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Salt
Crystal Range

The Crystal Range, by Vicki Hood

(Border of Salt and Negative)
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When Salt Dries Up

Bizarre even by the standards of the Lower Inner Planes, the Crystal Range is a dense cluster of hard salt mountains and foothills stretching the border between Core Salt and the Negative. Yet in this environment of destruction and death, somehow the energies from the Negative seem to be causing the Range to grow. As time continues, they're growing ever bigger. Theories abound as to why, such as the unerring draw of the Negative is stretching the Salt towards it, or perhaps the expansion of the facet empire into Core Salt is causing the plane to grow into the Negative. Chant goes the water-obsessed facets hail from the Range originally, but have moved on to wetter lands.

The slopes of the Crystal Range are littered (well, as crowded as barren gets) with the perfectly preserved desiccated shells of travellers who thought that starting into the face of the Negative would be easy. Their dried-out snowy husks usually bear expressions of agony, gasping for a drop of water... some bashers claim that if you're careful you can carry a statue off Salt and revive it with a skinful of holy water -- and gain yourself a friend for life. Or a slave; depending on your intentions.

Right where the Range ends, the Precipice is the very edge of the Negative. From here, only the smallest shards of salt float in the blackness of Negative energy. Look off the Precipice into the nothing and you'll get a sensation of vertigo that makes falling off the Spire look like a picnic. Fancy an infinite drop, and the Core of Negative to catch your fall? Forget leaping off Sigil; for the ultimate in planar thrills leaping off the Precipice makes a real statement. On one of the highest peaks of the Range, the Toppling Mountain, is perched the Doomguard Citadel of Salt, just hanging there off the Precipice.

Crystal Palace (by Perrin)

By Felm Spar (a human planeswalker, he used to be a nomad on the prime)

Crystal Palace, by RavenA short, prune of a wizard stands at the gate to a collection of towering crystalline spires of salt surrounded by a translucent dome of shaped salt crystal. The wizard is propped up on a short stick of a silvery metal, a pair of goggles shielding his eyes, and a deteriorating mask covering the rest of his face. His boots are covered in the same strange metal, his white pants buckled to the outside of his boots. A well-worn dust cloak sits, salt stained, on his withered shoulders. At first, he doesn't open his mouth to speak, only hmm'ng and gesturing inside the dome.

We pass through a door of crystal, into a small chamber, and he shuts the first door behind us. He takes his mask off and lowers his goggles around his neck, dropping the hood of his dust cloak. A scratchy voice ebbs out of his mouth from deep in his throat "Deh Talska. You?"

Although I am puzzled by his manner of speech, he is the first person I have spoken to "I, Felm Spar, humbly introduce myself, and ask entrance to your abode."

He nods his head slightly and a second door of crystal slides away. I follow him through the doorway and am overwhelmed by the beauty.

"Crystal Palace." He opens his arms towards the towers "Home. Scholars' outpost. Stay welcome."

The towers, visible from the outside, are now fully visible, and the stand many spans tall, joined at near their full height by arcing bridges of crystal. The walls of them are not as translucent as the dome, instead, they stand as monoliths of opaque white salt. The entrances all face outward, doors of silvery metal, all no higher than Deh himself.

Surprisingly, the area between the towers is lush and green, with several short trees.

Deh, being a man of few words, gestures me to follow him towards the centre of the whole thing. Nearing the centre, the sound of rushing water startles me, and right in the centre, a fountain shoots water a few feet into the air, and it splashes back down into a basin of white crystal, salt no doubt. But as I approach, the light sparkles, in only the way that metal can.

He cups his hand and catches a handful of silvery metal "Try."

I reach out. The liquid is heavy and warm, flowing as freely as water. I clench my hand and it feels like I am trying to crush a piece of metal.

"Doors, boots, water." He gestures to the garden around him with his arms wide "Life."

"Magic user?"

I nod, and he assumes that I can put the pieces together about the metallic doors and boots.

I ask him if there are other people living here, and he pauses for a moment of thought. He cocks his head to one side, and then nods. "Night. Others take watch."

Over the next few weeks, I helped out tending the small garden in middle, but was of no use altering the life giving metal. Apparently, none of the occupants (all four of them) knew where the source of the metal was, merely the fact that it existed. By some magical spell, they transmuted the metal to water, as well as to solid metal. The insides of the towers were furnished with metal and crystal, their cloaks and bedding acquired through trading with any passers-by.

