These miscellaneous questions are mostly for MJ, having to do with a game I will presently run. If Paul or Graham read this thread, I trust they will keep certain details and implications firmly in the realm of player (rather than character) knowledge. The first two questions have to due with Bah Ke'Gehn, the second two with certain magical skills.
First, what do the Bah do for water? Having studied the setting, it seems to me that all the water in the diet of all Bah beyond the Bah Dzen has its ultimate source in the fur of the worms (who in turn synthesized it directly from the magical energies of the grass) - which suggests succulent fur, indeed. Alternatively, the Bah have no need of water, which would suggest a very strange biology and raise questions about the necessity of the yellow liquid the Tingaladek produce. The answer to this seems like it would impact description of the worms and their fur.
Second, what units of time do the Bah possess, and how might they be measured? I recall having the scholar Graham met mention measuring time in generations, but it seems reasonable that they might also break generations into smaller chunks, perhaps based on the durations of various parts of the life cycle. Then, too, the Tolo Bran sleep in shifts, so it seems likely they have concepts for units of time on a more immediate level as well - something between a moment and stage of life. Has this come up before, perhaps in games subsequent to publication? (Is it in the book in a section I've forgotten to re-read?)
Third, magics which prevent healing are rarely available to fantasy players (despite their frequent occurrence as plot devices), but justly feared, and I find it likely that the baddies of Bah Ke'Gehn would favor them. However, I'm not sure where to place them in the bias grid. Are they subversions of M5@9 Shields Against Magic? Or would it be more appropriate to invent an entry in the M13@ Necromantics to cover them?
Fourth, suppose a magical item has several functions which, if they were found in separate devices, would be of several disparate biases - one M1@2 Always, two M1@3 When Worn/Held (one when worn, one when held), one M1@5 On Condition, and perhaps others. How many skills does the device require to use, and how should the skill or skills be classed?