Pottells Explained

By Grommakk Dakkar, Dwarf Evoker and Station Three Energetic Zoologist, Naldrin University

Grommakk Dakkar

Many have said to me, “Grommakk, what is a pottell?”  Since so many in our wonderful city are woefully uneducated about even the most common creatures in the oceans of our world, I have decided to write this brief, but acutely incisive, summary.

Pottells are large to enormous leaf pads with a remarkable ability to float on the top of the sea, even while carrying significant weight. Their surface is dotted with clusters of small multi-colored flowers, and their undersides are covered with arrays of tiny, sturdy tendrils. The shapes, colors, and contours of these gigantic leaves vary considerably according to climate. They are strictly saltwater plants, although they do have close cousins in many of the lakes and rivers of the Tamarran Continent.

The immense size and strength of pottells makes them perfect for use as transportation, and indeed many ride them to travel the waters of our world. The smallest, only a few feet wide, can carry a child or a dwaheely or two. Medium-sized pottells (20-30 feet wide) are frequently used for short travel along the coasts, and typically carry 6-10 passengers. They do not go into the deep oceans, as the roughness is more than they can manage. Large pottells, however, reach spans of hundreds of feet and can easily navigate throughout even the deepest and most violent oceans of our planet, and can carry many dozens of passengers.

A pottell typically moves by drifting along the currents of the sea.  However, they do have a limited capacity to propel themselves by rippling their fringes, paddling through the water at speeds up to 25 miles per hour.  Of course, if they are carrying passengers, they travel much more slowly. I would note that folk who travel by pottell are mostly those who love the sea and enjoy getting wet.

A number of mystics have mastered the ability to pilot these unique creatures. Widely known as “pottell pilots,” though they prefer the title “navigator,” they play a vital part in using pottells for transportation. The skills of these navigators, and their love for pottells, is well-known. The most accomplished of them are able to convince pottells to curl their leaf into a ball to shield their passengers from waves and winds. Accounts tell of navigators whose pottells would curl up into  an impermeable ball, allowing them to travel through the worst storms and submerge themselves to travel under the waves for hours at a time.

With that I will end my discourse, hoping that and it serves the needs of those who desire a greater understanding of our world.

How to Keep a Blink Bat from Blinking

Grommakk Dakkar

By Grommakk Dakkar, Dwarf Evoker and Station 3 Energetic Zoologist, Naldrin University

As we all know, Imbelnhi Ulanwey captured the essence of the blink bat in the marvelous prose of his Bestiary.  However, there remain many misconceptions about these odd and singular creatures. One question I am asked repeatedly by ordinary folk who approach me on the streets of the city, as well as by the most learned scholars in the halls of Naldrin University, is this: how does one carry around a blink bat when it has the ability to vanish into thin air at will?  This question is of particular interest to those who wish to hire blink bats as messengers for governments, businesses, and the wealthy.

The public’s ignorance on this topic is as profound as it is longstanding. In this short treatise I will attempt to press aside this dark shadow of nescience to reveal that which is, in the end, stunningly obvious.

Blink bats can teleport – that is, they can disappear from their current location and instantaneously re-emerge in an entirely different location.  As Imbhelni states in his well-known Bestiary; “They have a strong instinctive connection with Physic Energy that lets them find the holes and tunnels behind the space we see”.

There are two well-known ways to keep blink bats stationary without fear of teleportation. The first method relies on a rare Energetic skill possessed by a small set of particularly gifted Evokers, this author included.  This skill leverages the ability to imbue objects in the world with particular Energetic qualities, working with a rare metal to imbue it with an Energetic signature that disrupts teleportation. This metal, ellanum, is highly effective at saturating objects with Physic Energy, and is used to construct blink bat cages. This process has been passed down over many centuries by certain Evoker Guilds on the Tamarran Continent (the Naldrin City Guild is one of them).

Once the elements of the cage have been appropriately saturated with the correct amount and kind of Physic Energy, the material will hold that Energy in place for a year or more.  The imbued material creates an Energetic cloud surrounding the cage which, for lack of a better word, “confuses” any attempt a blink bat might make to perform a teleportation. We should be clear that it does not strictly prohibit the blink bat’s use of teleportation; however, it confuses their perception of physical space so that they are highly unlikely to end up where they intend.  When these creatures are kept in an Energetically imbued cage, the bats seem to sense this cloud of confusion and so remain docile, and present, in their enclosures.

The second method for keeping blink bats in place is significantly more mundane. We have discovered that these fascinating creatures are especially fond of the fruit of the charling bush, which grows throughout the Tamarran Continent, and is ubiquitous in and around the Sce Aldu Caverns*.  Each bush can produce thousands of small, red berries throughout the year.  The bushes are beautiful, with their striking red fruit attached to the bush under slender blue leaves. Most important, charling berries are as sweet as any berry or honey on the Continent, and blink bats love them.

