Sunrise-Skylink

The Nellis Spaceport was built here, linking Vegas to the orbital havens above Earth. The area has also been overrun by refugees seeking safety from the roving desert raider clans that rule over the Midwest Badlands. The spaceport is well protected and secure, leaving the masses of Midwesterners to huddle within sight of the defensive turrets. Whole warehouses have been converted into temporary shelters for the influx of refugees who hear the rumble of rocket engines daily as another ship takes off for the stars above. Massive industrial movers haul cargo to and from the starport twenty four hours a day, past hab blocks and stripmalls.

Points of interest

Noveria Exports - A former shipping concern that collapsed in on itself, the warehouses have now been overtaken by refugees from the Midwest. An overflowing community now calls this place home, and guard it warily from outsiders. They are lead by Sarah Taylor.   Moliere’s Cyberdoc - A low-rent body aug shop, staffed by a French doctor who fled the Uprising in Europe some time ago. Moliere is a staunch cultist from Northside who is quietly trying to expand the cult’s reach here as he works.   Horizon Arms - A tenement block taken over and occupied by the Northside Leisure Society, or the NLS for short. The drugs they manufacture here are often sold to the teeming masses at Noveria Exports.   Hallowed Grounds - A nondescript cafe where a few notable Fixers operate out of. A good place to pick up information. The owner is crooked as hell and has private rooms in the back for discrete dealings. The interior has many rustic touches, as if someone looted a ranch outside of town and brought the good pieces back here. Hallowed Grounds is also built over the remains of an old bomb shelter and features an off-site telecom junction box, which hosts a local Black Net.   Shorel’s Pharma - A run-down drugstore, supplying Sunrise residents with most of their prescribed needs. Filled with more artificial plants than product shelving. The business has been newly renovated, but no one knows where Shorel got the cash for that. He’s also hired a single Paladin security guard to keep watch, day and night.   Malta, Malta and Frico, LLP - An overworked law firm, specializing in immigration. Lately, their offices have been swamped with applications for Neo Vegas citizenship from the refugees crowding their streets. They are, in a word, overrun.   The Pyre - A sleazy speakeasy frequented by operators who call Sunrise home. Lots of dealers and fixers operate out of the space. The centre is dominated by a roaring fire, which the owner encourages patrons to feed with anything they want to forget - mementos of past loves, remembrances of fallen family members, or written decrees of vengeance against someone untouchable. The drinks are cheap, the music unrelenting, the security well-armed. Drink deep and descend, friends.You can typically find Yelena Ortov here.   Sunrise NVPD Precinct - The Neo Vegas Police Department has an elevated presence in this district, working to keep traffic corridors safe for shipping to and from the orbital port while contending with all the troubles the districts overpopulation brings. The precinct building is built into the remains of a defunct factory, giving it a heavy industrial feel. Their primary concern is the safety and security of the corp assets near the orbital link.   Sunrise Metro Station - The local NVT station offers transit to and from the district. Trains scream in and out of the station constantly, mixing their clamour with the rumbling of engines from the orbital port. There are a network of transit lines, some restricted to those with the right credentials. A private line goes from the orbital port direct into downtown, while the common masses have to transit through Northside and the Historic Westside first.   Sun Gardens Hab Blocks One of the better blocks you can find yourself in within the confines of Sunrise.   Sam’s Town - A hotbed of criminal activity, the multiplex hotel, gambling hall, amusement park and nature preserve known as Sam’s Town sits on the district border between Sunrise and Whitney. Multiple gangs vie for control over the site, leading to regular violent confrontations. Its a great attractor of low-income tourists who cannot afford the gilded luxuries of the Strip.   Jinjiro's Emporium - A warehouse turned into a massive marketplace, the lion’s share of trade between the refugees and the locals takes place here. Jinjiro’s gang, the Hotaka Syndicate, keeps the warehouse relatively safe and well-policed, taking their cut off the top in the process. Cargo crates that “fall off” various shipping fleets regularly find their way here, cracked open and their contents sold off en masse. A great deal of legal and not-so-legal items are here for sale if you know the right contacts. A lattice of solar panels on the rooftop keep the building self-sufficient, and locals frequently line up around the block to get inside the Emporium.   Nellis Orbital Link - The gateway to the stars, Nellis has become a major influx port for goods and resources circulating to and from the orbital habs. Recruiting stations line the streets around Nellis offering gainful employment in the stars, though the abysmal working conditions are enough to drive away all but the most desperate of labourers. Gilded lounges offer safe havens to the moneyed elite as they await their private shuttles up to their zero-G resorts, while the poor and huddled masses await the cramped freighters they will ride up to the asteroid belts.

Comments

Please Login in order to comment!