I'm using it quite extensively in my current d20 campaign (homebrew world)
The most prominent gods are Korak, (1 PC is a holy warrior of...), Thellyne (1 PC is a cleric of), Terak (1 ex-PC was a holy warrior of), and Naryne. The main bad guys are the Three Brothers, who seek their just do as members of the Divine.
In addition I took the ideas of the Tree of Life and the 5 fruits, and developed the idea of the Realms of Magic. I added another generation of fruit, between the one which spawned the gods and the one which spawned the mortals. The Fifth fruit of the first generation broke open and spawned Demons. While the Five fruit of the second generation spawned: Celestials (Angels), Infernals (Devils), Dragons, Few, and the Djinn (elemental beings). And from the seeds of eliwyn grew the creatures of the Green. The First war of the gods was fought between the Demons and devils on one side, and Djinn, Dragons, Fey, Green, and Celestials on the other.
There is no Arcane/Divine magic. Instead each realm of magic has it's own type of magic. And any individual can gain magic in 1 of two ways, through heritage or through a patron.
Elemental magic is about the primal powers of the universe. Elemental Patrons grant magic like the Sha'ir (Al-Qadim setting) who get familars called Gen who travel to the elemental plane and "retreives" the magic. Elemental heritage have an elemental creature of one sort or another and are basically sorcerers with an elemental focus (Fire is the El Fuego Adentro from Swashbuckling Arcana)
Fey magic is about illusion, charm, and stories/legends. Fey patrons grant their magicians the power of stories and song (Through the Glamour Mage from Swashbuckling Arcana) while those with few blood in their history are Bards.)
Draconic magic is very like arcane magic in standard d20. Dragons are most interested in knowledges and Names. They teach their casters how to use True Name magic (Tome of Magic) while blooded mages either learn how to access the collective memory of Dragons (Akashic from Arcana Unearthed) or become Sorcerers (as d20 but with no familiars or ability to enchant magic items)
Infernal magics are evil and nasty. Devils bestow spells upon their followers as Evil clerics, while Infernal blooded learn to manipulate the shadow in their souls (Shadow Mage)
Celestial magics are the magics of goodness and angels. Angels bestow healing powers upon their followers (Healer from Minatures Handbook), while Celestial blooded creatures are effectively Favored Souls from the Complete Divine
Green magic is the magic of nature. Druids have Eliwyn as a patron, while green-blooded creatures become Pyeryem Magic (From Swashbuckling Arcana)
Divine Magic is the magic of gods. Clerics have a god or the pantheon as a Patron, while divine blooded creatures are rare and (iassume) of Demi-god status.
Demonic magic is the magic of death, undeath and other things that subvert the natural order.
i have recently started throwing pieces of meteors in the form af a purple creature that has the effect of turning things into Abominations.
all in all the depth of Book of the Righteous really gave me great places to go while i was creating my world, my cosmology and the grand story i have to tell. I can't say enough good things about it.