This world has all standard classes (save chaos sorcerers), but arcane magic is rare, due to it only being available to those of high Blood. Divine (cleric/paladin) magic comes from the A’var, demigods of extremely high Blood who have ascended beyond their mortal bodies. Divine (druid/ranger) magic comes from the planet itself, which druids alone realize has some level of sentience due to the Godsblood. Warlocks make pacts with some kinds of A’var, and sorcerers of dragon blood are connected to one of the dragon-gods who dwell near the heart of the world. Bards draw on the memory of the world itself, much like the power of druids/rangers, but they do so in a way that speaks of the people, and draws from the arcane Blood. Wizards are of high Blood in all known cases. When a rare child is born of Blood high enough to become a wizard, often a wizard will seek the child out for apprenticeship and entrance to the local wizard’s guild.
All non-magical classes occur in their standard frequency, with most nations having their own military and warrior training schools. Monks tend to occur mostly Blood-free regions, as they tend to shy from the Blood’s power in favor of their own mastery. The notable exception are elemental monks, who exist in several Blooded nations and are feared warriors. Rumors the world over speak of a city of thieves, hidden somewhere within the Skull of Rannoc, the twin of darkness. The interior of the skull is too dark for even magical light to pierce, so few venture within, and none have returned to speak of it. The city does kill those who find it by sheer accident, but many rogues of a more evil nature will seek out the city in hopes of joining its ranks. Many among the elites in all nations know of the contracts that can be sought from Trammel, City in the Night, as assassins are plentiful. Most non-evil rogues disavow any knowledge of its existence, and many consider it a myth. Barbarians exist past the fringes of the High’s reach, and some even venture to border towns and settle within, having found life on the edge of civilization too daunting. Beyond the High’s reach in all parts of the world are the Wildlands, known by different names to the cultures that live within. The High prefer to treat it like one region, with nothing of value and dangerous monsters, but in fact there are several independent nations among the various parts of the Wildlands. It is among these nations that you find the Unblooded.
Psions hail from a race that existed on Vallene prior to the arrival of the creator gods. Their power over the world comes from an internal process, and operates entirely outside the confines of the rules of traditional magic. This race, known to modern scholars as the Correa, largely fled underground when the creator gods arrived, afraid for their lives. Once the humanoid races of the world were created, they were certain their time on Vallene was at an end, and they resolved never to leave their subterranean homes again. Not all Correa followed the precepts, however, and some did interact with the humanoids of the modern world. There are rumors of their alien power creeping into bloodlines among some families, but their power is often subtle and unnoticed, so it has remained rumor.