In the year two seven fourteen, a new squad of operatives was chosen by
the College of Illusion. These fools promptly went on to frustrate their DM at
every opportunity. Today, still working together because really, who else would work
with them? They survive as adventurers of fortune. If you have a problem,
if no one else can help, and if you can find them,
maybe you can hire the Second Breakfast Club. Tony Kenney as Eddie thousand Only,
Jesse Owen as a deer a Glow, Michael Cole as Urag, Jesse
Wicks as Bill Claillance, Nico Rodriguez as your DM. Welcome back to the
continuing Tales of a Fool's Quest. Hey everyone, Niko here and I am
back after taking some time off and being a player in campaign one point five.
It is nice to be back in the DM seat, so let me
update you on some of the changes that are coming from campaign two. If
you are a new listener, thank you so much for checking out the show.
We appreciate your time and we know that there's a whole slew of podcasts
out there, so thank you so much for checking this one out. Campaign
two point zero, this campaign that we're starting right after. This episode is
set in the same world as Campaign one and Campaign one point five, but
it's not directly related as far as characters or story. In fact, it's
a couple thousand years later. So if you're starting here, that's totally fine.
You're not missing anything by not having listened to the first two campaigns.
So sit back, relax, and I hope you enjoy the ride. If
you do want to pop back over and look at the other stuff, feel
free. That's totally cool too. We're all about it. For our returning
listeners, we do have a handful of new things that are coming into play.
First, we have bumped up the amount of players from three to four,
so there will be four players in this They will all be noted in
the next episode, but all of them are returning cast members from previous seasons,
so you'll hear familiar voices. The second we have switched from playing Dungeons
and Dragons to a different tabletop game called Dungeon World. I invite you to
check out Dungeon World. I will put a link for where to find the
content for this. It is a super fun game. We've been playing around
with it a little bit. We actually looked at a whole bunch of different
TTRPGs to play for campaign two and switch from Dungeons and Dragons, and this
one just fell very right. The amount of creativity that you can have when
you are doing your tax and abilities and spells is just the way we to
play. We are hands down rule of cool. So please, please,
please please go check out the Dungeon World module. You can purchase it.
They also have free PDFs online from the people who make it, so go
to town like check it out. It's fantastic. I highly encourage you to
play. Third A fools Quest last year evolved into a company called Creative TYPEO
Entertainment. Again, we're still just a group of indie podcasts doing the thing
we love, and we are by no means a big company and making billions
of dollars or anything that would be dope though, so maybe you know one
day. But also it was our chance to kind of make it a little
bit more legal and kind of protect ourselves from all the things that we're happening
out there. So there are a handful of shows. Our hands are in
all of them. So if you really enjoy a fools Quest, we've got
a little bit of each flavor. We've got audio dramas, actual plays that
you can check out. We have sci fi, comedy, horror, suspense,
murder, mysteries, a little bit of everything. So make sure to
check out our website a fools quest dot com and you can look at all
of the other shows that are on there as well. We do have Ethereal
Embrace, which is a spinoff of a fools Quest. We also have The
Fat Archives, which is a big passion project of mine with audio drama,
voice acting, and it's a lot of the cast and crew from the other
shows that we have and several other shows. I'm not going to go all
over that because I want to keep this short and sweet to get you into
the good stuff. But please check out the website, look at our other
podcasts, make sure to rate and review this, rate and review those.
It goes a long way and still helps to build our brand and get our
name out there. Finally, we do have a Patreon for those of you
that like to give back monetarily. We've got a couple options where you can
do that. Patreon's the biggest one that comes with perks depending on what tier
you're on. We do bin tier access for different shows. We do ad
free so you'll hear commercialism and stuff. If you're on the general feed for
a fools cluss right now, those are all gone. When you do Patreon.
The different tiers start from five bucks and range all the way up.
