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The Mar have fought the Drakes for resources for centuries, but even the wizards fear those rare times when the Drakes organize an invasion. To better understand why, read the book.





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HANGOUTS


COMICS

Deep river guer


Deep river guer are large Drakes that live only in the deepest lakes and rivers of Marrishland. They have small heads and a long, snakelike necks with sharp, interlocking teeth. They have broad, solid bodies with short tails and four paddlelike fins. The largest reported deep river guer was 40 feet long, but specimens are more often 10-20 feet long. It is known that they eat meat, but it is not known whether they are carnivores or omnivores. They lack manipulating limbs, and their sentience has been disputed by more than one scholar.

Deep river guer live only in the deepest lakes and rivers of Marrishland, as they can only leave the water for short periods before returning to hunt fish and other water creatures. Seafarers sometimes tell tales of salt water guer similar to deep river guer but much larger, but these are almost certainly myths. Deep river guer lay eggs in the mud along the shores of their territory and guard these nests fiercely. Little is known about their social structure, as they are a very rare race of guer.

(Introduction contributed by Nightfire Tradition)

Tactics

I've never met a mapmaker who claimed to have taken down one of these monsters. Deep river guer are extremely rare even in the lands north of the Fens of Reur — or at least the small part of the area that has been explored. They only live in deep water, so Mar and deep river guer don't have many chances to encounter each other.

Rare or not, it is generally a bad idea to canoe or raft across especially deep water, as those encounters between watercraft and deep river guer don't tend to end in the humans' favor. As with most guer, the best way to avoid being attacked by a deep river guer is to steer clear of areas where they are likely to be. Deep river guer are dangerous because they rise up from the murky bottoms of their lairs (where Mar cannot see them) to catch prey.

Given its size, it is unlikely that a deep river guer can protect itself from attacks from the rear and flanks. Coordinated attacks from multiple quarters will likely increase the chances of victory. The long neck allows the deep river guer to strike distant targets without exposing its body to attacks, but it also poses a liability to the Drake, because the sharp teeth of the head cannot strike targets along the neck. If the guer can be persuaded to move close enogh to the surface, thrown spears should have little trouble finding a target. Even if the wound is not immediately fatal, no living thing can bleed for long without losing strength. Quick strikes at the flanks followed by a tactical withdrawal will likely soften up a deep river guer for a second, deadlier assault. If all it ever does is strike targets on the surface without exposing its neck or body, there really isn't much that can be done against it except avoid its territory.

(Tactics contributed by Weard Girdag Langat)

DRAKES AND CREATURES

— Damnen

— Goblin

— Guer

— Insero

— Kalysut

— Kobold

— Konig Worms

— Ochre

— Suckmud Willow