How do I resolve if someone wants to play a cleric or a preserver?
I have no idea about how people can tell the difference between spellcasting, preserving, defiling, and psionics.
I played Dark Sun in 2e and ran a campaign in 4e. Because 4e had different power sources, I highlighted the differences between those, much to the enjoyment of the players.
Everyone had some psionic ability, even if minor (and this was reflected in the mechanics). So, this attracted no attention.
Preserving and defiling were different aspects of spell casting that used the Arcane power source. I did like how the mechanics worked - preserving was the default but defiling granted you a bonus. I don't recall the exact bonus (Advantage IIRC), but it had the cost of very obvious effects like withering plants or draining life force from (damaging) allies. People could
feel it when arcane magic was used. I house ruled even larger bonuses to tempt more defiling, but it would attract attention (especially Templars and SKs) like a Jedi would if using force powers in the Rebellion era.
Divine magic was non-existent. 4e had elemental clerics as a theme but no divine classes. The only remaining main power source was primal, which I spun as the antithesis of arcane magic and very rare.
How do I justify that the players
- are in Tyr (and how much do they know about the city)
- have just arrived (where do they come from then?)
My preference would be that they somehow grew up in Tyr, but otoh I do not want them to have many resources and contacts there right from the start. (snip)
- What general knowledge do they have? Only what comes up during the game, aka wing it? (I prefer this for more flexibility)
Since in freedom they are all thrown into the pits quite railroad I do not care to much about their worldly possesions, since they will be (unretrievable) confiscated.
I have the Tyr boxed set and would lay out the map when they were in the city. My campaign also began pre-Freedom and in fact, that never actually occurred. It evolved toward the PCs trying to overthrow Kalak (but alas was never achieved, as the group dissolved for IRL reasons).
PCs could simply start in Tyr, which as a city-state was a big place to accommodate multiple backgrounds and classes. PCs had a basic understanding of the city and how it worked but resources were minimal as SKs and Templars would want to keep the population under their control.
You will have to decide on how to treat clerics if you use 5e rules, perhaps reskinning divine magic to elemental magic.
Finally, one thing you will have to decide is how SKs and Templars and the public treat spell casters and the role the Veiled Alliance plays in your world.