Pan
Cult of the Woodland Beastmen
History
Pan belonged to that group of forest-dwelling gods, including Faerie and Bullhead. During the Gods War they defended the woods against all comers with spear and bow. Their deeds were not recorded, for Pan was not a powerful god.
The cult has remained limited in distribution and is found only in elf-woods, preferring the less densely treed areas. It provides a vehicle for the centaurs and satyrs to satisfy their need for deific guidance.
Life After Death
Cultist believe that they will go to Pan's woodlands and sing, dance, and make merry in an eternal orgy, before returning as an animal spirit of the forest. Cultists also believe in rewards here and now and in the pleasures of the flesh, and so permit death divints and resurrection.
Runic Associations
The cult of Pan has its origins in the runes of Man and Beast intimately associated with the powers of Life and Disorder. However, these runes are expressed in a peculiar fashion, for the centaurs and satyrs are dedicated to the Fertility aspect of the Life rune and the Disorder rune expresses itself in ferocious savagery and proneness to lies rather than any berserk furry.
Nature of Cult
The cult serves the needs of the forest beastmen. Some civilised cults feel that Pan is so disorderly and savage that they are chaotic, but those that know the cult point to their culture, musical ability, sense of fun, and say that this is ridiculous. The cult is somewhat mysterious for, of course, it has little contact with civilisation. It is viewed with suspicion by ordinary people for luring innocents into the woods and they believe that such victims are kidnapped, seduced and/or eaten. These rumours aren't entirely erroneous!
Socio-Political Position and Power
The cult is found only in large Faerie-Forests. Faerie consult with the Pan runelevels over any major policies concerning the woods and especially when war with outsiders is in the offing. Inside the cult, relations between forests are practically non-existent. Within a forest, there is a loose tribal structure, but all satyrs and centaurs have a deep distaste for any form of order and regimentation.
Particular Likes and Dislikes
The cult is on very good terms with the other woodland non-chaos cults of Faerie and Bullhead. It dislikes Chaos, Order and trolls; any cult with these runes will be viewed at least with suspicion, two of these runes and the cult is hated. Friends include most tribal cults, especially those mounted, Lucifer is liked along with Matar though both of these distrust Pan. Typhon and Shadow-Jack are approved of but seldom meet with. Trolls and Dwarves are mistrusted, all Broos hated. Blueface, Viking, Demosthenes, Gowrie, Mithras, Azrael, Humakt and Mordrake are disliked but Pan's hatred is reserved for Klute, Engariel, Ma Fear, Wraithe and Zorak-Zoran.
Organisation
The structure of the cult could be described as loosely tribal, but there isn't much structure at all really. In large skirmishes they form units
composed of groups of friends used to each other, usually led by a runelevel of some sort. Cultists view their fellows as brothers and sisters, the
tribe is the family
.
Centres of Power and Holy Places
Power and exercising power is anathema to Pan. Holy Places are moss-covered rocky amphitheatres and grottoes in forest glades.
Holy Days and High Holy Days
The cult does not have a regular round of worship, cultists join in Faerie festivals when they feel like it. They have a big orgy on Wildday, Fertility Week, Fire Season, which lasts all day and frequently most of the next.
Lay Membership
Open to any race other than broos, trolls and scorpion-men. All beastmen may join at no penalty, faerie races at CHA−5, all other races at CHA−10. All centaurs and satyrs are born into the cult.
Lay members may take part in cult orgies, When they take part they must get drunk, sing, dance and bonk with other cult members, (usually of the same race). They must be ready to defend the family and the woods from outsiders, and so keep their weapons handy. They must take part in at least one festival in a calendar year, they must on no account harm a fellow cultist or refuse aid if requested.
Lay members gain half price training in the cult weapon skills of Light Lance, One Handed Spear, Bow and Small Shield; plus free training in Hoof and Butt attack. The non-weapon skills of Play Panpipes, Tracking, Winemaking, Listen and First Aid are taught at half price; and the skills of Brew Irritant Poison, Camouflage, Spot/Set Ambush, Spot Traps, Spot Hidden, Trap Set/Disarm, Oratory, Jumping, Treat Poison, Treat Disease, Hide in Cover, Move Quietly and Swimming at full cost. No other skills or weapons are taught in this cult.
The cult teaches the spells of Fanaticism, Healing and Speedart to Lay Members.
Initiate Membership
Lay members may initiate once they have attained 50% in One Handed Spear and Bow Attack, and 50% in Play Panpipes and Winemaking. Centaurs and satyrs initiate automatically, all others must pass a test of (POW+CHA)×5⁄2% with the same charisma minuses as for lay members save that Newtlings and Dragonewts are at CHA−15.
