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Salt
Core Salt

Core Salt, by Vicki Hood

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Snazzy Intro 

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Anhydra (by Greg Jensen)

Anhydra is the home of a unique race of humanoids, called the anhydrans. They make their home in a circular air pocket deep within the heart of the plane of Salt. This air is exceptionally dry and hard for other creatures to breathe (all operate at -4 Constitution while here).

The anhydrans are a peaceful race about the size and shape of halflings, but much more gaunt. They live here because of a unique weakness of theirs that does not allow them to exist elsewhere. Anhydrans have no body fluids. Some strange sort of magical energy takes the place of blood in their bodies, and it has a violent reaction to water. So much as a drop of water landing on an anhydran will kill him. Any liquid that contains water (such as blood) will have the same effect. Even the breath of a human or demihuman is enough to kill or injure any anhydrans nearby, because of the moisture it contains. The plane of Salt is the only place these folk feel even remotely safe.

Anhydrans are LG or NG in alignment, and will not attack any visitors. This is as much due to a pacifistic philosophy as due to self-interest, since any bloodshed could easily kill the whole community.

A portal to anhydra appears in random places throughout Sigil every once in a while, so visitors are not unknown. There is much pain and suffering when this occurs. Anhydran physiology is so different from most other races that few services can be offered. The anhydrans have a rich culture, and exquisite salt sculptures the likes of which are found nowhere else are in Anhydra.

Note: Anhydra is intended to present a moral dilemma to PCs. Their very existence causes harm and death to the natives, who have harmed no-one. Does this make the PCs evil, because of the suffering they cause? Are they still good, since they have not actively chosen to do harm? Can they be morally blameworthy for breathing, an involuntary action? What is it that makes the difference between good and evil?

The Barren Fields (by Dave Scheidecker

Barren Fields, by RavenNone know whom it was who created the land where Mother Water banished the Wol'ridae to, but it seems that it is the creation of an ancient prime wizard, long absent even before our arrival. The land covers endless days of travel, the cavern top above looming dangerously close in some places, while ascending to far to be seen in others. Dunes, mesas, and other desert terrain fill the Barren fields, reminding many travelers of the harshest of deserts. The realm has it's own gravity, and it's proximity to the Saline Sea allows several small rivers to flow. Foolish is the traveler who believes the water a salvation however, for its waters are as corroded and poisonous as any of those that form the border with Mother Water.

Two twin orbs light the lands, small pockets of elemental radiance, which wander about the sky in a slow, seemingly random fashion. Thus, day is nearly constant. However, there are periods where it may seem as night, as both orbs are far across the dunes. The Wol'ridae have named these orbs Suntop and Ember.

In the middle of the trackless dunes, a great black castle rises from the salt. None know who lived here, but most believe it to be the residence of the mage that created the realm. Its obsidian halls are empty now, only ruins left behind. Outside the castle, the bones of a great dragon bask in the orbs' glow, for this castle is never without their light.

Many animentals walk these lands, most being Salt's version of desert animals. Most travelers know already to beware the snakes and scorpions, but extra care must be taken here, for they can grow to truly monstrous sizes. Mephits also make their homes here, but quasielementals are few, and can expect only a quick death at the hands of the Wol'ridae.

The Wol'ridae travel throughout these lands, as we do the rest of Salt, but our home is here. Around the nexus of two saline rivers, Hubris and Humility, one will find Redemption, our only permanent settlement. Here our clerics lead our people in search of a return to the graces of Mother Water. Their spells purify the waters of the two rivers, allowing our people to live. Merchants pass through occasionally seeking water, crafts, and saltskins, but few outsiders live here permanently.

My people were banished to this land centuries ago, after our hubris led us to demand too much of Mother Water's boundary, which already we selfishly hoarded for ourselves, denying others her salvation. In a great ritual, our clerics sought to destroy the oasis of a rival tribe of humans. Mother Water punished us for our cruelty, banishing our tribe to the Draining Waste to teach us humility. We recognize the sins of our ancestors today, and while we do not welcome outsiders, we deny the mother's salvation to none.

