Hold Sze
Hold Sze is the wayStation at the convergence of the Belted Mile and the two feeder traces that climb out of the canyon country.
Rules Reference
| Field | Value |
|---|---|
| Aesthetic | outpost |
| Anchor System | Vrelten Plain |
| Controlling Faction | Clan Shen-Korr (waystation operator); tacit hospitality from three smaller clans |
| Fold Bleed | medium |
| Population | 7400 |
| Role | satellite |
| Zone | Rim |
Notes
Dangers: Canyon-country windstorms kick up without warning; the bone-dome's gravity plates drift out of calibration (the locals bet on it); fold-bleed squalls funnel through the canyon junction and touch anything standing still too long.
Hooks: A drover crew arrived at Hold Sze last month with empty wagons and a herd of cattle that wouldn't stop lowing at a particular canyon wall; the waystation master is paying good rek for someone to investigate., A clan negotiator from a Reach rival is staying at Hold Sze under safe-passage, here to talk stock-water rights; someone is trying to assassinate them and the waystation master can't prove it isn't him., An unlicensed Ironball side-match is being staged in Hold Sze's bone-dome, and the players are indenture-debtors who may not have agreed to be here.
Lore: Hold Sze is the waystation at the convergence of the Belted Mile and the two feeder traces that climb out of the canyon country. It is, structurally, a welded plate of three salvaged colony shuttles sunk into the dust and concreted over, with a low dome on top that doubles as the clan's Ironball pitch and a water-table tap sunk three hundred metres below. Population is permanent crew, transient drovers, and an unrecorded number of debt-fugitives who stay because the clan's papers don't reach this far down the trace. The waystation master is a woman named Baer Tsen, half-Kith, who keeps a paper ledger because she doesn't trust anything else and who has refused three offers of a Kadiss unit on the grounds that the unit would tell the clan where the Tin Chapel's offerings are going. She is the closest thing the Vrelten Plain has to a neutral party.
Notable: The Bone-Dome (a half-buried Ironball pitch where the clan's debtors play); the Tin Chapel (a multi-faith shrine tended by a half-Kith hermit who serves both drover prayers and Day One whisperings); the Wells (three deep-bored water sources, each one a different clan claims).