Nexus Academy
While the Academy is a private institution, the school is extremely open to collecting and then sharing arcane knowledge through the world. Some professors offer pro-bono magical identification work. For example, identifying the origin of a sorcerer's power only takes the person removing all metals from their body and then giving a small blood sample or drinking a potion so a Diviner can better trace the source of your magic. The staff member in charge of sorcerer testing is Professor Morin who specializes in Hemodivology, the study of blood divination.

The entire academy is coated in protective wards built up over generations. The biggest source of wards is the portcullis entry archway to the academy. Students and staff are able to move past these wards with enchanted uniform emblems they have on while on campus grounds. Those with the emblems are temporarily surrounded by a tingling, silver energy while they're scanned. Casting magic without an emblem can cause the security to activate- which triggers powerful Sleep or attack spells on intruders. Magic items, like brooms, are not effected by the wards unless they are being used violently. Guests can enter the campus without an emblem but they must stay close to their host at all times.

Academy students typically wear incomplete uniforms, relying more on a loose dress code guideline. Skirts are to fall to the mid thigh, pants have to be down to the ankles, and any scarves or shirts must to be the color of their assigned arcane class. The one thing every student has in common is a pinned class emblem visible on their shirts or jackets. Very few students are 'ratty' looking as it's an expectation to put care into your appearance as a representative of the university. Students are always given holidays off.