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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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OTHER PROJECTS


HANGOUTS


COMICS

Fool's kobolds


Fool's kobolds are slim, humanoid guer that stand about four feet tall. Fool's kobolds have long arms and legs with three-fingered hands and prehensile feet, but they do not have opposable thumbs. The lizard-like skin of this particular race of guer is a mottled brown color. From a distance, it is easy to mistake these Drakes for kobolds, which is how these guer got their name. Fool's kobolds are carnivores that survive mostly by raiding the nests of birds, but they often catch small animals on the ground by dropping onto them.

Fool's kobolds live in wooded areas beyond the Fens of Reur, sharing territory there with kobolds, who do not regard these guer as a threat. Even though the two races compete for food, in some areas, fool's kobolds often act as decoys who make the population of kobolds appear larger than it is. Fool's kobolds are cold-blooded, egg-laying Drakes and so are seldom active in colder months. They are capable of speech, though their intelligence is fairly limited.

(Introduction contributed by Nightfire Tradition)

Tactics

Fool's kobolds are seldom a threat to Mar, usually avoiding contact with humans unless driven by starvation to attack any source of food. Even then, fool's kobolds seldom attack such large prey unless they outnumber it at least five to one. Fool's kobolds are frail compared to humans, but they can be deadly if they wrap themselves around a Mar's head — throttling the victim with their long limbs or suffocating a human by placing their bodies tighly over the mouth and nose. Their teeth are sharp enough to do severe damage to an exposed neck or face.

If you find yourself in combat with one or more fool's kobolds, missile weapons will give you a distinct advantage. Don't walk under them, as they are most dangerous if they can drop down onto a target. If you find yourself in hand-to-hand combat with a fool's kobold, don't let it near your head.

Some kobold tribes use fool's kobolds as decoys or sentries to protect the perimeter of their territory. Fool's kobolds don't build snares, but they often know where nearby kobold traps are and have been known to lure mapmakers into them. A clever mapmaker who captures a fool's kobold and speaks its language can use this knowledge to his advantage, as well, allowing him to avoid many kobold traps in an area. This can be dangerous, however, as even a captured fool's kobold will lie or omit information if the trap will kill the Mar without harming the Drake.

(Tactics contributed by Weard Girdag Langat)

DRAKES AND CREATURES

— Damnen

— Goblin

— Guer

— Insero

— Kalysut

— Kobold

— Konig Worms

— Ochre

— Suckmud Willow