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Zadok and Banuril

The Chaos Druids


History

Before Time

These two deities appeared soon after the rent, taking the form runes of Beast and Plant respectively, simultaneously siezing on the Power of Life, becoming the principal healers of the Chaos Pantheon. However, softened by the Life Rune, they became introverted and absorbed. The beast-folk and faeriekin that flocked to their banners brought with them a respect for the wildwoods. Becoming isolated from the mainstream Chaos Wars and secure from the more powerful Law Gods in their forest fortresses, they concerned themselves with tending the Chaos Woodlands as Faerie and her associates care for the non-chaos woods. Recognising their very similar interests, they united and withstood the onslaught of Faerie and Blueface. At the end of Godtime, Zadok and Banuril were amongst the first to sign the Great Pact, as they realised that the return of the Sun and the end of the Chaos Wars could only be good for their forests.

Since Time

The followers of Zadok and Banuril have become united in a single dual-natured cult committed to defending nature in the Chaos Zones. For this reason they have frequently been viewed as both friends and enemies of both Law and Chaos. In Chaos woodlands they are the dominant cults and even in more civilized areas, the occasional roving band of elves and baboons are known, though they try to keep their identity secret for fear of persecution.

Life After Death

The cult believes that after death they go to become Chaotic nature spirits. As they are committed to Life and Fertility, all forms of return from the dead are allowed save raising as undead. However the Chaos Druids are very specialized and limited an cannot grant their followers Divine Intervention in any form. Funerary practices vary but, typically in Chaos woods, cannibalism is the preferred mode of disposal. They have also been known to slay innocents for food in preference to innocent animals.

Runic Associations

Zadok and Banuril are Deities of Chaos that express the Power of Life through the forms of Beast and Plant respectively. Some sages also associate the Disorder Rune with them in addition, though this is not agrees upon.

Nature of the Cult

The cult was originally two separate cults centered on the utilisation of nature fro the Chaos Wars but somehow became more deeply involved that originally intended. Now the cult is the premier source of healing in the Chaos wilderness. Deep on the true Chaos wilds, however, Engariel has become more dominant as Zadok and Banuril have left the mainstream Chaos cults, no longer using nature as a weapon. Whereas Engariel wields the force of Life warped by Chaos as a very potent weapon indeed. Zadok and Banuril are introverted and insular and are dedicated to the preservation and propogation of the Chaos Woods.

Socio-Political Position and Power

Away from the Chaos woods the cult weilds very litle power or influence. Within the woods, they are dominant. In certain supposedly civilized areas, small kingdoms have sprung up now and then, for example Dogtooth's Patch near Drakenberg. These are short-lived, either being destroyed by Faerie jihads and the chaos-reiver cults or else succumbing to internal instability which often occurs when Chaos gets too strong a grip or a charismatic leader dies. The fact that these realms exist at all for any length of time is due to the unofficial respect the cult has as healers from certain individuals in cults supposedly utterly opposed to Chaos.

Particular Likes and Dislikes

The cult has a bitter perpetual feud with Faerie and Blueface, no quarter being given either way. Faerie's allies, however are more tolerant. Pan actually being friendly, if separated from the elves' influence.

The next most hated cults after the lawful nature gods are all chaotic. Engariel, despite showing the runes of Life and Fertility, is anathema for the Goddess of Disease is philosphically opposed to Zadok and Banuril. She seeks to subvert the Chaos Druids' position as the Chaos Pantheon's healer. The relationship to Ma Fear is peculiar. Runically, the Assassin Goddess is the opposite to Zadok and Banuril, but in Godtime, after Ma Flear fled Humakt after her attempted assassination, she was healed by the Druids in return for teaching them her skills of killing silently. But the two cults dislike each other intensely and, despite their associateship, will kill each other if their paths cross.

Zadok and Banuril have of course a healthy fear of the chaos-reivers such as Typhon and Viking.

In general, the Chaos Druids dislike the cults of Man, Death and Darkness and prefer the runes of Beast, Plant, Life and Disorder. True associates are Klute, Primal Chaos, and Phoenix. The cult is friendly to most other Fertility/Life cults such as Lucifer and Matar but this is not usually reciprocated, Pan being an exception.

