Classes of Western Veladrion
Western Veladrion's history has caused most magic users to be treated as second class citizens or worse.
Barbarian: Seen as degenerates, Barbarians come from the Trifid region. They've learned to survive in the harsh wildernesses there but common opinion is that they're uncultured savages. Treated more like animals than people.
Bard: While technically casters, Bards avoid a lot of the usual stigma simply based on their ability to spin tales to their favor. Bards are treated as usual despite their magical connection. Some cause problems and are hated, others folk heroes who are revered locally. Bards have to deal with the Poisoned Weave, causing them damage anytime they cast a spell.
Cleric: Wielders of the Divine Power of the Demi-Gods, Clerics are revered for their connection to the Demi-Gods. Clerics have to deal with the Poisoned Weave, causing them damage anytime they cast a spell.
Cernos (Nature): Keepers of Nature. Also Druids.
Mayuri (Light): Clerics of Vigilance.
Voris (War): Keepers of the Law. Also Paladins.
The Shadow (Trickery): Tricksters.
Zotal (Storm): Clerics of Passion.
Patron (Life): Patrons of the arts. Also Bards.
Minervia (Knowledge): Keepers of Knowledge. Also Wizards.
Rasha (Death): Councilors and therapists.
Druid: Made more reclusive than before thanks to the Weave Poison, Druids are held in high esteem, seen as the only ones capable of purifying the Weave Poison from the lands of Western Veladrion. Druids have to deal with the Poisoned Weave, causing them damage anytime they cast a spell.
Fighter: Soldiers, Guards, Mercenaries, all of them are respected for their ability if they have any. A fighter may find their honor challenged, non-lethally dueling for honor. There's always a pecking order with Fighters, trying to prove themselves better than others.
Monk: Practitioners of the Martial Arts, despite some of their magically seeming abilities, the fact the Weave Poison doesn't effect them has granted them the respect old Paladins use to have. Monks are seen as paragons of virtue, fighting for the common man.
Paladin: No longer seen as paragons of virtue, many fought in the war for the Non-Human Alliance. Their strength and power makes them feared, along with their magic. Many paladins simply masquerade as Fighters, hiding their magical abilities until necessary.
Ranger: Often viewed as hunters or guides, Rangers are often looks upon favorably. While they can cast magic most people look the other way. Rangers have to deal with the Poisoned Weave, causing them damage anytime they cast a spell.
Rogue: Thugs, Skilled Thieves, Assassins, Society looks down on a rogue once they know what they are, but most Rogues don't brandish their skills in public or to anyone but potential clients or close friends and family.
Sorcerer: Thought exterminated during the war, the magic in their blood makes them a threat as people believe Sorcerers caused the Weave Poison, Sorcerers will only further strengthen the Weave Poison. Sorcerers have to deal with the Poisoned Weave, causing them damage anytime they cast a spell.
Warlock: Outlaws who make deals with more powerful beings grant them access to great powers. Warlocks have to deal with the Poisoned Weave, causing them damage anytime they cast a spell.
Wizard: Closely watched, wizards are powerful but have to deal with the Poisoned Weave, causing them damage anytime they cast a spell.