Below you will find a more detailed version of the various religions of the world, though only a few of the Ten are mentioned. This is because clerics are actually not terribly common among non-human races. Also note that the domains listed only include the domains in the Player's Handbook. Spell Compendium domains aren't common, yet.
[sblock=Clerics and Religion]Azgundi: The most prominent religion in Azgund is the Healing Light, a philosophy that has gained enough followers that it now has codified beliefs, temples, and a grand cathedral in the Azgundi capital. Clerics of the Healing Light follow one of two paths, either as simple healers and tenders of the flock, or crusaders against darkness and evil. This philosophical split has created some schisms within the church, notably the defection of an entire sect in Turen who have taken the path of combating darkness and evil to the point of fanaticism. Domains available to a cleric of the Healing Light are Healing, Protection, and Sun. Neutral clerics of the Healing Light always spontaneously cast cure spells and turn undead. Although the philosophy itself does not bar evil clerics, the church hierarchy regularly uses the detect evil spell to weed out evil from its ranks.
Also headquarted in Azgund, specifically the Duchy of Guare, the Lord and Lady of Shadow have developed a small but loyal following among both the commoners and aristrocracy of Azgund. The Silver Shadow, also known as the Lady of Shadow and the Advocate of Choice, espouses a philosophy of choice, but also reminds her followers that for every choice there is a consequence. The Silver Shadow is Neutral and her clerics must maintain some element of neutrality (LN, NG, N, NE, and CN). Her domains are Knowledge, Luck and Trickery and her favored weapon is the rapier. The Shadow Knight, the Silver Shadow's husband, is also known as the Lord of Shadow, the Redeemer, and the Champion of Redemption. The Shadow Knight teaches that there is the possibility of redemption in every heart and that every being should be given the choice to redeem themselves. However, if they then choose to reject that offer, they must be dealt with swiftly and decisively. The Shadow Knight's domains are Sun, Trickery and War and his favored weapon is the rapier. He is Lawful Good and his clerics always turn undead and spontaneously cast cure spells.
Drukkar: The barbarian tribes of the drukkar put great emphasis and importance on their spirituality, looking to their shamans for guidance and wisdom. A tribe's shaman is second in importance only to the chief and some ambitious shamans take the title of chief for themselves as well. The great mystery of magic is held to be only understandable to the shamans, who interpret the signs of the natural world and the stars to maintain the Drukkari Prophecy. Drukkari shamans do not make a distinction between arcane and divine magic, mingling the two in a process they call theurgy. The most powerful become Mystic Theurges. Thus, Drukkari clerics almost always multiclass as sorcerers. Drukkari clerics are not limited in alignment and may select two of the following domains: Animal, Destruction, Healing, Magic, Plant, Protection, Strength, Travel, and War. Favored weapon varies by tribe.
Emiran: The Emirates are ruled by the religious castes, who place great importance on the four classic elements, as filtered through the lens of the genies whom the Emiran clerics idolize and seek to emulate. As such, each caste's clerics have different domains and philosophies. The Fire Caste, who controlled the country until just prior to the Shadow War, believe in dominance through aggression and fear. Their domains are Destruction, Fire, and War with their favored weapon being the falchion. They seek to emulate the Efreet and are thus almost always Lawful Evil. The Air Caste, now in political power, though not yet able to maintain a stable government, believe in personal freedom and the betterment (and often hedonism) of the individual. Their domains are Air, Travel, and Trickery. They seek to emulate the Djinn and are thus usually Chaotic Good. The genies of Earth and Water were virtually wiped out by the summoned devils of Thay 500 years ago. Their associated castes have thus fallen into obscurity, with just a few scholars and devoted faithful left, still trying to find the genies of their castes. Earth caste clerics believe that they balance the reliability of the water's tides with the chaos of the shifting sands, with mercy as fleeting as the dew baked out of the dry earth. Their domains are Earth, Destruction and Trickery and they are often Chaotic Evil. The Water caste believes that are the healers and providers of the land, seeing to the needs of the common people. Their domains are Water, Healing and Protection and they are often Lawful Good. Both the Earth and Water castes have based their modern phiolosophies on the principle that each of the elements must be balanced against the others. They do not actually know what the genies of their elements might have to say about what the castes currently believe about them.
Half-Elves: Half-elves often follow the human religions of the lands they are raised in, but, one half-elf has risen to a position of significance and attracted like-minded followers: The Piper. The Piper is a keeper of secrets and patron of outcasts and thus many half-elves flock to his cause and faith. His domains are Knowledge, Magic, and Trickery and he is Neutral, with his clerics required to maintain some element of neutrality in their outlook (LN, NG, N, NE, CN).
Others: Those listed above are the most prevalent spiritual paths in the land, but they are not the only ones.
The Lord of Death, Thanyx, has developed a small following in a growing city known as the Necropolis, east of Azgund. He teaches that death is inevitable and demands that this clerics seek out those who seek to avoid death. Although he utilizes undead, the undead he creates are made to suffer as punishment for some wrong-doing, usually having to do with seeking to prolong their life unnaturally. Thanyx does not approve of Liches or Vampires and sends his clerics against these and other willful undead at every opportunity. Thanyx's domains are Death, Evil and Magic. Thanyx is Neutral Evil and his clerics always rebuke undead and spontaneously cast inflict spells.
The Ebon Mask is a mistress of assassins. Though not one of the first ten who ascended during the Shadow War, she was sponsored to like status by the Piper shortly afterwards. She is primarily known as an adventuress on the wrong side of the law who will take any challenge, as long as it involves stealth, cunning, and not a little style as well. Her domains are Luck, Travel and Trickery.[/sblock]