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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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Guer
The guer are any of several hundred species of lizard-like Drakes dwelling in or beyond the Fens of Reur. They are not unusually clever for Drakes, but the tendency of many of their kind to bury themselves in the mud and wait for prey to draw near has given them a reputation only slightly less terrible than that of the insero and damnens. Their camouflage is nearly perfect, and sighting them as bubbles in the myst is nearly impossible given the interference of several inches of mud.
While all guer races possess reptilian qualities, lumping them into a single category is a convention born of centuries of misunderstanding and limited contact. While most are cold-blooded, some are warm-blooded. Most lay eggs, but a few bear live young. They range in size and shape from knee-high bipeds to huge quadrapeds a hundred feet long from head to tail. Most have manipulating appendages like hands, tentacles, or prehensile trunks, and virtually all have the capacity for speech.
Most species of guer live in or beyond the Fens of Reur, which is why so little is known about them. Their favored environments depend on the physical characteristics of their race, and they often are not able to adapt to other environments well enough to compete with other Drakes or Mar. The most common species of guer include:
broken-kneed guer
deep river guer
fool's kobolds
imp guer
jabber guer
snatching guer
spear-nosed guer
spiny tailed guer
striped guer
thunder guer
Stories of fire-breathing guer are almost certainly fictitious.
(Contributed by Nightfire Tradition)
Tactics
Contrary to common belief, guer do not have a universal stratagem. This means there are as many means of surviving a guer encounter as there are species of Drake, and mapmakers have not yet discovered all of these, nor even documented all the races of guer in Marrishland. Fortunately, guer are not especially creative tacticians, so a guer almost always employs the same strategy as other members of its race.
In general, guer are dangerous because they are so well-adapted to their natural habitat. Outside of familiar surroundings, they are far easier to fight. Guer are therefore far less likely to attack a town than a goblin or kobold tribe. Most battles between Mar and guer result either from predators attacking lone hunters or from Mar attempts to expand into guer territory.
(Contributed by Weard Girdag Langat)