World type. A violent gas giant on the Rim
What it does. Storm diving for rare gases, charged plasma and storm-made chemicals
Who works it. Many crews. The Serean storm guilds hold the most sway.
Reputation. Deadly and rich. Syndicate tolls, weather taxes and pirates are part of the job.
Getting there. Narrow lanes that shift. Beacons are unreliable. Bring an escort.
Mistral Gate supplies the Rim with rare gases, charged plasma canisters, oxidizers and storm-made chemicals for engines, air systems, factories and labs. Most Core and Mid ports treat its cargo as restricted. Prices swing with the storms, the yields and the death count. When a strong storm cycle opens, carriers rush in to buy. When it closes, prices climb across nearby sectors.
Air. Stacked storm bands with fast up and down winds, thick lightning and sudden pressure spikes.
Gravity. High. Skiffs need boosted climbs and ballast they can dump fast.
Charge. Lightning charge builds up fast. Hulls need lightning cages and surge baffles.
Safe times. Short. The safe ways down move after every big storm front.
USD 0041 to 0046. Mistral Gate becomes a pirate hotspot. Patrols are thin past the inner approach.
USD 0045 to 0048. Syndicate outposts start charging tolls on the outer approach and selling weather forecasts.
USD 0060 to 0065. Mixed Human and Serean crews map the storm cycles and safe depths.
USD 0080. It becomes the best-paying dive site in the Drift. Deaths spike as pilots push too deep.
USD 0102. Toll fights keep coming back, and weather taxes become normal on the rimward corridor.
Beacons. They drift after big storms, and charts can lag. Crews check two sources.
Approaches. The inner arc is shorter and riskier. The long arc is slower and steadier.
Illegal lanes. Syndicate shortcuts save time but pass near charge walls and shear traps.
Papers. Your home port checks your storm license and insurance before you leave.
Mistral Gate Station. The outer ring station, with drydocks, fuel depots, warehouses, a hospital and the list of the lost.
Weather Annex. A Serean forecast tower. It sells corridor maps, storm timers and depth charts.
Harvester Quay. Berths for storm skiffs and carriers, with winch towers and tank swap lines.
Syndicate Waypoints. Fuel stops and relay sheds off the legal corridor. Tolls change with the storms.
Scrap Yards. Rough repair stacks, and a common source of fake tank tags and used baffles.
Downburst Array. The floating dive city that hangs below the ring.
Stormweld Crackworks. The refinery deck. The Cutoff Canteen feeds its crews.
Eyehaven Refuge. The rescue city, with clinics and memorial decks.
Anvilgate Berths. The heavy repair yard for deep-run skiffs and tugs.
Gatewind Marshal. Traffic control and the toll booth, side by side.
Gatewind Anchorage. The main port, where you pay the Syndicate first.
Sells. Helium and hydrogen, oxidizer packs, charged plasma cells, nitrile base, storm-made catalysts and rare noble gases.
Buys. Hull plates, surge parts, medicine, skiff frames, winch motors and trained crew.
Prices. Set by storm strength, how many crews come back, escort costs, tolls and beacon health.
Getting paid. Buyers hold the money until the station lab tests the load for purity and charge.
Storm skiffs. Two to six crew, with armored intakes, surge baffles and emergency climb rigs.
Kite rigs. Collector kites on tethers for the upper bands, with explosive bolts to cut them loose.
Lightning cage. A metal cage around the whole hull that carries lightning around the crew, with grounding wires that can be adjusted.
Winch and drum. Heavy drums with load sensors, automatic line cutters and backup brakes.
Canisters. Pressure tanks with purity sensors and blow-off vents.
Abort kit. Ballast to dump, drag chutes and line cutters.
Brief. Get the latest storm bulletin, corridor map and depth chart. Check your license and insurance.
Fit-out. Check the lightning cage, baffles, winch sensors and kite bolts.
Approach. Go in at your set time. Follow the beacon track and double-check with star fixes.
Descent. Trim for your band and pressure. Put out the kites or open the intakes.
Collect. Watch the purity, pressure, charge and shear alarms.
Abort. Any red alarm on shear, pressure or charge means cut the lines, dump ballast and climb.
Climb. Ride the corridor up, stay out of the updraft cores and clear the charge wall.
Dock. Hand the canisters to the station lab, log the yield and move the load to storage.
Sell. Get paid when the lab signs off, load the carriers and file your exit time.
Shear walls. Sudden side winds strong enough to snap a skiff frame.
Charge walls. Strong electric fields. The longer you stay, the worse the odds of a strike.
Pressure spikes. Fast squeezes that crush intakes and burst canisters.
Whiteout bands. Zones where sensors go blind. Crews fly by inertial guidance and the tether readings.
Debris. Lost kites, snapped drums and hull pieces from old runs.
People. Fatigue, schedule pressure, and pilots who push too deep for a bigger payday.
Storm license. Lists your allowed depths, bands and gear.
Crew ratings. The station tracks who is rated as pilot, winch lead, field tech or medic.
Tank tags. Each tank carries a tag, a purity log and a record of who handled it.
Coverage. Going too deep or using an illegal lane voids your insurance and can cost you fines or your cargo.
Spot checks. Inspectors test lightning cages and line cutters after runs to catch tampering.
Serean weather guilds. Control the forecasts, depth charts and most of the training.
Free Companies. Hired crews who escort convoys against pirates and keep order at the berths in busy times.
Syndicate cartels. Run the waypoints, sell corridor tips and charge weather taxes on the long arc.
Station Authority. Runs the berths, warehouses, the list of the lost and the dispute rooms.
Buyers' Cartel. Big buyers who pool their money to steady prices after deadly seasons.
Common crimes. Forged licenses, fake tank tags, purity fraud, dodging tolls and faking lane signals.
Pirates. They ambush skiffs on the way back, when the skiffs are heavy and slow.
Law. Escort convoys, beacon challenges and filed routes.
Punishment. Cargo seizure, bans, lane bans and frozen pay.
Who lives here. Rotating dive crews, medics, forecasters, brokers and salvage workers.
Schedule. Short, hard work cycles during the storms, then long waits between them.
Care. Clinics for burns, pressure injuries and lightning strikes, memorial walls and payout desks.
Services. Training simulators, parts swaps, purity labs, and cash buyers on the outer ring who ask no questions.
The pilots. The best storm pilots are young, broke and fearless, and the bars are full of them. When one does not come back, the crews hold a funeral on the memorial deck and drink to the name.
Weather Spire. The live storm board, depth warnings and launch slots.
Harvester Yard 3. A fast swap line for kites, drums and canisters.
Casualty Office. Keeps the list of lost and missing crews and handles insurance claims.
Dispute Ring. Neutral rooms for purity fights and toll fights.
Blue-Nine. A Syndicate shed that trades fuel and forecasts off the books. You need an introduction to get in.
Beacon drift. After the worst storms, maps go out of date and bad jumps rise.
Forecast control. The weather guilds can hold back storm data and raise prices.
Rising tolls. The cartels raise weather taxes during strong cycles.
Fake tank tags. Fake purity tags break trust and force wide retesting.
Crew shortages. Training takes time. When many crews die, captains bid against each other for skilled skippers.