Port
Multi-level docks and cargo that doesn't always clear customs. Cyber Knights run enforcement; everything else is negotiable.
The Port is the city's pressure valve: food, weapons, refugees, raw materials, and information all move through it. Official customs processes what it can. Everything else moves through the gaps. Street crews run the informal logistics. The Resistance uses the port's blind spots for supply runs. Prospect monitors what it can but hasn't managed to fully close the unofficial channels — and probably doesn't want to, because some of those channels move Prospect cargo too.
Architecture
Five levels of berthing on extended-track gantry cranes. Customs inspection zones in brutalist concrete. Modular cold and dry storage with roll-up gates and forklift-rated floors. Main checkpoint: scanner frames, ID verification, and a gap in the perimeter fence that changes location monthly. Hangar-scale trading halls — white merchandise on the ground floor, grey-market lots on the level below. Concrete jetty with lighthouse and breakwater at the outer edge.
In the City
City gateway and smuggling node operating in parallel. Prospect manages official logistics; Guardians hold formal checkpoints; White Bats and independent smugglers route through the gaps; Cyber Knights appear on cargo escort contracts. Key sites: Docks (five-tier multi-level berthing — large-deal meetings, customs encounters), Port Warehouses (modular storage — raid and stealth scenarios), Secured Gate (checkpoint with a perimeter gap for quiet routes), Trade Halls A/B (white and grey markets), Pier Meeting Point (outer jetty — offshore negotiations, piracy and storm event encounters). Trader NPC near the warehouses.
Factsheet
- Danger Level
- High
- Controlling Faction
- cyber-knights