well if you insist, i'll at least put them under a cut and remove the names...
no ill will to anyone i quoted i just don't think these posts especially contribute to the idea of building 'the setting that embodies 5e'
So some assumptions I'm working with.
1 The world resembles a pre-industrial age transformed by magic and myth. It features areas of settled stability where everyone is welcome, alongside dangerous wilderness, ancient ruins, and monsters threats that lurk out
beyond the Borderlands.
The role of Adventurers is to Explore the Wilderness, Fight the Monsters and build Society (
three pillars)
2 Magic is real and influential, many lineages, classes and backgrounds exhibit inherent magical effects.
Wild Magic and Planar influences are ubiquitous in the Material World, there is regular migration and settlement of creatures between planes.
However we dont need a set cosmology, instead Players get to determine the way magic and planar effects influence their game, including creating their own 'gods'. (hence the Shattered Planes)
3 Adventurers are exceptional, they both battle the chaos outside the borders of society and build stability inside. High level Adventurers rival kings and even gods creating Bastions that can influence the world around them.
The Monastery of the Vigil is one such Bastion (Azami Shah is a Paladin btw and taking inspiration from the Radiant Citadel I made him non-Western). However, having the monastery open to other classes (Monks, Clerics, Scholars, Paladins) was to indicate that 5e has that openness to be anything. Having his main companion be a Blue Dragonborn Bard who brings in a whole lot of politics and intrigue also builds on 5e's openness to options