Initiates are subject to the same restrictions as lay members plus they are expected to lure or seduce individual outsiders into the woods where they can be captured and forced to participate in orgies, or are eaten. These persons may later be released or may join the cult. Initiates are expected to participate more fully in the orgies in all activities.
Initiates get weapons training as lay members except that all cult weapons save Light Lance are free. Similarly all other skills are taught as above save Play Panpipes and Winemaking are free.
The cult teaches Fanaticism II and Healing IV for free; plus Befuddle, Detect Life, Fanaticism, Detect Enemies, Coordination and Glamour at half price. The spells of Bladesharp, Countermagic, Detect Spirit, Detect Undead, Disruption, Farsee, Ironhand, Mobility, Protection, Shimmer, Spirit Binding, Spirit Shield and Parry at full cost.
Initiates of Pan may use their Panpipes to charm a victim they have befuddled into following them (active effect), a critical causes complete infatuation, an impale will cause the victim to follow at full speed, a normal success at half speed, and a fumble will break the spell and cause the victim to awake to his/her state. Initiates get normal divint and may sacrifice for cult runemagics on a non-reusable basis.
Runelordhood
The Runelords provide the leadership in the cult, though entirely on a charisma basis. Cultists follow a Runelord because they want to rather than because he orders them. To qualify, a candidate must have been an initiate for one year, have 15+ POW, 90% in Winemaking, Play Panpipes, Spear and Bow Attacks, and any other two non-weapon skills listed as half price under Initiateship. The applicant must also pass a test abstracted as (CHA + Number of persons captured or lured to the cult)×3%. The Runelords have the restrictions of initiates, but serve as the foci of groups on raids and skirmishes. They have a responsibility to instruct cult members in skills, otherwise they are very free. Ally Spirits are placed in familiars (see below). They may use iron, but do not gain any.
Rune Priesthood
| 1d100 | 01-15 | 16-45 | 46-50 | 51-55 | 56-95 | 96-00 |
|---|---|---|---|---|---|---|
| Animal | Deer | Fox | Lynx | Monkey | Squirrel | Special1 |
| STR | 3d6+6 | 2d6 | 3d6 | 2d6 | 1d3 | |
| CON | 3d6 | 3d6 | 3d6 | 3d6 | 3d6 | |
| SIZ | 3d6 | 2d4 | 2d6 | 2d6 | 1 | |
| POW | 3d6 | 3d6 | 3d6 | 3d6 | 3d6 | |
| DEX | 2d6+6 | 2d6+6 | 1d6+12 | 3d6+3 | 1d6+12 | |
| Attack | Antlers 1d8+1 | Bite 1d6 | Bite 1d6, Claw 1d4 | As weapon | None | |
| Skills | Hide in Cover, Listen | Hide in Cover, Track by Scent | Hide in Cover, Move Quietly | None | Stealth skills | |
| Armour | None | None | 1pt fur | None | None |
- Notes:
- Runepriest selects a woodland animal of his choice, GMs discretion
The Runepriests of Pan are the repository of the cult's lore and wisdom. Human Sages have been known to travel deep into Elven Forests to question Pan Runepriests, and they are regarded as valued counsellors by the Faeriekin. An applicant for Runepriest must have 18+ POW and have been an initiate for one year. They must pass a test of (INT×3% + Play Panpipes) ⁄ 2 + Number of people seduced or captured×5%.
Runepriests are also leaders as are Runelords. They have a responsibility to teach spells to cultists and oversee the orgiastic festivals. A
Runepriest begins the knowledge skill of Pan Lore, which is taught to 25% plus bonuses for free. This involves the history of the cult, famous events,
heros and deeds of the past, and to a limited extent general knowledge of arcane matters. Runepriest put their ally spirits in familiars which become
awakened
. The actual animal is decided randomly, simply walking out of the forest during the ordination ritual. Roll 1D100 for the animal.
Rune Spell Compatibility
Pan Runepriest gain access to all one point runespells, but do not gain access to elemental magic. They may sacrifice for the following cult special runemagics. Those marked * require the caster to successfully play the panpipes, both before and during the spellcasting.
Cult Special Rune Spells
One Point Spells
Enchantment * Range: 10m; Duration: 15 mins or 1 Year; Non-Stackable; Reusable
The spell causes the victim to become infatuated with the caster and view his every whim as a command. If cast during an Orgiastic Rite, then it
lasts one year. If the victim is separated from his master for a week, the spell will appear to be broken, but he will fall back under the spell
when he hears the Panpipes again. A POW vs. POW roll is required, plus the Panpipes must be played successfully for at least one minute beforehand.
