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| Genasi ] The Vast Wastes, Realm of "Qort": Perfection of Serenity (by Jon Winter)
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The Grinder (by Tom Bubul)
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The Salt Cellar (by Jon Winter) : <sniff> What's that in the air? An expression of horror crosses the face as the realization dawns; something foul, something unspeakably rotten is nearby. Hold your breath and try not to imagine what grotesque thing could exude such a stench. Try as you might, an image forms in your mind... tentacles, fetid flesh falling off bones, skin so putrid even Jubilex would shudder. A scream so inhuman it hurts to even think it. Then suddenly, all is white and clean and crystalline and the only scent is the acrid dryness of Salt. The Chant : Sometimes travelers on the arid and brilliantly white plane of Salt stop and sniff the sharp atmosphere. Sometimes, just sometimes, they smell something fearsomely awful, a smell so terrible it should not even have a name. Then as suddenly as it wafts in, the stench is gone. Most bashers put it down to imagination, for the plane of Salt is so monotonous it tends to starve the senses, but the effect is very real. In fact, the lucky traveler has just escaped a brush with the Salt Cellar.The Dark : Long ago, before there were tieflings, a power of stench and rot did something unspeakably disgusting to a fellow power. Most scholars point the finger at Qort, power of cleanliness and minimalism, as being the likely victim, but any real proof of it was She is long lost to the sands of time. In retaliation, Qort lashed out, enveloping the power of rot in all-preserving salt, and entombing the poor sod deep in the plane of Salt for all eternity. It doesn't take much imagination to figure that an oozing, pustulant power is suffering terrible agonies as the desiccating nature of the plane oh so slowly leeches away its moisture.Rumor has it that the Salt Cellar is a real place, far away from anywhere in Core Salt, and that the rotten power is very much alive, and insane with rage and vengeful desire. Surely it would promise anything to a blood brave -- or foolish -- enough to release it from its torment and pain. None claim to know the real name of this lost power, and it's said that anyone who speaks its name while on Salt is sucked into the Salt Cellar to join it. Funnily enough, nobody seems that keen to learn it, but there's smart money on the assumption that learning its name is somehow the key to freeing the sod. Sweat of the Brow (by Jon Winter): 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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The Tears of K'un Lun (by Tom Bubul)
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The Dead Sea (by Jon Winter)
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1999-2000, the Mimir Team
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