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kalos72
2013-12-15, 01:40 AM
So you always see stories of these "bard colleges" or "military academies" and such...

For what purpose? Do you actually use them for something in your games other then RP material?

If I send some commoner level local to the "bard college" does he come out 6 months latter a level 3 Bard?

TheOOB
2013-12-15, 05:07 AM
I you can get a hold of it this book (http://www.xrpshop.citymax.com/catalog/item/3906392/6232094.htm) helps alot in explaining such things.

An important thing to note about medieval society is that everyone is part of some group, there is less focus on individual and more on society as a whole. Traditionally, society was broken up into three groups: those who rule/fight(nobility, royalty, and knights), those who pray(clergy and scholars), and those who work(peasants, serfs, and craftsmen). Most people fit into one of those groups, who kind of had predefined roles in society, and those who didn't fit into the social order were something to be mistrusted and feared. In a real life setting adventurers would not be very popular.

As the medieval period continued on, a middle class started to evolve, and more and more people started to break that mold. Guilds were created to give these new people a group or identity, so they could fit into society. Without a guild, a traveling merchant, for example, would be strange and unidentifiable, they don't make anything, they don't fight, they don't own land, yet they have money. They have no rules, no attachments, which makes them scary. How can you trust someone when you don't know where they stand.

A Guild creates structure and rules, a merchants guild, once again for example, regulates prices and trade, it's approved by the ruling class of the area. It creates trust.

Going back to the question at hand. Most schools, acadamies and the like are evolved from such guilds. For example, a group of wizards form a guild to create rules and laws in regards to magic use to increase their power and gain the trust of the populace. Over time the guild builds a school to teach magic to further increase their influence, and ensure that only magic they approve is taught.

Someone who goes to one of these schools, depending on it's structure, would likely be a 1st-3rd level character upon "graduation" but they would still always be a member of the guild, and thus always be subject to it's rules, but also always gain the benefits of being part of a group. People who attend such guilds usually do so for one of two reasons. Either a)their father was part of the Guild and they continue their work, or b)they are a freeman who stands to inherit no land or trade and is unable or unwilling to enter the clergy or mercenary service. Mobility between classes or groups is rare, so the only people who typically do so are those who would be without a group otherwise(usually).

Military academies are kind of out of place in the medieval period, and are more of a late medieval/post medieval sort of thing. People who fought typically fell into one of three catagories: Knights, who were typically nobles with little or no land who received personal combat training, Men-at-Arms or professional soldiers who are hired, trained, equipt, and maintained by nobles, and "free" peoples(eg not peasents or serfs, usually sons of yeoman farmers and craftsmen who are not in line to inherit their fathers land/business but are unable or unwilling to join the clergy) who are hired for military campaigns(basically mercenaries). It wasn't until the feudal system started to fall apart that well trained professional warriors who were not directly tied to the nobility existed to any real extent, though a D&D setting is more likely to have them to explain adventuring fighters.

In a game world a guild or school is a great tool. They are the regulators and rule makers for their craft. The local bards college determines who can call themselves a bard and charge for their services and who can not, they set prices and rules, both for the bard and those hiring a bard. Depending on the power of the local wizards guild they may have an influence on the use and taxation of arcane magic in the area. They collect dues and fees from any bards in the area(such dues may be paid via jobs or adventures, hint hint nudge nudge). If the college is large and powerful they may even be a powerful political force in the area, rivaling or even eclipsing the local lord or city council.