Classes in Tarbolton break down very differently to in normal Dungeons and Dragons. Adventurers break in to about 3 cagetories, ‘fighter’, ‘mage’, and ‘divinely gifted’, with nature magic not often being acknowledged by the setting. Most of the classes do not have a clear name in the world.
The following classes would be seen as a ‘fighter’ – a mundane warrior. Many people with class levels need not even be defined primarily by their combat ability, even if they fit in to this category.
Fighter: Fighters may be members of a knightly order, veteran soldiers, or nobles who have had military training. What all fighters share is a level of martial training and experience through drills and discipline, and ideas of technique, rather than just brawling.
Barbarian: Found everywhere, barbarians represent people who have made a wild and furious style into an art, from the wood elf berserkers through to Katsinan orcs and ogres. Most barbarians have acquired scars from their fights. This is as much a description of an unrefined brawling style as it is a principled approach to combat.
Rogue: Rogues are people who do underhand deeds, and have developed a fighting style to match. Often being not the most physically able, rogues are anyone who focuses on precision and misdirection, whether this is gained from gutter fights or particularly devious martial training.
A martial character who picks up spellcasting later on will generally be considered a mage, and thought of by their spellcasting class, but one who is surprisingly good in a scuffle.
Since mages are the most important part of the advance in society, there is a lot of attention paid to them. Incidentally, arcane classes are more identified in the world. While any of the below classes can be referred to as a ‘mage’
Wizard: The most common kind of mage. One becomes a wizard by study and hard work, which allows anyone with the time, and resources, to become one. The greatest struggle with wizards is that it takes an incredibly long time for them to master magic. In previous centuries, wizards lived isolated lives, working alone, or with only one or two apprentices, and ‘the mad wizard in his tower’ is a very common folk villain. With the establishment of the universities and the more open Katsina wizards, this image has changed.
Sorcerer: Renowned for their incredible displays of magical prowess, sorcerers are regarded as prodigies, and often develop a celebrity status. Sorcerers are prized for their ability to achieve incredibly strong magic, often at a much earlier age than a wizard could. Wizards often dislike them because of their lack of discipline, and many in the upper city share their distaste, considering wizards more reliable. Still, if you want to be a 20 year old archmage, you should hope to be born a sorcerer. Sorcerers dot history as incredible figures, and seem to have existed long before wizards.
Warlock: The forming of Warlock pacts is forbidden in Tarbolton, and likely for good reason. The first pacts were with devils, where mortals aligned themselves with the beings of the Endless Spire in exchange for power, and many pacts still leave people beholden to devils. Anyone who can be called upon as an agent of the Endless Spire cannot be trusted. The Steren who are often worshipped by the wood elves, are known to occasionally grant pacts, although their motives are inscrutable and untrusted. The final kind of pact only recently identified are between beings of the Dusk World, who are generally agreed to be a dangerous force.
Although pacts are forbidden, there is the obvious loophole of forming a pact outside of the city, which means that you have committed no crime, even if you risk some social ostracism. More than that, there have been several major scandals when high ranking mages were revealed to really be Warlocks.
Bard: While technically a member of the Arcane, bards draw from a very distinct discipline. Bardic magic is very much folk magic, and can both be taught as well as acquired naturally. While there are two prominent bardic colleges in the city, bards are never given the same weight, and are often not considered truly to be mages.
Cleric: Clerics are the blessed priests of their god, and are seen to be agents of their divine will in everything they do. Even a low ranked cleric has access to an incredible amount of church resources. Each cleric often forms their own approach to embodying their gods ideal, although the flexibility they are allowed often depends on the leniency of the god they follow. Some clerics join paladin orders, and some paladin (mechanical class) will be considered clerics.
Paladin: While they often carry the divine magic of their gods, Paladins, unlike clerics, are much more united by their involvement in a holy order of knights. A paladin is considered a judge in small towns, and paladins often seek out the enemies of their god for retribution. From a gameplay perspective, many magicless, or even arcane people can become paladins, and someone with the paladin class need not be a member of a paladin order (although that would be excessively rare)
Druid: Druids draw magic from the world around them, and have a magic that is instinctual, often learned through the walking of exotic paths that stray in to other planes, or dream journeys and encounters with embodiments of the land. As the daedric relied heavily on druidic magic, it has a somewhat tainted reputation on Newathil, although druids (called shamans) are still incredibly respected on Katsina
Ranger: Rangers are a modern invention, using similar techniques to druids to gain some magical abilities, but layering this on top of a martial focus. Rangers are prized warriors and soldiers, forming a key part of many armies. While they use the magic of nature, they are less likely to be devotees to it.
Monk: A class found very rarely among some of the monasteries of Katsina, non-existant natively on Newathil, and found most frequently among the genasi of Medispol. Monks often display superhuman abilities derived from an internal focus and mastery of self. Monks see their abilities as manifesting from a perfecting of one’s spirit and soul, and allowing them to act in harmony with one’s body. Many simply see this as an unexplored form of magic that may have easier ways to be manifested than incredibly rigorous training, and point to the ability to create flames from nowhere and such as evidence of this.