The Quasielemental Plane of salt

(The following is a translated account of the plane of Salt from the point of view of a particularly intelligent native quasielemental. It has been somewhat redrafied for THE clarity.—the Editor)

The quasiplane of Salt is a limitless block of solid, crystal alkaline matter. It is devoid of light, but those who live here feel the endless pull of gravity. Salt is insatiably thirsty, drawing the moisture from everything and leaving only desiccated corpses behind. Our plane is the plane of endless need. We hunger for your water.

We always thirst, Near our plane lies a realm of endless water. It will one day be ours. Near this Elemental Plane of Water, the solid mass of our quasiplane becomes more and more fluid. In time, it forms a vast ocean known as the Saline Sea. The waves here laps against the fringes of the quasiplane, drawing so much salt into the water that no mortal creature can live within it. Indeed, even touching this toxic ocean is said to bring with it the risk of deadly blood poisoning even to those who normally need not worry about such things. All fluid must fear the touch of Salt.

In the direction of Ice, a blizzard of acrid hail fills the environment. Where these frozen pellets strike flesh, painful welts form and produce ghastly white scars. This is called the Stinging Storm.

In the direction of Paraelemental Ooze, the boundless mass of salt begins to crumble into a thick bog of brackish water. Before long, it becomes caustic sludge powerful enough to eat through metal. This wretched morass, known as the Stagnant Sea, is not a place to be traveled carelessly even by our kind.

Where the quasiplane of Salt meets that of Dust, a deadly region known as the Consumption stands. This place resembles an immeasurable sandstorm in which dust and salt swirl swiftly around each other. Those who enter the Consumption feel the negative effects of both Salt and Dust—breaking apart even as their moisture is leeched away. Nothing lives there.

Moving in the other direction, a body eventually enters the Quasielemental Plane of Vacuum. Before reaching this eternal void, however, one must pass through the Flats. This vast plain of hard-packed salt ranges in texture from smooth and glassy to brittle and dusty. In the Flats one is subject not only to the fluid-draining effects of Salt but also the harsh conditions of Vacuum. Many quasielementals live here, for neither danger presents a threat to us.

Where the quasiplane of Salt comes into contact with the deadly radiance o: Negative Energy, a chain of barren mountains known as the Crystal Range has formed. Exactly how these came to be is a secret I cannot tell, but even a casua glance at the landscape gives the impression that some force gradually draws the quasielemental material into the black sky. The normal moisture-draining property o the quasiplane accelerates here. A living body can be bled of all liquids in virtually no time, leaving the Crystal Range dotted with beautiful salt statues of those visitors who died here.

The Powerful and Mighty

There are no powers in the quasiplane of Salt, nor even an archomental. Only one creature has made its name known outside the plane.

Tor SALINUS

Perhaps the most powerful creature in the quasiplane of Salt is Tor Salinus, a gigantic brine dragon. He appears to be immune to the normal dehydration of the plane, but whether this is a natural resistance or a magical one is known only to him.

Tor Salinus appears to be determined to rule the whole of the plane, but not in the manner most would anticipate. The dragon does not desire power over others, wealth, or even knowledge. He desires instead to be the only living creature in the quasiplane of Salt. Indeed, his hatred of the living extends also to the walking dead. As such, he makes no peace with the various undead communities that dot the quasiplane.

Although dragons were generally unknown to my people and my home, we now know from experience that a homicidal, maniacal dragon is not something to be taken lightly.

Creatures & Denizens

The creatures that dwell here reflect the nature of the quasiplane they inhabit. Some are very unusual, unlike those found anywhere else in the multiverse.

QUASIELEMENTALS

Two dominant forms of elemental creatures thrive in this plane. The most widespread of these are we salt quasielementals, ourselves. Throughout the plane, our loose series of minor kingdoms stand testament to our longevity and power. I can tell you little else without betraying important and ancient secrets.

The other race is known as facets. While they physically outnumber we quasielementals, their numbers are con- centrated along the border of elemental Water. While facets can survive anywhere in the plane, they are most comfortable in this place.

A third race, less significant, is the salt mephits. They seldom form large communities, instead scattering themselves around our quasiplane. Salt mephits get along well with their quasielemental brothers, often living freely among us. They dislike facets, however, for those creatures hold many of their kin in slavery.

ANIMALS AND MONSTERS

Numerous animentals can be found here. Almost all of these creatures are reflections of those animals that make their homes in desert environs. Perhaps the most dangerous of these are the scorpions, which can grow to be the size of ele- phants, and snakes, whose toxins instantly transform a mortal body into moistureless crystal statues.

