The Alliance of Heroes Organization in custom Void Walkers | World Anvil
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The Alliance of Heroes

If you ask one of their members, they’re the saviors of the galaxy. If you ask most governments, they're busybodies that should really keep their noses out of other people’s business. If you ask a pirate, warlord, or mob boss, they’re just the enemy   The Alliance of Heroes is an organization of people devoted to fighting evil and protecting people. Attracting would-be adventurers, nieve kids, and anyone with an inflated sense of self-righteousness, the Alliance is a diverse organization, with members from most of the galaxy’s races.   Funded by a combination of donations, bounties, and captured goods, they act as mercenaries, not for the highest bidder, but for those with the best goal. On their own time, they act as peacekeepers, hunting down pirates and criminals, intervening in regional conflicts when they can, and patrolling borders wherever they’re allowed. In addition to the martial side, they have a massive medical and diplomatic presence that manage relief efforts and helps resolve political issues wherever they believe they’re needed.

Structure

The Military: Ran by a series of captains and admirals. The Admirals are in charge of managing the overall scope and logistics of the organization. At any given time, their number ranges from 3 to 10, depending on promotions, retirements, or current state of the galaxy. Right now, there are 8 seats filled. On the other side, the Captains Council ensures all duty stations are represented in the general policy. Should a major issue arise, up to 0.01% of the Captains Council can come as representatives to air their grievances.The Captains Council consists of every captain in the organization, and only meets in person once every other year, but video feed meetings happen very frequently, sometimes even on a daily basis.   The Diplomatic Corps: Doubling as the negotiation and the espionage arms of the organization. Their head, Zelda Daltus has been around since before The Star became their base of operations, and shows no sign of retiring, or ageing in general.   Tech Squad: Running as an independent arm of the organization. Usually they pick either the least oblivious member of their group or the most tech-savvy general to direct funds and priorities, but sometimes they get someone who has enough charisma and desire to actually claim leadership. Right now they are headed by Jeremiah Stain, previously head of the robotics division. SWS, much like the Diplomatic Corps, has been run by the same person, a woman who goes by the title Nova, since before the founding of the AoH.   Medical Team: Run by a panel of whichever doctors happen to be at The Star at any given moment. Though ridden with internal politics, for the most part the medical team doesn’t require much management.

Public Agenda

As an organization the AoH hopes one day to put down all forms of crime and piracy, and establish a lasting galactic peace. In the short term they focus on constantly improving their capabilities. They operate on a mentality of “the next big conflict is just around the corner” no matter how many corners they turn. When they finally turn the right one, they want to be ready

History

-132:In a particularly crime-ridden sector of the region, a group of adventurers hijack a series of fighters from a local crime boss, using it to capture a pirate light cruiser. They work up from there, capturing pirate ships and recruiting where and as they can   -130 to -100 GCS: News gets out about their success. Across the sector, many kids die trying to emulate the adventures, but many others succeed   -86 GCS: Mob boss of an affluent planet is forced to flee to space after a botched series of hostage jobs, taking the hostages with him. A daring boarding action allows the original party of adventurers to rescue the hostages. In gratitude, the relatives of the hostages agree to help fund their actions, one going so far as to donate a large resort station as a staging ground.   -81 GCS: The resort station finished retrofits, turning it into a full battlestation. Shipyards are being attached to the superstructure.   -80 GCS: With official backing, the group of adventurers announce themselves as a legitimate organization.   -75 GCS: Other organizations begin appearing. Unlike the first wave of people looking for adventure, these are semi-professional groups, ranging from planetary watch organizations, private security firms, and even some criminal organizations looking to turn a new leaf. Each try to gain some official or financial backing   -75 to -20 GCS: The pirate infestation is systemically destroyed as everyone who can afford to buy or steal a combat starship starts hunting them down. The local economy booms as trade flows, stolen treasures are reintroduced to the markets, and bounty money is spent.   -17 GSC: A planetary conflict spirals out of control, leading to a system-wide conflict. One of these bands is caught in the crossfire, and puts out a call for aid. Many other bands enter the system, and within a month of the distress call being sent the fighting ends. With diplomatic prowess, the threat of another intervention, and a lot of luck, a truce is signed that all parties are somehow content with. As the bands celebrate, they start talking about creating a formal organization   0 GSC: The last pirate band in the sector, after a 20 year siege on their asteroid base, is destroyed. During the celebration, the heads of several of the bands reveal the fruits of their conversation 17 years ago: A Grand Charter, stating their goals and ideals. Though there is some complaining, the amount they have worked together over the last two decades allows these to be dealt with peacefully   38 GSC: An interplanetary medical organization is rescued during a regional conflict. They join the Alliance and become the start of it’s medical arm   50-100 GSC: With many of the shorter-lived founding members having retired, the original bands start to be fully integrated. By the end of this period they are no longer an Alliance of separate groups, but a single cohesive organization.

Technological Level

There are 4 major things to understand about AoH technology   1) Their shields are pretty fantastic. They can survive a stronger beating than one would expect of their class, and their power requirements are rather low. That being said, they are vulnerable to electric attacks, and ignore any projectiles that move too slow   2) Their power storage capabilities are also rather high. The batteries they use on their handheld weapons can fire continuously for days without needing recharging, and their combat robots can fight for years.   3) Despite their power storage capabilities, their weapons are usually weaker than they would be. Their standard infantry weapon is a low powered laser rifle whose attack stuns rather than cuts. While they often have a cutting setting, doctrine and training discourage their use against organic opponents. The same goes for combat ships, whose weapons are often outclassed. Individual captains will often augment their ships with other weapons, both giving them a personal flair and increasing their stopping power. Examples of this include Captain Ralum's Star Defender (flagship of the Home Fleet) who sacrificed all offensive capability for point defense and CiC so as to cover The Star and direct it's fire, Lady Lanare who took a light cruiser and shoved 5 hangers and 10 shield generators into it for her Hive Queen, or Captain Skybright's Minuteman (and later Aegis, currently serving with the Voidwalker Project) which gave up it's broadside missiles for chaser missile tubes and an anti-armor nose laser.   4) All their tech is extremely modular. It's designed to be able to be attached to captured ships, and is therefore incredibly easy to install. However, as their engineers are paranoid about secrets, all their devices are rigged with self destruct systems. Any attempt to look inside would destroy all the inner mechanisms, making it nearly impossible to reverse engineer any of their tech

Infrastructure

The AoH maintains a large network of refueling stations, waystops, communication arrays, and the occasional space-based fast food restaurant. These serve both as a secondary source of funds, and as projections of their power. These stations are open to refugees of all ilks and are open to everyone.

For the Good of All Good People

Founding Date
0 GCS (Grand Charter Signed)
Type
Military, Mercenary Group
Government System
Democracy, Parliamentary
Location
Notable Members

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