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Salt
Stinging Storm

The Stinging Storm, by Vicki Hood

(Border of Salt and Ice)
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Frozen Salt and Stinging Hail

Ever heard of dry ice? Nasty stuff if ever there was. Not only is it colder than normal ice, but it's dessicating too, and freezes the very moisture out of your skin. Crank up the wind, blow it around at speeds so it cuts your skin when it strikes, and add a touch of icy acid sleet, and welcome to the Stinging Storm.

Acrid enough to dissolve metal, slowly, the blizzard here is not for the faint of heart. The salt in the air lowers the temperature further, and parts of the Storm are colder than the plane of Ice itself, some planewalkers say. Most of the Stinging Storm goes on above the surface of the place, obviously, where thick gray clouds promising more relentless hail swirl at alarming speeds. The surface itself is a knee-deep snowdrift which'll dissolve your boots, socks and feet in minutes. Magical protection is strongly recommended!

Wind speeds vary from a gale to a hurricane the like of which prime worlds have never seen, and the size of hailstones from fangs to shurikens to great spiked shields. And just as sharp.

The takehome message? Sharp blades of superchilled ice, dessicating dry wind? Almost makes Baator look positively cosy. At least there aren't any pit fiends here...

 Neutralization (by Dave King)

Character: NaOH (aq) + HCl (aq)-> NaCl (aq) + H20 (aq)

The Plane of Salt's just one big chemistry problem, and the blood who can figure out the chemical reaction will rule over the whole sodding plane.

Description: The only way this burg stays alive is the fact that Ichtar managed to open up no less than six gates to the Elemental Plane of Water around the town, and shield it from the Stinging Storm using permanent walls of force. The water flows into an intricate aqueduct system that only a Guvner could design, and the water circles itself around the town, creating a curtain of water that surrounds the burg in a circle on all sides. Now, if the gates were small, the salt would overwhelm the little town, but these gates are sodding big. Circular, with at least a twenty feet radius, they nicely neutralize and break up the salt around the town, as well as melt and neutralise the acrid blizzard of the Stinging Storm. Should there ever be enough salt to overwhelm the water, Calinar's been canny enough to open a gateway to a Prime World (with a wish spell), just in case the entire town should need to evacuate quickly. The gate's also useful for providing the Guvners of the town with equipment that Calinar can't summon up with his magic. Fresh air is created for the town by means of another gateway, this one natural, to the Elemental Plane of Air.

The residents of the town are, for the most part, Guvners that are fascinated with the Elemental Plane of Salt, seeing its ties to the study of chemistry and alchemy. They've traveled a long way from Mechanus to reach this burg, but agree that it was worth the journey. The first Guvners that arrived in the burg predictably tried to change lead into gold using salt. After that phase ended, they tried to see if they could use the divine properties of salt to become a power. By now, however, they've realized that the reactions that salt makes with other elements, mostly with Water and Fire (and their respective quasielemental and paraelemental planes). Now they're trying to see what secrets and laws of the multiverse, especially the laws of the Inner Planes, that they can divine from studying Salt.

The main building in the town is the large building near the center of town known as "The Grand Hall of Research into the Inner Planar Substance Known as Salt," where most of the research is done. It contains gates to a good deal of the other Inner Planes, where mephits specifically created for the task hurry back and forth to collect samples of salt, ice and slush for the Guvners that work in the Hall. There are confirmed portals to Lightning, Mineral, Earth, and Water, while some speculate that there are gates to Dust and even the Negative Material Plane itself. The blood in charge of the Hall is Hsante (Planar / female salt genasi / F5 / Gunver / LN), an old salt genasi who's given up wandering to study the very element that she was born from in her declining years. She's said to be stern with visitors, but always respects a kindred spirit interested in learning more about the multiverse.

Ruler: The ruler of this Guvner town in the middle of the vastness of the Plane of the Salt is a blood by the name of Epsar Waveborn (Planar / male water genasi / Abjurer 15 / Guvner / LN). He's one of the most powerful wizards that the Fraternity of Order has, but it takes the best to stay alive in the middle of one of the most dangerous elemental planes. Fascinated with the workings and reaction between salt and water, his native element, he is usually seen examining the reaction that salt has with the other various elements in the Inner Planes. He's got a salt mephit (planar / male salt mephit / 16 hp / N) for a familiar, and despite the creature's wry wit, he's gotten to like him, and uses him in voyages outside the town into the plane of Salt to gather samples for his next experiment.

Behind the Throne: Calinius Ichtar (Planar / male human / Conjurer 21 / Guvner / LN) is the real force behind the burg. While he holds not Epsar's enthusiasm for the study of the elemental nature of Salt, he enjoys being able to put his talents to use in creating all manner of things for the town. Without Ichtar, the residents of the town would starve, die of thirst, be frozen to death, and have the very water sucked out of their bodies by the unrelenting nature of the plane.

Militia: Neutralization isn't anything more than a bunch of scholars attempting to learn about the basest of chemical reactions. If a concerted effort was made by Inner Planar creatures to eliminate them, this burg would probably be salt itself. However, the corridors of water around the town keep salt- and ice-based intruders away, seeing as how it's like a curtain of death to most of the plane's inhabitants. However, if needed, Ichtar can summon various elementals and other creatures from nearby Elemental Planes to protect the town.

Services: For a mere fee of 500 gold pieces, any scholar can enter Neutralization and study there, gaining the full services of the Hall's mephits and food and drink for as long as they stay inside the town. Those not looking to stay can purchase food and drink for a lesser fee.

For Planewalkers, the Hall contains gateways to many of the other Inner Planes (see above). Convincing Hsante to allow a berk to use them should be more than a little problem, but by paying the standard fee to use the hall she'll be likely to consent to their use.

Current Chant: It's said that Epsar's discovered a disturbing dark: the town's been studying only one kind of salt. He claims that there are millions of varieties of salt, each made by various combinations of the Inner Planes. After years of work, it's said that he's introduced a new variety of salt to the multiverse: "potassium chloride". By distilling a nasty gas from the storm around the town and combining it with various metals from the Quasielemental Plane of Mineral, he claims to have found a great truth in the Multiverse.

Also, Saeri (Planar / male human / Conjurer 3 / Guvner / LG), a fairly new Guvner recently discovered a new fact about the nature of salt: it behaves curiously inside an electrified basin of water. Nobody's too sure what this means, but everyone's interested.

 

The Salt Cellar (by Jon Winter)

Character: <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, chilled to freezing in the Stinging Storm by the icy hail, and entombing the poor sod in salty ice 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 decay.

Rumor has it that the Salt Cellar is a real place, far away from anywhere people would sigh to travel in the Stinging Storm, 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 too.

Salt
Main Salt Index
A Map of Salt
see a larger version of the Salt map

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

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