Andor said:
By further implication there are no gods, or at least no gods that empower clerics (Unless you count whatever empowers adepts) and so Dragons are the highest power one can appeal to.
I am liking this more and more. I wonder if I can sell some players on it. I might tweak a few things: Dragons would have access to the beguiler, duskblade and adept spell lists, plus enchantment and illusions spells on the sorc/wiz spell list.
I might limit PC races to dwarf (Favored class: Knight), Gnome (Favored class: Beguiler), Elf (Favored class: Duskblade), half-elf and human (the other two races might exist, but as npcs, since the focus would be on the pc classes and the races most likely to adopt them).
Adept sources of magic...well Tiamat and Bahamut are obvious contenders here, although I personally would want them more behind the scenes and less "in your face" so maybe they would be named and believed in, but not present (and since (I think!) there are no summoning (calling) or gate spells or other interplanar travel spells (except shadow walk, and etherealness and etheral jaunt, (and technically dimension door, but that doesn't seem useable for travel too a plane (except for a one way trip to the astral plane!) which I think avoids the other planes), this might work).
Magic Items: Either I would have to change some of the spell prerequisites of some of these items, or there would be less magic items (and less variety in what is found, unless I do some homework).
Trouble is, I like making settings like this, but I can see how a player might not like such a strict class (and less strict race) restriction. Mind you, it would be a nice way to try out the four classes in play.
So, I guess I would reiterate that I have no problem with the four classes mechanically, and "fluff-wise" while on the fence with dragon shamans in a "standard" campaign, could see one working in the campaign tailored more for them.