There are numerous paths that people choose to follow in the Fang Empire and beyond, people are shaped by society, their surroundings and pressure from their peers (amongst other things).
The classes listed below are the only ones available in this campaign. The rules for these classes are as listed in the appropriate D&D corebook.
Classes allowed for PCs in the Campaign
Fearsome warriors capable of entering a deadly battle rage, barbarians are often looked down upon and being the polar opposite of the civilisation that the Fang Empire works so hard to preserve, but there are some of the Clans who value the purity of such rage and use it in battle. Half-Orcs are particularly given to choosing this path due to the savagery that lurks with there blood.
If you play a barbarian then you must either be a Half-Orc, a Goliath or a member of a Clan that specifically allows the barbarian class in their write-up on the clan page.
Talented singers, musicians and artists are in great demand in the halls of powerful and influential Daimyos, their social talents allow them to move amongst court with a leisurely ease admired by many and feared by some.
Priests and holy men of the Fang Empire are either wanderers preaching the worship of the Small Gods and tending to any disturbances in the spirit world as they encounter them, or they are resident in one of the many shrines dotted through the Empire, caring for them and comforting worshippers.
Firbolgs and Goliaths seldom become Clerics, prefer the more natural magic of the Druid.
Amongst the Goliath and Firbolg tribes scattered through the Fang Empire they preserve a less formal means of interacting with the Small Gods and the natural world, these nature priests are known as Druids and–whilst seen as somewhat eccentric within the Empire–they are also respected for their obvious link with the spirits.
Fighters are a relatively common sight through the Empire, from the honourable Samurai of the Noble Clans to the bandit lords of the outlying provinces, anywhere people gather there will be those who seek to master the arts of war and combat.
Masters of unarmed combat and contemplation, monks are a respected part of life in the Fang Empire often sharing much in common with Mystics.
A master of exploring the natural world, a born scout and pathfinder, although more common amongst Goliath and Firbolg tribes, there are those who live in and around the wilderness who walk the Ranger’s path.
Rogues are those who are adept at manual dexterity and the sometimes dishonourable arts of the thief, although the nobles of the Fang Empire might like to think that such practices do not occur in the Empire, the reality is far different.
Mystics are hermits, ascetics and wise man who commune with the elements and the spirits in seclusion, attempt to perfect a purity of mind and body. They are greatly respected in the Empire for the sacrifices they make in pursuit of their goals.
Why so few spell-casting classes?
It was decided during the creation of the setting’s history that we didn’t want to have too many spell-casting classes. Warlocks and mages have had a dark reputation ever since the traitor clan adopted the black arts of necromancy, sorcery and magery is ruthlessly persecuted in the Fang Empire.