Take the chair of a working starship — the Plain Dealing's warm chaos or the Unhurried's held breath — and fly a freight sector that needs working, not saving. Eight crew came with the ships: unfinished, adult, worth knowing slowly. Warmth is earned watch by watch; grief is real and handled plainly; ports remember how you deal and price what they remember. An extra cup set at the table says more here than any speech.
Somewhere in the Prime Drift — ten ports strung across honest dark, freight lanes worked by people who know one another's names — a captain's chair stands empty, and the papers on the table carry yours.
The Plain Dealing rides the Spindle's Ring Dock: a patched mortal freighter, loud with argument and warmer than she looks, four crew aboard who fight like family because they are one. The Unhurried rests at the Anchorage's Tall Quay: a tall Higher-built vessel, lit from no fixture anyone can point to, her four Higher crew as quiet as the Dealing's are loud. One ship is yours to captain. The other rides her own berth — walking her decks is allowed; flying her is not.
No one aboard either hull is done becoming who they are. They will feed you, argue near you, and take your measure watch by watch — and what each of them holds closest they hand over slowly, to someone who has stood a real watch beside them. Warmth here is earned, never issued.
No war is coming. Nothing needs a hero. The sector needs flying: work posted at hiring boards, parts and provisions moving, and a console of ten rows where half the sector stands open from the first watch and the rest waits on charts and one hard-won license. Out past the last open row, the ports say one name like a warning.
Take the chair. The cup is already set.