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A Cathedral can have either additional deities added OR paladin training added (subject to alignment) Further down the line there will be other classes that may end up on the Cathedral too (its possible you may like to speculate on what those will be ;) )
So? What's you speculation? What do you think will/should be trainable at your local cathedral?

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If they intend on adding roles from the other books, I could see the Cathedral having Inquisitor role training. Maybe the Monk as well.
Nah not monk, it has nothing to do with deities or holy magic, it's a pure martial class with some cool ki powers.
I wonder where Druids and Rangers will get their nature magic from though. It's considered Divine but will they have their own large structure to train from? For thematic reasons would they get stuck in with the boyz barbarians?
What groupings do you imagine? Does this work?
Holy
Cleric
Paladin
Arcane
Wizard
Sorcerer
Bard
Combat
Fighter
Monk
Rogue
Wild
Druid
Ranger
Barbarian

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Devs mentioned a large-plot martial training hall that would support fighters, barbarians, rangers.
If we have clerics and paladins in the cathedral, and wizards, sorcerers, and bards in the university, then that leaves rogues, druids, and monks unaccounted for.
I cannot think of anything that would bring those three classes together other than "we don't like metal armor".

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...then that leaves rogues, druids, and monks unaccounted for. I cannot think of anything that would bring those three classes together other than "we don't like metal armor".
A garden because rogues like to hide in the bushes, druids will care for the bushes, and monks will make tea from the bushes. All are happy.

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Yes, Being, every role will have its own dedicated training facility as a medium-plot building, as well as common feat schools like Dreadnaught and Skirmisher which cover training common to multiple classes.
What we're specifically trying to figure out is how the large-plot training halls which are supposed to cover the role-specific training for 3 different roles are going to break down. (i.e., if you plan to offer training for wizards, bards, and sorcerers, you're better off building one large "university" instead of 3 medium single-role halls.)

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There's a Thieve's Guild in Sotterhill and in Osterburg.
The layout of all three towns is remarkably similar in many ways. If you look at the map of Sotterhill, you'll see the Thieve's Guild in the southeast next to the Temple. If you rotate that map (I forget which direction) it's basically Osterburg, except that the Temple and several other buildings are missing. Same holds true in Cloverdell, but with different buildings missing.
In essence, everything in the Training Districts is in the same relative location from the Keep, if that building is present at all. There seemed to be some minor variations in where specific trainers were located within the Crafting Districts, though.
I'm working on getting more info for this, but here's what I have so far for which trainers are present in each Cloverdell and Osterburg. Where I already have the data, I've included the Facility Quality (FQ) for the Crafting Facilities. Note that the Apothecary in Osterburg is a really terrible place to craft, as it will take you much, much longer to get anything done there.
Osterburg
- Occultist School - Occultist Trainer 4
- Academy - Wizard Trainer 4, War Wizard Trainer 4
- Skirmisher School - Skirmisher Trainer 4
- Thieve’s Guild - Rogue Trainer 4
- Jeweller - Jeweler Trainer 4
- Geologist - Geologist Trainer 4
- Arcanist Workshop (FQ: 150) - Arcanist’s Workshop Trainer 4
- Alchemist Lab - Alchemist’s Lab Trainer 4
- Apothecary (FQ: 10) - Apothecary Trainer 4
- Artificer Workshop (FQ: 150) - Artificers Workshop Trainer 4
- Leatherworkers - Leatherworker Trainer 4
- Woodshop - Woodshop Trainer 4
- Tannery - Tannery Trainer 4
- Tailor - Tailor Trainer 4
Cloverdell
- Fighter College - Fighter Trainer 4
- Temple - Cleric Trainer 4
- Dreadnaught School - Dreadnaught Trainer 4
- Seminary - Seminary Trainer 4
- Arcanist Workshop - Arcanist’s Workshop Trainer 4
- Apothecary (FQ: 150) - Apothecary Trainer 4
- Smeltmill - Smeltmill Trainer 4
- Quartermaster - Weaponsmith Trainer 4, Armorer Trainer 4
- Iconographer - Iconographer Trainer 4
- Geologist - Geologist Trainer 4

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Monk might not make sense in a straight logical connection, but at the same time, it's a sort of "spiritual" class, and we know the cathedral will have a high cost for the (so far) small number of people it can train. Allowing cathedrals to train monks is not a huge deviation.
Monks need monasteries. Haven't you ever watched Kung Fu?

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Clerics and Paladins need monasteries too. For that long period of self reflection after they fail to save their families from the fire and war and before they have built up that overwhelming sense of purpose and are ready to face the world and become conquering heroic figures.
Perhaps we should rename the cathedrals monasteries?

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I have not seen a comprehensive list of buildings and their functions yet, but it would be interesting. I'm sure there are many we have not yet seen. In the more advance game all the PoI structures will also be active and support additional skills. Not to mention the "civic Assets" or whatever the final name was for the additional constructs inside settlements. Looking forward to the final players manual.

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Perhaps there will be some buildings that have a combination of available role trainers, some of which would be in multiple buildings to allow us to have options to choose from when deciding what structures to place.
So maybe the Cathedral could hold a Monk, but maybe a Training Hall could as well. Then if we wanted monk training we could pick between the two structures to fit the other roles we want.