The crews

Every crew on the islands makes one thing well and runs short of another. Nobody can live off their own stock for long, and that simple fact is what keeps the ships moving.

You start out as a drifter, owing nothing to anyone. Each crew has a contact at its headquarters who will tell you what they're about and offer you work: a supply run for whatever they're short of, a consignment to carry to another island, a salvage trip to a far-off islet, or a quiet look around somewhere nobody else wants to go. Do the work well and they'll start to trust you. Once a crew likes you enough, and you've proved it a few times, they'll ask you to join.

Members get a bunk in the crew's town, a share of its stockpile and better pay for its jobs. In return they're expected to keep that stockpile topped up. Your standing is remembered by everyone, not just your own crew, so a favor for one may cost you with another.

The crews are also where you find hands for your ship. Their contacts know who's looking for a berth: lookouts with sharp eyes, guards who'll stand at the rail when raiders come, and medics who'll patch you up between ports. Hands from a crew you belong to cost more and work better.

The stores

Every crew keeps a shared stockpile at its headquarters, watched over by a quartermaster behind the stores counter. It's what keeps the crew fed, fueled and patched up between runs, and it only stays full if the members keep filling it. Bring goods in and the crew thinks better of you for it. Members can draw from the stores when they need to, up to a fair share each day.

Outsiders can raid the stores, too, if they're bold enough to try. It's theft, plain and simple: the crew will remember it for a long time, the Administration will want a word, and the stores take a while to be worth raiding again.

Standing

Every faction keeps a quiet tally of what you've done for them and to them. Honest deliveries and full stockpiles bring you closer; theft, hot-wiring and violence push you away. Friends will greet you in the street and wave you through the gate. Strangers will keep their distance. Make real enemies, and their guards will tell you to turn around while you still can. Tempers cool over time, but they take longer than you'd like.