It bit a little to have to play by someone else's rules - but what they don't know won't hurt them, you suppose. There's still a lot of freedom this way, and the landship is still in serviceable shape. All you have to do is not die and get the job done, and you should eventually earn enough cash as a group to buy yourselves out and throw off your corporate chains for good. Or maybe you'll stay amicable, who knows?
. . . Reports are still a pain in the ass, though. Speaking of, you search your hazy mid-awakening memory for their contact information. It wouldn't do to forget how to get ahold of. . .
A. Penguin Logistics, the mysterious "secure delivery" firm. You're not actually certain there are more than five people actually in Penguin, and that one Sankta was weird as hell, but the money is good and the gang warfare is mostly not your problem. You're also not going to worry about why a logistics firm is involved in gang warfare at all. Lungmen is a strange place.
B. Karlan Trade Company, the frigid juggernaut of Kjerag. Silverash has been buying up his own private military and you figured getting in on that could be a golden opportunity to get some real influence. The rumors about what happens to people close to him, especially if they would be useful for something, are probably exaggerated. All you really know for sure is that there's going to be plenty of work.
C. Blacksteel Worldwide. You didn't want to sign on under them outright, but being able to leverage their existing contacts is nice. Of course, it'll be a lot harder to make a real name for yourself if you've got to staple a Blacksteel logo next to yours all the time.
D. Write-in.