Locals
Note: I'm not a historian, nor even a big Russia fan. I'm simply trying to work in some missing bits of D&D type critters into an Earth based fantasy Setting.
Russia is mostly a fairly typical European setting. Nobles are called Dvoryanin at strata under a duke equivalent. They aren't big on titles.
Cossacks, at least in their earlier forms, were horsemen from the Ukraine and southern Russia that can survive and thrive alone in the wild. Frontier homesteaders. They also like to be left alone and will group together in quasi-military units to defend their lands.
To call yourself a Cossack, you need Animal Handling, Survival, a field work useful tool skill (leatherworking or woodcarving, mostly) and a horse. Generally Rangers and Fighters, although Green (Ancient Oath) Paladin or Valor Bard is also possible.
Mongols:
Horse riding barbarians. All should have Animal Handling.
Barbarians are Path of the Storm Herald, but only for Tundra (they can learn other terrains if they ever visit them).
Rangers are common
Religion is Druidic: Circle of Land (grassland)
Note that the class notes below are purely LOCAL, which includes Mongols and some Northern neighbors. Others can be built using the Paths appropriate to their geographic origins.
Barbarians are probably Mongol or Viking and already covered in those places..
Bards:are exclusively Viking Skalds and Cossacks.
Update: Russian Gentry and Nobility might be Bards of the College of Swords, as might the odd circus performer. The limit here will be ONE. Background must be appropriate: Courtier, Noble, or Entertainer.
Clerics:
The Russian Orthodox Church (what else would you call it?). Light Domain.
Druids:
Grassland or Artic, mostly, depending. Probably rare, and probably Finnish or Mongol. Mostly Finnish. A Finn Moon Circle wouldn't be unheard of, either.
Fighters:
No special notes here, although choice of background might affect some choices. Nobles tend to be well educated, for instance, and a Fighter/Noble might well be an Eldritch Knight.
Monks: are unheard of. No, I will not make an exception for you.
Paladins:
Cossacks might be Ancient Oath (Green Paladins)
Typical Russians are rarely paladins, but those that are are Devotion Oath.
Ranger:
-Gloom Stalkers are Dwarves or Dokalfar exclusively.
-Horizon Walkers are not obviously Rangers. They work in secret, if only to avoid Hags and the like. This extends well West into Central Europe.
-Most other paths are freely available to all. Never discount the power of a Boy and His Dog tramping about in the woods.
Only Mongol rangers may take any goblinoids as an enemy to start. No one else has encountered them prior to arrival. Each of the 3 goblinoid species is a different humanoid for enemy selections.
Rogues:
-Scouts are the obvious choice, and a Cossack might well be a Scout.
Others would likely be outsiders...or on the run from Russian justice.
Sorcerer:
Sorcery is all about the bloodlines that power the magic...or you're a Wild Mage. Locals are Wild Mages. Frankly most (human) outsiders are, too.
Warlocks:
Foul Witchcraft. Begone you hag ridden fiend.
Seriously, locals that go for Warlock are getting their power from what's available: Hags and Fiends. Good Fey are from farther West, and Celestials are from another continent (most Celestials work for Deities, and Deities do the empowering. Become a cleric if this is what interests you.)
Wizard:
Wizards exist. They aren't peasants (well, not after they become wizards, anyhow), but fairly well educated scholarly types. In theory, at least.
Outsiders may follow other patterns...but not usually. Wizardry takes a fair amount of education whether formal or apprenticeship.
This message was last edited by the GM at 21:22, Fri 19 Oct 2018.