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Salt
Stagnant Sea

Stangnant Sea, by Vicki Hood

(Border of Salt and Ooze)
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Watch your Step!

Muck and filth, frozen-but-not-cold, crusty and dried into thin sheets disguised as land; that's the Stagnant Sea. Less water and more treacherous mud, the "sea" is really a vast expanse of almost-dry mudflats. The place is absolutely deadly, for so many reasons that it's hard to start, but you're clearly an eager reader and ought to be warned before you do something you'll regret. Here's the lowdown:

The ground is fickle. You might think it's a solid-slurry that lets you wade through it but don't count on it. Without warning, the consistency can change and careless walkers might end up neck-deep -- or worse -- in toxic mud.

The filth is noxious. Like its respective parent planes, the muck of the Stagnant Sea is both poisonous and desiccating, combining both of their worst features in one vile location. Expect to encounter pockets of disease, acidic mud, water-leeching slime, quicksand and caustic ooze. It's all the more deadly because while the Sea seems moist, all the while it's sucking moisture from your body like a child sucking an orange.

The muckdwellers are hungry hunters. Dwelling in the dry bog-slime, in tunnels under the mud surface, things lurk. Don't bother trying to name them or catalogue them, I told the Guvner expedition, and they didn't listen. They won't be seen again. Whatever they are and wherever they're from they've been twisted and mutated by the muck and now they're larger, hungrier and far deadlier than before. Able to hear a traveller's squelching boot from a mile away, be sure that if you're wading in the Stagnant Sea, the things are following you close.

Is that enough of a warning for you?

Brinesoup (by Lucas Berghaus)

Brinesoup is a watery town in the Plane of Salt. Its buildings are made of rotting purple coral, and host undead tritons and mermen in servitude to the local king, Ashaerman. Travellers here are provided no services (but death), unless they offer something Ashaerman wants. All who enter the town's vicinity are met by 2d6 elementals, all of which capture the travellers and take them to Ashaerman's palace.

Inhabitants: The burg is home to outcast water elementals, servants one of the Gods of Water - Olhydra. Istishia banished these elementals, for gathering in worship of Olhydra. For a time they continued in faith, but Olhydra sent no help for them. Unable to return they have established a town, almost a mockery of the elemental lords' palaces. The briny saltwater causes continual pain to the elementals, and they entreat travellers for aid, and are hostile to those who refuse. The elementals are all barmy from the pain, acting in a chaotic evil but intelligent manner, seeking any means to leave, and vengeance on those who help not.

Leader: The Water Elemental King: Ashaerman (Male water elemental CE 20 HD). Ashaerman has gathered an undead army, using his own formidable magic and the planes tendency toward negative energy, for his return to the plane of Water. There he plans to overthrow both Olhydra and Istishia. The other elementals do not challenge him at all, but loyally support the self-proclaimed monarch. Guests who do not properly respect him easily offend Ashaerman. These guests provide additions to the Water King's army.

Crustpore (by Jim Barrett)

Like a festering sore, Crustpore is a heaving, open portal in the Stagnant Sea connecting to Juiblex's layer in the Abyss. On both sides of the portal, the portal is a 10' diameter ring of salty crust, thus the name Crustpore. It opens to a rivulet of the Styx on the Abyssal side of the portal. The Styx's foul waters surge at random tides through the portal, occasionally sweeping Abyssal residents and a good amount of liquid into the other side of the portal in the Stagnant Sea, an area between the Quasielemental Plane of Salt and the Paraelemental Plane of Ooze. After a Styx surge, the elemental power of Salt dominates, eventually drying up the waters and sealing the portal. One can still enter the Abyss through the dried portal by casting Touch of the Styx or Forget spells as portal keys. When the portal is flowing with Abyssal waters, no portal key is necessary. It is one of two known portals from Jubilex's layer to the Inner Planes.

If one can emerge from the Styx safely after travelling from the Inner Planes through Crustpore, he will find himself in Juiblex's realm in the Abyss. This has been numbered by Guvners as Layer Two Hundred and Twenty Second, or Shedaklah by some. It is also commonly referred to by many as the Slime Pits, due to the nature of its resident power Juiblex, the Faceless Lord of slimes, oozes and jellies. It is said to be a plain consisting entirely of living slime.

