All Concepts
The Hessk — Hessk

THE LORE · THE MIRRENMERE

The Hessk

Scaled, cold-blooded folk of the drowned valley who breathe the green water of the Mirrenmere as easily as air. The Silt Hands and the Divers are mostly Hessk crews; the drowned shrines hold no terror for a people who can sit on the bottom and wait.

Where settled folk drown, the Hessk walk the silt. Their hide is scaled in river-greens and slate, their blood runs cool, and rot and fever slide off them as water slides off a stone. They came up out of the Mirrenmere's flooded valley and made Sresh-Dar their free-port — the word is theirs before it was the city's — and they crew the salvage hulls and pearl-dives the dry-landers can't. Whatever it is that leaves a Vyr shaking in the drowned shrines runs quiet in cold blood, so the same water is, to a Hessk, merely cold and dark, full of things worth taking, and the Lady of the Long Water's own keeping besides — which is no one's business but hers. Land-folk distrust the unblinking patience of a people who never need to come up for air.

KIND

race

WORLDVIEW

The deep keeps what it is given, and patience outlasts panic — take what the dry-landers cannot reach and wait, for the water answers to no crown. Sresh-Dar is free because the word was theirs before it was the city, and a free-port stays free only so long as no House or king holds the salvage-rights of the drowned valley.

TEMPERAMENT

Patient, literal, unhurried, fiercely independent.

PLAYABLE

yes

Connected

Appears In

Type Fields
kindrace
worldviewThe deep keeps what it is given, and patience outlasts panic — take what the dry-landers cannot reach and wait, for the water answers to no crown. Sresh-Dar is free because the word was theirs before it was the city, and a free-port stays free only so long as no House or king holds the salvage-rights of the drowned valley.
temperamentPatient, literal, unhurried, fiercely independent.
playableyes
defaultno
homelandplace.sresh-dar
also_foundplace.drowned-shrine, place.tidewrack-cove, place.the-driftmarket
appearanceRiver-green and slate scales, finned crests, unblinking eyes; lean and long-limbed for the water.
demeanorPatient, cool, inscrutable to dry-landers; loyal within the crew.
strengthsBreathe water and resist drowning, Immune to disease, resistant to poison, Quick and at home in the deep
weaknessesDistrusted ashore, Sluggish in true cold
traitsamphibious, disease-immune, poison-resist
voice{"register":"Cold-blooded calm. Literal, unhurried, few words, patient as deep water.","likes":["water","land","trade","survival"],"opener":"I know it. Ask.","dismiss":"The dry folk fear what they can't see the bottom of. We sit in the green water and wait it out."}
birth_order5
origin_modeemerged
elemental_nature{"primary":"Water"}
cycle_transitionEarth→Water — first life in the dissolving deep; Earth eroding into the flowing medium
cosmological_prideOldest continuous water-presence; they were in the Mirrenmere before it was named; the deep keeps what it is given and outlasts any crown
cycle_roleWater dissolves and enables life; the drowned shrines are Earth halfway to Water — places where the Ruin jam is visible as drowned-and-stuck
All Relationships (13)

references

  • Sresh-DarSresh-Dar is the Hessk free-port — the word was theirs before it was the city's.
  • The Drowned ShrineDrowned shrines that madden a dry-lander are merely cold and dark to a people who sit on the bottom and wait.
  • The Silt HandsThe Silt Hands crew the salvage hulls with Hessk who walk the silt the dry-landers drown in.
  • The DiversThe Divers are mostly Hessk — pearl and relic salvage no air-breather could match.
  • The UnclosedThe Note runs quiet in cold blood; the Hessk hear less of the ringing and fear it less.

descendant_of

  • The Drowned FangsThe hostile warband splintered from this people — kin who went the other way.
  • Issuthra, the Drowned CrownThe Hessk name her the first coil — the mother every clutch traces back to, whether by blood or by legend.

aligned_with

  • The Five ElementsThe Hessk are Water's people — patient, dissolving, living in change. The Note runs quiet in cold blood as it runs quiet in deep water.

documents

  • The Birth of the RacesThe Hessk emerged when Earth eroded into Water — first life in the dissolving deep, the oldest of the low races, cold-blooded as the element that made them.

worships

  • The Lady of the Long WaterThe Hessk breathe her green water and trust her to keep the drowned whole rather than let them fall out of the world.
  • The Sworn GodsThe Hessk still bow the green water to the Lady of the Long Water, a Sworn God who never answered after the Sundering.
  • The Lady of the Long WaterThe Hessk bow the green to the Lady — a diver touches the silt and lets a breath go, and that loosed breath is the prayer.

member_of

  • The Keepers of the DeepThe Keepers of the Deep are a Hessk institution — an old-blood salvors-and-divers brotherhood and harbor council of the drowned valley's native water-folk.

This world ships in Valenfeld. Play the game →

The Hessk — Valenfeld — Valenfeld