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The Silt Hands — in-engine capture

THE POWERS · THE VALE

The Silt Hands

Coastal smugglers who move contraband and stolen goods and sell to whoever pays, and the law to whoever pays more. It's about coin and owning the routes.

A smuggling ring working the western coast and the dead hold in the southern flats, running contraband, stolen cargo, and salvage to any buyer with the gold. They own the quiet inlets and the night runs, and they fight to keep that control. They owe House Vandahl nothing and the tide everything. Old relics and temple-bronze that wash up or get dug from the flats are just high-value loot to them — moved to a fence for the best price, never kept and never fussed over.

KIND

criminal

HEADQUARTERS

Tidewrack Cove

LEADER

Sresha of the Silt Hands

JOINABLE

yes

Connected

Type Fields
kindcriminal
headquartersplace.tidewrack-cove
leadercharacter.sresha-silt
joinableyes
ranksMudfoot, Runner, Hand, Tideboss
goalsMove what the law forbids for the best coin, Own the smuggling routes and the quiet inlets, and keep rivals off them, Get any relic or salvage to a buyer before someone with deeper pockets does, Owe House Vandahl nothing
valuesprofit, silence, the tide, loyalty to the crew
relic_stanceA relic is high-value cargo, nothing more — fence it fast to the buyer with the deepest pockets and let them worry about what it is.
All Relationships (63)

enemy_of

  • House VandahlOpen war over the coast trade.
  • Mere GnasherThe Hands' barge-polers lose a runner to the gnasher most seasons.
  • Tide GripperThe Hands wall their racks against it and bury their lost.
  • Brine WightThe Hands run the narrows dark to keep the wights from following their lanterns.
  • Carrion BeetleThe Hands' cellar-runners keep fires against the beetles and still lose sleepers.

rival_of

  • The Ashen TempleThe Temple would sanctify what the Hands would sell.
  • The Weeping VaultThe Hands tried powder on the seal and the crag kept them out.
  • The Mourners of the HushThe Mourners bury the dead; the Silt Hands sell what's buried with them.
  • The Deepcut PansThey skim past the Hands' claimed cut on every grain.
  • The Keepers of the DeepThe Keepers govern the free-port openly while the Silt Hands smuggle through it; the council tolerates Sresha's crews as a tide tolerates a leak, and the two contest who truly controls Sresh-Dar's water.
  • The WheelmootA road kept open by caravan-law is a road the Silt Hands cannot quietly own; the moot fights to keep routes free of toll and ambush, the smugglers to make them their private channels.

located_in

  • Tidewrack CoveThe Hands land their cargo at Tidewrack.
  • Sresh-DarSresh-Dar is the Silt Hands' free-port — they run it as a fence runs a shop.
  • SiltmouthSiltmouth is quietly in the Silt Hands' pocket — fishing village that feeds the river-to-mere smuggling chain.
  • The Mangrove MawThe Silt Hands use the Maw as a deniable deep cache the law can't reach.

owns

  • The Sunbleached HoldThey run cargo through the hold's cellars.
  • HighbridgeA quiet Silt Hands arrangement runs cargo under the third arch.
  • Sresh-DarThe Hands run Sresh-Dar as their free-port and seat.
  • SiltmouthSiltmouth feeds the Hands' river-to-mere barge runs.
  • The Drowned ShrineThe Hands keep dry cellars under the shrine despite the pilgrims above.
  • Gull's WatchThe Hands keep the beacon as a smugglers' signal over the narrows.
  • The Drinking SinkThe Silt Hands have sent divers into the Drinking Sink and believe the underground connection to the Vault is exploitable.
  • The Weeping CleaveThe Silt Hands use the Weeping Cleave's first chamber as a smuggling relay below Vandahl's notice.

guards

  • The Sunbleached HoldRunners keep the cellar route open.
  • The Sunken CutThe Silt Hands keep a dry cache past the flooded adit and discourage curiosity about it.
  • The Last Good WellThe Silt Hands and the Reshi both guard knowledge of the last good well — whoever controls that knowledge controls the crossing.