While the dehydrating effects of this plane destroy most creatures very quickly, we know of many minor creatures that thrive in our home plane. Sloggosh are wide-mouthed quadrupeds that inhabit the same areas as the facets, feeding upon salt and creatures that have swam in from the Elemen- tal Plane of Water. They offer us no threat, but my people fear the hlach, a near-invisible, energy-draining parasite.

Most types of monster are no better able to withstand the harsh conditions of this plane than the average human visitor. Monsters encountered here are almost always some form of crystalline or mineral life like galeb duhr or crysmal.

OTHER RACES

Various undead races have formed small necropoli in the quasiplane of Salt. They tend to be reclusive, basking in the proximity of the Negative Energy Plane without feeling the need to channel their hostilities toward the living. Indeed, I have heard that nonnatives who can cope with the fact that everyone around him is nothing more than an animated corpse may even be able to seek shelter among these undead.

HAZARDS & PHENOMENA

Many dangerous creatures lurk within the endless depths of our saline world. But these are not the greatest threats to an explorer in the quasiplane.

DEHYDRATION

This plane draws the life-giving fluids from a visitor from the first moment spent here. Without magical protection, this inflicts 2d6 points of damage per round. Creatures aquatic in nature, like mermen or nereids, suffer twice the normal damage. An elemental creature from the plane of Water, or a paraplane like Ooze or Ice, loses 1 Hit Die or level per round until it is consumed to feed our plane’s insatiable thirst. This damage cannot be healed while on our plane.

Water and other fluids are quickly contaminated and destroyed in this place. At the start of each hour, such things must make a saving throw vs. acid or become so tainted with salt that they are rendered poisonous even before they are absorbed by the plane itself.

BREATHING AND VISION

The quasiplane of Salt is primarily a solid mass. Because of this, a nonnative cannot breathe without magical help. Of course, cracks and fissures exist within the structure of the plane, as well as the occasional pocket of Elemental Air, where breathing might be a little easier. Also, portions of the plane are not solid salt, such as the border areas described above.

Also like other primarily solid planes, there is no light and scarce little open space, preventing normal vision.

CRYSTAL VEINS

While traveling through the quasiplane of Salt, a planewalker must keep a, wary eye for crystal veins. These glisten like spun glass and Jace their way through the salt just like veins of metal in the plane of Earth.

Although beautiful to look upon, they present a very dangerous hazard to anything moving through the plane. Even travel by means of a passwall spell cannot navigate safely past these veins. Crystal veins act like deadly knives, cleaving the traveler in twain before he even sees them and bleeding his water into the hungry ground.

Having accidentally stumbled into an area laced with crystal veins, a traveler must make a saving throw vs. breath weapon. The outcome of this die roll indicates which of the following tables is consulted to determine the creature’s fate.

Successful Saving Throw Table
DIE ROLL INJURY SUSTAINED
1 None
2 Minor cut (1d4 points of damage}
3 Major cut (1d6 points of damage)
4 Minor laceration (1d8 points of damage}
5 Major laceration (1d10 points of damage)
6 Severe injury (2d8 points of damage)
 
FAILED SAVING THROW TABLE
DIE ROLL INJURY SUSTAINED
1 Right arm severed (2d10 points, -2 Dex)
2 Left arm severed (2d10 points, -2 Dex)
3 Right leg severed (2d10 points, -2 Dex)
4 Left leg severed (2410 points, -2 Dex)
5 Bisection (instantly slain}
6 Decapitation (instantly slain)

Mysterious Sites & Treasures

None of the races native to this quasiplane build cities or other large structures. The nature of the plane and the creatures it gives life to do not permit it. The scattered communities of quasielementals and undead generally do not grow very large. Although the dragon Tor Salinus gradually carves himself a large lair, it is not the kind of place a traveler can visit, so there is little point in describing it.

CITADEL SEALT

The Doomguard maintain an impressive fortress in the quasiplane of Salt (as they do one each of the negative qua- siplanes). Carved from the very substance of the plane itself, it is nothing less than a giant sculpture. Every room, every turret, every archway, is an integral part of the whole object. There are no bricks or other components that stand upon each other, only the material of Salt itself. Citadel Sealt is nothing short of an architectural and artistic masterpiece.

The Doomlord Roth (Pl/¢ tiefling/F14/Doomguard/CN) oversees this place. We have heard that many members of the Doomguard who would like to accelerate the entropic death of the multiverse have taken refuge here. This is not surprising, because Citadel Sealt also welcomes lower-planar visitors. The Doomguard here have sold weapons and infor- mation to both the tanar’ri and baatezu in an attempt to intensify the Blood War.

THE MINES

 

As mentioned earlier, an assortment of nonnative races have established mining colonies in the quasiplane of Salt. Each and every one of them has found some unnatural means of blocking the fundamental effects of the quasiplane.

