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

FieldValue
Aestheticoutpost
Anchor SystemVrelten Plain
Controlling FactionClan Shen-Korr (waystation operator); tacit hospitality from three smaller clans
Fold Bleedmedium
Population7400
Rolesatellite
ZoneRim

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).