The World Of 'Warhammer 40K': The Leagues Of Votann

The Kin of the Leagues in battle with the Orks

The Leagues of Votann are, at present, the newest faction added to Warhammer 40,000, but are also a deep cut, as a new iteration of an old faction previously removed over two decades ago in the earliest iterations of the tabletop game. Formerly called the Squats, which is a term still thrown at them by the Imperium of Man, which also refers to Kin-Human mixes, the Leagues are vast conglomerates of resource extractors operating from the core of the galaxy, and occasionally venturing into far-space (the wider galaxy). Made up of stout humanoids and robots called Kin who possess a capitalist view of the galaxy, the Leagues are an interesting blend of ancient visuals through runic lettering and braided decorations, and efficient, sturdy classical sci-fi design elements. 

The Votann And The Kin

The Kin are ignorant of much of their ancient history, as it is lost to the ages, and the gradual slowing of the vast supercomputers they almost revere as gods. However, the Kin are aware that they are offshoots of Humanity, though exactly when their people left for the galactic core is a mystery. They do not often advertise this fact too openly, as it would no doubt cause considerable interest from the Imperium of Man in reabsorbing this ancient split from Terra’s biological tree. As alluded to earlier, the ancient Kin were aided by the Votann, advanced AI supercomputers capable of incredible feats of calculation and insight. They are also responsible for the creation of the Kin and their close relatives, the Ironkin.

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A Votann

Kin themselves are cloned beings, but they are not mere duplicates of each other. Instead, countless thousands of cloneskeins provide each group of League society with a diversity in appearance, as well as usefulness due to certain mutations that are part of each skein. These mutations may be external, such as craggy skin or altered eyes, or internal, and they may also help in combat as much as they do in deep-mantle mining. The Kin are thus incredibly diverse, and also critically, largely possess dimmed souls as a result of their clone origins, which means that Daemons overlook them in their quests for sustenance. One type of cloneskein, though, is for the Grimnyr, the only major Psykers in League society who are also the figures who commune with the Votann.

The Ironkin, meanwhile, are robots that are assembled and dispensed by the Votann for a place in Kin society (there are also robots called COGs, which are of limited intelligence and are not considered Kin). Unlike within the Imperium of Man, autonomous robots are not feared or even demeaned among the Kin, as Ironkin are seen as equals. Their incredibly sophisticated networks are able to simulate emotions incredibly accurately, which can lead them to socialize and connect with the world around them beyond things simply being a task. While they seek to fulfill roles needed and are not often ambitious or aspire to leadership, they can learn new skills and are never forced to remain in one job or complete one task.

However, the biggest drawback for them and the flesh Kin is their numbers. The Votann are slowing, and have been slowing for centuries, as they were likely not meant to last the perhaps 20,000 years they have been operating. As a result, Kin production is slowing too, meaning that unless some way can be devised to offload the burden the Votann bear, or to uncouple their total control over the manufacture of the Kin, the entire species is at risk.

Kin Culture and Organization

The Grimnyr with their E-COG assistants,

The Kin are resource gatherers, but they do not hoard such mineral and material wealth for their own gain, but for the betterment of the Kindred and the Leagues. Each group in Kin society is divided into a Kindred, anything from an extended family of a few dozen to many millions. These Kindred, then, make up the membership of the Leagues and live in great facilities called Holds. Some are vast mine-fortresses on atmosphere-less moons, some are colossal mobile starships, and others are found in more exotic or strange locales. Each League also has countless Guilds, for every kind of good, service, and trade, linking even rival Leagues together in commerce (though there are also multiple Guilds competing in the same arenas of interest).

Kin society also knows a number of truths that define how its society conducts itself internally and externally. They are a people of few words, economical even in language, as the use of one word is often heavy with meaning. For example, the idea of a Hold can mean any number of structures serving a key purpose for the Kindred. But four of the Truths the Kin hold are: 1) The Ancestors are Watching, 2) Luck Has. Need Keeps. Toil Earns. 3) The Void is in our veins. 4) It’s Kin. Each speaks to a key element of Kin society. They are hardworking, sturdy, reliable, devoted to their craft and the survival of their people. They also revere their ancestors, not just the Votann, but the many millions of Kin who came before them and whose memories and experiences are added to the Votann after someone passes away (this is part of why the Votann are slowing down, as they are flooded with irrelevant data). They also, as mentioned earlier, largely keep to the Void, and can be found excavating, salvaging, and prospecting in all kinds of strange celestial environments alongside more conventional sites.