Organisation

The cult is organised as racial and family groups within the loose cult structure. The various racial groups come together within a wood for communal worship and in defence of the wood. Co-operation is good. Zadok is dominated by baboons, Banuril by elves but each accepts other races and a well developed chaos wood will have all the races of a normal wood plus a few broo and other chaotic races.

Within the woods there are certain groves, grottoes and copses where the ceremonies are held but a Runepriest can make a temporary altar anywhere in a natural setting. The structure is unique amongst cults and arises out of the cult originally being two distinctly separately deities that grew closer and passed through associateship before unifying to form a single dual-natured cult. Cultists often join both aspects.

Centres of Power and Holy Places

The Chaos Woods are the only places of power. Holy places are not known.

Holy Days and High Holy Days

Thanks to its dual origin, the cult has two sets of Holy Days. The seasonal holy day is Wildsday of Disorder Week for Zadok, and Wildsday of Fertility Week for Banuril. High Holy days are in Dark and Fire seasons respectively. The cult also celebrates the Day of Unity when both aspects of the cult worship together on New Year's Day (or Spring's Eve as it is called by the cultists).

Lay Membership

All races save scorpion-men and trolls are welcome but those not specifically tied to the Beast or Plant rune do so at a CHA−10 penalty, in a test of (POW+CHA)×52. Beast or Plant races must join Zadok and Banuril respectively, and only one aspect may be joined as a laymember. Laymen must sacrifice one point of POW on the aspect Holy Day, and 2 points on the High Holy Day and Untiy Day. They should respect their elders and betters and remember that they are expendable.

Benefits include purchasing most battlemagics, and half price Xenohealing. Zadoki can purchase training in greatsword, shortsword, javelin and bow. Banurili replace greatsword with 1- and 2-handed spear. Zadok provides tracking and move quietly at half cost plus hide in cover, spot/set ambush, first aid, diagnosis, treat poison, treat disease, camouflage and most other skills at full cost. Banuril provides hide in cover instead of tracking.

In addition, certain races gain benefits from their brethren. Faeriekin can learn plant lore and find healing plants, baboons learn brachiation, and baboon folksinging. Pixies also learn flying for free. Centaurs and satyrs learn to use spears, despite being in Zadok. Minotaurs learn to wield axes and seldom use the official cult weapons. All natural weapons are also taught cheaply.

Laymen may initiate on a High Holy Day or Unity Day once they have attained 50% tracking for Zadok or 50% hide in cover for Banuril.

Initiate Membership

Prospective initiates must pass a test of (POW+CHA)×32 plus the average of move quietly and tracking or hide in cover, for Zadok or Banuril respectively. Failure means that the applicant must wait one year before reapplying. A fumble means that the traitor is slain and eaten. CHA modifiers apply as for laymen.

Initiates must sacrifice 2 points of POW on Holy Days and 4 points on High Holy Days and Unity Day to each applicable aspect. Initiates may join the other aspect and proceed to Runelevel in both simultaneously.

Initiates gain gifts and geases through the initiation ceremony. Zadoki gain the chaos feature leap 10m governable by their jumping skill. Banurili gain regenerate 1d6 per round in a location of choice. Zadok initiates must defend all unintelligent beasts, and Banurili must defend all unintelligent plants. No initiate may ride, or use a shield.

All initiates can learn Xenohealing for free and half price Invisibility, Detection Blank and Silence. All other spells are full cost, save for Healing which is double cost.

Weapons taught for free are shortsword and greatsword for Zadok, and shortsword and spear for Banuril. Half price weapon skills are javelin, bow, and the other aspects melee weapon.

Non-weapon skills taught for free are move quietly, and at half price are tracking, hide in cover, spot/set ambush, first aid, diagnosis, spot hidden, and camouflage. Tracking is free for Zadok, and hide in cover for Banuril. Climbing, jumping, listen, spot trap, plant lore, find healing plant, treat poison, treat disease, brew poison, brew antidote, baboon folksinging, and brachiation are full cost. However, plant lore and find healing plants are half price to Banuril and baboon folk singing and brachiation are half price to Zadok. Both aspects are taught 5% in silent kill for free, and thereafter at full cost.