The crux of this is that once a blink bat has discovered that someone has charling berries in their possession and is willing to share them, they will remain obediently at their side.

I thank you for your consideration of these words, and now please stop asking me this question.


* The Sce Aldu Caverns are a gigantic series of tunnels and caves under the Suong Mountains in the far southwestern part of the Tamarran Continent.  As Javeer Akcher notes, in one of his footnotes to Imbelnhi’s Bestiary, “The Sce Aldu Caverns have long been identified as the source of bizarre physical properties. Scholars at the Evoker’s Guild speculate that they lie on top of one of Ethem’s hearts, and thus potentially contain a higher density of spatial contortions than any other area on the planet!”.  This may explain why these caverns serve as the greatest habitat on Tamarra for the blink bat.

The Martles of Ethem

By Javeer Akcher: Senior Physical Investigator for the Guild Energetic Research Collective (GERC)

Martles, of course, wander the oceans of our planet, Ethem.  It is not as well known they they also roam the Tamarran Continent as well as (according to rumor) beyond the reaches of Tamarra.

Martles do not found cities or kingdoms because they spend much of their lives traveling and exploring the world. They do have homelands on Ethem where they are born and where they return periodically for large gatherings of their kind.  It is said that there are four martle homelands on or near the Tamarran Continent:

Allassa Marren, in The Icy Wastes: Deep beneath the surface of the Icy Wastes lies a vast network of tunnels.  It is said that it extends far beyond the borders of the Tamarran Continent, an expanse that is so large that even martles rarely travel it all.  It is said among martles that “It takes five lives to know the tunnels of the ‘waste land’”. Some martles, a very few, have made it their life’s quest to explore and understand all of these tunnels.

Vashaff, in The Eastern Coastline Volcanoes: Six major volcanoes line the eastern coast of Tamarra where it meets the Kellith Sea.  They run from the Zwingel Territories of the zweyjen along the southern coast of the continent to the Sea-Looking States, which lie off the eastern coast.  There are martle enclaves scattered among the many firths and caverns found where the Eastern Mountains meet the rough ocean waters.

Tooleesa Arroon, in the Long Coral Reef: The Long Coral Reef is hundreds of miles long, running north to south through the Lossolla Sea off the western coast of Tamarra. The martles have long had a homeland in the northern parts of this reef.  Over many centuries they have developed a strong racial bond with the various kamari enclaves that live here in these forested lands that line the western coast.

Ka Gra Kanna, in The Rock Islands: These islands are located in the ocean in the far north of Tamarra, a little over 300 miles north of the Land of Hetherall and almost 200 miles below the southern coast of the Icy Wastes.  The martles and the Ice Giants that live there have, over many centuries, become strong allies and often good friends. They are known to help each other in time of need.

It is interesting to note that martles have eidetic memory: their minds capture everything that happens to them and around them as they travel the world.  For this reason they are sought out as “witnesses” to history and as guides to help travelers find their way on their journeys.

Martles can live very long lives; there are some who are believed to have lived as long as six or seven hundred years or more.  One of my great friends, the martle named Aktil Na Baylarassa, is no exception. Born in SP~4,682, he is one of the oldest martles in the world.  He can remember when the Regma Worms rose out of the sea to attack Eldrim city and when the Nulentians arrived on the shores of Tamarra to launch their second invasion of our Continent. He was even there during the bloody Wars of Sorcery.

If you are ever fortunate enough to meet a martle in your life’s travels, it would be wise to make their acquaintance.  If the opportunity presents itself, befriend them. If it should happen that the martle you meet is Aktil Na Baylarassa, please give him greetings from his loyal friend Javeer.

Bound by Stillness: The Undead, Letter Two

Sula 48, SP~5,015

Magistrate Weshem:

It is good to hear from you again. I am always happy to answer further questions you may have. As I said, my thought process concerning the undead is colored by my own personal experiences, so this may account for the somewhat disjointed organization of this letter.

In my last letter, I wrote about how Stillness makes Undead incredibly difficult to damage, affect with powers, etc. I know this seems bad enough, but it is not actually the worst aspect of the Undead.

As you know, Spirit binds together not just the creatures who inhabit Ethem, but Ethem itself. Spirit pervades the world. To use a very simple analogy, Spirit’s adaptiveness makes the world “soft,” while stillness’ inertia makes it “hard.” The result is that wherever Stillness-bound creatures go, Stillness pushes on Spirit, and Spirit yields. This creates a sort of aura of Stillness around the Undead. When a living creature enters this area, their Spirit is itself “pushed,” and its hold on the other Energies that comprise that creature is weakened. The practical effect is that a part of the creature’s life force — and their power — is drained. And to make things worse (because things can always get worse with the Undead), the power of this aura grows as more and more Undead are massed in a single area.