Deh had come upon it first, and the other three, also loners, had wandered in from the harsh environ outside, and just never decided to leave. The dome and spires had been there for an eons, and likely would remain that way from the way that it survived the harsh conditions.

Comments: The crystal palace is difficult to find, as no portals are known to exist anywhere near it. It is not close to any border, nor any other landmarks in Salt. Visitors are allowed into it, but are only permitted to stay long if they share the work, little as it is. All of the crystal, both translucent and opaque, is pure salt.

Dessicus (by Joshua Jarvis)

Another Dustmen burg is Dessicus, this place went through many incarnations before falling into Dustmen hands. First it was a Baatezu salt mine. Legend has it that prisoners were forced to work here without magical protection. Legend also says it wasn't salt the Baatezu were looking, for but an item of power.

When the fiends abandoned the place, the Doomguard built Citadel Dessicus atop the mines hoping to use the twisting tunnels as secret passages between portals, vortex's, and citadels. But the Doomguard mysteriously abandoned the place as well.

Now the Dustmen reside there, and this place has several uses. Its primary purpose is defense, though the Dustmen had yet to use it for that. The lower part is heavily armoured, and the confusing mazes of tunnels and secret passageways have many Doomguard weapons stored in within.

The second most important area is the mausoleum. Here shelf after shelf built into the citadels walls (originally used by Doomguard to show off their sheer variety of weapons) now have bones set within.

The third area is the Jerky works. Dead animals brought to the Dustmen are dried out here and their meat is placed in fancy black boxes with little white skulls on them (the skulls are NOT designs mind you) and sold in Sigil. It seems the dead managed to make money out of this place too. Rumour has it the fiends and sinkers left for a reason, and the reason is still there.

Echidrine (by Rip Van Wormer)

Licinius Julianus, a warlord of unknown origin but whose face was a pale blue skull, founded a city in Salt over a thousand years ago. Ghouls, spectres, and skeletal warriors flocked to his banner. He established firm laws, monumental architecture, clear roads in the salt, and a culture glorifying military prowness. The citizens spar daily, preparing for the next stage in their state's expansion, ruled by an elected Senate (Julianus having disappeared centuries ago). Echidrine also trades with some local crysmals and mephits, exchanging finished weapons for raw material mined from the extremely sharp veins of crystal that lace the plane. The undead of Echidrine are organized into blood-houses (not that any of them have blood, anymore), or adopted clans. The fractious politics of the state are generally kept in control by the Senate and their military arm, the Stiff Robed Fishers.

The Hall of Thickening is not the Senate House. It is the place of registry for new recruits, more of which arrive every kilopulse. The living, too, may be registered in one blood-house or another, if they have the will.

Ghost Sea (by Jens)

Shudder in panic, realise the unbelievable. In view of a deceased sea, you recognise that your own fate must be meaningless to the Powers, those who let this ocean die.

Description: A vast landscape dotted with boulders, dead trunks, the dry carcasses of unknown species, and occasionally large, wooden buildings or vehicles (ships) that once served unknown purposes. At some places, alien jungles can be found, made of seemingly frozen, weird plants that break upon the slightest touch, crystalline, coloured salt that has grown to fragile shapes, and terrific looking corpses of large, clumsy creatures that seem strange and unfit to live on ground.

Overhead is a glittering sky, complete with sparkling stars and a pale moon which never moves. It is in fact the ceiling of a large cavern that surrounds the realm.

Within the cavern, there is a place dotted with crumbling pillars, marble buildings, shell-plated squares, and other evidences of a once-proud civilisation. Today, only their restless spirits can be found, that have risen from the dead in the shape of ghosts, haunts, and the occasional banshee. Most of them are not evil, but uneasy with their fate. If a visitor manages to befriend one of the more sane spirits, he might hear the story of the Ghost Sea.

A few non-undead call their kip here. They call themselves the "Sailors", and they are mostly Dustmen and Sinkers. Once a band of planewalkers, they stumbled into the Ghost Sea by accident, and liked it. They have made a pact with the undead and are allowed to live here. The weather is a bit dry, but the scenery is great, they say. One of them, a wizard, uses her spells to make life a bit more comfortable.

History: Centuries or more ago, this has been the bottom of an ocean on some prime material plane. A once fertile, pleasant land, the sea elves were the major sentient lifeform here, living in harmony with the creatures of the sea. Until disaster struck, a bright light burning far above the sea level. And within a few decades, the ocean slowly dried up, making live miserable for the sea elves. Most died when the water became too salty for them. Eventually, all what was left slipped into the quasi-elemental plane of salt.

