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Salt
The Flats

The Flats, by Vicki Hood

(Border of Salt and Vacuum)
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Face Pure Nothing

Pillars of crumbling salt stretch into the void here, ever-thinning and becoming more brittle as the Vacuum looms closer. Near Vacuum itself the salt is almost not there, more fragile than the wings of an Arcadia butterfly. Others are razor sharp needles, almost thinner than a body can see. Move towards Core Salt and the columns thicken and merge, creating immense flat or curved planes of pure whiteness, hard-packed salt with no atmosphere. Some cutters claim to be able to feel a faint breeze here, if their senses are keen; the last gasp of dry breath from Air.

The wasteland nearest Salt is what most cutters think of when the Flats are mentioned; the pillars nearer the Void are too fragile to sustain burgs, at least ones made of solid beings. Vacuum quasi-elementals and other creatures tired of the endless nothingness sometimes come to this barren place, for there is just enough salt to be there, but not so much that it it disturbing to a creature used to the quiet of absolute Vacuum. These being flock and frolic above the Flats, or so it's said, because most planewalkers could stumble through a whole family of vacuum quasielementals without even noticing it. Nothing annoys a creature of Vacuum more than that, by the way...

The Flats themselves range from crisp white plains of packed salt to smooth mirrored expanses of soda-glass, reflecting the empty skies above. Chant goes of a fables place in the Flats called the Mirror Plane. More likely a figment of thirst-delerious travellers than a real place, the Mirror Plane is said to be an area of salt-glass so perfectly reflective that a cutter who spends too long walking across it becomes planestruck but its beauty. Soon after that, he loses the ability to determine what is a real, and what is merely his reflection. Eventually, he can't tell whether his reflection or his own body is actually real. It doesn't take a blood to figure that any sod in this state's going to get himself lost real quick.

The Garrison (by John Keith)

Life is a constant struggle against an unthinkably harsh environment. Blind obedience to authority is the only hope for survival. Close ranks and pray for the nightmare to end.

Hardheads have been accused of being many things, but easy going and forgiving ain't among em. The Garrison is a case in point. In the aftermath of the battle at the Armory, which saw two of Dragos' brothers fall to the blades of the Doomguard, Drevlin Dragos was sent to Ortho to call up two regiments of Hardheads. He commissioned to bring them to Sigil, to patrol the streets of the Cage and deal with the ongoing faction war. By the time Dragos had returned to Sigil, with about 1200 fresh-faced, clueless Hardheads waiting for him in Arcadia, Faith, Sarin's widow, was engineering the withdrawal of the Harmonium from Sigil and calling for a general peace and an end to the bloodshed. Unwilling to allow the Doomguard to go unpunished for his personal loss, and in no way eager to give up his new found command Dragos raced back to Arcadia and pondered his options.

Now this is the part of the story that'll make clueless berks shrug their shoulders and say "Gee, its funny how things work out some times", but cutters will just laugh at the poor sods. You see, Dragos had risen through the ranks of the Harmonium, to the rank of Mover Two, through his skilful dealings with Furcas' emissary to the Harmonium, Kuvura. Some even say that the two struck up a genuine friendship, and so when Dragos returned to his regiments in Arcadia, despairing, Kuvura was right there with advice. Not only did he suggest that Dragos take the battle to the quasi-elemental fortresses of the Doomguard, but he was also able to suggest a perfect place for Dragos to establish his stronghold.

So Dragos led to troops to the elemental plane of Salt, in an area where the Doomguards ravaging entropes had torn a hole between the plane of Water and the plane of Salt. Kuvura placed magical wards around the cavern, protecting those inside it from most of the planes dehydrating effects.

Description: The Garrison is built in an open cavern, about 200 yards in diameter, located in one of the vast pillars of salt that stretch away to the emptiness of Vacuum. A thin trickle of water flows through from the elemental plane of Water before evaporating in the lower end of the cave. On the opposite side a narrow passageway leads into the depths of the plane itself, and eventually to Citadel Sealt.

Ruler: As the highest ranking Harmonium officer at the Garrison Drevlin Dragos (Pr/male/human/F7/ Harmonium/LN), serves as the town's ultimate political and military authority. Dragos is the very image of the ideal Harmonium officer. He is tall, well built, and darkly handsome, with a genius for organization, and a zeal for the cause that goes far beyond the simple call of duty. However, while canny and efficient, Dragos is still to fresh from the Prime to be considered a true blood ... or to handle the situation he's gotten himself into.

Behind the Throne: Dragos relies heavily on a handful of advisors.

Chief among them is Hyrcannos (Pr/male /beholder/Pr5/Harmonium/LE), Dragos' second, a wry, officious beholder who sees to much of the day to day maintenance of the Garrison, including provisioning and discipline.

Brennan Livset (Pr/male/human/F9/Harmonium/LG), as drill sergeant and taskmaster of the Garrison is the only contact most rankers have with the command structure. Both sympathetic and unfeeling by turns, tenaciously hard-nosed, with a surprising flair for the dramatic, Brennan is a career soldier, and a seasoned campaigner. He always has time to listen and commiserate with the complaints and problems of the rankers.

Increasingly many of these complaints center around Archlictor Kuvura (Pl/male/cornugon/LE) an always grinning, always helpful emissary from Furcas of the Dark Eight for the Harmonium. No one is sure how far back Dragos and Kuvura go back, or how much Dragos relies on Kuvura, but the rumors are starting to fly.