If, during the course of a year, an initiate should kill a faeriekin or a baboon, then a fresh specimen must be brought along to the cult feasts on Unity Day for culinary purposes.

Initiates are encouraged to join other cults as laymen, but to hide their chaotic roots to avoid persecution. Anti-chaos cults are avoided but many others such as Humakt and Lucifer are often infiltrated. This has caused problems but provincial cultists do not flaunt their chaos. Their healing powers earn at least a grudging tolerance. Cultists must always return to their clan/colony if summoned to defend their woods.

Initiates are allowed access to the reusable Runemagic specific to their aspects on a one-use basis.

Payment for both skill training and spell teaching is usually in kind as hard currency is scarce.

Runelord Membership

Runelord status can be attained in both subcults. Each requires mastery of a weapon, move quietly, spot/set ambush, either tracking or hide in cover (Zadok and Banuril respectively), plus one other skill, ideally a healing skill, and 15+ POW, Xenohealing VI and 4 points of other battlemagic. If not a Runelord already, he must pass a test of (INT+CHA)×52. If he fails he can reapply next year. Two failures or a fumble spells death! He gains no Divine Intervention but does gain all the other benefits of his status, though he is unlikely to be given any iron. An allied spirit is placed in a random woodland creature for Zadok, and in a sprig of mistletoe for Banuril, which actually grows on the Runelord. Becoming a Runelord of both aspects does gain two allies. Note that elves still cannot use iron and may have trouble getting copper.

A Runelord is committed to fighting anyone who ravages beasts and plants respectively and must kill anyone maliciously damaging his charges, even children throwing stones! He need not be chivalrous! He must spend one season each year on cult business.

Note: the 5th skill must be different for each aspect, thus 7 skills must be mastered to become a Runelord twice over.

Runepriesthood

The backbone of the cult is the priesthood. Requirements for priesthood are not difficult to achieve and the advantages are great. Hence, most initiates become priests long before they achieve Runelord status. Priesthood is obtained in the two subcults separately. Requirements are 18+ POW, Xenohealing VI, 75% in a weapon attack and parry, plus the DEX to maintain them, and 75% in baboon folksinging (for Zadok) or plant lore (for Banuril). They must pass a test of (INT+CHA)×52.

They gain ally spirits as do Runelords, and all the normal benefits and restrictions of their status, save that characteristic training is available, though skill training is not. Priests may not attune iron. Runepriests are dedicated to protecting beasts or plants though they are much less agressive than the Runelords and can sometimes gain a high degree of acceptance but then again many tales are told of preists that reincarnate victims for malicious pleasure. they must spend at least one season per year administering to their flock.

Runespell Compatibility

Cult standard Runemagic is extremely limited. Runemagics common to both subcults are Dismiss Elemental I, II and III, Multispell I, II and III, Spell Teaching and Divination. Zadok also provides Shield, and Banuril Absorption. Runepriests also gain access to the following cult special Runemagics. Spells labelled Z are specific to Zadok, and those labelled B are specific to Banuril. All others are available to priests of both subcults.

Cult Special Runemagic

One Point Spells

CatseyeZ: Range: touch; Duration: 12hrs; Non-Stackable; Reusable
Causes the recipient's eyes to function like a cat's in darkenss. Confers excellent night vision, even in starlight. Eyes glimmer green in torchlight.

Envenom: Range: touch; Duration: 15min; Stackable - no limit; Reusable
Causes the recipient weapon, or bite if cast on a body, to inject an irritant poison of d6 potency levels per point stacked.

Plant-eyeB: Range: touch; Duration: 15min; Stackable - no limit; Reusable
A special plant, called an Eye Plant, has the spell cast upon it when planted on the Spring Holy Day and will be ready on the Autumn Holy Day. A cutting may be taken from it and grown elsewhere. The priest with the original plant can activate the spell and view the area around the cutting by examining the leaves of the original. Although the spell is cast upon viewing, it is sacrificed into the plant which then becomes a living magic item. If a cutting is destoyed, then that is one locale lost to the viewer until a new cutting can be emplaced. If the original plant is destroyed, then all its cuttings become useless save as seedlings for new plants. One new cutting can be grown every year by casting new uses of the spell into the old plant in Spring, and taking a cutting in Autumn. Cuttings are ready for viewing as soon as they are planted provided a successful tend plant roll is made. These plants are quite distinctive with broad, pointed leaves and seed cases that look like dried eyeballs. They will be recognised by a successful Plant Lore.

