<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=241802.msg11954830#msg11954830">Quote from: Chulanowa on 04-01-2016, 04:44:04</a></div></div><blockquote class="bbc_standard_quote">Kind of a WIP - mostly me hemming and hawing over what class I want to go with. I don't suppose gestalt is an option in this game?  ;D<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Nope, not really. Fraid you'll have to make up your mind.<br/><br/>but her background looks pretty good to me.  :-)<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=241802.msg11954247#msg11954247">Quote from: Andi on 04-01-2016, 00:37:32</a></div></div><blockquote class="bbc_standard_quote">Danke Dir. This brings up another thing - what degree of historical accuracy, modulo the existence of magic, non-human intelligent life, and divine intervention, am I working off here? As in, does the world feel like the historical middle ages? Or, on the other extreme, does it feel like the idealized franko-german rennaissance of fantasy JRPGs? Or somewhere in between, the way most fantasy RPG settings seem to fall?<br/><br/>And because I realize that is hard to answer, the background to my question is that I am trying to figure out how the character I am building learned what she knows. Her skillset, on a whole, strikes me as being consistent with an embarrassing accident had by minor nobility, and sent to boarding school and later some sort of musical academy to get them out of sight and hopefully out of mind. From her perspective, more like "here's a stipend to get you trained in something that will feed you. Good luck out there." So I guess I am primarily interested in how the feudal system plays out in this world, whether there is any sort of formal education system, and if so, how it works.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Difficult questions indeed. To address the latter part first: There's little in the way of academies or universities in this (part of the) world. A large city may have a magic-user guild that serves some of those purposes, or perhaps a few guilds dedicated to "knowledge-based" professions, but in most cases these would only be open to guild members and their apprentices. A generous gift may buy an outsider a place there, but that would be fairly rare, as (a) the guild would need a very big donation to allow sharing of their knowledge with an outsider (guarding their trade secrets is what keeps them in business, so knowledge is closely guarded), and (b) people will usually be expected to take up the family trade, therefore learning their profession from family members and through on-the-job training from an early age.<br/><br/>An "unwanted" young family member is probably more likely to be shuffled off to a cloister or monastery, but if they are lucky might find themselves as squires to a distant relative or an ally of the family, far away from home, out of sight and out of mind, but learning skills appropriate to the gentry.<br/><br/>As for the general "feel" of the world... I am aiming for at least some level of realism. How well that will mesh with the more magical/supernatural elements of the setting I am actually not completely certain myself. But keep in mind that player characters are exceptional people. An average person, even if of a fairly high level, might simply not have the attributes to make the most of their abilities (if they are actuaqlly members of a PC class). An attribute of 13 is pretty high for the average person, but it will limit a cleric or wizard to 3rd level spells, even if it may be noticeably better than a typical person's Int or Wis.