Where to Train - the 18 Shift Venues¶
Every class has a dedicated training venue - a specific location
with a specific master NPC who runs the BG89 4-phase shift loop. You
walk in, talk to the master, type /shift start, and the venue
queues tier-appropriate tasks for you to handle with the class's
verbs. Each clean shift credits Skill Points, faction rep, and a
small stipend.
This article is the master map. Walk it once, pick your home venue, come back to it every in-game day or two.
At a glance¶
| Total venues | 18 |
| Indoor venues | 13 (one per non-outdoor class) |
| Outdoor venues | 5 (the wilderness-leaning classes) |
| Shift cost | Free to start; some venues require an introduction conversation first |
| Shift duration | 4 in-game phases (~30 real minutes) |
| Reward shape | SP + small stipend (5-15s) + faction rep |
Indoor venues¶
The 13 indoor venues sit inside towns. Most are in Ghelmyon, with two each in the Temple district and the Academy district. The masters are stable - they run the venue every day, all four phases, with brief breaks. Approach them with a greeting and they'll point at the lectern or the bench.
| Class | Venue | Master NPC | Location | Skills taught |
|---|---|---|---|---|
| Warrior | Barracks sparring yard | Sergeant Bram | barracks_sparring_yard |
Weapon skills, dodge, stances |
| Mage | Collegium practice hall | Instructor Cyran | academy_practice_hall |
Arcane Arts, spellcasting, ward theory |
| Tinkerer | Academy tinker bench | Master Tinker Pivot | academy_tinker_bench |
Tinkering, engineering, lockpicking |
| Alchemist / Herbalist | Mortar & Leaf brew counter | Mistress Ilva Greenfinger | apothecary_brew_counter |
Herbalism, alchemy, identify |
| Bard | Tavern performance stage | Caedmon Larkmere | tavern_performance_stage |
Performance, charm, songcraft |
| Scholar | Hall of Scrolls research desk | Senior Scribe Morwenna | library_research_desk |
Lore, literacy, identify |
| Monk | Temple dojo | Master Eolen Thrace | temple_dojo |
Unarmed combat, discipline, meditate |
| Paladin | Temple chapelyard | Knight-Brother Valen | temple_chapelyard |
Faith magic, martial discipline, sword |
| Blacksmith | Iron Scale forge bench | Reinhold Cassel | iron_scale_forge_bench |
Smithing, weapon repair, metallurgy |
| Cleric | Temple hospice wing | Sister Miriam | temple_hospice_wing |
Faith magic, healing, field medicine |
| Necromancer | Cemetery crypt-keeper duty | Verlow Mortmain | cemetery_crypt_keeper_duty |
Necromancy, lore, identify |
| Wanderer | North gate caravan rally | Tovis Wend | north_gate_caravan_rally |
Outdoors, streetwise, track |
| Hunter | Greenweald hunt camp | Kerrik Ardenwood | greenweald_hunt_camp |
Track, archery, skinning |
Outdoor venues¶
The five outdoor venues are zone-run style - you don't queue up at a bench, you walk a piece of country in 4-phase increments. The encounter rate is per-phase, the depletion is real (a zone over-worked in one shift produces less the next), and the trip-risk multiplier means you can lose part of your stipend to setbacks. Cloning the Hunter prototype, the five outdoor venues are:
| Class | Venue | Location | Skills taught |
|---|---|---|---|
| Forager | Greenweald Foragers' Pitch | greenweald_foragers_pitch |
Herbalism, gathering, survival |
| Fisher | River-Dock Fishing Stand | mh_river_dock_fishing |
Angling, lure-craft, patience |
| Miner | Sunken Mines Open Shaft | sunken_mines_open_shaft |
Mining, ore-lore, stone-sense |
| Trapper | Darkhollow Snare-Line | darkhollow_snare_line |
Trap-craft, hide-cure, tracking |
| Woodsman | Iron Pass Logging Stand | iron_pass_logging_stand |
Logging, axecraft, terrain-read |
The outdoor masters rotate - sometimes they're at the venue, sometimes they're in town buying supplies. Drop by twice if you miss them the first time.
How a shift works (universal pattern)¶
- Walk to the venue. Each venue has an exterior and an interior (or the outdoor equivalent - a campsite, a clearing, a dock).
- Greet the master.
greetortalk <master name>- the master will offer a quick conversation about today's queue. - Type
/shift start. This locks you into the 4-phase shift. - Handle tasks with the class verbs. Each venue has its
verb set -
/study,/practice,cast,forge, etc. - that resolve tier-appropriate tasks. The master logs each completion. /shift endor let it run. Ending early costs you the remaining stipend but credits your partial work. Letting it complete is the standard way.
A clean 4-phase shift typically yields:
- 3-6 SP across the venue's training skills
- 5-15s in stipend
- 1-3 faction rep with the venue's home faction
- A small chance of a named drop (rare; usually only for high-tier shifts at low-skill players)
Faction alignment¶
Each venue is tied to a faction. Climbing rep at the venue moves your standing with that faction. The masters watch - they remember who showed up and who didn't.
| Venue | Faction |
|---|---|
| Temple hospice / dojo / chapelyard | Temple of the Dawn |
| Academy practice hall / tinker bench / library | Arcane Collegium |
| Barracks sparring yard | Town Guard |
| Apothecary brew counter | Wild Coven (loosely) |
| Tavern performance stage | independent / civic |
| Iron Scale forge bench | Deep Circle |
| Cemetery crypt-keeper duty | Bone Chapel |
| North gate caravan rally | independent / Merchants Guild |
| Greenweald hunt camp / foragers' pitch | Rangers Lodge |
| River-Dock Fishing Stand | Merchants Guild (loosely) |
| Sunken Mines Open Shaft | Deep Circle |
| Darkhollow Snare-Line | independent / lawless |
| Iron Pass Logging Stand | independent / Deep Circle (loose) |
Discoverability¶
The notice board in each town generally hints at the local venue
once your class is set. The Academy district in Ghelmyon has
notices for all the indoor venues; the Greenweald hunt-camp signpost
points at the foragers' pitch and the Iron Pass road notice mentions
the logging stand. You don't need to know the location id - every
venue has a clear in-town signpost; the ids in this article are for
players who want to teleport directly via /go <id>.
Cross-class venue access¶
Each venue is primarily tied to one class but isn't locked. A Wanderer can take a shift at the forge bench if Reinhold accepts - the SP rate is lower (you're not specialised) and the rep gain is smaller, but it's a viable secondary track for cross-class characters.
The exceptions: Paladin chapelyard and Necromancer crypt-keeper duty are both faith-aligned with mutually-incompatible doctrines. Walking into the wrong one gets you a polite invitation to leave.
See also¶
- First week - the article that walks you through your first shift
- Skills & combat - the full skill catalog
- Where to find a vendor - the parallel page for shopping
- Factions overview - the faction-rep system this feeds