Aethel Starport
Overview
The starport controlled by the Federal Republic located in Aethel.
As seen in play (Session 7): a massive hub. Landing pads are union-managed — The Bamboo Union’s ground crews hook up fuel and water on arrival, cargo handlers watch newly-landed ships for kickback opportunities, and the docking fee is fifty credits. Entry to the starport proper runs through weapon scanners that flag lethal arms for confiscation (Six’s blaster went back to the ship; the vibro-axe passed as a tool). Inside, a vast, brightly lit commerce district: clean walkways, duty-free shops from kiosks to multi-level department stores, security in armored suits with heavy robotic sentries. The district ages as it runs toward the far end, where the House of Parts sprawls, and the Aethel Security Checkpoint gates the way into the city proper. The Marshal’s office here is the largest in the sector, and a restricted area holds a federal military base.
Points of Interest
- The commerce district — duty-free bazaar; the Bamboo Lounge.
- The far end — the House of Parts and Storage B-342.
- The Aethel Security Checkpoint — starport-to-city gateway.
- The Aethel Office of the Marshal of the Federal Republic — six marshals, sector’s largest.
- Federal Fleet Base Aethel — restricted; Six has a hypothetical strike plan on file in his head, because of course he does.
- The waste infrastructure — landing-bay hoses feeding pipes that converge below and run under the perimeter into the Aethel City Sewers.
Appearances
- Session 7 (Session 07 - The Goodwin Contract) — The Albatross docks; the crew’s first hours on Eris III all happen here.