The boggard race is said to have been implanted or uplifted in wetlands and forests of Porphyra by the Great Old Ones during the invasion of 2,500 BC. Whether magically raised from giant toads in these regions or introduced from some other environment or dimension, boggards entrenched themselves in these environments to the consternation of all other residents. These humanoid toad-folk are aggressive and territory-seeking and make war on other folk if not supressed or propitiated with tribute, and practice rough religions that evoke the ancient days when they were a living plague upon an invaded world.

Physical Description
Boggards are humanoid toads that differ more from monstrous toads than grippli do from monstrous frogs. The difference is mostly in upper body strength, having a more humanoid torso and a heavier bone structure. They have a hopping gait due the structure of their legs, though they can stride and climb stairs deftly. The ugliest and most alien feature of boggards are their heads, wide, neckless, and possessing very large mouths which house their infamous sticky tongues and powerful stunning vocal cords. They also have thick, warty skin, and attach aesthetic, mystical and prophetic properties to their warts; many heavily-warted boggards rise to the role of chief. Boggards lose coloration and grow pale as they age, and pale coloration in life or at birth is a sign of supernatural favor in their culture. Boggards are born from gluey eggs kept in still water and spend at least a year in a tadpole-like form before becoming land-based and humanoid in appearance.

Boggard society is tribal in the extreme, and boggards seldom stray past their community collectives, feeling safety and security in numbers, which tends to fuel their aggression. It seems to be genetically imprinted upon them to expand territory, dominate others, and push one another around in widespread agitation. There are several castes in boggard society, generally determined by strength and the ability to dominate others. At the top are chiefs and sub-chiefs, the biggest, strongest, and most successful in battle. Second are the clerics and any other spellcasters, with power and influence in the tribe directly related to magical ability; clerics tend to have slightly more due to the showy effect of channeling. Third are the warriors of the tribe, those that hunt for food and fight other races and monsters in wars of aggression and defense. At the bottom are the “unwarted”, typically females and juveniles, though either can sometimes ascend to warriors or the priesthood. Life in the camp, which is usually bounded by a crude wall and containing low mud huts, is surly and fractious unless the tribe is actively at war, when all members are excited and fairly focused. On Porphyra, boggards live in greatest numbers in the Fenian Triarchy, Avandrool, Middle Kingdoms, and the Great Green.

The boggards of the Porphyran swamplands have a reputation for surliness. Disliking walled cities as well as the human fishermen, the tribes of boggards that dwell in the marshes maintain a near perfect dislike of every other community and race. Still, the loosely confederated towns and cities typically manage to keep the peace with the toadfolk, one way or another. Boggards seem to have an equanimity of dislike with all races, putting every race at an equal level, really. They especially dislike grippli as race traitors and rail at lizardfolk and other cold-blooded races for not joining their cause of wiping out warm-bloods. Boggards that adventure in the outside world learn to change these opinions or keep their opinions to themselves or their career will be short. Boggards respect strength and grow to like races that are physically powerful, not losing their contempt for the small and weak.

Boggards often trade herbs, papyrus, and found trinkets to towns in exchange for metal tools and jewelry, which the boggards do not make themselves. Sometimes the boggards are hired as mercenaries for exploration of sunken or flooded ruins, but their prices are usually so exorbitant that the practice is avoided unless necessary.

The boggard race was engendered in some way by the Great Old Ones upon Porphyra, and was ostensibly lead by their servants, the ogdoads. Their overlords were defeated, and the boggards left behind- that is all the boggards need to know, and have put those powers out of their mythology as having been weak and defeated, and not worthy of allegiance or worship. In more recent years, the Elemental Lords gave the boggards many gifts in return for their service. When the NewGod Wars ousted these elementals from Porphyra, the boggard tribes lost much prestige and power. Some level of racial memory has allowed resentment for this fact to live on in the hearts of modern boggards. Boggards especially resent the worship of Chiuta, the personification of the triumph of the new divine. When possible, boggard raiding parties will disturb the sunken graves of Chiutan adherents, which are found along the fringes of grippli treetop villages. They would love dearly for a chance to destroy the small temples to Chiuta found in the center of these villages, but these are usually too well guarded to be reached easily.

Lacking an elemental presence, boggards try and cajole aid from pitiably small rituals to devils and demon lords. Boggard chiefs ritualistically dedicate public executions of weaker clan members to the demon lords in hopes of currying their favor. As of yet, the boggards do not have significant infernal power, but the powers of hell may utilize the boggards in their schemes at some point in the future. For the time being, the closest thing boggards have to gods are the grotesque mobogo, who are all too glad to claim connection to demon lords such as the tribal patron Tajam’muhur and the terrible Yog Muan.