Envenom Range: Touch; Duration; 15 mins; Stackable - No Limit; Reusable
When cast upon a poisoned weapon, it boosts the potency by 1D6 per point stacked. It will effect only one blow of the weapon. Pan cultists are
infamous for using poisoned arrows.
| Condition | Modifier |
|---|---|
| Grossly different physical form | −3 |
| Same sex | −1 |
| Adverse mood (e.g. combat) | −2 |
| Conducive mood | +2 |
| No Panpipes | 0 |
| Panpipes played successfully | +1 |
| Panpipes played specially | +2 |
| Panpipes played critically | +3 |
| Panpipes failed | −1 |
| Panpipes fumbled | Spell broken |
| Lust Value | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9+ |
|---|---|---|---|---|---|---|---|---|---|---|
| POW Roll | No Lust | ×7% | ×6% | ×5% | ×4% | ×3% | ×2% | ×1% | ×1⁄3% | Automatic Fail |
All Broos automatically fail their save and regard other races with no CHA penalties.
Lust Range: 20m; Duration: 15 mins; Non-Stackable; Reusable
Upon a successful POW vs. POW roll, causes the victim to become overcome by sexual desire. He or she will feel an urge to satiate their desire on the
person who scores highest on the following formula.
Charisma (modified for race) ⁄ 3 plus the following modifiers.
Once the lust value is worked-out, the victim will be drawn to the highest scorer and must immediately make a POW roll to avoid being overcome by his/her passions - throwing themselves upon the object of their desire. The POW roll is dependant upon the lust value calculated, and tabulated in the box.
Speak to Beasts Range: 160m; Duration: 15 mins; Non-Stackable; Reusable
Allows the caster to converse with all creatures of INT ≤ 3 of basic mammalian types. Any number of animals of different types may be conversed
with, 1 per round. Successful use of Oratory allows the caster to influence them.
Two Point Spells
Lure* Range: 160m; Duration: 15 mins; Non-Stackable; Reusable
Causes all creatures hearing the panpipes to become motivated by the desire to find the source of the music. All 'Enchanted' creatures will
immediately make their way towards the piper as will anyone not actively trying to resist the spell. Those trying to resist must roll POW×1% to
succeed, they may try once every minute; once successful, they may act independently. The caster may direct his attentions towards a specific target
and may overcome his resistance by a POW vs. POW attack, once this succeeds the victim will be helpless to resist the summons. Persons prevented from
obeying the summons will be distressed and distraught, and may become violent.
Orgiastic Rite* Range: 160m; Duration: 1 Day or Length of Orgy; Non-Stackable; Reusable
This spell is cast on any occasion the cult celebrates a Holy Festival. It involves some sort of sacrifice - usually an animal. The participants then
engage in an orgy of drunken debauchery. All females that couple with their own species and make a POW×5% will conceive. Everyone taking part
will be unable to resist the urge to drink and fornicate if they fail a POW×1%, POW×5% if not. This must be made every round they are
within the effect of the spell. Afterwards, all those not initiated into a fertility cult will suffer (21−CON)×5% off their DEX skills the
following day.
Panic* Range: 160m; Duration: 15 mins; Non-Stackable; Reusable
When this spell is cast, provided the caster successfully plays on the panpipes, all those in the spell range who are not members of the cult will be
suffused with fear and terror and must make a POW×5% every round or be Demoralised. If at any point the caster fails his Play Panpipes, the
spell is broken. A fumbled POW×5% causes the victim to suffer a Fearshock attack.
Subservient Cults
Spirit of Reprisal - The Hornéd Demon
| Characteristic | Score |
|---|---|
| STR | 30 |
| CON | 21 |
| SIZ | 30 |
| INT | 21 |
| POW | 30 |
| DEX | 21 |
| CHA | 30 |
| DEF | 30% |
| H.P. | 30 |
| Weapon | SR | Attack | Parry | Damage |
|---|---|---|---|---|
| Butt | 3 | 250 | - | 1D10+1+3D6 |
| 1-H Spear | 0 | 250 | 250 | 2D6+1+3D6+4 |
| Bow | (6) | 250 | - | 3D6+1+3 |
Any cultist that leaves the cult is invariably inflicted with Nymphomania/Satyriasis, but provided that the renegades do not transgress the cult dictates (most importantly return to defend the woods should they be threatened) then no further mishap may befall them. However, for serious transgressors the fearful apparition of the Hornéd Woodland Demon will visit them. He appears as a fearsomely tall and muscular satyr sprouting antlers from his head. He inflicts all who see him with terror if they are guilty of offending the god. Most malefactors will receive one visitation as a warning, then if they do not recant - beware. The spirit will appear when they are alone in a natural setting, possibly luring them away from their companions. Then he will appear as from nowhere, naked and bearing only pipes, spear and bow, and cause them to run in terror so that they will frequently fall and injure themselves. Non-cultists who see him may roll POW×1% not to be transfixed by his aspect. Should they attack, he will defend himself but attempt to disengage and vanish into the woods. He knows all stealth skills and cult weapons and skills to 250%. Frequently he leaves enormous cloven-hoof prints. As soon he is out of sight, he will vanish. Where his arrow-shafts land, saplings sprout.