SapsuckB: Range: 15m; Duration: instant; Non-Stackable; Reusable
On a successful POW vs. POW, will cause all the sap in one plant to be drained over the following round, including Faeriekin. No POW roll is needed if the victim is physically touched, skin-to-skin. This will infallibly kill the plant.

Speak to BeastsZ: Range: 160m; Duration: 15min; Non-Stackable; Reusable
Allows the recipient to converse with all beasts of INT 3 or less, of one type per round. Oratory may be used to try to influence them.

TanglethicketB: Range: 160m; Duration: instant; Stackable - no limit; Reusable
Causes shrubs, undergrowth, grass and weeds to grow into an impenetrable barrier 1m thick, 3m high and 3m long in 15 minutes, or 7 melee rounds if stacked with Mature Plant. It cannot be cut and takes 40 points of fire damage per metre length. Anyone attempting to push through or climb over the thicket will suffer 1D6 attacks per round from 1D10+1 sized thorns at a percentage of POW×5% of the casting Priest. The Tanglethicket must be tended daily with 1 point of Battlemagic POW. This can come from any Plant or Earth Rune initiate.

WolfhoundZ: Range: 160m; Duration: 15min; Non-Stackable; Reusable
This spell is almost invariably used on familiars because normal animals are so easily harmed whilst under its influence. It causes any one beast to increase in size by 50% and double its strength. Bite damage increases by one category, i.e. d4 to d6 to d8 to d10. At an order from the caster the animal attacks fanatically to kill.

Two Point Spells

Banuril Initiation RiteB: Range: Consecrated Area; Duration: 1hr; Non-Stackable; Reusable
This spell can only be cast on a cult High Holy day reusably and in an emergency may be cast non-reusably at other times. During the hour long ceremony, the applicants are all tested and if successful receive their chaos feature of regeneration with no side effects plus the geases of Defend all unintelligent plants, use no shield and never ride any animal. This spell is very important and priests are usually pressured into sacrificing for it early, sometimes before Spell Teaching. It is required for a Chief or High Priest.

Chameleon: Range: 160m; Duration: 15min; Non-Stackable; Reusable
Confers 100% camouflage when not moving. Blend in is total. Works only in the natural environment against natural cover.

Speak to PlantsB: Range: 160m; Duration: 15min; Non-Stackable; Reusable
Allows the recipient to talk with any plant of at least the size of a small bush, one plant per round. Oratory can be used to influence such plants. Sentience is irrelevant.

Summon Chaotic Woodland BeastZ: Range: 60m; Duration: 15min; Non-Stackable; Reusable
Summons a random beast of the woodlands to the caster's presence that will do his bidding if so told, (via Speak to Beasts, etc.). Such a creature will appear instantly in any woodland, but takes a d10 minutes elsewhere. Any such creature has a POW×5% chance of a chaos feature, a POW×3% chance of two, and a POW×1% chance of three. Before determining the creature randomly, roll (CHA+POW)×5%. A failure indicates that no creature will arrive, a fumble that a creature will appear but attack the caster malevolently with surprise. If a special is rolled, then the caster may select the category of creature, and on a critical he may choose the specific animal type.

Chaotic Woodland Beasts
Roll d100CategoryRoll 1d20
01-05Canine1-12 Fox; 13-18 Wild Dog; 19-20 Wolf
06-15Feline1-10 Wildcat; 11-16 Lynx; 17-19 Leopard; 20 Tiger
16-35Ursine1-9 Stoat; 10-15 Marten; 16-19 Badger; 20 Bear
36-40Spikine1-16 Hedgehog; 17-20 Porcupine
41-95Herbivore1-10 Squirrel; 11-17 Hare; 18-19 Deer; 20 Boar
96-99Primate1-12 Monkey; 13-17 Lesser Ape; 18-19 Great Ape; 20 Simian
00SpecialChoose Special

This spell is cast when a new Runelevel seeks an allied familiar, in which case it is awakened with 3d6 INT.

