Game Mechanics
Allowable races are humans and half elfs. Half elfs get their choice of a bonus feat or lay on hands at CL/2. Half-elf paladins add this to their paladin LOH pool. Races resembling humans (such as aasimar or tieflings) can be used as long as you're careful not to let the Inquisition know you aren't human, but run it past me first. You may also add templates, and the alignment restriction for werewolves is waived.
Feats can be pulled from the Completes set, PHB, and Unearthed Arcanum.
Class levels in the following may not advance in spellcasting at levels 1, 5, 10, 15, or 20. You may multiclass or gain a level in your existing class; your caster level will improve but you won't gain spells/day. Casters with class abilities can still take those levels as their caster class, they just push their spells-per-day one level up (EG, a level 5 druid still gets Wild Shape and has a caster level of 5 but only gets spells per day as a third level druid. A level 5 fighter who then took 5 levels in druid would get spells per day as a level 4 druid).
Cleric Druid Wizard
Class levels in the following may not advance in spellcasting at levels 1, 6, 12, or 18. (Caster level may still improve).
Sorcerer FavoredSoul Healer Warmage
Class levels in the following can start at level 2:
Beguiler Duskblade Bard DragonShaman
The following classes can be taken at level 1:
Rogue, Barbarian, Warlock, Scout, Ranger, Hexblade, Adept, Spellthief, Marshal, Fighter, Monk, CA Ninja, Paladin
Monk, Ninja, and Paladin will gain additional or replacement abilities (usable 1/day unless otherwise noted) as they level. I will be monitoring the power levels of these classes closely and may have to make minor adjustments on the fly.
Like Dragon Monks, Ninjas revere the Twelve Dragons in defiance of the teachings of the Church of Light. Ninjas typically revere either the brass dragon Trickster, or the black dragon Death.
At second level, the Ninja may create an Obscuring Mist as a Ki power.
At fourth level, the ninja may expend Ki as a free action to cause any opponent the ninja attacks in melee to lose their Dex bonus against the ninja until the end of the ninja's turn, enabling the ninja's Sudden Strike.
At ninth level, the ninja may expend Ki to force any opponent to reroll a successful save against the ninja's poison (The target saves, and if their save succeeds, they roll the save again). The use of Ki must be declared before the results of the first save are known.
At fourteenth level, the ninja may expend ki in order to move and stand normally on any solid surface, even a vertical or upside-down one (as the spell Spider Climb, at the ninja's normal speed), two points to stand on a liquid surface(as Water Walk), or three points to 'stand' on thin air (as Airwalk). This effect lasts 10 minutes.
Paladins are the bloodied sword of the Church of Light. Their nominal duties include hunting heretics and witches, and often they are roped into duty by harried lords to suppress peasant rebellions; but practically speaking, the effect of seeing a paladin is to inspire fear and awe in the populace, bringing the Church's power that much closer to absolute. Needless to say, in these circumstances ex-Paladins are...rather common.
The paladin may choose their Mount from the druid's list of animal companions, or may suggest one of the appropriate CR.
At 7th and 14th levels, the paladin gains a bonus feat from the fighter's list of feats.
The paladin adds his charisma score to the number of Smite and Remove Disease attempts he or she may attempt per day.
The paladin may expend a Remove Disease attempt to cast Greater Dispel Magic as a standard action.
There are three religions available to players. The most common, by far, is that of the Church of Light. The Church of Light adheres to the belief that the Light is everywhere, spread by invisible pink unicorns.
The second most common is the Pantheon of Twelve Dragons.
Gold - Nobility - Azathoth - LG
Silver - Law - Tezethoth - LG
Brass - Trickster - Teleothoth - CG
Bronze- Abundance - Gazethoth - NG
White- Winter - Galbrethoth - CE
Blue - Tyranny - Zetathoth - LE
Black - Death - Morrethoth - NE
Green- Disease - CE
Red - Fire - Ignethoth - CE
Gold - Virtue - Arrenethoth - CG
Copper - Magic - Mythethoth - N
Silver - Love - Izzethoth - CG
The last, and it's really more of a cult, is the cult of the Black Moon.
Background
Head south for a few weeks and you'll see it: the drifting green acid fog that marks the border of the Blighted Land. Every year, it drifts a little further north, and the weather is a little drier. The old men remember when the river by your hometown was twice as wide as it is, when they'd grow two or three harvests a year. Now people have started calling what was once the verdant breadbowl of the Empire, the Dry Lands. It's too bad, they say, about the Magefire Mountains. That's the range that popped up east of the blighted lands during the Third Magefire Wars, a hundred years ago. If it weren't for those mages and their wars, we'd be able to survive here.
