@Klas: Being a writer of novels as well as RPGs in the same fantasy setting I've always encountered the wish from GMs to know ”the truth”, for instance about magic and gods, while I in the role of storyteller want to hand out info along a dramatic curve on a ”need to know”-basis to be able to provide twists and retain the magic of the partly unknown and misunderstood.
I appreciate that GMs need to know more than players but at the same time I won't provide final answers to the nature of the gods. This is not primarily because I smugly want to be the only informed one. Instead, what hasn't been expressed yet isn't defined and thus can be molded, used and expanded upon as needed if we later want to do expansions and twists. It is simply good practice in story building in my very hands-on experience. I personally think what is said about the gods in the current material is as much as is needed right now. Any GM may of course add whatever background or expansion he/she wants, but a good idea might be to provide the info in the form ”it is claimed …” and keep the defined characteristics to a certain sect or branch of the religion that later might be challenged. I wrote a
blog article (in Swedish) about the technique of placing information and hooks in suitable locations for later use that is not yet defined and doesn't have to be. Much like a chess player placing pieces in strong positions to build up possibilities.
The same goes for the history of Ravenland, where the reader may notice incompatibilities in what is told. Some ”historical facts” will indeed be challenged already during the Raven's purge campaign. For instance, the question of whether orcs were given to dwarves and elves as a servant kin by the raven god or were enslaved in early history remains open and should in my opinion remain so for now. The players and entire civilizations may still claim ”the truth” as they percieve it and act upon it in conflict with those of a different opinion. This is much like in our own world.