Delve into Nentir Vale
Cleric: Since there are temples of Erathis, Pelor, andSehanine in town, a player character cleric devoted to one of these deities would naturally have allies and colleagues here.
Fighter: Fallcrest is a trading town, and merchants need bodyguards or caravan guards when they set out for distant towns. The Halfmoons or House Azaer might employ a fighter. Fighters from betteroff families might be retainers in the service of the Markelhays-young "court blades" who are a cut above the typical garrison guard.
Paladin: As with clerics, paladins devoted to Erathis, Pelor, or Sehanine have natural allies in the temples of Fallcrest. In addition, paladin characters might also be aspiring knights sworn to the service of the Markelhay family.
Ranger: Many of the countryside folk living around Fallcrest are foresters and hunters; a ranger character could easily belong to one of these families. Rangers who aren't natives might hail from the Barony of Harkenwold or the remote village of Nenlast to the northeast.
Rogue: Members of groups such as the porters' guild or the River Rats are natural associates of a player character rogue. Capable people are in high demand anywhere, and a rogue might also fit in as an agent of a merchant house such as the Halfmoons or the Azaers.
Warlock: The folk of Fallcrest regard warlocks as they do wizards-mysterious figures to be treated cautiously. Well-off merchants or nobles often retain a "house mage" to advise them in magical matters, so a warlock could easily work for the Markelhays, Amros Kamroth, or other wealthy individual.
Warlord: Like fighters or paladins, warlords might be attached to the Markelhay household. Those of lower stature can serve as sellswords or agents of merchant companies such as House Azaer.
Wizard: A player character wizard might be an apprentice to Nimozaran, of the Septarch's Tower. Lady Markelhay is also a skilled mage and might take a wizard character into her confidence.
RE: Wizard Power Sleep