One god, coming right up!
Fharlanghn - God of Travellers
Domains: Travel, Protection, Luck, Good, Chaos
Fharlanghn is the protector of all travellers, granting them luck to avoid hazards and protection against those that cannot be avoided. While many offer a prayer to Fharlanghn as they leave for a long journey, few follow his true call, to travel merely for the sake of travelling, leaving the roads only to prepare for the next journey.
Fharlanghn's shrines are all located along empty stretches of road or in tiny villages, offering a rest for the weary travellers who pass them. Often they lie empty, leaving the travellers to help themselves to it's shelter, though they are often visited by priests who make sure all is in order before moving on. Other, more important shrines always have a priest looking after them, who may leave only when another agrees to replace him, which usually doesn't take so long as many priests end their journeys at one of them.
The few priests dedicated to Fharlanghn are spread out, travelling around or staying at one of the shrines. Most of the priests know each other, but there is no central authority who controls their doings. In the rare case that something needs to be decided by the church as a whole, any priest may, in theory, call for a meeting to be held, though the younger priests are likely to be ignored unless their reasons are very convincing. The one making the call sets a date and place, traditionally the first day of the third following month at the currently largest shrine to avoid conflicting calls, and all who hears it are to spread it to those they meet in their journeys.
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What sets Garam apart from most other priests, and why they are not blessed with Fharlanghn's power, is that most of them breaks one or more of his domain ideals. Some don't take their every chance at travelling, perhaps prefering to stay with a loved one or become too used to the ease of a stationary life after staying at a shrine. Others do not care as much for protecting other travellers as they should, slaking only their own thirst for travel and forgoes the responsibility of looking after the shrines. Yet more people do not trust to Fharlanghns luck, depending only on their own skill to see them through their obstacles. Still others do not go out of their way to help the needy in their travels, due to cowardice or uncaring, prefering to avoid such obstacles rather than helping those in need of it. Some also fail by becoming too caught up in their habits, perhaps travelling only the same route year after year or by planning things overly much.
The Walker family is a large extended family whose residence lies close to one of the larger shrines to Fharlanghn. The family have a long lasting tradition of almost every member becoming a follower and often even a priest of Fharlanghn. The family is also known as the church's biggest supporter. Those members who don't enjoy travelling themself often stays at the residence, looking after the house, their farms and the nearby shrine under the watch of Thela, Garam's grandmother, who is the unquestioned head of the family, even more so since her husband, Tals, went missing on one of his journeys some years ago.
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Garams spellcasting could work out to be quite unspectacular, perhaps: like, casting Bless would be Garam asking for aid, not really expecting it but everything just working better for a while. Create Water wouldn't be cast as he's looking at the waterskin but as he's almost out of water, he suddenly realise that he had far more than he thought left. It wouldn't perhaps work for many of the higher level spells, but if the game goes long enough for those I guess he'd be more aware of his powers anyways. Is that the kind of thing you had in mind?
Curing wounds might be the hardest to explain, perhaps it could be split into two, so when cast just after the wound was inflicted, it grants the target luck in the past, making that solid hit into a near miss, he never took the damage. When cast some time after battle, it wouldn't be instaneous, just speed the natural healing so the target's healed in some hours, conveniently enough always before he would take lethal damage.

I.e. the target would be healed on paper but his wounds remains for a while in character.
Just some thoughts, if you prefer it some other way, just let me know.