member_of

  • Sresha of the Silt HandsThe Tideboss of the Hands.
  • Keth SaltrunnerSresha's informant and fixer inside the town.
  • Draneth the ThinA disgraced Vandahl retainer now running cargo for the Hands.
  • The Gaunt LedgerThe Silt Hands are just the Ledger's local crew, whatever they call themselves.
  • Orin DahOne foot in the under-bridge smugglers when the Ledger isn't watching.
  • Doreth SumbDoreth sells passage and silence for the Silt Hands; every load that crosses the Stair Road on his skiff passes unseen.
  • Veya the TinnerVeya the Tinner is a Silt Hands fence operating as a turnkey in Vandahl Keep's debtors' cells.
  • The Drover's Cache-DelveThe Silt Hands use the cache-delve's intact half as a forward staging cache.
  • The Gull-Throat CavesThe Silt Hands use the dry upper galleries as a contraband cache between runs.
  • Corvin Thresh, the BeaconwardThresh is on the Silt Hands' payroll and signals run-nights through the beacon's fire state.
  • The Wreck-ReefThe Silt Hands control the Wreck-Reef's salvage and direct unwanted hulls there through the beacon signal.
  • The Pale StrandThe Silt Hands comb the Pale Strand after every storm for Pacific-drift salvage no manifest accounts for.

ally_of

  • Silt CrabThe Hands use their shells as bowls and their claws as pry-tools. The crabs are incidental about it.
  • The Gaunt LedgerThe Silt Hands are the Gaunt Ledger's coastal cell — Sresha's coast feeds Calder's books.
  • The Tide-PickersThe Tide-Pickers fence their salvage through Sresha's people — an informal but financially entangled alliance.
  • Lord-Holder Dravas VandahlLord Vandahl has secretly promised the Silt Hands silver to find the relic first — an alliance of desperation that Veya the Tinner's presence on the Spur is part of.
  • Veshti GoldeyeVeshti owes and is owed by the Silt Hands — mutual cargo arrangements on the night crossing.

references

  • Vandahl Seal RingThe Hands are suspected of minting fakes; the forgeries let them move through Vandahl checkpoints.
  • Silt CoinSilt coin is the Hands' shadow currency, minted at the Cove.
  • FenlightThe Hands read a line of fenlights as a deep, safe channel.
  • Saltkiss, the Fence's KnifeA Silt Hands fence's knife — they'll know their own blade by sight.
  • The Unfailing FontThe Hands would sell it for a season's cargo if they knew the cellar was not the bottom.
  • The HesskThe Silt Hands crew the salvage hulls with Hessk who walk the silt the dry-landers drown in.
  • quest.what-the-salt-kept (unresolved)It was a Silt Hands caravan; the give-to-Keth branch buys standing with them.
  • The Drover's Ledger-StoneIt remembers for whom the caravan's real cargo was bound — the names the Hands would rather stayed salted.
  • The EmberthroneThe Silt Hands give the burning mountain a wide berth; no cargo run crosses the Emberwaste, and they read its plume for the weather.
  • quest.the-false-seals (unresolved)The Hands cut the seal and would sooner buy it back than see it traced.
  • Old WorkThe Silt Hands dive the flooded vaults for the same bronze scrap and intact workings every salvager wants.
  • Verdigris LungSealed, damp, unaired flooded vaults are exactly where Verdigris Lung takes hold — the Silt Hands' own occupational risk.
  • Bog GrubThe Silt Hands render bog-grub resin into the wax that seals smuggled crates — a quiet staple of the coast trade.
  • SiltmouthThe Silt Hands hold Sresh-Dar, Siltmouth and Tidewrack Cove — one drowned-coast guild whose reach is the whole Mirrenmere shore, and whose silt-craft and toll-knowledge any inland caravan must buy to cross the wetland at all.
  • The Standing MastThe Silt Hands carved a waymark into the Standing Mast — it is their navigation reference for the mid-mere crossing.
  • The Picked WrecksThe Pickers fence their haul through Sresha's people — the Wrecks are Silt Hands revenue dressed as scavenging.
  • The Maw CacheThe Maw Cache is Silt Hands property — cargo they stashed and abandoned when the runner stopped coming.
  • quest.which-pan-is-brine (unresolved)A rogue Silt Hands man is one possible source of the fouling.
  • quest.the-dark-beacon (unresolved)The Dark Beacon quest's core conflict is Silt Hands smuggling vs House Vandahl's customs authority.

worships

  • The Lady of the Long WaterThe Silt Hands work the flooded vaults under her watch and ask her leave before they take anything she has already claimed.

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