Where Crustpore opens on the Inner Planar side, a caustic sea of brine absorbs the foul waters of the Styx. As Crustpore belches Abyssal fluids, the waters flow in two directions: to Ooze and to Salt. Where the Styx flows towards Ooze, the waters eventually dilute, losing their memory-stealing powers but gaining an acidic nature. Where the Styx waters flow towards Salt, the surge creates a tunnel temporarily dissolving Salt as long as it flows. Eventually Salt wins out over the Styx, and a rapidly crystallising tunnel is left behind. Crystallised corpses of unfortunate Stithid and Hyrdoloth alike can be found in this tunnel.

The Dark: A recently ascended Bwimb II, Paraelemental Princess of Ooze, uses Crustpore frequently to broker power with Juiblex. Rumour has it that the previous Lord of Ooze met an untimely end at the hands of a mysterious evil force known only as Tenebrous. The present 'Lady' of Ooze wishes to be a bit more plane-savvy to prevent similar unfortunate occurrences from happening again.

Juiblex seeks inner planar allies against the Facets of Salt, who seek to conquer his liquidy realm. Juiblex's forces of slime cannot tolerate the environmental conditions found in the Stagnant Sea, and conquest from the Abyss is near-impossible. Only the memory-stealing powers of the Styx prevent the facet legions from overrunning Juiblex's natives and absorbing their moisture. While powerful, Juiblex fears this possibility, and is sliming up to Bwimb II's 'good' side for some assistance in its struggles against Salt.

In the tunnel from Crustpore towards Salt, it is said that the dehydrated remnants of the Styx's waters can be used to enhance Forget spells. A mage travelling this area can easily collect a lifetime supply of spell component crystals from this area, which add a segment of casting time and a material component to the Forget spell. However, the enchantment can then be cast as if the mage were one level higher! These dehydrated Styx remains are also spell keys for the Forget spell, allowing the spell to be cast normally in Ooze, Salt and Shedaklah.

Drensolg (by Rip Van Wormer)

Drensog was founded by a heucuva or possibly a clerical lich in the indeterminate past. The creature, known only as Mauer, founded a state worshipping the element of salt itself. A tight theocracy of which Mauer is the absolute master, Drensolg has grown since then, with a half-hearted arts program and a conservative nature. Currently stirred up into a paranoid frenzy by the expansionist actions of Echidrine across the waterless sea, Drensolg is not a welcoming place at the moment. Laws here are enforced by golems and living statues made of salt. Two huge chemical plants dominate the barren landscape, turning the filthy salt into purple dye and shipped abroad in expertly crafted ka-jars. Mauer is known for its fondness for moist young ghouls of either sex, but what it does to them is a mystery.

The Dark of Drensolg: The ka-jars have lately occasionally contained something other than dye: messages. It seems that some element in Drensolg is seeking allies among the enigmatic elemental spirits of the plane for a possible coup, though what price they might ask is anyone's guess. They might want to be worshipped in the land's shadowy temples, or they might wish tribute of the sort that Mauer now gets.

Toil (by Jon Winter)

Sweat, salt and grime, that's what real work is made of. Bashers from the burg of Toil know that for a fact, for they're some of the hardest-working bloods this side of Baator's green iron mines. Fact is though, there's no slavery here; the cutters of Toil are working day-and-night to keep their burg from sinking below the surface of the Stagnant Sea.

A hotchpotch of abandoned boats, piers and hanging rope walkways just inches above the filth, most of the time spent living here is a struggle against sinking into the mire. The lowest of the low turn gears which pump out ooze and silt, and those who perform well have the unenviable task of being promoted to reinforcing the great crystalline dykes built to hold back the Stagnant Sea itself. But why?

The real reason remains dark, but chant goes the locals are digging for something special, maybe an artifact. At the very least, the effort they're putting in -- and for decades now, mind; this ain't some flash-in-the-pan settlement of gold-diggers -- suggests it must be something of great magic and wonder. Such is the mystique of the place that a fraction of the Godsmen has gathered. Named "The Calling", the members claim to believe that hard work is next to divinity, and that fulfilment in life can only be attained if a berk's ready to work his heart out for it.

Every so often a local cutter leaves Toil, never to return, with incredible power and vigour -- but the rest of the workers remain. It's one of the great mysteries of the place, and it seems nobody's talking...to find out more you'll just have to join the fraction, berk!

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


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