Races comfortable with life underground maintain the majority of these outposts. This includes dwarves, gnomes, goblins, and kobolds. At least one of these sites is owned and operated by a tribe of unfriendly stone giants.

Lay of the Land

We have heard that the quasiplanes are corisidered “inhospitable” and the inhabitants “unfriendly.” Mortals, we would gladly see you in our plane of Salt. Come bearing your precious fluids, and we will welcome you most pleasantly. (Ever heard the saying, “Come into my parlor”? I trust I need say nothing more.—the Editor)

There are few who'd argue that’ water is not the lifeblood of the multiverse. But even so vital a fluid can be stripped of its nurturing value by the influence of the Neg- ative Energy Plane. This is exactly the process that has spawned the quasiplane of Salt.

Here, in an endless world of crystalline structures, a vis- itor can expect to have the moisture drained right out of his body. Not long after reaching the quasiplane, he’ll become parched and thirsty. In the end, even the toughest planewalker will collapse and be consumed by Salt. When that happens, all that’s left is a withered corpse that looks as if itd been mummified a thousand years before.

Cycle of Time

Time exists here but it isn't marked by solar activity.

Surviving

Aside from working in the mines or guarding them from hostile creatures found in this plane, there may be little reason for a traveler to make his way to the plane of Salt. One option, however, includes join- ing forces with one side or the other of the coming war that will pit the facets of Salt against the entirety of the plane of Water. Since facets multiply when they encounter water, it may very well be a struggle as eternal as the infamous Blood War.

(The current chant also claims that a power-mad illithid has stolen a powerful psionic object called ecstasy’s death and taken it to the plane of Salt. There, reportedly, he’s buried himself in a dungeon- like abode surrounded by mind-controlled Salt natives. A bounty rests on his tentacled head from both a tribe of githzerai and a kingdom of dwarves on the Outlands, who he’s apparently wronged.—the Editor)

SPELL KEYS AND OTHER NECESSIFIES

It is possible to overcome some or all of the plane’s magic- warping effects through the use of spell keys. In this plane, they take the form of various fluids that must be added to the normal material components associated with a given spell. These liquids are quickly absorbed by the quasiplane and lost, but the caster’s spell functions normally. The most common of these elixirs are extracts of rare plants or spices, but fluids drawn from living animals have been known to be efficacious as well.

Getting There

We understand that it is not difficult to reach our quasi- plane. A number of gates exist in the faraway city of Sigil and other places, used by miners who make their living harvesting our plane’s bounty. Pure elemental Salt is potent (but those who grace their tables with it proclaim their wealth and influence to everyone—the Editor).

An important portal links a place called Pelion with the quasiplane of Salt. In Pelion, a land of blowing snow and sand, one may not see the so-called Crystal Triangle right away—it is likewise almost invisible within the Salt side as well. This gate has been cut from what appears to be a solid piece of glass. Its true composition remains a mystery. Attempts to chip or otherwise mark it have always failed. The Crystal Triangle is 30 feet on a side and gleams as if the light of a sun were always playing across its smooth surface.

An elven village known as Coriandor has sprung into existence on both sides of the gate. On both sides they maintain a perimeter of magi- cal protection inside which lies a perfectly manicured lawn that spreads out to form an island of green in a sea of white, 100 yards in diameter. Nothing unusual about this place suggests itself (aside from its very existence), unless one tries to use the gate against the wishes of the elves. Apparently the grassy field can come to life, grabbing even the strongest creatures and dragging them beneath the surface to an early grave.

If the elves do not have reason to prevent it, the gate opens with the scattering of a handful of flower seeds around its base. The brilliant array of blooms that have arisen from this practice has earned the Crystal Triangle its other nickname, the Garden Gate.

Additionally, a vortex to the quasiplane of Salt opens from time to time at the center of a dead sea or great salt flat. Similarly, they are reported to exist where large deposits of salt are found beneath the earth.

Traveling Around

Nonnatives do not find it a simple thing to travel in the quasiplane of Salt. Call upon us and we may guide you to places of safety. (Travel here is handled just like digging through the depths of the plane of Earth. However, the consistency of this place is never denser than soft rock.—the Editor}

The Quasielemental Plane of Salt touches the Quasielemental Plane of Dust

The Quasielemental Plane of Salt touches the Negative Energy Plane

The Quasielemental Plane of Salt touches the Paraelemental Plane of Ice

The Quasielemental Plane of Salt touches the Plane of Water

The Quasielemental Plane of Salt touches the Paraelemental Plane of Ooze

The Quasielemental Plane of Salt touches the Border Elemental Planes

The Quasielemental Plane of Vacuum touches the Quasielemental Plane of Salt


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