I wanted your thoughts on campaign settings "exclusionarys". I would like for you to take into consideration the ramifications of the following campaign limitations. How would they effect everyday life of casters and mundanes? How would religion as a whole be effected?Churches and temples? The sales or manufacturing of magical items.
1) gods are fighting with one another vying for power and position, more than your typical campaign. There is no such thing as a "uninvolved" god, unless the god is dead or dieing. The stronger a kingdom that worships a god is, the more population it has, = the more populous that worships = the stronger the god. If another temple or church is accepted in town then both will be weakened as they will share the populous....hence the gods are vying for your support. A gods strength is directly a reflection of the amount of people worshipping the deity. Religions are at least competitive and suspicious of each other, charging tariffs to travel thru areas, and thats the Lawful good ones! Most are at least antagonistic, most are unwelcoming & combative vs each other. Some attack upon 1st site. As a result it is very unlikely to ever encounter a cleric alone or traveling without guard. There is a active price on heads of clerics and you would be a fool to wander in to a town praising a different god than theirs. You would soon be burned at the stake or hung, maybe even tortured publicly...ALTHOUGH GODS AND RELIGION PLAY A BIGGER ROLE YOU WONT SEE TO MANY TRAVELING AROUND
2) Spells or powers that offer long ranged communication such as "anywhere on this plane" do not exist. Spells that have long ranged instant travel, astral travel, teleport either dont exist, or are severely gimped. Only the gods have such abilities. Turning ethereal, or going to astral plane is very dangerous for mortals. Traveling these planes is thought of as eventual suicide, as you are attacked almost immediately by inhabitants of these planes. As a result of this wizards will have to rely upon more meatshields and information circuits. As they no longer can ask for help from others far away nor do they have a quick escape spell like teleport. They must rely upon more conventional means of travel, eg. boat or beast.
3) Kingdoms are very watchful for threats, both foreign and domestic. A known caster that makes items that is caught selling can be instantly tried for treason and killed....eerrr captured and forced to be kings magical maker. You see wizards/witches/sorcerers any spell caster making magicals will be taxed, heavily! Spellcasters will usually be placed in a "secure environment" = enslaved and held prisoner in castle!
If you are seen casting spells you better be a known friend or you might be labeled a threat and killed. Maybe find yourself burning at the stake next to your cleric friend, using his soap box as kindling!
4) no wish, no limited wish, no true resurrection, no alter reality etc etc high level spells are there but the game breakers....only for the gods!