Boggard culture is violent and squalid for commoners and those members of the race who dislike either condition sometimes choose to try their luck in the outside world amongst non-boggards, a brave move indeed, as boggards are generally xenophobic. Some seek to gain power and wealth and then return to the tribe to dominate, others to avoid boggard society altogether, especially those with above-average intelligence. Built for physical combat, most boggards are fighters or champions (many of the bloated variety) with more sophisticated individuals choosing to be stalwart defenders or slayers. Spellcasting boggards are rarer, as the rewards for capable spellcasters in boggard society are relatively good, and education is limited. Independent-minded boggards frequently try a career as a soldier of fortune.

Boggard names are in the boggard language, and as such sound like onomatopoetic reproductions of the sounds that frogs and toads make. Longer names mean more status.

Male: Boruup, Raab, Gogurp, Ribbap, Breebeeg, Borgorup, Kreek
Female: Urpa, Eereep, Orura, Eepa, Oga, Aooga

Boggard Racial Characteristics
Boggard player characters are defined by class levels—they do not possess racial hit dice. As as boggard you possess the following racial characteristics.

  • +2 Strength, +2 Constitution, -2 Intelligence: You are strong and hardy, but poorly educated and often considered a bit dense.
  • Medium: You are a Medium creature and have no bonuses or penalties due to their size.
  • Humanoid: You are humanoid with the boggard subtype.
  • Slow Speed: You have a base land speed of 20 feet., but you possess a swim speed of 30 feet.
  • Darkvision: You can see in the dark 60 ft.
  • Low-Light Vision: In dim light, you can see twice as far as humans.
  • Hold Breath: You can hold your breath for a number of rounds equal to four times your Constitution score before you risk drowning or suffocating.
  • Sticky Tongue: You possess a sticky tongue that can be used as a secondary attack. A creature hit by your tongue attack cannot move more than 10 feet away from you and takes a –2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by making an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage does not deplete the your actual hit points). You cannot move more than 10 feet away from the target, but the you can release your tongue as a free action. Unlike a giant frog, you cannot pull targets toward it with its tongue.
  • Marsh Stride: You can move through any natural difficult terrain at your normal speed while in the marsh.
  • Terrifying Croak (Ex; sonic, mind, Cha): You can once per hour as a standard action emit a thunderous croak. Any creature not of your subtype or type must make a successful Will saving throw or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by the user’s terrifying croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead.
  • Languages: You begin play speaking Boggard. Those with high Intelligence scores can choose from the following: Aklo, Common, Draconic, Elven, or Sylvan.

Alternative Racial Characteristics
Below is a selection of racial traits that could be selected by boggard characters in place of the specified racial characteristics listed earlier.

Bogbiter (Ex): Some species of boggards have enlarged teeth in their upper jaws, as do lesser species. You gain a bite natural attack that deals 1d4 damage plus your Strength modifier. The bite is a primary attack, or a secondary attack if you are wielding manufactured weapons.

This replaces thunderous croak.

Paleskin (Sp): Though boggards naturally lose their dark coloring as they age, and those who survive long enough serve as priest-rulers, some few are born with paler skin, and superstitiously held to be of that caste early on. You can use your Wisdom modifier for your Intelligence-based class skills, and can use the following spell-like abilities once per day: hydraulic push, obscuring mist, and water walk.

This replaces swamp stride, the racial swim speed, and hold breath.

Toadsong (Ex): Boggards, like grippli, often communicate across the swamps and fens by means of throat vocalisations. A practitioner of toadsong can utter 6 words in Boggard every round that carry across surprising distances; 400 feet indoors, and four times that outdoors. Unless a being actually has Boggard on their list of languages they will not recognize toadsong as sentient communication, and cannot, in any case, locate the source of the sound. You can use toadsong a number of rounds per day equal to your Constitution score.

Toadsong replaces hold breath

Warhopper (Ex): When boggards go to war, it is the warhoppers that lead the charge, leaping into battle. By making an Acrobatics check (DC 15), a warhopper can make a 5-foot step that is actually 10 feet without drawing an attack of opportunity. If the check fails you fall prone.

This replaces sticky tongue.

Race Traits
The following are race traits of the boggard; a player character can select one racial trait.

Archetypes for Boggards
These class archetypes can only be taken by boggards.

Other Boggard Content
Other content specifically related to boggards.

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.