
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
All Relationships (63)
enemy_of
- ←House Vandahl — Open war over the coast trade.
- →Mere Gnasher — The Hands' barge-polers lose a runner to the gnasher most seasons.
- →Tide Gripper — The Hands wall their racks against it and bury their lost.
- →Brine Wight — The Hands run the narrows dark to keep the wights from following their lanterns.
- →Carrion Beetle — The Hands' cellar-runners keep fires against the beetles and still lose sleepers.
rival_of
- ←The Ashen Temple — The Temple would sanctify what the Hands would sell.
- →The Weeping Vault — The Hands tried powder on the seal and the crag kept them out.
- ←The Mourners of the Hush — The Mourners bury the dead; the Silt Hands sell what's buried with them.
- ←The Deepcut Pans — They skim past the Hands' claimed cut on every grain.
- ←The Keepers of the Deep — The 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 Wheelmoot — A 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 Cove — The Hands land their cargo at Tidewrack.
- ←Sresh-Dar — Sresh-Dar is the Silt Hands' free-port — they run it as a fence runs a shop.
- ←Siltmouth — Siltmouth is quietly in the Silt Hands' pocket — fishing village that feeds the river-to-mere smuggling chain.
- ←The Mangrove Maw — The Silt Hands use the Maw as a deniable deep cache the law can't reach.
owns
- →The Sunbleached Hold — They run cargo through the hold's cellars.
- →Highbridge — A quiet Silt Hands arrangement runs cargo under the third arch.
- →Sresh-Dar — The Hands run Sresh-Dar as their free-port and seat.
- →Siltmouth — Siltmouth feeds the Hands' river-to-mere barge runs.
- →The Drowned Shrine — The Hands keep dry cellars under the shrine despite the pilgrims above.
- →Gull's Watch — The Hands keep the beacon as a smugglers' signal over the narrows.
- →The Drinking Sink — The Silt Hands have sent divers into the Drinking Sink and believe the underground connection to the Vault is exploitable.
- →The Weeping Cleave — The Silt Hands use the Weeping Cleave's first chamber as a smuggling relay below Vandahl's notice.
guards
- →The Sunbleached Hold — Runners keep the cellar route open.
- →The Sunken Cut — The Silt Hands keep a dry cache past the flooded adit and discourage curiosity about it.
- ←The Last Good Well — The 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 Hands — The Tideboss of the Hands.
- ←Keth Saltrunner — Sresha's informant and fixer inside the town.
- ←Draneth the Thin — A disgraced Vandahl retainer now running cargo for the Hands.
- →The Gaunt Ledger — The Silt Hands are just the Ledger's local crew, whatever they call themselves.
- ←Orin Dah — One foot in the under-bridge smugglers when the Ledger isn't watching.
- ←Doreth Sumb — Doreth sells passage and silence for the Silt Hands; every load that crosses the Stair Road on his skiff passes unseen.
- ←Veya the Tinner — Veya the Tinner is a Silt Hands fence operating as a turnkey in Vandahl Keep's debtors' cells.
- ←The Drover's Cache-Delve — The Silt Hands use the cache-delve's intact half as a forward staging cache.
- ←The Gull-Throat Caves — The Silt Hands use the dry upper galleries as a contraband cache between runs.
- ←Corvin Thresh, the Beaconward — Thresh is on the Silt Hands' payroll and signals run-nights through the beacon's fire state.
- ←The Wreck-Reef — The Silt Hands control the Wreck-Reef's salvage and direct unwanted hulls there through the beacon signal.
- ←The Pale Strand — The Silt Hands comb the Pale Strand after every storm for Pacific-drift salvage no manifest accounts for.
ally_of
- →Silt Crab — The Hands use their shells as bowls and their claws as pry-tools. The crabs are incidental about it.
- →The Gaunt Ledger — The Silt Hands are the Gaunt Ledger's coastal cell — Sresha's coast feeds Calder's books.
- ←The Tide-Pickers — The Tide-Pickers fence their salvage through Sresha's people — an informal but financially entangled alliance.
- ←Lord-Holder Dravas Vandahl — Lord 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 Goldeye — Veshti owes and is owed by the Silt Hands — mutual cargo arrangements on the night crossing.
references
- ←Vandahl Seal Ring — The Hands are suspected of minting fakes; the forgeries let them move through Vandahl checkpoints.
- ←Silt Coin — Silt coin is the Hands' shadow currency, minted at the Cove.
- →Fenlight — The Hands read a line of fenlights as a deep, safe channel.
- ←Saltkiss, the Fence's Knife — A Silt Hands fence's knife — they'll know their own blade by sight.
- →The Unfailing Font — The Hands would sell it for a season's cargo if they knew the cellar was not the bottom.
- →The Hessk — The 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-Stone — It remembers for whom the caravan's real cargo was bound — the names the Hands would rather stayed salted.
- →The Emberthrone — The 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 Work — The Silt Hands dive the flooded vaults for the same bronze scrap and intact workings every salvager wants.
- →Verdigris Lung — Sealed, damp, unaired flooded vaults are exactly where Verdigris Lung takes hold — the Silt Hands' own occupational risk.
- →Bog Grub — The Silt Hands render bog-grub resin into the wax that seals smuggled crates — a quiet staple of the coast trade.
- →Siltmouth — The 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 Mast — The Silt Hands carved a waymark into the Standing Mast — it is their navigation reference for the mid-mere crossing.
- ←The Picked Wrecks — The Pickers fence their haul through Sresha's people — the Wrecks are Silt Hands revenue dressed as scavenging.
- ←The Maw Cache — The 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 Water — The 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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