Zardnaar
Legend
I think this is the thing that makes Monk work for me and not for you.
DnD is a kitchen sink setting to me, as in, if you play DnD(and it's ilk) you should accept that a lot of anachronism and... analocalism? will(and should IMO) happen. Ninjas should be hireable by evil kings in their medieval castles, there should be Knights and wandering bards that duel using scimitars against Jaguar Warriors, steampunk Inventors peddling their wares to hags and witches. If someone makes their character look like a Roman Legionnaire that acts like a stereotypical medieval knight in my campaign about fighting an ancient Mummy king rising to conquer Not-Arab I would not care one bit.
Of course I'm fine that the Monk is an orientalist exoticism The Class. The only reason most people here accept that knights and purple worms and swashbuckling musketeers and cubic slimes and witch-burning salem-esque inquisitors fine is simple precedent of what works they took to heart as what 'fantasy' is in their early years. My idea of fantasy is Final Fantasy and Dragonfable(an old browser online RPG), so of course someone training in the mountains to the point that they can shoot laser beams(not as a spell) would fit medieval fantasy.
For me it depends. Interaction between east and west was very limited pre age of sail. Relative handful of merchants snd ambassadors.
So it's really up to the DM and if their world has the of sail equivalent or portals, airship etc facilitating long distance travel.
Or if Monks are available locally. I've got a tortle one atm in my games because I wasn't running anything specific that would exclude Monks. Eg Darksun would. My fate of Atlantis game (432BC)would probably exclude them
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