Organizations in the Hub Universe
The Hub is a big place, and especially if you're going to be
traveling between the stars it is good to have somebody to watch
your back. Everybody in the Federation belongs to some
organization, even if it's just their extended family, and
organizations (and families) take care of their own to a greater
degree than is true today. Here is information about various
organizations that are known from the stories to exist, large and
small. This is not an exhaustive list; if you want to belong to a
government agency that you think might exist but isn't listed
here, or to a type of organization that I didn't think of, please
say something and I'll see if I can fit it in.
Governmental
- The Federation
- The Federation of the Hub is an organization started by a
number of human and human-ruled planets at the end of the
historical period known as the War Centuries. Its goals are
twofold: to allow its civilization to grow and prosper
unfettered so as to be viable on a galactic scale, and to
prevent the recurrence of the Cluster Wars that ravaged so many
planets and cost so many billions of lives. Founded just about
two hundred standard years ago, it is still a young government
and has not yet ossified into fixed bureaucracies. On the whole
its citizens are fairly patriotic, as the War Centuries have
stamped indelibly into the minds of the people that civilization
as a whole must be protected from the forces that would destroy
it. The Federation is governed by a Council (in Schmitz'
stories it is not stated how one becomes a Council member) and
has a police force, a court system, and a military, among other
things. The Federation is often called the Overgovernment,
differentiating it from planetary governments.
- Federation Courts
- The Federation's own system of jurisprudence is not seen
firsthand in the stories, but presumably the courts, like the
Federation Police, deal only with cases that are too large for
one single planet or multiplanetary government to handle. Cases
involving Hub-spanning drug and organized crime syndicates come
to mind as possibilities, as do cases of treason against
civilization.
- Federation
Intelligence
- The Federation understandably wants to keep tabs on what is
going on throughout its territory, especially since there are
governments that want to keep the Federation from knowing what
they're up to. Federation secret agents are often assigned to
Restricted worlds, looking for signs that their governments are
developing banned technology or preparing to conquer their
neighbors. They may, of course, be assigned to look for banned
technology anywhere, including in non-Federation space.
Additionally, agents may be diverted from their usual
investigations to help deal with threats to the Federation or to
civilization as a whole. A recent incident involving certain
Old Galactic artifacts that had been stolen by a Restricted
government comes to mind.
- Federation Navy
- The Federation has its enemies, and the Federation Navy
exists to protect it from them. It is unclear from the stories
how many ships or personnel the Navy has -- in this game the
number will be "enough." The Navy's main tasks involve
defending the Federation from outside threats and patrolling
Restricted worlds, although there are many miscellaneous tasks
that don't fall neatly into these categories. It should be
remembered that typical Navy ships can take up to four standard
weeks to traverse the Hub's farthest reaches; if no fleets are
in the area it can take time for them to arrive. It should also
be stated that one of the things the Navy does not
usually do is protect individual member worlds from each other;
the Navy will only step in if a conflict between worlds
threatens to grow without bound, if a world or government seems
bent on unlimited conquest, or if forbidden technology comes
into use. I would like to state right now that I have no idea
what one would call a member of the Federation Navy: a sailor?
A soldier? If anybody has any ideas, I'm willing to consider
them.
- Federation Police
- Federation law deals only with problems that are too big for
planets or multiplanetary governments to handle themselves, and
this is also true of the Federation Police. The Narcotics
Division, for example, battles Hubwide traffic in addictive
substances, which are seen as a threat to civilization as a
whole and are often handled by syndicates with a presence on
many worlds.
- Grand Commerce
- In the stories we see only the name of this organization,
but it seems to have the promotion of interplanetary trade as
its goal.
- The Grand Council of the Federation
- We never see a meeting of the Federation Council in the
stories, but we know a few things. It has over 200 members,
which probably doesn't translate into one representative from
each planet. It is probably not an elected body. There is a
seniority system. Individual members of the Council often take
on particular projects for the good of the Federation, such as
dealing with a particular alien situation.
- The Hace Committee is mentioned; it is apparently an ethics
oversight committee within the Council.
