fun cult - comments welcome

From: Ian Thomson <ithomson_at_swin.edu.au>
Date: Wed, 25 Mar 1998 11:10:27 +0000


Apologies if this is a long post, I've seen long posts here before and I guess its OK. This is my final draught and I'm interested in comments for tweaking. Its probably not for Gloranthn purists! :) My idea is that it is an incarnation of trickster designed for confusion

The Cult of King Bull-Frog

King Bull-Frog's Runes are Illusion, Water, and Luck

I. Mythos and History

The origins of King Bull-Frog are obscure. This slippery little character has been equated with Trickster in more than one legend, and yet today seems to be a separate entity. Presently his cult is only well-known in Prax and Sartar, as a member of the Orlanthi pantheon. For quite some time he was seen as a sub-cult of Zola Fel, however, despite strong associations with the local River God, King Bull-Frog always acts independently.

As a small cult of unusual character, King Bull-Frog survived the various dangerous times by relying on his stealth and secrecy. Yet he was a loyal friend, popping up time and again to give aid at a dangerous moment. Such times include when he saved Pavis from Zorak Zoran heroes whilst Pavis was Heroquesting to gain control of the Faceless Statue. King Bull-Frog taunted the trolls from a ruined temple in a swamp, and when they chased him a huge Cliff Toad rose from the ground and swallowed them.

II. Cult Ecology

King Bull-Frog exists to give individuals from smaller, weaker races a route to having an influence in the world at large. The cult relies on stealth and secrecy, and making the most of all abilities, although it also teaches combat skills to those who wish it. The majority of members of the cult are Newtlings, many of whom having survived a term of captivity with Dragonewts. A significant amount of members are outlaw ducks, and there are a smaller number of both trollkin and humans who live in the River of Cradles valley.

III. The Cult in the World

There are no fixed temples to King Bull-Frog, however there will always be a shrine at the temple of the local River God or Goddess. No Holy Days are fixed except to coincide also with those of the River God. King Bull-Frog characterises himself with flash-floods, sudden showers, unexpectedly deep puddles on dark evenings, things that go `croak' just out of sight of your campfire, and other surprising water-connected phenomena. As such he does not wish to associate his cultists with fixed times and places. Members of this cult are often seen aiding the river peoples in times of need, leading them to safety, warning of attacks, bringing food and medicines... In Prax and Sartar, cult members are often, but not exclusively, associated with river-based Lunar resistance movements. The cult has not yet been outlawed because of its smallness, its altruistic actions, and because it often operates out of sight. King Bull-Frog has no love for Chaos.

IV. Lay Members

King Bull-Frog has no Lay Members

V. Initiates

Such individuals who are bold enough to risk all in the search for adventure, and/or self-determinism may gravitate to worship King Bull-Frog, and may simultaneously keep Initiate status (but no higher, except in a River Cult) in their original cult. These might typically include, Pavis, Zola Fel, Orlanth, or even Xiola Umbar. Any newtling, duck or trollkin on the run or sorely in need of aid, who can evidence enough guts to claim membership will automatically be granted it, at the cost of 1 POW on entry and one every Holy Day. Humans may be asked to prove their sincerity to the Priest by performing some act of boldness or contributing food or goods to the cult. To remain an Initiate, one must continue to lead a lifestyle reflecting King Bull-Frog's ideals. These are: wanting to better oneself and the lives of one's comrades and dependents, fight oppression, protect nature, and look after the weaker members of society. There is also a certain quirky, cocky, Robin-Hood-like style to the actions of many members of this cult.

VI. Bull Frogs (Rune Lords/Priests)

An Initiate rises to Rune Level after a minimum of one year in the cult, and by succeeding (or at least spectacularly surviving) some heroic deed that supports the cult ideals - typically illustrating the ability of the underdog to pull through or to make a difference. Such an individual must have 90% skill in a self-chosen weapon; 90% in one from Fast Talk, Orate, Sneak, Hide, Swim (not allowed for Newtlings or Ducks), Scan or a special Agility Skill; 55% Riverspeech; and a POW of 18 minimum.

There is only one Rune Level status, and individual members chose to become Priests (responsible for recruitment and organisation) or Lords (active advocates and heroes of the cult). The High Priest in one area will typically be the longest serving member still alive, although a delegation of other Rune members has been known to retire (usually non-fatally) a High Priest considered ineffectual.

Common Spirit
Magic: Bladesharp, Bludgeon, Heal, Xenoheal, Shimmer, Silence, Spirit Screen, Detect Magic, Befuddle, Glue, Protection, Countermagic, Find Fresh Water, Strength, Vigor, Detect Enemies, Illusory Sight, Illusory Sound, Illusory Motion Special Spirit Magic: Moisturise; River Eyes, Bullfrog Speech

Common Divine Magic: All Special Divine Magic: Frogs Legs, Flee, Toad Steed, Distraction, Covering Fire, Reincarnation, Defer Bachelorhood Dragon Magic: Newtlings who have survived service with the Dragonewts have brought back strange magics to this cult. Storyteller's can decide what is appropriate

VII. Divine Intervention

King Bull-Frog has limited ability to give divine aid in arid areas, however it does exist. Such aid will usually take the form of a flash flood, (even if there is no cloud cover or recent rain); a sudden landslide; an animal going berserk; a snake attack; a falling rock; someone slipping on an animal pat, or a loose stone; or the inconvenient arrival (for them) of enemies of your enemies. The storyteller should use their initiative for some event that removes the cult member (and his or her fellows if asked for) from the situation and gives them time to get away, at the very least. In dire situations King Bull-Frog has been known to do obscure things like turn his follower into a stone which attaches to an attackers foot and later falls off at a much safer place, changing back into the worshipper when the coast is clear. (The reasons for the suspected connection with Trickster become clear!)

