Voadam
Legend
I think it is going to vary a lot based on the actual cosmology, the specific magics available, the specific gods involved, and the history of the world and its cultures.
D&D afterlife varies - in 4e the gods of knowledge and death do not know what happens to souls after they leave their period in the Shadowfell after death. Afterlives for evil souls could be a classic Dante eternal punishment or they could be rewards for service in the dark lord's realm, or they could be turned into an outsider (would you like to hang out with succubi for eternity or lantern archons). In 2e and 3e FR you go to the afterlife realm of the god you chose as your patron (or the one closest to how you lived as a mortal if you did not choose one, or to the wall of the faithless if you were faithless and nobody picks you up or fiends get you if you were false in your beliefs). I am not really clear on what those god realm afterlives are like even after having read those fantastic 2e god books.
Certain D&D spells give you specific ultimate information, these vary edition to edition on their specifics which makes a difference in what people can know and how certain they can be about the information and when and what the spells might not tell you. Bards having a lot of top tier healing stuff makes a difference in incentives compared to systems where only clerical magic can bring the dead back to life.
Some gods might want worship, in FR post Time of Troubles the gods' powers were tied to worship so they definitely wanted it and competed for it. In 1e Greyhawk the greater gods specifically do not care about worship at all, they are too far removed. In 3e Eberron it is not clear whether any gods actually exist or whether all clerics are actually godless spellcasters with a specific spellcasting tradition.
Eberron is also a D&D setting with different cultures with different religious traditions ranging from polytheism in a pantheon to the monotheisticish Silver Flame, to the philosophies like the Blood of Vol, to ancestor worship, to cults of the Dragons or other stuff. I find Eberron religion very enjoyable and plausible for a fantasy world.
D&D afterlife varies - in 4e the gods of knowledge and death do not know what happens to souls after they leave their period in the Shadowfell after death. Afterlives for evil souls could be a classic Dante eternal punishment or they could be rewards for service in the dark lord's realm, or they could be turned into an outsider (would you like to hang out with succubi for eternity or lantern archons). In 2e and 3e FR you go to the afterlife realm of the god you chose as your patron (or the one closest to how you lived as a mortal if you did not choose one, or to the wall of the faithless if you were faithless and nobody picks you up or fiends get you if you were false in your beliefs). I am not really clear on what those god realm afterlives are like even after having read those fantastic 2e god books.
Certain D&D spells give you specific ultimate information, these vary edition to edition on their specifics which makes a difference in what people can know and how certain they can be about the information and when and what the spells might not tell you. Bards having a lot of top tier healing stuff makes a difference in incentives compared to systems where only clerical magic can bring the dead back to life.
Some gods might want worship, in FR post Time of Troubles the gods' powers were tied to worship so they definitely wanted it and competed for it. In 1e Greyhawk the greater gods specifically do not care about worship at all, they are too far removed. In 3e Eberron it is not clear whether any gods actually exist or whether all clerics are actually godless spellcasters with a specific spellcasting tradition.
Eberron is also a D&D setting with different cultures with different religious traditions ranging from polytheism in a pantheon to the monotheisticish Silver Flame, to the philosophies like the Blood of Vol, to ancestor worship, to cults of the Dragons or other stuff. I find Eberron religion very enjoyable and plausible for a fantasy world.