Wounding: Range: touch; Duration: instant; Non-Stackable; Reusable
This spell is cast upon a weapon, natural or otherwise. Any wound caused by that weapon will bleed at a rate of 1 pt. of total hit points damage per round and will require double the normal healing, i.e. Healing IV to stop bleeding, Healing XII to attach a severed limb. Such a wound is extremely painful and the vicitim must make a POW×5% every round or do nothing save writhe in agony and scream.

Zadok Initiation RiteZ: Range: Consecrated Area; Duration: 15hr; Non-Stackable; Reusable
In all respects as the Banuril initiation save that it tests applicants for Zadok and confers the chaos feature Leap 10m whilst imparting the similar geases - Defend all unintelligent beasts replaces Defend all unintelligent plants.

Three Point Spells

Cure All Disease: Range: touch; Duration: instant; Non-Stackable; Reusable
Cures all disease in the recipient but will not restore lost characteristic points, etc. If the disease is caused by a spirit of disease then a POW vs. POW roll is required. Otherwise roll POW×5%. Failure in either case causes the caster to be exposed to the disease. A fumble results in automatic infection.

Implant Chaotic Limb BudB: Range: touch; Duration: instant; Non-Stackable; Reusable
This spell can grow a new limb by planting a bud from a plant where the old one was lost. The old growth must first be cut back to the torso joint. Then the limb bud is implanted as the spell is cast upon the Banuril Spring Holy Day. If successfully tended, the bud will grow and form a completely new limb by Last Harvest Day, 2 seasons, 3 weeks and 4 days later. Mature Plant can reduce this time to 2 weeks. This spell can be used out of season, but is then non-reusable and priests are loth to do this. The limb, once grown, is clearly a plant and has the customary POW×5% chance of chaos features. (Roll again for those that do not make sense.) It will have the characteristics of the original limb, unless warped by chaos. It is rumoured that once a great Humakti Runelord was completely turned into a living plant by repeated uses of this spell. Faeriekin can regrow all limbs with one spell, other races only one limb per spell.

ReincarnationZ: Range: touch; Duration: instant; Non-Stackable; Reusable This spell can place a departed spirit from a recently dead (less than 1 week) body into the body of an unintelligent creature usually summoned by the 2 point Zadok spell, though if possible non-cultists are placed in birds or reptiles and cultists in their favoured creature, usually a monkey or a tree. If unwilling the recipient must be forced into the new body by a round of spirit combat. Skills may be modified or even unusable in the new form. Natural attacks and special skills, e.g. track by scent, will be at 25% plus bonuses. He will be able to speak but at 25% plus bonuses and his CHA will be 15 points lower. It is said that intelligent animals and beast-men can house a reincarnated spirit at the cost of the spell's reusability but this is probably just an old wive's tale.

Subservient Cults

Blueface and Faerie

The unwilling donors of certain skills and spells brought to the cult by renegades. To this day they still lose traitorous laymen to the Chaos Druids and hate them for it.

Spirit of Reprisal

Strangely, faeriekin in this cult are subject to all of the Faerie spirits of reprisal - Yellowing, Rottenheart - and the Hornéd Woodland Demon, which also afflicts non-faeriekin. Aside from this, cult vengeance can be very effective and frequently results in miscreants being eaten, alive and slowly.

Associate Cults

Klute

Although a late-comer to the Chaos Pantheon, and possessed of Runes which might bring her into conflict with the Chaos Druids, unlike her sister and nephew, the Broo-Mother Witch has always got on with Zadok and Banuril, perhaps because the woods are not really broo country (and manipulation of the woods is not as lucrative as towns and cities). Klute offers her friends the following spell…

Deathtrance: Range: 160m; Duration: 15min; Non-Stackable; Reusable; 2 pts
On a successful POW vs. POW roll, the victim falls over as if dead. No physical examination will reveal any signs of life, although he'll still show up on a Detect Life spell. Nothing will wake him up for the duration of the spell, save Dispel Magic IV. If, when casting the spell, a critical is rolled, the effects are permanent, and the victim will die in days equal to his CON unless cured. If a special is rolled, the duration is 12 hours. Fumbles affect the caster permanently. Permenant coma requires a Cure Disease of the Spirit spell to counter the effects.

