Armok: So yeah, that was one hole (the belief issue) that was definitely not fleshed out as much as it should have been. The conception I have in mind is that the disclosure idea is the revelation that the gods are not, in fact, gods but rather just really bloody powerful and extraordinarily difficult to kill beings. The Enlighteners would pretty much come clean, the Enslavers would not let the whole "can be killed" thing slip to the dominated populace but would like to be able to openly dominate. The secrecy proponents would feel that either of these propositions would be dangerous to the deity class of being.
As to why they need belief to survive in the first place, it all has to do with the terms of the gods prison sentence. It's seen as a punishment to depend upon these lesser mortal creatures for life. Also, though I do kinda like the idea of faith in anything, I have no idea how I could incorporate that into a game program. I could see quantifiers for "God believed in" and "Level of Belief" dependent upon relative quality of life and basic personality parameters, but a "Faith in Anything" would have a lot of potential inputs I would think.
Also I really like the third dimension of mortals idea. It kind of kills the 4-way theme, but adds to the overall depth of possibilities for philosophical conflicts which of course spill over into hit-the-opponent-with-the-stick conflicts. So much appreciation on that one.
RAM: It wasn't really meant to be viewed as a free-for-all deathmatch style of opposition but rather power struggles and intrigue with enough opportunity for senseless violence to be interesting without seeming completely ridiculous.
Think how power and "factions" work in real life. There are Republicans, Democrats, Libertarians etc. Muslims, Christians, Hindus, Buddhists, Atheists, etc. Conservatives and Progressives. Though their philosophies are different, it is seldom that it becomes a brawl. Typically, they argue and do everything they can to mold their world in their image but still end up having to coexist. And that, ideally, is where the player finds himself in this alternate world. They can try to aid a faction, switch factions, be entirely independent and go kill monsters, or just scream out in frustration and punch an apple vendor. Also, it was my hope to try to make non-martial skills a viable strategy towards a rewarding game.
All the same, thanks for the comment, and if I try what Armok suggested, then the "alchemists" (to be renamed) would still totally be in.