In addition to the four classic D&D character classes, the Nolaria campaign does have certain special character classes that are allowed. All of these are covered in the Erebus Player's Handbook. These character classes require DM permission BEFORE you create them. You will not be allowed to play a special class without permission. These classes are covered in more detail on pg 1 of the EPH, but are summarized here. There are no restrictions on race or religion for these classes.
A druid is a kind of priest (cleric class) focused on preserving nature and the balance of good an evil. All druids are neutral in alignment. They cannot use written spells and are restricted to certain magic spheres. There are special considerations for advancing at high levels as the number of top druids are limited regionally and world wide.
Bards are musicians who are charming and witty. They have both thief and magic skills, with their own limits. If you are attracted to music, a bard might be fun to play. They can be inspirational and powerful advocates for what ever point of view they choose.
Paladins are a kind of holy warrior who fight on behalf of their chosen faith. They often uphold justice, honesty, and protection of the weak. They are very limited in the kinds of weapons they can (and must) use, the amount of wealth they can have (most take a vow of poverty), and other restrictions. Paladins who maintain their ideals have access to limited clerical magic, usually of a healing nature. Think of Galahad in the Arthurian legends as a paladin.
Rangers are skilled wanderers at home in the forest, desert, or plains. They often have close bonds with animals that they can sometimes call on at times of need. Generally, they are loners, preferring their own company to groups. At higher levels, rangers have access to certain kinds of cleric spells.
Most mages are general in their studies of magic, but sometimes a mage may be interested in one particular kind of magic. By giving up access to some kinds of magic, they gain access to more of the kind of magic they are interested in. Specialists often play a powerful role in the game, but have serious limits as well.
In some ways, the wild mage is the opposite of a specialist. The wild mage is interested in pure magic: how to use it, how it works, etc. There are two kinds of wild mages in the Nolaria Campaign: Chaotic and Primal. Chaotic wild mages like to experience magic in a random manner. They will often tinker with a spell just to see what it does. The Primal wild mage takes a more methodical approach to learning magic. It is the harder path, but potentially more rewarding. Warning: wild magic is extremely dangerous. There is a chance of a backfire on every spell cast, which often kills the caster. Do not consider this class if you are unwilling to accept the death of your character.