The Warrant League began as a loose collective of scavenger captains operating in the frontier corridor now called the Touchstone Run. During the era of Imperial decline, local authorities stopped enforcing salvage law. Disputes turned violent. The League formed to:

Its “Warrant Charter” is not legally recognized anywhere but within the Run, it is treated as binding law. Even remnant factions like the RRD-34 work around League authority rather than over it.

SYMBOL & COLORS: Twin crossed spanners over a fading starburst. Yellow hazard stripes, oxide red, matte black

LEAGUE STRUCTURE
The Warrant League is not a government. It is a cooperative cartel of captains whose power is proportional to:

Its structure is fluid and loosely maintained. There are factions within factions operating within the larger umbrella.

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THE WARRANT LEAGUE ON KEREBOS STATION
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Kerebos Station is not governed by a central authority. There is no legal code recognized by any surviving Imperial jurisdiction. The Warrant League fills that vacuum — not as a government, but as a hegemonic cartel enforcing “salvage order” through tradition, muscle, and economic necessity. Their power is both cultural and practical, and they exert it across the station in differing degrees depending on the deck. RRD-34, by contrast, holds technical authority, not political power. This leads to constant friction but it has been managed well with few blowups.

I. OATHKEEPERS
The Oathkeepers form the League’s internal authority, a disciplined and deeply ritualistic order tasked with overseeing all station-bound matters. They trace their origins to the chaotic years immediately after the Crown-class carrier wreck first became habitable. Back then, scavenger crews fought bitterly over the command decks, each claiming the right to strip or control the Spindle. To prevent a civil war, a pact was made — and a subset of salvagers swore an oath to guard the Crown Spindle in perpetuity. Over generations, that oath grew into a formalized tradition. Today, the Oathkeepers serve as:

Unlike most station factions, the Oathkeepers are neither corrupt nor purely self-interested. Their legitimacy stems from reverence — for the Crown Spindle, for the station’s fragile stability, and for traditions that predate every scavenger currently alive. They step lightly but carry enormous symbolic power. Violence is strictly forbidden within the Spindle under their doctrine, and even hardened gang members hesitate before crossing an Oathkeeper’s path. The Oathkeepers see themselves not as rulers, but as stewards. Without them, the Spindle would fall into chaos, and the station’s last links to Imperial knowledge could be lost forever.

II. CLAIMKEEPERS
While the Oathkeepers maintain order inside Kerebos, the Claimkeepers enforce League authority everywhere else. They are the blunt instrument of the Warrant Code — an autonomous collection of armed crews, bounty-hunters, and enforcement vessels who pursue justice in the void. Claimkeepers operate aggressively in the frontier beyond Kerebos, responding to:

Their patrol routes extend across the Touchstone Run, reaching into debris clouds, derelict graveyards, asteroid belts, and abandoned jump anchorages. A Claimkeeper cutter dropping out of jump space is both a relief and a warning: they protect League-registered salvagers, but they also mete out violent retribution to anyone who violates the Warrant Code. Where the Oathkeepers act with ceremony and procedure, Claimkeepers act with force and certainty. In practice, they function like a roaming sheriff’s department — one driven by profit, duty, and the harsh realities of frontier salvage law.

To outsiders, the distinction between Oathkeepers and Claimkeepers is subtle, but aboard Kerebos it defines the rhythms of daily life. Inside the station, you answer to the Oathkeepers. Outside, your fate depends on how closely you’ve followed the Code — and whether a Claimkeeper vessel has marked your transponder.

III. WARRANT PATROLS
A Warrant Patrol is the most visible everyday expression of Warrant League authority inside Kerebos Station. While Oathkeepers hold ritual authority and Claimkeepers enforce the Warrant Code across the void, Warrant Patrols serve as the working boots-on-the-deck presence that the average resident encounters. They are neither police nor military in any official capacity. More accurately, they are a peacemaker corps sanctioned and financed by the upper levels of the League in any location where the league operates. As far as the residents of the station are concerned, that makes them the de facto legal authority.

IV. CIRCLE JUDGES - LEAGUE ARBITRATORS
The legal system of the station is a fairly simple mini-court structure referred to as Circles with different levels pertinent to the degree of criminal offense. The arbitrators argue the cases for or against the accused and the judges determine innocence or guilt (including punishment) strictly from the Warrant Code. There is a very difficult appeals process that almost never develops properly so rulings are typically final. When there are disputes between individuals and not any actual Code infraction, these are often referred to the RRD-34 for mediation as the League isn't well equipped for civil hearings.