The Hopping Prophet

Bigotry, Self Deception, Amphibians

Wastri, the Hopping Prophet, Hammer of Demihumans, dwells on the Prime Material Plane (now in the region of the Vast Swamp). It is he who preaches the ultimate superiority of humankind. While humanoids can serve,, demihumans are fit only to be slain - especially dwarves. gnomes, and halflings. These, with the aid of his grey-clad "Servants", he hunts with his toad packs and exterminates whenever possible.

Wastri has somehow mutated to become both less and more than human. He is unmistakable due to his batrachian features and odd gait. Yet he can move quickly enough, and can hop for considerable distance with ease and accuracy. He wears no armor, relying on his speed and agility. Wastri dresses in parti-colored clothing of grey and dull yellow. Wastri is renowned for his great glaive-guisarme, a pole arm of +4 magical property with which he harries his prey, especially loving to catch small demihumans on it's long end spike. (Damage is 2-8 +4 +2 vs. S/M, 2-12 +4 +2 vs. L)

In addition to his normal attacks and clerical spells, Wastri can utter a croak which will confuse (as a confusion spell) all creatures within a 4" radius who hear the sound unless a save versus magic is made. Wastri can in 1 segment cast a warts enchantment which will cover the victim with huge knobby warts unless a save versus magic is made. The warts make it difficult to grasp any weapon (50%/round probability of dropping), and the charisma of an affected individual drops to 3. The affected individual must also save versus paralysis or fall into a dejected state similar to paralysis for 2-12 rounds. Finally Wastri can in one round cast a dampness spell over an area of a square mile. The dweomer reduces archery range by one half, limits visibility to 6", exstinguishes normal fires in 1 round, and reduces the effects of magical fires by one-half. The foggy dampness spell lasts for 5-60 rounds. Each spell like power - croak, warts, dampness can be used once per day. He otherwise has powers typical of a demi-god.

Wastri can speak with any amphibians, commanding them as he wishes. He is able to summon any or all of the following creatures, 1 group per turn, once each per week: 10-40 bullywugs, 5-20 giant toads, 2-8 poisonous toads, 1-4 ice toads.

These creatures will appear 1 round after summoning. Each individual will be of largest size, have +1 hit probability and +1 damage.

Under usual circumstances Wastri is always accompanied by his "Immaculate Image" (a cleric/monk of 12th/6th level who hops as he does), three "Greater Servants" (clerics of 9th to 12th level), and a pair of huge toads (AC 5;HD 5;HP 40;D 4-16).

At the Sacred Polystery, the Hopping Prophet has scores of "Hopefuls" - those attempting to become his clerics. There are also dozens of "Lesser Servants" - clerics of 1st through 4th level. Hopefuls are dunclad. Lesser Servants are robed in gray. All help to breed and maintain superior toads. It is rumoured that some of the monsters they breed appear remarkably human, just as some of Wastri's followers appear toad-like. Clerics of Wastri above 4th level are able to use a jump spell (cf. the magic-user spell) once per day, at a level of efficiacy equal to that of a magic-user of the same level. All these clerics can speak with amphibians as well.

Worship of Wastri is not common, although it has supposedly spread to the Hool Marshes and possibly elsewhere. Ceremonies honoring Wastri involve sacrifices, strange musical instruments and croaking chants. All places of worship are dim, dark, and chilly. The creedo of human superiority and exaction of rights and duties are always stressed.

Specialty Priesthood of Wastri the Hopping Prophet

The Cult of Wastri the Hopping Prophet (Demigod)

Goal and purpose of the faith:

Requirements of priesthood: Notes: *If the Dungeon Master allows the assassin kit from "The Complete Thief's Handbook", weapons used by assassins can be used, and Assassin followers can be used instead of thieves. ** If the Dungeon Master allows the Fighting-Monk Kit from "The Complete Priest's Handbook", monks of Wastri can be used as well as priests.

Role of the Faith:

The priesthood of the Hopping Prophet is the sworn enemy of ALL the Demi-human priesthoods. Wastri's Priests spotting demi-human priests will attack without hesitation, because demi-human (especially dwarven, gnomish, and halfling) priests are the highest and most valuable sacrifices to the Hopping-One.

This faith is not observed by any heads of state, and is almost exclusively practiced in swampy regions; thus it has little impact on the Aristocracy of the Flanaess. Most of the time, the cult of Wastri attempts to hide from the rest of society preferring solitude, and separatism. This isolationist philosophy has probably spared the cult from open large-scale extermination attempts by nearby countries.

Communities that venerate Wastri tend to be small, remote, and isolated from other populations. The worship of Wastri being exclusive to these individuals. In these communities, priests have a ruling caste, and have the power to make laws, and inflict punishment upon the congregation. These punishments include mutilation, and execution for the most serious offences.

Most countries (i.e. the Ulek States) that are ruled by Demi-Humans have laws banning the practice of this cult within their borders, with stiff penalties up to and including death.

Holy Days:

Hierarchy:

The order of priesthood is as follows:

Requirements of the Followers:

New Spells:

Croak (Enchantment/Charm) By means of this spell, the caster utters a loud bellowing croak. All creatures within 40' who hear this sound are effected as if a confusion spell were cast upon them. A saving throw applies (see the seventh level priest spell confusion for more info). All amphibians including: Bullywugs, Giant Frogs, Giant Toads, Grippli, Grung, Ice Toads, and Poisonous Toads are immune to this spell. The material component for this spell is a live toad which must be kissed by the caster. The live toad is not consumed by the casting of this spell.

Dampness (Alteration) This spell creates a foggy dampness within the area of effect. The dweomer reduces archery range by one-half, limits visibility to 60 feet, extinguishes normal fires in one round, and reduces the effects of magic fires by one-half. Gust of Wind or similar magic reduces the duration of this spell to 2 rounds. The material component of this spell is a piece of swamp moss.

Warts (Alteration) This spell causes 1 victim chosen by the caster to be covered with huge knobby warts unless a save vs. Spell is made. The warts make it difficult to grasp any weapon (50% chance per round to drop the weapon) and the victim's charisma drops to 3. The affected individual must also save vs. Poison or fall into a dejected state similar to paralysis for 2-12 rounds.
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This article by Gary Gygax, taken from Dragon Magazine Issue #71 is copywrite TSR. Picture of Wastri by Jeff Easley also copywrite TSR. Both are used without permission and with no ill intent towards the author, artist or owning company of the works. Priesthood of Wastri by Frank bonura, edited by Chuck Rothberg.