Ma Fear

Despite disliking each other intensely, the Mother of Fear and the Chaos Druids are associated thanks to their pact in Godtime, whereby neither will trespass upon each other's territory. As a token of good-will, Ma Fear taught Zadok and Banuril the art of silent kill.

Phoenix

Zadok, Banuril and Phoenix atarted out with practically the same drives but the Chaos Goddess of Birds took a different turn and persued elemental forces. Still the Chaos Druids and the Firebird remain associated and in recognition Phoenix offers…

Speak to Birds: Range: 160m; Duration: 15min; Non-Stackable; Reusable; 1 pt
Enables the recipient to converse with any avian creatures with an INT of 3 or less. Oratory can be used to influence them.

Primal Chaos

The fount of all Chaos extends this spell to his progeny…

Chaos Feature: Range: touch; Duration: instant; Non-Stackable; Non-Reusable; 3 pts
Causes a willing recipient to gain a Chaos Feature rolled randomly. The recipient must succeed on a roll of CON×5% to avoid collapsing into a gorp. Also any non-broo must roll d100. If the result is equal to or less than the sum of his chaos features ×10% then he becomes a broo!

Miscellaneous Notes

Woodland Beasts

Wild animals typically have the following characteristics and abilities. Exceptional individuals have been noted fairly frequently. All have 3d6 POW and their abilities are at DEX×5%, unless otherwise stated.

Woodland Beasts
CategoryTypeSTRCONSIZDEXArmourAttack(SR): damage
Canine Fox
Wild Dog
Wolf
2d6
2d6+6
3d6+6
3d6
3d6
3d6
2d4
2d6
3d6
2d6+6
2d6+6
2d6+6
-
-
-
Bite(4): d6+db1
Bite(4): d6+db1
Bite(4): d6+db1
Feline Wildcat

Lynx

Leopard

Tiger
2d6

3d6

4d6

6d6
3d6

3d6

3d6

3d6
1d6

2d6

2d6+6

4d6+6
1d6+12

1d6+12

1d6+12

1d6+12
-

-

-

1 pt fur
Bite(4): d6+db
Claw(4): d3+db2
Bite(4): d6+db
Claw(4): d4+db2
Bite(4): d8+db
Claw(4): d6+db2
Bite(4): d10+db
Claw(4): d8+db2
Ursine Stoat
Marten
Badger

Bear
1d4
1d6
3d6

4d6+12
3d4
3d6
3d6

3d6
1
1d3
2d6

6d6
2d6+6
2d6+6
2d6+6

2d6+6
-
-
1 pt fur

2 pt fur
Bite(4): 1d3
Bite(4): 1d4
Bite(4): 1d8+db
Claw(4): 1d4+db(slash)
Bite(4): 1d10+db
Claw(4): 1d6+db(crush)
Spikine Hedghog
Porcupine
1
2d6
2d6+6
2d6+6
1
2d6
3d6
3d6
-
-
-
Tail Lash(3): 2d6
Shoot Spine(DEX): 1d6 (5yds max)
Herbivore Squirrel
Hare
Deer
Boar
1d3
2d4
3d6+6
4d6
3d6
3d6
3d6
2d6+6
1
1d6
3d6
4d6
1d6+12
2d6+6
2d6+6
3d6
-
-
3pt head
1pt skin
-
Bite(4): 1d3
Antlers(2)3: 1d10+db(impale)
Bite(4): 1d8+db
Primate4 Monkey
Lesser Ape
Great Ape
Simian
1d6+3
2d6+3
3d6+6
4d6+6
3d6
3d6
3d6
3d6
1d6
2d6
3d6
4d6
2d6+6
2d6+6
2d6+6
2d6+6
-
1pt fur
1pt fur
1pt fur
Bite(5): 1d4
Bite(5): 1d6
Bite(5): 1d8+db
Bite(5): 1d10+db
    Notes:
  1. Often employs a knockback on the initial charge and worries to the ground.
  2. Usual attack - pounce from ambush
  3. Can parry
  4. All have been known to use handheld objects at 25%+bonuses.

