The trading companies

Worldbuilding for the four outfits in companies and contracts. Proposed; change by pull request. Tone as in the worldbuilding bible: dry, terse, let the player imagine the rest.

A rule for this page: the companies are inspired by real-world types (the chartered trading houses of history, the corporations of science fiction, the co-operative movement) with plenty of poetic licence, but none of them is a real company, and no real company, person or agency is portrayed. Rumours in the game stay rumours: never confirmed, never quite denied.


Hexon Holdings

Continuity of care.

The villain in a clean white coat. The biggest outfit in the galaxy, and the most polite.

Where it came from

Two houses, one merger.

When the Charter came up for renewal, Hexagen bought Hale & Ostrander outright. The new company took the name Hexon Holdings and a mark of two H's back to back. Officially the H's stand for nothing. Old hands say Hexagen–Hale. Older hands say Heads, Hexon wins; tails, Hexon wins.

What it does

Medicine, biologicals, luxury goods and anything that must arrive on time, across the safe core: Corporate States, Democracies and Confederacies. Hexon contracts pay well, pay promptly, and come with paperwork. Late deliveries are not forgiven.

What people say

Mark and livery

Its ship: the Coral

Named for the coral snake: beautiful, bright, and deadly. (Original class; not from Elite.)

Story hooks


Vorg Industries

We build. You survive.

The villain who gives speeches. A frontier conglomerate that makes everything and sells it to everyone. (A nod to Zorg Industries in The Fifth Element*, and to the arms-and-everything dynasties of history.)*

Where it came from

Aurelius Vorg started with a scrapyard in an anarchy, at the edge of the old frontier wars. He paid salvage crews in cash and no questions, stripped the wrecks they towed in, and rebuilt them into armed haulers that could get through where no one else would.

Today Vorg Industries makes hulls, lasers, missiles, mining gear and "pest control" (its Thargoid-response division), and runs freight wherever the law is thin: Anarchies, Feudal and Multi-Government worlds. Aurelius still gives a speech every year. It is always about freedom, and always very long.

What it does

Freight through dangerous space, with big danger bonuses; weapons, alloys and machinery; and, for commanders it trusts, cargo described on the manifest as irregular. Some of it ticks.

What people say

Mark and livery

Its ship: the Gaboon

Named for the Gaboon viper: fat, slow, and the longest fangs of any snake. (Original class.)

Story hooks


The Carriers' Mutual

No hauler flies alone.

The honest ones. A mutual society of independent haulers, chartered by the Co-operative, owned by its members. (Inspired by the Rochdale Pioneers, the 28 weavers who founded the co-operative movement in 1844, and by the mutual insurance societies of shipping history.)

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

Mark and livery

Its ship: the Garter

Named for the garter snake: common, harmless and everywhere. (Original class.)

Story hooks


Wexley-Yorozu

Better worlds, built to order.

The villain with a twenty-year plan. Terraformers and shipwrights: they build the stations, the colony ships and, given time, the worlds. (A nod to the terraforming company of Aliens*, and to the company towns and colonial land companies of history.)*

Where it came from

Edmund Wexley built atmosphere processors: towers the height of mountains that turn a poison sky breathable over twenty years. Haruki Yorozu built the ships and stations to carry them. Neither could afford a world on his own. Together they found a way to make the worlds pay for themselves: the colonists.

A Wexley-Yorozu colony is free to join. The passage, the prefab housing, the air: all on credit, at fair rates, repaid from the colony's work over a generation. Most colonies repay it. Some are still repaying it four generations on. A few stopped answering, and Wexley-Yorozu sent a ship to see why. The ships came back. The reports were sealed.

What it wants, and the people inside it

A company is people, and people are driven by feelings, not strategy. Wexley-Yorozu's plan is a twenty-year one (become the landlord of the frontier: clause 214 hands a defaulted colony, its world and its people to the company), but what makes it real is who carries it out, and why. Glad, sad, mad, bad.

The Ninefold is the first of these stories (exploration): an untested seed, a failed harvest, a debt, and clause 214. The explorer who finds its report decides who learns the truth.

What it does

What people say

Mark and livery

Its ship: the Bullsnake

Named for the bullsnake: big, heavy, and loud when it's annoyed. (Original class.)

The fleet: the Titanoboa and the yards

Named for Titanoboa, the largest snake that ever lived. (Original class.)

Nobody tows a station across the stars. A Coriolis is millions of tonnes; hauling that between systems would cost more than building it. Wexley-Yorozu does what any sensible builder does: it brings the factory, and makes the station from what's already there.

The Titanoboa is the factory. A constructor ship kilometres long: smelters, refineries, fabricators, a reactor, and quarters for a few thousand workers. It arrives in pieces: Bullsnake teams bring its modules through a rift and it's assembled in orbit for the months of the build, then taken apart again when the station opens, its modules going on to the next job. (Modular since October 2026: see the Titanoboa design.)

How a station gets built:

  1. Survey. Survey ships (and explorers' data, bought by the Science Division) pick the site: a stable orbit near a moon or an asteroid field, because that's where the raw material is, and lifting ore off a small moon costs almost nothing.
  2. The constructor is assembled. Tug teams bring the Titanoboa's modules through a rift and couple them in orbit near the moon, the maw facing it. Mining drones and Bullsnakes start running ore up from the surface.
  3. Refining. Ore goes in one end of the Titanoboa; structural alloy, plate and cable come out of the other. The bulk of the station is made here, from the moon.
  4. What can't be made locally comes by trade. Electronics, computers, machinery, life support, medicine, food for the workers, and the workers themselves. That's the work for traders and haulers, and why a yard pays well.
  5. The spine. The docking axis goes up first: it's the station's backbone and its spin axis.
  6. The frame. The truss shell grows around the spine, the familiar Coriolis shape in outline.
  7. Plating and pressure. Panels go on, sections are sealed and pressurised one by one, and the first berths open.
  8. Spin-up. The finished station is spun up, slowly, over days, until its rim gives a comfortable gravity. Traffic control comes online, the market opens, and the Titanoboa comes apart, module by module, perhaps leaving one behind on the new station.

What you see at a yard: the Titanoboa in orbit by a moon, a stream of ore haulers between them, the station in whatever stage it's reached (a bare spine, a skeleton, half-plated, spinning up), and a corporate fleet around it all: Bullsnakes, tenders, survey ships, and a security wing that doesn't like visitors.

Moving a station happens almost never, and it's an event when it does. The station is de-spun, a Titanoboa is assembled with a drive module fitted (the only time it carries one), and it docks rigidly through the slot, which sits right on the station's axis and centre of mass. It pushes rather than pulls (cables can't push, and a towed station would swing like a wrecking ball every time the tug changed speed), and makes short, slow jumps.

Story hooks


Between them

Think something here should change? Say so on the ideas board, where others can vote it up, or email hello@witchspace.org.uk. If you code: this page is docs/companies.md on GitHub, open to pull requests.