The Sea of Stars
The thief is an atypical rogue, with most members of this class being diplomatically and charismatically focused, rather than focused on adventuring. In this capacity, rogue is probably the most common class among the upper classes of many places.
Reflects an amount of formal combat training, generally with a master and with a particular style in mind. Self-taught warriors tend to be barbarians.
Explicitly divine in nature, Monks channel the mastery of self to achieve sometimes supernatural ends. Githzerai have established several monkish orders that appear in multiple kingdoms, making it have one of the few cross-shard organisations.
Paladins draw on divine energy in service of a cause, or are blessed with power by a specific deity to carry out their will in the mortal world. Generally paladins are unique individuals, not members of orders, and act on their own initiative. In some shards, paladins are recognised as above the law, or as judges, while in others, paladins might act as bounty hunters, dedicating themselves to each pursuit until they have seen it through.
Specialising in a particular style of combat, rangers rely on a mix of martial acumen, cunning, and a connection to the fey. They do not appear on all shards.
Born near a fey crossing, being a druid is something that infuses a person’s very being, whether they choose to embrace that calling or use the powers given to them for their own ends. Fey creatures tend to deal mostly with druids, so where fey crossings are particularly powerful, druids may be more formally recognised by society.
Refers to any brawling warriors, although some tribes use old magic to enhance their fighting ability, often by imbibing herbs before battle to absorb the power of they fey.
Part of formal religions, clerics learn to access their divine abilities in a near-scholarly environment. Most clerics remain within their religions, using their magic as part of being a member of their church, some choose to pursue specific quests, or to seek out their own place in the world.
The most common sort of arcanist, wizards have worked tirelessly to understand, categorise, and explain magic. On many shards, wizards work entirely alone, with perhaps a single apprentice to learn from them, however occasionally true colleges of magic occur where the arcane is more thoroughly studied. Wizards are objects of both fear and awe.
There are beings who live on other shards who have far more knowledge of the arcane, and can imbue power, but not necessarily knowledge, to those willing to act as their servants. The existence of Warlocks is largely hidden, with many passing for sorcerors, wizards, or being mistaken for the beings from who they get their powers. The exact nature of the agreements are often cloudy, with some beings willing to set a warlock on their path for a single task, while others demand perpetual servitude.
The most terrifying magic-user, and one of the reasons even wizards are often distrusted. Sorcerors are people with an innate understanding of how to command the astral sea, and shape it to their will. What may take a wizards weeks to learn, a sorceror may stumble upon in an afternoon. Many sorcerors see the magic as a part of them, not a tool they use, and that it acts through them more than they use it. While there are examples of heroic sorcerors, incredible power randomly distributed has led to some incredible disasters.
Often described as ‘folk mages’ or ‘hedge mages’, and sometimes even dismissed entirely as just ‘storytellers’. Bards form the backbone of many communities, particularly in non-urban regions. Bards seem to be some of the only people to employ both arcane and divine magic, and even bits of fey magic on occasion.