Law and Enforcement

Law and Enforcement

Core Law

The core worlds are the most heavily policed and regulated. Every ship entering a core port goes through multi-stage inspections: registry check, cargo manifest match, crew ID verification, and tariff assessment. Inspections are methodical and bureaucratic. Delays are normal, sometimes lasting weeks if a form is missing or a seal number is mismatched.

Legal appeals are available but slow. Filing an appeal requires a licensed advocate, official seals, and multiple review stages. An appeal may take months or even years to resolve. This is acceptable to major corporations who can afford to wait, but devastating to smaller crews who need their ship or cargo released quickly. Bribes exist but are riskier here than anywhere else; if caught, both sides can face contract termination and public blacklisting.

Central Authority patrols occasionally move through these regions. Their priority is protecting insured cargo and maintaining tariff compliance. Civil disputes between crews are usually referred back to contract courts or arbitration, not resolved by force.


Mid Law

The mid worlds enforce law inconsistently. Ports generally have police or inspectors, but they are underpaid and stretched thin. Laws are present, but bribes, favors, and reputation often carry as much weight as formal procedure.

Cargo seizures can be avoided with “expedite fees,” and routine inspections may be skipped if an official owes a favor. Honest inspectors do exist, and some take pride in protecting trade stability, but they are often limited by lack of staff or outdated equipment.

Violence is less open here than on the rim but still common behind closed doors. If two syndicates compete in a mid port, disputes might play out as sudden firefights in docking bays or quiet disappearances of crew members. Planetary Governments may deploy militia patrols in mid zones, but their orders usually prioritize protecting local industries and corporate assets, not travelers.


Rim Law

On the rim, law is a personal tool rather than a structured system. The strongest individual, crew, or faction in a region decides how law is applied. Disputes are resolved directly, often within hours. Bribes are expected, favors are demanded, and violence is routine.

Courts exist in name but are little more than fast-track debt converters or syndicate-backed arbitration tables. When money or cargo is involved, rulings are swift: the cargo is seized, fines are imposed, or the debtor is forced into labor contracts. Appeals are unheard of.

Many rim ports allow private enforcement crews licensed by planetary charters. These act as police, debt collectors, and enforcers all in one. Justice is secondary to ensuring that profits keep flowing and that local bosses are respected.


Common Charges

Across all regions, the same charges appear most often:

  • Unlicensed Carriage. Transporting passengers or goods without proper registry, permit, or bond.

  • Meter Fraud. Tampering with Vellari-standard water meters to undercount or siphon flow.

  • Seal Tampering. Breaking or forging cargo seals to alter manifests or steal goods.

  • Contract Evasion. Failing to meet a labor or shipping contract without proper cancellation.

  • Salvage Without Notice. Recovering a derelict or wreck without declaring salvage rights.

  • Route Falsification. Publishing or selling false lane charts to gain advantage or mislead rivals.

Penalties vary by region: in the core, charges lead to fines, cargo seizure, or loss of license. In the mid, they may lead to fines, bribes, or blacklisting. On the rim, punishment is often physical harm, indenture, or permanent loss of ship.


Courts and Arbitration

Tariff Courts (Core).
These courts handle disputes over tariffs, bonded cargo, and port seizures. Judges are appointed by Central Authority offices and tend to rule in favor of stability and precedent. Hearings are long and require extensive paperwork. Mega-Corporations usually win because they can fund full legal teams. Independent crews rarely succeed without clear evidence and strong guild backing.

Debt Courts (All Tiers).
The most common court type in the galaxy. When debts are unpaid, debt courts step in. Their rulings often convert unpaid loans into labor contracts, forcing debtors to work for creditors until the debt is considered cleared. On core worlds, terms may be standardized with clear end dates. On rim worlds, contracts can effectively last a lifetime, binding entire crews into permanent service. Many crews fear these courts more than pirates.

Neutral Escrow Arbiters (Few Ports).
In rare, respected ports, escrow arbiters exist as independent mediators. These arbiters hold funds, seal codes, and contract proofs. If a dispute arises, the arbiter checks logs and records, then releases payment or cargo based on the evidence. Because their rulings are trusted by multiple factions, these stations are heavily guarded. Any attack or fraud against an arbiter is treated as a galactic-scale crime, punishable by blacklisting across dozens of worlds.


Enforcement Tools

  • Inspectors (Core). Bureaucrats with authority to seize ships or cargo based on irregularities. Backed by Central Authority law.

  • Militia and Port Guards (Mid). Local forces paid by Planetary Governments or corporations. Enforcement quality depends on who pays their wages.

  • Enforcers (Rim). Syndicate agents or private crews acting with local boss authority. Known for fast action, little paperwork, and rough methods.

  • Data Guild Witnesses. Record keepers who provide certified logs of disputes. Their presence can add legitimacy to a ruling.

  • Faith or Mutual Aid Advocates. In some places, aid groups provide witnesses or advocates to defend vulnerable debtors, though they face pressure when doing so.