Jobs · A company in Witchspace
Carriers' Mutual
No hauler flies alone
Twenty-eight captains, a station bar, and three rules: share the risk, share the work, and come when called. One member, one ship, one vote. The pay is fair, the meetings are long, and someone always comes.
These are jobs in Witchspace, a free game you play in your browser. Nobody will ask for your CV.
Where it works: A little of everywhere with a government.
On offer at Cambridge Orbital, Lave
Working for Carriers' Mutual
Who they are
Where it came from
When Hale & Ostrander pulled out of the frontier routes to cut costs, they left the independent haulers who worked for them stranded: no contracts, no insurance, no one to come for them when pirates did. Twenty-eight captains met in a station bar, pooled what they had, and agreed to three rules: share the risk, share the work, and come when called.
The Co-operative granted them a charter, partly out of principle and partly to annoy Hale & Ostrander. The Mutual is now everywhere with a government: one member, one ship, one vote.
What it does
Ordinary freight at fair rates. Members share insurance (a lower excess), answer each other's distress calls, and vote on everything, slowly. It's the first outfit most new commanders fly for, and the one most of them come back to.
What people say
- The Mutual is honest, and broke, and always arguing.
- A faction of members wants to take on Hexon. Another wants Hexon's contracts. Both have a point.
- The twenty-eighth founder was never named. Every Mutual station keeps an empty chair for her.
Its ship: the Garter
Named for the garter snake: common, harmless and everywhere. (Original class.)
- A cheap, rugged starter hauler the Mutual sells to new members at cost.
- Small hold, easy to fly, simple to repair at any station; slower than a Cobra but forgiving.
Not built yet. Design it.
From the trading companies, the canon. Their liveries, story hooks and concept-art prompts are there.
Standing
Carriers' Mutual keeps a record of every contract you fly for it. Your standing decides what it offers you.
- Partner+100The top of the ladder. Partner perks are designed, not built yet.
- Preferred+40The most valuable cargoes.
- Trusted+15Valuable cargo.
- Contractor+5Bigger loads, and now and then a special assignment, by invitation.
- Casual0Starter work: small loads, open to any pilot. Where everyone begins.
- Unreliable-5Starter work still. Deliver on time and they come round.
- Distrusted-9Starter work, grudgingly.
- BlacklistedNo work at all, until you make amends or they forget.
Standing rises with every contract delivered on time: one point, two for a rush job or danger pay, three for a special assignment. Abandoning a contract costs three, losing its cargo with your ship two. Below zero, Carriers' Mutual forgets a point a day, or takes compensation.
How contracts work
- The company supplies the cargo. You fly it there.
- Deadlines are counted in hyperspace jumps, so closing your browser never makes you late.
- Late pays half.
- Deliver well and your standing rises, which opens bigger work. At Contractor, the companies start getting in touch.
Every commander starts at Lave in a Cobra Mk III with 20 t of hold and 100 Cr.
Between them
- The Mutual carries for both when it has to, and trusts neither.
- Wexley-Yorozu builds the worlds the others trade with, and owns the debts of the people on them. Hexon sells its colonies medicine; Vorg sells them protection; the Mutual carries for them at cost and asks awkward questions.
- The Bureau of Continuity sits on Hexon's board, buys from Vorg, and chartered the Mutual. Nobody is quite sure whose side it's on. That's how it likes it.