Barbarian - Not all members of primitive tribal societies are Barbarians, but it is the Barbarian which defines them in the eyes of outsiders. Barbarians can be found among both the people of the frozen North, among the tropical islands of the South, and the great plains of the West. Both Berserkers and Totem Warriors may be found in either one, but Berserkers are far more common in the North, while Totem warriors are more common in the South and West. There are no particular restrictions or changes to the class otherwise. The vast majority of barbarians come from either "Outlander" or "Sailor" backgrounds for the far-traveling island-dwelling Montoc.
Bard - There is no single institution or cultural tradition granting Bards any special status throughout most of the Known World as in some settings, but they are generally welcomed and respected. Frontier areas and more isolated noble holdings are often glad to have entertainment, and in such a place a Bard will have Advantage in most social interactions once they are established. This is especially true for Bards of the "College of Valor" among the warlike tribes of the North and West. Keller and Pershamon Bards are part of very different traditions, and will suffer Disadvantage to all social skills unless they are exceedingly familiar with the respective arts and legends of the region they are in.
Cleric - Clerics of all varieties are common in the Known World, and are generally well respected by the faithful and society at large. A Cleric can generally count on Advantage in social rolls when interacting with members of their particular sect. Clerics may serve a specific deity, a pantheon, or even a set of ideals, and may select the domain most appropriate to the aspects of that divine power that they serve. Within the specific Keller and Pershamon pantheons, most Clerics interact easily with one another, though some specific conflicts do exist.
Druid - Druids are best thought of as the "Clerics of the Old Faith". Worshippers venerate the forces of the natural world, often personified by the Keller deity Maa, "Grandmother Earth". In the Druidic tradition, all other deities are seen as merely shadows, projections of the great creative and destructive forces of Nature. Aestan Druids were long ago suppressed by local authorities in most civilized parts of the Keller Lands, and in the Pershamon Empire the tradition has largely faded or been absorbed into the Pershamon religious complex. Nevertheless, Druidic cults still exist in moderate numbers and still wield considerable power in the wild places of the world, especially in tribal societies. Many small villages still hew to Druidic traditions, and many nonhuman races have shamanic priests who can be classified as Druids based on their beliefs and capabilities. Druidic cults are especially popular among the isolated homesteads and hermits who dwell in the vast wilderness between settled lands. Tribal shamans are usually "Circle of the Land" appropriate to their native region, while those of the "Circle of the Moon" tend to be loners living in harmony with nature.
Fighter - Fighters can be found in all races and societies, and require no special elaboration. It must be remembered that not all who fight are fighters - most men-at-arms are merely people who have been issued arms and armor. For a fighter, combat is a way of life, and even a low level fighter is a thing to be feared by normal mortals. "Eldritch Knights" are rare indeed, rare enough that no uniform opinion of them exists, and in fact many people doubt they exist. It is surmised that they may have been the Elven warrior caste when Elves still existed in numbers, so anyone claiming to be one would probably have some connection to the Elves.
Monk - Outside of the mountain fastness of Sannath-Khai, true monks are a rarity. In that high plateau can be found many practitioners of all three monastic traditions, though "Way of the Four Elements" is by far the most common among them. In the Keller Lands and the Pershamon Empire, there are a few groups who study the "Way of the Open Hand". There are also known to be secret orders which practice the "Way of Shadow" as part of the clergy of both mainstream faiths, though it is far more common that Rogues more often perform this sort of task for hire. The Sevastin are rumored to also practice a form of the "Way of Shadow", serving as silent protectors to this beleaguered and persecuted people.
Paladin - While not as numerically common as Clerics, Paladins serve alongside them, and are regarded in a similar light by the faithful. Many Paladins serve in religious brotherhoods structured similar to a monastery, and ride to battle in groups. Other Paladins are solitary, wandering the world as their missions and quests require. Most Paladins are nobles, though this is not a rule. Most Paladins follow the "Oath of Devotion". Those who follow the "Oath of Vengeance" are usually thought of as inquisitors, and are found within both the Keller and Pershamon churches. The rarest of all are those who follow the "Oath of the Ancients". Such divine warriors are usually found working in tandem with Druids to protect followers of the old faith, often finding themselves working at cross-purposes to more conventional Paladins.