- The Outposts Service
- When an independent world does not wish to actively join the
Federation, sometimes the Federation manages to negotiate an
outpost upon it, at least. The Outposts Service constructs and
staffs these outposts on both human and alien worlds; they work
together with Grand Commerce to try to promote trade, and they
have diplomats to assist in negotiation and cooperation between
the Federation and the planetary government.
- Planetary Governments
- Sometimes a planet will have several nations, with or
without some sort of confederation to unite them. Sometimes a
planet will have one single government. Sometimes several
planets will be united under one single government. Any of
these scales of government may be a member of the Federation.
Or not: many independent planets exist, as well as other,
smaller confederations of planetary governments. Any of these
governments may possess military forces and/or intelligence
services.
- The Precolonization Service
- When a habitable world without a native intelligent
population is discovered, the Precolonization Service is usually
given jurisdiction over it. "Precol" will survey the planet and
prepare it for colonization, a process that usually takes
decades, after which it is declared open for colonization.
Precol is headquartered on Evalee, which is also home to the
Precolonization Academy, where prospective Precol officers are
trained for their careers.
- The Psychology Service
- The average citizen has only heard rumors about the shadowy
Psychology Service. If you've been to Federation Court you know
about the Verifier, a device that can determine beyond question
the truth or falsehood of a statement and in some cases can
visually reconstruct a situation that a witness is questioned
about. At spaceports on some planets the local customs
officials employ scanning machines supplied by the Service to
locate contraband or illegal substances and to stop carriers of
foreign diseases before the planet's population becomes
infected. There are rumors that the Service is more pervasive
than this and that their machines do more than advertised.
- These rumors are true. The Psychology Service's real job is
to protect the Federation and its citizens from psi-based
threats to civilization, and it is well able to carry out its
task, because it employs some of the strongest psi talents ever
known and has information-gathering psionic machinery
constantly feeding data to its correlating computers. Threats
are dealt with, though rarely in a publicly visible or fatal
way. The goal of the Service is, like the goal of the
Federation, to preserve the ecological diversity and competition
among the people of the Hub so as to ensure its strength against
possible attack from without. However, the Service sees its job
as easiest when the people of the Hub as a whole are not aware
of its activities or of the existence of psi in general.
- The Psychology Service will intervene, sometimes visibly,
sometimes invisibly, when:
- A psi is setting up permanent controls on significantly
large numbers of people - since this is one of the factors
that fueled the War Centuries, this is taken the most
seriously. The Service will probably slowly insinuate a
compulsion into the mind of the controlling psi, making them
more likely to focus their talent elsewhere, or at least
less likely to use their power for the sole purpose of
accumulating more power. This preserves the psi's
functionality in case his/her talents are needed in the
future.
- They detect a previously unknown Class Two or higher psi
- the Service is always looking for new psis to recruit.
When such a psi is found, a compulsion is usually installed
that almost undetectably pushes the psi toward using their
talents only in beneficial ways and seeking guidance, which
will be provided by the Service. The Service doesn't take
it too hard if a psi doesn't join up, although it will keep
track of that psi for the rest of his/her life.
- Someone becomes aware of the Psychology Service and the
magnitude of its operations - if this person is a psi, the
Service will usually attempt to recruit; in fact, the
revelation of some of the truth behind the Service may only
seem to be an accidental discovery and may in fact be part
of its recruitment plan for this person. If the discovery
is in fact accidental, the subject's memory will probably be
altered.
- A psi is operating openly anywhere except on an
experimental planet where this is permitted - this is
another situation where a compulsion is usually installed.
The Service does not want it generally known that psis exist
or have power, but it has no problem with rumors and
folktales. Such a psi will probably start feeling pangs of
guilt and questioning whether it is wise to operate so
openly. The presence of actual psi predators, possibly
working for the Service, usually helps this process
along.
- A subsection of the Psychology Service known as Symbiote
Control seeks out and monitors various types of intelligent
symbiotes that attach themselves to or otherwise prey on
humans.
- The Scouting Service
- The Space Scouts are explorers, traversing the farthest
reaches of known space and extending the Federation's knowledge
and frontiers as they chart interstellar objects, explore
strange phenomena, and map newly-discovered planets. It takes
quite a bit of courage to do this job, because a good percentage
of Scouts disappear without a trace. It's rare to encounter a
Space Scout with only a handful of strange stories to tell.