You specifically asked why they’re referred to as “Undead” when they are, in a scientific sense, just as living as you or I? Well, since Stillness does not usually occur naturally, it is extremely rare for creatures to be born bound by it. Most Undead creatures are the result of Spirit-bound creatures dying in an area pervaded by Stillness — either an Undead’s aura, or a Quiet. Their Spirit Energy quickly dissipates, but sometimes their Energies are re-bound by Stillness. Thus, the vast majority of Undead have actually died as Spirit-bound creatures and come back as Stillness-bound ones, giving rise to the vernacular term.

This process of resurrection is, understandably, quite a system shock, and most creatures do not survive mentally intact, becoming mindless, animalistic “shells” or “shufflers,” who roam semi-randomly, attacking anything they see. This includes other Undead, although they sometimes seem to form a sort of “pack” of shells. We haven’t quite figured out why, though we suspect it has something to do with the degree to which their Spirit was corrupted by Shadow. The more they are corrupted by Shadow, the more they are drawn to similarly-corrupted creatures. This can make for… odd sights. I once saw a pack of two humans, an ushen, four kamari, a wolf, six deer, and a large number of squirrels. The latter actually made me laugh, right up until they got close enough to me to start draining my life force with their aura of Stillness. I know it will sound funny to anyone who wasn’t there, but I will never look at squirrels the same way again.

The worst are the revenants — Undead who have made it through the process intact, and retain their sentience. Revenants are able to control shells simply through force of will. A disproportionate number of revenants are Channels, unfortunately, and they retain all of their ability to channel the Energies. Which proved a serious problem in the war.

I hope that answers your questions. If you would like a more scientific response to your query, I encourage you to write to my colleague Emil Hill. She is one of our leading theoretical researchers specializing in Stillness. I hope, though, that this letter will round out your understanding of the true nature of the Undead beyond just what GERC publications will tell.

 

In Faith,

Davvik Katten of the Fireforge Clan

Senior Fellow

GERC Shadow-Inflected Energies Department, Stillness Division

The Society of the Hammool

— Shellwan Wah, First Order Naturalist and Head of the Guild Department of the Natural Creatures of Tamarran Continent, Naldrin City University

Harmon 28, SP~5,018

Of the most easily recognizable creatures on the Tamarran Continent the hammool are certainly one.  They are truly gigantic; adults are about 30 feet tall and as much as 20 feet sideways, and stand on eight sturdy legs that give them enormous strength and speed in open spaces.  A ubiquitous presence on the streets of our cities, hammool carry passengers from far-flung areas of the continent and haul great masses of materials on their mighty backs.  They are frequently found on the Great Roads of Tamarra, as well as on the highways and local roads that bind together our cities, our communities, and the great regions of the continent.

The common traveler’s understanding of hammool rarely goes beyond their tremendous size and strength.  This is a great loss, for they are beings of great subtlety and complexity. They are some of the great communicators of the continent, although they choose carefully when to communicate.  This short article will attempt to provide the reader with a deeper understanding of this wonderful fellow traveler in our rich land.

The hammool are, at their core, a highly social creature.  From an early age, they are educated by their parents to know the history and genealogy of their immediate family as well as their entire species.  The bonds to their family, tribe, and species are very strong, and their loyalty to fellow hammool leads them to do almost anything to protect their brethren when they find them in harm’s way.

Given this interest in genealogy, it is a great gift that hammool are born with a considerable faculty of memory.  They can quickly retain an enormous number of facts in great detail.  When hammool encounter others they’ve never met, they are very soon able to place each other in the grander scheme of the hammool tribes that live on Tamarra.  As the saying goes,  “hammool know no strangers.”  In addition to family history, hammool retain a considerable amount of information about non-hammool creatures and events that they have collectively witnessed over many years.  Our colleagues who are scholars of history have spent considerable time with hammool families to piece together their version of historical events.  I will leave that for a separate telling, however 1.

I will conclude this all too brief introduction to the hammool with a comment on their ability to communicate with each other from a great distance.  It is common knowledge among those who ride the hammool 2 or work closely with them that they seem to be able to communicate with each other with remarkable clarity even when they are hundreds of miles apart.  From a pragmatic viewpoint, this allows hammool to be aware of events that may be taking place many miles away on the Great Roads or in the fields and farmlands.  They seem to know, as a species, what is going on across the continent.  