To the east of you, the Empire stretches into the sea; and there is not a spellcaster in it, or if there is, they are hiding from the Inquisition and their Knights of the Silver Sword, who ride forth from New Atalantea, on the eastern coast of the empire (Old Atalantea is just a little bit further east, and presents something of a hazard to ships). To the south, the Blighted Lands wall off what used to be a coastline; there used to be quite prosperous cities there, and probably good loot if you could scavenge it. But nobody who ventures there returns. To the west, the barbarians cling to the Dry Hills like the lice that also reside there. The Blighted Lands stretch east to the Magefire Hills and the Magefire Mountains. On nights when the fog's not too bad, it's easy to see the dancing auroras still fighting over the Magefires; sane men don't dare venture too near, and desperate men often turn to certain death rather than the horrors that were unleashed a century ago and have yet to be mastered.
The blighted lands stretch west until they hit the wall of the Dragon's Spine, and the Spine stretches north until the Bloodied Pass. That pass is the only way for the Empire to get to the western kingdoms, where they worship dragons and half the commoners know a cantrip or two. Every couple decades the Church announces a crusade against the heathen Westerners, and their knights return loaded with gold and, more importantly, food. Those who don't come back, of course, fuel the thriving slave trade that the prosperity of the Westerners is based on. And to the north, the Dry Lands stretch a goodly ways until you come to the Starfires Mountains, where it's said that the elves have a kingdom, nestled secretly in the many valleys and caves.
For the last hundred years, magic users have been ruthlessly hunted and killed by the Church of Light. This had the effect of immediately ending the Third Magefire War, but it's also had some more subtle effects. Disease and wounds, for instance, are seriously life-threatening for the simple reason that nobody can heal them. Even a small cut, if it gets infected, can be potentially fatal.
Technically, magic is not illegal; however, using magic against a human being is punishable by death. It's awfully hard to disprove such an accusation, once made; and the Inquisitors are generally of the opinion that tis better a hundred innocents die than one witch go free.
The church is divided into four supposedly equal parts; the Inquisitorium arbitrates disputes involving magic; the Knights of the Silver Blade battle demons, witches, and other unnatural occurrences, usually at the behest of an Inquisitor. The Benedictum is the most populous branch, though not the most powerful; they distribute the teachings and tend to the faithful. The Administratum handles paperwork, tithes, new construction and the like.
There is, in living memory, only one great wizard who has defied the cleansing of the Church of Light: the archmage Larasel. It was he who, in the Bloodied Pass, stopped the last Crusade almost single-handed. There, with his half-elf queen, he founded the city where East meets West, based on peaceful trade and mediated by him, the knights he seems to have conjured out of thin air, and the school of wizardry he also founded.
More immediately interesting, you and your party are the elite of Lord Edric's forces. You just finished rooting out a cultist of something called the Black Moon, whatever that is, who had abducted, mangled, killed, and then animated a surprising number of villagers and Lord Edric's son. Last week Edric sent a fast rider to Atalantea, to beg the Church of Light for an Inquisitor and some Blades. Yesterday, however, Lord Edric fell critically ill. Black spots mar his skin, and it's unlikely he'll survive to see his rider return. With his only child already dead, succession to his lands is murky, at best. Because Lord Edric's lands border the river Av, they're considered quite prosperous. It is situations like this one that spark the bitterest and longest feuds in the Empire.
Lord Edric awarded each player a hide of land and the title of Knight for services rendered before cultist abducted and killed his son. Each player may choose to either refuse the title and the accompanying lands, or plot out their lands.
A hide of forest can comfortably work as a druid's grove; a riverside hide is fertile and, with a little development, can be turned into a town (OK, a lot of development). A suburban hide can be turned into a city block and rented out, or you can set up shops. And a hide of hills tends to be an excellent site for fortifications.
Most of the time, your hide of land will generate a minimal amount of wealth--enough to feed and arm up to 10 soldiers, plus supporting a peasant family or so (100 koku worth, specifically; a koku is enough food for one person for a year, maybe 10 gp worth). Development can cost significant amounts of cash but generally is worth it in the long run, assuming you can avoid having an invading army burn it to the ground.
In this case, Knight isn't a class. Knights are elite fighters and are obligated to go to war for their lord (although yours is about to die, so that's unlikely to be an issue). In exchange they get enough land to support themselves, and are granted a certain privileged social status.