Xerbo
Keeper of the Seas

Lesser God, Suel pantheon [Lesser]
God of the Sea, Money, Business

Druids   (see also priests)

Symbol Turtle's shell  
Alignment Lawful Neutral  
Druid Alignment N  
Plane Water  
Worshippers Fisherman, coast dwellers, sailors, merchants, seafaring barbarians, some druids  
Race Human, elf, half-elf  
Sex Any (mostly male)  
Attributes Wisdom 12, Charisma 15 -2
Proficiency Groups Warrior, Priest, General 5
Bonus Proficiencies Survival (sea), Seamanship 6
Preferred Weapon Trident  
Allowed Weapons Clubbing weapons, staff, maul, mancatcher, net, lasso, staff sling, trident, gaff, harpoon 5
Armor Chain mail and lighter armors (including shell breastplates), no shield -10
Primary Sphere Elemental (Water) 4
Major Spheres All, Animal, Elemental (Air), Healing, Plant, Sun, Travellers, Weather 53
Minor Spheres Divination (reduced), Protection 8
Additional Spells    
Abilities
  No followers  
  Water spells are cast at 2 levels higher (instead of the one level normal for Primary sphere spells) 5
  +2 on saving throws against water based attacks (including innate magical abilities of water-dwelling creatures) 5
3rd level Identify pure (and salt) water, as well as marine plants and animals
5 (base) - 1 (limited) = 4
4
  Marine languages (includes the language of any sea-dwelling creatures, 1 per level until level 15)
10 (base) - 1 (3rd level) = 9
9
  Full movement rate through coastal and reef areas (including mud) and while swimming 5
7th level Converse with marine animals
10 (continuous) + 2 (P2) - 3 (7th level) - 1 (2 powers) = 10 (minimum)
10
  Breathe water at will
10 (continuous) + 3 (P3) - 3 (7th level) - 1 (2 powers) = 10 (minimum)
10
  Shapechange into marine forms (3/day, as druid)
15
Limitations
  Slow spell casting (all spells of less than 1 round casting time or less have their casting time doubled, 10 or more equals one round) -5
  Oath of the sea: the druid must protect the sea, and the life within it, from the threat of surface dwellers -2
  +5% experience cost -5
  Forbidden to use spells or magic items that produce flame or fire  
Raiment Bare head, blue-green or blue with green trim (often in the appearance of seaweed)  
Animals Turtle, dragon turtle  
Holy Days Watersday, meditation and sacrifice of wine and crumbled food to the waves  
Notes
Animal and Plants spheres may only be used to summon or otherwise affect marine animals and plants
Xerbo's druids have no secret language, and use seaweed (kelp preferred) in place of mistletoe
Xerbo is worshipped on the eastern coast of the Flanaess, especially in the Hold of the Sea Princes and Lendore Isle. He is also much revered by sea-faring barbarians.
Osprem is Xerbo's daughter, and temples often hold ceremonies for both (though they are dedicated to only one of the pair)
Dungeoneering and other land-based pursuits are frowned upon by the druids of Xerbo
The Reincarnate spell may never be used to raise those slain by mishaps at sea (except those killed by surface dwellers)
Background
Xerbo, a powerful god of the sea, has a large following on the eastern coast of the Flanaess. He is revered as the provider of life in the seas by fisherman, and placated by those who travel the seas for profit (including merchants and warships). Xerbo's daughter, Osprem, holds province over travel upon the sea, while Xerbo is the master of the seas and all below its surface (though Procan holds otherwise). He is generally on good terms with the other sea gods of Oerth, and teaches his faithful to revere and respect all peoples of the ocean, regardless of ethos.

His druids seek to keep the actions of man from harming life within the seas (fishing, in moderation, is acceptable), and to keep adventurers from invading Xerbo's realm. As such, they will never help with expeditions below the surface of the sea unless the balance of the ocean is somehow threatened. Xerbo is served by both priests and druids, and the two often mix freely at his temples.

Sources
Dragon #90, Gods of the Suel Pantheon
Len Lakofka's Greytalk posts on the Suel Pantheon