This spirit does not always deliver retribution, he has been known to appear to those that please Pan, even if not in the cult. On these occasions, those that see him feel themselves uplifted. The Hornéd Demon also appears in spiritual form to dying cultists to conduct their spirits to Pan's Woodland Hall.
Associate Cults
Bullhead
The Minotaur God was anciently close to Pan during the Chaos-Wars and in remembrance gives the following spell.
Berserker Range: 80m; Duration: 15 mins; Non-Stackable; Reusable; 2 pts
When cast upon a willing recipient, functions as fanaticism, Vigour and Countermagic II, compatible with Strength, Shield, etc. The recipient cannot
be demoralised and must make an INT roll on 1D100 to stop fighting before the spell expires. A berserker with no obvious foes will attack friends,
mounts, trees, etc. (see Moonbeak)
Faerie
co-inhabitants of the woods, the Faeriekin, Centaurs and Satyrs have always been close. To aid in their woodland skirmishes, Faerie offers the following spell.
Sureshaft Range: Touch; Duration: 15 mins; Non-Stackable; Reusable; 1 pt
When cast upon a single arrowshaft, confers an extra 20% attack and doubles the damage done by the arrow. Stackable with Speedart, but not Firearrow
or Multimissile.
Gowrie
The Lord of the Arts was the source of the cult's skill with the Panpipes.
Tribal Cults
The Tribal cults have always got on well with the woodland races, they offer the following spell.
Summon Ancestor Range: 160m; Duration: 15 mins; Non-Stackable; Reusable
Summons a random spirit from Pan's Woodland Halls as per the ancestral summons table.
Blueface
Together with Pan, Blueface and Bullhead form the three woodland beast cults. Together they defend the woods against chaos. They offer the following spell.
Counter Chaos Range: 160m; Duration:15 mins; Non-Stackable; Reusable
Protects the recipient from the effects of any chaotic features an opponent may have.
Miscellaneous Notes
Centaurs
| STR | CON | SIZ | INT | POW | DEX | CHA | Move |
| 2D6+6 | 2D6+6 | 2D6+18 | 3D6 | 3D6 | 3D6 | 3D6 | 12 |
The horse-strength is the man strength +12. A centaur's natural attack is with its hoof for a 1D8+DB.
Creatures with the body of a horse and the torso, head and arms of a man. They are smaller than a horse due to their living in open woodlands. For most activities they use their human strength, but when brawling, carrying or fighting with hoof or charging lance, their horse strength is used for damage purposes.
Satyrs
| STR | CON | SIZ | INT | POW | DEX | CHA | Move |
| 2D6+6 | 3D6 | 3D6 | 3D6 | 3D6 | 3D6+3 | 3D6 | 9 |
Satyrs can butt for a 1D6+DB.
Creatures with the upper torso, head and arms of a man and the lower body, legs, feet and horns of a goat.
Starting Character Pan Cultists
| Weapon | Attack | Parry | Damage |
|---|---|---|---|
| Hoof1 | 50% | - | 1D8+Horse DB |
| Butt2 | 50% | - | 1D6+DB |
| Lt. Lance1 | 30% | - | 1D10+1+Horse DB |
| 1-H Spear | 50% | 30% | 1D8+1 or 1D6+1+Man DB |
| Bow | 30% | - | As per Bow type |
| Small Shield | - | 50% | - |
- Notes:
- Centaurs only.
- Satyrs only.
Centaurs and Satyrs all gain previous experience as members of Pan. They gain the following weapons.
Plus the following non-weapon skills.
Play Panpipes, Winemaking and one other Lay Member skill at 50% plus bonuses. All other Lay Member half price skills and two full price skills at 30% plus bonuses. Satyrs also get Hide in Cover and Move Quietly at 30% plus bonuses.
Starting characters have no armour or money, but will have a full set of weapons, a pair of Panpipes and the following spells.
- Fanaticism I
- Speedart
- Healing II
If they initiate then they will also receive the benefits of that rank.