Shezeth (CN)The Stormbringer
The god of Storms. Shezeth is the eldest son of Feyja and Zol. Wild and free spirited, he brings wind and rain across the world. Farmers pray for his presence to bring rain for the crops, Sailors pray for his mercy. Those who are followers of Shezeth are part of the Feyja's religion. Their churches can often be seen at a distance, with large water towers grown into the structures. Basis will be set outside them to gather water when it rains, a traveler in the needs for a drink, and cleaning, can often find such comforts in Shezethian bath houses.
Relations:
-Infatuated with Astreil and always wants to impress her
-Friends with Gazeck and his brother Geth
-Obeys Feyja as a dutiful son
-Dislikes Polis who took his father's seat among the Major Gods
Scripture: The Song of Storms
A song and dance to appease Shezeth and beckon for rain in the spring season. Learning the dance is also said to help teach the basics needed to maintain balance while on a boat at sea.
Heralds:
The Four great winds each act as Shezeth’s Heralds. It's said that on the open sea when one wind blows strongly you can hear a message whispered in the wind.
Curse/Blessings:
-Light rain in the Spring, or clear skys are a sure sign of Shezeth’s Favor.Also a gentle breeze after a prayer can be a sign of his assurance that he heard you.
-Floods and Droughts are a clear sign of his displeasure. Sailors claim he will bring leviathans if he feels particularly upset
-When you feel a sudden shock, it means Shezeth is near, he can be a bit of a prankster, but one should always say a blessing lest they incur his temper
Domains
Chaos
Air
Destruction
Travel
Weather
Major God

Obedience
Hang a set of chimes where they will be stirred by either wind or water. If no suitable location exists to hang the chimes, you must hold the chimes and shake them gently to sound them throughout your obedience. Chant prayers from The Song of Storms as you attune yourself to the sound of the chimes, then drink a mouthful of pure water and pour a handful over your head. Gain a +4 sacred or profane bonus on saving throws against electricity, wind, and water spells and effects. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience, and this choice can’t be changed.
Evangelist
1: Storm Rider
Bless Water 3/day
Glide 2/day
Storm Step 1/day
2: Nimbus Flight: You can call on a storm cloud to bear you into the air. This enables you to fly at a speed of 40 feet with good manoeuvrability. It lasts for 10 minutes per HD (maximum 200 minutes). If it’s dispelled or the duration expires while you’re aloft, you descend at a rate of 60 feet per round for 5 rounds, then fall any remaining distance normally. The rounds need not be used consecutively, but must be used in 10 minute increments. Calling the cloud is a Standard action, the cloud can be dismissed as a free action.
3: Thunderous Surge: You can unleash the power of the Storm Father with your voice, channelling the raw energy of the tempest in a thunderous shout. Once per day as a standard action, you can exude waves of Electricity in a 30-foot-radius burst centred on yourself. The blast does not harm natural vegetation or creatures in the area you wish to exclude from damage. Other creatures in the area take 1d8 points of electricity damage per character level you have (maximum 20d8) and are stunned for 1 round. A creature that succeeds at a Fortitude saving throw (DC = 10 + half your Hit Dice + your Charisma modifier) takes half damage and negates the stunned effect.
Exalted
1: Storm Bringer
Shocking grasp 3/day
Storm Sight 2/day
Fly 1/day
2: Lightning Child: You become resistant to lightning and similar effects. Gain electricity resistance equal to 5 + your Hit Dice
3: Wind Caller: Once per day you may use Sirocco as a spell-like ability, using your character level as your caster level. Creatures who are forced to make a fly check to stay in the air as part of this spell, take a -5 penalty to that check. You may exclude yourself and one of your animal companions or mount from the effect, as if by selective spell.
Sentinel
1: One with the Wind
Air Bubble 3/day
With the Wind 2/day
Lightning bolt 1/day
2: Master of Storms: You are able to speak with the voice of your god, and the storm's answer. Once per day, you can cast either control water or control winds
3: Lightning Surge: Once per day as a standard action, you can call upon the sky to strike you with a lightning bolt that deals no damage to you but instead seems to fill you with boundless energy. You gain 2d10 temporary hit points, and any fatigued or exhausted conditions you are suffering from end. You also gain a +2 bonus to Strength, and your natural attacks and melee weapons deal an extra 1d6 points of electricity damage. These effects last for 1 round plus an additional round for every 4 Hit Dice you possess (maximum 6 rounds). You can call upon this lightning when you are indoors, underground, or even underwater.