[Author's note: The description of this vast location was supplied by one of its primary inhabitants, a member of a divergent, and strangely savage subrace of halflings. The race seems to originate from the prime world of Athas, a land with a climate scarcely more survivable then Salt, if the stories are to be believed. The Wol'ridae, as they call themselves, are also unique in that the Mother Water they worship is not an actual power, but the elemental force of water itself. How they came to be banished here then, is something of a mystery.]

Epsomnia (by Rip "Snort Breathe Fire" Van Wormer)

Slick tunnels wind through the expanses of crystallized deadwater. They are dark, they are warm, they are polished, and they are probably the fastest routes through the quasiplane. The guardians of the Epsomnia Tunnels are the Crusty Gods, terrible creatures, the spawn of elementals and unknown demiurges. Generally, they ask for scented waters, or especially sweetwater and potions of healing, as a toll.

The dark of Epsomnia is that the whole place is way too nice. 'Course, it'll still drain you of your water as quickly as any other spot on the plane, but it'll cut down on your travel time like nothing else. Whoosh! You go sliding down its dark meanderings, and you're on the other side before you can say, "Are you going to finish that beer?"

There really doesn't seem to be a drawback, any mysterious disappearances or hidden devouring maws on the other side, nothing. Just a smooth, wild ride that hardly ever makes you sick once you get used to it.

One thing, though: some report strange visions in the darkness, and that they sometimes even come true once you're out. I don't know what to make of that.

The Grinder (by Tom Bubul)

Character: At the very heart of Salt is the Grinder, the infinitely large source of the plane. The two fantastically large boulders which have been smashing away at themselves for all of eternity have given birth to the quasiplane itself. It is said that when the Grinder finally grinds itself completely, that Water will wash over the plane and it will then cease to exist.

The Chant: Not as infinitely large as they are made out to be (but nonetheless rather imposing), the two perfectly round boulders that make up the Grinder have indeed been smashing at each other for quite a long time. Massive and extremely rough to the touch, the Grinder's purest salt corrodes metal (not mentioning skin) almost instantly. It is nearly impossible to approach the boulders, as the sea of Salt surrounding them is only slightly less potent as the salt the boulders themselves produce - and the incredible cacophony the boulders produce in their eternal crashing is nearly unbearable. Without adequate protection, even swimming near the Grinder is a hazard. Should an enterprising enough cutter be able to get a jar full of this purest of salt, there is no telling what price he might fetch for it.

The Dark: Crashing together to form the purest of salt, the gargantuan boulders are in fact a little-known retreat of the Norse powers, Frey and Freya. It is said that in days long passed, the two were captured on a prime world and forced to grind salt on a pirate ship to preserve its hold full of meat. The stones that the two powers ground together eventually made enough salt to sink the ship - where from the bottom of the sea, the twin powers continued grinding. Since ascending to power status, the two have actually cast the magical stones off into Salt - where they occasionally come to visit them. It is these trips the two take to the boulders every 101 years that keeps them from wearing away into nothing; something about the presence of the two powers renews the boulders to their original size.

The Teeth of Maaleh (by Rip Van Wormer)

Teeth of Mlaah, by RavenEnormous pillars of ivory thrust through the saltlands, sharply pointed. Salty vulture animentals burrow about, picking the Teeth clear of all other forms of life. Even the fundamentals have very short lifespans here.

You'd never know it from looking at the surface, but Maaleh is the site of the major outpost of the race of Marid on the plane of Salt. The Teeth are hollow, and filled with clear water and a typical coral-and-precious rare material genie dwelling. There's no opening, but the djinn teleport in and out what and who they desire. The maridim are friendly enough to non-saline lifeforms, and are even willing to overlook the salt found in the bodies of most Prime Material natives, so relieved are they to be distracted from the tedium and annoyance of the plane on which they're stationed. They may even aid their visitors in some way, if they are sufficiently amusing and promise to return.

