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Salt
Saline Sea 

The Saline Sea, by Vicki Hood

(Border of Salt and Water)
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Water Water Everywhere, but not a Drop to Drink

The Saline Sea is a cloudy semi-ocean, heavy with huge crystals of pure salt. The sea is a strange place, nestled as it is between Salt and Water; for some creatures of Salt it's seen as some sort of fabled heaven, with the comfortable tang of Salt and a plentitude of Water combined. For drier natives of Salt, the wetness here is agony itself. Yet for mortalkind, the water is so laden with corrosive salts that it is deadly poisonous!

For the last powers-know-how-many years, the Saline Sea has been held by water elemental and marid forces with a fairly tight grip. According to a water weird friend of mine, the crystalline facets are trying, in vain at the present time, to reach the Saline Sea and multiply. In fact, chant goes that it was this place that spawned the water weird race.

The brine here is so thick with salt that a human-sized creature can walk across the surface, only knee-deep in liquid, and the density of the solution will support a body's weight. Planewalkers should mind the saltbergs, though; vast blocks of crystal salt that've broken off the Core and now float through the brine. They're apparently immune to being dissolved because the Sea is completely saturated. Salt penguins, brine bears, sloggosh and wading birds thrive in these conditions, as well as pure white salt flamingos, who seem to feed off the caustic salt itself.

Iron Failing 

An isle of decaying metal bobbing in an ocean of brine, Iron Failing is a creaking, cancerous place. The ironburg is a huge construct of metal struggles to stay above the surface of the Saline Sea, and its surface shows the wear of many centuries of corrosive salt eating away at the structure.

The burg is a massive hulk several miles across, knee-deep in crumbling reddish rust. Under the dusty exterior, if a cutter brushes away the dead metal, there's a shiny metallic surface. It's slowly being eaten away by the atmosphere -- Iron Failing is slowly crumbling away and leaving a red-rust trail in the Saline Sea behind it as it floats.

Nobody really knows where the burg came from, or even whether it's natural, divine or constructed by mortal hands -- the place is simply too badly rusted away to be able to tell. Most planewalkers agree that the place looks like it once was some sort of metal city, long-since collapsed. One story goes however, that a fiendish city of steel captured by an archon force was wished here using mighty magics indeed. The remaining fiends soon perished in the hostile environment and the plane itself is slowly destroying the evidence.

Another tale reckons Iron Failing is the birthplace of rust monsters (some reckon rust monsters aren't natural in the first place, but that may not be the case). Indeed, these beasts infest the island, searching for bare surfaces of metal which haven't been corrupted by the salty spray. Failing that, the beasts feast on the copious flakes of rust blowing around. A plumper bunch of fine rust monsters you'll never find. In fact, wizards keen on breeding the things have been known to finance expeditions to capture specimens. Strangely though the rusties here are more aggressive and conniving than the average prime rust monster. Maybe they've picked up a taste of the evil that some historians say used to haunt the burg in its past life.

Seas the Dream (by J. M. McKenzie) 

Excerpt from the journals of Captain Bligh Tugmarin, a Prime sailor whose personal belongings just turned up in a junk shop in Sigil.

Log of the Iris, Bligh Tugmarin Commanding

Everlast Four, Sad King Billy 11:

Three days out from Hamlin and trade is beginning without us. At least we aren't the only ones late this year-- we've overtaken the Kracken and are riding with the Devil's Biscuit to port.

Sailing's good this season, wind's sweet and clouds're full of gentle rain instead of storms. Kept pace with The Otter today, though we're the slower ship by far. If I didn't know Suss as well as I do, I'd almost think they weren't trying to beat us into port. Suss'd never hold back, though. If there's a greedier man anywhere on the sea I've never met him. In Derrytown they said he'd hired on a wizard to keep his sails full and divine a safe course, but that's not the Suss I know. He'd sooner part with his head than gold. Still, though, it seems like he's driving soft today, and it's unlike him to be late at all. Ah, we'll catch old Otter in the night if he is holding back. The men'll wake me and we can shout across if we can see her for the bloody fog that blew up.

Everlast Four, Sad King Billy 12:

We should be two days out from Hamlin, but I can see land. A seafront shantytown built of roped bridges and piled buildings. Otter's nowhere in sight, but Devil's Biscuit is still with us. With the wind dead, Old Jake and I pulled to and bumped heads over this. We can't understand what's happened. We've seen white skies before, but ones without clouds? And the men are parched, they've sucked through a week's ration of water in the night. We dropped buckets to boil some fresh, but the water was bitter, poison, not our friendly sea at all.

