Meru Ladu - The Green Lands
In a Warriors and Wuxia setting, the majority of the regular classes from the Player’s Handbook are regulated to either NPC status (barbarian, fighter, monk, rogue, ranger, paladin) or not allowed at all (druid, cleric, sorcerer, wizard). A W&W game is all about fanciful, high-flying combat that most of the PHB classes simply don’t accommodate without extensive use of magical items, making them ill-suited for a W&W campaign. This doesn’t mean that a player couldn’t take a couple of levels from them, with the DM’s permission, to round out their character a bit more but the DM should encourage his/her players to choose from among the classes below to better fit the flow of the game.
On the other hand, classes that grant full spell-casting quite simply don’t fit into the game at all. The supernatural is hinted at throughout the length of the empire, and men and women may claim to be mighty sorcerers or witches, but it is nothing concrete. Supernatural martial arts, legacy weapons, and artifacts is the closest most players will come to the magic and horde of items that are normal to regular D&D. Optional PrCs may be introduced later that allow a character to gain some measure of spell-casting ability, but they aren’t a priority.
- Magus: Men who seek to blend spells and blade; they are in a way kin to the Sublime Way, but, yet, are not.
These classes do exist, to various degrees, but are either uncommon or not considered an honorable way of life; by default they are usable for PCs unless the DM rules otherwise on a case-by-case basis.
- Alchemists: Masters of potions, these men seek to bind mana in a form to empower themselves, often with the funding of a noble who seeks to extend his own mortal life – a most dishonorable quest.
- Barbarians: Many tribes of wild-men exist past the bounds of the Empire, mostly to the west and south-west. They are rarely seen and more rarely welcomed in civilized lands.
- Fighters: The rank and file of the armies, as well as guards and thugs across the land, these men lack any true understanding of the Sublime Way.
- Inquisitors: Hunters of monsters and tainted mana, these men may be less holy than they appear. (Inquisitors have no alignment restrictions, but do not get any class features/spells/abilities that use alignments in any way; Most are Exorcists or Sin Eaters).
- Monks: These sequestered disciplines touch on the foundations of the Sublime Way, and may be it’s origin, but do not seek to perfect themselves in that way.
- Oracles: Those who see the veil of fate… a strange mystery indeed. (NPC Oracles exist, but they have no spell-casting ability)
- Rangers: Wild men learn no magics from leaves and bark. (In game, rangers exist, but have no spellcasting ability.)
- Rogues: Thieves are not men of honor, and so they slink in the shadows of justice.
- Summoners: Those who bind lesser spirits… are they equals or slavers?
- Witches: What honor is there in such craft? None. (NPC Witches exist, but have the same spells per day as the Summoner.)
Such classes do not exist in the setting.
- Anti Paladins: Who measures what is good, evil and best? While some men are full of judgment, no holy power is granted to such.
- Cavalier: In some distant land, perhaps, but rare are the beasts they so rely on. (Horses are next to non-existent in the Empire.)
- Clerics: While many great spirits exist, they not true gods. Only Akim could fuel divine magic, and she sleeps beyond mortal bounds.
- Druids: She of the Wilds does not empower mortals, for such is not Her place in creation.
- Paladins: Who measures what is good, evil and best? While some men are full of judgment, no holy power is granted to such.
- Sorcerers and Wizards: While there are some who use mana for the mystic arts, none have such power as this.