In Cirinnia most barbarians are found among the northern human tribes of Belgarde and the western Kalish nomads. The dwarves also have a rich tradition of Berserkers. Orcs, and thus half-orcs are infamous for their raging barbarians.
The Empire of Pelias is home to one of the greatest Bard’s Colleges in Cirinnia, focusing on plays and woodwinds. In Belgarde and Dol Cairn wandering Skalds maintain the northern culture’s oral history with their recitations of epic poems. And the elves are unmatched in their bardic ability with the lute, lyre, and mandolin.
Every race and every nation has a tradition of clerics. The gods themselves have no rivalry but the churches tend to, especially for political power. Because the gods are universal the dwarven church of Elberantyr and the elven church of Elberantyr both recognize each other’s authority but often quibble over matters of worship or dogma. See the individual entries for each nation to find out which gods are most worshipped where.
These devotees of neutrality and nature tend to live in rural communities or make their homes in the wilderness. In the frozen north of Belgarde druids are honored by tribes as sages and impartial judges. The elves revere druids as the ultimate protectors of nature.
The Great War devastated the standing armies of the east and the conscripts that survived have gone home to tend their ruined farms. This has left the countryside at the mercy of bandits and roving monsters. For this men good with swords are needed everywhere. Some men discovered a talent for battle in the war, some have nothing left but their skill with a sword, and other never had a chance to fight and now go looking for the glory they were denied.
All of the gods encourage their followers to live a life of devotion and self improvement and a few take this to the extreme of honing their bodies and minds while living lives of ascetic devotion to the gods. Wandering monks often take apprentices but there are a few centers of training for monks in Cirinnia. In Ostia the School of Flying Eel is devoted to the worship of Qarn, god of battle, and is feared for their unassuming might. In Zorovia to the west the Markovy humans have developed their own style of unarmed combat at the School of the Charging Boar, devoted to Elberantyr. The dwarves in their mountain halls honor their father-god Regmar with Hammerhand style of fighting and the elves have their famed Wind Dancers.
To combat the evils of invading monsters during the last war the orders of Paladins exploded in number and strength as young men pledged their devotion to Law and Good. The largest order of paladins belongs to Solaris, the god of the sun, whose order was given the domain of Olmay for their bravery in ending a demon invasion at the start of the great war. Today those paladins rule with an iron fist and act as both lord and army over the war racked kingdom. Farther to the west the isle of Kharvanthor, ruled by a theocratic golden dragon, is policed by paladins of Eruth who keep the peace and root out heresy.
The wilds are the domain of monsters rather than humanity but as the wilderness shrinks to expansion and humans hunt the wild away these monsters emerge to threaten civilization. This is where rangers come in, protecting the countryside and frontier from the threats of the wild. Nowhere is this more the case than the great forest of Mylandria, home of the elves and fey creatures. The rangers there are the highest authority outside the elven city-states and protect the trade roads daily from the threat of the wilds all around them.
The Great War left the grip of law and order weakened. Bandits and cutpurses skulk in every shadow but not every stealthy figure is a villain. Those that can move in shadows are just as needed in these times as scouts, investigators, and guards in the neglected places of the world. One thing’s for sure, knowing how to disappear and how to use a knife are valuable skills in these times.
They can be found everywhere among every race but are often neglected and shunned by the Wizards circles and colleges that train in the arcane arts. While in the wild parts of the world, especially the frozen north, they are prized as magic incarnate. In the northern kingdom of Dol Cairn is ruled by sorcerers who preserve their magical bloodlines in their noble families. While in the Wizard run kingdom of Bregios sorcerers are treated as second rate novices just above the local blacksmith.
Spellcasters are welcome everywhere for their general utility but the time it takes for them to learn their art keeps them from common everywhere. Each kingdom has their own circle or college of powerful wizards that oversee the instruction of pupils and lone wizards are known for taking on apprentices. The greatest of such colleges is in Bregios where wizards rule the land instead of nobles. While in the frozen north wizards are distrusted and feared.
The greatest alchemists are gnomes who only teach their apprentices but the empire of Pelias and the Kingdom of Bregios both maintain colleges for the training of alchemists. Those rich enough to afford it have their own private alchemists. While other alchemists take to the road as travelling merchants or open shops in the cities large enough to support their trade.
The Eastlands and the nations of Zarovia and Valdavia in the west are filled with knights looking to defend their lord, their honor, or their ideals. Horsemanship and heavy armor are the common insignias of nobility so anyone raised in the upper classes has the basic training of a knight.
The common people are beginning to wonder if the good gods care about them at all and turn to evil for quick and easy solutions at a terrible price. Wherever there is despair there is heresy and there too are inquisitors of the church. The inquisitors have taken a more active role in the post-war world, taking on secular crimes where the local authorities are too undermanned or corrupt. Like paladins, the largest single group of inquisitors can be found in the Paladinate of Olmay aiding the lawful good warriors with an inquisitor’s less than lawful talents. Again like paladins, the isle of Khorvanthor, with it’s theocratic rule, uses inquisitors of Eruth to seek out dissent and revolution and stop it before it can grow.
The combination of swords and sorcery is not common in Cirinnia but you can find devotees of the style in the great Wizard’s colleges and circles. If you travel north to Dol Cairn you can see the infamous Grey Knights who guard the Sorcerer-Queen, Magi of exceptional skill.
True prophets are exceedingly rare but are highly prized by churches across Cirinnia. Oracles devoted to Isuthia, the goddess of prophecy, are famed for their augury and are sought out by the rich and powerful.
Summoning is a discipline of the arcane arts normally only found amongst a handful of the great wizard’s colleges. Except in Westlands where the empire of Zarovia is famed for their powerful summoners and an order devoted to training new summoners and cataloguing knowledge of the summoners art.
These non-traditional students of the arcane are usually found in the countryside away from urban wizard’s towers and enchanter’s circles. Thanes of the north always keep a witch by their side, much like how the kings of the south have their wizards. The Kalish people of the far westlands are often led by witches. Common villages of Zarovia and Valdavia are known to have at least one local witch about and some say it was these witches that drove Valdavia to turn to evil.