Services: Garrison consists of nothing more than a row of barracks, a mess hall, and a command tower built along a narrow trickle of water. But for thirsty, lost, planewalker that's more than enough to make it an inviting refuge. There are also two portals located in the Garrison, one at the source of the stream to Water, and another located in the officer's apartments to Arcadia.

Militia: The whole bleeding burg is little more than a militia. The cavern is heavily patrolled by Hardheads, who regularly make excursions into the surrounding plane. Any visitors are likely to be scragged within minutes of entering the Garrison and taken to see Dragos.

Current Chant: The Garrison is almost completely cut off from the outside world as Dragos and Kuvura ponder their options. The rankers are, to a man, exhausted and frightened and eager to finish their mission. They are angry at being kept in the dark about its nature, resentful of Archlictor Kuvura, and increasingly suspicious of Dragos. Several young rabble-rousers have even began spreading the chant that Factol Sarin is dead, and that the Harmonium has disbanded. So far no one is really listening, but the longer they maintain the Garrison, cut off from the rest of the multiverse the more plausible those rumors are starting to sound.

Even more upsetting to the rankers are the negotiations that have recently started to take place between the native creatures of Salt and Dragos. In return for guidance to the Citadel Sealt Dragos has promised the elementals...well no one is quite sure what, but more than a few Hardheads worry that the price might be more than they can afford. The natives have remained aloof with the exception of Parch, who might just be unique in the multiverse, a modest, self-depreciating Salt mephit.

Ionixia (by Joshua Jarvis)

As you know those outer planars can't leave well enough alone when it comes to other planes. The rilmani are the worst offenders but not the only ones, not by a long shot. Perhaps the wost disturbing of these are the tanar'ri burgs. Ionixia is just one example of these foul places. Ionixia is a burg of moisture sapping salt buildings, but their's more. You see those darn tanar'ri do awful things to the plane and its quasielementals that makes this little tiefer shiver in fear. They found a way to splice salt into a soft metal that ignites on contact with any moisture, inluding that of your flesh, and a noxious gas that eats at your lungs. If you want my advice avoid the place. Well I warned you, if you want to be barmy and visit their go ahead. Just don't bring me along for the ride, and don't say I didn't warn you.

Perfection of Serenity (by Jon Winter)

Character: Imagine an expanse of endless whiteness, smooth and flat, stretching in all directions for further than you can see, or could walk. This featureless, waterless, anythingless plain is the realm of Qort, the power of cleanliness, simpleness and minimalism. The blankness, second only in its sheer lack of features to Vacuum itself, is not exactly nothingness however, but subtly different. While Vacuum embodies nothingness, the Vast Wastes (or Perfection of Serenity as Qort's monks call it) embodies a state of severe cleanness, a blank slate, or virgin sand that the tide has just washed.

When a cutter meditates and reaches a state of inner peace, she understands the total stillness of Perfection of Serenity. Try telling that to the countless bashers who've died in hideous thirsty agony out on the Wastes, however. The plain is featureless white salt, smooth as glass, cleaner than a bucket of whistles, lit with a brilliant light. White burns in all directions, and the shimmering heat is intense -- imagine salt flats on Athas and you're perhaps halfway there. No shelter, no relenting.

The Chant: Why do fools tread here, then? Seeking Serenity of course. It's the name of the palace of Qort, a construction that does not have a color or even a shape, only an existence. This place is a veritable Nirvana for mediators and bashers seeking inner peace. The searingly fearsome trek across the Wastes is not the only hazard, however. A warring tribe of Dust elementals seems to be bent of capturing the Wastes and Serenity itself. None seem to know why, but their attacks on travelers seem more fierce, frenzied and frequent of late. The creatures still have not stumbled across the palace of Serenity yet, but this is due less to their eagerness and more to the fact that the burg can't be reached by travelers until they themselves have reached inner peace -- or died in the attempt. The fact that the Dust elementals fail to understand this rather Outer Planar concept belies their own Inner Planar mindset.

The chant goes that no powers dwell on the plane of Salt. Fact is Qort doesn't live here. Apparently, the power has some other hiding place on an Outer Plane (none know quite where, however), and doesn't believe in cluttering up her own beautifully empty realm with her presence. Qort herself is a mysterious power at best, depicted as a shrouded figure in colorless, featureless robes with barely her eyes showing. Her skin is completely hairless, without wrinkles or blemishes, and whiter than salt itself. Her worshippers on Salt and other planes follow her minimal appearance with their robes, donning no color, shaving and even bleaching their skin. Owning no material possessions and living in the most barren of environments, the monks and nuns of Qort are usually silent, and spend most waking hours in deep meditative states.

The Dark: Wandering about the realm in the name of Qort is the only beacon of hope a lost sod in the Wastes has - Qort's only known proxy, one Armin the Frail. Armin, a human whose skin is as pale white as the infinite salt he travels, searches out the realm for the lost berks who mean well, but just can't make it to the Palace. With a word of encouragement and a nip of water from his bottomless flask, he puts the lost party on the way out of the Wastes, or alternately, on the best path to the Palace. Canny bashers take the former, and are sure to be polite - as no road to the Palace is easy.

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Copyright 2000, the Mimir Team,
Layout by Jon Winter and Jeremiah Golden
Flats picture by Vicki Hood


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