When the invaders were driven from Manus, many were surprised to find that the swamp-dwelling Bullywug had survived when so many races had fallen. Indeed, not only survived, they had prospered! On the southern borders of the Wound, in their vast swamps the bullywug civilization had flourished, while in the cities of the Coalition and Peria bullywug quarters become more and more common.

Self-Name: Bullywug (singular), Bullywug (plural), Bullywug (attributive)
Stereotypes: Industrious, Hard Working, Secretive, Insular, Uncultured.

Frog Men of the Eastern Swamps

The bullywug are a race of bipedal, frog-like amphibians. They natively inhabit swamps, marshes, mires, or other dank places, but have become more and more populous in major cities. Bullywug are covered with smooth, mottled olive green hide that is leathery and tough. They can vary in size from smaller than the average human to about seven feet in height. Their faces resemble those of enormous frogs, with wide mouths and large, bulbous eyes; their feet and hands are webbed. Though in the swamps they seldom wear much clothing, they have taken to wearing loose, flowing garments that also allow them to work. Bullywug have long tongues, like a frog, that they can use as extra limbs, and though they lack the dexterity of their hands they can use them to snatch objects and pull them into their grasp.

Bullywug are very good jumpers, and can jump roughly thirty feet forward and fifteen feet vertically. A bullywug can survive on land and in water. Though they prefer to live above the water, bullywug must immerse themselves in water every day or suffer dehydration, leading bullywug living in metropolitan environments to either sleep in large tubs of tepid water, or partially flood low-lying lands to create bullywug neighbourhoods.

Like frogs, bullywug have reflective eyes that allow them to create a sort of spotlight, giving them great vision in low light, but also making them very visible. Many travellers have mistaken an onlooking band of bullywug for floating spirits in the swamps at night. Bullywug favour polearms that are grossly elongated, such as pikes, which both mimic their natural inclination to fight at long distance with their tongues, and also double as vaulting poles.

Industrious Labourers

Until recently the world thought bullywug were just backward swamp-dwelling primitives, but since bullywug began leaving their eastern swamps and settling in the major settlements of Manus they have proven that they are faster to grasp ideas and processes than most men, and are especially gifted with their hands. When a bullywug sets her mind to a task she is devoted to seeing it through, and nearly universally they pride themselves on doing even menial jobs to the best of their ability every time. This sort of perfectionist mindset does tend to lead to a lack of general ambition, but bullywug expect to be fairly compensated for their services, and recognize their value and quality of their work. More than once a Perian wizard has made the mistake of trying to take advantage of the supposedly parochial bullywug, only to find them rioting.

Both in their swamp homes and when living amongst other races bullywug tend to the insular and private creatures. Their flooded homes help keep outsiders away, but even if an outsider were to wander into a bullywug swamp or a 'wug district, she would find herself watched by large unblinking eyes wherever she went. The bullywug will not be openly hostile, but they will be tight-lipped in the face of strangers, and are slow to accept members of other races.

Stilt Towns and 'Wug Quarters

Bullywug have proven themselves to be hard workers, and so they have spread to cities from Peria to Alohand and Venedoza, finding the climate much further south not to their liking. They live in their own neighbourhoods, usually around a large body of artificial water. Often they are mistrusted because they work hard and affordably, and refuse to share their language or religion with non-bullywug. Bullywug will find goods and services are cheaper for them in bullywug neighbourhoods, where life is more communal. In Peria they have also embraced simple magic with aplomb, and their use of cantrips in their day to day lives is rivalled only by the human rulers of that land.

In the Wound Bullywug live a more tribal existence, led by powerful shaman who devote themselves utterly to their fear of the slaadi. Their settlements are usually wooden houses built on stilts standing above the flooded swamps. Because of their leaping abilities, and their tendency for pole vaulting to reach even greater distances they seldom use ladders, meaning that their homes are safe even from most climbers. They may like the water, but many of their possessions do not, so bullywug live in the dry, and use gondolas carved from hollow trees; which they tether to their shoulders like floating wagons when they want to carry things from place to place. Bullywug hunters and scouts often disguise these gondolas as mere driftwood, and lie in hiding in them. Indeed a whole bullywug village might go unnoticed to an unobservant passer by, because while the interiors are exquisite examples of carpentry the exteriors frequently blend right into the surroundings.

The Slaadi

The bullywug worship gods known as the Slaadi. Rather than the traditional worship seen in human and dwarven sects of Zalhoon, the bullywug seem to just work hard to appease the slaadi to avoid misfortune. In fact many have suggested that the slaadi are less divine beings, and more impulses present in every bullywug. These slaadi have no names, but are referred to by colour in most cases. In addition to the Red (destruction), Blue (sorrow), Green (sickness) and Grey (immorality) slaadi, the most feared creature is known as the Death Slaad - evidently the embodiment of death itself, only invoked in hushed croaks before battle.


Savage Marauders

Of course, not all bullywug have become inexpensive labour. Of those that have remained in the wilds of the wound, many have embraced their more savage side. Welcoming the evil slaadi into their bodies, these ravening marauders raid and rob at every opportunity. Keeping themselves apart from other bandits, they practice strange rites and rituals, cover themselves with colourful tattoos where they will go unseen below the water (in the hue of the slaad that they have given themselves over to) and fight as if they are possessed. Often the first that travellers through marshy areas know of an ambush is when brightly tattooed bullybugs vault from their hiding places and land amongst their quarry.

Bullywug Names

A bullywug's name is granted by the slaad-priest at birth, in keeping with their tradition. There are few prescribed names, and so towns with particularly unimaginative priests might see the same name appear over and over, whilst wildly unusual acts of linguistic criminality may appear where the priest is the inventive sort. Bullywug make little distinction between males and females with their names, but their last name will always be shared with their entire clan. Eschewed should they choose to leave the clan, or be cast out.

Given Names: Begrith, Buhmb, Getrudd, Grugenos, Haari, Horglash, Kermshugg, Pubbe, Quaffodun, Touddun.
Clan Names: Mershent, Swumpiff, Quagmire.

Bullywug Traits

Splinter Race Feats: Slaad Kin (blue, death, grey, green, red), City-Dweller (perian). Unless you choose one of these you are a 'swamp wug'.
Type: Medium biped folk with a Reach of 1. Your maximum wounds equal your Constitution score.

  • Attributes: +2 Dexterity, -2 Wisdom, -2 Charisma
  • Base Speed: 20 ft., swim 40ft
  • Always Ready: You may always act during surprise rounds.
  • Aquatic I: You may hold your breath for a number of minutes equal to 15 × your Constitution score.
  • Camouflage: You gain a +5 gear bonus with Blend checks while in Swamp terrain.
  • Cold Blooded: You require only 1 common meal per day but suffer 1 additional damage per die from cold and are sickened for a number of rounds equal to 1/2 any cold damage taken (rounded down). If you suffer continuous cold damage — such as from the environment — you are sickened until you escape the source of the damage.
  • Enlightened Acrobatics: Your maximum Acrobatics rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.
  • Superior Jumper I: With a Jump check, you move the resulting distance one additional time (e.g. a result of 10 ft. moves 20 ft.)
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