We do coupons for merch if you're on the merch tier, So yeah,
I mean lots of cool things. We also have special episodes in Patreon where
we discuss the episodes of the month, and that segment is called WTF for
the Fools, and that's a lot of fun. We just kind of do
like interview style and chat about it and we answer any questions that might come
up from our listeners. And then we have another segment called NPC Interludes,
where we typically take three scenes from three different groups of NPCs that show up
in the world and give you some background into what they're doing while the fools
are doing their own little thing. So it's kind of like a little bonus.
Hey, here's what's happening in the world that isn't directly happening to the
fools yet, but we'll have impact. We've got a game we're actually playing
right now for Patreon where our patrons actually get to choose the random, weird
things that happen to the fools as they try to travel in our miscrean series.
So lots of fun stuff to do with our patrons and engage. And
in speaking of engagement, we do have a discord too where we love to
get feedback. We love to talk about gaming, we love to talk about
podcasting, fiction stories, whatever you want to talk about. Hop in,
give us a holler chat with us again. That will be in the showing
us for this too. You can just click it and it will take you
right to our discord where you can chat with us. And while we're on
the topic of Patreon, I want to give a big shout out to our
executive producer, Nick Mead, who is on the executive producer level of Patreon.
Thank you so much. Nick. You know how much we love you.
We tell you all the time, but we want to make sure that
the world knows how much we love you so and if you would like our
eternal gratitude much like Nick gets you two can become a patron at whether it's
the executive producer level or anything else. I mean, any little bit helps.
So anyway, a few format things coming up, but you'll see those
as the show goes. We really appreciate you being here, We really appreciate
you taking the time to listen to our show, and we hope you have
as much fun listening as we do creating this. So without further ado,
I'm going to kick it over to Shamus, who is going to do a
little bit of groundwork for Lore for the upcoming campaign. Not a whole time,
but a little bit. So check it out and then we'll see you
next Friday to start campaign to the Scholastic Wars. In the year twenty seven
hundred fourteen of the Age of Academics, the world, if you fray,
is divided into eight nations. At the core of each nation's government lives a
powerful magic item, an infinite page of Magic. An infinite page of magic
is a sheet of indestructible parchment that embodies one of the eight schools of magic
abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and
transmutation. Together, these eight pages make up the original Book of Magic.
But just as the nations are separated, so are the pages. At the
end of the Age of Judges, the previous age in which campaign one took
place, something broke the way magic worked in your Fray. Magic users could
only tap into one particular school of magic. While they might be able to
discern or understand magic from other schools, the magic use were incapable of wielding
the power of any other school. The restrictions in magic caused division between users.
Magic wielders began to group up and form academies specific to their schools.
Governments and wealthy elite back specific schools, and the schools began to separate until
there were clear boundaries between the academies and the nations backing them. The magic
school restrictions, later called the circumscription, had one exception warlocks. Because of
the links to patrons that exist outside the realm of Eufray, warlocks were able
to access all schools of magic. However, during the break in the Age
of Judges, the walls between universes became reinforced, limiting the ability for patrons
to secure packs with warlocks. Because of this, the number of warlocks in
the world of Euphray is minuscule compared to the other magic users. In the
beginning of the Age of Academics, warlocks were determined to be a threat by
the eight Academies of Magic. It was not long before resentment and fear turned
into outright hostility. Thus began the extermination efforts of all warlocks, also known
as the Pact Hunt. The surviving warlocks went deep into hiding and had to
weigh the risk of being caught in the open versus not fulfilling the mandate from
their patron. After the Pact Hunt was satisfied, there were two hundred years
of peace among Euphrate as the eight different schools established borders and governments, International
rules for school squires were established, and the academies began to take form.
The peace did not last long, however, and small skirmishes between nations and
schools began to take place. Today, in the year two thousand, seven
hundred fourteen of the age of Academics, common folk debate whether the world of
Euphray is on the brink of full blown war or if the governments and wealthy
elite are simply using scare tactics to reinforce their heavy tariffs and burdensome tax laws.
Although the primary focus of academies is recruitment and development of new magic users
also known as squires, the academies also hire and train individuals for other roles.