Ranger - Rangers come in two varieties. Those who work for and interact with civilized areas are almost always "Hunters", while the renowned outdoorsmen of the various tribal lands and empty wilderness are "Beast Masters". Beyond this information, Rangers require no special elaboration.
Rogue - Rogues are creatures of civilizations, whether they reside in a city or not. "Thieves" are far and away the most common variety, whether they engage in thievery or not. "Assassins" are generally restricted to the major cities, especially the great imperial capitals where political infighting makes for steady business. In Gemric, Assassins make operate openly as a respected public guild, though they generally retain personal anonymity. "Arcane Tricksters" are rare indeed, rare enough that no uniform opinion of them exists, and in fact many people doubt they exist. Certainly they are often hunted by Magic Guilds, who see them as competition and as violators of the Atoros Accords.
Sorcerer - All known Sorcerers are of the 'Wild magic" variety, as the "Draconic Bloodline" is unknown outside of legend. In the Keller Lands, Sorcerers are somewhat accepted as long as they act within the bounds of the Atoros Accords. Some regions, especially those still hurting from the Keller Civil War, distrust sorcerers to the extent that they are "disadvantaged" on any social roll when their profession is openly known, except for Intimidation. Few commoners can distinguish between a Sorcerer, a Warlock, and a Wizard, so any may bear the brunt of a distrustful mob. Wild magic surges are rarely welcomed in any community, so a Sorcerer must be cautious. The Pershamon, on the other hand, see Sorcerous ability as proof of divinity. Any Sorcerer in the Pershamon Empire will be adopted into one of the noble clans, and thus have the "Noble" background any time after childhood. Sorcerers in the Pershamon Empire have "Advantage" on social interactions with true believers.
Warlock - Warlocks on Aestas can be found in all three varieties. There is no "Arch-Fey", but those who traffic in the "Spirits of the World" are identical in function and mechanics. Those goetists who traffic with evil gods and the more approachable Maravayna have "Fiends" as their patrons, while those Warlocks who consort with older, stranger things have the "Great Old One" as a patron. Many Vorokhoi cultists are best modeled as Warlocks with a "Fiendish" patron. All Warlocks are considered creepy and alarming in most of of the Known World, regardless of where, and are thus prone to mobs and inquisitions whether they are doing anything bad or not - Disadvantage on social rolls in most of the Known World, except for Intimidation. Despite this many other Keller magic users will accept a Warlock of high reputation as a peer, so long as the Warlock traffics with "Spirits" and remains discreet. In the Pershamon Empire, Warlocks are considered an abomination, and so tend to lead reclusive lives. Typical backgrounds include "Charlatan", "Criminal", "Hermit" (a very common one for Great Old Ones) and "Outlander".
Wizard - In the Keller Lands, Wizardry is seen as a disciplined system of arts and techniques, predictable and useful. Wizards are largely accepted as long as they act within the bounds of the Atoros Accords. Keller Wizards come from a variety of backgrounds, though "Guild Artisan", "Noble" and "Sage" are all common ones - socially respected as well. Some regions, especially those still hurting from the Keller Civil War, distrust Wizards to the extent that they are "disadvantaged" on any social roll other than Intimidation when their profession is openly known. Few commoners can distinguish between a Sorcerer, a Warlock, and a Wizard, so any may bear the brunt of a distrustful mob. The magophilic Pershamon view Wizardry as part and parcel of worshipping the Gods. Any legitimate wizard will usually have the "Acolyte" or occasionally the "Noble" backgrounds. Wizards in the Pershamon Empire have "Advantage" on social interactions with true believers.