In river basins, and other less arid areas, King Bull-Frog has a greater repertoire of Divine Intervention available, and may send undines; may temporarily transform all to be aided into cliff toads; may summon a cliff-toad to aid the cult member (as a fighter or beast of burden); may cause freak storms and lightning bolts; may temporarily grant all to be aided the use of the Frogs-Legs Rune spell

VIII. Associated Cults

Diros the Boatman grants the Rune spell, Buoyancy and teaches the skills, Boathandling, Boating and Sailing Dragonewts - Because of the experiences of newtlings who have survived Dragonewt service, this cult teaches Dragonewt speech to its members, and what little they know of Dragonewt Lore. However there are no formal relations between Bull-Frog cultists and Dragonewts. Bull-Frog cultists are just more likely to be able to deal with any Dragonewt situation and walk away intact. Orlanth grants Flight, and Decrease Wind Pavis (in Prax) grants City Harmony, and gives safe haven in his temples for all King Bull-Frog worshippers. Stormbull (in Prax) grants Impede Chaos Trickster grants Become Cliff Toad, Cause Amnesia, Dispel Magic and Hide Tracks
Xiola Umbar grants Group Defense, Regrow Limb, Healing Trance and Turn Blow. She also arranges safe passage for King Bull-Frog worshippers through troll lands
Zola Fel (or the local River God) grants River Eyes (Spirit), and the Purify Water, Breathe Water, and Waterwalk Rune spells; and teaches the skills Swim Quietly and Limnology, and the language of Riverspeech

IX. Spells

Spirit:
Bullfrog Speech - another 1MP spell that imitates the sound of bullfrog speech and yet is intelligible to anyone target that the caster desires. There may be a number of targets equal to one half of the caster's POW. One MP is needed for every three targets (or fraction of 3) who can comprehend the message. All targets affected by the same MP must be within 20yds of each other. Moisturise - a ceremony taking 5-10 minutes usually performed every morning before a trip away from water. Costs only 1MP and ensures that members that need their skin to be moisturised regularly can magically generate enough sweet sweat to keep their skins healthy, no matter what the temperature. This does not require extra water. Duration 12 hours.

Rune:
Become Bull-Frog - 2pts, reusable. Duration is minutes = POW of caster
Covering Fire - 2pts, single use. On command, several volleys of normal arrows (that appear to be firearrows) will rain down upon the caster's foes. There will be a number of volleys equal to the caster's POW, one per round). These volleys may be accompanied by unintelligible commands shouted as if by some attacking force. Like Distraction this will, if necessary also automatically be accompanied by foil restraints for the caster (and for this spell, a number of companions up to half the caster's POW) and the unlocking of one door.
Distraction - 1pt, reusable. Useful to cast at a tricky moment, will cause some ruckus or emergency, usually illusory, to distract all foes for a few moments at a critical point. Use of this spell automatically also will foil restraints for the caster and unlock one door. The distraction may be some considerable distance from the caster if that's where it will do the most good. Defer Bachelorhood - 3 Pt, one use. This is a newtling specific spell which takes place as part of a ceremony lasting several hours. At the end of it, the newtling gives over their POW and has their existence as a Bachelor Newtling prolonged by 3+D3 years. Bachelor newtlings are likely to take advantage of this when they feel the first stirrings of the move to full maturity, if they feel they have more to accomplish before settling down. Many newtlings will use this spell once, a number use it twice, and the rare individual uses it 3 or 4 times. No greater number of uses has been documented, or is currently believed possible.
Flee - 2pt, one use. A bizarre spell that allows the user to safely escape any situation by simply shrieking and fleeing in terror. It warps time and reality around the caster preventing others from acting and allowing doors that were locked, even magically, to be burst open. The user may even pass swiftly across or through wardings so long as he/she does not attempt to take anything whilst doing so, which would instantly end the spell.
Frogs Legs - 1 point, reusable. Causes the caster's legs to transform into giant frog or toad legs, (armor will warp to fit), allowing the caster one prodigious bound (yards = POW) per MP used with the spell Reincarnation - 3pt, single use. Upon death the body will decay swiftly along with simple clothes, weapons and armor, and all magic items. Some yards away a blue mist will form, from which will step the living character, equipped with the items that just decayed. If circumstances dictate that it would be better to stay dead for a while, characters may sojourn in King Bull-Frog's halls for a number of hours equal to their POW before returning this way. They may also choose to reappear up to half a mile away if this significantly increases the chance of survival.
Toad Steed - 3pt, reusable. Summons a mighty, magical and semi-intelligent cliff toad to act as one's personal steed. It can leap up to 150 yds each bound, bearing the caster in comfort and safety. (It can carry a passenger or accompanying heavy goods but this slows it and halves distance per bound.) The toad will stay around until dismissed, but if the toad is slain the spell must be sacrificed for again. Having a toad steed is a sign of being one of the Heroes of King Bullfrog.

X. Cult Afterlife

All initiates are given the choice to follow the path of any other allied or friendly cult they may belong to, or go to King Bull-Frog's Halls where they may rest, dine and play for as long as necessary before returning, healed and stronger, to be reborn in the physical world. Rune level cult members may go to the Halls or may follow the Orlanthi path, at their choice.


End of The Glorantha Digest V5 #498


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