In fact, more than two thirds of the academy residents are non magic
users that fit other necessary roles. Every full magician is expected to have a
retinue of anywhere from three to seven trusted companions. These support roles may include
soldiers, diplomats, religious proxies, investigators, scholars, and even those with
more discreete backgrounds. A squire will train with multiple combinations of support roles to
learn the pros and cons of each. Upon reaching completely of middling education,
the exact ranking system and titles differ depending on the academy. An undergraduate may
apply for an assigned team of support staff to report directly to them. Upon
approval by academy professors, the undergraduate has agency to direct their team as they
see fit. Different academies and nations have different rules regarding the support staff's duties
and how they are to be held accountable. Religion in Euphray remains primarily in
the control of the Church of Greyhawk. The world of Euphray still recognizes the
twelve primary gods, but reveres Greyhawk as the deity of the universe. The
second largest religion worships the God Loch. International travel is dangerous due to hostile
national boarders, roaming bands of monsters, and opportunistic bandits. There are two
primary careers that are given international traveling privileges. The first is any certified member
of the Merchant Guild, with the exception of the Brom Royal faction of the
Guild who follow the Moonlit Path. Almost all Merchant Guild members subscribe to the
God Loch to grace their travels. The second group of travelers are titled student
Ambassadors. They reside in all eight nations and are neutral parties to the academies.
When a potential squire is discovered, a student ambassador is assigned to escort
them to the appropriate academy, regardless of distance or season. Student ambassadors are
also given authorization in all eight nations to eliminate any warlocks discovered during travels.
The third largest religion is the Moonlit Path. Although it is the third largest
religion in size, it subscribers only account for four percent of the total population
of Euphrate. The religion was founded in the early days of the Age of
Academics and was primarily funded by the Brom Royal House. Because of their vast
wealth and reach, the religion was able to spread, though many rejected it
as heresy against the true god Greyhawk. Several cults have also spawned during the
Age of Academics. The Cult of the First People worship ancient powerful beings that
they believed to still walk the face of Eufray. The Cult of Three believe
that the end times are in the near future and an evil god will be
set upon Euphray. They take their teachings from an ancient book called the Broken
Mirror Journal, although there are no copies of this book to be found.
The final cult of note are the Duches Brigade against Guilds, also known as
d Bags. This group follows teachings of a long dead prophet that believes all
guilds are evil and unchecked power should be managed by a higher power. There
are still many guilds in the world of Eufray, most notably the Merchant's Guild,
the Crafting Guilds, and the Fishing Guilds, although there are more secret
guilds let stick to the shadows, such as the Thief's Guild and the Assassin's
Guild. Guild visibility and validity differs depending on Nation and laws. Our heroes,
also known as Fools, begin their journey in the Illusion Nation. They
are already an established group within the Illusion Academy, earning their place is one
of the top three groups in the school. Also known as a clique.
The party consists of four members. Eddie FELSONI is the wizard that specializes in
illusion magic. Per Academy standards, Eddie is the defined leader of the group
and is held responsible for the party's health and actions. The three other Fools
act as support for Eddie, working to keep him safe and healthy. The
first of the support is Eddie's dear friend, Bill Quiverlands, the Bard.
While Eddie is technically the leader of the party, Bill acts as the frontman
for the team. Where Eddie relies on guile and intelligence, Bill uses his
charm to navigate social situations that the party may incur. One of Bill's first
tasks was to find two additional party members that could act as muscle for the
party. He did not disappoint. A Dearer. Glow is a fire genasi
barbarian with big anger issues and an even bigger acts. Her disposition is as
fiery as her weapon. Once she's raging, and finally or Rog is a
shape shifting druid well versed in the nomadic lifestyle of the Illusion Nation. While
the party will be starting in the comfort of their home in the Forsaken City,
deep within the protections of the Illusion Nation, the world around them continues
to grow tense. National disputes, trade tensions, warlock terrorists, roving bands
of demons, and wild magic surges all push the world of Euphrae closer and
closer to the brink. Welcome to the Scholastic Wars. This concludes this episode
of A Fool's Quest. Join us next time for more fun and daring adventure.
Thank you for listening, and don't forget to like, to subscribe,
review, and comment on your favorite platform. To listen to A Fool's Quest.