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![]() ![]() A quick taste of Salt...
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| Genasi ] Greetings, 'walker. Sky and Ground For the most part, Salt is a solid plane, just like Earth or Mineral. A surprising amount of caves and corridors wind their way through her though, and some of these are big enough to make ya think you do have a sky above you. The Light Well, at least it's a short section. There ain't none. If you wanna see, and even those of us with infravision usually do, ya better bring your own light source. The whiteness of the salty stuff that makes up this plane, however, means that your light source is pretty bright wherever you shine it. Planewalkers carrying lanterns glow up like glitterbugs in Baator here, because the translucent nature of Salt means light carries through solid ground too... For monsters that hunt by sight, that's an open invitation. |
The
Locals
Quasielementals and
Mephits
Facets
Halflings
Maybe it just goes to show
you what Salt can do to even the most kind-hearted of
people. But according to them, they've actually been
softened and become kinder from living in Salt. Now that
sends a shiver up even my spine! Chant is they originally
came from some prime world called Athas, and they ended
up here as punishment from their water god. Whatever the
story, they're a hard group of cutters, well suited to
living in this land. They're also about your best chance
if you're lost or dying, for they don't refuse water to
anyone. Just don't try to take advantage of 'em. They eat
their enemies.
They call themselves the
Wol'ridae, and the only real thing that identifies them
as halflings is their size. They're thin and emaciated in
general, with faces like that of human children, but with
hard, wise eyes. They dress in hides and leather in a
manner that resembles some of the more primitive
societies out there, and are fond of bone as decoration
and sharpen their teeth to fine points. They use spears
like dwarves use axes, but don't think they won't try
other weapons. Some of 'em have also taken to using
mounts, and I've even seen a few on animental
wolves.
But one of the weirdest
things about 'em, and the one that's led to their
survival here, is that they don't seem to be affected a
lick by the draining effects of Salt. The Laws
The quasi's assault the
mines and the settlements, but I think it's more out of
thirst then any outrage at us stealin' salt from 'em. And
better believe it, berk, there's magical in some of that
salt too.... [See the Items
page for
details].
Powers know there's plenty
to go around. The
Hazards
The
Magic
The
Gravity
Copyright
2000, the Mimir Team

All in all, Salt has
some of the most unpleasant bashers to roam the planes
livin' in it. Quasielementals and mephits are the main
native inhabitants to worry about. But up by the Saline
Sea near the border with water, you'll find another
altogether unfriendly group called Facets. Something
about the plane seems to give everyone who stays here
long enough an 'every dwarf for himself' kind of
attitude. Don't expect help from most, and don't expect
it without something in return from any. That being said,
don't think there's no one good living here, but like
everything else, Salt just tends to drain their merciful
hearts dry. Other beasts to contend with include the
vicious chivrunners and merciless kel'kerach, to name but
a couple.
I list them together,
because in few other places will you find the quasi's
(most of us call the Salt quasielementals that.
Quasielemental is just too much of a mouthful) and the
mephits gettin' along so well. But don't worry, the
kinship doesn't extend any farther. Both types are full
of mean, tough berks who'll happily drain any
planewalkers of all the liquid they can. See, the quasi's
seem to have an eternal thirst, one that's never satiated
until they take in enough water to explode. The current
chant also is that there's an archomental of Evil Salt
who's organizing them now. This Khrss, as he's said to be
named, has managed to keep himself dark for quite awhile
now as he builds his armies, and he does all he can to
keep as much about himself unknown as possible.
Some other cutter's
have already compiled most of the chant on these sods as
there is known [in the Planescape MC, Appendix
III, - Ed,]. Can't say I can add much, except
that they're about as friendly as anyone else on this
plane is. Stay away if you can, fight if you can't, and
for cryin' out loud, never get them wet!
I used to think I'd
seen everything, from the mountains of Arborea to the
nightmares of Baator to the vast emptiness of the Astral.
I figured nothing more could ever surprise me. Then, what
do you know, cannibal halflings.

There's about as much
of this on Salt as there is light. The unwritten rule of
course, is never touch another man's water. Messing with
anyone's water supply is about the quickest way into the
dead-book. The mining towns are few and far between, and
so are their laws. The Harmonium just doesn't come out
here much, so it's true frontier justice. In some burgs,
killing someone just for cheating at dice or even
starting a fight is considered fair, so rogues best
beware, because it's a dangerous place to be a
thief.
The main concern of a
traveler here is keepin' his water inside his body. The
plane itself sucks the liquids from you [doing 2d6
damage per round - Ed.] and absorbs the water you
carry with you. The plane corrupts potions and even holy
water, unless the makers know the dark of how to protect
them. Protection against Salt is even harder to find then
that of most of the inner planes, as it ain't really
needed anywhere else.
Most dwarves ain't to
keen on magic, but I've been planewalking just a little
too long to buy into that. Well, wouldn't you figure,
magic dealing with elemental water just doesn't work
here. Even priests have a hard time getting around this
aspect of the driest spot in the planes. The halflings
have figured a way, and any spellslinger who learns the
dark of the spell keys can make himself rich real fast.
The problem there is, the spell keys are liquids
themselves, which need to be poured out onto the crystal
ground.
This one's a kicker.
In some parts of the plane there's gravity, in some there
aren't. Even the spots that have it can be different, one
might be like the plane of Air, one like Pandemonium, and
one being normal, like the Outlands. Maps you get here
will usually also say how gravity works in a specific
area, but most of the draining land just ain't
mapped.
Layout by Jon Winter and Jeremiah Golden