The Leagues of Votann in battle with the Tyranids,

The Kin are a practical people, and unlike the religious zealotry of factions of the Imperium of Man, will not throw thousands into a meatgrinder to try and win a fight. They can and will retreat….except if a Grudge is called. Grudges are declared against foes who inflict some grave injustice or offense against a Kindred or League, often as the last straw in a consistently building conflict (the Tyranids, known to the Kin as the Bane, are a common target of recent Grudges). Kin will expend vast quantities of lives and resources to fulfill the terms of Grudges, completely contrary to their regular nature, but it is a key cultural element of the Kin that shows they are not a people to be fooled, mocked, or denigrated. They are Kin, and that means one had better respect, accommodate, and acquiesce.

The Greatest Leagues

There are many Leagues within the galactic core, with their Kindreds often clustered close to home, or sometimes journeying far afield into the wider galaxy. But five of these Leagues are the most notable, standing above the rest due to their power or unique positions in the universe of the Kin.

Greater Thurian League

One of the five most notable Leagues of Votann, the Greater Thurian League,

With a livery of white and sea-green, the Greater Thurian League is perhaps the single largest League at present in the Warhammer 40,000 galaxy. Known for their prosperous Guilds, legendary military leaders, and for their Kindreds often venturing into far-space (the term for the wider galaxy), the Thurian League is presently engaged in a multi-front conflict. The arrival of the Great Rift, which substantially shook up the regional politics of the galactic core, caused an invasion by Chaos forces, which has been stalled, though the retreating Kindreds of the League must seek new territories, hence their invasion of nearby Imperium-controlled sectors of space. Greater Thurian’s greatest military leader, Ûthar the Destined, has recently left the frontlines of the ongoing conflicts against Chaos and other powers to seek out his destiny, accompanied by a retinue of warriors from many other Leagues.

Kronus Hegemony

Unique as a League, the Kronus Hegemony, with their black and orange livery are incredibly aggressive. Their Votann only emerged recently, a shocking though not unheard of occurrence, and it has apparently counseled straightforward aggression, resulting in the declaration of many Grudges and Kindreds who seek to join this League must bring considerable military and natural resources to the table. They even skirmish with other Kin, though keep their warring focused on external powers.

Trans-Hyperian Alliance

One of the five most notable Leagues of Votann, the Trans-Hyperian Allinace,

Clad in dark grey, deep brown, or dark tan with bright orange as the dominant color, the Trans-Hyperian Alliance has an interesting mix of adventurism and religiosity that helps them stand out from other Leagues. On the adventuring front, the Alliance is focused on discovery, charting mysteries, and nomadically roaming the galaxy. They also uniquely have three Votann (most Leagues only have one), and it is here that their religious side presents itself. The Kin are broadly not religious, and simply have deep respect for the Ancestors and the Votann. The Alliance’s Kin, though, make offerings to their Votann, though they insist these practices still follow the tenets of respect seen in other Kin.

Urani-Surtur Regulates

The URSR, as they are also known, wear green and are uniquely battered as a League. Facing down Orks, Necrons, and Tyranids, URSR is broadly assumed to be suffering as a result of Grudges declared in haste and not well considered, but the truth is that the Regulates stand as guards over a great treasure. A truly ancient vessel at the center of an artificial world with a truly ancient Votann aboard is nestled at the core of their territory, though said Votann is dormant. The Urani-Surtur’s own Votann has suggested the great significance of its slumbering relative, though why the other Leagues have not been reached out to for aid is a mystery. So, the League stubbornly fights on alone to protect this hidden treasure from many threats.

Ymyr Conglomerate

One of the five most notable Leagues of Votann, the Ymyr Conglomerate

Clad in bright red with muted-color body suits, the Ymyr Conglomerate is superb technologists with a focus on raw resources. This focus on technological prowess means that their equipment is the envy of many, and their forces are excellently equipped for expeditions and combat. They are not hoarders, though, and have traded with fellow Kin as well as states in far-space, seeking resources not easily found in the galactic core. They have also simply taken resources by force, as all Kin are liable to do if conditions would make such acquisitions easier than barter or agreement.

Necromunda And The Squats

While the Leagues of Votann are the main force of Kin in the galaxy, their adventures into far-space have brought them into contact with the Imperium of Man, and on the world of Necromunda, the years after the Horus Heresy saw one such point of contact. Kin from the Leagues journeyed to the war-ravaged planet and acquired settlement rights for their people, supposedly all due to a bet that the group’s leader couldn’t get anything of note out of the world. Despite their journey, some Kin seemingly broke away from their fellows and left, while the rest of the group landed on the planet and got to work. 10,000 years later, and with the loss of their ability to clone, the mix of Human and Kin genetics has birthed the Squats of Necromunda. Still prospectors, but anchored in focus on a single world, they don’t have any strong ties back to the Leagues, though still venerate their ancestral lineages forged by blood, and have played a key role in Necromundan life for millennia.

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