I really like this. Here's an alternative Wall of the Faithless:if I was using this, I'd make the Far Realms outside that wall. Break the wall, and the Far Realms comes to call. The only reason everything is featureless is that you can't actually perceive the Far Realms, even though it's there, just beyond sight. Waiting. Waiting to break in and devour all the souls of the world. And the only thing that protects the city is this Wall of the Faithless that has to be constantly mortared with faithless souls to keep the Far Realms out.
The Last Wall
Whenever someone dies they go to Kelemvor's domain and are confused and disoriented about what they are seeing when they get there. A servant of their patron deity (or the servant of a deity most closely aligned to how they lived their life) can snap them out of their confusion by offering them solace and comfort. They help the soul come to terms with their current state and offer them to go to their deity's domain and live the remainder of their days with that deity. Before the soul can accept the servant first warns them of the terrible danger that the Far Realm poses and the fact the barrier between the material universe and the Far Realm dimension weakens every day. The soul can choose to either live the remainder of their days with their deity or they can choose to sacrifice their eternal lives and instead willingly become one with the Last Wall.
Not everyone who dies is visited by the deity they worshiped. Some are instead visited by the servant of a different deity. This happens when someone failed to even try to live their lives by the creed of the deity they claimed to worship and so are instead visited by the deity whose creed they most closely followed in reality. Such servants are not as comforting to the individual as those of the deity they thought they worshiped, but they can still give the deceased soul some momentary clarity. If the soul doesn't reject the reality of their situation then the servant can provide the person with the same comfort that any deific servant can provide and the soul is provided with the same options (eternity in that god's domain or a willing sacrifice to the Wall). It is not uncommon for someone who is visited by the servants of Bhaal or the servant of the God of Lies to reject the servant and deny the reality of the situation. In this case the servant is no more able to reach them or provide them with any clarity and so the soul is abandoned.
Devils have learned the art of providing momentary clarity to people, especially since Asmodeus ascended to godhood. They can also provide souls who have denied the servants of gods momentary clarity and offer to enter into a bargain with the soul in question. If the soul refuses to accept the devil's terms then the devil also abandons them to their fate.
Those who have rejected both devils and the servant of a god are left for Kelemvor's judgement. He himself must speak directly with the soul in order to provide that soul with enough clarity to understand the situation they're in. He offers them one more chance to go to the domain of the god who tried to claim them and warns them of the fate that remains for them if they reject it again. If the person still cannot accept their situation or refuses to enter the god's domain then Kelemvor is left with no choice but to place them into the Last Wall.
Those who become part of the Last Wall slowly have their sanity eroded and destroyed. When Kelemvor first learned of the Last Wall he was horrified about what was happening to those souls and destroyed it. However what happened then was an onslaught of aberrations invaded his domain and threatened to overrun the entire Astral Plane. The other gods came to Kelemvor's aid and were able to beat back the aberrations long enough to rebuild the Last Wall. Many of the gods hate this wall but they also realise that there is naught they can do to stop it.
Those who willingly chose to not enter their god's domain but instead voluntarily become part of the wall are remembered throughout all the lands where that deity is worshiped as heroes. Those clerics of the deity have the person's name that embedded into their mind as they sleep and feel compelled to add the person's name to the Wall of Honour each temple maintains. Failure to add the name of the person onto the Wall can result in the loss of clerical spells for that priest. The priests do not know why these names are so important, only that the names represent heroes of the faith who have died somewhere in the world of Toril. Those churches devoted to the gods of self sacrifice have the most ornate walls while the temples devoted to more selfish gods may not even have a Wall of the Honoured.
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This can now pop up in gameplay a bit more easily. Any time a character enters a temple they will see that faith's Wall of Honour and no matter how far or wide they travel, they will see the exact same names on those walls. If they come upon an abandoned temple they will be able to use the names on the Wall of Honour to determine when that temple was abandoned and if they work to restore the temple they will feel compelled to add the names of the people who have subsequently sacrificed their lives.
This could eventually pique the interest of the players. As a DM you can also ask each player the enigmatic question "Would your character sacrifice themselves for the greater good?" when their character dies and the players decide not to raise that character from the dead. If any player answers the question with a yes they will eventually see that dead character's name added to the Wall of Honour with future characters.
This also (hopefully) helps remove some of the distaste people have for the concept of the Wall of the Faithless. A dead soul is confused when they die and if they continue to reject the gods they cannot be saved by those gods because only in accepting their fate can they lose that confusion on a permanent basis (Kelemvor can permanently remove the confusion on a single soul so long as he concentrates on that soul, angels and devils can only momentarily remove that confusion). It also explains why Kelemvor suffers the wall's existence. Think of the Dreams May Come movie with Robin Williams in it as to the state of souls who have died.
It also removes the whole "you must have a patron deity" idea but also puts a new spin on it. If you fail to even try to live by a god's values than that god will reject you. The bogeyman isn't the Wall of the Faithless but instead by being "damned" to an eternity in the god's dominion whose values you most closely lived your life by. This provides people with an incentive to follow a god's decrees.
Kudos to Hussar for this really cool idea

99% of the time I've seen someone be uncomfortable it's when they first started playing the game and they eventually become comfortable enough to even play clerics or paladins. That said I don't know if they're Christian or athiest (I never bothered asking). I personally was not comfortable DMing priests as evil when I first started playing D&D and didn't really want to focus on priests or churches for much the same reason that I don't want to portray certain demographics that correspond with real life demographics in a negative light. I eventually got over it.As it is, I can understand not liking something because it doesn't mesh with your personal feelings about how something "should" be, but I consider one of the main points of role-playing to be stepping outside of that for a little while.
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