Pan

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## Pan

### Allies

Usumgallu
Fwawa

**Pan** (パン, *Pan*) is a close friend of Usumgallu. He is the god of shepherds, farming, and fields.

## Story

Pan causes mischief on Mount Nisir, playing his panpipes to a herd of lambs, that angers Usumgallu because it disrupts her work. Usumgallu chases him down on top of Fwawa, but Pan manages to flee, and her falling from her mount. Pan laughs, but Usumgallu uses that time to come up with an idea; Usumgallu uses the ropes from her swing set as stirrups to ride Fwawa, and crafts a yoke to lasso Pan. This idea pans well, with Usumgallu capturing Pan and tying him up.

Utnapishtim then comes over to enlist Pan's help with herding the sheep, bribing him with yogurt and honey. While they're out working, Usumgallu reveals one of her inventions, a mechanism that travels through water by itself. Usumgallu suddenly comes up with an idea, and with Pan's help, creates a water wheel to transport water to their home so that they won't have to venture out and fetch water from afar. After playing with the water at the stream, they dry themselves in order to be ready for dinner. Pan asks Usumgallu if they are a boy or girl, to which Usumgallu replies with neither. As they are talking, they see a group of nymphs making their way through the plains, and they frolick and dance among them.

After Usumgallu fell a deer, saving a group of four children, Pan shows up and introduces Usumgallu to Kirta, Sukri, Tiyes, and Tehip. As Usumgallu presents her crossbow to them, Pan gloats, mentioning that Usumgallu made it on their own. As they return home, Pan is already asleep from his dinner. At that moment, the Hearth Lady appears, who seems to be acquainted with Pan. Sometime later in the forest, Usumgallu and Pan arrive to give each of their new friends their own crossbow. They later venture through the forest to hunt a deer, and successfully kill one with their new weapons. Suddenly, the dogs alert the children of a pack of wolves that are closing in to their rear. Pan attempts to use his panpipes to subdue them with music, but fails, saying he is out of breath. Usumgallu pleas for the god of the waterfalls to show them an escape route. This god reveals a cave beneath him, and the children and Pan escape through there.

As they escape to the cave, Pan lags behind as his short, stubby legs prove to be difficult for walking while half-submerged. Before the wolves could nip his tail, Pan transformed into a sea-goat to escape, Usumgallu catching him as he fled away. As they traversed through the cave, the wolves followed behind, leading Usumgallu to set up a trap for them on the other side. As Usumgallu waved a branch on fire at the wolves, Pan threw in some twigs at Usumgallu's behest to act as kindling for the fire. They then escaped from the cave's exit and to the outlying forest.

Pan surveys their progress and tells the children that the wolves are following at a distance, following their scent via the blood on their clothes. This prompts Usumgallu to lead them to a mudbath where they can ambush the wolves. As the wolves come close to the clothing decoys, the trap is sprung: the children rush up from the muddy ground and shoot bolts at the wolves, while the dogs blocked the wolves' escape from the onslaught. After taking down one wolf and the other two escaping, Pan celebrates with the children and relocate to a hot spring to wash themselves off. The children decide to head back to Tasi village, bringing along Pan and Usumgallu.

The villagers seem to recognize Pan as a frequent visitor, as while Sukri boasts of their adventure, Pan joins in to speak of their hunt. As Kirta introduces Usumgallu and Pan to his mother, she pulls them close in a hug, thanking them for being Kirta's comrades. Pan is also shown to be knowledgeable about other animals, pointing out the dolphins and octopus drawings in Kirta's room. Pan enjoys his stay at Tasi Village, taking Kirta's gifts of seashells and eating his fill at the feast. At the festival after the feast, Pan plays on an aulos as they dance merrily before the hearth.

As Pan and Usumgallu travel back down to Tasi Village, they stop at the forest to join a hunt, coming across a bear. The children look to Pan to play his flute to pacify the bear, but he instead flops around in his sea-goat form, in a state of panic. Pan rides on top of the bear on the cart ride back to Tasi village, just as the military drill is about to begin. Pan plays on his pipes as support for Kirta as he faces Hystesb in a spar. After the military training, Pan plays on his pipes again in front of Usumgallu, Kirta, and Kirta's mother. Kirta's mother expresses her joy at hearing Pan's wonderful music, to which Pan promises to bring lambs next time. After their day at Tasi Village, Pan rests at Utnapishtim's house beside Fwawa.

In the morning, Pan wakes up to see Usumgallu grinding together herbs and sulfur to make salves for their friends. Pan witnesses Usumgallu mix together sulfur, charcoal, and saltpeter, accidentally causing an explosion right when the Hearth Lady decided to appear before them. Pan comments that Usumgallu's concoction may be a great way to prank people. Pan then hears something coming from afar: a scream, coming from a cave right in Tasi Village. Pan leads Usumgallu and Fwawa down the cave to the source of that scream, only to see two young girls cornered by a beast of legend. Pan quickly identifies it as a Manticore, a mix between a scorpion and a lion. Usumgallu fires a shot at the Manticore, unable to pierce through its thick, scaly hide. Pan flees as the Manticore swipes at them with its paw. The three manage to hide in a crevice too small for the Manticore to enter. Usumgallu attempts to save the two girls hiding from the Manticore, and Pan is given instructions, along with Fwawa, to get them out of the cave. Usumgallu is left behind, firing at the Manticore, until Pan uses his pipes to soothe the Manticore. This only works for a brief moment, noting that he isn't so good at lullabies. At that moment, Kirta pounces upon the Manticore's head, managing to stab its forehead.

## Abilities

Pan is the god of shepherds, farms, and fields, and is able to communicate with animals and beasts of legends with his instruments. His music is able to calm animals down or entertain audiences, to the point where he can make a beast of legend feel woozy. However, he says that he is not good at lullabies.

Pan is able to transform into a sea-goat in order to move through water. He also reverts to this form when he is in a state of panic. Pan is also known to many spirits, seen when the Hearth Lady recognizes him and his ability to see nymphs. Pan is a friend of many creatures, most notably lambs from Utnapishtim's herd.

## Personality

Pan is carefree and playful, his antics at times getting in the way of Usumgallu's tasks. Should an incentive be offered to him, however, Pan will do his fair share of work.

## Trivia

* Pan shares the same name and attributes of the satyr Pan, the Greek god of the wild, shepherds, and herds.
* Pan's sea-goat form is similar to Capricorn, which is commonly attributed to the Greek god Pan.