The ghosts whisper that among those who escaped in time was the one who brought the big fire to their world, condemning all his brethren to death. They swore revenge, and they didn't let death stop them. Until today, they attack all half-elves (and many tieflings) on sight, and interrogate all other visitors.

Ruler: A ghost called Sur'ye Gon has some authority among the undead protectors. Since the ghosts seem to remember much of their former lives and nature, they aren't inherently evil. Consequently, the few banshees are loners and have no special rank.

Behind the Throne: The undead seem to be very resistant against turning attempts. Perhaps a necromancer, a very powerful undead, or even a Power calls the Ghost Sea his realm.

Militia: There is no organised militia. But there are at least a few dozen spirits in the city of the Ghost Sea, who attack all defilers of the city that has become their eternal resting place.

Services: Fine, natural salt. A zillion tons of it. Explorers may learn a few secrets about the sea elves, but they should be very careful not to upset the ghosts. The "Sailors" can provide shelter and security, for hefty prices. They are on good terms with the ghosts, so don't offend them.

Local News: A single church, half buried in tons of salt, has resisted the decay. The underground entrance, discovered not long ago, is sealed from within and can withstand most physical or magical damage. If the Ghost Sea is the realm of some major blood, this must be his home. Bold adventurers who tried to teleport inside didn't return ever. It is rumoured that treasures and the lore of the sea elves is kept inside, but there hasn't been any proof yet. The "Sailors" don't want to explore this site, but they encourage others to try.

Sweat of the Brow (by Jon Winter)

Character: Toil, toil, and toil some more. Dig till your hands are bleeding. The salt might sting your wounds and burn your eyes but it's a wholesome pain and it'll do you good. Work until your fears are forgotten, so hard that you stop thinking about anything but the rhythm of the pick swinging. The crunch of shovel in salty rock is the music, and the sizzle of sweat on the ground is the song. Through work comes enlightenment, forgiveness and righteousness.

The Chant: It's a well-known fact that dwarven powers work their petitioners harder than most. Just as in life, the dwarven dead dig their tunnels and mine their gems, only working for a higher power rather than for their own gain. What happens, then, to the spirits of work-shy dwarves; those who were lazy or guilty of slacking? In the dwarven mindset, sloth is the deadliest of sins, and bashers guilty of it are made to make amends in the next life. This then, is the purpose of a realm like Sweat of the Brow.

It's not really a home to any one particular power, rather a realm that all dwarves deemed too slothful to enter the afterlife proper eventually end up. Here the poor petitioners are made to dig in the salt, working until they have worked hard enough to atone for their previous lazy sins. It's not a punishment as such -- there's no evil dwarven proxy with a whip in his hand, lashing away - there's no point forcing someone to work because then their efforts will be half-hearted. No, it's harder than that. Dwarven petitioners here have to toil because they *want* to, and that's the hardest work of all. They know that until they've repaid their debt to society they'll be stuck in Salt forever...

The Dark: Most of the petitioners here are a dour lot; it's not that pleasant to be slapped in the face with your own laziness. Dwarves are dwarves, however, and they're now determined to work up enough sweat to escape the realm. Apparently the way it works is this -- a petitioner keeps digging and digging, and one day, when the powers reckon he's dug enough, he breaks through the Salt into the dwarven afterlife. The hole-portal swallows the basher up and closes behind -- there's no easy escape for other petitioners this way.

Of course, all that digging leaves a lot of tunnels behind. Sure, the powers close them back up after a while to give the remaining petitioners space to dig and construct their own tunnels, but Sweat of the Brow is a vast warren of twisting passages. Some are grand and some are barely large enough to squeeze a gnome, let alone a human. Few lead anywhere interesting (the biggest irony of the realm is there's almost nothing of value in Salt so dwarves are digging for nothing more than the sake of it), but there's air to breathe and relative safety. Except for rock falls, the occasional tremor of collapsing passages and salt elementals hunting for prey.

Not all of the petitioners are happy to dig, however. A couple of charismatic individuals resent what they see as cruel impositions on their (after) lives, and like-minded bitter dwarves have flocked to their sides. There are at least two warring factions of dwarves down there in the tunnels, each with their own schemes and idea on how to escape the entrapment of the realm without working their fingers to the bone for centuries. It's likely that few, if any, will succeed in escaping, however...

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Copyright 2000, the Mimir Team,
Layout by Jon Winter and Jeremiah Golden
Crystal Palace picture by Raven, Crystal Range picture by Vicki Hood


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