What is it like to be a novice cleric in the Forgotten Realms? You know of your deity and their portfolio, their alignment, and their followers. What else do you know?
As a player, one of the important things to know about creating a cleric character on the Knights of Noromath is that not all gods are equally powerful, and this affects their ability to grant spells to their clerics. This is touched upon briefly, here: Spell Changes (This site)
It's important to note: your character may not know that your deity or pantheon is intrinsically limited in their ability to grant spells! You may not know a lot of things, for that matter. And this is quite alright. It could even be argued that it is in some cases ideal.
When you arrive as a level 3 character on the Tethir Road, one can assume that your character has a relatively basic knowledge of their faith and other associated things such as the goals of the deity in the world or pertaining to their followers, but our emphasis on role play calls upon us to explore these things in-character. It is perfectly fine for a level 3 cleric, for instance, to not know everything about their deity or the history of their faith, but simply have a very strong connection to their deity as they start out... And we can enjoy the development of heresies and other non-conforming play and stories if we are acting these things out in-character.
A cleric's first and second level spells are actually granted as a result of their knowledge and faith. In truth, such a character is truly a "cleric" in the sense of our campaign, having not yet acquired the specialty and training and experience that defines a priest in AD&D. Only the higher circles of spells are actually granted through prayer. As a priest advances in level and gains a greater understanding of their deity and the nature of the deities in the Forgotten Realms pantheon- a much larger story emerges!
In addition to the challenges presented by limited spell progression for clerics of demigods or lesser gods, the challenges presented for pantheon or demihuman clerics, domain enforcement, material component requirements and the potential to suffer from transgression for failing to correctly interpret the will of your deity, there are many interesting nuances and courses of play for clerics. Additional systems tracking the favor of divinely inspired characters are planned, as well as other features such as curses that affect the ability of the caster to use magic are all intended to add additional context and difficulty to this most classic of D&D classes.