The Dark of the Teeth: These maridim aren't stationed here to gain allies among the quasielementals or to watch the Facets, though there are individuals doing these things as we sit here jabbering. The maridim live in the Teeth because they are confused.

Long ago, they offended some petty saltlord by trying to forcibly impress it into the service of the Padisha. More clever than anything as stable as salt ought to be, the lord managed, through refracted thought and drained reason, to convince the maridim that they were home, and the genies settled down where they stood, wondering what happened to the neighborhood.

They're aware, of course, of their salty surroundings, and frustrated by it. Repeated petitions to their shah to do something about the sudden influx of riffraff in their vicinity have met with no response, and with every pulse it becomes more likely that one of them will go out and give someone a tongue-lashing (and likely become entirely drained).

Comments: "Maaleh" is Arabic for Salt. There should be a little dot under the h.

In case you wondered, the pulses of the energy planes measure time in the quasielemental planes. It's not perfectly reliable, but those attuned to the plane's nature can feel enough to get through their routines, if they have any.

Transcendence (by Rip Van Wormer)

Death of Seas
Intermediate Power, "Old Wasting"
AoC: The destruction of water
Alignment: N
WAL: any
Symbol: An eel, twisted like a noose.
Home Plane/Realm:Quasielemental Plane of Salt/Transcendence

It is said that entire oceans have fallen to this predatory god, seagods left twitching in the silt like beached squid. Myths have it that Dandreth had a quarrel with the powers of Water, and vowed that he would have revenge. In truth, Dandreth simply is, and bears no malice about it.

Dandreth is a beautiful god, looking like a vague humanoid shape with limbs ending in short tentacles, glowing with mother-of-pearl irridescence. He has an alliance with certain solar powers who offer allies and secretive help. His realm is mountains and hills of salt under a cloudless blue sky, with the occasional skeleton of some unknown leviathan poking out.

Dandreth's favored proxy is a creature like a long eel who boils the sea in which it swims. Dandreth is worshipped by creatures of salt and bitter survivors of shipwrecks, and the haters of maritime nations.

White Gold (by Erik Arneson

Everybody's heard stories that Sigil has a few permanent portals here and there that lead to the Quasi-elemental Plane of Salt, and one or two temporary portals have even popped up from time to time before vanishing again by the Lady's whim.

What most folks don't know is that a rich and powerful high-up merchant named Lamar Creigston stumbled across a particularly interesting Salt portal about six months ago. Those who know the dark of things around Sigil happen to know that Creigston's main trade is the mining business. While he normally makes his gold transporting valuable and rare metals out of his Bytopian mines to the Astral Plane and the Outlands, he apparently wasn't too opposed to the idea of sinking a claim in one of the deadliest of the Inner Planes.

The portal's usefulness stems from the fact that it opens right into a natural salt arch in the middle of a bubble of elemental air embedded in the salt. It's a pretty wide bubble, too, being about two-thirds of a mile across and roughly elliptical in shape. Lamar sent in some wizardly pals of his to check the place out, and then started moving in his miners.

The head honcho of the place is a rough-and-tumble ex-mercenary named Raul Maxin (Prime/male human/F14/Fated), who named the place "White Gold" after his home world's colloquial name for salt. Raul is a grizzled old man, and those who have tangled with him in the past know that what his age has taken away from his muscles it's added to his brains. He's a smart cutter and prefers these days to use his brains instead of his sword.

Creigston is apparently pulling in quite a profit by shipping his mined salt off to some of the gate towns and has seriously put a crimp in the business of some of the small-time salt miners on the Outlands. There are rumors, in fact, that they are putting together some sort of syndicate to try and drive the Sigil-based merchant out of business, perhaps by informing the Salt Quasielementals of his mine's location.


Salt

A Map of Salt


Copyright 2000, the Mimir Team, layout by Jon Winter
and Jeremiah Golden salty maps by Vicki Hood

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