Only the best, or the luckiest, survive long enough to
retire.
- As with many other branches of the Federation, the Scouts
have their own intelligence agency, seeking out information from
the fringes of Federation space. Usually their investigations
center around the doings of the various enemy alien and human
planets or the dealings of criminals operating outside
Federation jurisdiction.
- Transcluster Finance
Private
- The Ancient and Honorable Society
of Retired Space Scouts
- Space Scouts who survive long enough to retire usually join
this organization. They have conventions where they get
together to chew the fat and talk about the old times and the
things they've seen. Some retired Scouts have their own ships
and never can bring themselves to quit exploring. The Society
takes care of its own, too; if a Scout is in trouble, retired or
not, the Society will come to his or her aid. In the two
stories in which it figures, it seems a lot like an "old boys'
network," but judging from Schmitz' penchant for writing strong
female characters there are undoubtedly a number of old girls
in there as well.
- Banks
- The banks of the Federation are much more than just
financial institutions -- when you open an account you often get
an insurance policy as well. Some banks see it as much more
potentially profitable for themselves if their clients,
especially the wealthier ones, were to stay alive and earning
(and depositing) money, and will sometimes assist if there is a
potential threat. When a child is the beneficiary of a fortune,
a bank will often be the trustee of the child's financial
well-being rather than a law firm or the government.
- They're just like corporations today, although the largest
corporations span the entire Hub and are probably more powerful
than anything but the Federation itself. It is possible that
some gigantic corporations may possess military might, and it is
likely that many employ espionage agents. There are, of course,
corporations of all sizes, from the largest down to the
smallest.
- Crime Syndicates
- Basically, see Corporations, only these operate outside the
bounds of Federation and planetary law. It is more likely for
crime syndicates to be headquartered outside Federation space,
to make it more difficult for the Federation Police and
Federation Intelligence to interfere with their activities.
- Detective Agencies
- Sure, they have their divorce cases and the like, but in a
Federation where the law may not investigate a murder that took
place in interstellar space, for example, a private detective
agency may be the only recourse for the victim's family or
associates. It is not unknown for the family or other
affiliations to take the law into their own hands in
interstellar cases, but usually they will do so with the
assistance of a detective agency, which tends to have resources
for analyzing evidence and hunting down perpetrators.
- Independent Fleets
- The "I-Fleets" are a loosely-defined group of trading clans,
each with a self-declared jurisdiction over several planets in
I-Fleet space. See the Introduction
for more information.
- Information Services
- I just wanted to mention these; it is possible to hire one
to look up information about pretty much any topic. Like a
clipping service, they will go through the literature and the
media to find out anything that is known about the subject in
question, which is an essential service in a universe with so
much information to sift through.
- Newscasting Services
- If you are interested in keeping up with current affairs, it
might be a good idea to tune into one of these on the ComWeb
every now and then. Just like today, reporters will travel to
the scene of important events so as to send back on-the-spot
holographic video and to interview the locals and experts. They
will interview prominent figures in government, entertainment
and academia. Investigative reporters will work their way into
corporations or governmental agencies to find corruption or
expose coverups. "Adacee" is the name of one well-known
newscasting service.
- The Non-Direct Mail System
- Whether it can fairly be called a "system" is open to
interpretation, but the non-direct mail system is quite popular
among the Federation's rough-and-ready citizens, and the
Federation does nothing to shut it down. Records are
scrupulously not kept about who sent a package or when it was
handed off from one carrier to another, but special handling can
be offered, such as the delivery of a package at a particular
time if a certain code is not received.
- Sporting Societies
- These organizations sanction and regulate hunting, which is
permitted by law in wild areas on many Federation worlds. Rules
and regulations exist to clearly define the challenge rating of
each hunted species and to control the types of weapons and
protective clothing that can be used for each rating. Honor and
rank are important in these societies; these are denied to those
who do not follow the regulations, who may also be punished by
the planetary government's legal system as well.
- The University League
- The "U-League" is a sort of interuniversity council, an
organization dedicated to furthering academic cooperation
between the Federation's thousands of institutions of higher
learning and research. The U-League also provides a liaison
between academia and the Federation Overgovernment, not unlike
the role of the National Science Foundation or the American
Medical Association.