Physical Conditions - Salt (TIP)

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We have heard that the quasiplanes are considered "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) 
==Getting here==
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 like- wise 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 magical protection inside which lies a perfectly manicured lawn that spreads out to form an island of green in a seaof 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.
==Hazzards==
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 I 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 lace 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 (2d 10 points, -2 Dex)
2 	Left arm severed (2d 10 points, -2 Dex)
3 	Right leg severed (2d 10 points, -2 Dex)
4 	Left leg severed (2d 10 points, -2 Dex)
5 	Bisection (instantly slain)
6 	Decapitation (instantly slain)
==Moving About==
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)