Most of the animals have special skills and abilities, usually by family…

Canines:
track by scent 90%; have a nominal d3 INT - 1 = −5% on all skills, 3 = +5% on all skills.

Felines:
hide in cover and move quietly 90%, spot hidden and listen 75%.

Ursines:
Stoats and martens have 90% climbing, 75% spot hidden and 50% listen.

Spikines:
spot hidden 25%, listen 50%, track by scent 50%, hide in cover 50%, digging 25%.

Herbivores:
Squirrel: climbing 90%, spot hidden, listen and hide in cover 75%.
Hare: listen 90%, digging 50%, spot hidden and hide in cover 75%.
Deer: hide in cover 75%, listen and spot hidden 50%.
Boar: track by scent 50%, hide in cover and listen 35%

Primates:
climbing, jumping 75%, brachiation 50%, spot hidden 75%, listen and hide in cover 35%.

Reincarnation and Reaction

When a person finds himself in the body of animal, his reaction may be extremely positive or very hostile. Gratitude for his life under any circumstances may make him follow the druid as an un-mindlinked friend and ally. Alternatively, he may hate the Druid for the loss of his humanity and seek revenge with a virulent passion.

Upon reincarnating an NPC, the druid must make a CHA(modified for race) vs. POW attack. A critical success causes undying gratitude and freindship, a special means he will view future requests by the Druid favourably, success means the recipient is positive towards his new form, and departs without rancour. Failure indicates hostility towards the Druid and the victim must be regarded as an enemy. A fumble either means the victim attacks the Druid berserkly or else completely feigns friendship and seeks his destruction by treacherous means later.

A reincarnated person could easily find his family and friends turn against him and everyone knows the tale of Pitheus and Bellatrice. Player characters may decide their own reaction.

Starting Characters from Chaos Woods

In chaos woodlands, races found include faeriekin, baboons, gibbons, humans and ogres and a handful of broos and minotaurs, and occasionally some centaurs and satyrs.

Cult Backgrounds
RaceBanurilBullheadKlutePanPrimal ChaosUriahZadokOther
Baboon--01-07--08-1011-00-
Broo--01-20--21-2526-00-
Centaur--01-0304-98-99-00--
Faeriekin01-95-96-99--00--
Gibbon--01-07--08-1011-00-
Human/Ogre01-1011-1516-3031-4546-5556-6566-9596-00
Minotaur-01-9596-98--99-00--
Satyr--01-0304-98-99-00--

Zadok and Banuril Starting Characters

Beastmen must join Zadok initially, and faeriekin join Banuril.

 ZadokBanuril
Weapon Skills
    All natural attacks: 50%+
    One at 50%+, the other at 30%+
  • greatsword
  • shortsword
    All at 25%+
  • javelin
  • bow
  • 1h-spear
  • 2h-spear
    All natural attacks: 50%+
    One at 50%+, the others at 30%+
  • 1h-spear
  • 2h-spear
  • shortsword
    All at 25%+
  • javelin
  • bow
  • greatsword
Non-Weapon Skills
    50%+
  • move quietly
  • tracking
  • spot/set ambush
  • first aid
  • climbing
  • jumping
    30%+
  • brachiation
    25%+
  • hide in cover
  • diagnosis
  • baboon folk singing
  • silent kill
  • spot trap
    50%+
  • move quietly
  • hide in cover
  • spot/set ambush
  • first aid
  • spot hidden
  • find healing plants
    30%+
  • listen
    25%+
  • tracking
  • diagnosis
  • camouflage
  • plant lore
  • silent kill
Spells Xenohealing II, Invisibility II, Detection Blank II, Silence II, Detect Life Xenohealing II, Invisibility II, Detection Blank II, Silence II, Detect Life

All starting characters have a complete set of weapons but no armour. Only humans will have money, a d10 shillings. Humans get a normal set of raise rolls.

If they initiate they gain all the benefits of that status and may then initiate into the other subcult, whatever their race, provided they qualify.