Swift Hold

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Idea; Magic; Technology
See also: Swift


A Swift hold is an area of the Swift with a strongly-defined landscape and/or architecture.

Like anywhere in the Swift, a Swift hold is still tied to the Grid (i.e., the closest plane). It’s also still the border of many other planes (e.g., Ethereal). However, a hold is distinguished by a singular ideal, called the defining ideal.

Defining Ideal

A hold’s defining ideal keeps it more constant and immutable than the typical Swift. This means that perceptions, movement, and actions in the hold can be restricted. This may be why the hold was created in the first place.

The defining ideal can come from a consciousness. Only a powerful consciousness can create and maintain a Swift hold. Beings with this capacity include but aren’t limited to: powerful fiends, celestials, spirits, and undead.

In addition or instead, the ideal can be the influence of a powerful and/or ongoing phenomenon. This especially includes holy ground. For example, a Swift hold can be created and maintained through the faith of many lesser beings. Such beings may not even realize what they’re doing. “Holy” is a relative term: faith of any kind can shape the Swift (e.g., a demonic cult).

Types of Holds

There are many types of Swift holds, including:

  • Blighthold: an area conjoined with devastation on the Grid. Example: ground zero after a major explosion.
  • Faith hold: holy ground. Example: a temple.
  • Lorehold: an area that is particularly dense with information. Example: a library.
  • Spirithold: an area claimed by one or more spirits. Example: a city spirit’s home.
  • Stronghold: an area secured against unwanted visitors. Example: an internet security company.

Holders

As part of its defining ideal, a Swift hold often has beings called ‘’holders.’’ Such beings are endlessly diverse in nature and origin. Their relationship to their hold makes them distinct from others of their kind.

For example, there countless imps throughout the Lower Planes. They are essentially the same. But when an imp becomes a holder in a blighthold, it becomes a distinct kind of imp—possibly with special powers and obligations.

There are generally two kinds of holders:

  • Workers
    • Non-combatants
    • Focus on the “business” of the hold, whatever that may be
    • Example: the Fey spirits who clean and maintain a Seldarine sacred grove
  • Intrusion Countermeasures (ICE)
    • Combatants
    • Manage access to the hold and movement throughout it
    • Example: software programs that manage logging into a secure internet server

ICE

Different kinds of ICE specialize in different roles:

  • Foreman: supervisors workers and other ICE
  • Prowler: patrols the hold
  • Sentry: guards the perimeter or a sensitive location
  • Trapper: restrains a hostile being

Nodes

A Swift hold is often divided into multiple nodes. Information and beings can only move between nodes. Each node has a type and a security rating.

The types include:

  • Data Node: stores information
  • Processing Node: manipulates and changes information
  • Sensor Node: collects information from the Grid (e.g., from a security camera)
  • Tool Node: controls devices on the Grid (e.g., an elevator)
  • Transit Node: allows beings and/or information to move in and out of the hold
  • UX Node: User Experience: manages interactions with the Swift hold (e.g., displays a login screen)

A node’s security rating is usually between 5-30. When an unauthorized visitor tries interact with a node, they may need to overcome the security first.

Many factors can affect the security rating. For example, consider a datahold tied to an internet security company. The security for a node might be affected by the money and expertise spent on creating and maintaining the computer system, and how well the staff follow security procedures.

Gates, Keys, and Maps

In a secure hold, the links between nodes are often blocked by gates. Holders carry keys to pass through the gates. Different gates may require different keys. Based on their responsibilities and necessary movements, different holders often have different keys.

Some holders don’t move between nodes, or only know specific node-to-node paths. However, some holders carry a map of the whole hold.

Keys and maps can be taken from holders.

Possible Actions

Here are some possible actions in a Swift hold:

  • Charm a holder (e.g., cast ‘’Charm Person’’)
  • Hide from a holder (e.g., use the Hide action, cast ‘’Invisibility’’)
  • Pickpocket a key or map (e.g., use Sleight of Hand) (Remember that only some holders have maps.)
  • Pretend to be a holder (e.g., cast ‘’Alter Self’’)
  • Sneak by ICE (e.g., use Stealth, cast ‘’Pass Without Trace’’)