
GAZETTEER · THE MIRRENMERE
Sresh-Dar
The Silt Hands' walled free-port on the south shore of the Mirrenmere — the vale's only real city, answering to no banner but its own ledger.
Its wall keeps House Vandahl out and its harbour lets the Pacific in through the Tidewrack narrows. The Silt Hands run it as a free-port the way a fence runs a shop. Half the relics that leave the vale pass through its customs-house unlogged.
KIND
city
CLIMATE
warm haze off the mere, salt and silt
DANGER TIER
Tier II
CONTROLLING FACTION
The Silt Hands
Connected
The Silt HandsFACTION · The Hands run Sresh-Dar as their free-port and seat.Sresha of the Silt HandsCHARACTER · The Tideboss keeps her counting-hall in Sresh-Dar.House VandahlFACTION · The city's wall is built to keep House Vandahl out.The Wright's ShardITEM · Relics like the shard leave the vale unlogged throug…SiltmouthPLACE · The village trades quietly down the mere shore with …Gull's WatchPLACE · Its fire warns Sresh-Dar's harbour when the customs-…
Appears In
Type Fields
kindcity
parent_place—
climatewarm haze off the mere, salt and silt
danger_tier2
controlling_factionfaction.silt-hands
points_of_interestthe unlogged customs-house, the harbour chain, the drowned-coin market, the Tideboss's counting-hall
map_x-1500
map_z1550
nicknames{"by_race":{"human":"the silt-port","vyr":"the suppliants' port","korl":"the wet market","reshi":"the Wheel's rest"},"common":"Sresh-Dar"}
All Relationships (24)
owns
- ←The Silt Hands — The Hands run Sresh-Dar as their free-port and seat.
located_in
- ←Sresha of the Silt Hands — The Tideboss keeps her counting-hall in Sresh-Dar.
- ←Reshi Marauders — Reshi Marauders range out of here.
- ←The Reshi Marauders — The faction dens and stages out of this place.
- ←Kavi Gold-Eye — The leader keeps the faction's seat here.
- ←The Marrow Lances — The Marrow Lances keeps a seat/branch at Sresh-Dar.
- ←The Finders — The Finders keeps a seat/branch at Sresh-Dar.
- ←The Far College — The Listening College keeps a seat/branch at Sresh-Dar.
- ←The Hollow Writ — The Hollow Writ keeps a seat/branch at Sresh-Dar.
- ←The Gaunt Ledger — The Gaunt Ledger keeps a seat/branch at Sresh-Dar.
- ←Dresha Deepwarden — Dresha sits at the public scale of Sresh-Dar's harbor, weighing every crew's take.
- ←The Keepers of the Deep — The Keepers of the Deep govern Sresh-Dar as a free-port — the wharves, the dive-licenses, and the public scale are theirs.
- ←The Wheelmoot — The Wheelmoot seats its standing moot in the Reshi free-port of Sresh-Dar, the southern road-terminus, and rides its circuit out from there.
- ←Dareshi the Wheelwarden — Dareshi keeps his cushioned wheel-seat and the road-ledger in Sresh-Dar, hearing clan quarrels there between circuits.
- →The Silt Hands — Sresh-Dar is the Silt Hands' free-port — they run it as a fence runs a shop.
enemy_of
- ←House Vandahl — The city's wall is built to keep House Vandahl out.
references
- →The Wright's Shard — Relics like the shard leave the vale unlogged through its customs-house.
- ←Siltmouth — The village trades quietly down the mere shore with Sresh-Dar.
- ←The Hessk — Sresh-Dar is the Hessk free-port — the word was theirs before it was the city's.
- ←The Emberthrone — On a clear night the Emberthrone's glow is seen across the southern water from Sresh-Dar's wharves — the free-port's southern landmark.
- ←Sresha of the Silt Hands — Sresh-Dar is Sresha's city — she holds it through the Silt Hands and owes House Vandahl nothing.
guards
- ←Gull's Watch — Its fire warns Sresh-Dar's harbour when the customs-cutter is out.
explains
- ←Political Geography — Racial Tensions by Region, City, and Faction — Sresh-Dar is the one city where the Vyr power dynamic genuinely inverts — they need what the Hessk hold, and so they negotiate rather than dictate. The port's neutrality is enforced by mutual need.
occurred_at
- ←quest.clear-the-reshi-marauders (unresolved) — "Gold-Eye's Road" involves sresh dar.
This world ships in Valenfeld. Play the game →