The source of this ability is not understood, although there is no shortage of speculation.  One theory put forth by our cousins in the Mentarch’s Guild is that the hammool have a powerful natural connection with Mental Energy.  Investigations by members of the Guild Department of the Natural Creatures of Tamarran Continent have had mixed results in verifying this.  The more credible, though still unproven, theory is that the hammool have great sensitivity to the vibrations of the earth, and that they are able to communicate with each other by pounding the land in particular rhythms using their great bulk.  There is no doubt that their great weight combined with their amazing speed and agility create a thunderous noise as they move across the continent.  Many scholars and naturalists believe that this seemingly random pounding is not so random after all and is actually a “language” that can be heard (or felt?) by their brethren many miles away.   Some scholars go so far as to conjecture that the hammool’s sensitivity to vibrations in the earth gives them the ability to find locations of geoanatomical mouths of the continent 3.

As the reader can see, there is still much we do not know about these magnificent creatures.  If I may, I note that this author is currently working on a publication that will go into a full and complete story of the Hammool of the Tamarran Continent.


1  I would recommend “The History of the Middle Years of the Third Age of the Tamarran Continent” by the contemporary historian Belwith Nodwink, who has worked closely with a number hammoolites, those non-hammool beings who speak the hammool language.

2  This includes the well-known hammool rider ushen, who probably know hammool better than any other living being on Tamarra.

3  The Guild’s Division of Geographic and Fexoanatomical Surveys and Research (the DGFSR, or just “Geo”) can provide more information on these “mouths’ of the continent.

The Guild Energetic Research Coalition (GERC)

Dorromee Ado, Grand Scholar, the Central Guilds, Tarnath

Dorromee Ado, Grand Scholar, the Central Guilds, Tarnath

Kalkix 53, SP~5,021

The Guild Energetic Research Coalition: the GERC. That’s pronounced “GURK,” mind you, not “JERK.” Yes, we have heard the jokes. They’re hilarious.

The GERC is the largest research coalition on the Tamarran continent – and that is giving generous credence to the other “organizations” that float around like so many seeds in the wind. We fund over 15,000 researchers, once you’ve tallied up all the lab assistants and principal investigators and whatnot.

We developed the hammool tracks that now allow for fast travel across the continent. We mapped the spines of the oceans, developed the Sound that allows living folks to travel safely in undead Quiets, and crafted the thread-thin metal okku that stabilizes buildings to five, six, even ten stories across the continent. We are the force of innovation on Tamarra, the wind of scientific change. Ahem – but I wax poetic. You must not let me carry on like this or we’ll be here all day!

Speaking to some specifics, the GERC is an umbrella entity comprising many teams:

  • Acquisitions and Archival: A&A is the backbone, in many ways, of our organization. A&A maintains our libraries, our archives, our records of all known Powers and – thanks to the NGEI’s work (see below) – records of Spells.
  • Mnemonic Division and Division of Geographic and Fexoanatomical Surveys and Research: The mnemonic division is a special group. They are our memory, our eyes and ears on expeditions. Mnems (“nems”), as we call them, train to use Mental Energy so that they forget nothing – absolutely nothing. They accompany Sojourner expeditions to provide accurate records of everything that happened, and transmit it Energetically into the minds of others. We call the other organization mentioned here, the Geo, because lord is that full name a mouthful. They explore the world around us, mapping and exploring. In one of  their most thrilling projects, they have explored the so-called “Spines” of the seas to our east and west. Someday we may find a way to travel beyond these, to other continents – if they exist.
  • Energetic Experimental Group: The curious heart of the GERC. EEG researchers fiddle and tinker with the very core of the Six Energies, developing new Powers and new technologies at a tremendous rate.
  • Materials Development Division: The stolid older sister of the EEG, the MDD works with physical materials. They developed okku (see above), and they work with the EEG constantly to craft previously unseen wonders.
  • Non-Guild Energetic Investigation: The division that preserves and records the culture of the few remaining sorcerer tribes. The Guilds have a spotty history with the sorcerers, to put it lightly. I personally think the NGEI is the absolute least they could do. Terma Lanchet, who leads it, is an absolute wonder, though.
  • Sojourners: The explorers, with a dash of derring-do and a dash of sheer insanity on top of a heap of genius. These intrepid adventurers go where most will not to explore the farthest reaches of our world.
  • Voices: The Voices occupy an interesting niche within the GERC. Diplomats, linguists, and cultural savants all in one, they developed as a kind of independent branch within the Guilds. They were lumped into the GERC through a stroke of chance, and now provide services both to us specifically and to the Guilds as a whole.
  • Wyrd Division: The Wyrd Division is… a little off. They work with that intriguing energy called Wyrd that seems to be some sort of breakdown product of Shadow, or perhaps Shadow catalyzing breakdown of the other five Energies. Kemmfaut Lap-Kep, who leads it, is among the most bizarre and yet most brilliant people I have had the pleasure to meet.

And of course, within these divisions are subdivisions and smaller teams and little groups of inquisitive minds prying into every force you’d care to mention that the Ten were not meant to meddle with. Around the GERC we don’t take well to limitations.