On top of that, Iris is riding too high. She's listing badly, even with a full load. I ordered Frump to take on some water as ballast and he said the pumps locked up on it. "Crystals in the piston," he said. "Locked tight," he said. God help me if my men ever read this, but their captain is scared. I've never seen anything like this.

The town put out a ship today, it'll be here in hours. I told the men I'd get some rest while I could, that tomorrow I'd never sleep, I'd be so busy cutting deals and making them rich men. Maybe I will. Maybe the ship from the town can explain what's happened. But, God save my soul, what if they can't?

Comments: On an open sea in a ridiculously huge cavern of air on the Plane of Salt sits Seas the Dream. It is a waterfront shantytown, built of suspended bridges and stilted buildings. Inspection shows the planks and lines come from one source only-ships that came in and never left. The ships, not only their wood and rope behind, but their cargo, their provisions, and their crews. So those in the burg are master traders, getting what they can for as little as possible, before the incoming ships realize they may not be able to go home.

Chant: Seas the Dream sits in a sea on the Plane of Salt, sure. But it also sits in an ethereal sea, one plied by Wanderers of the Brine (Salt Genasi) and Prime seamen lost in mists and magic triangles. Sailors come in, but some don't go out.

Dark: Yep, Seas is a great place to find a deal on some really great items. Heck, most any of the locals would give you their arm for ride out of town. As you can guess, food and water go for a premium. So much of a premium, in fact, that some of the ships that appear to leave don't, really. Why? Humans have a lot of meat on their bones, you know. And elves are so piquant.

The Tears of K'un Lun (by Tom Bubul)

Hearsay: "It came to be that on an ancient Prime world now lost to existence that a Power of the Sea fell in love with a mortal of the land. The Sea studied and adored this mortal, though could never touch her, for she lived on land. After many years, this mortal the Sea so adored finally took a ginger step into the foam that frothed on a beach. The Sea was overjoyed, and used its mighty tides to pull the mortal closer to it. The sea pulled and pulled, until the mortal was completely submerged - screaming for air and floundering against the waves that so adored her. The mortal drowned, and when the Sea realised what it had done, it cried great tears. These tears exist still on Salt, it is said, where lovers go to seek the solace of the sea's tears to aid in their tearing relationships."

- Nora Twelvetales, Storyteller

The Chant: Five lakes arranged in a vague star formation, the Tears of K'un Lun are each ponderous bodies of water, so rich in salt that a body can actually walk across them and only end up submerged to the ankles. The waters of the lakes are a grand mockery to thirsty travellers of the plane; there is no water to be found in the planes that is less drinkable. Salt Mephits congregate at the lakes and sloggosh herds mill about in the middles of the lakes, dipping their salty beards in the water. They occasionally search for fish that might happen to swim too high in the salty water. The occasional superstitious mortal comes to take a flask full of water in exchange for whatever offering they might be able to make; a tossed coin, a prayer, or even salt being thrown over a shoulder are all common.

The Dark: The Tears of K'un Lun actually are the tears of the sea; so heavily salted and emotionally charged, they seeped their way to through the fabric of the planes to rest on Salt. The Tears never dry up, and are nearly impossible to store, due to the high salt content; they quickly eat away at all manner of containers. A canny basher who does find a way to store them will quickly find that his searches for something to aid in his love life weren't in vain. An ingested drop of water from the Tears will allow him to spout poetry and speak as flowery as the Sea to its precious mortal. While causing a sod to suffer mild dehydration and a -2 to Constitution checks until he drinks a decent amount of water, it gives a +4 to reaction adjustment. These tears are also reported to be an ingredient in philters of love.

An estranged proxy of the prime power K'un Lun claims these lakes are holy to her master, and dwells in and around the five lakes. Myrtle, as she is known, does not prevent visitors from exploring the lakes, but will act quickly and with great force to defend the lakes from harm. She's also been known to help weary travellers who need shelter by providing them with conjured food and water, in exchange for them listening to the sad story of K'un Lun. The Tears aren't strictly a realm of the power, but in the godsforsaken plane of Salt, any connection to divinity is considered special.

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


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