Table of Contents

Shan

Weather Spirit - Master of the Sea Winds (CN) (M)

Shan has the power to grant spells to his followers, although (technically, according to the Pathfinder rules) he is a Mythic Spirit, rather than a true deity. He is a personification of the sea wind, and might be invoked during times of 'contrary' weather. He has few followers but is often invoked by sailors, fishers, and others who travel on the sea. His priests are, generally, drawn from those followers who multi-class a one or two divine levels with their previous class.

However, make sure that you read the Powers section at the bottom of the page, if you ever consider Way as a deity for a Player Character.

Background

Shan is the spirit of the sea winds, a Kami who has grown since he came to the Hann region. He was brought to Porters Bar, by sailors of the fleet carrying the Shays, when they fled their homeland in Sinan. When the sailors settled into their new home at Porter’s Bar, they built a shrine in thanks to Shan, which later generations built up into a chapel. Knowledge of Shan has spread around the Hann Empire, carried by sailors moving around between vessels, and different states. Now, he is widely venerated, and invoked by sailors when the winds are contrary, there is a storm brewing, or a ship is becalmed.

Church

The Church of Shan is almost non-existent. There are a couple of shrines dedicated to him, although he has a small chapel in Porter's Bar. Most of his followers, and a few priests, are generally found at sea.

He is normally represented as a gull.

Priests

Priests are very few and far between, with most found aboard ships or fishing boats. They tend to be low level, adept/expert multi-classed NPCs. However, there are a few clerics, as well as bards and rangers, who espouse his faith.

Temples and Shrines

Shan doesn't have many buildings dedicated to his worship, but then he is a capricious weather spirit, and doesn't require much from his followers.

Powers

Shan is a quasi-deity who can grant access to two domains, but can only grant spells up to Fifth Level, drawn from the Adept Spell list – higher level spell slots may be filled with lower level spells. Shan does not allow adepts to take a Familiar at Level 2, but grants them access to his domains instead.

Weather Domain (Storms)

With power over storm and sky, you can call down the wrath of the gods upon the world below.

Air Domain (Wind)

You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.

Spell List

Priests of Shan may choose their spells from the following list: