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	<updated>2026-05-14T11:36:37Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>http://2d4chan.org/mediawiki/index.php?title=Demiurg&amp;diff=173923</id>
		<title>Demiurg</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Demiurg&amp;diff=173923"/>
		<updated>2022-10-04T21:22:37Z</updated>

		<summary type="html">&lt;p&gt;2607:FB90:6D00:A9BE:8C41:7AFD:3A97:DF9F: &lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Demiurg concept sketch.jpg|250px|thumb|right|This concept sketch by [[Jes Goodwin]] is the closest thing to a canon image of a Demiurg. And totally NOT similar to certain clone-skein phenotypes of the Kin previewed in Warhammer Community articles.]]&lt;br /&gt;
{{Topquote|&#039;&#039;&#039;DEMIURG BROTHERHOOD RESPONDING&#039;&#039;&#039;|From the Tau Empire trailer for the Battlefleet Gothic vidya}}&lt;br /&gt;
&lt;br /&gt;
The Demiurg are a client race of the [[Tau Empire|T&#039;au Empire]] and are described as short, rocky humanoids using huge mining ships to brave asteroid fields to mine.&lt;br /&gt;
&lt;br /&gt;
[[Leagues of Votann|They&#039;re Squats, straight up]] &amp;lt;s&amp;gt;an alien species different from the abhuman known as Squat, though the confusion is quite common&amp;lt;/s&amp;gt;. Reportedly they were created specifically as a compromise for fans who wanted the Squats back, &amp;lt;s&amp;gt;though GW ended up doing very little with them anyway and then retconned then back into relevance&amp;lt;/s&amp;gt;. Prior to the League of Votann Codex, the most we ever see of them is in Battlefleet Gothic as auxiliary fleets, and that’s about it. As a side note, they sound frickin awesome though.&lt;br /&gt;
&lt;br /&gt;
Their lore in BFG is one big fat reference to Homeworld Bentusi, not just in name, but the whole concept of ancient spacefaring race of traders, every fleet a brotherhood, and they are so hardwired to their ships that ship damage results in loss of captain mental capacity. And just like the Bentusi, Bentus&#039;la, how Tau call them, have taught the young ones how to build ion cannons (for 400 resource units?)&lt;br /&gt;
&lt;br /&gt;
Recent lore regarding the [[Leagues of Votann]] states that the Demiurg are a part of the Leagues (with at least some of them being called the Seran-Tok Mercantile League, who profited greatly from the Tau. Of note is that various other old canon materials such as Battle Fleet Gothic Magazine, Fanatic Magazine, and mentioned the &amp;quot;SrryTok&amp;quot; Demiurg brotherhood trading heavily with the Tau). We also have further confirmation with some of the Kin exhibiting similar genetic mutations to Demiurg (hardened skin scales). The Demiurg have provided Energy Drills to the [[Leagues of Votann]], according to Necromunda&#039;s Book of Judgement, which makes sense considering the that they are members of the Leagues themselves. Like the rest of the Leagues, they make use of ion technology as well; making the Mechanicus all but on the brink of proscribing them as hereteks (if they haven&#039;t already). Further reveals in theie Codex say they’re simply misidentified Prospect trade fleets of Kin origin by both Imperial and Tau observation. Other mistaken identities include Gnostari, Krieg, Gnomes, and Heliosi Ancients. Part of the reason they’re misidentified is they’ve drifted culturally in the same manner the Ironhead Prospectors on Necromunda or the Vordini Squats under Imperial sovereignty have drifted.&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Squats]]&lt;br /&gt;
[[Category:Abhumans]]&lt;br /&gt;
[[Category:Under Development]]&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2607:FB90:6D00:A9BE:8C41:7AFD:3A97:DF9F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Men_of_Stone&amp;diff=335321</id>
		<title>Men of Stone</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Men_of_Stone&amp;diff=335321"/>
		<updated>2022-10-04T21:19:38Z</updated>

		<summary type="html">&lt;p&gt;2607:FB90:6D00:A9BE:8C41:7AFD:3A97:DF9F: /* Leagues of Votann */&lt;/p&gt;
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&lt;div&gt;{{Topquote|Because [[Human|Man]] could not bear the cold of the ocean deeps, he fashioned Men of Stone to go in his place|Kron, Man of Stone. M41}}&lt;br /&gt;
&lt;br /&gt;
The Men of Stone were a race of humanity created during the earliest stages of their first galactic expansion. Unlike the [[Men of Gold]], the Men of Stone were weaker in body, lacked a philosophical disposition, but were far better artificers and engineers (aka they were the NEEEERRRDDDDDSSSSS of humanity). Being so (relatively) early in humanity&#039;s history, little is known of these beings. They were basically the 1.0 version of the [[Mechanicus]] of [[Mars]].&lt;br /&gt;
&lt;br /&gt;
==The Journal of Keeper Cripias==&lt;br /&gt;
The Journal of Keeper Cripias is the first mention of the Men of Stone:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...In time, the Second Men of the Stone Race appear, and in their wake come many miracles and marvels of technology that strengthen the Stone Men’s power, but are also harnessed by those of the Golden Race. Although physically inferior to the Golden Race, and not of philosophical temperament and disposition, the Stone Men have in them the conjurations of great artifices and mechanisms. In time, the Golden Race looks to the stars to expand their dominion. The Stone Race builds great machines of power that send both Men of Stone and Men of Gold into the Ether. However, once the burgeoning race of Mankind has taken its first steps into the greater cosmos, the Golden Race dwindles in influence through their dependence on the artifices of the Stone Race. This the Golden Age comes to an end and the Stone Men prevail.&lt;br /&gt;
&lt;br /&gt;
Our calculations, from the most distant and archaic records, and through constellar comparison, have dated the end of the Golden Age at 20.000 years previous to our present time.&lt;br /&gt;
&lt;br /&gt;
For the next 5.000 years, the Stone Race lives through the Dark Age of Technology. Little can be determined from the Dark Age of Technology, for the majority of existing records concerning that period are gathered in the Librarius Omnis of Mars, and none outside the highest ranks of the Adeptus Mechanicus can gain access past its most determined Guardians (Keeper Malrubius tried once, but to no avail. We have surmised that during the Dark Age of Technology, the Men of Stone created the Iron Men to help them in the building of their Great Empire. At first, the Iron Men are as servants, willing to do the bidding of their masters with no thoughts.&lt;br /&gt;
&lt;br /&gt;
However, the Iron Men, as all creatures do, evolve and grow until they are the equal of the Stone Race and beside each other they set about conquering the galaxy. The Dark Age of Technology is an era of machines and artificial devices, used by the Stone Men, and later the Iron Men, in their endeavours. Many of the technical marvels that the Priesthood of Mars sustain can be traced to their origins in the Dark Age of Technology, and it is at the end of this period that the great organisation now known as the Adeptus Mechanicus was founded. During the Dark Age of Technology, the austere ancestors of the Imperium’s Navis Nobilite are born, and through their unique prowess, mankind forges through the stars. Weapons of great destruction cow the aggression of alien enemies, pushing back the frontiers of Mankind’s dominions.&lt;br /&gt;
&lt;br /&gt;
The end of the Dark Age of Technology is the most obscure region in mankind’s evolutionary tale. For whatever reasons and differences in ideology, the Stone Men and the Iron Men fell to warring with each other. The Iron Men are possessed of no Soul, an anathema to any true Man. The Stone Men in their final acts of self-preservation, annihilated the Iron Men who have turned from ally to foe...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Kron&#039;s story==&lt;br /&gt;
In the short story &amp;quot;Ancient Histories&amp;quot;, a shipman working aboard the [[Imperial Navy]] Cruiser, &#039;&#039;Retribution&#039;&#039;, tells a story to a greenhorn recently press-ganged aboard the ship. In it, he focuses a bit more and sheds some more light on the Men of Stone.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;But in time food and water and air ran short on Man&#039;s island and he looked to the far islands again. Because he could not bear the cold of the ocean deeps, he fashioned Men of Stone to go in his place, and the Stone Men fashioned Men of Steel to become their hands and eyes. And the Stone Men went forth with their servants and swam in the deep oceans. They found many strange things on the far islands, but none as strange or as wicked as the things that swam in the depths between them; ancient, hungry things older than Man himself. &#039;But these beasts of the deep hungered for the true life of Man, not the half-life of Stone, so the Stone Men swam unmolested. At first all was well and the Men of Stone planted Man&#039;s Seed on many islands, and in time Man learned to travel the oceans himself, hiding in Stone ships to keep out the cold and the hunger of the beasts. All was well and Men spread to many islands far across the ocean, such that some even forgot how they came to be there and that they ever came from just one island at all.’ Kron&#039;s tale wound on, telling of how the stone men became estranged from humanity by their journeys through the void. This led to a time of strife when the Men of Steel turned against their stone masters and mankind was riven asunder by wars. A thousand worlds were scoured by the ancient, terrible weapons of those days before the Men of Stone were overthrown, and a million more burned as flesh fought against steel.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==What exactly are the Men of Stone?==&lt;br /&gt;
The basics of what is told of the Men of Stone is that they were an artificially created race of humanity, purpose built to lead humanity&#039;s first colonization of other worlds. Given Kron&#039;s description, they were somehow unappealing to the daemons of the Warp, so could more safely travel through it. &lt;br /&gt;
&lt;br /&gt;
If characters like Kron are anything to go by, the Men of Stone are a cross between organic human and A.I., sort of like a full A.I. servitor. The bionics house the A.I., which represses the consciousness of the organic body its attached to, while taking full control of his body. This repression of the human&#039;s consciousness would also prevent the person from experience emotions or thoughts, likely accounting for why warp entities had little interest in them. The &amp;quot;half life&amp;quot; of the Men of Stone likely referring to how the body of a Man of Stone has a soul, but the soul was made completely dormant and suppressed by the A.I. of the bionics.&lt;br /&gt;
&lt;br /&gt;
It was in all likelihood the Men of Stone who created most of the Dark Age of Technology tech. Such as: the first Warp capable void-ships, warp-drives, and the [[Standard Template Construct|STC]] systems. And, of course, they created the [[Men of Iron]]. &lt;br /&gt;
&lt;br /&gt;
Essentially, the Men of Stone are like prototype, mobile STC, sapient, A.I. servitors. Think the [https://supcom.fandom.com/wiki/Symbiont symbionts] from Supreme Commander series.&lt;br /&gt;
&lt;br /&gt;
==Likely Men of Stone==&lt;br /&gt;
===Kron===&lt;br /&gt;
During the events of the short story &amp;quot;Ancient Histories&amp;quot;, the character named &amp;quot;Kron&amp;quot; is made apparent to be one of these &amp;quot;Men of Stone&amp;quot;. Kron is an old shipman who has had half his skull replaced with cybernetics, including a glowing red eye (that is made out to give &#039;&#039;&#039;HEAVY&#039;&#039;&#039; [[HAL 9000]] vibes). While fighting off a Mechanicus ambush aboard his ship, he is knocked out cold, and his bionics are knocked off line. When he comes too, he is obviously not the same person shown before. Completely confused about his surroundings, his voice completely changed, he starts to panic and begs his shipmate Nathan to get the cybernetics off of him, while trying to pull them off. Nathan stops him, confused as all bloody hell as to what is going on. Kron&#039;s bionics then come back online and he is back to acting like nothing was wrong. &lt;br /&gt;
&lt;br /&gt;
Later, while talking with Nathan, he gives the history of the ship, saying how it got stuck in a space hulk for 2,000 years, before being recovered by the Imperium and returned to service for abother 1,800 years. He &#039;&#039;ALMOST&#039;&#039; lets it slip that he had been with the ship that whole time, before managing to shut himself up. Later still, he managed survive getting hit square in the chest by a [[Chaos Space Marine]]&#039;s bolt pistol round, blowing his chest wide open. Not only did he survive, but he killed the bastard by firing a blast of lightning, like a [[Electro Priest]] (thought when Nathan calls him one, he outright denies that he is anything of the sort. Its likely that Kron salvaged the Electro-Priest&#039;s electoos and installed them into himself). He then rescued Nathan by giving him his void-suit&#039;s helmet (as the chamber had become depressurized), which should have seen him suffocate. Though when Nathan wakes up, he finds Kron had patch up his wounded arm (which got shredded by a chainsword) and given him a bionic eye to replace his organic one that had been popped when the Chaos Marine pistol-whipped the fuck outta him. The new eye had PERFECT vision, something that is rarely-to-never seen in 40k augmetics, and Kron had apparently made it for him, from scrap laying around, in only a matter of 5 hours.&lt;br /&gt;
&lt;br /&gt;
===Olamic Quietude===&lt;br /&gt;
The Olamic Quietude were a civilization of humans who are implanted with bionics from birth which linked them together to a social network (so like Facebook, but you can&#039;t log off). They would cyberize themselves to the point of leaving very little organic matter remaining. They also considered the Imperium as a bunch of xeno-tainted mutants, while they themselves were the true humans. If they were Men of Stone, then they wouldn&#039;t be wrong or lying.&lt;br /&gt;
&lt;br /&gt;
===House Van Saar===&lt;br /&gt;
This noble house from Necromunda has its origins in the survivors of a Dark Age colony ship that was lost in the warp and crashed upon Necromunda in M35. The ship was called the Van Saar (where the house gets its name). Even in modern 40k, House Van Saar has retained its relatively fresh knowledge of technology. They also have an STC but it’s damaged and leaking radiation that makes Van Saar gangsters have very short lifespans; even more so if they remove their suits outside their living quarters.&lt;br /&gt;
&lt;br /&gt;
===[[Leagues of Votann]]===&lt;br /&gt;
With the recent reveal that the Squats originated from generation ships of humans with AI cores that emerged from being  genetically engineered as a race of modified clones that are altered every generation to the point of being specialized in void adaptivity, have their bodies and minds reprocessed by Votann upon death, and altered warp signature to hide from warp predation, it seems that space dorfs might fit the Stone archetype down to the capital S. Though whether the Men of Stone are the Squats themselves or the Votann Ancestor Cores (sometimes called the Stonemind or depicted as a wheel of stone faces) is another question. The fact they also have Men of Iron (called Iron Kin) integrated into their civilization is also a massive eyebrow raiser. Additionally, some Kin myths mention a “group of gleaming golden figures” in relation to the first Votann (sometimes referred to as the Gilded One.).&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Imperial]]&lt;br /&gt;
[[Category:Squats]]&lt;br /&gt;
[[Category:Under Development]]&lt;/div&gt;</summary>
		<author><name>2607:FB90:6D00:A9BE:8C41:7AFD:3A97:DF9F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Leagues_of_Votann&amp;diff=302846</id>
		<title>Leagues of Votann</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Leagues_of_Votann&amp;diff=302846"/>
		<updated>2022-10-04T21:09:46Z</updated>

		<summary type="html">&lt;p&gt;2607:FB90:6D00:A9BE:8C41:7AFD:3A97:DF9F: /* Relationship/interactions with other factions */&lt;/p&gt;
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&lt;div&gt;{{Infobox 40k Nations&lt;br /&gt;
|name=Leagues of Votann&lt;br /&gt;
|image=[[Image:‎NewLeaguetemplogo.jpg|300px|center]]&lt;br /&gt;
|Capital=Decentralized, Greater Thurian League being most powerful&lt;br /&gt;
|Official Languages= Squat Lexicon, High Gothic, Low Gothic &lt;br /&gt;
|Power=Great Power&lt;br /&gt;
|Size=Galactic Core, a third of Segmentum Solar, several thousand Mining Worlds, many Holds of various sizes&lt;br /&gt;
|Head of State=Decentralized, Leagues act as Head of State&lt;br /&gt;
|Head of Government=Votannic Councils (Hearthspake)&lt;br /&gt;
|Governmental Structure=Confederated Gerontocratic Supranational Union&lt;br /&gt;
|State Religion/Ideology=Ancestor Worship&amp;lt;br&amp;gt;Achievement Ideology&amp;lt;br&amp;gt;Mercantilism&amp;lt;br&amp;gt;A variation of Familialism&lt;br /&gt;
|Demographic=Kin ([[Squats]], Ironkin)&lt;br /&gt;
|Military Force=Kinhost Forces, Kinhost Fleets&lt;br /&gt;
}}&lt;br /&gt;
{{topquote|Right after Mankind’s colonization of the galaxy came its first true golden age. Reared by machine prophets, the survivors of the Oedipal plagues built civilizations that equaled and even surpassed their Solar forbears.| CM Koseman, &#039;&#039;All Tomorrow&#039;s&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Better a soulless clone... than a souled roach.|David Mitchell, &#039;&#039;Cloud Atlas&#039;&#039;}}&lt;br /&gt;
	&lt;br /&gt;
{{topquote|Bite my shiny metal ass!|Bender, &#039;&#039;Futurama&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Leagues of Votann&#039;&#039;&#039; or otherwise known as the &#039;&#039;&#039;Squat Homeworlds&#039;&#039;&#039; (Or if you&#039;re in /tg/; as the &#039;&#039;&#039;Domain of Squats, Squat Territories, [[Dwarf Fortress|SPESS DORF FORTRESS]]&#039;&#039;&#039; is the areas in which one can find our beloved space midgets in the early days of 40k and its current modern reboot.&lt;br /&gt;
&lt;br /&gt;
Back in the [[Rogue Trader (Sourcebook)|good old days,]] the then-named Squat Homeworlds, unlike other Imperial-aligned entities in the galaxy, enjoy a significant degree of autonomy. Whilst de jure, the Squat Homeworlds are part of the [[Imperium of Man]], de facto it is its own self-sustaining and self-sufficient society unlike places such as [[Ultramar]] or the [[Adeptus Mechanicus]] which has an interdependent and semi-autonomous relationship with [[Terra]].&lt;br /&gt;
&lt;br /&gt;
Of course, we all know how the Squats were Squatted soon after making the debut, with the [[Tyranids]] [[Derp|&#039;&#039;SOMEHOW&#039;&#039; targeting &amp;lt;u&amp;gt;&#039;&#039;&#039;&#039;&#039;only&#039;&#039;&#039;&#039;&#039;&amp;lt;/u&amp;gt; the Squat worlds whilst leaving the rest of the Imperium-controlled space right next door to the Squats largely untouched.]] This is ridiculous when taking into account that the territories of the Squats weren&#039;t some small specks like the [[Tau Empire]], but rather, a significantly large domain that took up half of the entire Galactic core. This is made worse when taking into consideration that [[Lolwut|it was completely out of character for the Imperium to stop and do nothing against such a large incursion of Tyranid forces in an area considered Astro-strategically important for them.]] [[Games Workshop|Games Workshop&#039;s]] [[Fail|shitty excuse/explanation in removing the Squats from cannon]] [[Rage|had never really stood well within the community,]] [[RAGE|much less among the Squat players.]]&lt;br /&gt;
&lt;br /&gt;
However, their reintroduction as the Leagues of Votann has somewhat radically changed their origins whilst still keeping some old lore modernised. The &#039;&#039;&#039;Leagues of Votann&#039;&#039;&#039; (also known as the [[Squats|Unsquatted Squats]]) is now a [[retcon|&amp;quot;&amp;quot;new&amp;quot;&amp;quot;]] faction in the [[Warhammer 40,000]] universe. They are gatherings of short abhuman clones called the Kin (more commonly known as Squats by the dirty Necromunda gangers), bound together by the [[Votann]], super-cogitators from the [[Dark Age of Technology]]. Each League has its own Votann, and are organized in strongholds around it. [[Powergamer|They used the data stored to survive among the stars and maintain their culture across generations]]. Of course, since some [[Adeptus Mechanicus|factions]] are touchy about AI, the Leagues are very cautious when dealing with [[Imperium of Man|its closest ally]], hence their secretive lifestyle.&lt;br /&gt;
&lt;br /&gt;
However, because of the [[grimdark|setting]], everything is not that simple. Since Windows is not regularly updated anymore and issues that have arisen from having remained active for literal millennia, the Votann began to deteriorate. If they want to repair their computer, &amp;lt;s&amp;gt;[[Dwarf Fortress|they must wage war with other shitcoin miners for more processing power]]&amp;lt;/s&amp;gt;, the Kin have to once more brave a galaxy full of danger. Imagine if Italian Corporatists, the Monopoly Man, and the Evil Mining Heads in fiction were merged with the seven dwarves. &lt;br /&gt;
&lt;br /&gt;
==Rogue Trader Era Fluff==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Given the sheer extensive history between the old and the new. This section will contain all the fluff from the old Rogue Trader days. For the sake of preventing page bloat, this entire section will be put in a collapsible page.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Historical Overview===&lt;br /&gt;
[[File:Squat-logo_banner.png|300px|right|thumb|The original emblem of the squats]]&lt;br /&gt;
&lt;br /&gt;
The Squat Homeworlds were all worlds filled with rich mineral resources, which led the Human ancestors of the Squats to lay down, settle and mine the shit out of. Most of these were located within the galactic core where unique and rare minerals were found in abundance in exchange for being sterile and barren of life of course. But for the early Human colonists, it was a gold mine as [[Terra]] ran out of all of its resources, so the search for raw materials was needed. Their planet&#039;s gravity is great, usually two or three times that of Terra. Their atmospheres are either thin or non-existent. Even those planets with atmospheres are blasted by tremendous storms. But hey? Who gives a shit about all of that when you have all the resources to make you rich, and rich the Squats got.&lt;br /&gt;
&lt;br /&gt;
Like the Gulf States, the Squats quickly took a monopoly on these minerals and started to get wealthy, and with money comes an increase in development and technological advancements. These planets became Mining Worlds and with the coming [[Age of Strife]], the Squats got themselves the good end of the stick by both inhabiting hostile worlds and cranking up the technological kazoo when the rest of humanity plunged into a galactic-wide [[shitstorm]]. &lt;br /&gt;
&lt;br /&gt;
Squat history can be split into several eras.&lt;br /&gt;
&lt;br /&gt;
====Age of Founding====&lt;br /&gt;
&lt;br /&gt;
The first is the Age of Founding, which is the Squat equivalent of the [[Dark Age of Technology]]. This is not technically the first period of the Squats as they had yet to evolve, but it is the time of the founding of the colonies that would become the Squat Homeworlds. Almost twenty thousand years ago contact between these planets and Terra was almost continuous, testament to the importance of these colonies. Terra also kept the worlds well supplied with that which they could not produce for themselves in adequate amounts, primarily food. This period lasted until the [[Age of Strife]].&lt;br /&gt;
&lt;br /&gt;
====Age of Isolation====&lt;br /&gt;
&lt;br /&gt;
The Age of Isolation corresponds with the earlier part of the Age of Strife - around eighteen thousand years ago. The galactic core was cut off from the rest of human space by the devastating Warp storms of the Age of Strife. Many worlds were swallowed by the Warp and disappeared forever, others were trapped in stasis and became lost. Most survived although they were separated from Earth and all contact was lost with the rest of the galaxy. During this time of isolation and danger the Squat worlds still in contact with each other began to organize for their mutual defense. It was at this time that the Squats began to refer to their worlds as the Homeworlds.&lt;br /&gt;
&lt;br /&gt;
The Homeworlds remained isolated for thousands of years and their inhabitants learned to survive in a universe that was becoming increasingly hostile. Those that survived grew and prospered. Settlements were enlarged and fortified into impregnable Strongholds. They soon developed alternative technologies to make up for the lack of supplies from Earth.&lt;br /&gt;
&lt;br /&gt;
During the isolation the complex system of Engineer Guilds developed. These Guilds were responsible for preserving technical knowledge and skills as well as training technicians, miners and other specialists necessary for the Strongholds. The Guilds transcended the Strongholds, allowing every Stronghold to benefit from the preserved knowledge as well as new advances in technology.&lt;br /&gt;
&lt;br /&gt;
During this age the Leagues first began to develop from Strongholds allied for trading and defense purposes.&lt;br /&gt;
&lt;br /&gt;
====Age of Trade====&lt;br /&gt;
&lt;br /&gt;
The Age of Trade took place during a slight abatement of the warp storms during the Age of Strife and led to the Squats encountering other races, including [[Orks]] and [[Eldar]].&lt;br /&gt;
&lt;br /&gt;
At the beginning of the Age of Trade, some strongholds were attacked, but the aliens quickly realized that the Squats [[RIP AND TEAR|were armed to the fucking teeth and prepared to go down fighting]], and that trade was a more practical arrangement. [[Just As Planned|The Squats took full advantage of their tremendous mineral wealth, which they traded for weapons, foodstuffs and high-technology systems.]] To this day, Squat hydroponic plants, [[Heresy|developed with Eldar help]], are among the most efficient food sources in the Imperium. The Squats remained carefully neutral in the numerous conflicts between Eldar and Orks, maintaining trade links with both sides. There were inevitably small wars from time to time, but for the most part the Squats&#039; complex structure of treaties and trade agreements maintained a stable peace.&lt;br /&gt;
&lt;br /&gt;
====Age of Wars====&lt;br /&gt;
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The Age of Trade lasted for nearly three millennia, but finally collapsed when an enormous Ork battle-fleet, under the command of Grunhag the Flayer, attempted a full-scale invasion of the Homeworlds. Losses on both sides were astronomical, with vicious tunnel-fights through the mine workings and bloody pitched battles in the Squats&#039; underground settlements. The Squats appealed to their Eldar trading partners for help against the invading Orks, but none was received.&lt;br /&gt;
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The Age of Wars, as it became known, is regarded by the Squats as the blackest chapter in their history, and the double betrayal by Orks and Eldar gave rise to a cultural enmity which still persists. Many strongholds were wiped out by the Orks, and the traditional epic ballad known as The Fall of Imbach commemorates one such destruction. Even today expeditions are mounted from the Squat Homeworlds in search of lost strongholds, and these expeditions are often accompanied by Adeptus Mechanicus priests, eager to rediscover lost Squat technology to [[Blood Ravens|&#039;burrow from&#039;.]]&lt;br /&gt;
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====Age of Rediscovery====&lt;br /&gt;
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The Age of Rediscovery was the most recent phase of Squat history, corresponding to the Great Crusade and the current Age of the Imperium. As the Imperium recovered from the Age of Strife and began to reunite the scattered worlds of humanity, the Squat Homeworlds were rediscovered and contact with the Imperium was established.&lt;br /&gt;
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The Imperium found that a distinct culture had developed on the Homeworlds, and that the Squats had moved outwards through the galaxy, extending their domains. Often they settled harsh planets similar to their own Homeworlds, but they also occupied more conventional worlds able to support normal Human civilization.&lt;br /&gt;
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====Age of the Imperium====&lt;br /&gt;
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The current phase in Squat history. It essentially details the various treaties between the Squats and the Imperium.&lt;br /&gt;
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The experiences of the previous millennia has left the Squats with a strong sense of cultural unity and a fiercely independent nature, and instead of rejoining the Imperium as subject worlds, the Homeworlds negotiated a series of treaties which enabled them to keep their independence. The racial character of the Squats - hard-working, tenacious, honorable, and inimical to alien races - was almost perfect from the Imperial point of view, and the Imperium was content to allow them a great degree of self-government.&lt;br /&gt;
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A detailed description of their relationship can be read below.&lt;br /&gt;
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===Squat-Imperium Relations===&lt;br /&gt;
[[File:Squat-homeworlds-800px.jpg|480px|right|thumb|Galactic map of the Squat Homeworlds.]]&lt;br /&gt;
First contact with the Squats by the Imperium began during the [[Great Crusade]] as the Emperor&#039;s forces reached the worlds near the galactic core. Many of these worlds were the Squat Homeworlds and, Squats being Spess Dorfs and Spess Dorfs being just regular Dorfs with tech, conflict became inevitable. Suffice to say, the [[Space Marine]] legions [[Rape|got their shit kicked in]]. Who would have wondered, that 8-foot tall supersoldiers would have trouble trying to fight in 5-foot by 5-foot tunnels with no cover whatsoever. Here&#039;s a fun hint, Empy&#039;s forces got creamed so hard it led directly to the development of the Mark 3 [[Power Armor]].&lt;br /&gt;
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The Emprah with all his infinite wisdom, decided that being on friendly terms with midgets all armed with D-Cannons and rapid-firing plasma machineguns is probably a good idea rather than engaging a war that might as well be the Imperium&#039;s Vietnam. So a treaty was signed to sweep the whole &#039;first-contact shenanigans&#039; under the bus and get back to business.&lt;br /&gt;
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The Squat Homeworlds as aforementioned, have long been part of the Imperium, but enjoy a level of autonomy greater than the ordinary self-governed Imperial world. Hell, the Squats are so autonomous that not even the [[Administratum]] can touch them. Instead, Squat Homeworlds are ruled by strongholds of leagues.&lt;br /&gt;
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Nonetheless, the Homeworlds, while governing themselves without interference from the Adeptus Terra, are expected to follow Imperial policy on wider issues. Both the Imperium and the Squats benefit from this arrangement: the Homeworlds provide troops for the [[Imperial Guard]]. The Imperial Guard also provides military support to the Homeworlds when necessary, as they would any other threatened Imperial worlds (Space NATO). Additionally the Squats trade their mineral wealth exclusively with the Imperium in return for some sweet, sweet moolah. The [[Adeptus Mechanicus]] are highly interested in the Squats and the Homeworlds for several reasons: Squats possess a high level of technical expertise which seems to come naturally to the race. Additionally, the Homeworlds as a whole possess the greatest amount of surviving [[STC]] equipment in the Imperium. The Squats are said to allow the Adeptus Mechanicus free access to Squat technology. However it is also said the Squats keep their technology from other races, regarding the Adeptus Mechanicus as little more than sorcerers mired in superstition.&lt;br /&gt;
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The relationship between the Homeworlds and the Imperium is therefore generally peaceful, although through history has been punctuated by bouts of war and bitterness. The Squats and the Imperium trade to their mutual benefit. Both races also share many enemies, especially [[Orks]], making it in their best interests to cooperate. The Squats do not follow the Imperial Cult, rather they revere their ancestors. Squats fighting alongside the Imperial Guard often adopt the Emperor into their beliefs, as a guardian of their ancestors.&lt;br /&gt;
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Squat technology is based upon the heavy mining equipment they brought with them to the Homeworlds. During their isolation from the rest of humanity they adapted it for other uses, notably exo-armour which was engineered from heavy mining suits. Squats continued to innovate and invent while humanity sank into a Dark Age. As a result, the Squats have developed technologies such as [[Wat|neo-plasma]] and warp cores far in advance of anything the Imperium owns. Some Squat technologies were absorbed into the Imperium, especially tunneling vehicles and weaponry such as the [[Tunneling Transport Vehicles#Termite|Termite.]]&lt;br /&gt;
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===Strongholds===&lt;br /&gt;
Strongholds are Squat settlement centres. They were generally founded during the original colonisation and those produced later are known as &#039;&#039;Newholds&#039;&#039;. Strongholds also often join together under Leagues to form defensive pacts.&lt;br /&gt;
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Generally a Stronghold develops around a mine and its associated living quarter although some later developments were not associated with mining. A hereditary Lord ruled each stronghold and was protected and supported by the [[Hearthguard]]. The [[Hearthguard]] were the elite of a Squat army and the servants to the Lord while also protecting the Lord when he went to war. Each Stronghold had a group of [[Squat Trooper|Brotherhood or War-Brethren]] which formed the core of the Squat armed forces for the Stronghold. Every Squat had an obligated 30-70 year service period although they may not be called upon to fight until they had sired two sons and raised them to maturity. This helped protect the continuity of the race from the Stronghold&#039;s military activities. A Squat could then retire from active duty with his honor and probably some wealth and take up a position of responsibility in his family&#039;s business.&lt;br /&gt;
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The Brotherhood was often also seen as a mercenary force. In times of peace warriors were traded for resources to either fight for the Imperium or for other strongholds. Another member of the aristocracy was the [[Squat Warlord|Warlord,]] a close relative of the Lord who was there to be placed in control of the Brotherhood in order to prevent Lords from wielding too much power and sending their troops into battles they should not be fighting. Other Lords would send their Brotherhoods on expeditions which range from locating other ancient and lost strongholds to a campaign against an alien race or piracy. Some Brotherhoods had totally turned to piracy and become known as Squat Reavers. When they returned to their stronghold they distributed the booty between the pirates and the Lord of the Stronghold.&lt;br /&gt;
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Squats had a requirement to provide forces for the Imperial Guard and this often took the form of a detachment of the Brotherhood.  &lt;br /&gt;
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===Leagues===&lt;br /&gt;
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So what are Leagues? Well, in a nutshell, they are groups of strongholds working together for a common purpose - usually mutual defense - trade or dealings with the Imperium.  Leagues varied greatly in size, the smallest consisting of four Strongholds and the largest consisting of over three thousand. The League of Thor was the most powerful and influential, including over 300 strongholds. The League of Norgyr was the league closest to Holy Terra. Now, under the new lore there exists the [[Leagues of Votann]], each formed around a [[Votann]] ancestor core. Votann-equipped leagues seem to be the only survivors as full scale polities in the Imperium, but at least some clans are known to have survived, usually working as engineers, miners and mercenaries.&lt;br /&gt;
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A League usually encompassed the Strongholds on more than one planet with the latest extant being 700 known Leagues total. Each League was led and dominated by a single Stronghold. As some Leagues were virtually nations with distinct cultures, Squats often identified themselves with the League their Stronghold belonged to.&lt;br /&gt;
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The Squats had a strong sense of mutual preservation, as it had been known for rival leagues to go to war with each another. Such occasions could lead to lasting enmity, as Squats were inclined to remember deeds of infamy for many generations much like the Book of Grudges from [[Warhammer Fantasy]]. The League of Thor and League of Grindel fought an unusually bitter war around 2,000 years ago when settlers from both sides clashed over the exploration of the Lost Stronghold of Dargon. The war that followed resulted in the destruction of several Strongholds and many key victories for the League of Thor including the capture of two other Leagues. Peace only came with the huge Ork invasion of Grunhag the Flayer which obliged all the Leagues to unify against their mutual foe. Although the war ended with the rout of the Orks, the two Leagues remained distrustful rivals and both sides considered the other side owing them debts of blood and honor. &lt;br /&gt;
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==Reboot Fluff==&lt;br /&gt;
This section details the new and updated fluff from 2022 onwards. This deals with the Leagues and their similar but new background for the modern 40k narrative.&lt;br /&gt;
===History===&lt;br /&gt;
[[File:Votann meeting.jpg|500px|thumb|right|[[Star Wars|200,000 clones are ready with a million more well on the way.]]]]&lt;br /&gt;
Even though the oldest living Kin don’t remember what their earliest days were like, some undeniable “First Truths” remain constant in the Votanns’ data tracks. One such truth is that the First Ancestors departed from ancient Terra prior to the Unification Wars to harvest the untold riches of the galaxy with the first holds being settled near the galactic core. What became of these Ancestors is unknown, but curiously when the Ancestors begun to fade away…the Votann are first mentioned.&lt;br /&gt;
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A second First Truth is that the Kin have always been a cloned people. The Ancestors used genetic systems called “cloneskeins” to [[Transhumanist|manipulate and modify their race’s molecular structure]], and continue to define their overall division of labor. Over time the Kin became squatter, denser, and stronger than an average human growing no more than five feet tall max. They’ve even been able to artificially neuter their [[psyker|psychic]] footprint to avoid the attention of [[Chaos]], in a not too dissimilar to how the [[Tau]] souls work. Other examples of this engineering can be seen in the Hearthkyn Warriors, who often are also engineered with particular cloneskeins that allow them to specialise in combat – heightened senses, improved stamina, and the ability to see better in the dark, to name but a few. In contrast, others augment their bodies for battle with mechanical limbs and synthetic organs, with members of the powerful Cthonian Mining Guilds being noted as extensive users of these body modifications. This is not that unexpected as that particular guild (which is noted as being a particularly extreme embodiment of the usual belligerent acquisitiveness of the Kin) is willing to fearlessly locate, secure, and harvest resources for their race from environments so dangerous that even other Kin would baulk at their hazards leading to a need for extensive augmentation on their part. Because of all the above, some fans are now speculating that GW is tying the [[Men of Stone]] thread to the modern Squat civilization (either to the Squats themselves or to the Votann) given the [[Men of Gold]] and [[Men of Iron]] have already been speculated to be [[Perpetual]]s and [[Machine Spirit|abominable intelligence]]. It is also revealed the Leagues also have the “Iron Kin,” their fully-mechanical and true AI robot social class, who were designed with a prerogative to help their meaty cousins. This along the mention in some Kin myths of a “group of gleaming golden figures” relative to the first Votann (sometimes referred to as the the Gilded One), means this theory of the Kin being the Men of Stone could bear all the more weight. &lt;br /&gt;
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At some point during the reconstruction after the Horus Heresy, the ancestors of the Ironhead Squats arrived from the Leagues to help with rebuilding efforts on Necromunda. However they somehow lost their Votann ancestor core in the process and so they ended up having to stay on the world long after the rebuilding was done so they could try and track it down, a search which still continues to this day and has resulted in them regressing technologically in the mean time. Maybe someone should tell them to go search Van Saar&#039;s basement.&lt;br /&gt;
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With the formation of the Great Rift, the Leagues had lost a few holds and trade routes, pressuring them into expanding and gaining new trade routes, endorsing new colonization efforts, and slowly withdrawing from their semi isolated state.&lt;br /&gt;
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They also have variety of beverages cal Brü, which range from mainstay nutro-rations for soldiers and miners, to devastatingly alcoholic recreational beverages. None are recommended without a Kin constitution.&lt;br /&gt;
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===Culture===&lt;br /&gt;
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[[File:1657022781779.jpg|300px|thumb|right|I NEED MOAR]]&lt;br /&gt;
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{{topquote|So, we&#039;re talking about space dwarfs who need more RAM for their gods?|Anon}}&lt;br /&gt;
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In the modern day of the 41st Millennium, the culture of the Kin seems very egalitarian, with no distinction between male, female, machine or otherwise amongst its members. [[Greater Good|United in the guidance of the Votann, the Leagues of the Kin operate with seeming unity, with the Kin working in unison for the betterment of their Kindreds, or so it would appear to outsiders.]] The truth however is a little more complicated than that though.&lt;br /&gt;
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The Leagues are semi unified conglomerates of  &amp;quot;family states&amp;quot; (a cross between nation states and extended family) called Kindreds, guilds, Freelancers, and kinhost armies. While the Leagues are very communal and chummy with their fellow kin, this does not stop the dark influences of a past long gone from seeping into their civilizations. &lt;br /&gt;
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Entire planets and even systems with ecosystems and civilizations stripped to the bone, regardless of the ethics. Global magna extraction and tectonic delving allows the Kin to harvest whole worlds, populated or not. Evacuation may be offered, but not always. Ferocious competition between Guilds and freelancers, who have taken on the mantle from dark age corporations, merc groups, independent contractors, and cartels and follow the philosophy of &amp;quot;When someone has what you want, why not take it.&amp;quot; While the Kin do live to serve their fellow kin, their societies, and their ancestors, they are also filled to the brim with society-wide greed and hunger. As individuals, they may or may not have such hungers, but as communities they will devour entire worlds. Not even the universe itself will be enough for their wants. &lt;br /&gt;
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This does not mean they are the type to cut corners. Far from it. Like their many Dwarven counter parts in other media, one of the things they appreciate is fine ass Craftmanship. No planned obsolescence, shoddy piss water, and easy to break communicators here. Only the best in quality is acceptable (or at least, the best they can make). And this is not even such a difficult feat for them. High quality mass produced goods is the norm for League society, with their high technology and industrial society. Many of their holds are even live-in factories, constantly churning out master crafted items at a constant pace. The Leagues overall conduct resource extraction, industry. and technology developments on a vastly larger scale, making the Imperium look puny in their developments by comparison. And unlike the imperium, they dont dig for the ore required, wasting time and lives (unless of course they actually have to occupy a world, then they&#039;ll mine, extract, manufacture, and bunker down to their hearts content on whatever occupied planetary body they are on). The Kin instead sees that whatever asteroid or world they are working on can just be torn apart, and the remnants plucked out the wreckage&lt;br /&gt;
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But despite all their comforts and conveniences, they are still a hardy people who revere their ancestors and promote the importance of sacrifice.&lt;br /&gt;
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===Technology===&lt;br /&gt;
Let&#039;s not beat around the bush here; League technology is almost always a clear upgrade over the Imperium. While they didn&#039;t retain everything after the collapse of the golden age, they kept far more than their Imperial counterparts, to the point where they can at least echo DAoT society and its tech. While much of the Leagues&#039; tech is reminiscent of the Imperium&#039;s in form and function, it is generally far more advanced, reliable and ubiquitous.&lt;br /&gt;
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Kin gene-technology allows them to make stable mutations, psykers and even alter their souls. [[Cyberpunk|Cybernetic implants and genetic modification is the norm; advanced helper AI citizens walk the streets as equals.]] They have [[T&#039;au|advanced ion weaponry]], something that terrified the shit out of the Imperium to the point where they just straight up [[Derp|banned it.]] Their guns hit harder and faster, so that even their basic infantry can prove to trouble for your average space marine. And unlike the Imperium&#039;s physically and politically unstable hive worlds with their overcrowded, polluted and crime-ridden hive cities, the League&#039;s Holds should be considered closer to actual fortified arcologies. Agri-worlds? Why grow your food using primitive farming methods when you could just grow your [[Meatbread|foodstuffs]] in factories, labs and indoor facilities?&lt;br /&gt;
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Much of the kin arsenal makes use of exotic material not found outside the galactic core. This includes extremely hazardous materials like dark-star ore; the universal dampening field the material emits can halt all mechanical and organic functions making [[Grimdark|even the mildest of wounds lethal]]. Because of its inherent dangers, the material is mined and shaped with exceptional care and only wielded by those who can be trusted with such [[Plasma|tactically valuable yet dangerous weapons]]. Even their teleportation technology is almost flawless, standing in stark contrast to its incredibly risky Imperial counterpart and allowing kin to be deployed [[Reasonable Marines|safely and tactically]].&lt;br /&gt;
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Many kin weapons are augmented with HunTR modules, which connect to their neural implants to help [[Ork Snipers|bring about the best possible firing solutions.]] Their Brôkhyr have mastered the manufacturing of focusing lenses and other components necessary to produce a sustained stream of energy, leading to focused beam technology that can be used on and off the battlefield, such as their mining and excavation industries. Their exclusive Volkanite weapons are similar to imperial [[Volkite Weaponry|Volkite]] (and may even be closer to the &#039;&#039;original&#039;&#039; technology), with the key difference that they appear to be [[AWESOME|not only more powerful but also more common.]]&lt;br /&gt;
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Ancestor cores are so [[Bear Lore|big-brained]], in fact, that they actually shine in the warp, fulfilling a similar role to the astronomicon (albeit on a far smaller scale). The Leagues&#039; warp drives and gellar field are also superior to those of the Imperium, but since they don&#039;t dive quite so headlong into the Warp their ships are generally slower than their Imperial counterparts. However, the kin&#039;s methods of warp travel are far safer and more predictable, which they feel outweighs the slower travel speed. And their ships are FUCK HUGE, to the point where they [[Dwarf|dwarf]] even the largest of the Imperium&#039;s interstellar vessels.&lt;br /&gt;
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Shielding developments are also prevalent in the physical realm. Unlike conventional [[void shields]], weave-field generators employ techniques to overlap differing energy fields, interlocking over a range of frequencies and exotic energies. Weave field generators are compact, efficient and scalable, and can be used either as personal shields or projected onto entire areas, the latter of which which is useful for mining.&lt;br /&gt;
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Other amazing devices include pan-specular scanners, which allow the Kin to find an enemy’s location not just physical objects, but through the warp. Even the most terrifying of galactic phenomena are reaped through atom-delving and transotheric resubstantiation; [[Tyranids|stellar siphons drain the stars themselves, as the cthonic mining guilds take whatever resources they need.]] They can even [[Necron|move entire planets.]]&lt;br /&gt;
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Unfortunately, despite holding on to far more dark-age technology than most of humanity&#039;s other splinters, what the Leagues did lose was typically their knowledge of [[Golden Throne|how to make and maintain the really good stuff]] - things like the Votann themselves. Due to this, while they&#039;re closer to the technological pinnacle of dark-age humanity than the Imperium, the ongoing decay of the Votann cores combined with [[Adeptus Mechanicus|a culture which prefers tried-and-true traditionalist approaches over risk-taking and innovation means their development and research has slowed to a crawl.]] Until this is fixed (if it ever will be), they are stuck behind the Eldar and the Necrons technologically. But hey, at least they aren&#039;t on the Imperium’s level of decay.&lt;br /&gt;
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===Aspects of League society===&lt;br /&gt;
*&#039;&#039;&#039;Leagues:&#039;&#039;&#039; Conglomerates of family states united for better economic and defensive potential. Competitive, but not to the point of self destruction and to the point where it gets in the way of productivity. Looks down on the Imperium. Hates the eldar because they are entitled bastards who are bad for business. Some are business partners with the Tau and gives them ion guns and other goodies. Loves their Votanns to point of self sacrifice. Their numbers greatly outnumber the populations of the upstart tau and the dwindling eldari, yet their population is still far fewer than the imperium obviously (they are still described as having formidable and vast interstellar empires however). Loves their Galactic core due to its crazy amounts of wealth and minerals, and it being quite inhospitable to the other races (which they were &amp;lt;ref&amp;gt;&amp;lt;nowiki&amp;gt;Insert non-formatted text here&amp;lt;/nowiki&amp;gt;&amp;lt;/ref&amp;gt;made to live in). There is no exact number of known Leagues, the Kin find no use in keep track of it. Can often be in nomadic (living in spacefaring holds). Currently trying to fix up their broken trade routes after the Great Rift appeared. The Leagues are named in honour of Votann itself, who is also known variously as the Primal Ancestor, the Gilded One, or the Stonemind. In some Kin myths, Votann was not one being but many, and is sometimes depicted as a group of gleaming golden figures, or a wheel of graven stone faces. In other myths, the Votann fashioned the first crucibles, then raised the Kin up and sent them sailing into the dark void - before oceans of fire and flesh rose to swallow the. Some myths speak of Votann as eldest and wisest of the First Ancestors, themselves shadowy presences ill-defined and shown in many different forms - both humanoid and otherwise - where they are depicted at all. With typical pragmatism, the kin accept that their myths are too contradictory, allegorical, and suspect to be cited as possessing a definite basis of fact.&lt;br /&gt;
*&#039;&#039;&#039;First Ancestors:&#039;&#039;&#039; The DAOT colonists (engineers, miners, etc) who journeyed to the galactic mineral-rich core in generation ships as part of a large colonization effort from Terra. The first ancestors are cited to be agents of change, and held responsible for the majority of the stable mutations - collectively known as cloneskeins - that run through the kin gene pool. Why did they not return to the heartlands of humanity is unclear. From the fact that so many Kin fleets plunged into the galactic core within a period of only a few centuries, it might be inferred that a deliberate choice was made. It is during this period that the last references to the first ancestors can be found. Not much else is know about them besides the fact they disappeared when the Votann first appeared...&lt;br /&gt;
*&#039;&#039;&#039;[[Votann]]:&#039;&#039;&#039; Super-cogitators, which contain Gestalt repositories of unimaginable inherited wisdom and knowledge, along with [[Spirit stone|Ancestor Cores]] with their self-organizing datastacks and quantum infocores. They communicate with the Kin via a tangle of arcane technology called a &amp;quot;Fane&amp;quot; and through the special class of Kin priest-psykers called the Grimnyr. All members of the Leagues after they pass on are returned and recycled by the ancestor cores in somber ceremonies, both mind, and body. Even the ironkin are not immune to this fate, as while they are long-lived, they will eventually slow down to a crawl and breakdown. The minds and uploaded data are kept in the Votann, while the bodies are recycled to make new kin. They are currently breaking down and developing [[Machine Spirit|&amp;quot;personalities&amp;quot;]], with calculations that normally took hours taking decades, if not centuries to complete. However they can still be modified by the kin (often at the votanns request). Curiously, they also serve another purpose of acting as mini [[Astronomican|Astronomicans]] for the Leagues, due to their vast intellect literally shining in the warp. Has been stated that the &amp;quot;Votann belong to the Kin as Kin belong to the Votann&amp;quot;. Often act more like advisors and repositories (none of them have been leaders). Due to their degradation and age, some of the Votann have even lost the ability to produce more kin (Brokhyrs and Ironkin Guilds can produce more ironkin, but they are of lower quality than what the ancestors could create). The ancestor cores have also been stated to have been on the first generation ships.&lt;br /&gt;
**&#039;&#039;&#039;Fane:&#039;&#039;&#039; The grimnyr interface in Arcane technological structures called Fanes. A space of timeless devices and quiet contemplation, at the heart of which lies a complex tangle of machinery that is part altar, part interface. It is said that these machines were simply nodes through which the wisdom of the Votann flashesd with the speed of thought from one voidcraft to another. They still fulfill this pratical purpose. Culturally though, Fanes have taken on a greater spiritual significance to the Kin, so that now they are viewed as places where one stands in full regard of the Ancestors, and where the presence of the Votann lies heavy and Sombre. Indeed, through aceane technological processes that even the Kin do not understand, there have been instances recorded of fanes miraculously developing artificial intellect in their own right, and joining the ranks of the Votann themselves. These occurrences of miraculous self awareness are cause for great honour and celebration amongst the Kin in whose Hold they occur. By comparison though, more than one Votann has degenerated in recent centuries until they have become little more than Fanes themselves. To witness such a decline is a terrible tragedy for the Kin.&lt;br /&gt;
**&#039;&#039;&#039;Votannic Council:&#039;&#039;&#039; A League’s ultimate ruling body. Stubborn, and are slow to change their minds or come to decisions. Elections in the Leagues generally are extremely heated. Needed for full on wars (local conflicts excluded). The Votann are generally treated as part of the council,, and they and their Grimnyr often serve as advisors. Every Kindred governs itself in a huge spherical chamber known as the Spakerönde. The ruling councils are called Hearthspake. The Hearthspake sees little of the politicking or self interested maneuvering that typifies man species political arenas. The Kin might be hard headed, but they are almost always earnest and honest in their desire to guide their kindred well.&lt;br /&gt;
**&#039;&#039;&#039;Guild Masters:&#039;&#039;&#039; Guild Leaders who have worked their way up through the Leagues meritocracy. Note that there can be multiple guild masters on the council.&lt;br /&gt;
**&#039;&#039;&#039;Brôkhyr Forge-Master:&#039;&#039;&#039; The absolute cream of the crop from the forges of the Leagues, they not only have proved their ability to create technological marvels,but over see their development as well. They also bring the fury of the Forge to the battlefield, delivering council to the warriors on the field as well.&lt;br /&gt;
**&#039;&#039;&#039;Lord Grimnyr:&#039;&#039;&#039; The ultimate representative of the Grimnyr, who embodies wisdom, guidance, and insight. The Lord Grimnyr acts as the voice of the Votann itself, acting as a walking conduit for both their lore and gestalt might. This role is not purely a ceromonial or advisory role, for it is incumbent upon the Lord Grimnyr to walk the battlefield as the eyes, ears, and voice of the Votann, dispensing wisdom to friends and allies, and unleashing the wrath of the Ancestors. It is not known how they are selected for the position.&lt;br /&gt;
**&#039;&#039;&#039;Grimnyr:&#039;&#039;&#039; Kin psykers that wield massive amounts of power. Capable of accessing &amp;quot;empyrically archived&amp;quot; Votann wisdom. They are probably deeply tied to the Votanns and represent them in their wing of the Leagues governments. &amp;lt;s&amp;gt;Probably&amp;lt;/s&amp;gt; Definitely have very long beards.&lt;br /&gt;
**&#039;&#039;&#039;High Kâhl:&#039;&#039;&#039; The ultimate military commanders of the kinhost militaries. To be named High Kâhl is both a tremendous honour and a awesome responsibility. To be elected a High Kâhl, the incumbent must go beyond just a tremendously capable warriors ,and a indomitable battlefield leader. They must master the cruel calculus of war itself.&lt;br /&gt;
**&#039;&#039;&#039;Kinhost commanders/senior Officers:&#039;&#039;&#039; The military leaders of the Kinhost militaries that rank below the High Kâhl.&lt;br /&gt;
*&#039;&#039;&#039;Kindreds:&#039;&#039;&#039; A combination between nation state and extended family, essentially the societies that make up the Leagues. Generally lives in holds (although it&#039;s population is encouraged to go travel throughout the galaxy and make their ancestors proud). They are very communal in nature, and their populations range from a couple dozen to the millions. Each one is governed by a Votannic council. They have their own aspects which are called the Four Pillars:&lt;br /&gt;
*# Hearth: “the heart of the hold,” literally the heat and light their forges, recycle air, and let the kin thrive &lt;br /&gt;
*# Forge: Here everything the Kindred needs is built, from weapons to life-support systems&lt;br /&gt;
*# Thane: Where the Grimnyr interface with the Ancestor Cores&lt;br /&gt;
*# Crucible: Where new flesh and blood Kin are made&lt;br /&gt;
*#&#039;&#039;&#039;Hearthspake:&#039;&#039;&#039; In a given hold, the Hearthspake is the governing body, no matter how big or small. They are a council comprised of Guild representatives of particular commercial groups, the hold&#039;s attendant Grimnyr, as well as the leaders of the hold&#039;s Kinhost, such as the Kahl.&lt;br /&gt;
*&#039;&#039;&#039;Kinhosts:&#039;&#039;&#039; The militaries/militias of the Leagues, made after the kindreds united and combined their militaries. Soldiers are typically drawn from the civilian populous, but are not restricted to kinhosts only, as depending on their decision (after they completed their oath of service to their Kâhl), the soldier may return to civilian life after they have done their service. Objectives range from protecting colonization efforts, protecting resources extraction operations and other guild/kindred interests, and overall defense to annihilating entire worlds because they know too much. Has a slightly overall civilian look to them (but are still more deadly than Imperial forces). The forces within the kinhosts militaries (called oathbands), are extremely flexible on what they consist of. Some of these oathbands can even consist entirely of mercenaries.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Guilds:&#039;&#039;&#039; The overall backbone of the Leagues. Independent commercial groups. Builds holds and everything else. Regulates and manages almost everything, and oversees fair competition( but are not necessarily overbearing). Does not like cutting corners. Very competitive and ruthless in general. Is unofficially apart of the government. Typically doesn&#039;t leave their own holds. Does not like Freelancers and outcasts (and the occasional rival guild). Every aspect of life and production is affected by the guilds. Clonskin guilds exist and work to improve upon and stabilize cloneskins. Ironkin Guilds exist as well.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Freelancers:&#039;&#039;&#039; Independent contractors, mercenaries, traders, explorers, plumbers, etc. Does the same thing as the guilds except with less political influence and resources. Not too fond of guilds&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Holds:&#039;&#039;&#039; The homes of the Leagues and its organizations and populous. Typically enclosed and fortified, holds vary in type and size. Can range from underground tunnels and narrows, to fortified bunkers and live in factories, to hive cities and ecumenopolises. Also comes in the form of space stations, asteroid colonies, and ships. Industrial and high tech in nature, yet very cozy with a lot of empasis on community, closeness, and interaction. Essentially hive cities except not shit and on steroids. Contains &amp;quot;Hearths&amp;quot;, which act as the hearts of the holds, providing heat, light, and recycled air, and overall let the kin thrive. Hearths also act as reactors for the Kins holds, powering up all their electrical needs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kin in general/clonekin:&#039;&#039;&#039; The general population of the Leagues. Mainly consists of ironkin and clonekin (although, there could be more). Tough as nails, and artificial in nature. Comes from &amp;quot;crucibles&amp;quot; (which they prefer due to regular reproduction diluting the genetic quality of offspring. Generally enhanced by both biological and cybernetic means. Very intelligent and industrious. Loves their ancestors to death. Loves their Kin and kindreds. Loves making their master crafts. Loves living in their fortified holds (but will go out into the galaxy to serve the ancestors, their guilds, and their communities). They get to pick their own names (excluding their family names, which they get from the names the crucibles has attached to it, and its considered rude to change), and gain more throughout their life from fellow kin like &amp;quot;Orkslayer&amp;quot;. Loves their individuality and mutations (although some cloneskin templates and mutations can actually lower the lifespan of a clonkin, along with clonekins who had their production accelerated). Far from uncommon for them to get plenty of physical alterations. They were also made to resist and endure the warp and its corruptions, dampening their souls (note: they are masking their souls brightness, not actually dimming down their souls) for better protection. They also have high amouns of white blood cells, which allows them to greatly resist disease, and heal swiftly. Some can see in infrared.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ironkin:&#039;&#039;&#039; The League have [[Men of Iron]] now, or at least true AIs. Appears to be comparable to a Servitor, although distinctly described as being treated as equal to the fleshy Kin. The Ironkin can mimic their living counterparts’ every behavior and demeanor, but display no sense of ambition and are hard-wired with a desire to be helpful. Their bodies are all built for a unique purpose and cannot be easily replaced should they be damaged. One such purpose are the Wayfinders, which are the supercomputer, squatty equivalent of Imperial [[navigator|navigators]], allowing the Kin to traverse the Warp without the need of psykers, and thus reduce the threat of daemonic incursions. All ironkin have a CU, or Cerebral Unit, and a mechanical body, both of which are unique to each individual ironkin. The CU&#039;s themselves are nigh indestructible (with microfield generators woven into the structure of the unit), and can send out distress beacons. Since Kin are kin, these are high priority for recovery.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;COGs:&#039;&#039;&#039; Are essentially the lower forms of ai, automatons, and algorithms the Leagues possess. Akin to tau drones (yet still more advanced). Does much of the menial jobs and such in the Leagues, along with being utilized in combat as well, and overall helps automate the Leagues of Votann. Probably still treated better than servitors (especially considering they look like ironkin).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outcasts:&#039;&#039;&#039; Hippies, troublemakers, and those Kin who do shit like performing illegal experiments, probably.&lt;br /&gt;
&lt;br /&gt;
===Known Leagues===&lt;br /&gt;
*&#039;&#039;&#039;Greater Thurian League:&#039;&#039;&#039; One of the original founding Leagues and the poster boy League. Has a teal color scheme. Largest of the Leagues, spreading over a wide expanse of the galactic core and very influential on the other Leagues. Includes over 200 allied kindred holds, and it contains the biggest guild. Very wealthy and expansionist, they have a lot of military might and resources at their disposal and they want to expand their reach. Their members think they epitomize what it means to be Kin. Are uncompromising with their mercenary attitude. Apparently, their grim, methodical pragmatism is an inspiration to other Leagues. The Kin’s special character Ûthar the Destined hails from this League.&lt;br /&gt;
*&#039;&#039;&#039;Urani-Surtr Regulates:&#039;&#039;&#039; A determined League constantly being invaded by groups of Orks, Tyranids, and Necrons, despite this the League is determined to fight to the last person standing. Their colors are greens and brown. Their kin live on the minimum and are currently at war with the Necron Dynasty of Samnokh. Are stoic, pragmatic, and abhor waste like most other Leagues, though they are noted for being less concerned with the cost of lives and material for battle to prevent giving up ground. Likes to keep their population counts high for their oathbands. No kin admitted to the Urani-Surtr Regulates has ever left.&lt;br /&gt;
*&#039;&#039;&#039;Trans-Hyperian Alliance:&#039;&#039;&#039; The most puritanical in their worship of the Ancestors. Sacrifice has more importance to them than the other leagues. Their colors are mostly orange and white. They enjoy collecting data and new info for their Votanns. They are a nomadic league, spread out not only across the galactic core but beyond, into far space with their 3 Votanns being stored in heavily armed ships. Their prospectors are known for venturing the width and breath of the galaxy in search of resources, and the League’s Hernkyn Pioneer riders are extremely skilled and considered genuinely exceptional by the other Leagues. This lifestyle is driven by the requirement to enrich their Votanns, which for the Trans-Hyperian Alliance is a reward in and of itself.&lt;br /&gt;
*&#039;&#039;&#039;Kronus Hegemony:&#039;&#039;&#039; Also known as Kôrynn’s Kindred they are the most militaristic and aggressive league (to the point of being aggressive even to other leagues). Their color scheme is yellow and black. They are a relatively new league formed less than millennium ago. [[Awesome|Ork WAAAGH!s, Tyranid swarms, and many other threats have been broken by the mighty kinhost of the Kronus hegemony]]. They are known for having a harsh reputation, due to their strictness and quotas. The formation of their league was due to their League’s Fane (computer systems) achieving self-awareness and transforming into a full blown Votann which has subsequently been demanding the Hegemony should always be gathering resources; Kindreds that join have to pay a hefty price to join and then have to pay hefty tributes through conquest. They also already pissed off the other Leagues in territorial disputes. Despite their reputation, they are still seen as a boon for the other Leagues due to their defensive capabilities.&lt;br /&gt;
*&#039;&#039;&#039;Ymyr Conglomerate:&#039;&#039;&#039; A massive and ancient power bloc. Has a red color scheme. Few value quality craftsmanship more than the Ymyr conglomerate. They have long ventured beyond the core trading and operating all over the galaxy. They are the richest League, having the best living standards to boot. Even for the other Leagues, they appear decedent. They also have a higher amount of high-quality weaponry and equipment for their kinhosts. &lt;br /&gt;
*&#039;&#039;&#039;Seran-Tok Mercantile League:&#039;&#039;&#039; Has risen to prominence and profited greatly from trade with the T’au Empire. &amp;lt;s&amp;gt;Probably&amp;lt;/s&amp;gt; confirmed to be the Demiurg.&lt;br /&gt;
*&#039;&#039;&#039;Grand Orion Compact:&#039;&#039;&#039; Their Votann was destroyed by Orks from WAAAGH! Morbok resulting in a grudge against the green skins and starting a 500 year long war of extermination against the members of that WAAAGH!&lt;br /&gt;
*&#039;&#039;&#039;Emberg Agnir Bloc:&#039;&#039;&#039; Destroyed by Tyranids. Their Votann absorbed their biomass to deny the Tyranids their prize as revenge, which drove the Votann mad, turning it into &amp;quot;The Mad Core&amp;quot;, which causes fluctuations in the Warp impeding travel near their former hold, which brings up a lot of fluff questions of its own. How exactly does a mechanical supercomputer &#039;&#039;assimilate&#039;&#039; an entire hold/league? Was it something like [[Forge World|Lucius]], where the Mechanicus holed themselves up underneath the surface, [[Tomb World|using teleportation to send their forces up and retrieving the shatted out mechanical bits back later]]? Or is this some weird techno-vore thing [[Grimdark|where all the dorfs jumped into an acid vat so their biomass could be used by their god?]] Either way, their Votann may have been one of the few Cores left able to react quickly, not that it&#039;ll be of much use now. Probably a callback to the original demise of the Squats.&lt;br /&gt;
*&#039;&#039;&#039;Ghulo Industrial Complex:&#039;&#039;&#039;This League is forever adding new systems and planets to their impressive holdings, and are skilled in transforming even the most barren of worlds into productive and valuable assets. Pours almost all of their time and energy into maintaining trade routes, and keeping their convoys of heavy haulers and escort ships moving along them. This League contains several extremely large and powerful Cthonian guilds, whose influence in the Hearthspakes is such that they&#039;re virtually the defacto rulers of the Ghulo Industrial Complex as a whole.&lt;br /&gt;
*&#039;&#039;&#039;Typhon-Styx Protectorate:&#039;&#039;&#039; A League that is renowned for their indomitable fortifications. Their oathbands lean towards steady and relentless strategies, advancing from one position to the next, and allowing  waves of enemy counter attacks to smash themselves apart against swiftly-raised ramparts and tanks, dug in as temporary bunkers. Their holds are exceptionally fortified.&lt;br /&gt;
*&#039;&#039;&#039;Grendl Dominance:&#039;&#039;&#039; An overly warlike League.&lt;br /&gt;
*&#039;&#039;&#039;Jotun-Erydani Combine:&#039;&#039;&#039; A League that is renowned for their Craftmanship and forging. Is a strongly meritocratic and Brôkhyr centric society.&lt;br /&gt;
*&#039;&#039;&#039;Kapellan League:&#039;&#039;&#039; Had their ancestors degenerate into Fanes. Spent years mourning.&lt;br /&gt;
*&#039;&#039;&#039;Balor-Attal Conglomerate:&#039;&#039;&#039; Had their ancestors degenerate into Fanes. Spent years mourning. Is in the process of disintegrating.&lt;br /&gt;
*&#039;&#039;&#039;Tehys Expanse:&#039;&#039;&#039; A extremely wide spread League. It&#039;s Kindreds [[BattleTech|maintain contact by means of a singularity potent interstellar communications network, whose proprietary technologies they will only lease to other Leagues for a substantial fee.]]&lt;br /&gt;
*&#039;&#039;&#039;Sigma-Drakoni Union:&#039;&#039;&#039; [[Saim-Hann|A martially inclined League that prizes honorable combat greatly. It&#039;s Kinhosts are held to a strict code of conduct at all times, and take an unusual degree of pride in their heraldy and decorative insignia.]]&lt;br /&gt;
*&#039;&#039;&#039;Pan-Telluric Commonwealth:&#039;&#039;&#039; A exceptionally egalitarian society.&lt;br /&gt;
&lt;br /&gt;
===Known Kindreds===&lt;br /&gt;
*&#039;&#039;&#039;[[Deep Rock Galactic|DeepRock Kindred]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Vortun:&#039;&#039;&#039; Belongs to the Greater Thurian League. This is the Kindred Ûthar the Destined Belongs to.&lt;br /&gt;
*&#039;&#039;&#039;Khâld&#039;s Star Breaker Kindred:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Kindred Crimson:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Skâlfi&#039;s Kindred:&#039;&#039;&#039; Named after their ancestor core.&lt;br /&gt;
*&#039;&#039;&#039;The Kindred of Nârunn:&#039;&#039;&#039; Named after their ancestor core.&lt;br /&gt;
*&#039;&#039;&#039;Vykât&#039;s Kin:&#039;&#039;&#039; Named after their ancestor core.&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Echodark:&#039;&#039;&#039; Named after a defining feature of their hold world.&lt;br /&gt;
*&#039;&#039;&#039;The Thousand Stars Kindred:&#039;&#039;&#039; Named after a defining feature of their hold world.&lt;br /&gt;
*&#039;&#039;&#039;Iron Canyon Kindred:&#039;&#039;&#039; Named after a defining feature of their hold world.&lt;br /&gt;
*&#039;&#039;&#039;Star-Delver Kindred:&#039;&#039;&#039; Named after its essential nature.&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Ork Slayers:&#039;&#039;&#039; Named after its essential nature.&lt;br /&gt;
*&#039;&#039;&#039;Yôht&#039;s Black Pillars Kindred:&#039;&#039;&#039; A Kindred with a combination of name types&lt;br /&gt;
*&#039;&#039;&#039;The Kindred Stoic of Nightgulf:&#039;&#039;&#039; A Kindred with a combination of name types&lt;br /&gt;
*&#039;&#039;&#039;Kindred Six:&#039;&#039;&#039; A Kindred with a very basic name. Belongs to the Kronus hegemony, and is brutally direct. Prides themselves on their mastery of urban warfare. Are sometimes rivals with Sylâkh&#039;s Kindred.&lt;br /&gt;
*&#039;&#039;&#039;Kindred Eleven-D:&#039;&#039;&#039; A Kindred with a very basic name.&lt;br /&gt;
*&#039;&#039;&#039;Hold of Oriâkh&#039;s Irongate Kindred:&#039;&#039;&#039; Had their core destroyed by WAAAGH! Morbok. Belongs to the Grand Orion Compact.&lt;br /&gt;
*&#039;&#039;&#039;The Void striker Kindred:&#039;&#039;&#039; Swallowed up by Maelstrom Örgvayr.&lt;br /&gt;
*&#039;&#039;&#039;Lâkhryr&#039;s Kindred:&#039;&#039;&#039; Swallowed up by Maelstrom Örgvayr.&lt;br /&gt;
*&#039;&#039;&#039;Nôthka&#039;s Kindred:&#039;&#039;&#039; Belongs to the Trans-Hyperian Alliance. They maintain a Hold amidst the calamitous ruin-belt of the Broken Triplets, a trio of threatening worlds that were smashed during an ancient catastrophe.&lt;br /&gt;
*&#039;&#039;&#039;Orksbane Kindred:&#039;&#039;&#039; Belongs to the Ymyr Conglomerate. Owns the world of Tamâkh, which the Hold of Brôkhfyre is built upon. They control and capture the exotic and deadly spectra emanating from the world&#039;s nearby star, using mile high stellar vanes. These energies pour into their forge, which is amongst the greatest in the Leagues, as it is renowned for the weapons of war it can produce.&lt;br /&gt;
*&#039;&#039;&#039;Kârkyr Stellar Nursery:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Yênna&#039;s Kindered:&#039;&#039;&#039; Another Kindred named after it&#039;s core. Is in possession of Balewind Harvester stations.&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Aârnok:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Kôrynn’s Kindred:&#039;&#039;&#039; Was originally apart of the now faltering Kapellan League. Broke away with several other Kapellan Kindreds to form the Kronus Hegemony when their Fane achieved self-awareness and became a newly ascended Votann. They gave become central to the Kronus hegemony, and receives portions of the Leagues spoils for their Votann&#039;s defense.&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Liminus Crag:&#039;&#039;&#039; Belongs to the Trans-Hyperian Alliance. Are famed as shipwrights of the swiftest void craft and atmospheric gunships.&lt;br /&gt;
*&#039;&#039;&#039;Ukûlak&#039;s Kindred:&#039;&#039;&#039; Belongs to the Trans-Hyperian Alliance. Has every last one of their Kin serve at least a decade as Hernkyn in their early years to Honour their ancestors.&lt;br /&gt;
*&#039;&#039;&#039;Sylâkh&#039;s Kindred:&#039;&#039;&#039; A Kindred name after their Core. Favors massed artillery and siege warfare. Are sometimes rival with Kindred six.&lt;br /&gt;
&lt;br /&gt;
===Known Holds===&lt;br /&gt;
*&#039;&#039;&#039;Obsyd Gate:&#039;&#039;&#039; A prominent hold of the Kindred of Vôrtun, which belongs to the Greater Thurian League. This the hold Ûthar the Destined Belongs to.&lt;br /&gt;
*&#039;&#039;&#039;Grand Hall:&#039;&#039;&#039; A prominent hold of the greater Thurian League.&lt;br /&gt;
*&#039;&#039;&#039;Hold Silver Six:&#039;&#039;&#039; A prominent hold of the greater Thurian League.&lt;br /&gt;
*&#039;&#039;&#039;Demmâk&#039;s Haven:&#039;&#039;&#039; A prominent hold of the greater Thurian League.&lt;br /&gt;
*&#039;&#039;&#039;Crimson Gulf:&#039;&#039;&#039; A prominent hold of the greater Thurian League. Renowned for its sheer size and impenetrable defenses.&lt;br /&gt;
*&#039;&#039;&#039;Ûrvymm&#039;s Bulwark:&#039;&#039;&#039; A prominent hold of the greater Thurian League. Renowned for its sheer size and impenetrable defenses.&lt;br /&gt;
*&#039;&#039;&#039;Cynder Span:&#039;&#039;&#039; A prominent hold of the Ymyr Conglomerate &lt;br /&gt;
*&#039;&#039;&#039;Delvegard:&#039;&#039;&#039; A prominent hold of the Ghulo Industrial Complex&lt;br /&gt;
*&#039;&#039;&#039;Sunder Stair:&#039;&#039;&#039; A hold belonging to the Nôthka&#039;s Kindred. Sits at the heart of the Broken Triplets.&lt;br /&gt;
*&#039;&#039;&#039;Hold of Brôkhfyre:&#039;&#039;&#039; Lies upon the world of Tamâkh, and is owned by the Orksbane Kindred.&lt;br /&gt;
&lt;br /&gt;
===Known Mining Worlds/Zones===&lt;br /&gt;
*&#039;&#039;&#039;Törg:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Darkstar Mines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Known Enclaves===&lt;br /&gt;
*&#039;&#039;&#039;The human enclave of New Catachan:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Known Guilds===&lt;br /&gt;
*&#039;&#039;&#039;Cthonian Mining Guilds:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Yngvâry Combined Logistics:&#039;&#039;&#039; Huge and wealthy.&lt;br /&gt;
*&#039;&#039;&#039;Star-Rider Mercantile Confederation:&#039;&#039;&#039; Huge and wealthy.&lt;br /&gt;
*&#039;&#039;&#039;Cthonian Guild of Kâdokh:&#039;&#039;&#039; Huge and wealthy.&lt;br /&gt;
&lt;br /&gt;
===Regions/Warp storms===&lt;br /&gt;
The galactic core to most species is a uninhabitable. Only the hardiest of species and civilizations could ever dream to live here. But should they survive, the great riches of the core will open to them.&lt;br /&gt;
&lt;br /&gt;
In constrast to the Imperium, the Kin do not recognize the name &amp;quot;The Great Rift&amp;quot;, believing it would lend further superstitious menace to a already menacing threat. The appearance of these warp storms has caused much havoc in the galactic, from swallowing up entire kindreds, to aggravating local core xenos. Some refugees from these swallowed up kindreds were able to make it out thanks to pan-spectral arrays, which gave some small warning to said kindred refugees. Those who escaped told of holds falling into complete madness, and right on their heels were hordes of ravenous Chaos war fleets. These storms have made the already extraordinarily dangerous core even more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warp Storms:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Örgvayr:&#039;&#039;&#039; roughly translating to &amp;quot;Ogre&amp;quot; in Low Gothic, this warp storm appeared on the north eastern fringe of the Greater Thurian League, swallowing up the Void Striker Kindred and Lâkhryr&#039;s Kindred.&lt;br /&gt;
*&#039;&#039;&#039;Cölosyk:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gëirokh:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Töroll:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Öggh:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cyklöp:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Regions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Xenos in/near League territory===&lt;br /&gt;
*&#039;&#039;&#039;Orks:&#039;&#039;&#039; The Orks have long-been an enemy of the Kin, their own species-wide durability and sheer refusal to go away making them perhaps the only other species able to comfortably withstand the crushing weight of the galactic core. Being the main neighbors of the Kin, coupled with Orks being Orks and wanting a good punch up, has resulted in their species perhaps being the only thing the Kin consider to be an arch-enemy. With the Five Hundred Years war with WAAAGH! Morbok resulting in the destruction of a Votann, the stellar fleets of Bogg da Freeboota King invading in the lieu of some warpstorms, and the neighboring Ork Empire of Morzag, all these things have solidified the Orks as constant pebble in the Kin&#039;s boot.&lt;br /&gt;
*&#039;&#039;&#039;Tyranids:&#039;&#039;&#039; &amp;quot;The Bane&amp;quot;, as the Kin know the Tyranids as, has become somewhat of an intense threat/material opportunity for the Leagues in recent millennium. Hive Fleet Leviathan wiped out the entirety of the Emberg-Aegnir Bloc, resulting in the Mad Votann, and so earning the ire of the species. But at the same time, the Leagues hunt down hive fleet tendrils to harvest them for organic materials (likely their bio-metals and acids). Ultimately, they&#039;re treated more as a hazard than a direct enemy to fight with. &lt;br /&gt;
*&#039;&#039;&#039;Minor Species:&#039;&#039;&#039; The typical one-off species that exist to pad out the Galactic Core to make it less empty. Nothing is known about them other than their names and that they are taking the Great Rift as an opportunity to get antsy. They include the Septeryx, the Chrobdyr Ferrophagites (rust monsters lol) and the ominous Cult of Ohn.&lt;br /&gt;
*&#039;&#039;&#039;Other Big Players:&#039;&#039;&#039; With the Great Rift opening and swallowing a shit ton of Holds, many Kindreds and some Leagues have opted to scarper out of the Galactic Core and find new steading elsewhere. This vacuum has allowed an opening for the Imperium, the T&#039;au Empire, and the Craftworld Eldar to move in on the territory, kicking up dust as they do and transgressing on the Kin&#039;s holdings.&lt;br /&gt;
&lt;br /&gt;
===Noteworthy Kin===&lt;br /&gt;
*&#039;&#039;&#039;Ûthar the Destined:&#039;&#039;&#039; A great Kahl from the Greater Thurian League that has a mysterious objective and destiny, prophesied to complete a great task. He’s a ruthless warrior armed with masterfully wrought weapons, including the legendary Blade of the Ancestors (which he got literally the day he was born on), and has a gift for assessing enemy foes.&lt;br /&gt;
&lt;br /&gt;
===Relationship/interactions with other factions===&lt;br /&gt;
&#039;&#039;&#039;Galactic relations in general:&#039;&#039;&#039; The Kin will leave most of the denizens in the galaxy alone, so long as they aren&#039;t getting in-between what the Kin want. The Leagues of Votann trade outside the core through a range of names, though these are rarely of their choosing  this has caused confusion and misunderstanding over who these mercenary adventurers really are. To those who are in their way however (unwillingly or not), the Kin are a tough nut to crack. Even far from the more secure area that is the galactic core, the Kin are a armoured, fortified, bunkered down, advanced, and tactical juggernaut. More often than not, the Kin succeed in their conflicts, and even the more major players of the galaxy find them difficult. On occasion, a resistant population may be deemed too strong for any conflict to be worthwhile, but most of the time any resistance will be swept aside or ignored. The Kin have no compunctions about tearing open the crust of a world whilst the population still dwells upon it, however sometimes a evacuation can be negotiated. To those on the kins good side, they are invaluable business parts. To those on their bad side, they are a force of ruthlessness and greed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ironhead Squat Prospectors:&#039;&#039;&#039; See each other as distant cousins who can share a pint in the pub and complain about the Aeldari.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyranids:&#039;&#039;&#039; In the Imperium of Man, the Tyranids hunt &#039;&#039;you&#039;&#039;, in the Leagues of Votann, the League hunt &#039;&#039;Tyranids&#039;&#039;. Known to the Leagues as “The Bane” the Kin are wary of the Nids and have gain a grudging respect for their effectiveness and adaptability. Whilst the Nids still view the Kin as biomass, they themselves also stay clear away from them as the Leagues are known to scout out and hunt down &#039;&#039;entire Tyranid hive fleets&#039;&#039; to harvest their resource bounties. Moreover, the high technological levels and large presence of automatons makes fighting the League a sunk-cost fallacy for the Tyranids such as in one example with the Northstar cluster, where the bioforms exhibited an odd nesting behavior not seen elsewhere. They have proven difficult to eradicate, and have brought devastation to the Urani-Surtr Regulates. The Kin see the danger of the Tyranids, following the destruction of the Emberg Agnir Bloc. It was made up of a few dozen kindred and found themselves in the path of hive fleet Leviathan. The League was wiped out. The Votann was left untouched. It absorbed the bodies of its fallen Kin to deny the Tyranids the biomass, and was driven mad, becoming the mad core, and causing fluctuations in the warp that disrupt travel. Nevertheless, such endeavours still prove too risky for the Tyranids and, given the League&#039;s habit of hunting their fleets down like giant whalers; the Hive Mind has put the League on the same level as the Necrons in terms of GTFO.&lt;br /&gt;
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&#039;&#039;&#039;Tau:&#039;&#039;&#039; They view the Leagues as grand benefactors and business partners of the Greater Good and the Tau Empire - although they could certainly improve their view points and dedication to the cause. They are also really happy with their new technology they received from the Leagues, with their ion technology being extremely popular among the Tau&#039;s forces. The Leagues see the Tau as a very naïve and young people, though they appreciate the value of the greater good as it shares similarities with their own philosophy, putting Kin first. The Tau are more than happy to pay the Leagues, though the Kin rarely share their more advanced developments. As an example, the Kin&#039;s ion tech is superior and far more compact than the Tau&#039;s. Thanks to the extreme naivety of the tau, the Tau actually think the few ships they see from the Leagues are all that is left of the Kin, following a invasion from the Tyranids. These rumors have been rebuffed by the kin, much to the confusion of the Tau. The Kin see no value in enlightening them in this regard so long as the can continue to profit from trade with the naïve civilization. With the advances of the empire in the Chalnath expanse, there have been some minor clashes with the various factions of the Kin, which may have somewhat soured some local relations. Kind of. Nothing that money can&#039;t fix, though.&lt;br /&gt;
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&#039;&#039;&#039;The Imperium of Man:&#039;&#039;&#039; View the Leagues as useful and good enough for trade, yet they&#039;re also sketchy abhumans who stray too far from the holy human form and are probably heretics, though they don&#039;t seem as quick or eager to put these ones down nor whip out any Exterminatus moves on them. On the world of Necromunda at least, they are looked down upon as Squats despite all they&#039;ve done for the world. Likewise, the Leagues view the Imperium as a bunch of disappointing dumbfuck competitors - although they&#039;re still good enough for trade. Will surprisingly be honest about their usage of AI if pressed on it (which of course pisses the Imperium off). On some Imperial worlds like Necromunda, the Kin have been there since their Imperial records started. Rogue traders are more than happy to deal with the Leagues, though their extravagant life styles are considered wasteful by the kin, and deals are made with governors of Imperial worlds and systems, for a suitable fee. The more zealous of the Imperium deem the Kin as sanctioned xenos, if not abhumans. And at one point, the Demiurg had a automated mining facility  that was infiltrated by the alpha legion. Overall, the Kin treat them as any other species.&lt;br /&gt;
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&#039;&#039;&#039;Aeldari:&#039;&#039;&#039; [[Elf|Guess]]. They like to keep their meetings brief and few as the knife-ears aura of arrogance and entitlement pisses the Kin off.&lt;br /&gt;
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&#039;&#039;&#039;Dark Aeldari:&#039;&#039;&#039; [[Dwarf Fortress|Guess again]]. Unlike the Tau who were dumb enough to trust the S&amp;amp;M gimp suit wearing weirdos at one point, the Kin are smart enough to not have wanted anything to do with the perverted pasty sweat goblins.&lt;br /&gt;
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&#039;&#039;&#039;Harlequin:&#039;&#039;&#039; Weird creepy clowns that are to be avoided.&lt;br /&gt;
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&#039;&#039;&#039;Aeldari Exodites:&#039;&#039;&#039; [[Avatar|Guess thrice]]. Although, the Kin actually do respect them for their more practical nature. Still more than happy to invade for resources though.&lt;br /&gt;
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&#039;&#039;&#039;Necrons:&#039;&#039;&#039; The Necrons consider the Kin to be another upstart race, though with a level of trepidation. Not only are they considered remarkably dangerous foes to fight, the Kin also delve deep into their worlds, breaking into tomb complexes, and plundering the rich harvest within. To the Kin, the metallic aliens are easy pickings while they sleep, and vicious foes when roused. Typically shoot on sight levels of diplomacy. They already war with the Urani-Surtr Regulates for control over one of its main worlds. The involved Necrons is the Samnokh dynasty.&lt;br /&gt;
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&#039;&#039;&#039;Orks:&#039;&#039;&#039; The Orks are the Leagues most hated Foe, as not only are they pervasive, they are also endlessly wasteful, fighting and destroying what the Kin have built, and The Leagues have been as successful as every other civilization in eradicating the Orks. The Orks are not stopped by the dangers of the core regions, and Ork pirate raids are a particular concern, with Orks like Bogg Da Freeboota king and his numerous fleets pestering the Leagues. The Orks tendency to use whatever scrap they can get has led to the creation of the saying &amp;quot;a prize for a Ork&amp;quot; , used to describe things or ideas that are worthless to the Kin. The 500 years war was fought against WAAAGH Morbok after they overran the Grand Orion Compact&#039;s Hold of oriax iron gate kindred. The Votann in the hold was torn to pieces, the most widespread grudge in the history of the Kin was called, and the Compact spent the next five centuries hunting down every single Ork from WAAAGH Morbok.&lt;br /&gt;
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&#039;&#039;&#039;Chaos:&#039;&#039;&#039; They find the Leagues to be a major pain in the ass as they actually have at least some idea on how to deal with chaos unlike their Imperial counterparts. They dimmed their souls, use soulless A.I. to pilot through the warp, have top notch security, and live high quality and comfortable lives in their holds. They see little to even no chaos corruption in the Leagues and will probably see more losses than wins with them. The Kin of course are absolutely disgusted by them, and have little time for their gruesome and foolish activities &lt;br /&gt;
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&#039;&#039;&#039;The Adeptus Mechanicus:&#039;&#039;&#039; A series of mental breakdowns and cybernetic overloads occurs when Mechanicus members encounter the Leagues. Whether it&#039;s due to them seeing Heresy in the Leagues, or due to the many shinies the Leagues have, it doesn&#039;t matter. They will see the Leagues as major competition regardless of the reason, and move to claim the shinies for themselves. To the Leagues, the Adeptus Mechanicus are rats scurrying around a scrap heap. Superstitious tech cultists living on the successes of their ancient betters who&#039;s ignorance makes them dangerous. The Kin avoid them whenever possible, and are swift to eradicate them when needed.&lt;br /&gt;
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===Speculation/Theories===&lt;br /&gt;
The LoV being as new as they are, there&#039;s a lot going on about them that we don&#039;t know about. Particularly, how can certain aspects of the setting be connected to them to better help them conform to the whacky-tobaccy universe that is 40k. Until we get lore confirmations, various speculations and conspiracies will be listed here. &lt;br /&gt;
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====Votann out in the Wild====&lt;br /&gt;
As the biggest part of the Leagues and their lore, the Votann naturally draw a lot of attention to themselves, especially since some parts of the lore can now be comfortably assumed to be a Votann. &lt;br /&gt;
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*&#039;&#039;&#039;The Van Saar STC:&#039;&#039;&#039; A bit of speculation around the Votann is if anything else in the setting will be retconned into/explained as being one. The most obvious candidate is the [[House Van Saar]] STC, described as being &amp;quot;large building&amp;quot; sized and &amp;quot;damaged&amp;quot; in that it&#039;s spewing out radiation, similar to the disrepair some Votann are said to be in albeit more extreme, and if it was a Votann it would explain why Squats are on Necromunda.&lt;br /&gt;
*&#039;&#039;&#039;The Votann are fueled by alcohol:&#039;&#039;&#039; Naturally, being dorfs, the dorfs need to fill the dorf computers with dorf juice in order for them to give dorf advice. How else are they supposed to run? Fission batteries and solar energy? That&#039;s [[elf|leaf-lover]] hippy dippy shit.&lt;br /&gt;
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===Influences/Mythology/Aesthetic/Complaints===&lt;br /&gt;
*&#039;&#039;&#039;The greater rage:&#039;&#039;&#039; The 2001 release of the [[Tau]] was spurred with anger, confusion, and revulsion. Even to this day in the year 2022, you&#039;ll still see swathes of the community that seethe at the mere mention of the Tau, deeming them as &amp;quot;weaboo space communists who aren&#039;t grimdark enough&amp;quot;, or simply &amp;quot;another vile xeno who is irrelevant&amp;quot;. And like its predecessor, the LoV is reaching similar levels of division and anger. But much like the decade that it was revealed in, the Leagues bring in a new scale of chaotic and unprecedented changes. This section is to help boil this down, and address  complaints and confusion.&lt;br /&gt;
*&#039;&#039;&#039;Twentieth century futurism:&#039;&#039;&#039; There have been quite a few who have claimed that the LoV is &amp;quot;generic sci-fi&amp;quot; and &amp;quot;inconsistent in its design&amp;quot;. To be quite frank, this is a bunch of nonsense hullabaloo. Anyone who has enjoyed enough fictional settings like that of [[Fallout|Fallout]] is going to tell you that the Leagues is full of [[Isaac Asimov|mid-centrury futurism]] and [[Arthur C. Clarke|classical sci-fi]], with the atv looking like a 1960s moon buggy, and the Hernkyn chopper looking like a mid century 60s bike ([https://youtu.be/ySxEFuUrdio|for gods sake, look at it&#039;s trailer]). While you will find some of dieselpunk in the LoV and its not entirely just mid century aesthetics, [[atompunk|atompunk]] has asserted its dominance here, Giving them a more civilian look. This also includes the look of the Ironkin (and to a certain extent [[UR-025]] and the [[Kastelan Class Battle-Automata]] which look like mid century robots. Fact is, the LoV is a love letter to classic sci fi. But that&#039;s not all.&lt;br /&gt;
*&#039;&#039;&#039;Western/wacky sci-fi:&#039;&#039;&#039; If you haven&#039;t noticed from the bolter revolvers, the abundance of words like &amp;quot;Pioneer&amp;quot;, &amp;quot;frontier&amp;quot;, &amp;quot;rugged&amp;quot;, and &amp;quot;hardy&amp;quot;, along  with the fact that the first revealed  ironkin looks a lot like a western blacksmith, the amount of &amp;quot;simple&amp;quot; practical tools the Kin often carry, the Leagues have a lot of western influences. They also seem to still retain an air of comedic relief from their previous Squat forms. Expect future [[Firefly|Firefly]] references, and a Votann answering with [[Approved Literature|&amp;quot;42&amp;quot;]].&lt;br /&gt;
*&#039;&#039;&#039;Mass produced goodness:&#039;&#039;&#039; Unlike their many Dwarven counterparts, the Leagues are by no means the top industrial power house of the galaxy (the Necron and the Aeldari have them beat, along with most of the other species from around the time of the old ones). To be quite honest, they are more about industry as a theme rather than being the most industrious. However, one could say they are still the top non-prehistoric industrial in the galaxy. They could also be said to be the top powerhouse in the galaxy that is both operating at its full capability (Necron sleepiness), and still actively lives and colonizes the galaxy (Eldar and their hidey holes). And in comparison to their &amp;quot;competitors&amp;quot;, are probably the most easily accessible due to them generally not wanting to instantly butcher you the second they even glance at you, or just tell you to get lost. As for the lower powers? The Imperium, while it&#039;s very industrial, its also incredibly inefficient and and often...dumb with its capabilities in general (Agri-worlds, under use of auto loaders, crappy servitors). And the Tau, while smarter than the imperium with their industrial capabilities, has far less potential with what they have.&lt;br /&gt;
**Moving on from their position in the galaxy, why the industrial aesthetic? Well, first off, they&#039;re dwarves. Second off, as mentioned above, the other industrial factions are either too insufficient to carry out certain ideas and concepts, or are too hidey. The Leagues are in the perfect position to introduce potential new concepts to the universe, like not crap hive cities, dyson spheres that don&#039;t belong to the Necron, megastructures, and potentially much more. it&#039;s a nice change of pace to see an actually efficient industrial that isn&#039;t controlled by ancient aliens.&lt;br /&gt;
**Thirdly, you need a little grime and practicality to that atompunk, and efficient industry is the perfect way to do it. Doesn&#039;t mean you can&#039;t have your cleanliness (and I&#039;m pretty sure they&#039;d prefer to not have pollution in their holds), just adds a tad bit of realistic imagery to it.&lt;br /&gt;
*&#039;&#039;&#039;Cleanliness, kin, and old world blues:&#039;&#039;&#039; Besides the reasons above, there is a reason the Leagues look so clean, organized, and sleek. This comes from the more grimdark and evil side of the Leagues (which is a little weird and unique). As previously stated before, the Leagues are a meritocracy overseen by guilds, wise long-bearded psykers, military commanders, and the mighty moai heads themselves. Said guilds are very competitive, and will not hesitate to strip to the bone entire planets with civilizations and ecosystems just to stay ahead.&lt;br /&gt;
**So are they capitalist? Maybe. But while they&#039;ve shown how they can easily have conflicts with themselves, one of their mottos is &amp;quot;Kin are kin&amp;quot;. They also seem to be very egalitarian within their societies, On top of this, we&#039;ve had previous examples of society reaching post scarcity levels of comfort, including even some Imperial worlds, and the friggin lower tech tau. They also seem to put high importance on community and fellow kin. Even the guilds wouldn&#039;t be caught dead cutting corners and making shoddy products (they regulate much of League society).&lt;br /&gt;
**So socialists? Maybe. But really, the answer may be in-between (somewhat). Would certainly suggest looking up the guilds of post classical, classical, and pre-classical history to get a better perspective.&lt;br /&gt;
**But we do know that they generally have a comfortable life and are very egalitarian. The guilds are competitive, meritocratic, regulate much of League society, and still come to blow with each other. What we can tell is that Leagues inner society is generally at least decent for its citizens. As for those who are outside of League society...&lt;br /&gt;
**Expect to see a lot of neocolonialism, colonialism, client states, banana Republics, puppet states, potentially narco states, banana wars, and the 1893 overthrowing of the kingdom of Hawaii except 10x worse (and with more planetary genocide). As with their holds: dirty on the outside, clean on the inside.&lt;br /&gt;
*&#039;&#039;&#039;The mythological and the fantastical:&#039;&#039;&#039; This one is a total mashup. You got Celtic, Greek, Nordic, and other mythologies mashed in. The Leagues are named after Greek titans, and Nordic gods. The Votann are based off [[Odin]]. The Kin are Geri and Freki, odins greedy wolves. The leadership is based off odins ideal leadership (with the grimnyr being based off one of his disguise names).&lt;br /&gt;
*&#039;&#039;&#039;Silicon Knights and Too Human similarities:&#039;&#039;&#039; way back in 2008 the now defunct game company Silicon Knights released a game called “Too Human” for the Xbox 360 after over a decade of it being stuck in development hell. The game was based on reimagining Norse mythology through a cyberpunk lens. While the game flopped miserably due to its clunky control system some of its design elements seem suspiciously similar to the Leagues of Votann aesthetic including: exoskeleton equipped berserkers, combat transports that resemble the Hekaton Land fortress, the whole mega corporation of the Aesir, and the fact that Odin was reimagined in the game as an AI called the “Organic distributed information network” which bears a striking similarity to the idea of the Votann. Maybe someone in GW played the game and used it as inspiration for the Leagues? It wouldn’t be too surprising.&lt;br /&gt;
*&#039;&#039;&#039;[[Video games|Deep Rock Galactic]]:&#039;&#039;&#039; Similar to the above, the game &amp;quot;Deep Rock Galactic&amp;quot; may have spurred on GW&#039;s decision to reinvent the squats in some areas. Notably, the game is based on a company of the same name, which uses actual dwarves as their mercenary-miners to plunder a planet of all its wealth while fighting bugs. Themselves a corporatist, mercantile faction that prefers wealth over civility. Now, this game was released in alpha in early 2018, so it could be a little bit of a stretch to say if it&#039;s fully influenced much on the LoV, considering the lengthy design process GW has. It hasn&#039;t stopped WarCom from throwing in some tongue-in-cheek, potential references to the game, though. Plus, with all the &amp;quot;Rock and Stone&amp;quot;s and &amp;quot;For Karl!&amp;quot;s that players will throw out, it probably won&#039;t matter anyway. Though the codex does mention a kindred of the greater Thurman league known as the deep rock kindred&lt;br /&gt;
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===Forces of the Kin===&lt;br /&gt;
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*&#039;&#039;&#039;[[Kâhl]]:&#039;&#039;&#039; Taking the place of [[Squat Warlord]]s as leaders in their species’ military roster, they’re experienced battle hardened Generals who proudly wield the Leagues advanced weaponry, and are the final authority over an individual Oathband in the Kinhost militaries, they’re subordinate only to their Kindred’s ruling Votannic Council. Their most important role is to cast the Eye of the Ancestors over their foes — marking out priority targets and ensuring the most dangerous enemies are the first to feel the wrath of the Kin. Equipment wise they carry nifty ornate armor and weapons like the Kin equivalent to storm bolter, plasma axes, and Volkite equipped power fists. FOR KARL!!&lt;br /&gt;
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*&#039;&#039;&#039;[[Squat Thunderers|Brôkhyr]]:&#039;&#039;&#039; The [[Guildmaster|engineers]] and lead craftsman of the Leagues, named after the dwarf of Norse mythology, Brokkr, who built Mjolnir. They just blow tech priests out of the water on every level, as not only do their (creatively named) A.N-vyl Terminals (just picture a 3D printer but for guns) have MANY full STCs inside that make all their guns all that and a bag of chips in comparison to those of the Imperium, but they&#039;re also not limited by dogma and orthodoxy when it comes to technological advancements, meaning they actively upgrade their shit. That being said while their specialty lies in engineering these folks are also more than willing to throw down with the best of them. When the Oathbands head to battle, the Brôkhyr will strap on powerful exo-frames to become the mighty Thunderkyn. Although not quite as scratch-resistant as the Einhyr Hearthguard’s exo-armour, since the powerful suits they wear were initially adapted from rugged engineering rigs, they can still take a hell of a pummeling and allow the Brôkhyr Thunderkyn to heft the heaviest man-portable weapons the Leagues can muster with ease. Hordes of their enemies fall before salvos unleashed from bolt cannons, while heavy infantry find themselves pierced by the unstoppable lances of SP conversion beamers, prospects that have made more than one enemy think twice before attacking them. &lt;br /&gt;
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*&#039;&#039;&#039;Brôkhyr Iron-master:&#039;&#039;&#039; The Brôkhyr are the Leagues’ highly skilled techno-artificers, and the Iron-masters are the cream of their crop. They head into battle with a dutiful Ironkin assistant and a knack for repairing even the most beaten-up vehicles. Helping them are a gaggle of E-COGs – hardy combat and repair drones, lacking the intellect of a true Ironkin.&lt;br /&gt;
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*&#039;&#039;&#039;[[Living Ancestor|Grimnyr]]:&#039;&#039;&#039; The predominant psykers of the Leagues, dressed like [[weeb|fucking wizards]] in an army full of voidsuits and armor. Wearing robes over their Power Armor to the point that [[Dark Angels]] themselves looks like normies. The Kin now name their dwarf wizards after the false identity Odin took while on a bet from Frigg, from Norse Mythology (or ripping off the WHFB dwarf god [[Grimnir]]). Are essentially the Votanns eyes, ears, limbs, mouth, etc. They are able to access directly the data stores of the Votann using psychic powers, and communicates its will and guidance to their Kindreds and Leagues. They are the closet you&#039;ll to a priest in the largely secular Leagues. They also use barrier tech to help them harness the raw power of the immaterium in battle – such as summoning two mechanical CORVs that often  hover alongside them as familiars (very similar to the ability of the gene stealer cults to summon familiars). Essentially mystical wise old sages.&lt;br /&gt;
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*&#039;&#039;&#039;[[Squat Berserkers|Cthonian Berserks]]:&#039;&#039;&#039; &lt;br /&gt;
{{topquote|This is very simple. We don&#039;t want your liver, your coin, or that junk you call technology. We want your world. We want the riches you didn&#039;t even realize you had, and that you definitely don&#039;t deserve. Leave while you have the chance. Or don&#039;t. Either way, we&#039;re coming to claim what&#039;s ours.|Ultimatum delivered by the Cthonian Guantlet Consortium, &#039;&#039;Leagues of Votann codex&#039;&#039;}}&lt;br /&gt;
Hailing from the Cthonian mining guilds which are noted for venturing to environments even other Kin fear to tread, these furious and heavily augmented murder machines are a sci-fi reimagining of [[Slayer]]s from WHFB. These frontline fighters originally began as Kin who enhanced the physical capabilities of their cloneskeins with cybernetic upgrades and cyberstimms, all the better to extract precious minerals from rad-plagued nebulae, explosive asteroids, and fathomless ocean depths. Now tasked with dealing with their people’s enemies they charge into battle with modified advanced mining gear like heavy plasma axes, concussion mauls, and power fists all while wearing little or no armor besides that which their cyborg augmentations provides. They also have mole mortars/ grenade launchers (for mining purposes of course).&lt;br /&gt;
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*&#039;&#039;&#039;Hearthkyn Warriors:&#039;&#039;&#039; Because replacing i&#039;s with y&#039;s is so sci-fi and trademark friendly. The [[Squat Trooper|Hearthkyn]] are essentially identical in terms of origin as the [[Guardian|Guardian Defenders]] of the eldar, in that they are the core infantry force of the Leagues&#039; military that were conscripted from their civilian populations. However, rather than being a militia roused during times of conflict, the Hearthkyn are instead closer to real-world militaries, in that the soldiery serve for an extended period of time before going home to their civilian professions. Serving in the Hearthkyn, anyone can enlist: male, female, flesh or metal, as Kin are Kin, after all. The units themselves are equipped with all manner of hullabaloo Squat guns depending on their specialization, on the lighter end there are the Autoch-pattern bolters used for assault and laying down covering/saturation fire, there are also bolt shotguns, and bolt revolvers. On the heavier side there are volkanite disintegrators,  ion blasters (whose technology the Kin apparently gave to the Tau much to the Imperium’s ire) and HYLas auto-rifles all of which are used to sunder the defences of heavily-armoured opponents. Finally there’s also specialized heavy weapons such as L7 missile launchers, EtaCarn plasma beamers, Graviton blast cannons, and magna-rail rifles. All these ranged weapons are supported by smart tech integrated into Kin battlegear. The haptic utility nerve transmission recalibrator modules – HunTR for short – interface with their neural augmetics to establish a feedback loop between firearms and their users. This system projects minute gravitational pulses to maintain a stable firing platform even while running at full pelt – or zooming along on a flying trike. For close combat they got plasma blades, plasma axes, and concussion weapons like gauntlets, hammers, and mauls that amplifies the kinetic energy behind a Kin’s strike enough to launch an Ork boy into the air. As for protection they wear their own brand of power armor called Void armour comprised of hardened jointed segments which are hooked into a void suit beneath. The suit is fashioned from magnaferrite weave, and often reinforced with adamantine and enhanced with microfield generators for a level of protection that any Imperial Guardsman would give their left gonad to have!&lt;br /&gt;
**&#039;&#039;&#039;Theyn:&#039;&#039;&#039; Sci-fi spelling for the old Anglo-Saxon Thegns/Thanes (Fantasy Dwarfs had Thanes as heroes, so another connection there). They are experienced  warriors that serve as [[Squat Thunderers|squad leaders]] in Hearthkyn and Einhyr Warrior squads of 10 to 20 warriors and are able to arm themselves with a variety of hand-to-hand combat weapons, including brutal concussion gauntlets, plasma blades, and vicious plasma axes in addition to high quality ranged weapons. Theyns communicate with their squad with the aid of cybernetic implants – relaying strategic instructions from the commanders of the Oathband to their units, and can be differentiated from the other kin by the fancy animal headed crest mounted on the back of their armor.&lt;br /&gt;
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*&#039;&#039;&#039;Einhyr [[Hearthguard]]:&#039;&#039;&#039; Named after the Einherjar of Valhalla, they are the newly-christened [[Hearthguard]] Terminators of old, being the honored warriors selected from a Kinhold&#039;s most accomplished fighters, clad in [[Exo-Armour]]. They&#039;re armed with a shoulder mounted grenade launcher, a hand-held Volkanite Disintegrator, and either a power first with a retractable plasma blade or a Thunder Hammer. Like regular Hearthkyn Void armor the Exo-armor also has the HunTR system of micro gravity field generators built in to help keep their aim steady allowing them to fire on the move.&lt;br /&gt;
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*&#039;&#039;&#039;Einhyr Champion:&#039;&#039;&#039; Those who climb the ranks of the Einhyr that eventually became Champions. These  warriors are clad in modified exo-armour fitted with mass-drivers for jump purposes and armed with vicious close combat weapons. They function as living battering rams, pulverising anything that gets in their way.&lt;br /&gt;
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*&#039;&#039;&#039;[[Hekaton Land Fortress]]:&#039;&#039;&#039; A HECKA CHUNKY Heavy support tank that can double as a defensive emplacement. Packs overwhelming firepower onto a rugged frame, and can lug around a hefty 12 models. It can go toe-to-toe with some of the biggest and best battle tanks in the 41st Millennium thanks to its durable void armour. And it can be equipped with a variety of hefty weapons and devastating warheads – from the very nasty heavy magna-rail cannon to the SP heavy conversion beamer and a missile launcher apparently. They are also mentioned to draw carriages in the codex.&lt;br /&gt;
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*&#039;&#039;&#039;Hernkyn Pioneer:&#039;&#039;&#039; THE [[Squat Trike|TRIKES]] RETURN! [[Skub|AS HOVERTRIKES!]] And with a [[-4 Str|female]] driver. It looks like a spider-tank tachikoma from Ghost in the Shell fucked a [[Squat Bike|Harley]] and their baby came out a hoverbike. Hernkyn Pioneers are ridden by independently minded Kin who serve as scouts and outriders for the Kinhosts. They exchange the heavier armor of the Hyrthkin for lighter void suits backed up by armored trench coats, an old style pilot’s cap, and when necessary a gas or oxygen mask. Before you make the mistake of thinking they’re outlaw bikers though it should be noted that they are not seen like that at all amongst their own people. Rather in eyes of the Kin the Pioneers willingness to go off alone is considered courageous and selfless as they are putting their own lives at risk for the sake of their families, in effect making them the equivalent of the WFB Dwarf rangers. Anyway, to ensure they can keep riding for as long as possible the Pioneers make sure to carry any all equipment they might conceivably need with them at all times, from bedrolls to digging tools strapped to their rides. To aid them in scouting their trikes come equipped with multiwave comms arrays and pan-spectral scanners which are all quite useful for picking up strategically important data. Weapons-wise the riders can be armed with a bolt pistol, or a bolt shotgun, and  a plasma blade for a backup, while the Trike itself was equipped with a magna-coil autocannon mounted on the front. In addition if the rider is willing to take along a passenger then it’s possible to mount another heavy weapon on the back of the vehicle like a rotary Hy-Las (high yield laser) cannon or whatever else might be needed. These weapons are linked to the driver and passenger’s implants via the HunTR system so they can fire on the move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Sagitaur ATV]]:&#039;&#039;&#039; A six wheeled infantry fighting vehicle, that takes its name from the centaur shaped constellation Sagittarius, the Sagitaur is used for surveying inhospitable alien terrain. The Sagitaur is a rapid-response ATV suited to scouting operations and lightning-fast armoured offensives alongside Hernkyn Pioneers. Its armoured carapace is durable enough to shrug off everything from rockslides to plasma blasts. Sagitaurs usually operate in pairs and are remarkably heavily-armed for their size, with a nose-mounted twin bolt cannon complemented by a swivelling turret weapon, such as a HYLas beam cannon, L7 missile launcher, or MATR autocannon. Once they’re right up in the enemy’s lines they will disgorge their troops, in the form of a full squad of infantry which can be split between the two vehicles, who can then go on to seize vital objectives. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Colossus-class war engines:&#039;&#039;&#039; were briefly mentioned in a Warcom article where it’s stated the Ymyr Conglomerate Holds can wield more of them then any other league due to the Holds large number of skilled Craftsman and Engineers. Sadly we don’t have a stat line, nor do we have an image to confirm if these are indeed the same thing as the old Squat [[Colossus War Machine]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ironhead Squat Prospectors]]:&#039;&#039;&#039; An offshoot of the Kin that set up shop on [[Necromunda]] right after the Horus Heresy, and are busy doing dwarrowesque things, while also dealing with the locals that sometimes try to loot their stuff. While they&#039;re only distantly related to the Leagues with no direct affiliation, they&#039;re said to get along. There is a small but not high chance the&#039;ll be options on the table top as well since Kill team has a precedent for a small unit from one box being an option like the sister novitiate, at the very least make a good proxy/conversion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Cargo-8 Ridgehauler]]:&#039;&#039;&#039; the Squat land trains return! Well they have on Necromunda at least. These huge transport trucks with multiple trailers and strapped on weaponry are used by Squat prospectors and regular human folk to cross the ash wasteland and protect valuable shipments. They aren’t quite up to the standard of the old land trains but at least it’s something.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Demiurg]]:&#039;&#039;&#039; Outright stated in the League of Votann Codex to be Kin Prospect fleets that have been misidentified by Imperial and Tau observers alike to be a separate race. It’s also a common mistake for Imperial xenologists as said Prospect Fleets have also been misidentified as Gnostari or Kreg species. WarCom confirmed that the Tau received their ion weapon technology from the Kin, whereas in Battlefleet Gothic they claim that it was from the Demiurg, &#039;&#039;another&#039;&#039; race of dwarf space-miners. Logically, the term &amp;quot;Demiurg&amp;quot; is just be what the Tau call the Kin, with the Demiurg may be another offshoot culture of the wider kin race like prospectors above. After all, their clones-kin’s capability in stressing divergent phenotypes means visibly different strains could possible (like different breeds of dogs or cats). One example is the Seran-Tok Mercantile Leagues that decided to throw in their lot with the upstart T&#039;au Empire rather than being in the bottom of the Imperium&#039;s to-do list.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Leagues of Votann(9E)]]&lt;br /&gt;
*[[Kharadron Overlords]], their closest Age of Sigmar counterpart&lt;br /&gt;
*[[Dwarfs (Warhammer Fantasy)]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:VotannTrike.jpg|They see me dworfin, they hatin&#039;, Patrollin&#039;, and tryna catch me ridin&#039; dirty.&lt;br /&gt;
File:CNiuMZPWWNpatQNt (1).jpg|dorfy thicc dorfy brick&lt;br /&gt;
File: FW1NodbWYAA-Gzh.jpg|‘[[StarCraft|Ye want a piece a&#039; me, lad??]]’&lt;br /&gt;
File:Sagitaur ATV.jpg| Sagitaur ATV, the perfect vehicle for dropping off some Hearthkyn at the pub for some brewskies on a moons surface.&lt;br /&gt;
File:LeagueHold.jpg|One of the many holds in the Leagues, in all it&#039;s industrial might&lt;br /&gt;
File:Ironkin.jpg|A humble Ironkin, ready to serve for their civilization&lt;br /&gt;
File:Getbackintheironkinchen.png|&amp;quot;[[Weeb|UWU.exe]]: I wonder if [[Adeptus Mechanicus|our new friends]] will enjoy these muffins I baked for them? I should head over and see what they&#039;re up to!&amp;quot;&lt;br /&gt;
File:Votann Fanart by 流星R.jpg| Even space Dwarves can be cute.&lt;br /&gt;
File:CthonianBerserks.png|[[Cyberpunk 2020|Just another day of cyberstimms and Cyberpsychosis...]]&lt;br /&gt;
File:Wrathoftheancestors.jpg| [[Primaris Captain|Where have I seen that before?]] [https://1d4chan.org/wiki/File:Captain1.jpg Oh.]&lt;br /&gt;
File:Kâhl.jpg|Pictured: The &#039;&#039;&#039;real&#039;&#039;&#039; Space Vikings.&lt;br /&gt;
File:Gangoftrikes.jpg|If Mad Max had discovered hovercraft technology&lt;br /&gt;
File:VotannPioneer.jpg.webp|A Kin Pioneer negotiating with a Imperial&lt;br /&gt;
File:Leaguemining.jpg|It ain&#039;t no trick to get rich quick If you dig dig dig with a shovel or a pick&lt;br /&gt;
File:Leagueanvil.jpg|Remember Brokyr, the Ancestors are Always Watching&lt;br /&gt;
File:Thunderkyn.jpg|&amp;quot;Hey look buddy, I&#039;m an engineer and that means I solve problems...&amp;quot;&lt;br /&gt;
File:LOV Army Shot.png|A Kin Oathhost about to tell the Black Legion to gtfo their lawn&lt;br /&gt;
File:Votann Grimnyr.jpg|Finally, the [[Space Wolves|fucking furries]] don&#039;t have the monopoly on sweet beards&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Squats]]&lt;br /&gt;
[[Category:Abhumans]]&lt;br /&gt;
[[Category:Governments &amp;amp; National Powers]]&lt;br /&gt;
[[Category:Under Development]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Squats}}&lt;br /&gt;
{{Template:40k-Squat-Weapons}}&lt;br /&gt;
{{WH40k-Factions}}&lt;br /&gt;
{{40k-Governments}}&lt;/div&gt;</summary>
		<author><name>2607:FB90:6D00:A9BE:8C41:7AFD:3A97:DF9F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Demiurg&amp;diff=173922</id>
		<title>Demiurg</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Demiurg&amp;diff=173922"/>
		<updated>2022-10-04T21:08:33Z</updated>

		<summary type="html">&lt;p&gt;2607:FB90:6D00:A9BE:8C41:7AFD:3A97:DF9F: &lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Demiurg concept sketch.jpg|250px|thumb|right|This concept sketch by [[Jes Goodwin]] is the closest thing to a canon image of a Demiurg. And totally NOT similar to certain clone-skein phenotypes of the Kin previewed in Warhammer Community articles.]]&lt;br /&gt;
{{Topquote|&#039;&#039;&#039;DEMIURG BROTHERHOOD RESPONDING&#039;&#039;&#039;|From the Tau Empire trailer for the Battlefleet Gothic vidya}}&lt;br /&gt;
&lt;br /&gt;
The Demiurg are a client race of the [[Tau Empire|T&#039;au Empire]] and are described as short, rocky humanoids using huge mining ships to brave asteroid fields to mine.&lt;br /&gt;
&lt;br /&gt;
[[Leagues of Votann|They&#039;re Squats, straight up]] &amp;lt;s&amp;gt;an alien species different from the abhuman known as Squat, though the confusion is quite common&amp;lt;/s&amp;gt;. Reportedly they were created specifically as a compromise for fans who wanted the Squats back, &amp;lt;s&amp;gt;though GW ended up doing very little with them anyway&amp;lt;/s&amp;gt;. Prior to the League of Votann Coded, the most we ever see of them is in Battlefleet Gothic as auxiliary fleets, and that’s about it. As a side note, they sound frickin awesome though.&lt;br /&gt;
&lt;br /&gt;
Their lore in BFG is one big fat reference to Homeworld Bentusi, not just in name, but the whole concept of ancient spacefaring race of traders, every fleet a brotherhood, and they are so hardwired to their ships that ship damage results in loss of captain mental capacity. And just like the Bentusi, Bentus&#039;la, how Tau call them, have taught the young ones how to build ion cannons (for 400 resource units?)&lt;br /&gt;
&lt;br /&gt;
Recent lore regarding the [[Leagues of Votann]] states that the Demiurg are a part of the Leagues (with at least some of them being called the Seran-Tok Mercantile League, who profited greatly from the Tau. Of note is that various other old canon materials such as Battle Fleet Gothic Magazine, Fanatic Magazine, and mentioned the &amp;quot;SrryTok&amp;quot; Demiurg brotherhood trading heavily with the Tau). We also have further confirmation with some of the Kin exhibiting similar genetic mutations to Demiurg (hardened skin scales). The Demiurg have provided Energy Drills to the [[Leagues of Votann]], according to Necromunda&#039;s Book of Judgement, which makes sense considering the that they are Leagues themselves. Like the rest of the Leagues, they make use of ion technology as well; making the Mechanicus all but on the brink of proscribing them as hereteks (if they haven&#039;t already). Further reveals in the they’re simply misidentified Prospect trade fleets of Kin origin by both Imperial and Tau observation. Other mistaken identities include Gnostari, Krieg, Gnomes, and Heliosi Ancients. Part of the reason they’re misidentified is they’ve drifted culturally in the same manner the Ironhead Prospectors on Necromunda or the Vordini Squats under Imperial sovereignty have drifted.&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Squats]]&lt;br /&gt;
[[Category:Abhumans]]&lt;br /&gt;
[[Category:Under Development]]&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2607:FB90:6D00:A9BE:8C41:7AFD:3A97:DF9F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Leagues_of_Votann&amp;diff=302845</id>
		<title>Leagues of Votann</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Leagues_of_Votann&amp;diff=302845"/>
		<updated>2022-10-04T21:07:03Z</updated>

		<summary type="html">&lt;p&gt;2607:FB90:6D00:A9BE:8C41:7AFD:3A97:DF9F: /* Forces of the Kin */&lt;/p&gt;
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&lt;div&gt;{{Infobox 40k Nations&lt;br /&gt;
|name=Leagues of Votann&lt;br /&gt;
|image=[[Image:‎NewLeaguetemplogo.jpg|300px|center]]&lt;br /&gt;
|Capital=Decentralized, Greater Thurian League being most powerful&lt;br /&gt;
|Official Languages= Squat Lexicon, High Gothic, Low Gothic &lt;br /&gt;
|Power=Great Power&lt;br /&gt;
|Size=Galactic Core, a third of Segmentum Solar, several thousand Mining Worlds, many Holds of various sizes&lt;br /&gt;
|Head of State=Decentralized, Leagues act as Head of State&lt;br /&gt;
|Head of Government=Votannic Councils (Hearthspake)&lt;br /&gt;
|Governmental Structure=Confederated Gerontocratic Supranational Union&lt;br /&gt;
|State Religion/Ideology=Ancestor Worship&amp;lt;br&amp;gt;Achievement Ideology&amp;lt;br&amp;gt;Mercantilism&amp;lt;br&amp;gt;A variation of Familialism&lt;br /&gt;
|Demographic=Kin ([[Squats]], Ironkin)&lt;br /&gt;
|Military Force=Kinhost Forces, Kinhost Fleets&lt;br /&gt;
}}&lt;br /&gt;
{{topquote|Right after Mankind’s colonization of the galaxy came its first true golden age. Reared by machine prophets, the survivors of the Oedipal plagues built civilizations that equaled and even surpassed their Solar forbears.| CM Koseman, &#039;&#039;All Tomorrow&#039;s&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Better a soulless clone... than a souled roach.|David Mitchell, &#039;&#039;Cloud Atlas&#039;&#039;}}&lt;br /&gt;
	&lt;br /&gt;
{{topquote|Bite my shiny metal ass!|Bender, &#039;&#039;Futurama&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Leagues of Votann&#039;&#039;&#039; or otherwise known as the &#039;&#039;&#039;Squat Homeworlds&#039;&#039;&#039; (Or if you&#039;re in /tg/; as the &#039;&#039;&#039;Domain of Squats, Squat Territories, [[Dwarf Fortress|SPESS DORF FORTRESS]]&#039;&#039;&#039; is the areas in which one can find our beloved space midgets in the early days of 40k and its current modern reboot.&lt;br /&gt;
&lt;br /&gt;
Back in the [[Rogue Trader (Sourcebook)|good old days,]] the then-named Squat Homeworlds, unlike other Imperial-aligned entities in the galaxy, enjoy a significant degree of autonomy. Whilst de jure, the Squat Homeworlds are part of the [[Imperium of Man]], de facto it is its own self-sustaining and self-sufficient society unlike places such as [[Ultramar]] or the [[Adeptus Mechanicus]] which has an interdependent and semi-autonomous relationship with [[Terra]].&lt;br /&gt;
&lt;br /&gt;
Of course, we all know how the Squats were Squatted soon after making the debut, with the [[Tyranids]] [[Derp|&#039;&#039;SOMEHOW&#039;&#039; targeting &amp;lt;u&amp;gt;&#039;&#039;&#039;&#039;&#039;only&#039;&#039;&#039;&#039;&#039;&amp;lt;/u&amp;gt; the Squat worlds whilst leaving the rest of the Imperium-controlled space right next door to the Squats largely untouched.]] This is ridiculous when taking into account that the territories of the Squats weren&#039;t some small specks like the [[Tau Empire]], but rather, a significantly large domain that took up half of the entire Galactic core. This is made worse when taking into consideration that [[Lolwut|it was completely out of character for the Imperium to stop and do nothing against such a large incursion of Tyranid forces in an area considered Astro-strategically important for them.]] [[Games Workshop|Games Workshop&#039;s]] [[Fail|shitty excuse/explanation in removing the Squats from cannon]] [[Rage|had never really stood well within the community,]] [[RAGE|much less among the Squat players.]]&lt;br /&gt;
&lt;br /&gt;
However, their reintroduction as the Leagues of Votann has somewhat radically changed their origins whilst still keeping some old lore modernised. The &#039;&#039;&#039;Leagues of Votann&#039;&#039;&#039; (also known as the [[Squats|Unsquatted Squats]]) is now a [[retcon|&amp;quot;&amp;quot;new&amp;quot;&amp;quot;]] faction in the [[Warhammer 40,000]] universe. They are gatherings of short abhuman clones called the Kin (more commonly known as Squats by the dirty Necromunda gangers), bound together by the [[Votann]], super-cogitators from the [[Dark Age of Technology]]. Each League has its own Votann, and are organized in strongholds around it. [[Powergamer|They used the data stored to survive among the stars and maintain their culture across generations]]. Of course, since some [[Adeptus Mechanicus|factions]] are touchy about AI, the Leagues are very cautious when dealing with [[Imperium of Man|its closest ally]], hence their secretive lifestyle.&lt;br /&gt;
&lt;br /&gt;
However, because of the [[grimdark|setting]], everything is not that simple. Since Windows is not regularly updated anymore and issues that have arisen from having remained active for literal millennia, the Votann began to deteriorate. If they want to repair their computer, &amp;lt;s&amp;gt;[[Dwarf Fortress|they must wage war with other shitcoin miners for more processing power]]&amp;lt;/s&amp;gt;, the Kin have to once more brave a galaxy full of danger. Imagine if Italian Corporatists, the Monopoly Man, and the Evil Mining Heads in fiction were merged with the seven dwarves. &lt;br /&gt;
&lt;br /&gt;
==Rogue Trader Era Fluff==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Given the sheer extensive history between the old and the new. This section will contain all the fluff from the old Rogue Trader days. For the sake of preventing page bloat, this entire section will be put in a collapsible page.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Historical Overview===&lt;br /&gt;
[[File:Squat-logo_banner.png|300px|right|thumb|The original emblem of the squats]]&lt;br /&gt;
&lt;br /&gt;
The Squat Homeworlds were all worlds filled with rich mineral resources, which led the Human ancestors of the Squats to lay down, settle and mine the shit out of. Most of these were located within the galactic core where unique and rare minerals were found in abundance in exchange for being sterile and barren of life of course. But for the early Human colonists, it was a gold mine as [[Terra]] ran out of all of its resources, so the search for raw materials was needed. Their planet&#039;s gravity is great, usually two or three times that of Terra. Their atmospheres are either thin or non-existent. Even those planets with atmospheres are blasted by tremendous storms. But hey? Who gives a shit about all of that when you have all the resources to make you rich, and rich the Squats got.&lt;br /&gt;
&lt;br /&gt;
Like the Gulf States, the Squats quickly took a monopoly on these minerals and started to get wealthy, and with money comes an increase in development and technological advancements. These planets became Mining Worlds and with the coming [[Age of Strife]], the Squats got themselves the good end of the stick by both inhabiting hostile worlds and cranking up the technological kazoo when the rest of humanity plunged into a galactic-wide [[shitstorm]]. &lt;br /&gt;
&lt;br /&gt;
Squat history can be split into several eras.&lt;br /&gt;
&lt;br /&gt;
====Age of Founding====&lt;br /&gt;
&lt;br /&gt;
The first is the Age of Founding, which is the Squat equivalent of the [[Dark Age of Technology]]. This is not technically the first period of the Squats as they had yet to evolve, but it is the time of the founding of the colonies that would become the Squat Homeworlds. Almost twenty thousand years ago contact between these planets and Terra was almost continuous, testament to the importance of these colonies. Terra also kept the worlds well supplied with that which they could not produce for themselves in adequate amounts, primarily food. This period lasted until the [[Age of Strife]].&lt;br /&gt;
&lt;br /&gt;
====Age of Isolation====&lt;br /&gt;
&lt;br /&gt;
The Age of Isolation corresponds with the earlier part of the Age of Strife - around eighteen thousand years ago. The galactic core was cut off from the rest of human space by the devastating Warp storms of the Age of Strife. Many worlds were swallowed by the Warp and disappeared forever, others were trapped in stasis and became lost. Most survived although they were separated from Earth and all contact was lost with the rest of the galaxy. During this time of isolation and danger the Squat worlds still in contact with each other began to organize for their mutual defense. It was at this time that the Squats began to refer to their worlds as the Homeworlds.&lt;br /&gt;
&lt;br /&gt;
The Homeworlds remained isolated for thousands of years and their inhabitants learned to survive in a universe that was becoming increasingly hostile. Those that survived grew and prospered. Settlements were enlarged and fortified into impregnable Strongholds. They soon developed alternative technologies to make up for the lack of supplies from Earth.&lt;br /&gt;
&lt;br /&gt;
During the isolation the complex system of Engineer Guilds developed. These Guilds were responsible for preserving technical knowledge and skills as well as training technicians, miners and other specialists necessary for the Strongholds. The Guilds transcended the Strongholds, allowing every Stronghold to benefit from the preserved knowledge as well as new advances in technology.&lt;br /&gt;
&lt;br /&gt;
During this age the Leagues first began to develop from Strongholds allied for trading and defense purposes.&lt;br /&gt;
&lt;br /&gt;
====Age of Trade====&lt;br /&gt;
&lt;br /&gt;
The Age of Trade took place during a slight abatement of the warp storms during the Age of Strife and led to the Squats encountering other races, including [[Orks]] and [[Eldar]].&lt;br /&gt;
&lt;br /&gt;
At the beginning of the Age of Trade, some strongholds were attacked, but the aliens quickly realized that the Squats [[RIP AND TEAR|were armed to the fucking teeth and prepared to go down fighting]], and that trade was a more practical arrangement. [[Just As Planned|The Squats took full advantage of their tremendous mineral wealth, which they traded for weapons, foodstuffs and high-technology systems.]] To this day, Squat hydroponic plants, [[Heresy|developed with Eldar help]], are among the most efficient food sources in the Imperium. The Squats remained carefully neutral in the numerous conflicts between Eldar and Orks, maintaining trade links with both sides. There were inevitably small wars from time to time, but for the most part the Squats&#039; complex structure of treaties and trade agreements maintained a stable peace.&lt;br /&gt;
&lt;br /&gt;
====Age of Wars====&lt;br /&gt;
&lt;br /&gt;
The Age of Trade lasted for nearly three millennia, but finally collapsed when an enormous Ork battle-fleet, under the command of Grunhag the Flayer, attempted a full-scale invasion of the Homeworlds. Losses on both sides were astronomical, with vicious tunnel-fights through the mine workings and bloody pitched battles in the Squats&#039; underground settlements. The Squats appealed to their Eldar trading partners for help against the invading Orks, but none was received.&lt;br /&gt;
&lt;br /&gt;
The Age of Wars, as it became known, is regarded by the Squats as the blackest chapter in their history, and the double betrayal by Orks and Eldar gave rise to a cultural enmity which still persists. Many strongholds were wiped out by the Orks, and the traditional epic ballad known as The Fall of Imbach commemorates one such destruction. Even today expeditions are mounted from the Squat Homeworlds in search of lost strongholds, and these expeditions are often accompanied by Adeptus Mechanicus priests, eager to rediscover lost Squat technology to [[Blood Ravens|&#039;burrow from&#039;.]]&lt;br /&gt;
&lt;br /&gt;
====Age of Rediscovery====&lt;br /&gt;
&lt;br /&gt;
The Age of Rediscovery was the most recent phase of Squat history, corresponding to the Great Crusade and the current Age of the Imperium. As the Imperium recovered from the Age of Strife and began to reunite the scattered worlds of humanity, the Squat Homeworlds were rediscovered and contact with the Imperium was established.&lt;br /&gt;
&lt;br /&gt;
The Imperium found that a distinct culture had developed on the Homeworlds, and that the Squats had moved outwards through the galaxy, extending their domains. Often they settled harsh planets similar to their own Homeworlds, but they also occupied more conventional worlds able to support normal Human civilization.&lt;br /&gt;
&lt;br /&gt;
====Age of the Imperium====&lt;br /&gt;
&lt;br /&gt;
The current phase in Squat history. It essentially details the various treaties between the Squats and the Imperium.&lt;br /&gt;
&lt;br /&gt;
The experiences of the previous millennia has left the Squats with a strong sense of cultural unity and a fiercely independent nature, and instead of rejoining the Imperium as subject worlds, the Homeworlds negotiated a series of treaties which enabled them to keep their independence. The racial character of the Squats - hard-working, tenacious, honorable, and inimical to alien races - was almost perfect from the Imperial point of view, and the Imperium was content to allow them a great degree of self-government.&lt;br /&gt;
&lt;br /&gt;
A detailed description of their relationship can be read below.&lt;br /&gt;
&lt;br /&gt;
===Squat-Imperium Relations===&lt;br /&gt;
[[File:Squat-homeworlds-800px.jpg|480px|right|thumb|Galactic map of the Squat Homeworlds.]]&lt;br /&gt;
First contact with the Squats by the Imperium began during the [[Great Crusade]] as the Emperor&#039;s forces reached the worlds near the galactic core. Many of these worlds were the Squat Homeworlds and, Squats being Spess Dorfs and Spess Dorfs being just regular Dorfs with tech, conflict became inevitable. Suffice to say, the [[Space Marine]] legions [[Rape|got their shit kicked in]]. Who would have wondered, that 8-foot tall supersoldiers would have trouble trying to fight in 5-foot by 5-foot tunnels with no cover whatsoever. Here&#039;s a fun hint, Empy&#039;s forces got creamed so hard it led directly to the development of the Mark 3 [[Power Armor]].&lt;br /&gt;
&lt;br /&gt;
The Emprah with all his infinite wisdom, decided that being on friendly terms with midgets all armed with D-Cannons and rapid-firing plasma machineguns is probably a good idea rather than engaging a war that might as well be the Imperium&#039;s Vietnam. So a treaty was signed to sweep the whole &#039;first-contact shenanigans&#039; under the bus and get back to business.&lt;br /&gt;
&lt;br /&gt;
The Squat Homeworlds as aforementioned, have long been part of the Imperium, but enjoy a level of autonomy greater than the ordinary self-governed Imperial world. Hell, the Squats are so autonomous that not even the [[Administratum]] can touch them. Instead, Squat Homeworlds are ruled by strongholds of leagues.&lt;br /&gt;
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Nonetheless, the Homeworlds, while governing themselves without interference from the Adeptus Terra, are expected to follow Imperial policy on wider issues. Both the Imperium and the Squats benefit from this arrangement: the Homeworlds provide troops for the [[Imperial Guard]]. The Imperial Guard also provides military support to the Homeworlds when necessary, as they would any other threatened Imperial worlds (Space NATO). Additionally the Squats trade their mineral wealth exclusively with the Imperium in return for some sweet, sweet moolah. The [[Adeptus Mechanicus]] are highly interested in the Squats and the Homeworlds for several reasons: Squats possess a high level of technical expertise which seems to come naturally to the race. Additionally, the Homeworlds as a whole possess the greatest amount of surviving [[STC]] equipment in the Imperium. The Squats are said to allow the Adeptus Mechanicus free access to Squat technology. However it is also said the Squats keep their technology from other races, regarding the Adeptus Mechanicus as little more than sorcerers mired in superstition.&lt;br /&gt;
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The relationship between the Homeworlds and the Imperium is therefore generally peaceful, although through history has been punctuated by bouts of war and bitterness. The Squats and the Imperium trade to their mutual benefit. Both races also share many enemies, especially [[Orks]], making it in their best interests to cooperate. The Squats do not follow the Imperial Cult, rather they revere their ancestors. Squats fighting alongside the Imperial Guard often adopt the Emperor into their beliefs, as a guardian of their ancestors.&lt;br /&gt;
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Squat technology is based upon the heavy mining equipment they brought with them to the Homeworlds. During their isolation from the rest of humanity they adapted it for other uses, notably exo-armour which was engineered from heavy mining suits. Squats continued to innovate and invent while humanity sank into a Dark Age. As a result, the Squats have developed technologies such as [[Wat|neo-plasma]] and warp cores far in advance of anything the Imperium owns. Some Squat technologies were absorbed into the Imperium, especially tunneling vehicles and weaponry such as the [[Tunneling Transport Vehicles#Termite|Termite.]]&lt;br /&gt;
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===Strongholds===&lt;br /&gt;
Strongholds are Squat settlement centres. They were generally founded during the original colonisation and those produced later are known as &#039;&#039;Newholds&#039;&#039;. Strongholds also often join together under Leagues to form defensive pacts.&lt;br /&gt;
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Generally a Stronghold develops around a mine and its associated living quarter although some later developments were not associated with mining. A hereditary Lord ruled each stronghold and was protected and supported by the [[Hearthguard]]. The [[Hearthguard]] were the elite of a Squat army and the servants to the Lord while also protecting the Lord when he went to war. Each Stronghold had a group of [[Squat Trooper|Brotherhood or War-Brethren]] which formed the core of the Squat armed forces for the Stronghold. Every Squat had an obligated 30-70 year service period although they may not be called upon to fight until they had sired two sons and raised them to maturity. This helped protect the continuity of the race from the Stronghold&#039;s military activities. A Squat could then retire from active duty with his honor and probably some wealth and take up a position of responsibility in his family&#039;s business.&lt;br /&gt;
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The Brotherhood was often also seen as a mercenary force. In times of peace warriors were traded for resources to either fight for the Imperium or for other strongholds. Another member of the aristocracy was the [[Squat Warlord|Warlord,]] a close relative of the Lord who was there to be placed in control of the Brotherhood in order to prevent Lords from wielding too much power and sending their troops into battles they should not be fighting. Other Lords would send their Brotherhoods on expeditions which range from locating other ancient and lost strongholds to a campaign against an alien race or piracy. Some Brotherhoods had totally turned to piracy and become known as Squat Reavers. When they returned to their stronghold they distributed the booty between the pirates and the Lord of the Stronghold.&lt;br /&gt;
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Squats had a requirement to provide forces for the Imperial Guard and this often took the form of a detachment of the Brotherhood.  &lt;br /&gt;
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===Leagues===&lt;br /&gt;
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So what are Leagues? Well, in a nutshell, they are groups of strongholds working together for a common purpose - usually mutual defense - trade or dealings with the Imperium.  Leagues varied greatly in size, the smallest consisting of four Strongholds and the largest consisting of over three thousand. The League of Thor was the most powerful and influential, including over 300 strongholds. The League of Norgyr was the league closest to Holy Terra. Now, under the new lore there exists the [[Leagues of Votann]], each formed around a [[Votann]] ancestor core. Votann-equipped leagues seem to be the only survivors as full scale polities in the Imperium, but at least some clans are known to have survived, usually working as engineers, miners and mercenaries.&lt;br /&gt;
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A League usually encompassed the Strongholds on more than one planet with the latest extant being 700 known Leagues total. Each League was led and dominated by a single Stronghold. As some Leagues were virtually nations with distinct cultures, Squats often identified themselves with the League their Stronghold belonged to.&lt;br /&gt;
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The Squats had a strong sense of mutual preservation, as it had been known for rival leagues to go to war with each another. Such occasions could lead to lasting enmity, as Squats were inclined to remember deeds of infamy for many generations much like the Book of Grudges from [[Warhammer Fantasy]]. The League of Thor and League of Grindel fought an unusually bitter war around 2,000 years ago when settlers from both sides clashed over the exploration of the Lost Stronghold of Dargon. The war that followed resulted in the destruction of several Strongholds and many key victories for the League of Thor including the capture of two other Leagues. Peace only came with the huge Ork invasion of Grunhag the Flayer which obliged all the Leagues to unify against their mutual foe. Although the war ended with the rout of the Orks, the two Leagues remained distrustful rivals and both sides considered the other side owing them debts of blood and honor. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Reboot Fluff==&lt;br /&gt;
This section details the new and updated fluff from 2022 onwards. This deals with the Leagues and their similar but new background for the modern 40k narrative.&lt;br /&gt;
===History===&lt;br /&gt;
[[File:Votann meeting.jpg|500px|thumb|right|[[Star Wars|200,000 clones are ready with a million more well on the way.]]]]&lt;br /&gt;
Even though the oldest living Kin don’t remember what their earliest days were like, some undeniable “First Truths” remain constant in the Votanns’ data tracks. One such truth is that the First Ancestors departed from ancient Terra prior to the Unification Wars to harvest the untold riches of the galaxy with the first holds being settled near the galactic core. What became of these Ancestors is unknown, but curiously when the Ancestors begun to fade away…the Votann are first mentioned.&lt;br /&gt;
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A second First Truth is that the Kin have always been a cloned people. The Ancestors used genetic systems called “cloneskeins” to [[Transhumanist|manipulate and modify their race’s molecular structure]], and continue to define their overall division of labor. Over time the Kin became squatter, denser, and stronger than an average human growing no more than five feet tall max. They’ve even been able to artificially neuter their [[psyker|psychic]] footprint to avoid the attention of [[Chaos]], in a not too dissimilar to how the [[Tau]] souls work. Other examples of this engineering can be seen in the Hearthkyn Warriors, who often are also engineered with particular cloneskeins that allow them to specialise in combat – heightened senses, improved stamina, and the ability to see better in the dark, to name but a few. In contrast, others augment their bodies for battle with mechanical limbs and synthetic organs, with members of the powerful Cthonian Mining Guilds being noted as extensive users of these body modifications. This is not that unexpected as that particular guild (which is noted as being a particularly extreme embodiment of the usual belligerent acquisitiveness of the Kin) is willing to fearlessly locate, secure, and harvest resources for their race from environments so dangerous that even other Kin would baulk at their hazards leading to a need for extensive augmentation on their part. Because of all the above, some fans are now speculating that GW is tying the [[Men of Stone]] thread to the modern Squat civilization (either to the Squats themselves or to the Votann) given the [[Men of Gold]] and [[Men of Iron]] have already been speculated to be [[Perpetual]]s and [[Machine Spirit|abominable intelligence]]. It is also revealed the Leagues also have the “Iron Kin,” their fully-mechanical and true AI robot social class, who were designed with a prerogative to help their meaty cousins. This along the mention in some Kin myths of a “group of gleaming golden figures” relative to the first Votann (sometimes referred to as the the Gilded One), means this theory of the Kin being the Men of Stone could bear all the more weight. &lt;br /&gt;
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At some point during the reconstruction after the Horus Heresy, the ancestors of the Ironhead Squats arrived from the Leagues to help with rebuilding efforts on Necromunda. However they somehow lost their Votann ancestor core in the process and so they ended up having to stay on the world long after the rebuilding was done so they could try and track it down, a search which still continues to this day and has resulted in them regressing technologically in the mean time. Maybe someone should tell them to go search Van Saar&#039;s basement.&lt;br /&gt;
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With the formation of the Great Rift, the Leagues had lost a few holds and trade routes, pressuring them into expanding and gaining new trade routes, endorsing new colonization efforts, and slowly withdrawing from their semi isolated state.&lt;br /&gt;
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They also have variety of beverages cal Brü, which range from mainstay nutro-rations for soldiers and miners, to devastatingly alcoholic recreational beverages. None are recommended without a Kin constitution.&lt;br /&gt;
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===Culture===&lt;br /&gt;
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[[File:1657022781779.jpg|300px|thumb|right|I NEED MOAR]]&lt;br /&gt;
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{{topquote|So, we&#039;re talking about space dwarfs who need more RAM for their gods?|Anon}}&lt;br /&gt;
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In the modern day of the 41st Millennium, the culture of the Kin seems very egalitarian, with no distinction between male, female, machine or otherwise amongst its members. [[Greater Good|United in the guidance of the Votann, the Leagues of the Kin operate with seeming unity, with the Kin working in unison for the betterment of their Kindreds, or so it would appear to outsiders.]] The truth however is a little more complicated than that though.&lt;br /&gt;
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The Leagues are semi unified conglomerates of  &amp;quot;family states&amp;quot; (a cross between nation states and extended family) called Kindreds, guilds, Freelancers, and kinhost armies. While the Leagues are very communal and chummy with their fellow kin, this does not stop the dark influences of a past long gone from seeping into their civilizations. &lt;br /&gt;
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Entire planets and even systems with ecosystems and civilizations stripped to the bone, regardless of the ethics. Global magna extraction and tectonic delving allows the Kin to harvest whole worlds, populated or not. Evacuation may be offered, but not always. Ferocious competition between Guilds and freelancers, who have taken on the mantle from dark age corporations, merc groups, independent contractors, and cartels and follow the philosophy of &amp;quot;When someone has what you want, why not take it.&amp;quot; While the Kin do live to serve their fellow kin, their societies, and their ancestors, they are also filled to the brim with society-wide greed and hunger. As individuals, they may or may not have such hungers, but as communities they will devour entire worlds. Not even the universe itself will be enough for their wants. &lt;br /&gt;
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This does not mean they are the type to cut corners. Far from it. Like their many Dwarven counter parts in other media, one of the things they appreciate is fine ass Craftmanship. No planned obsolescence, shoddy piss water, and easy to break communicators here. Only the best in quality is acceptable (or at least, the best they can make). And this is not even such a difficult feat for them. High quality mass produced goods is the norm for League society, with their high technology and industrial society. Many of their holds are even live-in factories, constantly churning out master crafted items at a constant pace. The Leagues overall conduct resource extraction, industry. and technology developments on a vastly larger scale, making the Imperium look puny in their developments by comparison. And unlike the imperium, they dont dig for the ore required, wasting time and lives (unless of course they actually have to occupy a world, then they&#039;ll mine, extract, manufacture, and bunker down to their hearts content on whatever occupied planetary body they are on). The Kin instead sees that whatever asteroid or world they are working on can just be torn apart, and the remnants plucked out the wreckage&lt;br /&gt;
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But despite all their comforts and conveniences, they are still a hardy people who revere their ancestors and promote the importance of sacrifice.&lt;br /&gt;
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===Technology===&lt;br /&gt;
Let&#039;s not beat around the bush here; League technology is almost always a clear upgrade over the Imperium. While they didn&#039;t retain everything after the collapse of the golden age, they kept far more than their Imperial counterparts, to the point where they can at least echo DAoT society and its tech. While much of the Leagues&#039; tech is reminiscent of the Imperium&#039;s in form and function, it is generally far more advanced, reliable and ubiquitous.&lt;br /&gt;
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Kin gene-technology allows them to make stable mutations, psykers and even alter their souls. [[Cyberpunk|Cybernetic implants and genetic modification is the norm; advanced helper AI citizens walk the streets as equals.]] They have [[T&#039;au|advanced ion weaponry]], something that terrified the shit out of the Imperium to the point where they just straight up [[Derp|banned it.]] Their guns hit harder and faster, so that even their basic infantry can prove to trouble for your average space marine. And unlike the Imperium&#039;s physically and politically unstable hive worlds with their overcrowded, polluted and crime-ridden hive cities, the League&#039;s Holds should be considered closer to actual fortified arcologies. Agri-worlds? Why grow your food using primitive farming methods when you could just grow your [[Meatbread|foodstuffs]] in factories, labs and indoor facilities?&lt;br /&gt;
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Much of the kin arsenal makes use of exotic material not found outside the galactic core. This includes extremely hazardous materials like dark-star ore; the universal dampening field the material emits can halt all mechanical and organic functions making [[Grimdark|even the mildest of wounds lethal]]. Because of its inherent dangers, the material is mined and shaped with exceptional care and only wielded by those who can be trusted with such [[Plasma|tactically valuable yet dangerous weapons]]. Even their teleportation technology is almost flawless, standing in stark contrast to its incredibly risky Imperial counterpart and allowing kin to be deployed [[Reasonable Marines|safely and tactically]].&lt;br /&gt;
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Many kin weapons are augmented with HunTR modules, which connect to their neural implants to help [[Ork Snipers|bring about the best possible firing solutions.]] Their Brôkhyr have mastered the manufacturing of focusing lenses and other components necessary to produce a sustained stream of energy, leading to focused beam technology that can be used on and off the battlefield, such as their mining and excavation industries. Their exclusive Volkanite weapons are similar to imperial [[Volkite Weaponry|Volkite]] (and may even be closer to the &#039;&#039;original&#039;&#039; technology), with the key difference that they appear to be [[AWESOME|not only more powerful but also more common.]]&lt;br /&gt;
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Ancestor cores are so [[Bear Lore|big-brained]], in fact, that they actually shine in the warp, fulfilling a similar role to the astronomicon (albeit on a far smaller scale). The Leagues&#039; warp drives and gellar field are also superior to those of the Imperium, but since they don&#039;t dive quite so headlong into the Warp their ships are generally slower than their Imperial counterparts. However, the kin&#039;s methods of warp travel are far safer and more predictable, which they feel outweighs the slower travel speed. And their ships are FUCK HUGE, to the point where they [[Dwarf|dwarf]] even the largest of the Imperium&#039;s interstellar vessels.&lt;br /&gt;
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Shielding developments are also prevalent in the physical realm. Unlike conventional [[void shields]], weave-field generators employ techniques to overlap differing energy fields, interlocking over a range of frequencies and exotic energies. Weave field generators are compact, efficient and scalable, and can be used either as personal shields or projected onto entire areas, the latter of which which is useful for mining.&lt;br /&gt;
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Other amazing devices include pan-specular scanners, which allow the Kin to find an enemy’s location not just physical objects, but through the warp. Even the most terrifying of galactic phenomena are reaped through atom-delving and transotheric resubstantiation; [[Tyranids|stellar siphons drain the stars themselves, as the cthonic mining guilds take whatever resources they need.]] They can even [[Necron|move entire planets.]]&lt;br /&gt;
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Unfortunately, despite holding on to far more dark-age technology than most of humanity&#039;s other splinters, what the Leagues did lose was typically their knowledge of [[Golden Throne|how to make and maintain the really good stuff]] - things like the Votann themselves. Due to this, while they&#039;re closer to the technological pinnacle of dark-age humanity than the Imperium, the ongoing decay of the Votann cores combined with [[Adeptus Mechanicus|a culture which prefers tried-and-true traditionalist approaches over risk-taking and innovation means their development and research has slowed to a crawl.]] Until this is fixed (if it ever will be), they are stuck behind the Eldar and the Necrons technologically. But hey, at least they aren&#039;t on the Imperium’s level of decay.&lt;br /&gt;
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===Aspects of League society===&lt;br /&gt;
*&#039;&#039;&#039;Leagues:&#039;&#039;&#039; Conglomerates of family states united for better economic and defensive potential. Competitive, but not to the point of self destruction and to the point where it gets in the way of productivity. Looks down on the Imperium. Hates the eldar because they are entitled bastards who are bad for business. Some are business partners with the Tau and gives them ion guns and other goodies. Loves their Votanns to point of self sacrifice. Their numbers greatly outnumber the populations of the upstart tau and the dwindling eldari, yet their population is still far fewer than the imperium obviously (they are still described as having formidable and vast interstellar empires however). Loves their Galactic core due to its crazy amounts of wealth and minerals, and it being quite inhospitable to the other races (which they were &amp;lt;ref&amp;gt;&amp;lt;nowiki&amp;gt;Insert non-formatted text here&amp;lt;/nowiki&amp;gt;&amp;lt;/ref&amp;gt;made to live in). There is no exact number of known Leagues, the Kin find no use in keep track of it. Can often be in nomadic (living in spacefaring holds). Currently trying to fix up their broken trade routes after the Great Rift appeared. The Leagues are named in honour of Votann itself, who is also known variously as the Primal Ancestor, the Gilded One, or the Stonemind. In some Kin myths, Votann was not one being but many, and is sometimes depicted as a group of gleaming golden figures, or a wheel of graven stone faces. In other myths, the Votann fashioned the first crucibles, then raised the Kin up and sent them sailing into the dark void - before oceans of fire and flesh rose to swallow the. Some myths speak of Votann as eldest and wisest of the First Ancestors, themselves shadowy presences ill-defined and shown in many different forms - both humanoid and otherwise - where they are depicted at all. With typical pragmatism, the kin accept that their myths are too contradictory, allegorical, and suspect to be cited as possessing a definite basis of fact.&lt;br /&gt;
*&#039;&#039;&#039;First Ancestors:&#039;&#039;&#039; The DAOT colonists (engineers, miners, etc) who journeyed to the galactic mineral-rich core in generation ships as part of a large colonization effort from Terra. The first ancestors are cited to be agents of change, and held responsible for the majority of the stable mutations - collectively known as cloneskeins - that run through the kin gene pool. Why did they not return to the heartlands of humanity is unclear. From the fact that so many Kin fleets plunged into the galactic core within a period of only a few centuries, it might be inferred that a deliberate choice was made. It is during this period that the last references to the first ancestors can be found. Not much else is know about them besides the fact they disappeared when the Votann first appeared...&lt;br /&gt;
*&#039;&#039;&#039;[[Votann]]:&#039;&#039;&#039; Super-cogitators, which contain Gestalt repositories of unimaginable inherited wisdom and knowledge, along with [[Spirit stone|Ancestor Cores]] with their self-organizing datastacks and quantum infocores. They communicate with the Kin via a tangle of arcane technology called a &amp;quot;Fane&amp;quot; and through the special class of Kin priest-psykers called the Grimnyr. All members of the Leagues after they pass on are returned and recycled by the ancestor cores in somber ceremonies, both mind, and body. Even the ironkin are not immune to this fate, as while they are long-lived, they will eventually slow down to a crawl and breakdown. The minds and uploaded data are kept in the Votann, while the bodies are recycled to make new kin. They are currently breaking down and developing [[Machine Spirit|&amp;quot;personalities&amp;quot;]], with calculations that normally took hours taking decades, if not centuries to complete. However they can still be modified by the kin (often at the votanns request). Curiously, they also serve another purpose of acting as mini [[Astronomican|Astronomicans]] for the Leagues, due to their vast intellect literally shining in the warp. Has been stated that the &amp;quot;Votann belong to the Kin as Kin belong to the Votann&amp;quot;. Often act more like advisors and repositories (none of them have been leaders). Due to their degradation and age, some of the Votann have even lost the ability to produce more kin (Brokhyrs and Ironkin Guilds can produce more ironkin, but they are of lower quality than what the ancestors could create). The ancestor cores have also been stated to have been on the first generation ships.&lt;br /&gt;
**&#039;&#039;&#039;Fane:&#039;&#039;&#039; The grimnyr interface in Arcane technological structures called Fanes. A space of timeless devices and quiet contemplation, at the heart of which lies a complex tangle of machinery that is part altar, part interface. It is said that these machines were simply nodes through which the wisdom of the Votann flashesd with the speed of thought from one voidcraft to another. They still fulfill this pratical purpose. Culturally though, Fanes have taken on a greater spiritual significance to the Kin, so that now they are viewed as places where one stands in full regard of the Ancestors, and where the presence of the Votann lies heavy and Sombre. Indeed, through aceane technological processes that even the Kin do not understand, there have been instances recorded of fanes miraculously developing artificial intellect in their own right, and joining the ranks of the Votann themselves. These occurrences of miraculous self awareness are cause for great honour and celebration amongst the Kin in whose Hold they occur. By comparison though, more than one Votann has degenerated in recent centuries until they have become little more than Fanes themselves. To witness such a decline is a terrible tragedy for the Kin.&lt;br /&gt;
**&#039;&#039;&#039;Votannic Council:&#039;&#039;&#039; A League’s ultimate ruling body. Stubborn, and are slow to change their minds or come to decisions. Elections in the Leagues generally are extremely heated. Needed for full on wars (local conflicts excluded). The Votann are generally treated as part of the council,, and they and their Grimnyr often serve as advisors. Every Kindred governs itself in a huge spherical chamber known as the Spakerönde. The ruling councils are called Hearthspake. The Hearthspake sees little of the politicking or self interested maneuvering that typifies man species political arenas. The Kin might be hard headed, but they are almost always earnest and honest in their desire to guide their kindred well.&lt;br /&gt;
**&#039;&#039;&#039;Guild Masters:&#039;&#039;&#039; Guild Leaders who have worked their way up through the Leagues meritocracy. Note that there can be multiple guild masters on the council.&lt;br /&gt;
**&#039;&#039;&#039;Brôkhyr Forge-Master:&#039;&#039;&#039; The absolute cream of the crop from the forges of the Leagues, they not only have proved their ability to create technological marvels,but over see their development as well. They also bring the fury of the Forge to the battlefield, delivering council to the warriors on the field as well.&lt;br /&gt;
**&#039;&#039;&#039;Lord Grimnyr:&#039;&#039;&#039; The ultimate representative of the Grimnyr, who embodies wisdom, guidance, and insight. The Lord Grimnyr acts as the voice of the Votann itself, acting as a walking conduit for both their lore and gestalt might. This role is not purely a ceromonial or advisory role, for it is incumbent upon the Lord Grimnyr to walk the battlefield as the eyes, ears, and voice of the Votann, dispensing wisdom to friends and allies, and unleashing the wrath of the Ancestors. It is not known how they are selected for the position.&lt;br /&gt;
**&#039;&#039;&#039;Grimnyr:&#039;&#039;&#039; Kin psykers that wield massive amounts of power. Capable of accessing &amp;quot;empyrically archived&amp;quot; Votann wisdom. They are probably deeply tied to the Votanns and represent them in their wing of the Leagues governments. &amp;lt;s&amp;gt;Probably&amp;lt;/s&amp;gt; Definitely have very long beards.&lt;br /&gt;
**&#039;&#039;&#039;High Kâhl:&#039;&#039;&#039; The ultimate military commanders of the kinhost militaries. To be named High Kâhl is both a tremendous honour and a awesome responsibility. To be elected a High Kâhl, the incumbent must go beyond just a tremendously capable warriors ,and a indomitable battlefield leader. They must master the cruel calculus of war itself.&lt;br /&gt;
**&#039;&#039;&#039;Kinhost commanders/senior Officers:&#039;&#039;&#039; The military leaders of the Kinhost militaries that rank below the High Kâhl.&lt;br /&gt;
*&#039;&#039;&#039;Kindreds:&#039;&#039;&#039; A combination between nation state and extended family, essentially the societies that make up the Leagues. Generally lives in holds (although it&#039;s population is encouraged to go travel throughout the galaxy and make their ancestors proud). They are very communal in nature, and their populations range from a couple dozen to the millions. Each one is governed by a Votannic council. They have their own aspects which are called the Four Pillars:&lt;br /&gt;
*# Hearth: “the heart of the hold,” literally the heat and light their forges, recycle air, and let the kin thrive &lt;br /&gt;
*# Forge: Here everything the Kindred needs is built, from weapons to life-support systems&lt;br /&gt;
*# Thane: Where the Grimnyr interface with the Ancestor Cores&lt;br /&gt;
*# Crucible: Where new flesh and blood Kin are made&lt;br /&gt;
*#&#039;&#039;&#039;Hearthspake:&#039;&#039;&#039; In a given hold, the Hearthspake is the governing body, no matter how big or small. They are a council comprised of Guild representatives of particular commercial groups, the hold&#039;s attendant Grimnyr, as well as the leaders of the hold&#039;s Kinhost, such as the Kahl.&lt;br /&gt;
*&#039;&#039;&#039;Kinhosts:&#039;&#039;&#039; The militaries/militias of the Leagues, made after the kindreds united and combined their militaries. Soldiers are typically drawn from the civilian populous, but are not restricted to kinhosts only, as depending on their decision (after they completed their oath of service to their Kâhl), the soldier may return to civilian life after they have done their service. Objectives range from protecting colonization efforts, protecting resources extraction operations and other guild/kindred interests, and overall defense to annihilating entire worlds because they know too much. Has a slightly overall civilian look to them (but are still more deadly than Imperial forces). The forces within the kinhosts militaries (called oathbands), are extremely flexible on what they consist of. Some of these oathbands can even consist entirely of mercenaries.&lt;br /&gt;
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*&#039;&#039;&#039;Guilds:&#039;&#039;&#039; The overall backbone of the Leagues. Independent commercial groups. Builds holds and everything else. Regulates and manages almost everything, and oversees fair competition( but are not necessarily overbearing). Does not like cutting corners. Very competitive and ruthless in general. Is unofficially apart of the government. Typically doesn&#039;t leave their own holds. Does not like Freelancers and outcasts (and the occasional rival guild). Every aspect of life and production is affected by the guilds. Clonskin guilds exist and work to improve upon and stabilize cloneskins. Ironkin Guilds exist as well.&lt;br /&gt;
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*&#039;&#039;&#039;Freelancers:&#039;&#039;&#039; Independent contractors, mercenaries, traders, explorers, plumbers, etc. Does the same thing as the guilds except with less political influence and resources. Not too fond of guilds&lt;br /&gt;
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*&#039;&#039;&#039;Holds:&#039;&#039;&#039; The homes of the Leagues and its organizations and populous. Typically enclosed and fortified, holds vary in type and size. Can range from underground tunnels and narrows, to fortified bunkers and live in factories, to hive cities and ecumenopolises. Also comes in the form of space stations, asteroid colonies, and ships. Industrial and high tech in nature, yet very cozy with a lot of empasis on community, closeness, and interaction. Essentially hive cities except not shit and on steroids. Contains &amp;quot;Hearths&amp;quot;, which act as the hearts of the holds, providing heat, light, and recycled air, and overall let the kin thrive. Hearths also act as reactors for the Kins holds, powering up all their electrical needs.&lt;br /&gt;
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*&#039;&#039;&#039;Kin in general/clonekin:&#039;&#039;&#039; The general population of the Leagues. Mainly consists of ironkin and clonekin (although, there could be more). Tough as nails, and artificial in nature. Comes from &amp;quot;crucibles&amp;quot; (which they prefer due to regular reproduction diluting the genetic quality of offspring. Generally enhanced by both biological and cybernetic means. Very intelligent and industrious. Loves their ancestors to death. Loves their Kin and kindreds. Loves making their master crafts. Loves living in their fortified holds (but will go out into the galaxy to serve the ancestors, their guilds, and their communities). They get to pick their own names (excluding their family names, which they get from the names the crucibles has attached to it, and its considered rude to change), and gain more throughout their life from fellow kin like &amp;quot;Orkslayer&amp;quot;. Loves their individuality and mutations (although some cloneskin templates and mutations can actually lower the lifespan of a clonkin, along with clonekins who had their production accelerated). Far from uncommon for them to get plenty of physical alterations. They were also made to resist and endure the warp and its corruptions, dampening their souls (note: they are masking their souls brightness, not actually dimming down their souls) for better protection. They also have high amouns of white blood cells, which allows them to greatly resist disease, and heal swiftly. Some can see in infrared.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ironkin:&#039;&#039;&#039; The League have [[Men of Iron]] now, or at least true AIs. Appears to be comparable to a Servitor, although distinctly described as being treated as equal to the fleshy Kin. The Ironkin can mimic their living counterparts’ every behavior and demeanor, but display no sense of ambition and are hard-wired with a desire to be helpful. Their bodies are all built for a unique purpose and cannot be easily replaced should they be damaged. One such purpose are the Wayfinders, which are the supercomputer, squatty equivalent of Imperial [[navigator|navigators]], allowing the Kin to traverse the Warp without the need of psykers, and thus reduce the threat of daemonic incursions. All ironkin have a CU, or Cerebral Unit, and a mechanical body, both of which are unique to each individual ironkin. The CU&#039;s themselves are nigh indestructible (with microfield generators woven into the structure of the unit), and can send out distress beacons. Since Kin are kin, these are high priority for recovery.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;COGs:&#039;&#039;&#039; Are essentially the lower forms of ai, automatons, and algorithms the Leagues possess. Akin to tau drones (yet still more advanced). Does much of the menial jobs and such in the Leagues, along with being utilized in combat as well, and overall helps automate the Leagues of Votann. Probably still treated better than servitors (especially considering they look like ironkin).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outcasts:&#039;&#039;&#039; Hippies, troublemakers, and those Kin who do shit like performing illegal experiments, probably.&lt;br /&gt;
&lt;br /&gt;
===Known Leagues===&lt;br /&gt;
*&#039;&#039;&#039;Greater Thurian League:&#039;&#039;&#039; One of the original founding Leagues and the poster boy League. Has a teal color scheme. Largest of the Leagues, spreading over a wide expanse of the galactic core and very influential on the other Leagues. Includes over 200 allied kindred holds, and it contains the biggest guild. Very wealthy and expansionist, they have a lot of military might and resources at their disposal and they want to expand their reach. Their members think they epitomize what it means to be Kin. Are uncompromising with their mercenary attitude. Apparently, their grim, methodical pragmatism is an inspiration to other Leagues. The Kin’s special character Ûthar the Destined hails from this League.&lt;br /&gt;
*&#039;&#039;&#039;Urani-Surtr Regulates:&#039;&#039;&#039; A determined League constantly being invaded by groups of Orks, Tyranids, and Necrons, despite this the League is determined to fight to the last person standing. Their colors are greens and brown. Their kin live on the minimum and are currently at war with the Necron Dynasty of Samnokh. Are stoic, pragmatic, and abhor waste like most other Leagues, though they are noted for being less concerned with the cost of lives and material for battle to prevent giving up ground. Likes to keep their population counts high for their oathbands. No kin admitted to the Urani-Surtr Regulates has ever left.&lt;br /&gt;
*&#039;&#039;&#039;Trans-Hyperian Alliance:&#039;&#039;&#039; The most puritanical in their worship of the Ancestors. Sacrifice has more importance to them than the other leagues. Their colors are mostly orange and white. They enjoy collecting data and new info for their Votanns. They are a nomadic league, spread out not only across the galactic core but beyond, into far space with their 3 Votanns being stored in heavily armed ships. Their prospectors are known for venturing the width and breath of the galaxy in search of resources, and the League’s Hernkyn Pioneer riders are extremely skilled and considered genuinely exceptional by the other Leagues. This lifestyle is driven by the requirement to enrich their Votanns, which for the Trans-Hyperian Alliance is a reward in and of itself.&lt;br /&gt;
*&#039;&#039;&#039;Kronus Hegemony:&#039;&#039;&#039; Also known as Kôrynn’s Kindred they are the most militaristic and aggressive league (to the point of being aggressive even to other leagues). Their color scheme is yellow and black. They are a relatively new league formed less than millennium ago. [[Awesome|Ork WAAAGH!s, Tyranid swarms, and many other threats have been broken by the mighty kinhost of the Kronus hegemony]]. They are known for having a harsh reputation, due to their strictness and quotas. The formation of their league was due to their League’s Fane (computer systems) achieving self-awareness and transforming into a full blown Votann which has subsequently been demanding the Hegemony should always be gathering resources; Kindreds that join have to pay a hefty price to join and then have to pay hefty tributes through conquest. They also already pissed off the other Leagues in territorial disputes. Despite their reputation, they are still seen as a boon for the other Leagues due to their defensive capabilities.&lt;br /&gt;
*&#039;&#039;&#039;Ymyr Conglomerate:&#039;&#039;&#039; A massive and ancient power bloc. Has a red color scheme. Few value quality craftsmanship more than the Ymyr conglomerate. They have long ventured beyond the core trading and operating all over the galaxy. They are the richest League, having the best living standards to boot. Even for the other Leagues, they appear decedent. They also have a higher amount of high-quality weaponry and equipment for their kinhosts. &lt;br /&gt;
*&#039;&#039;&#039;Seran-Tok Mercantile League:&#039;&#039;&#039; Has risen to prominence and profited greatly from trade with the T’au Empire. &amp;lt;s&amp;gt;Probably&amp;lt;/s&amp;gt; confirmed to be the Demiurg.&lt;br /&gt;
*&#039;&#039;&#039;Grand Orion Compact:&#039;&#039;&#039; Their Votann was destroyed by Orks from WAAAGH! Morbok resulting in a grudge against the green skins and starting a 500 year long war of extermination against the members of that WAAAGH!&lt;br /&gt;
*&#039;&#039;&#039;Emberg Agnir Bloc:&#039;&#039;&#039; Destroyed by Tyranids. Their Votann absorbed their biomass to deny the Tyranids their prize as revenge, which drove the Votann mad, turning it into &amp;quot;The Mad Core&amp;quot;, which causes fluctuations in the Warp impeding travel near their former hold, which brings up a lot of fluff questions of its own. How exactly does a mechanical supercomputer &#039;&#039;assimilate&#039;&#039; an entire hold/league? Was it something like [[Forge World|Lucius]], where the Mechanicus holed themselves up underneath the surface, [[Tomb World|using teleportation to send their forces up and retrieving the shatted out mechanical bits back later]]? Or is this some weird techno-vore thing [[Grimdark|where all the dorfs jumped into an acid vat so their biomass could be used by their god?]] Either way, their Votann may have been one of the few Cores left able to react quickly, not that it&#039;ll be of much use now. Probably a callback to the original demise of the Squats.&lt;br /&gt;
*&#039;&#039;&#039;Ghulo Industrial Complex:&#039;&#039;&#039;This League is forever adding new systems and planets to their impressive holdings, and are skilled in transforming even the most barren of worlds into productive and valuable assets. Pours almost all of their time and energy into maintaining trade routes, and keeping their convoys of heavy haulers and escort ships moving along them. This League contains several extremely large and powerful Cthonian guilds, whose influence in the Hearthspakes is such that they&#039;re virtually the defacto rulers of the Ghulo Industrial Complex as a whole.&lt;br /&gt;
*&#039;&#039;&#039;Typhon-Styx Protectorate:&#039;&#039;&#039; A League that is renowned for their indomitable fortifications. Their oathbands lean towards steady and relentless strategies, advancing from one position to the next, and allowing  waves of enemy counter attacks to smash themselves apart against swiftly-raised ramparts and tanks, dug in as temporary bunkers. Their holds are exceptionally fortified.&lt;br /&gt;
*&#039;&#039;&#039;Grendl Dominance:&#039;&#039;&#039; An overly warlike League.&lt;br /&gt;
*&#039;&#039;&#039;Jotun-Erydani Combine:&#039;&#039;&#039; A League that is renowned for their Craftmanship and forging. Is a strongly meritocratic and Brôkhyr centric society.&lt;br /&gt;
*&#039;&#039;&#039;Kapellan League:&#039;&#039;&#039; Had their ancestors degenerate into Fanes. Spent years mourning.&lt;br /&gt;
*&#039;&#039;&#039;Balor-Attal Conglomerate:&#039;&#039;&#039; Had their ancestors degenerate into Fanes. Spent years mourning. Is in the process of disintegrating.&lt;br /&gt;
*&#039;&#039;&#039;Tehys Expanse:&#039;&#039;&#039; A extremely wide spread League. It&#039;s Kindreds [[BattleTech|maintain contact by means of a singularity potent interstellar communications network, whose proprietary technologies they will only lease to other Leagues for a substantial fee.]]&lt;br /&gt;
*&#039;&#039;&#039;Sigma-Drakoni Union:&#039;&#039;&#039; [[Saim-Hann|A martially inclined League that prizes honorable combat greatly. It&#039;s Kinhosts are held to a strict code of conduct at all times, and take an unusual degree of pride in their heraldy and decorative insignia.]]&lt;br /&gt;
*&#039;&#039;&#039;Pan-Telluric Commonwealth:&#039;&#039;&#039; A exceptionally egalitarian society.&lt;br /&gt;
&lt;br /&gt;
===Known Kindreds===&lt;br /&gt;
*&#039;&#039;&#039;[[Deep Rock Galactic|DeepRock Kindred]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Vortun:&#039;&#039;&#039; Belongs to the Greater Thurian League. This is the Kindred Ûthar the Destined Belongs to.&lt;br /&gt;
*&#039;&#039;&#039;Khâld&#039;s Star Breaker Kindred:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Kindred Crimson:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Skâlfi&#039;s Kindred:&#039;&#039;&#039; Named after their ancestor core.&lt;br /&gt;
*&#039;&#039;&#039;The Kindred of Nârunn:&#039;&#039;&#039; Named after their ancestor core.&lt;br /&gt;
*&#039;&#039;&#039;Vykât&#039;s Kin:&#039;&#039;&#039; Named after their ancestor core.&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Echodark:&#039;&#039;&#039; Named after a defining feature of their hold world.&lt;br /&gt;
*&#039;&#039;&#039;The Thousand Stars Kindred:&#039;&#039;&#039; Named after a defining feature of their hold world.&lt;br /&gt;
*&#039;&#039;&#039;Iron Canyon Kindred:&#039;&#039;&#039; Named after a defining feature of their hold world.&lt;br /&gt;
*&#039;&#039;&#039;Star-Delver Kindred:&#039;&#039;&#039; Named after its essential nature.&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Ork Slayers:&#039;&#039;&#039; Named after its essential nature.&lt;br /&gt;
*&#039;&#039;&#039;Yôht&#039;s Black Pillars Kindred:&#039;&#039;&#039; A Kindred with a combination of name types&lt;br /&gt;
*&#039;&#039;&#039;The Kindred Stoic of Nightgulf:&#039;&#039;&#039; A Kindred with a combination of name types&lt;br /&gt;
*&#039;&#039;&#039;Kindred Six:&#039;&#039;&#039; A Kindred with a very basic name. Belongs to the Kronus hegemony, and is brutally direct. Prides themselves on their mastery of urban warfare. Are sometimes rivals with Sylâkh&#039;s Kindred.&lt;br /&gt;
*&#039;&#039;&#039;Kindred Eleven-D:&#039;&#039;&#039; A Kindred with a very basic name.&lt;br /&gt;
*&#039;&#039;&#039;Hold of Oriâkh&#039;s Irongate Kindred:&#039;&#039;&#039; Had their core destroyed by WAAAGH! Morbok. Belongs to the Grand Orion Compact.&lt;br /&gt;
*&#039;&#039;&#039;The Void striker Kindred:&#039;&#039;&#039; Swallowed up by Maelstrom Örgvayr.&lt;br /&gt;
*&#039;&#039;&#039;Lâkhryr&#039;s Kindred:&#039;&#039;&#039; Swallowed up by Maelstrom Örgvayr.&lt;br /&gt;
*&#039;&#039;&#039;Nôthka&#039;s Kindred:&#039;&#039;&#039; Belongs to the Trans-Hyperian Alliance. They maintain a Hold amidst the calamitous ruin-belt of the Broken Triplets, a trio of threatening worlds that were smashed during an ancient catastrophe.&lt;br /&gt;
*&#039;&#039;&#039;Orksbane Kindred:&#039;&#039;&#039; Belongs to the Ymyr Conglomerate. Owns the world of Tamâkh, which the Hold of Brôkhfyre is built upon. They control and capture the exotic and deadly spectra emanating from the world&#039;s nearby star, using mile high stellar vanes. These energies pour into their forge, which is amongst the greatest in the Leagues, as it is renowned for the weapons of war it can produce.&lt;br /&gt;
*&#039;&#039;&#039;Kârkyr Stellar Nursery:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Yênna&#039;s Kindered:&#039;&#039;&#039; Another Kindred named after it&#039;s core. Is in possession of Balewind Harvester stations.&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Aârnok:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Kôrynn’s Kindred:&#039;&#039;&#039; Was originally apart of the now faltering Kapellan League. Broke away with several other Kapellan Kindreds to form the Kronus Hegemony when their Fane achieved self-awareness and became a newly ascended Votann. They gave become central to the Kronus hegemony, and receives portions of the Leagues spoils for their Votann&#039;s defense.&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Liminus Crag:&#039;&#039;&#039; Belongs to the Trans-Hyperian Alliance. Are famed as shipwrights of the swiftest void craft and atmospheric gunships.&lt;br /&gt;
*&#039;&#039;&#039;Ukûlak&#039;s Kindred:&#039;&#039;&#039; Belongs to the Trans-Hyperian Alliance. Has every last one of their Kin serve at least a decade as Hernkyn in their early years to Honour their ancestors.&lt;br /&gt;
*&#039;&#039;&#039;Sylâkh&#039;s Kindred:&#039;&#039;&#039; A Kindred name after their Core. Favors massed artillery and siege warfare. Are sometimes rival with Kindred six.&lt;br /&gt;
&lt;br /&gt;
===Known Holds===&lt;br /&gt;
*&#039;&#039;&#039;Obsyd Gate:&#039;&#039;&#039; A prominent hold of the Kindred of Vôrtun, which belongs to the Greater Thurian League. This the hold Ûthar the Destined Belongs to.&lt;br /&gt;
*&#039;&#039;&#039;Grand Hall:&#039;&#039;&#039; A prominent hold of the greater Thurian League.&lt;br /&gt;
*&#039;&#039;&#039;Hold Silver Six:&#039;&#039;&#039; A prominent hold of the greater Thurian League.&lt;br /&gt;
*&#039;&#039;&#039;Demmâk&#039;s Haven:&#039;&#039;&#039; A prominent hold of the greater Thurian League.&lt;br /&gt;
*&#039;&#039;&#039;Crimson Gulf:&#039;&#039;&#039; A prominent hold of the greater Thurian League. Renowned for its sheer size and impenetrable defenses.&lt;br /&gt;
*&#039;&#039;&#039;Ûrvymm&#039;s Bulwark:&#039;&#039;&#039; A prominent hold of the greater Thurian League. Renowned for its sheer size and impenetrable defenses.&lt;br /&gt;
*&#039;&#039;&#039;Cynder Span:&#039;&#039;&#039; A prominent hold of the Ymyr Conglomerate &lt;br /&gt;
*&#039;&#039;&#039;Delvegard:&#039;&#039;&#039; A prominent hold of the Ghulo Industrial Complex&lt;br /&gt;
*&#039;&#039;&#039;Sunder Stair:&#039;&#039;&#039; A hold belonging to the Nôthka&#039;s Kindred. Sits at the heart of the Broken Triplets.&lt;br /&gt;
*&#039;&#039;&#039;Hold of Brôkhfyre:&#039;&#039;&#039; Lies upon the world of Tamâkh, and is owned by the Orksbane Kindred.&lt;br /&gt;
&lt;br /&gt;
===Known Mining Worlds/Zones===&lt;br /&gt;
*&#039;&#039;&#039;Törg:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Darkstar Mines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Known Enclaves===&lt;br /&gt;
*&#039;&#039;&#039;The human enclave of New Catachan:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Known Guilds===&lt;br /&gt;
*&#039;&#039;&#039;Cthonian Mining Guilds:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Yngvâry Combined Logistics:&#039;&#039;&#039; Huge and wealthy.&lt;br /&gt;
*&#039;&#039;&#039;Star-Rider Mercantile Confederation:&#039;&#039;&#039; Huge and wealthy.&lt;br /&gt;
*&#039;&#039;&#039;Cthonian Guild of Kâdokh:&#039;&#039;&#039; Huge and wealthy.&lt;br /&gt;
&lt;br /&gt;
===Regions/Warp storms===&lt;br /&gt;
The galactic core to most species is a uninhabitable. Only the hardiest of species and civilizations could ever dream to live here. But should they survive, the great riches of the core will open to them.&lt;br /&gt;
&lt;br /&gt;
In constrast to the Imperium, the Kin do not recognize the name &amp;quot;The Great Rift&amp;quot;, believing it would lend further superstitious menace to a already menacing threat. The appearance of these warp storms has caused much havoc in the galactic, from swallowing up entire kindreds, to aggravating local core xenos. Some refugees from these swallowed up kindreds were able to make it out thanks to pan-spectral arrays, which gave some small warning to said kindred refugees. Those who escaped told of holds falling into complete madness, and right on their heels were hordes of ravenous Chaos war fleets. These storms have made the already extraordinarily dangerous core even more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warp Storms:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Örgvayr:&#039;&#039;&#039; roughly translating to &amp;quot;Ogre&amp;quot; in Low Gothic, this warp storm appeared on the north eastern fringe of the Greater Thurian League, swallowing up the Void Striker Kindred and Lâkhryr&#039;s Kindred.&lt;br /&gt;
*&#039;&#039;&#039;Cölosyk:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gëirokh:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Töroll:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Öggh:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cyklöp:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Regions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Xenos in/near League territory===&lt;br /&gt;
*&#039;&#039;&#039;Orks:&#039;&#039;&#039; The Orks have long-been an enemy of the Kin, their own species-wide durability and sheer refusal to go away making them perhaps the only other species able to comfortably withstand the crushing weight of the galactic core. Being the main neighbors of the Kin, coupled with Orks being Orks and wanting a good punch up, has resulted in their species perhaps being the only thing the Kin consider to be an arch-enemy. With the Five Hundred Years war with WAAAGH! Morbok resulting in the destruction of a Votann, the stellar fleets of Bogg da Freeboota King invading in the lieu of some warpstorms, and the neighboring Ork Empire of Morzag, all these things have solidified the Orks as constant pebble in the Kin&#039;s boot.&lt;br /&gt;
*&#039;&#039;&#039;Tyranids:&#039;&#039;&#039; &amp;quot;The Bane&amp;quot;, as the Kin know the Tyranids as, has become somewhat of an intense threat/material opportunity for the Leagues in recent millennium. Hive Fleet Leviathan wiped out the entirety of the Emberg-Aegnir Bloc, resulting in the Mad Votann, and so earning the ire of the species. But at the same time, the Leagues hunt down hive fleet tendrils to harvest them for organic materials (likely their bio-metals and acids). Ultimately, they&#039;re treated more as a hazard than a direct enemy to fight with. &lt;br /&gt;
*&#039;&#039;&#039;Minor Species:&#039;&#039;&#039; The typical one-off species that exist to pad out the Galactic Core to make it less empty. Nothing is known about them other than their names and that they are taking the Great Rift as an opportunity to get antsy. They include the Septeryx, the Chrobdyr Ferrophagites (rust monsters lol) and the ominous Cult of Ohn.&lt;br /&gt;
*&#039;&#039;&#039;Other Big Players:&#039;&#039;&#039; With the Great Rift opening and swallowing a shit ton of Holds, many Kindreds and some Leagues have opted to scarper out of the Galactic Core and find new steading elsewhere. This vacuum has allowed an opening for the Imperium, the T&#039;au Empire, and the Craftworld Eldar to move in on the territory, kicking up dust as they do and transgressing on the Kin&#039;s holdings.&lt;br /&gt;
&lt;br /&gt;
===Noteworthy Kin===&lt;br /&gt;
*&#039;&#039;&#039;Ûthar the Destined:&#039;&#039;&#039; A great Kahl from the Greater Thurian League that has a mysterious objective and destiny, prophesied to complete a great task. He’s a ruthless warrior armed with masterfully wrought weapons, including the legendary Blade of the Ancestors (which he got literally the day he was born on), and has a gift for assessing enemy foes.&lt;br /&gt;
&lt;br /&gt;
===Relationship/interactions with other factions===&lt;br /&gt;
&#039;&#039;&#039;Galactic relations in general:&#039;&#039;&#039; The Kin will leave most of the denizens in the galaxy alone, so long as they aren&#039;t getting in-between what the Kin want. The Leagues of Votann trade outside the core through a range of names, though these are rarely of their choosing  this has caused confusion and misunderstanding over who these mercenary adventurers really are. To those who are in their way however (unwillingly or not), the Kin are a tough nut to crack. Even far from the more secure area that is the galactic core, the Kin are a armoured, fortified, bunkered down, advanced, and tactical juggernaut. More often than not, the Kin succeed in their conflicts, and even the more major players of the galaxy find them difficult. On occasion, a resistant population may be deemed too strong for any conflict to be worthwhile, but most of the time any resistance will be swept aside or ignored. The Kin have no compunctions about tearing open the crust of a world whilst the population still dwells upon it, however sometimes a evacuation can be negotiated. To those on the kins good side, they are invaluable business parts. To those on their bad side, they are a force of ruthlessness and greed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ironhead Squat Prospectors:&#039;&#039;&#039; See each other as distant cousins who can share a pint in the pub and complain about the Aeldari.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyranids:&#039;&#039;&#039; In the Imperium of Man, the Tyranids hunt &#039;&#039;you&#039;&#039;, in the Leagues of Votann, the League hunt &#039;&#039;Tyranids&#039;&#039;. Known to the Leagues as “The Bane” the Kin are wary of the Nids and have gain a grudging respect for their effectiveness and adaptability. Whilst the Nids still view the Kin as biomass, they themselves also stay clear away from them as the Leagues are known to scout out and hunt down &#039;&#039;entire Tyranid hive fleets&#039;&#039; to harvest their resource bounties. Moreover, the high technological levels and large presence of automatons makes fighting the League a sunk-cost fallacy for the Tyranids such as in one example with the Northstar cluster, where the bioforms exhibited an odd nesting behavior not seen elsewhere. They have proven difficult to eradicate, and have brought devastation to the Urani-Surtr Regulates. The Kin see the danger of the Tyranids, following the destruction of the Emberg Agnir Bloc. It was made up of a few dozen kindred and found themselves in the path of hive fleet Leviathan. The League was wiped out. The Votann was left untouched. It absorbed the bodies of its fallen Kin to deny the Tyranids the biomass, and was driven mad, becoming the mad core, and causing fluctuations in the warp that disrupt travel. Nevertheless, such endeavours still prove too risky for the Tyranids and, given the League&#039;s habit of hunting their fleets down like giant whalers; the Hive Mind has put the League on the same level as the Necrons in terms of GTFO.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tau:&#039;&#039;&#039; They view the Leagues as grand benefactors and business partners of the Greater Good and the Tau Empire - although they could certainly improve their view points and dedication to the cause. They are also really happy with their new technology they received from the Demiurg and the Leagues, with their ion technology being extremely popular among the Tau&#039;s forces. The Leagues see the Tau as a very naïve and young people, though they appreciate the value of the greater good as it shares similarities with their own philosophy, putting Kin first. The Tau are more than happy to pay the Leagues, though the Kin rarely share their more advanced developments. As an example, the Kin&#039;s ion tech is superior and far more compact than the Tau&#039;s. Thanks to the extreme naivety of the tau, the Tau actually think the few ships they see from the Leagues are all that is left of the Kin, following a invasion from the Tyranids. These rumors have been rebuffed by the kin, much to the confusion of the Tau. The Kin see no value in enlightening them in this regard so long as the can continue to profit from trade with the naïve civilization. With the advances of the empire in the Chalnath expanse, there have been some minor clashes with the various factions of the Kin, which may have somewhat soured some local relations. Kind of. Nothing that money can&#039;t fix, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Imperium of Man:&#039;&#039;&#039; View the Leagues as useful and good enough for trade, yet they&#039;re also sketchy abhumans who stray too far from the holy human form and are probably heretics, though they don&#039;t seem as quick or eager to put these ones down nor whip out any Exterminatus moves on them. On the world of Necromunda at least, they are looked down upon as Squats despite all they&#039;ve done for the world. Likewise, the Leagues view the Imperium as a bunch of disappointing dumbfuck competitors - although they&#039;re still good enough for trade. Will surprisingly be honest about their usage of AI if pressed on it (which of course pisses the Imperium off). On some Imperial worlds like Necromunda, the Kin have been there since their Imperial records started. Rogue traders are more than happy to deal with the Leagues, though their extravagant life styles are considered wasteful by the kin, and deals are made with governors of Imperial worlds and systems, for a suitable fee. The more zealous of the Imperium deem the Kin as sanctioned xenos, if not abhumans. And at one point, the Demiurg had a automated mining facility  that was infiltrated by the alpha legion. Overall, the Kin treat them as any other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aeldari:&#039;&#039;&#039; [[Elf|Guess]]. They like to keep their meetings brief and few as the knife-ears aura of arrogance and entitlement pisses the Kin off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Aeldari:&#039;&#039;&#039; [[Dwarf Fortress|Guess again]]. Unlike the Tau who were dumb enough to trust the S&amp;amp;M gimp suit wearing weirdos at one point, the Kin are smart enough to not have wanted anything to do with the perverted pasty sweat goblins.&lt;br /&gt;
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&#039;&#039;&#039;Harlequin:&#039;&#039;&#039; Weird creepy clowns that are to be avoided.&lt;br /&gt;
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&#039;&#039;&#039;Aeldari Exodites:&#039;&#039;&#039; [[Avatar|Guess thrice]]. Although, the Kin actually do respect them for their more practical nature. Still more than happy to invade for resources though.&lt;br /&gt;
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&#039;&#039;&#039;Necrons:&#039;&#039;&#039; The Necrons consider the Kin to be another upstart race, though with a level of trepidation. Not only are they considered remarkably dangerous foes to fight, the Kin also delve deep into their worlds, breaking into tomb complexes, and plundering the rich harvest within. To the Kin, the metallic aliens are easy pickings while they sleep, and vicious foes when roused. Typically shoot on sight levels of diplomacy. They already war with the Urani-Surtr Regulates for control over one of its main worlds. The involved Necrons is the Samnokh dynasty.&lt;br /&gt;
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&#039;&#039;&#039;Orks:&#039;&#039;&#039; The Orks are the Leagues most hated Foe, as not only are they pervasive, they are also endlessly wasteful, fighting and destroying what the Kin have built, and The Leagues have been as successful as every other civilization in eradicating the Orks. The Orks are not stopped by the dangers of the core regions, and Ork pirate raids are a particular concern, with Orks like Bogg Da Freeboota king and his numerous fleets pestering the Leagues. The Orks tendency to use whatever scrap they can get has led to the creation of the saying &amp;quot;a prize for a Ork&amp;quot; , used to describe things or ideas that are worthless to the Kin. The 500 years war was fought against WAAAGH Morbok after they overran the Grand Orion Compact&#039;s Hold of oriax iron gate kindred. The Votann in the hold was torn to pieces, the most widespread grudge in the history of the Kin was called, and the Compact spent the next five centuries hunting down every single Ork from WAAAGH Morbok.&lt;br /&gt;
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&#039;&#039;&#039;Chaos:&#039;&#039;&#039; They find the Leagues to be a major pain in the ass as they actually have at least some idea on how to deal with chaos unlike their Imperial counterparts. They dimmed their souls, use soulless A.I. to pilot through the warp, have top notch security, and live high quality and comfortable lives in their holds. They see little to even no chaos corruption in the Leagues and will probably see more losses than wins with them. The Kin of course are absolutely disgusted by them, and have little time for their gruesome and foolish activities &lt;br /&gt;
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&#039;&#039;&#039;The Adeptus Mechanicus:&#039;&#039;&#039; A series of mental breakdowns and cybernetic overloads occurs when Mechanicus members encounter the Leagues. Whether it&#039;s due to them seeing Heresy in the Leagues, or due to the many shinies the Leagues have, it doesn&#039;t matter. They will see the Leagues as major competition regardless of the reason, and move to claim the shinies for themselves. To the Leagues, the Adeptus Mechanicus are rats scurrying around a scrap heap. Superstitious tech cultists living on the successes of their ancient betters who&#039;s ignorance makes them dangerous. The Kin avoid them whenever possible, and are swift to eradicate them when needed.&lt;br /&gt;
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===Speculation/Theories===&lt;br /&gt;
The LoV being as new as they are, there&#039;s a lot going on about them that we don&#039;t know about. Particularly, how can certain aspects of the setting be connected to them to better help them conform to the whacky-tobaccy universe that is 40k. Until we get lore confirmations, various speculations and conspiracies will be listed here. &lt;br /&gt;
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====Votann out in the Wild====&lt;br /&gt;
As the biggest part of the Leagues and their lore, the Votann naturally draw a lot of attention to themselves, especially since some parts of the lore can now be comfortably assumed to be a Votann. &lt;br /&gt;
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*&#039;&#039;&#039;The Van Saar STC:&#039;&#039;&#039; A bit of speculation around the Votann is if anything else in the setting will be retconned into/explained as being one. The most obvious candidate is the [[House Van Saar]] STC, described as being &amp;quot;large building&amp;quot; sized and &amp;quot;damaged&amp;quot; in that it&#039;s spewing out radiation, similar to the disrepair some Votann are said to be in albeit more extreme, and if it was a Votann it would explain why Squats are on Necromunda.&lt;br /&gt;
*&#039;&#039;&#039;The Votann are fueled by alcohol:&#039;&#039;&#039; Naturally, being dorfs, the dorfs need to fill the dorf computers with dorf juice in order for them to give dorf advice. How else are they supposed to run? Fission batteries and solar energy? That&#039;s [[elf|leaf-lover]] hippy dippy shit.&lt;br /&gt;
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===Influences/Mythology/Aesthetic/Complaints===&lt;br /&gt;
*&#039;&#039;&#039;The greater rage:&#039;&#039;&#039; The 2001 release of the [[Tau]] was spurred with anger, confusion, and revulsion. Even to this day in the year 2022, you&#039;ll still see swathes of the community that seethe at the mere mention of the Tau, deeming them as &amp;quot;weaboo space communists who aren&#039;t grimdark enough&amp;quot;, or simply &amp;quot;another vile xeno who is irrelevant&amp;quot;. And like its predecessor, the LoV is reaching similar levels of division and anger. But much like the decade that it was revealed in, the Leagues bring in a new scale of chaotic and unprecedented changes. This section is to help boil this down, and address  complaints and confusion.&lt;br /&gt;
*&#039;&#039;&#039;Twentieth century futurism:&#039;&#039;&#039; There have been quite a few who have claimed that the LoV is &amp;quot;generic sci-fi&amp;quot; and &amp;quot;inconsistent in its design&amp;quot;. To be quite frank, this is a bunch of nonsense hullabaloo. Anyone who has enjoyed enough fictional settings like that of [[Fallout|Fallout]] is going to tell you that the Leagues is full of [[Isaac Asimov|mid-centrury futurism]] and [[Arthur C. Clarke|classical sci-fi]], with the atv looking like a 1960s moon buggy, and the Hernkyn chopper looking like a mid century 60s bike ([https://youtu.be/ySxEFuUrdio|for gods sake, look at it&#039;s trailer]). While you will find some of dieselpunk in the LoV and its not entirely just mid century aesthetics, [[atompunk|atompunk]] has asserted its dominance here, Giving them a more civilian look. This also includes the look of the Ironkin (and to a certain extent [[UR-025]] and the [[Kastelan Class Battle-Automata]] which look like mid century robots. Fact is, the LoV is a love letter to classic sci fi. But that&#039;s not all.&lt;br /&gt;
*&#039;&#039;&#039;Western/wacky sci-fi:&#039;&#039;&#039; If you haven&#039;t noticed from the bolter revolvers, the abundance of words like &amp;quot;Pioneer&amp;quot;, &amp;quot;frontier&amp;quot;, &amp;quot;rugged&amp;quot;, and &amp;quot;hardy&amp;quot;, along  with the fact that the first revealed  ironkin looks a lot like a western blacksmith, the amount of &amp;quot;simple&amp;quot; practical tools the Kin often carry, the Leagues have a lot of western influences. They also seem to still retain an air of comedic relief from their previous Squat forms. Expect future [[Firefly|Firefly]] references, and a Votann answering with [[Approved Literature|&amp;quot;42&amp;quot;]].&lt;br /&gt;
*&#039;&#039;&#039;Mass produced goodness:&#039;&#039;&#039; Unlike their many Dwarven counterparts, the Leagues are by no means the top industrial power house of the galaxy (the Necron and the Aeldari have them beat, along with most of the other species from around the time of the old ones). To be quite honest, they are more about industry as a theme rather than being the most industrious. However, one could say they are still the top non-prehistoric industrial in the galaxy. They could also be said to be the top powerhouse in the galaxy that is both operating at its full capability (Necron sleepiness), and still actively lives and colonizes the galaxy (Eldar and their hidey holes). And in comparison to their &amp;quot;competitors&amp;quot;, are probably the most easily accessible due to them generally not wanting to instantly butcher you the second they even glance at you, or just tell you to get lost. As for the lower powers? The Imperium, while it&#039;s very industrial, its also incredibly inefficient and and often...dumb with its capabilities in general (Agri-worlds, under use of auto loaders, crappy servitors). And the Tau, while smarter than the imperium with their industrial capabilities, has far less potential with what they have.&lt;br /&gt;
**Moving on from their position in the galaxy, why the industrial aesthetic? Well, first off, they&#039;re dwarves. Second off, as mentioned above, the other industrial factions are either too insufficient to carry out certain ideas and concepts, or are too hidey. The Leagues are in the perfect position to introduce potential new concepts to the universe, like not crap hive cities, dyson spheres that don&#039;t belong to the Necron, megastructures, and potentially much more. it&#039;s a nice change of pace to see an actually efficient industrial that isn&#039;t controlled by ancient aliens.&lt;br /&gt;
**Thirdly, you need a little grime and practicality to that atompunk, and efficient industry is the perfect way to do it. Doesn&#039;t mean you can&#039;t have your cleanliness (and I&#039;m pretty sure they&#039;d prefer to not have pollution in their holds), just adds a tad bit of realistic imagery to it.&lt;br /&gt;
*&#039;&#039;&#039;Cleanliness, kin, and old world blues:&#039;&#039;&#039; Besides the reasons above, there is a reason the Leagues look so clean, organized, and sleek. This comes from the more grimdark and evil side of the Leagues (which is a little weird and unique). As previously stated before, the Leagues are a meritocracy overseen by guilds, wise long-bearded psykers, military commanders, and the mighty moai heads themselves. Said guilds are very competitive, and will not hesitate to strip to the bone entire planets with civilizations and ecosystems just to stay ahead.&lt;br /&gt;
**So are they capitalist? Maybe. But while they&#039;ve shown how they can easily have conflicts with themselves, one of their mottos is &amp;quot;Kin are kin&amp;quot;. They also seem to be very egalitarian within their societies, On top of this, we&#039;ve had previous examples of society reaching post scarcity levels of comfort, including even some Imperial worlds, and the friggin lower tech tau. They also seem to put high importance on community and fellow kin. Even the guilds wouldn&#039;t be caught dead cutting corners and making shoddy products (they regulate much of League society).&lt;br /&gt;
**So socialists? Maybe. But really, the answer may be in-between (somewhat). Would certainly suggest looking up the guilds of post classical, classical, and pre-classical history to get a better perspective.&lt;br /&gt;
**But we do know that they generally have a comfortable life and are very egalitarian. The guilds are competitive, meritocratic, regulate much of League society, and still come to blow with each other. What we can tell is that Leagues inner society is generally at least decent for its citizens. As for those who are outside of League society...&lt;br /&gt;
**Expect to see a lot of neocolonialism, colonialism, client states, banana Republics, puppet states, potentially narco states, banana wars, and the 1893 overthrowing of the kingdom of Hawaii except 10x worse (and with more planetary genocide). As with their holds: dirty on the outside, clean on the inside.&lt;br /&gt;
*&#039;&#039;&#039;The mythological and the fantastical:&#039;&#039;&#039; This one is a total mashup. You got Celtic, Greek, Nordic, and other mythologies mashed in. The Leagues are named after Greek titans, and Nordic gods. The Votann are based off [[Odin]]. The Kin are Geri and Freki, odins greedy wolves. The leadership is based off odins ideal leadership (with the grimnyr being based off one of his disguise names).&lt;br /&gt;
*&#039;&#039;&#039;Silicon Knights and Too Human similarities:&#039;&#039;&#039; way back in 2008 the now defunct game company Silicon Knights released a game called “Too Human” for the Xbox 360 after over a decade of it being stuck in development hell. The game was based on reimagining Norse mythology through a cyberpunk lens. While the game flopped miserably due to its clunky control system some of its design elements seem suspiciously similar to the Leagues of Votann aesthetic including: exoskeleton equipped berserkers, combat transports that resemble the Hekaton Land fortress, the whole mega corporation of the Aesir, and the fact that Odin was reimagined in the game as an AI called the “Organic distributed information network” which bears a striking similarity to the idea of the Votann. Maybe someone in GW played the game and used it as inspiration for the Leagues? It wouldn’t be too surprising.&lt;br /&gt;
*&#039;&#039;&#039;[[Video games|Deep Rock Galactic]]:&#039;&#039;&#039; Similar to the above, the game &amp;quot;Deep Rock Galactic&amp;quot; may have spurred on GW&#039;s decision to reinvent the squats in some areas. Notably, the game is based on a company of the same name, which uses actual dwarves as their mercenary-miners to plunder a planet of all its wealth while fighting bugs. Themselves a corporatist, mercantile faction that prefers wealth over civility. Now, this game was released in alpha in early 2018, so it could be a little bit of a stretch to say if it&#039;s fully influenced much on the LoV, considering the lengthy design process GW has. It hasn&#039;t stopped WarCom from throwing in some tongue-in-cheek, potential references to the game, though. Plus, with all the &amp;quot;Rock and Stone&amp;quot;s and &amp;quot;For Karl!&amp;quot;s that players will throw out, it probably won&#039;t matter anyway. Though the codex does mention a kindred of the greater Thurman league known as the deep rock kindred&lt;br /&gt;
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===Forces of the Kin===&lt;br /&gt;
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*&#039;&#039;&#039;[[Kâhl]]:&#039;&#039;&#039; Taking the place of [[Squat Warlord]]s as leaders in their species’ military roster, they’re experienced battle hardened Generals who proudly wield the Leagues advanced weaponry, and are the final authority over an individual Oathband in the Kinhost militaries, they’re subordinate only to their Kindred’s ruling Votannic Council. Their most important role is to cast the Eye of the Ancestors over their foes — marking out priority targets and ensuring the most dangerous enemies are the first to feel the wrath of the Kin. Equipment wise they carry nifty ornate armor and weapons like the Kin equivalent to storm bolter, plasma axes, and Volkite equipped power fists. FOR KARL!!&lt;br /&gt;
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*&#039;&#039;&#039;[[Squat Thunderers|Brôkhyr]]:&#039;&#039;&#039; The [[Guildmaster|engineers]] and lead craftsman of the Leagues, named after the dwarf of Norse mythology, Brokkr, who built Mjolnir. They just blow tech priests out of the water on every level, as not only do their (creatively named) A.N-vyl Terminals (just picture a 3D printer but for guns) have MANY full STCs inside that make all their guns all that and a bag of chips in comparison to those of the Imperium, but they&#039;re also not limited by dogma and orthodoxy when it comes to technological advancements, meaning they actively upgrade their shit. That being said while their specialty lies in engineering these folks are also more than willing to throw down with the best of them. When the Oathbands head to battle, the Brôkhyr will strap on powerful exo-frames to become the mighty Thunderkyn. Although not quite as scratch-resistant as the Einhyr Hearthguard’s exo-armour, since the powerful suits they wear were initially adapted from rugged engineering rigs, they can still take a hell of a pummeling and allow the Brôkhyr Thunderkyn to heft the heaviest man-portable weapons the Leagues can muster with ease. Hordes of their enemies fall before salvos unleashed from bolt cannons, while heavy infantry find themselves pierced by the unstoppable lances of SP conversion beamers, prospects that have made more than one enemy think twice before attacking them. &lt;br /&gt;
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*&#039;&#039;&#039;Brôkhyr Iron-master:&#039;&#039;&#039; The Brôkhyr are the Leagues’ highly skilled techno-artificers, and the Iron-masters are the cream of their crop. They head into battle with a dutiful Ironkin assistant and a knack for repairing even the most beaten-up vehicles. Helping them are a gaggle of E-COGs – hardy combat and repair drones, lacking the intellect of a true Ironkin.&lt;br /&gt;
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*&#039;&#039;&#039;[[Living Ancestor|Grimnyr]]:&#039;&#039;&#039; The predominant psykers of the Leagues, dressed like [[weeb|fucking wizards]] in an army full of voidsuits and armor. Wearing robes over their Power Armor to the point that [[Dark Angels]] themselves looks like normies. The Kin now name their dwarf wizards after the false identity Odin took while on a bet from Frigg, from Norse Mythology (or ripping off the WHFB dwarf god [[Grimnir]]). Are essentially the Votanns eyes, ears, limbs, mouth, etc. They are able to access directly the data stores of the Votann using psychic powers, and communicates its will and guidance to their Kindreds and Leagues. They are the closet you&#039;ll to a priest in the largely secular Leagues. They also use barrier tech to help them harness the raw power of the immaterium in battle – such as summoning two mechanical CORVs that often  hover alongside them as familiars (very similar to the ability of the gene stealer cults to summon familiars). Essentially mystical wise old sages.&lt;br /&gt;
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*&#039;&#039;&#039;[[Squat Berserkers|Cthonian Berserks]]:&#039;&#039;&#039; &lt;br /&gt;
{{topquote|This is very simple. We don&#039;t want your liver, your coin, or that junk you call technology. We want your world. We want the riches you didn&#039;t even realize you had, and that you definitely don&#039;t deserve. Leave while you have the chance. Or don&#039;t. Either way, we&#039;re coming to claim what&#039;s ours.|Ultimatum delivered by the Cthonian Guantlet Consortium, &#039;&#039;Leagues of Votann codex&#039;&#039;}}&lt;br /&gt;
Hailing from the Cthonian mining guilds which are noted for venturing to environments even other Kin fear to tread, these furious and heavily augmented murder machines are a sci-fi reimagining of [[Slayer]]s from WHFB. These frontline fighters originally began as Kin who enhanced the physical capabilities of their cloneskeins with cybernetic upgrades and cyberstimms, all the better to extract precious minerals from rad-plagued nebulae, explosive asteroids, and fathomless ocean depths. Now tasked with dealing with their people’s enemies they charge into battle with modified advanced mining gear like heavy plasma axes, concussion mauls, and power fists all while wearing little or no armor besides that which their cyborg augmentations provides. They also have mole mortars/ grenade launchers (for mining purposes of course).&lt;br /&gt;
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*&#039;&#039;&#039;Hearthkyn Warriors:&#039;&#039;&#039; Because replacing i&#039;s with y&#039;s is so sci-fi and trademark friendly. The [[Squat Trooper|Hearthkyn]] are essentially identical in terms of origin as the [[Guardian|Guardian Defenders]] of the eldar, in that they are the core infantry force of the Leagues&#039; military that were conscripted from their civilian populations. However, rather than being a militia roused during times of conflict, the Hearthkyn are instead closer to real-world militaries, in that the soldiery serve for an extended period of time before going home to their civilian professions. Serving in the Hearthkyn, anyone can enlist: male, female, flesh or metal, as Kin are Kin, after all. The units themselves are equipped with all manner of hullabaloo Squat guns depending on their specialization, on the lighter end there are the Autoch-pattern bolters used for assault and laying down covering/saturation fire, there are also bolt shotguns, and bolt revolvers. On the heavier side there are volkanite disintegrators,  ion blasters (whose technology the Kin apparently gave to the Tau much to the Imperium’s ire) and HYLas auto-rifles all of which are used to sunder the defences of heavily-armoured opponents. Finally there’s also specialized heavy weapons such as L7 missile launchers, EtaCarn plasma beamers, Graviton blast cannons, and magna-rail rifles. All these ranged weapons are supported by smart tech integrated into Kin battlegear. The haptic utility nerve transmission recalibrator modules – HunTR for short – interface with their neural augmetics to establish a feedback loop between firearms and their users. This system projects minute gravitational pulses to maintain a stable firing platform even while running at full pelt – or zooming along on a flying trike. For close combat they got plasma blades, plasma axes, and concussion weapons like gauntlets, hammers, and mauls that amplifies the kinetic energy behind a Kin’s strike enough to launch an Ork boy into the air. As for protection they wear their own brand of power armor called Void armour comprised of hardened jointed segments which are hooked into a void suit beneath. The suit is fashioned from magnaferrite weave, and often reinforced with adamantine and enhanced with microfield generators for a level of protection that any Imperial Guardsman would give their left gonad to have!&lt;br /&gt;
**&#039;&#039;&#039;Theyn:&#039;&#039;&#039; Sci-fi spelling for the old Anglo-Saxon Thegns/Thanes (Fantasy Dwarfs had Thanes as heroes, so another connection there). They are experienced  warriors that serve as [[Squat Thunderers|squad leaders]] in Hearthkyn and Einhyr Warrior squads of 10 to 20 warriors and are able to arm themselves with a variety of hand-to-hand combat weapons, including brutal concussion gauntlets, plasma blades, and vicious plasma axes in addition to high quality ranged weapons. Theyns communicate with their squad with the aid of cybernetic implants – relaying strategic instructions from the commanders of the Oathband to their units, and can be differentiated from the other kin by the fancy animal headed crest mounted on the back of their armor.&lt;br /&gt;
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*&#039;&#039;&#039;Einhyr [[Hearthguard]]:&#039;&#039;&#039; Named after the Einherjar of Valhalla, they are the newly-christened [[Hearthguard]] Terminators of old, being the honored warriors selected from a Kinhold&#039;s most accomplished fighters, clad in [[Exo-Armour]]. They&#039;re armed with a shoulder mounted grenade launcher, a hand-held Volkanite Disintegrator, and either a power first with a retractable plasma blade or a Thunder Hammer. Like regular Hearthkyn Void armor the Exo-armor also has the HunTR system of micro gravity field generators built in to help keep their aim steady allowing them to fire on the move.&lt;br /&gt;
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*&#039;&#039;&#039;Einhyr Champion:&#039;&#039;&#039; Those who climb the ranks of the Einhyr that eventually became Champions. These  warriors are clad in modified exo-armour fitted with mass-drivers for jump purposes and armed with vicious close combat weapons. They function as living battering rams, pulverising anything that gets in their way.&lt;br /&gt;
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*&#039;&#039;&#039;[[Hekaton Land Fortress]]:&#039;&#039;&#039; A HECKA CHUNKY Heavy support tank that can double as a defensive emplacement. Packs overwhelming firepower onto a rugged frame, and can lug around a hefty 12 models. It can go toe-to-toe with some of the biggest and best battle tanks in the 41st Millennium thanks to its durable void armour. And it can be equipped with a variety of hefty weapons and devastating warheads – from the very nasty heavy magna-rail cannon to the SP heavy conversion beamer and a missile launcher apparently. They are also mentioned to draw carriages in the codex.&lt;br /&gt;
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*&#039;&#039;&#039;Hernkyn Pioneer:&#039;&#039;&#039; THE [[Squat Trike|TRIKES]] RETURN! [[Skub|AS HOVERTRIKES!]] And with a [[-4 Str|female]] driver. It looks like a spider-tank tachikoma from Ghost in the Shell fucked a [[Squat Bike|Harley]] and their baby came out a hoverbike. Hernkyn Pioneers are ridden by independently minded Kin who serve as scouts and outriders for the Kinhosts. They exchange the heavier armor of the Hyrthkin for lighter void suits backed up by armored trench coats, an old style pilot’s cap, and when necessary a gas or oxygen mask. Before you make the mistake of thinking they’re outlaw bikers though it should be noted that they are not seen like that at all amongst their own people. Rather in eyes of the Kin the Pioneers willingness to go off alone is considered courageous and selfless as they are putting their own lives at risk for the sake of their families, in effect making them the equivalent of the WFB Dwarf rangers. Anyway, to ensure they can keep riding for as long as possible the Pioneers make sure to carry any all equipment they might conceivably need with them at all times, from bedrolls to digging tools strapped to their rides. To aid them in scouting their trikes come equipped with multiwave comms arrays and pan-spectral scanners which are all quite useful for picking up strategically important data. Weapons-wise the riders can be armed with a bolt pistol, or a bolt shotgun, and  a plasma blade for a backup, while the Trike itself was equipped with a magna-coil autocannon mounted on the front. In addition if the rider is willing to take along a passenger then it’s possible to mount another heavy weapon on the back of the vehicle like a rotary Hy-Las (high yield laser) cannon or whatever else might be needed. These weapons are linked to the driver and passenger’s implants via the HunTR system so they can fire on the move.&lt;br /&gt;
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*&#039;&#039;&#039;[[Sagitaur ATV]]:&#039;&#039;&#039; A six wheeled infantry fighting vehicle, that takes its name from the centaur shaped constellation Sagittarius, the Sagitaur is used for surveying inhospitable alien terrain. The Sagitaur is a rapid-response ATV suited to scouting operations and lightning-fast armoured offensives alongside Hernkyn Pioneers. Its armoured carapace is durable enough to shrug off everything from rockslides to plasma blasts. Sagitaurs usually operate in pairs and are remarkably heavily-armed for their size, with a nose-mounted twin bolt cannon complemented by a swivelling turret weapon, such as a HYLas beam cannon, L7 missile launcher, or MATR autocannon. Once they’re right up in the enemy’s lines they will disgorge their troops, in the form of a full squad of infantry which can be split between the two vehicles, who can then go on to seize vital objectives. &lt;br /&gt;
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*&#039;&#039;&#039;Colossus-class war engines:&#039;&#039;&#039; were briefly mentioned in a Warcom article where it’s stated the Ymyr Conglomerate Holds can wield more of them then any other league due to the Holds large number of skilled Craftsman and Engineers. Sadly we don’t have a stat line, nor do we have an image to confirm if these are indeed the same thing as the old Squat [[Colossus War Machine]].&lt;br /&gt;
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*&#039;&#039;&#039;[[Ironhead Squat Prospectors]]:&#039;&#039;&#039; An offshoot of the Kin that set up shop on [[Necromunda]] right after the Horus Heresy, and are busy doing dwarrowesque things, while also dealing with the locals that sometimes try to loot their stuff. While they&#039;re only distantly related to the Leagues with no direct affiliation, they&#039;re said to get along. There is a small but not high chance the&#039;ll be options on the table top as well since Kill team has a precedent for a small unit from one box being an option like the sister novitiate, at the very least make a good proxy/conversion.&lt;br /&gt;
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*&#039;&#039;&#039;[[Cargo-8 Ridgehauler]]:&#039;&#039;&#039; the Squat land trains return! Well they have on Necromunda at least. These huge transport trucks with multiple trailers and strapped on weaponry are used by Squat prospectors and regular human folk to cross the ash wasteland and protect valuable shipments. They aren’t quite up to the standard of the old land trains but at least it’s something.&lt;br /&gt;
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*&#039;&#039;&#039;[[Demiurg]]:&#039;&#039;&#039; Outright stated in the League of Votann Codex to be Kin Prospect fleets that have been misidentified by Imperial and Tau observers alike to be a separate race. It’s also a common mistake for Imperial xenologists as said Prospect Fleets have also been misidentified as Gnostari or Kreg species. WarCom confirmed that the Tau received their ion weapon technology from the Kin, whereas in Battlefleet Gothic they claim that it was from the Demiurg, &#039;&#039;another&#039;&#039; race of dwarf space-miners. Logically, the term &amp;quot;Demiurg&amp;quot; is just be what the Tau call the Kin, with the Demiurg may be another offshoot culture of the wider kin race like prospectors above. After all, their clones-kin’s capability in stressing divergent phenotypes means visibly different strains could possible (like different breeds of dogs or cats). One example is the Seran-Tok Mercantile Leagues that decided to throw in their lot with the upstart T&#039;au Empire rather than being in the bottom of the Imperium&#039;s to-do list.&lt;br /&gt;
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==See Also==&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Leagues of Votann(9E)]]&lt;br /&gt;
*[[Kharadron Overlords]], their closest Age of Sigmar counterpart&lt;br /&gt;
*[[Dwarfs (Warhammer Fantasy)]]&lt;br /&gt;
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==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:VotannTrike.jpg|They see me dworfin, they hatin&#039;, Patrollin&#039;, and tryna catch me ridin&#039; dirty.&lt;br /&gt;
File:CNiuMZPWWNpatQNt (1).jpg|dorfy thicc dorfy brick&lt;br /&gt;
File: FW1NodbWYAA-Gzh.jpg|‘[[StarCraft|Ye want a piece a&#039; me, lad??]]’&lt;br /&gt;
File:Sagitaur ATV.jpg| Sagitaur ATV, the perfect vehicle for dropping off some Hearthkyn at the pub for some brewskies on a moons surface.&lt;br /&gt;
File:LeagueHold.jpg|One of the many holds in the Leagues, in all it&#039;s industrial might&lt;br /&gt;
File:Ironkin.jpg|A humble Ironkin, ready to serve for their civilization&lt;br /&gt;
File:Getbackintheironkinchen.png|&amp;quot;[[Weeb|UWU.exe]]: I wonder if [[Adeptus Mechanicus|our new friends]] will enjoy these muffins I baked for them? I should head over and see what they&#039;re up to!&amp;quot;&lt;br /&gt;
File:Votann Fanart by 流星R.jpg| Even space Dwarves can be cute.&lt;br /&gt;
File:CthonianBerserks.png|[[Cyberpunk 2020|Just another day of cyberstimms and Cyberpsychosis...]]&lt;br /&gt;
File:Wrathoftheancestors.jpg| [[Primaris Captain|Where have I seen that before?]] [https://1d4chan.org/wiki/File:Captain1.jpg Oh.]&lt;br /&gt;
File:Kâhl.jpg|Pictured: The &#039;&#039;&#039;real&#039;&#039;&#039; Space Vikings.&lt;br /&gt;
File:Gangoftrikes.jpg|If Mad Max had discovered hovercraft technology&lt;br /&gt;
File:VotannPioneer.jpg.webp|A Kin Pioneer negotiating with a Imperial&lt;br /&gt;
File:Leaguemining.jpg|It ain&#039;t no trick to get rich quick If you dig dig dig with a shovel or a pick&lt;br /&gt;
File:Leagueanvil.jpg|Remember Brokyr, the Ancestors are Always Watching&lt;br /&gt;
File:Thunderkyn.jpg|&amp;quot;Hey look buddy, I&#039;m an engineer and that means I solve problems...&amp;quot;&lt;br /&gt;
File:LOV Army Shot.png|A Kin Oathhost about to tell the Black Legion to gtfo their lawn&lt;br /&gt;
File:Votann Grimnyr.jpg|Finally, the [[Space Wolves|fucking furries]] don&#039;t have the monopoly on sweet beards&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Squats]]&lt;br /&gt;
[[Category:Abhumans]]&lt;br /&gt;
[[Category:Governments &amp;amp; National Powers]]&lt;br /&gt;
[[Category:Under Development]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Squats}}&lt;br /&gt;
{{Template:40k-Squat-Weapons}}&lt;br /&gt;
{{WH40k-Factions}}&lt;br /&gt;
{{40k-Governments}}&lt;/div&gt;</summary>
		<author><name>2607:FB90:6D00:A9BE:8C41:7AFD:3A97:DF9F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Demiurg&amp;diff=173921</id>
		<title>Demiurg</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Demiurg&amp;diff=173921"/>
		<updated>2022-10-04T21:02:52Z</updated>

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[[File:Demiurg concept sketch.jpg|250px|thumb|right|This concept sketch by [[Jes Goodwin]] is the closest thing to a canon image of a Demiurg. And totally NOT similar to certain clone-skein phenotypes of the Kin previewed in Warhammer Community articles.]]&lt;br /&gt;
{{Topquote|&#039;&#039;&#039;DEMIURG BROTHERHOOD RESPONDING&#039;&#039;&#039;|From the Tau Empire trailer for the Battlefleet Gothic vidya}}&lt;br /&gt;
&lt;br /&gt;
The Demiurg are a client race of the [[Tau Empire|T&#039;au Empire]] and are described as short, rocky humanoids using huge mining ships to brave asteroid fields to mine.&lt;br /&gt;
&lt;br /&gt;
[[Leagues of Votann|They&#039;re Squats, straight up]] &amp;lt;s&amp;gt;an alien species different from the abhuman known as Squat, though the confusion is quite common&amp;lt;/s&amp;gt;. Reportedly they were created specifically as a compromise for fans who wanted the Squats back, &amp;lt;s&amp;gt;though GW ended up doing very little with them anyway&amp;lt;/s&amp;gt;. The most we ever see of them is in Battlefleet Gothic as auxiliary fleets, and that’s about it. As a side note, they sound frickin awesome though.&lt;br /&gt;
&lt;br /&gt;
Their lore in BFG is one big fat reference to Homeworld Bentusi, not just in name, but the whole concept of ancient spacefaring race of traders, every fleet a brotherhood, and they are so hardwired to their ships that ship damage results in loss of captain mental capacity. And just like the Bentusi, Bentus&#039;la, how Tau call them, have taught the young ones how to build ion cannons (for 400 resource units?)&lt;br /&gt;
&lt;br /&gt;
Recent lore regarding the [[Leagues of Votann]] states that the Demiurg are (or were) a part of the Leagues (with at least some of them being called the Seran-Tok Mercantile League, who profited greatly from the Tau. Of note is that various other old canon materials such as Battle Fleet Gothic Magazine, Fanatic Magazine, and mentioned the &amp;quot;SrryTok&amp;quot; Demiurg brotherhood trading heavily with the Tau). We also have further confirmation with some of the Kin exhibiting similar genetic mutations to Demiurg (hardened skin scales). The Demiurg have provided Energy Drills to the [[Leagues of Votann]], according to Necromunda&#039;s Book of Judgement, which makes sense considering the that they are Leagues themselves. Like the rest of the Leagues, they make use of ion technology as well; making the Mechanicus all but on the brink of proscribing them as hereteks (if they haven&#039;t already). Further reveals in the they’re simply misidentified Prospect trade fleets of Kin origin by both Imperial and Tau observation. Other mistaken identities include Gnostari, Krieg, Gnomes, and Heliosi Ancients. Part of the reason they’re misidentified is they’ve drifted culturally in the same manner the Ironhead Prospectors on Necromunda or the Vordini Squats under Imperial sovereignty have drifted.&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Squats]]&lt;br /&gt;
[[Category:Abhumans]]&lt;br /&gt;
[[Category:Under Development]]&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;/div&gt;</summary>
		<author><name>2607:FB90:6D00:A9BE:8C41:7AFD:3A97:DF9F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Squat&amp;diff=444702</id>
		<title>Squat</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Squat&amp;diff=444702"/>
		<updated>2022-10-04T20:59:54Z</updated>

		<summary type="html">&lt;p&gt;2607:FB90:6D00:A9BE:8C41:7AFD:3A97:DF9F: &lt;/p&gt;
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&lt;div&gt;{{Oldschool}}&lt;br /&gt;
[[File:DSC02968.jpg|450px|right|thumb|A space dorf. [[Dwarf Fortress|Lives like one. Dies like one.]]]]&lt;br /&gt;
{{Topquote|THE SQUATS LIVE! &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;STOMP! STOMP!&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; SQUATS LIVE! &amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039;STOMP! STOMP!&#039;&#039;&#039;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;|The Motto that all Squat players react with after seeing the &amp;lt;s&amp;gt;[[Kharadron Overlords|Kharadron Overlords]]&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Ironhead Squat Prospectors&amp;lt;/s&amp;gt; [[Leagues of Votann]] in &amp;lt;s&amp;gt;[[Age of Sigmar]]&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;[[Necromunda]]&amp;lt;/s&amp;gt; [[Warhammer 40,000|mainline 40k]]}}&lt;br /&gt;
{{Topquote|I am a dwarf and I&#039;m digging a hole. Diggy, diggy hole, diggy, diggy hole|an ancient Terran song created by humans who were called The Yogscast in M3.}}&lt;br /&gt;
{{Topquote| ROCK. AND. STOOOOOONE!|Squat battlecry belonging to the [[Ironhead Squat Prospectors|mining brotherhood]] known as [[Deep Rock Galactic]].}}&lt;br /&gt;
&lt;br /&gt;
You can&#039;t spell Imperial without Imp. If you spell them both correctly.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Squat&#039;&#039;&#039; (Sometimes called [[Demiurg]], Gnomes, Kreg, Gnostari or, if you&#039;re an [[Eldar]], a Heliosi Ancient) is a space [[dwarf|Dorf]] (&#039;&#039;Homo sapiens rotundus&#039;&#039;). They &amp;lt;s&amp;gt;used to exist&amp;lt;/s&amp;gt; have returned to [[Warhammer 40,000]] (THEY’RE FUCKING BACK BABY!) (with a planned Codex mentioned in the &#039;&#039;Second Edition&#039;&#039; Codex: Imperial Guard); in fluff, their worlds supplemented the capabilities of [[Forge World]]s, and were independent of the technology-worship of the [[Adeptus Mechanicus]]. As such, they also retained their sovereignty. For some reason, their aesthetic also included a heavy dose of 1970&#039;s-80&#039;s American &amp;quot;outlaw&amp;quot; biker-club subculture. We suppose this is because, as we all know, GW loves to mish and mash, but above all, because it is [[Awesome|muhfuggin badass]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Squat&amp;quot; is also sometimes used as a verb by fans of Warhammer 40k. This refers to the removal of the Squats from both the game and the [[fluff]] behind it; in particular, some people believe that other armies will be &amp;quot;squatted&amp;quot; from 40k, which is to say, their model line will be removed and they will no longer be [[Zoats|playable]] in 40k. There have been cries of &amp;quot;they&#039;re getting squatted!&amp;quot; for basically every army that wasn&#039;t updated within two years, including, but not limited to, [[Dark Eldar]], [[Necrons]], [[Sisters of Battle]], and [[Black Templars]] (we&#039;re also pretty confident that if [[Robin Cruddace| a Certain Imperial Guard player]] had the power to he would squat the [[Tyranid|Space bugs]] in an instant, he certainly tried during 6th Edition - and now he&#039;s back again in 8th Ed &#039;&#039;Theres also rumors of this in 9th edition with talk of Tyranids attempting to Siege Terra with mentions of them being close to the solar system in the latest psychic awakening!&#039;&#039; ) So far, this has mostly been proven false; both Dark Eldar and Necrons got new codices, and Sisters  were released in plastic in 2019. Meanwhile, the Black Templars have been rolled up into the Space Marines, but, importantly, &#039;&#039;they still exist.&#039;&#039; Of the Chapters included, Templars are easily the most divergent, and although some of the fluff has been retconned, it was usually in a fairly logical way (how do you get around if you hate [[Astropath]]s and [[Navigator]]s, anyway?). As such, all those whining &amp;quot;they&#039;re getting squatted!&amp;quot; are pretty silly, and you&#039;re probably hearing them on [[Warseer]].  &lt;br /&gt;
&lt;br /&gt;
HOWEVER...&lt;br /&gt;
&lt;br /&gt;
In Age of Sigmar, the entire [[Tomb Kings]] faction was squatted, followed by the [[Bretonnia]] faction, with the entire model ranges being moved to the &amp;quot;Last Chance to Buy&amp;quot; section.  Cue wailing and gnashing of teeth. ......And then GW added points for them in the GHB 2019 release, so you can now at least play them without your opponent grumbling too loudly.  As of mid-2019, the [[High Elves (Warhammer)|High Elves]] also got the axe, next, [[Age_of_Sigmar/Tactics/Old/Death/Legions_of_Nagash|Legions of Nagash]], [[Chaos Dwarfs]], all replaced by their AoS versions.&lt;br /&gt;
&lt;br /&gt;
Over in 40k, [[Eldar Corsairs]] and [[Death Korps of Krieg]] got a similar treatment during the transition to 8th Edition, with their entire model line going out of production and most of their army list getting killed off with it. &lt;br /&gt;
Check [[Warhammer Legends]] for some salvage. &lt;br /&gt;
&lt;br /&gt;
BUT...&lt;br /&gt;
&lt;br /&gt;
The [[Death Korps of Krieg]] received new and improved, plastic models with the release of Kill Team Octarius. That, combined with the slew of &amp;lt;s&amp;gt;event exclusive&amp;lt;/s&amp;gt; Catachan characters, we could be seeing a complete refresh of the older guard ranges. But one thing&#039;s for sure: Krieg ain&#039;t getting Squatted. &lt;br /&gt;
&lt;br /&gt;
Then The Eldar Corsairs got returned as a Killteam with some sick designs.... but that could only mean....&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://youtu.be/FBFgZzYEr-8 HOLY MOTHER OF FUCK THEY&#039;RE ACTUALLY BACK!]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
[[Image:Squats.jpg|thumb|A page from the Tome of &amp;lt;s&amp;gt;[[Skub]]&amp;lt;/s&amp;gt; [[Awesome]]]]&lt;br /&gt;
The [[Squats]] (Homo sapiens rotundus) were mentioned in the original &amp;quot;[[Warhammer_40,000:_Rogue_Trader|Rogue Trader]]&amp;quot; 1987 book and later received their full Army List in the articles published in [[White Dwarf]] number 111 in February 1989. The Army List was later collected with other articles in the softback bound &amp;quot;Compendium&amp;quot; (also known as &amp;quot;Red Book&amp;quot; or &amp;quot;Red Compendium&amp;quot;) which was released in Summer/Fall of that same year (and actually were the last item of the Compendium, the original article having been published on WD mere months before). The army list was centered around the Warlord and its retinue which could be equipped either with ceremonial mesh or [[Carapace Armor|carapace armour]] or with Terminator-grade Exo-armour (which made the unit virtually unstoppable by anything save Daemons, Terminators, Eldar Avatar or Exarchs and the heaviest of weapons), it could field ten trooper squads (clan warriors) which could select ad-libitum heavy weapons paying a very limited cost for them and Engineers&#039; Guild bikes (complete with some vaguely Hell&#039;s Angels style imagery in the First Edition book), sidecars and trikes which provided hit and run power due to swivel mounted heavy weaponry. Vehicles and Robots were also available at premium points cost (less than other human armies paid) due to the recognized technical savviness of the Squats, Adeptus Mechanicus envoys and Living Ancestor (venerable Squats who were literally millennia old) added more flavour to the troop choice.&lt;br /&gt;
&lt;br /&gt;
===Squats in Epic===&lt;br /&gt;
[[Image:SquatArmy.jpg|thumb|right|They built giant guns to compensate for not having giant guns. Note also the [[Mole Mortar Team|Moles]] and Hellbore that GW forgot about around the same time.]]&lt;br /&gt;
[[Image:SquatCyclops.jpg|thumb|right|The Squats laugh at your pathetic Baneblade and obvious mediocrity in the trouser department.]]&lt;br /&gt;
&lt;br /&gt;
While in 40K the Squats were roughly half an army, in [[Epic]] they really worked. As well as the biker companies you suddenly had access to an enormous supply of hardware with which the Squats would punish anyone who said they were compensating for something. These included [[Goliath Mega-Cannon|giant tracked mortars,]] [[Land Train|Land Trains,]] and massive tracked crawlers with Void Shields that were basically the Squat version of Titans; one, the [[Cyclops War Machine|Cyclops,]] was armed with what the modern fluff calls a Lance and could burn through multiple shields before hitting the target. Which is a little odd, because current fluff explains that the whole point of a ship&#039;s weapons batteries is to drop enemy shields so they can be finished off with lances (which are supposed to suck against void shields). Then again, the squats have always been more advanced. They had [[Overlord Armoured Airship|ironclad airships,]] [[Iron Eagle Gyrocopter|helicopters]] back when most Epic armies had no aircraft at all, and generally ruled.&lt;br /&gt;
&lt;br /&gt;
===Chaos Squats===&lt;br /&gt;
{{Heresy}}&lt;br /&gt;
Think that Squats had it bad? Well, these guys are pretty much the Squats &#039;&#039;of&#039;&#039; the Squats. Just as Fantasy had its [[Chaos Dwarfs]], so too did Squats have their Chaotically-inclined counterparts (alas, without hats). While there were no real rules for them on the tabletop, miniatures were released, because this was still when Citadel put out miniatures for things that didn&#039;t necessarily have gaming rules. They were allied to [[Chaos Space Marines]] and maintained their equipment, including building Titans and [[Daemon Engine|Daemon Engines]], in a role later taken over by the [[Dark Mechanicus]]. Some Squats fell to chaos during the Horus Heresy and fought for Horus. They were banished to the Eye of Terror along with the Traitor Legions when Horus was defeated. Also, Squats who fall to Chaos are willing to fight as mercenaries for Orks and Eldar... for some reason. Congratulations, you&#039;ve just read everything there is to know about Chaos Squats that was ever written.&lt;br /&gt;
&lt;br /&gt;
===When suddenly...===&lt;br /&gt;
They were eaten by [[Tyranid]]s. It is popularly believed that [[Games Workshop]] sends out teams to assassinate, kidnap, or otherwise inconvenience anyone who dares mention them. One possibility is that [[Dwarf Fortress|the Squat nobles demanded that some impossible-to-acquire item be put in each of their rooms, and thus locked up the entire working class of Squats, and the whole race starved.]] Another theory is that [[Creed]] is [[Just as planned|using his tactical genius to hide them until the final showdown with Chaos.]] It&#039;s kinda likely that, what with their &amp;quot;We haz teknologeez!&amp;quot;, being Dwarves, drinking, not being assholes, and generally not being depressing, [[Games Workshop]] decided they weren&#039;t [[grimdark]] enuff, and subsequently fed them to the Tyranids (who exist to eat Games Workshop&#039;s mistakes, obviously), and at the same time branding the mention of &amp;lt;censored for heresy&amp;gt; as [[heresy]]. Heresy - the perfect excuse to [[retcon]]!&lt;br /&gt;
&lt;br /&gt;
Squats are now /tg/&#039;s version of the Candleja [[meme]] I&#039;ll end that right there. Anyway since mentioning them gets [[Inquisition|GW to send death squads after you]] the two memes cancel one another out.&lt;br /&gt;
&lt;br /&gt;
==== A rare case of GW being completely honest ====&lt;br /&gt;
[http://web.archive.org/web/20060129002420/http://forums.specialist-games.com/epic/forum_b/topic.asp?ARCHIVE=true&amp;amp;TOPIC_ID=2532&amp;amp;whichpage=3 This] is from 2004, back when honesty was A Thing, it seems:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I know I shouldn&#039;t get drawn on this... but... can&#039;t... resist&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Seriously, a couple of points just so you can have an informed debate based on the real reasons that Squats are no longer available. Be warned, it is going to be hard reading for people that like the Squat background.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;First of all, Squats were *not* dropped because they were not selling well. There were then, and are now, plenty of other figure ranges that sell in the sort of % quantities that the Squats pulled down, especially when you look across all of the ranges produced by GW rather than just those for 40K.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;No, the reason that the Squats were dropped was because the creatives in the Studio (people like me, Rick, Andy C, Gav etc) felt that we had failed to do the Dwarf &#039;archetype&#039; justice in its 40K incarnation. From the name of the race (Squats - what *were* we thinking?!?!) through to the short bikers motif, we had managed to turn what was a proud and noble race in Warhammer and the other literary forms where the archetype exists, into a joke race in 40K. We only fully realized what we had done when we were working on the 2nd edition of 40K. Try as we might, we just couldn&#039;t work up much enthusiasm for the Squats. The mistake we made then (deeply regretted since) was to leave them in the background and the &#039;get you by&#039; army list book that appeared. With hindsight, we should have dropped the Squats back then, and saved ourselves a lot of grief later on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anyway, the Squats made it into 2nd edition, and since we were doing army books for each of the races, we started to try and figure out what to do with them. Unfortunately we just couldn&#039;t figure out a way to update them and get them to work that we felt was good enough. The &#039;art&#039; of working on an army as a designer is to find the thing that you think is cool and exciting about an army, and work it up into a strong theme. This &#039;muse&#039; didn&#039;t strike any of us, and so, rather than bring out a second-rate product simply re-hashing the old background, we kept doing other army books instead, with stuff we did feel inspired by.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Now, while this was all going on for 40K, we were actually doing some rather good stuff for the Squats in Epic. On this scale there was a natural tendency to focus on the big &#039;hand-made&#039; war machines the Squat artisans produced, and this created an army with a feel that was very different to the biker hordes in 40K. However, this tended to reinforce the problems we saw in the Squat background rather than alleviate them, underlining what we *should* have done with the Squats in 40K.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the end (and it took years to really get to the roots of the problem) this led to a realisation that we were going to have to drop the Squats in their &#039;Squat&#039; form from the 40K background. There was little point having a major race that we weren&#039;t willing to make an army book for, and their inclusion in the background meant that people kept asking us when we&#039;d do a Squat Codex. Instead we decided that we&#039;d write the Squats out of the background by saying that their [[Squat Homeworlds|Homeworlds]] had been devoured by a Tyranid Hivefleet. This would give us the option in the future to return to making a race based on the Squat archetype for 40K. This race was given the name of Demiurg, and a certain amount of preliminary work was done to get a &#039;feel&#039; for what the race would be like. At present the only hint of the Demiurg in 40K is the Demiurg spaceship for BFG. However, we do have this race &#039;in our back pocket&#039; as a possible new race for 40K, or an interesting character model in Inquisitor, or whatever. So far the Demiurg have lost out to other projects, and it may be that their time never actually comes, as they will have to win through on their merits, not simply because we once made some Squat models in the past. At present, I have to say that it is more likely that they *don&#039;t* make the cut than do, as there is a certain prejudice these days to simply taking races from Warhammer and cross them over to 40K like we did in the early days, so it may be that the Squats/Demiurg end up remaining a footnote in the history of the 40K galaxy. Only time will tell...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I&#039;ll finish off by saying that whatever we decide to do &#039;officially&#039;, there is nothing stopping players with Squat armies from using them, either in Epic or 40k for that matter. There is no GW &#039;rule&#039; against using old Citadel Miniatures, as long as you use them with existing army lists and in a way that won&#039;t cause confusion for other players. I recommend taking a positive stand by saying &amp;quot;Have you seen these cool old models? They&#039;re called the Squats and GW used to make them back in the late eighties/early nineties. I love &#039;em, so I count them as Imperial Guard and use them with the current rules...&amp;quot; Put like this I can&#039;t imagine that anyone would stop you from using your army.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Best regards,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jervis Johnson&#039;&#039;&amp;lt;br&amp;gt;&#039;&#039;Head Fanatic &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Some Context ====&lt;br /&gt;
[[File:Warhammer 40k squats DRW40k 04 by DaRealWurld40k.jpg|thumb|right|SILENCE, HERETIC! There is no tiny, little bearded man there! Nope! No Squats or tiny little bearded man here at all!]]&lt;br /&gt;
&lt;br /&gt;
Note that all of the Squat material from the Rogue Trader era was written by [[Bryan Ansell|Bryan]], [[Nigel Stillman|Nigel]], and [[Graeme Davis]]. [[Jervis Johnson|Jervis]], [[Rick Priestley|Rick]], [[Andy Chambers|Andy]], et. al. never wrote anything new for the Squats in Warhammer 40,000. So their lack of enthusiasms wasn&#039;t because the fluff was objectively &#039;&#039;bad&#039;&#039; - it just wasn&#039;t &#039;&#039;theirs&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Squats Codex was explicitly mentioned in Codex Imperial Guard (1995), and implicitly mentioned from the first codex ever (Codex Space Wolves, 1993) and every Imperial codex up to and including Codex Angels of Death (1996), plus Codex Eldar (1994). The only Imperial codexes which did not mention Codex Squats were Codex Sisters of Battle and Codex Assassins - both from 1997, the last year of 2nd Edition and the point at which 3rd Edition would already have been well into development. So the decision to eliminate the Squats didn&#039;t actually happen until they had already decided to move to a whole new edition.&lt;br /&gt;
&lt;br /&gt;
As this was the transition to the infamous Black Period of total and constant [[Grimdark]], perhaps it&#039;s for the best that the writers of the day didn&#039;t like them (or simply had no idea where to go so decided to nip it in the bud while fluff what [[TVTropes]] would term Early Installment Weirdness was being sorted out), so they didn&#039;t feel obligated to [[C.S. Goto|fuck them over in suspiciously extreme detail or fluffrape them into total irrelevance]].&lt;br /&gt;
&lt;br /&gt;
Also, Jervis&#039;s comment on the Specialist Games forum is actually the only place where it says that the Squats were eaten by Tyranids - in all official sources, they simply stopped mentioning them. But in fact, Jervis and others did continue to mention them after they were removed, in various semi-official places, such as the Citadel Journal (where he simply said that the [[Squat Homeworlds]] were &amp;quot;taken over&amp;quot; by the Imperium).&lt;br /&gt;
&lt;br /&gt;
Following Jervis&#039;s statement on the Specialist Games forum, Games Workshop began auto-banning anyone who even mentioned Squats on their forums. But not long after that they closed all of their forums anyway.&lt;br /&gt;
&lt;br /&gt;
====Then what ever happened to the Demiurg?====&lt;br /&gt;
Essentially? Nothing. They were given all of two mentions in recent memory: first as a footnote on a list of [[Tau]] auxiliaries, then as a small enclave of asteroid miners that [[Ghazghkull Mag Uruk Thraka]] killed by accident while fighting some Bad Moonz. Their latest appearance is in the Battlefleet Gothic: Armada video games, where two Demiurg vessels appear as auxiliaries to the Tau fleet. While how canon the games are is of some dispute: Battlefleet Gothic: Armada II, where they also appear, takes place during the &amp;quot;Gathering Storm&amp;quot;. So presumably them (or at least some factions/mercenaries) working with the Tau is their &#039;official&#039; canon as of right now.&lt;br /&gt;
&lt;br /&gt;
In fact, the Demiurg are mentioned as getting along with the Squats, trading Energy Drills to them. This is most likely due to the Squats being not-quite part of the Imperium and sharing similar stature and interest in mining.&lt;br /&gt;
&lt;br /&gt;
Since the reintroduction of Squats as the Leagues of Votann, the Demiurg have been retconned into being one and the same with the Squats. It turns out that it was a Votann League known as the Seran-Tok Mercantile Leagues that were the ones who sold ion tech to the Tau, and some of the previewed Votann art and models have them with skin exactly like the old Demiurg concept art.&lt;br /&gt;
&lt;br /&gt;
====What Happened According to /tg/====&lt;br /&gt;
Space [[Boatmurdered]]. Attempts to thwart the Tyranids with &amp;quot;fuck the world&amp;quot; levers failed. Casualties.... Too many.&lt;br /&gt;
&lt;br /&gt;
[[Squat Crusade: The Musical|Or are trying to rebuild]]&lt;br /&gt;
&lt;br /&gt;
== Squats continue to rear their [[Neckbeard|bearded]] heads ==&lt;br /&gt;
Games Workshop continues to show us that somewhere and somehow, a chained-up, barely-fed fluff-custodian is employed at the GW headquarters.  He apparently gets loose every so often, and as evidence we present the tidbit he snuck in to the 6th Edition Rulebook.&lt;br /&gt;
&lt;br /&gt;
Apparently, on page 405, the rulebook mentions Squats as a race of [[abhuman]]s, akin to Ogryn or Ratlings.&lt;br /&gt;
&lt;br /&gt;
[http://i.imgur.com/WfOL7.jpg The Squat Reference]&lt;br /&gt;
&lt;br /&gt;
Fanmade armylists for the Squats exists, the one most played and best playtested hosted over at 40konline.com, on their &amp;quot;Lost and Damned&amp;quot;-board. &lt;br /&gt;
&lt;br /&gt;
They also have their own Facebook group, but searching for &amp;quot;squat&amp;quot; literally fills your screen with ass. [[Just As Planned|Beware]].&lt;br /&gt;
&lt;br /&gt;
In the Seventh Edition rulebook, Squats are also mentioned in a list of known abhumans (along with a bunch of feline thingies). They&#039;re not even in the list of the extinct and dying out ones!!!&lt;br /&gt;
&lt;br /&gt;
This trend was continued in the Eighth Edition corebook (page 279) and thus it seems that  the idea of Squats being extinct may have been &#039;&#039;greatly&#039;&#039; exaggerated. Cue hopes of Squats making a triumphant return.&lt;br /&gt;
&lt;br /&gt;
An entire video game has been made about the squats! Sure the Tyranids look a little weird but they&#039;ll still eat you like a Ratling at a buffet. https://www.deeprockgalactic.com/ Play now and die horribly while trying to mine gold on some Emperor forsaken planet.&lt;br /&gt;
&lt;br /&gt;
==2022: Squats are back on the menu==&lt;br /&gt;
[[File:We_Back_Motherfuckers!.jpg|300px|right|thumb|Y&#039;all bitches miss me yet?]]&lt;br /&gt;
{{topquote|What? You thought we were joking?|Confirmation trailer}}&lt;br /&gt;
{{topquote|HOLY SHIT THEY ARE ACTUALLY BACK!|Everybody&#039;s reaction when they saw the news}}&lt;br /&gt;
{{topquote|THEY HAVE RETURNED THE GREAT BEARDED SPESS DWORFZ RETURN!|Every Squat Player&#039;s reaction when they saw the news}}&lt;br /&gt;
{{topquote|So uhhhh... what happens now?|Duncan upon breaking the clock like a wazzock}}&lt;br /&gt;
{{topquote|/TG/ GETS SHIT DONE!!|Some dipshit Australian Necron main}}&lt;br /&gt;
&lt;br /&gt;
It has been done.&lt;br /&gt;
&lt;br /&gt;
Through the act of some unseen, indescribably powerful force, it has finally been done.&lt;br /&gt;
&lt;br /&gt;
The [[Meme]] was finally broken. The Squats were....unsquatted....in Necromunda only, but still. We did the unthinkable, we brought a race that has been decommissioned for over 20 goddamned years back into tabletop gaming. Mother of Christ&#039; titties [[Lulz|we actually got back Spess Dorfs before Plastic Sisters.]]&lt;br /&gt;
&lt;br /&gt;
The first new Squat in decades was called Grendl Grendlsen. His lore mentioned that his mercenary unit was wiped out, leading him to become a bounty hunter in the underhive. Roughly a year after his release &#039;&#039;another&#039;&#039; new Squat model was announced, an ammo-jack hanger-on named Ragnir Gunnstein.&lt;br /&gt;
&lt;br /&gt;
So far they are only playable for Necromunda, with them serving a variety of roles. But the chances of having an actual Squat Codex for 8th Edition is still iffy, with the Squats being confined to specialist games being most likely. But so far we are quite content with them returning. Shit man, GeeDubs have seriously been pulling the moves lately.&lt;br /&gt;
&lt;br /&gt;
And so, finally, after 20 years of waiting...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SQUATS LIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There&#039;s also a persistent rumour that they&#039;ll come back as a &amp;lt;strike&amp;gt;Astra Militarum&amp;lt;/strike&amp;gt; &amp;lt;strike&amp;gt;Imperial Guard&amp;lt;/strike&amp;gt; Endless horde of bodies &#039;theme&#039; alongside plastic [[Attilan Rough Riders]], [[Death Korps of Krieg]] and [[Tallarn Desert Raiders]]. Yeah right. Additionally, some very easy to miss fluff in the rear of the core Rulebook for 8th Edition actually refers to Squats as a species of abhuman.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AND IF THAT WASN&#039;T ENOUGH:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Following the release of the final book Psychic Awakening: Pariah some eagle-eyed folks noted a plot hook in it involving an Adeptus Mechanicus ship in the periphery of the Galactic Core getting their ship caught in a weaponized gravitational field. As the person making the vox transmission tries to make sense of what&#039;s going on he notices the gravitational field is emanating from a nearby ship bearing the markings of what&#039;s supposed to be an extinct race &amp;quot;the Squa....&amp;quot;&lt;br /&gt;
[[File:Leak Squats.png|275px|thumb|right|Leak confirming that Squats are in the works.]]&lt;br /&gt;
&lt;br /&gt;
So it looks like there is at least one ship&#039;s worth of the stunty abhumans out there alive and kicking and they are pissed! Whether this is to tease a full-blown Squat army reveal remains to be seen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WAIT A SEC!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the release of &#039;&#039;plastic&#039;&#039; [[Death Korps of Krieg|Kriegers]] and the Forgeworld Squats now in fond memory, it&#039;s looking to be good news for our bearded booze boys. Combine that with the [https://www.youtube.com/watch?v=4mUvOQq5rRo leaked release schedule], well, we might be getting ourselves even more Squats!&lt;br /&gt;
&lt;br /&gt;
Correction: [https://youtu.be/9x-iR9CTzRI| shit&#039;s confirmed officially] &amp;lt;s&amp;gt;could also be a prank since it&#039;s April 1st&amp;lt;/s&amp;gt; &lt;br /&gt;
[https://www.youtube.com/watch?v=FBFgZzYEr-8 It&#039;s not.] They have been reintroduced as the [[Leagues of Votann]] with a [https://www.warhammer-community.com/2022/04/22/the-leagues-of-votann-are-coming-but-what-actually-is-a-votann/ better] [[Votann|preservation]] of DAOT Humanity’s technology (like the until recently forgotten human version of anti-grav tech which the league uses for their Hernkyn Pioneer hover-trikes) and an uneasy relationship with the Imperium of Man and their superstitious cousins (with the Mechanicus likely considering some of the stunties’ tech to be heretekal) but fight alongside them due to both having more pressing concerns from mutual enemies seeking to kill them both. [[Ynnari|That logic sounds kinda familiar…]]&lt;br /&gt;
&lt;br /&gt;
The Votann themselves are ultra-cogitators containing generations worth of inherited wisdom and knowledge, from military theory to philosophy and even a handful of STCs. Like the Ancestor Gods of Fantasy, the kin venerate them as sacred objects and rely on their guidance to maintain their society. The catch? The Votann were never meant to run for millennia nonstop and it&#039;s starting to show from their declining performance. More worryingly, some are starting to show signs of developing personalities, which would definitely make the AdMech throw a fit if the nature of the Votann wasn&#039;t such a carefully kept secret from outsiders. &lt;br /&gt;
&lt;br /&gt;
Deleted leaks (that kinda hold up) and [https://spikeybits.com/2021/10/rumors-40k-squats-finding-their-way-back.html Rumors] from Bolter and Chainsword suggested that we&#039;d be getting something similar to what they did for the Sisters: a limited-run box with an HQ, troops and an elite choice in &amp;lt;strike&amp;gt;Exo&amp;lt;/strike&amp;gt;Egg-armor, plus the codex. &lt;br /&gt;
This news was later confirmed via Warcom which gave a release date of September 24, 2022 for the box. [[Living Ancestor|Veterans who remember the OG Epic models]] and [[Neckbeard|beardlings]] alike should appreciate the fact that the League is getting a codex before [[Daemons of Chaos|some]] [[World Eaters|other]] [[Imperial Guard|guys]] even got a release date.&lt;br /&gt;
&lt;br /&gt;
This just in, more Necromundan Squats incoming. They call themselves the [[Ironhead Squat Prospectors]], and they look great.&lt;br /&gt;
&lt;br /&gt;
==Alternatives==&lt;br /&gt;
[[Mantic Games]] make a range of models called [[Forge Fathers]] which are space-dwarfs for their sci-fi game [[Warpath]], so if you want a Squat army you can have one! They&#039;re in 28mm so they could be used for 40K (use the Space Marine list and make up some appropriate house rules). As of now they have tanks, fully posable troopers and terminators too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hasslefree Miniatures&#039;&#039;&#039; make a range of models called &amp;quot;Grymm&amp;quot; which are dwarf space soldiers. They have close combat, light infantry, heavy infantry, specialists, and commander models. They even have a dwarf walker mech[http://www.hfminis.co.uk/shop?category=miniatures].&lt;br /&gt;
&lt;br /&gt;
A Kickstarter worth your attention for models[http://www.kickstarter.com/projects/1693348960/metal-beards-tabletop-dwarf-army] for an army of armoured dwarfs is a good option. Though it may have ended by the time you read this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ramshackle Games&#039;&#039;&#039; also produces biker gang and Land Train proxies. [http://www.ramshacklegames.co.uk/newrel.html]&lt;br /&gt;
&lt;br /&gt;
There&#039;s also the &amp;quot;Scrunt&amp;quot; by Olleys Armies Wargame Miniatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Wargames Atlantic]]&#039;&#039;&#039; have also recently (at the time of writing) released &#039;EinherJar&#039; as apart of their Death Fields line who are essentially Nordic space dorfs that live on a high-gravity planet.&lt;br /&gt;
&lt;br /&gt;
And now thanks to [[Age of Sigmar]] you got the [[Kharadron Overlords]], [[Awesome|they are steam-armoured flying pirate dwarfs]]! There is a running gag that states that the Kharadron Overlords are surviving Squats who had fled Warhammer 40,000 into Warhammer Age of Sigmar due to how 40k the Kharadron models look. Time to get the conversions up and running! We recommend one of the space marine codexs that can take flying transport or flyer heavy Tempestus so you can use all those sweet Æther ships. This is probably your best bet if you want to use your army at official games.&lt;br /&gt;
&lt;br /&gt;
For playing Squats with the Horus Heresy books. The Imperial Militia and Cults army list will allow players to create a decent proxy. Buy a Force Commander, give him the Survivors of the Dark Age and Abhuman Helots Provenances of War. This allows you to use  [[Rhino|Rhinos]] and the [[Land Raider Proteus]] as dedicated transports. For small amount of points you can upgrade the Rotor Cannons and Las-weapons of Grenadier and Platoon Command Cadre squads. Since both squads have access to Bolters and Grenade Launchers most players will take them instead.&lt;br /&gt;
Ogryns outside of the Solar Auxilia suck if you&#039;re not taking Power Weapons. Due to their low BS of two. Three Enginseer Auxilia Adepts and fully kitted out Servo-Automata with Phased Plasma-fusils or GLs are the superior and more fluffy Elite option.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Squat-ammo-jack-necromunda-4.jpg|Ragnir Gunnstein reporting for duty!&lt;br /&gt;
File:Spacedorfs.png|OH FUCK YES&lt;br /&gt;
File:Bikersquats.jpg|space dorf bikers B-B-BAD TO THE BONE (this was a whole thing)&lt;br /&gt;
File:Spacedorf2.png|Legally Badass&lt;br /&gt;
Image:Resin_Glory.jpg|The Squats make their triumphant return with a new resin model.&lt;br /&gt;
Image:Grymm_lmg.jpg|I&#039;m surprised you dwarf nuts haven&#039;t found these Hasslefree minis yet lol. I don&#039;t like dwarfs much myself but I wouldn&#039;t mind fighting beside &#039;&#039;these&#039;&#039; guys. &lt;br /&gt;
Image:Grymm_Light_Infantry_Squad_(Bareheaded).jpg&lt;br /&gt;
Image:Grymm_Light_Infantry_Squad(helmeted).jpg &lt;br /&gt;
Image:Grymm_Heavy_Infantry_Squad_(Helmeted).jpg&lt;br /&gt;
Image:Grymm_admiral.jpg &lt;br /&gt;
Image:Grymm WALKER.jpg| &amp;quot;[[meme|METAL GEAR?!]]&amp;quot;&lt;br /&gt;
Image:Grymm_Light_Infantry_Platoon.jpg&lt;br /&gt;
image:Grymm_Heavy_Infantry_Platoon.jpg&lt;br /&gt;
Image:1207616355827.jpg|Welcome to the club, Sisters.&lt;br /&gt;
Image:Squats rally.jpg|Rally to m&lt;br /&gt;
Image:ripsquats.jpg| Alright! Who&#039;s the jackass who thought that we were dead!&lt;br /&gt;
Image:squats_are_common.jpg|&amp;quot;Squats are common inhabitants in the Imperium...&amp;quot;&lt;br /&gt;
Image:Squat Codex.jpg|You may include troops but we won&#039;t.&lt;br /&gt;
File:Squats combat Cards citadel Cc spacewar 06 gorun.png|Militant-armored-cybernetic-warrior-space-midgets? Yep. They cover all the bases in the 41st millennium. (Or they used to...)&lt;br /&gt;
Image:The results.jpg|When the Squats were rediscovered, the Imperium&#039;s first reaction was to argue over who was to blame for losing them.&lt;br /&gt;
Image:Squat_Cyclops1024.jpg|[[Awesome|Squat Cyclops in all its glory]]&lt;br /&gt;
Image:GWquisition.jpg&lt;br /&gt;
Image:This never happened.jpg|If anyone asks, I didn&#039;t put this picture here. In fact, if anyone asks, deny this picture exi-&lt;br /&gt;
Image:Tmdyxxq7bm851.jpg|thumb|&amp;lt;s&amp;gt;POSSIBLE HINT OF SQUAT ARMY RETURN&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;No, no, you see, they were going to say that ship belongs to squads of Primaris lieutenants!&amp;lt;/s&amp;gt;  {{BLAM}}{{BLAM}} Confirmed they are definitely back! &lt;br /&gt;
File:Alexey-kruglov-skwat.jpg |&lt;br /&gt;
File:Squat Soldier.jpg|A basic Leagues of Votann soldier, dressed in [[StarCraft|gear]] that would put a Space Marine to shame&lt;br /&gt;
File:Votann meeting.jpg|All right lads, here&#039;s the plan on how we&#039;re gonna&#039; make the Imperium look like a bunch a&#039; wazzocks.&lt;br /&gt;
File:Vartijan Exo-Driller.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Squats}}&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Squats]]&lt;br /&gt;
[[Category:Abhumans]]&lt;br /&gt;
{{Template:Imperium}}&lt;/div&gt;</summary>
		<author><name>2607:FB90:6D00:A9BE:8C41:7AFD:3A97:DF9F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Men_of_Stone&amp;diff=335320</id>
		<title>Men of Stone</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Men_of_Stone&amp;diff=335320"/>
		<updated>2022-10-04T17:51:28Z</updated>

		<summary type="html">&lt;p&gt;2607:FB90:6D00:A9BE:8C41:7AFD:3A97:DF9F: /* Leagues of Votann */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Topquote|Because [[Human|Man]] could not bear the cold of the ocean deeps, he fashioned Men of Stone to go in his place|Kron, Man of Stone. M41}}&lt;br /&gt;
&lt;br /&gt;
The Men of Stone were a race of humanity created during the earliest stages of their first galactic expansion. Unlike the [[Men of Gold]], the Men of Stone were weaker in body, lacked a philosophical disposition, but were far better artificers and engineers (aka they were the NEEEERRRDDDDDSSSSS of humanity). Being so (relatively) early in humanity&#039;s history, little is known of these beings. They were basically the 1.0 version of the [[Mechanicus]] of [[Mars]].&lt;br /&gt;
&lt;br /&gt;
==The Journal of Keeper Cripias==&lt;br /&gt;
The Journal of Keeper Cripias is the first mention of the Men of Stone:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...In time, the Second Men of the Stone Race appear, and in their wake come many miracles and marvels of technology that strengthen the Stone Men’s power, but are also harnessed by those of the Golden Race. Although physically inferior to the Golden Race, and not of philosophical temperament and disposition, the Stone Men have in them the conjurations of great artifices and mechanisms. In time, the Golden Race looks to the stars to expand their dominion. The Stone Race builds great machines of power that send both Men of Stone and Men of Gold into the Ether. However, once the burgeoning race of Mankind has taken its first steps into the greater cosmos, the Golden Race dwindles in influence through their dependence on the artifices of the Stone Race. This the Golden Age comes to an end and the Stone Men prevail.&lt;br /&gt;
&lt;br /&gt;
Our calculations, from the most distant and archaic records, and through constellar comparison, have dated the end of the Golden Age at 20.000 years previous to our present time.&lt;br /&gt;
&lt;br /&gt;
For the next 5.000 years, the Stone Race lives through the Dark Age of Technology. Little can be determined from the Dark Age of Technology, for the majority of existing records concerning that period are gathered in the Librarius Omnis of Mars, and none outside the highest ranks of the Adeptus Mechanicus can gain access past its most determined Guardians (Keeper Malrubius tried once, but to no avail. We have surmised that during the Dark Age of Technology, the Men of Stone created the Iron Men to help them in the building of their Great Empire. At first, the Iron Men are as servants, willing to do the bidding of their masters with no thoughts.&lt;br /&gt;
&lt;br /&gt;
However, the Iron Men, as all creatures do, evolve and grow until they are the equal of the Stone Race and beside each other they set about conquering the galaxy. The Dark Age of Technology is an era of machines and artificial devices, used by the Stone Men, and later the Iron Men, in their endeavours. Many of the technical marvels that the Priesthood of Mars sustain can be traced to their origins in the Dark Age of Technology, and it is at the end of this period that the great organisation now known as the Adeptus Mechanicus was founded. During the Dark Age of Technology, the austere ancestors of the Imperium’s Navis Nobilite are born, and through their unique prowess, mankind forges through the stars. Weapons of great destruction cow the aggression of alien enemies, pushing back the frontiers of Mankind’s dominions.&lt;br /&gt;
&lt;br /&gt;
The end of the Dark Age of Technology is the most obscure region in mankind’s evolutionary tale. For whatever reasons and differences in ideology, the Stone Men and the Iron Men fell to warring with each other. The Iron Men are possessed of no Soul, an anathema to any true Man. The Stone Men in their final acts of self-preservation, annihilated the Iron Men who have turned from ally to foe...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Kron&#039;s story==&lt;br /&gt;
In the short story &amp;quot;Ancient Histories&amp;quot;, a shipman working aboard the [[Imperial Navy]] Cruiser, &#039;&#039;Retribution&#039;&#039;, tells a story to a greenhorn recently press-ganged aboard the ship. In it, he focuses a bit more and sheds some more light on the Men of Stone.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;But in time food and water and air ran short on Man&#039;s island and he looked to the far islands again. Because he could not bear the cold of the ocean deeps, he fashioned Men of Stone to go in his place, and the Stone Men fashioned Men of Steel to become their hands and eyes. And the Stone Men went forth with their servants and swam in the deep oceans. They found many strange things on the far islands, but none as strange or as wicked as the things that swam in the depths between them; ancient, hungry things older than Man himself. &#039;But these beasts of the deep hungered for the true life of Man, not the half-life of Stone, so the Stone Men swam unmolested. At first all was well and the Men of Stone planted Man&#039;s Seed on many islands, and in time Man learned to travel the oceans himself, hiding in Stone ships to keep out the cold and the hunger of the beasts. All was well and Men spread to many islands far across the ocean, such that some even forgot how they came to be there and that they ever came from just one island at all.’ Kron&#039;s tale wound on, telling of how the stone men became estranged from humanity by their journeys through the void. This led to a time of strife when the Men of Steel turned against their stone masters and mankind was riven asunder by wars. A thousand worlds were scoured by the ancient, terrible weapons of those days before the Men of Stone were overthrown, and a million more burned as flesh fought against steel.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==What exactly are the Men of Stone?==&lt;br /&gt;
The basics of what is told of the Men of Stone is that they were an artificially created race of humanity, purpose built to lead humanity&#039;s first colonization of other worlds. Given Kron&#039;s description, they were somehow unappealing to the daemons of the Warp, so could more safely travel through it. &lt;br /&gt;
&lt;br /&gt;
If characters like Kron are anything to go by, the Men of Stone are a cross between organic human and A.I., sort of like a full A.I. servitor. The bionics house the A.I., which represses the consciousness of the organic body its attached to, while taking full control of his body. This repression of the human&#039;s consciousness would also prevent the person from experience emotions or thoughts, likely accounting for why warp entities had little interest in them. The &amp;quot;half life&amp;quot; of the Men of Stone likely referring to how the body of a Man of Stone has a soul, but the soul was made completely dormant and suppressed by the A.I. of the bionics.&lt;br /&gt;
&lt;br /&gt;
It was in all likelihood the Men of Stone who created most of the Dark Age of Technology tech. Such as: the first Warp capable void-ships, warp-drives, and the [[Standard Template Construct|STC]] systems. And, of course, they created the [[Men of Iron]]. &lt;br /&gt;
&lt;br /&gt;
Essentially, the Men of Stone are like prototype, mobile STC, sapient, A.I. servitors. Think the [https://supcom.fandom.com/wiki/Symbiont symbionts] from Supreme Commander series.&lt;br /&gt;
&lt;br /&gt;
==Likely Men of Stone==&lt;br /&gt;
===Kron===&lt;br /&gt;
During the events of the short story &amp;quot;Ancient Histories&amp;quot;, the character named &amp;quot;Kron&amp;quot; is made apparent to be one of these &amp;quot;Men of Stone&amp;quot;. Kron is an old shipman who has had half his skull replaced with cybernetics, including a glowing red eye (that is made out to give &#039;&#039;&#039;HEAVY&#039;&#039;&#039; [[HAL 9000]] vibes). While fighting off a Mechanicus ambush aboard his ship, he is knocked out cold, and his bionics are knocked off line. When he comes too, he is obviously not the same person shown before. Completely confused about his surroundings, his voice completely changed, he starts to panic and begs his shipmate Nathan to get the cybernetics off of him, while trying to pull them off. Nathan stops him, confused as all bloody hell as to what is going on. Kron&#039;s bionics then come back online and he is back to acting like nothing was wrong. &lt;br /&gt;
&lt;br /&gt;
Later, while talking with Nathan, he gives the history of the ship, saying how it got stuck in a space hulk for 2,000 years, before being recovered by the Imperium and returned to service for abother 1,800 years. He &#039;&#039;ALMOST&#039;&#039; lets it slip that he had been with the ship that whole time, before managing to shut himself up. Later still, he managed survive getting hit square in the chest by a [[Chaos Space Marine]]&#039;s bolt pistol round, blowing his chest wide open. Not only did he survive, but he killed the bastard by firing a blast of lightning, like a [[Electro Priest]] (thought when Nathan calls him one, he outright denies that he is anything of the sort. Its likely that Kron salvaged the Electro-Priest&#039;s electoos and installed them into himself). He then rescued Nathan by giving him his void-suit&#039;s helmet (as the chamber had become depressurized), which should have seen him suffocate. Though when Nathan wakes up, he finds Kron had patch up his wounded arm (which got shredded by a chainsword) and given him a bionic eye to replace his organic one that had been popped when the Chaos Marine pistol-whipped the fuck outta him. The new eye had PERFECT vision, something that is rarely-to-never seen in 40k augmetics, and Kron had apparently made it for him, from scrap laying around, in only a matter of 5 hours.&lt;br /&gt;
&lt;br /&gt;
===Olamic Quietude===&lt;br /&gt;
The Olamic Quietude were a civilization of humans who are implanted with bionics from birth which linked them together to a social network (so like Facebook, but you can&#039;t log off). They would cyberize themselves to the point of leaving very little organic matter remaining. They also considered the Imperium as a bunch of xeno-tainted mutants, while they themselves were the true humans. If they were Men of Stone, then they wouldn&#039;t be wrong or lying.&lt;br /&gt;
&lt;br /&gt;
===House Van Saar===&lt;br /&gt;
This noble house from Necromunda has its origins in the survivors of a Dark Age colony ship that was lost in the warp and crashed upon Necromunda in M35. The ship was called the Van Saar (where the house gets its name). Even in modern 40k, House Van Saar has retained its relatively fresh knowledge of technology. They also have an STC but it’s damaged and leaking radiation that makes Van Saar gangsters have very short lifespans; even more so if they remove their suits outside their living quarters.&lt;br /&gt;
&lt;br /&gt;
===[[Leagues of Votann]]===&lt;br /&gt;
With the recent reveal that the Squats originated from generation ships of humans with AI cores that emerged from being  genetically engineered as a race of modified clones that are altered every generation to the point of being specialized in void adaptivity and altered warp signature to hide from warp predation, it seems that space dorfs might fit the Stone archetype down to the capital S. Though whether the Men of Stone are the Squats themselves or the Votann Ancestor Cores (sometimes called the Stonemind or depicted as a wheel of stone faces) is another question. The fact they also have Men of Iron (called Iron Kin) integrated into their civilization is also a massive eyebrow raiser. Additionally, some Kin myths mention a “group of gleaming golden figures” in relation to the first Votann (sometimes referred to as the Gilded One.).&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Imperial]]&lt;br /&gt;
[[Category:Squats]]&lt;br /&gt;
[[Category:Under Development]]&lt;/div&gt;</summary>
		<author><name>2607:FB90:6D00:A9BE:8C41:7AFD:3A97:DF9F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Men_of_Stone&amp;diff=335319</id>
		<title>Men of Stone</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Men_of_Stone&amp;diff=335319"/>
		<updated>2022-10-04T17:48:14Z</updated>

		<summary type="html">&lt;p&gt;2607:FB90:6D00:A9BE:8C41:7AFD:3A97:DF9F: /* Leagues of Votann */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Topquote|Because [[Human|Man]] could not bear the cold of the ocean deeps, he fashioned Men of Stone to go in his place|Kron, Man of Stone. M41}}&lt;br /&gt;
&lt;br /&gt;
The Men of Stone were a race of humanity created during the earliest stages of their first galactic expansion. Unlike the [[Men of Gold]], the Men of Stone were weaker in body, lacked a philosophical disposition, but were far better artificers and engineers (aka they were the NEEEERRRDDDDDSSSSS of humanity). Being so (relatively) early in humanity&#039;s history, little is known of these beings. They were basically the 1.0 version of the [[Mechanicus]] of [[Mars]].&lt;br /&gt;
&lt;br /&gt;
==The Journal of Keeper Cripias==&lt;br /&gt;
The Journal of Keeper Cripias is the first mention of the Men of Stone:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...In time, the Second Men of the Stone Race appear, and in their wake come many miracles and marvels of technology that strengthen the Stone Men’s power, but are also harnessed by those of the Golden Race. Although physically inferior to the Golden Race, and not of philosophical temperament and disposition, the Stone Men have in them the conjurations of great artifices and mechanisms. In time, the Golden Race looks to the stars to expand their dominion. The Stone Race builds great machines of power that send both Men of Stone and Men of Gold into the Ether. However, once the burgeoning race of Mankind has taken its first steps into the greater cosmos, the Golden Race dwindles in influence through their dependence on the artifices of the Stone Race. This the Golden Age comes to an end and the Stone Men prevail.&lt;br /&gt;
&lt;br /&gt;
Our calculations, from the most distant and archaic records, and through constellar comparison, have dated the end of the Golden Age at 20.000 years previous to our present time.&lt;br /&gt;
&lt;br /&gt;
For the next 5.000 years, the Stone Race lives through the Dark Age of Technology. Little can be determined from the Dark Age of Technology, for the majority of existing records concerning that period are gathered in the Librarius Omnis of Mars, and none outside the highest ranks of the Adeptus Mechanicus can gain access past its most determined Guardians (Keeper Malrubius tried once, but to no avail. We have surmised that during the Dark Age of Technology, the Men of Stone created the Iron Men to help them in the building of their Great Empire. At first, the Iron Men are as servants, willing to do the bidding of their masters with no thoughts.&lt;br /&gt;
&lt;br /&gt;
However, the Iron Men, as all creatures do, evolve and grow until they are the equal of the Stone Race and beside each other they set about conquering the galaxy. The Dark Age of Technology is an era of machines and artificial devices, used by the Stone Men, and later the Iron Men, in their endeavours. Many of the technical marvels that the Priesthood of Mars sustain can be traced to their origins in the Dark Age of Technology, and it is at the end of this period that the great organisation now known as the Adeptus Mechanicus was founded. During the Dark Age of Technology, the austere ancestors of the Imperium’s Navis Nobilite are born, and through their unique prowess, mankind forges through the stars. Weapons of great destruction cow the aggression of alien enemies, pushing back the frontiers of Mankind’s dominions.&lt;br /&gt;
&lt;br /&gt;
The end of the Dark Age of Technology is the most obscure region in mankind’s evolutionary tale. For whatever reasons and differences in ideology, the Stone Men and the Iron Men fell to warring with each other. The Iron Men are possessed of no Soul, an anathema to any true Man. The Stone Men in their final acts of self-preservation, annihilated the Iron Men who have turned from ally to foe...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Kron&#039;s story==&lt;br /&gt;
In the short story &amp;quot;Ancient Histories&amp;quot;, a shipman working aboard the [[Imperial Navy]] Cruiser, &#039;&#039;Retribution&#039;&#039;, tells a story to a greenhorn recently press-ganged aboard the ship. In it, he focuses a bit more and sheds some more light on the Men of Stone.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;But in time food and water and air ran short on Man&#039;s island and he looked to the far islands again. Because he could not bear the cold of the ocean deeps, he fashioned Men of Stone to go in his place, and the Stone Men fashioned Men of Steel to become their hands and eyes. And the Stone Men went forth with their servants and swam in the deep oceans. They found many strange things on the far islands, but none as strange or as wicked as the things that swam in the depths between them; ancient, hungry things older than Man himself. &#039;But these beasts of the deep hungered for the true life of Man, not the half-life of Stone, so the Stone Men swam unmolested. At first all was well and the Men of Stone planted Man&#039;s Seed on many islands, and in time Man learned to travel the oceans himself, hiding in Stone ships to keep out the cold and the hunger of the beasts. All was well and Men spread to many islands far across the ocean, such that some even forgot how they came to be there and that they ever came from just one island at all.’ Kron&#039;s tale wound on, telling of how the stone men became estranged from humanity by their journeys through the void. This led to a time of strife when the Men of Steel turned against their stone masters and mankind was riven asunder by wars. A thousand worlds were scoured by the ancient, terrible weapons of those days before the Men of Stone were overthrown, and a million more burned as flesh fought against steel.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==What exactly are the Men of Stone?==&lt;br /&gt;
The basics of what is told of the Men of Stone is that they were an artificially created race of humanity, purpose built to lead humanity&#039;s first colonization of other worlds. Given Kron&#039;s description, they were somehow unappealing to the daemons of the Warp, so could more safely travel through it. &lt;br /&gt;
&lt;br /&gt;
If characters like Kron are anything to go by, the Men of Stone are a cross between organic human and A.I., sort of like a full A.I. servitor. The bionics house the A.I., which represses the consciousness of the organic body its attached to, while taking full control of his body. This repression of the human&#039;s consciousness would also prevent the person from experience emotions or thoughts, likely accounting for why warp entities had little interest in them. The &amp;quot;half life&amp;quot; of the Men of Stone likely referring to how the body of a Man of Stone has a soul, but the soul was made completely dormant and suppressed by the A.I. of the bionics.&lt;br /&gt;
&lt;br /&gt;
It was in all likelihood the Men of Stone who created most of the Dark Age of Technology tech. Such as: the first Warp capable void-ships, warp-drives, and the [[Standard Template Construct|STC]] systems. And, of course, they created the [[Men of Iron]]. &lt;br /&gt;
&lt;br /&gt;
Essentially, the Men of Stone are like prototype, mobile STC, sapient, A.I. servitors. Think the [https://supcom.fandom.com/wiki/Symbiont symbionts] from Supreme Commander series.&lt;br /&gt;
&lt;br /&gt;
==Likely Men of Stone==&lt;br /&gt;
===Kron===&lt;br /&gt;
During the events of the short story &amp;quot;Ancient Histories&amp;quot;, the character named &amp;quot;Kron&amp;quot; is made apparent to be one of these &amp;quot;Men of Stone&amp;quot;. Kron is an old shipman who has had half his skull replaced with cybernetics, including a glowing red eye (that is made out to give &#039;&#039;&#039;HEAVY&#039;&#039;&#039; [[HAL 9000]] vibes). While fighting off a Mechanicus ambush aboard his ship, he is knocked out cold, and his bionics are knocked off line. When he comes too, he is obviously not the same person shown before. Completely confused about his surroundings, his voice completely changed, he starts to panic and begs his shipmate Nathan to get the cybernetics off of him, while trying to pull them off. Nathan stops him, confused as all bloody hell as to what is going on. Kron&#039;s bionics then come back online and he is back to acting like nothing was wrong. &lt;br /&gt;
&lt;br /&gt;
Later, while talking with Nathan, he gives the history of the ship, saying how it got stuck in a space hulk for 2,000 years, before being recovered by the Imperium and returned to service for abother 1,800 years. He &#039;&#039;ALMOST&#039;&#039; lets it slip that he had been with the ship that whole time, before managing to shut himself up. Later still, he managed survive getting hit square in the chest by a [[Chaos Space Marine]]&#039;s bolt pistol round, blowing his chest wide open. Not only did he survive, but he killed the bastard by firing a blast of lightning, like a [[Electro Priest]] (thought when Nathan calls him one, he outright denies that he is anything of the sort. Its likely that Kron salvaged the Electro-Priest&#039;s electoos and installed them into himself). He then rescued Nathan by giving him his void-suit&#039;s helmet (as the chamber had become depressurized), which should have seen him suffocate. Though when Nathan wakes up, he finds Kron had patch up his wounded arm (which got shredded by a chainsword) and given him a bionic eye to replace his organic one that had been popped when the Chaos Marine pistol-whipped the fuck outta him. The new eye had PERFECT vision, something that is rarely-to-never seen in 40k augmetics, and Kron had apparently made it for him, from scrap laying around, in only a matter of 5 hours.&lt;br /&gt;
&lt;br /&gt;
===Olamic Quietude===&lt;br /&gt;
The Olamic Quietude were a civilization of humans who are implanted with bionics from birth which linked them together to a social network (so like Facebook, but you can&#039;t log off). They would cyberize themselves to the point of leaving very little organic matter remaining. They also considered the Imperium as a bunch of xeno-tainted mutants, while they themselves were the true humans. If they were Men of Stone, then they wouldn&#039;t be wrong or lying.&lt;br /&gt;
&lt;br /&gt;
===House Van Saar===&lt;br /&gt;
This noble house from Necromunda has its origins in the survivors of a Dark Age colony ship that was lost in the warp and crashed upon Necromunda in M35. The ship was called the Van Saar (where the house gets its name). Even in modern 40k, House Van Saar has retained its relatively fresh knowledge of technology. They also have an STC but it’s damaged and leaking radiation that makes Van Saar gangsters have very short lifespans; even more so if they remove their suits outside their living quarters.&lt;br /&gt;
&lt;br /&gt;
===[[Leagues of Votann]]===&lt;br /&gt;
With the recent reveal that the Squats originated from generation ships of humans with AI cores that emerged from being  genetically engineered as a race of modified clones that are altered every generation to the point of being specialized in void adaptivity and altered warp signature to hide from warp predation, it seems that space dorfs might fit the Stone archetype down to the capital S. Though whether the Men of Stone are the Squats themselves or the Votann Ancestor Cores (sometimes called the Stonemind) is another question. The fact they also have Men of Iron (called Iron Kin) integrated into their civilization is also a massive eyebrow raiser. Additionally, some Kin myths mention a “group of gleaming golden figures” in relation to the first Votann (sometimes referred to as the Gilded One.).&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Imperial]]&lt;br /&gt;
[[Category:Squats]]&lt;br /&gt;
[[Category:Under Development]]&lt;/div&gt;</summary>
		<author><name>2607:FB90:6D00:A9BE:8C41:7AFD:3A97:DF9F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Leagues_of_Votann&amp;diff=302844</id>
		<title>Leagues of Votann</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Leagues_of_Votann&amp;diff=302844"/>
		<updated>2022-10-04T17:47:11Z</updated>

		<summary type="html">&lt;p&gt;2607:FB90:6D00:A9BE:8C41:7AFD:3A97:DF9F: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox 40k Nations&lt;br /&gt;
|name=Leagues of Votann&lt;br /&gt;
|image=[[Image:‎NewLeaguetemplogo.jpg|300px|center]]&lt;br /&gt;
|Capital=Decentralized, Greater Thurian League being most powerful&lt;br /&gt;
|Official Languages= Squat Lexicon, High Gothic, Low Gothic &lt;br /&gt;
|Power=Great Power&lt;br /&gt;
|Size=Galactic Core, a third of Segmentum Solar, several thousand Mining Worlds, many Holds of various sizes&lt;br /&gt;
|Head of State=Decentralized, Leagues act as Head of State&lt;br /&gt;
|Head of Government=Votannic Councils (Hearthspake)&lt;br /&gt;
|Governmental Structure=Confederated Gerontocratic Supranational Union&lt;br /&gt;
|State Religion/Ideology=Ancestor Worship&amp;lt;br&amp;gt;Achievement Ideology&amp;lt;br&amp;gt;Mercantilism&amp;lt;br&amp;gt;A variation of Familialism&lt;br /&gt;
|Demographic=Kin ([[Squats]], Ironkin)&lt;br /&gt;
|Military Force=Kinhost Forces, Kinhost Fleets&lt;br /&gt;
}}&lt;br /&gt;
{{topquote|Right after Mankind’s colonization of the galaxy came its first true golden age. Reared by machine prophets, the survivors of the Oedipal plagues built civilizations that equaled and even surpassed their Solar forbears.| CM Koseman, &#039;&#039;All Tomorrow&#039;s&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Better a soulless clone... than a souled roach.|David Mitchell, &#039;&#039;Cloud Atlas&#039;&#039;}}&lt;br /&gt;
	&lt;br /&gt;
{{topquote|Bite my shiny metal ass!|Bender, &#039;&#039;Futurama&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Leagues of Votann&#039;&#039;&#039; or otherwise known as the &#039;&#039;&#039;Squat Homeworlds&#039;&#039;&#039; (Or if you&#039;re in /tg/; as the &#039;&#039;&#039;Domain of Squats, Squat Territories, [[Dwarf Fortress|SPESS DORF FORTRESS]]&#039;&#039;&#039; is the areas in which one can find our beloved space midgets in the early days of 40k and its current modern reboot.&lt;br /&gt;
&lt;br /&gt;
Back in the [[Rogue Trader (Sourcebook)|good old days,]] the then-named Squat Homeworlds, unlike other Imperial-aligned entities in the galaxy, enjoy a significant degree of autonomy. Whilst de jure, the Squat Homeworlds are part of the [[Imperium of Man]], de facto it is its own self-sustaining and self-sufficient society unlike places such as [[Ultramar]] or the [[Adeptus Mechanicus]] which has an interdependent and semi-autonomous relationship with [[Terra]].&lt;br /&gt;
&lt;br /&gt;
Of course, we all know how the Squats were Squatted soon after making the debut, with the [[Tyranids]] [[Derp|&#039;&#039;SOMEHOW&#039;&#039; targeting &amp;lt;u&amp;gt;&#039;&#039;&#039;&#039;&#039;only&#039;&#039;&#039;&#039;&#039;&amp;lt;/u&amp;gt; the Squat worlds whilst leaving the rest of the Imperium-controlled space right next door to the Squats largely untouched.]] This is ridiculous when taking into account that the territories of the Squats weren&#039;t some small specks like the [[Tau Empire]], but rather, a significantly large domain that took up half of the entire Galactic core. This is made worse when taking into consideration that [[Lolwut|it was completely out of character for the Imperium to stop and do nothing against such a large incursion of Tyranid forces in an area considered Astro-strategically important for them.]] [[Games Workshop|Games Workshop&#039;s]] [[Fail|shitty excuse/explanation in removing the Squats from cannon]] [[Rage|had never really stood well within the community,]] [[RAGE|much less among the Squat players.]]&lt;br /&gt;
&lt;br /&gt;
However, their reintroduction as the Leagues of Votann has somewhat radically changed their origins whilst still keeping some old lore modernised. The &#039;&#039;&#039;Leagues of Votann&#039;&#039;&#039; (also known as the [[Squats|Unsquatted Squats]]) is now a [[retcon|&amp;quot;&amp;quot;new&amp;quot;&amp;quot;]] faction in the [[Warhammer 40,000]] universe. They are gatherings of short abhuman clones called the Kin (more commonly known as Squats by the dirty Necromunda gangers), bound together by the [[Votann]], super-cogitators from the [[Dark Age of Technology]]. Each League has its own Votann, and are organized in strongholds around it. [[Powergamer|They used the data stored to survive among the stars and maintain their culture across generations]]. Of course, since some [[Adeptus Mechanicus|factions]] are touchy about AI, the Leagues are very cautious when dealing with [[Imperium of Man|its closest ally]], hence their secretive lifestyle.&lt;br /&gt;
&lt;br /&gt;
However, because of the [[grimdark|setting]], everything is not that simple. Since Windows is not regularly updated anymore and issues that have arisen from having remained active for literal millennia, the Votann began to deteriorate. If they want to repair their computer, &amp;lt;s&amp;gt;[[Dwarf Fortress|they must wage war with other shitcoin miners for more processing power]]&amp;lt;/s&amp;gt;, the Kin have to once more brave a galaxy full of danger. Imagine if Italian Corporatists, the Monopoly Man, and the Evil Mining Heads in fiction were merged with the seven dwarves. &lt;br /&gt;
&lt;br /&gt;
==Rogue Trader Era Fluff==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Given the sheer extensive history between the old and the new. This section will contain all the fluff from the old Rogue Trader days. For the sake of preventing page bloat, this entire section will be put in a collapsible page.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Historical Overview===&lt;br /&gt;
[[File:Squat-logo_banner.png|300px|right|thumb|The original emblem of the squats]]&lt;br /&gt;
&lt;br /&gt;
The Squat Homeworlds were all worlds filled with rich mineral resources, which led the Human ancestors of the Squats to lay down, settle and mine the shit out of. Most of these were located within the galactic core where unique and rare minerals were found in abundance in exchange for being sterile and barren of life of course. But for the early Human colonists, it was a gold mine as [[Terra]] ran out of all of its resources, so the search for raw materials was needed. Their planet&#039;s gravity is great, usually two or three times that of Terra. Their atmospheres are either thin or non-existent. Even those planets with atmospheres are blasted by tremendous storms. But hey? Who gives a shit about all of that when you have all the resources to make you rich, and rich the Squats got.&lt;br /&gt;
&lt;br /&gt;
Like the Gulf States, the Squats quickly took a monopoly on these minerals and started to get wealthy, and with money comes an increase in development and technological advancements. These planets became Mining Worlds and with the coming [[Age of Strife]], the Squats got themselves the good end of the stick by both inhabiting hostile worlds and cranking up the technological kazoo when the rest of humanity plunged into a galactic-wide [[shitstorm]]. &lt;br /&gt;
&lt;br /&gt;
Squat history can be split into several eras.&lt;br /&gt;
&lt;br /&gt;
====Age of Founding====&lt;br /&gt;
&lt;br /&gt;
The first is the Age of Founding, which is the Squat equivalent of the [[Dark Age of Technology]]. This is not technically the first period of the Squats as they had yet to evolve, but it is the time of the founding of the colonies that would become the Squat Homeworlds. Almost twenty thousand years ago contact between these planets and Terra was almost continuous, testament to the importance of these colonies. Terra also kept the worlds well supplied with that which they could not produce for themselves in adequate amounts, primarily food. This period lasted until the [[Age of Strife]].&lt;br /&gt;
&lt;br /&gt;
====Age of Isolation====&lt;br /&gt;
&lt;br /&gt;
The Age of Isolation corresponds with the earlier part of the Age of Strife - around eighteen thousand years ago. The galactic core was cut off from the rest of human space by the devastating Warp storms of the Age of Strife. Many worlds were swallowed by the Warp and disappeared forever, others were trapped in stasis and became lost. Most survived although they were separated from Earth and all contact was lost with the rest of the galaxy. During this time of isolation and danger the Squat worlds still in contact with each other began to organize for their mutual defense. It was at this time that the Squats began to refer to their worlds as the Homeworlds.&lt;br /&gt;
&lt;br /&gt;
The Homeworlds remained isolated for thousands of years and their inhabitants learned to survive in a universe that was becoming increasingly hostile. Those that survived grew and prospered. Settlements were enlarged and fortified into impregnable Strongholds. They soon developed alternative technologies to make up for the lack of supplies from Earth.&lt;br /&gt;
&lt;br /&gt;
During the isolation the complex system of Engineer Guilds developed. These Guilds were responsible for preserving technical knowledge and skills as well as training technicians, miners and other specialists necessary for the Strongholds. The Guilds transcended the Strongholds, allowing every Stronghold to benefit from the preserved knowledge as well as new advances in technology.&lt;br /&gt;
&lt;br /&gt;
During this age the Leagues first began to develop from Strongholds allied for trading and defense purposes.&lt;br /&gt;
&lt;br /&gt;
====Age of Trade====&lt;br /&gt;
&lt;br /&gt;
The Age of Trade took place during a slight abatement of the warp storms during the Age of Strife and led to the Squats encountering other races, including [[Orks]] and [[Eldar]].&lt;br /&gt;
&lt;br /&gt;
At the beginning of the Age of Trade, some strongholds were attacked, but the aliens quickly realized that the Squats [[RIP AND TEAR|were armed to the fucking teeth and prepared to go down fighting]], and that trade was a more practical arrangement. [[Just As Planned|The Squats took full advantage of their tremendous mineral wealth, which they traded for weapons, foodstuffs and high-technology systems.]] To this day, Squat hydroponic plants, [[Heresy|developed with Eldar help]], are among the most efficient food sources in the Imperium. The Squats remained carefully neutral in the numerous conflicts between Eldar and Orks, maintaining trade links with both sides. There were inevitably small wars from time to time, but for the most part the Squats&#039; complex structure of treaties and trade agreements maintained a stable peace.&lt;br /&gt;
&lt;br /&gt;
====Age of Wars====&lt;br /&gt;
&lt;br /&gt;
The Age of Trade lasted for nearly three millennia, but finally collapsed when an enormous Ork battle-fleet, under the command of Grunhag the Flayer, attempted a full-scale invasion of the Homeworlds. Losses on both sides were astronomical, with vicious tunnel-fights through the mine workings and bloody pitched battles in the Squats&#039; underground settlements. The Squats appealed to their Eldar trading partners for help against the invading Orks, but none was received.&lt;br /&gt;
&lt;br /&gt;
The Age of Wars, as it became known, is regarded by the Squats as the blackest chapter in their history, and the double betrayal by Orks and Eldar gave rise to a cultural enmity which still persists. Many strongholds were wiped out by the Orks, and the traditional epic ballad known as The Fall of Imbach commemorates one such destruction. Even today expeditions are mounted from the Squat Homeworlds in search of lost strongholds, and these expeditions are often accompanied by Adeptus Mechanicus priests, eager to rediscover lost Squat technology to [[Blood Ravens|&#039;burrow from&#039;.]]&lt;br /&gt;
&lt;br /&gt;
====Age of Rediscovery====&lt;br /&gt;
&lt;br /&gt;
The Age of Rediscovery was the most recent phase of Squat history, corresponding to the Great Crusade and the current Age of the Imperium. As the Imperium recovered from the Age of Strife and began to reunite the scattered worlds of humanity, the Squat Homeworlds were rediscovered and contact with the Imperium was established.&lt;br /&gt;
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The Imperium found that a distinct culture had developed on the Homeworlds, and that the Squats had moved outwards through the galaxy, extending their domains. Often they settled harsh planets similar to their own Homeworlds, but they also occupied more conventional worlds able to support normal Human civilization.&lt;br /&gt;
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====Age of the Imperium====&lt;br /&gt;
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The current phase in Squat history. It essentially details the various treaties between the Squats and the Imperium.&lt;br /&gt;
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The experiences of the previous millennia has left the Squats with a strong sense of cultural unity and a fiercely independent nature, and instead of rejoining the Imperium as subject worlds, the Homeworlds negotiated a series of treaties which enabled them to keep their independence. The racial character of the Squats - hard-working, tenacious, honorable, and inimical to alien races - was almost perfect from the Imperial point of view, and the Imperium was content to allow them a great degree of self-government.&lt;br /&gt;
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A detailed description of their relationship can be read below.&lt;br /&gt;
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===Squat-Imperium Relations===&lt;br /&gt;
[[File:Squat-homeworlds-800px.jpg|480px|right|thumb|Galactic map of the Squat Homeworlds.]]&lt;br /&gt;
First contact with the Squats by the Imperium began during the [[Great Crusade]] as the Emperor&#039;s forces reached the worlds near the galactic core. Many of these worlds were the Squat Homeworlds and, Squats being Spess Dorfs and Spess Dorfs being just regular Dorfs with tech, conflict became inevitable. Suffice to say, the [[Space Marine]] legions [[Rape|got their shit kicked in]]. Who would have wondered, that 8-foot tall supersoldiers would have trouble trying to fight in 5-foot by 5-foot tunnels with no cover whatsoever. Here&#039;s a fun hint, Empy&#039;s forces got creamed so hard it led directly to the development of the Mark 3 [[Power Armor]].&lt;br /&gt;
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The Emprah with all his infinite wisdom, decided that being on friendly terms with midgets all armed with D-Cannons and rapid-firing plasma machineguns is probably a good idea rather than engaging a war that might as well be the Imperium&#039;s Vietnam. So a treaty was signed to sweep the whole &#039;first-contact shenanigans&#039; under the bus and get back to business.&lt;br /&gt;
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The Squat Homeworlds as aforementioned, have long been part of the Imperium, but enjoy a level of autonomy greater than the ordinary self-governed Imperial world. Hell, the Squats are so autonomous that not even the [[Administratum]] can touch them. Instead, Squat Homeworlds are ruled by strongholds of leagues.&lt;br /&gt;
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Nonetheless, the Homeworlds, while governing themselves without interference from the Adeptus Terra, are expected to follow Imperial policy on wider issues. Both the Imperium and the Squats benefit from this arrangement: the Homeworlds provide troops for the [[Imperial Guard]]. The Imperial Guard also provides military support to the Homeworlds when necessary, as they would any other threatened Imperial worlds (Space NATO). Additionally the Squats trade their mineral wealth exclusively with the Imperium in return for some sweet, sweet moolah. The [[Adeptus Mechanicus]] are highly interested in the Squats and the Homeworlds for several reasons: Squats possess a high level of technical expertise which seems to come naturally to the race. Additionally, the Homeworlds as a whole possess the greatest amount of surviving [[STC]] equipment in the Imperium. The Squats are said to allow the Adeptus Mechanicus free access to Squat technology. However it is also said the Squats keep their technology from other races, regarding the Adeptus Mechanicus as little more than sorcerers mired in superstition.&lt;br /&gt;
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The relationship between the Homeworlds and the Imperium is therefore generally peaceful, although through history has been punctuated by bouts of war and bitterness. The Squats and the Imperium trade to their mutual benefit. Both races also share many enemies, especially [[Orks]], making it in their best interests to cooperate. The Squats do not follow the Imperial Cult, rather they revere their ancestors. Squats fighting alongside the Imperial Guard often adopt the Emperor into their beliefs, as a guardian of their ancestors.&lt;br /&gt;
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Squat technology is based upon the heavy mining equipment they brought with them to the Homeworlds. During their isolation from the rest of humanity they adapted it for other uses, notably exo-armour which was engineered from heavy mining suits. Squats continued to innovate and invent while humanity sank into a Dark Age. As a result, the Squats have developed technologies such as [[Wat|neo-plasma]] and warp cores far in advance of anything the Imperium owns. Some Squat technologies were absorbed into the Imperium, especially tunneling vehicles and weaponry such as the [[Tunneling Transport Vehicles#Termite|Termite.]]&lt;br /&gt;
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===Strongholds===&lt;br /&gt;
Strongholds are Squat settlement centres. They were generally founded during the original colonisation and those produced later are known as &#039;&#039;Newholds&#039;&#039;. Strongholds also often join together under Leagues to form defensive pacts.&lt;br /&gt;
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Generally a Stronghold develops around a mine and its associated living quarter although some later developments were not associated with mining. A hereditary Lord ruled each stronghold and was protected and supported by the [[Hearthguard]]. The [[Hearthguard]] were the elite of a Squat army and the servants to the Lord while also protecting the Lord when he went to war. Each Stronghold had a group of [[Squat Trooper|Brotherhood or War-Brethren]] which formed the core of the Squat armed forces for the Stronghold. Every Squat had an obligated 30-70 year service period although they may not be called upon to fight until they had sired two sons and raised them to maturity. This helped protect the continuity of the race from the Stronghold&#039;s military activities. A Squat could then retire from active duty with his honor and probably some wealth and take up a position of responsibility in his family&#039;s business.&lt;br /&gt;
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The Brotherhood was often also seen as a mercenary force. In times of peace warriors were traded for resources to either fight for the Imperium or for other strongholds. Another member of the aristocracy was the [[Squat Warlord|Warlord,]] a close relative of the Lord who was there to be placed in control of the Brotherhood in order to prevent Lords from wielding too much power and sending their troops into battles they should not be fighting. Other Lords would send their Brotherhoods on expeditions which range from locating other ancient and lost strongholds to a campaign against an alien race or piracy. Some Brotherhoods had totally turned to piracy and become known as Squat Reavers. When they returned to their stronghold they distributed the booty between the pirates and the Lord of the Stronghold.&lt;br /&gt;
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Squats had a requirement to provide forces for the Imperial Guard and this often took the form of a detachment of the Brotherhood.  &lt;br /&gt;
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===Leagues===&lt;br /&gt;
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So what are Leagues? Well, in a nutshell, they are groups of strongholds working together for a common purpose - usually mutual defense - trade or dealings with the Imperium.  Leagues varied greatly in size, the smallest consisting of four Strongholds and the largest consisting of over three thousand. The League of Thor was the most powerful and influential, including over 300 strongholds. The League of Norgyr was the league closest to Holy Terra. Now, under the new lore there exists the [[Leagues of Votann]], each formed around a [[Votann]] ancestor core. Votann-equipped leagues seem to be the only survivors as full scale polities in the Imperium, but at least some clans are known to have survived, usually working as engineers, miners and mercenaries.&lt;br /&gt;
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A League usually encompassed the Strongholds on more than one planet with the latest extant being 700 known Leagues total. Each League was led and dominated by a single Stronghold. As some Leagues were virtually nations with distinct cultures, Squats often identified themselves with the League their Stronghold belonged to.&lt;br /&gt;
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The Squats had a strong sense of mutual preservation, as it had been known for rival leagues to go to war with each another. Such occasions could lead to lasting enmity, as Squats were inclined to remember deeds of infamy for many generations much like the Book of Grudges from [[Warhammer Fantasy]]. The League of Thor and League of Grindel fought an unusually bitter war around 2,000 years ago when settlers from both sides clashed over the exploration of the Lost Stronghold of Dargon. The war that followed resulted in the destruction of several Strongholds and many key victories for the League of Thor including the capture of two other Leagues. Peace only came with the huge Ork invasion of Grunhag the Flayer which obliged all the Leagues to unify against their mutual foe. Although the war ended with the rout of the Orks, the two Leagues remained distrustful rivals and both sides considered the other side owing them debts of blood and honor. &lt;br /&gt;
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==Reboot Fluff==&lt;br /&gt;
This section details the new and updated fluff from 2022 onwards. This deals with the Leagues and their similar but new background for the modern 40k narrative.&lt;br /&gt;
===History===&lt;br /&gt;
[[File:Votann meeting.jpg|500px|thumb|right|[[Star Wars|200,000 clones are ready with a million more well on the way.]]]]&lt;br /&gt;
Even though the oldest living Kin don’t remember what their earliest days were like, some undeniable “First Truths” remain constant in the Votanns’ data tracks. One such truth is that the First Ancestors departed from ancient Terra prior to the Unification Wars to harvest the untold riches of the galaxy with the first holds being settled near the galactic core. What became of these Ancestors is unknown, but curiously when the Ancestors begun to fade away…the Votann are first mentioned.&lt;br /&gt;
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A second First Truth is that the Kin have always been a cloned people. The Ancestors used genetic systems called “cloneskeins” to [[Transhumanist|manipulate and modify their race’s molecular structure]], and continue to define their overall division of labor. Over time the Kin became squatter, denser, and stronger than an average human growing no more than five feet tall max. They’ve even been able to artificially neuter their [[psyker|psychic]] footprint to avoid the attention of [[Chaos]], in a not too dissimilar to how the [[Tau]] souls work. Other examples of this engineering can be seen in the Hearthkyn Warriors, who often are also engineered with particular cloneskeins that allow them to specialise in combat – heightened senses, improved stamina, and the ability to see better in the dark, to name but a few. In contrast, others augment their bodies for battle with mechanical limbs and synthetic organs, with members of the powerful Cthonian Mining Guilds being noted as extensive users of these body modifications. This is not that unexpected as that particular guild (which is noted as being a particularly extreme embodiment of the usual belligerent acquisitiveness of the Kin) is willing to fearlessly locate, secure, and harvest resources for their race from environments so dangerous that even other Kin would baulk at their hazards leading to a need for extensive augmentation on their part. Because of all the above, some fans are now speculating that GW is tying the [[Men of Stone]] thread to the modern Squat civilization (either to the Squats themselves or to the Votann) given the [[Men of Gold]] and [[Men of Iron]] have already been speculated to be [[Perpetual]]s and [[Machine Spirit|abominable intelligence]]. It is also revealed the Leagues also have the “Iron Kin,” their fully-mechanical and true AI robot social class, who were designed with a prerogative to help their meaty cousins. This along the mention in some Kin myths of a “group of gleaming golden figures” relative to the first Votann (sometimes referred to as the the Gilded One), means this theory of the Kin being the Men of Stone could bear all the more weight. &lt;br /&gt;
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At some point during the reconstruction after the Horus Heresy, the ancestors of the Ironhead Squats arrived from the Leagues to help with rebuilding efforts on Necromunda. However they somehow lost their Votann ancestor core in the process and so they ended up having to stay on the world long after the rebuilding was done so they could try and track it down, a search which still continues to this day and has resulted in them regressing technologically in the mean time. Maybe someone should tell them to go search Van Saar&#039;s basement.&lt;br /&gt;
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With the formation of the Great Rift, the Leagues had lost a few holds and trade routes, pressuring them into expanding and gaining new trade routes, endorsing new colonization efforts, and slowly withdrawing from their semi isolated state.&lt;br /&gt;
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They also have variety of beverages cal Brü, which range from mainstay nutro-rations for soldiers and miners, to devastatingly alcoholic recreational beverages. None are recommended without a Kin constitution.&lt;br /&gt;
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===Culture===&lt;br /&gt;
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[[File:1657022781779.jpg|300px|thumb|right|I NEED MOAR]]&lt;br /&gt;
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{{topquote|So, we&#039;re talking about space dwarfs who need more RAM for their gods?|Anon}}&lt;br /&gt;
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In the modern day of the 41st Millennium, the culture of the Kin seems very egalitarian, with no distinction between male, female, machine or otherwise amongst its members. [[Greater Good|United in the guidance of the Votann, the Leagues of the Kin operate with seeming unity, with the Kin working in unison for the betterment of their Kindreds, or so it would appear to outsiders.]] The truth however is a little more complicated than that though.&lt;br /&gt;
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The Leagues are semi unified conglomerates of  &amp;quot;family states&amp;quot; (a cross between nation states and extended family) called Kindreds, guilds, Freelancers, and kinhost armies. While the Leagues are very communal and chummy with their fellow kin, this does not stop the dark influences of a past long gone from seeping into their civilizations. &lt;br /&gt;
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Entire planets and even systems with ecosystems and civilizations stripped to the bone, regardless of the ethics. Global magna extraction and tectonic delving allows the Kin to harvest whole worlds, populated or not. Evacuation may be offered, but not always. Ferocious competition between Guilds and freelancers, who have taken on the mantle from dark age corporations, merc groups, independent contractors, and cartels and follow the philosophy of &amp;quot;When someone has what you want, why not take it.&amp;quot; While the Kin do live to serve their fellow kin, their societies, and their ancestors, they are also filled to the brim with society-wide greed and hunger. As individuals, they may or may not have such hungers, but as communities they will devour entire worlds. Not even the universe itself will be enough for their wants. &lt;br /&gt;
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This does not mean they are the type to cut corners. Far from it. Like their many Dwarven counter parts in other media, one of the things they appreciate is fine ass Craftmanship. No planned obsolescence, shoddy piss water, and easy to break communicators here. Only the best in quality is acceptable (or at least, the best they can make). And this is not even such a difficult feat for them. High quality mass produced goods is the norm for League society, with their high technology and industrial society. Many of their holds are even live-in factories, constantly churning out master crafted items at a constant pace. The Leagues overall conduct resource extraction, industry. and technology developments on a vastly larger scale, making the Imperium look puny in their developments by comparison. And unlike the imperium, they dont dig for the ore required, wasting time and lives (unless of course they actually have to occupy a world, then they&#039;ll mine, extract, manufacture, and bunker down to their hearts content on whatever occupied planetary body they are on). The Kin instead sees that whatever asteroid or world they are working on can just be torn apart, and the remnants plucked out the wreckage&lt;br /&gt;
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But despite all their comforts and conveniences, they are still a hardy people who revere their ancestors and promote the importance of sacrifice.&lt;br /&gt;
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===Technology===&lt;br /&gt;
Let&#039;s not beat around the bush here; League technology is almost always a clear upgrade over the Imperium. While they didn&#039;t retain everything after the collapse of the golden age, they kept far more than their Imperial counterparts, to the point where they can at least echo DAoT society and its tech. While much of the Leagues&#039; tech is reminiscent of the Imperium&#039;s in form and function, it is generally far more advanced, reliable and ubiquitous.&lt;br /&gt;
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Kin gene-technology allows them to make stable mutations, psykers and even alter their souls. [[Cyberpunk|Cybernetic implants and genetic modification is the norm; advanced helper AI citizens walk the streets as equals.]] They have [[T&#039;au|advanced ion weaponry]], something that terrified the shit out of the Imperium to the point where they just straight up [[Derp|banned it.]] Their guns hit harder and faster, so that even their basic infantry can prove to trouble for your average space marine. And unlike the Imperium&#039;s physically and politically unstable hive worlds with their overcrowded, polluted and crime-ridden hive cities, the League&#039;s Holds should be considered closer to actual fortified arcologies. Agri-worlds? Why grow your food using primitive farming methods when you could just grow your [[Meatbread|foodstuffs]] in factories, labs and indoor facilities?&lt;br /&gt;
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Much of the kin arsenal makes use of exotic material not found outside the galactic core. This includes extremely hazardous materials like dark-star ore; the universal dampening field the material emits can halt all mechanical and organic functions making [[Grimdark|even the mildest of wounds lethal]]. Because of its inherent dangers, the material is mined and shaped with exceptional care and only wielded by those who can be trusted with such [[Plasma|tactically valuable yet dangerous weapons]]. Even their teleportation technology is almost flawless, standing in stark contrast to its incredibly risky Imperial counterpart and allowing kin to be deployed [[Reasonable Marines|safely and tactically]].&lt;br /&gt;
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Many kin weapons are augmented with HunTR modules, which connect to their neural implants to help [[Ork Snipers|bring about the best possible firing solutions.]] Their Brôkhyr have mastered the manufacturing of focusing lenses and other components necessary to produce a sustained stream of energy, leading to focused beam technology that can be used on and off the battlefield, such as their mining and excavation industries. Their exclusive Volkanite weapons are similar to imperial [[Volkite Weaponry|Volkite]] (and may even be closer to the &#039;&#039;original&#039;&#039; technology), with the key difference that they appear to be [[AWESOME|not only more powerful but also more common.]]&lt;br /&gt;
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Ancestor cores are so [[Bear Lore|big-brained]], in fact, that they actually shine in the warp, fulfilling a similar role to the astronomicon (albeit on a far smaller scale). The Leagues&#039; warp drives and gellar field are also superior to those of the Imperium, but since they don&#039;t dive quite so headlong into the Warp their ships are generally slower than their Imperial counterparts. However, the kin&#039;s methods of warp travel are far safer and more predictable, which they feel outweighs the slower travel speed. And their ships are FUCK HUGE, to the point where they [[Dwarf|dwarf]] even the largest of the Imperium&#039;s interstellar vessels.&lt;br /&gt;
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Shielding developments are also prevalent in the physical realm. Unlike conventional [[void shields]], weave-field generators employ techniques to overlap differing energy fields, interlocking over a range of frequencies and exotic energies. Weave field generators are compact, efficient and scalable, and can be used either as personal shields or projected onto entire areas, the latter of which which is useful for mining.&lt;br /&gt;
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Other amazing devices include pan-specular scanners, which allow the Kin to find an enemy’s location not just physical objects, but through the warp. Even the most terrifying of galactic phenomena are reaped through atom-delving and transotheric resubstantiation; [[Tyranids|stellar siphons drain the stars themselves, as the cthonic mining guilds take whatever resources they need.]] They can even [[Necron|move entire planets.]]&lt;br /&gt;
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Unfortunately, despite holding on to far more dark-age technology than most of humanity&#039;s other splinters, what the Leagues did lose was typically their knowledge of [[Golden Throne|how to make and maintain the really good stuff]] - things like the Votann themselves. Due to this, while they&#039;re closer to the technological pinnacle of dark-age humanity than the Imperium, the ongoing decay of the Votann cores combined with [[Adeptus Mechanicus|a culture which prefers tried-and-true traditionalist approaches over risk-taking and innovation means their development and research has slowed to a crawl.]] Until this is fixed (if it ever will be), they are stuck behind the Eldar and the Necrons technologically. But hey, at least they aren&#039;t on the Imperium’s level of decay.&lt;br /&gt;
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===Aspects of League society===&lt;br /&gt;
*&#039;&#039;&#039;Leagues:&#039;&#039;&#039; Conglomerates of family states united for better economic and defensive potential. Competitive, but not to the point of self destruction and to the point where it gets in the way of productivity. Looks down on the Imperium. Hates the eldar because they are entitled bastards who are bad for business. Some are business partners with the Tau and gives them ion guns and other goodies. Loves their Votanns to point of self sacrifice. Their numbers greatly outnumber the populations of the upstart tau and the dwindling eldari, yet their population is still far fewer than the imperium obviously (they are still described as having formidable and vast interstellar empires however). Loves their Galactic core due to its crazy amounts of wealth and minerals, and it being quite inhospitable to the other races (which they were &amp;lt;ref&amp;gt;&amp;lt;nowiki&amp;gt;Insert non-formatted text here&amp;lt;/nowiki&amp;gt;&amp;lt;/ref&amp;gt;made to live in). There is no exact number of known Leagues, the Kin find no use in keep track of it. Can often be in nomadic (living in spacefaring holds). Currently trying to fix up their broken trade routes after the Great Rift appeared. The Leagues are named in honour of Votann itself, who is also known variously as the Primal Ancestor, the Gilded One, or the Stonemind. In some Kin myths, Votann was not one being but many, and is sometimes depicted as a group of gleaming golden figures, or a wheel of graven stone faces. In other myths, the Votann fashioned the first crucibles, then raised the Kin up and sent them sailing into the dark void - before oceans of fire and flesh rose to swallow the. Some myths speak of Votann as eldest and wisest of the First Ancestors, themselves shadowy presences ill-defined and shown in many different forms - both humanoid and otherwise - where they are depicted at all. With typical pragmatism, the kin accept that their myths are too contradictory, allegorical, and suspect to be cited as possessing a definite basis of fact.&lt;br /&gt;
*&#039;&#039;&#039;First Ancestors:&#039;&#039;&#039; The DAOT colonists (engineers, miners, etc) who journeyed to the galactic mineral-rich core in generation ships as part of a large colonization effort from Terra. The first ancestors are cited to be agents of change, and held responsible for the majority of the stable mutations - collectively known as cloneskeins - that run through the kin gene pool. Why did they not return to the heartlands of humanity is unclear. From the fact that so many Kin fleets plunged into the galactic core within a period of only a few centuries, it might be inferred that a deliberate choice was made. It is during this period that the last references to the first ancestors can be found. Not much else is know about them besides the fact they disappeared when the Votann first appeared...&lt;br /&gt;
*&#039;&#039;&#039;[[Votann]]:&#039;&#039;&#039; Super-cogitators, which contain Gestalt repositories of unimaginable inherited wisdom and knowledge, along with [[Spirit stone|Ancestor Cores]] with their self-organizing datastacks and quantum infocores. They communicate with the Kin via a tangle of arcane technology called a &amp;quot;Fane&amp;quot; and through the special class of Kin priest-psykers called the Grimnyr. All members of the Leagues after they pass on are returned and recycled by the ancestor cores in somber ceremonies, both mind, and body. Even the ironkin are not immune to this fate, as while they are long-lived, they will eventually slow down to a crawl and breakdown. The minds and uploaded data are kept in the Votann, while the bodies are recycled to make new kin. They are currently breaking down and developing [[Machine Spirit|&amp;quot;personalities&amp;quot;]], with calculations that normally took hours taking decades, if not centuries to complete. However they can still be modified by the kin (often at the votanns request). Curiously, they also serve another purpose of acting as mini [[Astronomican|Astronomicans]] for the Leagues, due to their vast intellect literally shining in the warp. Has been stated that the &amp;quot;Votann belong to the Kin as Kin belong to the Votann&amp;quot;. Often act more like advisors and repositories (none of them have been leaders). Due to their degradation and age, some of the Votann have even lost the ability to produce more kin (Brokhyrs and Ironkin Guilds can produce more ironkin, but they are of lower quality than what the ancestors could create). The ancestor cores have also been stated to have been on the first generation ships.&lt;br /&gt;
**&#039;&#039;&#039;Fane:&#039;&#039;&#039; The grimnyr interface in Arcane technological structures called Fanes. A space of timeless devices and quiet contemplation, at the heart of which lies a complex tangle of machinery that is part altar, part interface. It is said that these machines were simply nodes through which the wisdom of the Votann flashesd with the speed of thought from one voidcraft to another. They still fulfill this pratical purpose. Culturally though, Fanes have taken on a greater spiritual significance to the Kin, so that now they are viewed as places where one stands in full regard of the Ancestors, and where the presence of the Votann lies heavy and Sombre. Indeed, through aceane technological processes that even the Kin do not understand, there have been instances recorded of fanes miraculously developing artificial intellect in their own right, and joining the ranks of the Votann themselves. These occurrences of miraculous self awareness are cause for great honour and celebration amongst the Kin in whose Hold they occur. By comparison though, more than one Votann has degenerated in recent centuries until they have become little more than Fanes themselves. To witness such a decline is a terrible tragedy for the Kin.&lt;br /&gt;
**&#039;&#039;&#039;Votannic Council:&#039;&#039;&#039; A League’s ultimate ruling body. Stubborn, and are slow to change their minds or come to decisions. Elections in the Leagues generally are extremely heated. Needed for full on wars (local conflicts excluded). The Votann are generally treated as part of the council,, and they and their Grimnyr often serve as advisors. Every Kindred governs itself in a huge spherical chamber known as the Spakerönde. The ruling councils are called Hearthspake. The Hearthspake sees little of the politicking or self interested maneuvering that typifies man species political arenas. The Kin might be hard headed, but they are almost always earnest and honest in their desire to guide their kindred well.&lt;br /&gt;
**&#039;&#039;&#039;Guild Masters:&#039;&#039;&#039; Guild Leaders who have worked their way up through the Leagues meritocracy. Note that there can be multiple guild masters on the council.&lt;br /&gt;
**&#039;&#039;&#039;Brôkhyr Forge-Master:&#039;&#039;&#039; The absolute cream of the crop from the forges of the Leagues, they not only have proved their ability to create technological marvels,but over see their development as well. They also bring the fury of the Forge to the battlefield, delivering council to the warriors on the field as well.&lt;br /&gt;
**&#039;&#039;&#039;Lord Grimnyr:&#039;&#039;&#039; The ultimate representative of the Grimnyr, who embodies wisdom, guidance, and insight. The Lord Grimnyr acts as the voice of the Votann itself, acting as a walking conduit for both their lore and gestalt might. This role is not purely a ceromonial or advisory role, for it is incumbent upon the Lord Grimnyr to walk the battlefield as the eyes, ears, and voice of the Votann, dispensing wisdom to friends and allies, and unleashing the wrath of the Ancestors. It is not known how they are selected for the position.&lt;br /&gt;
**&#039;&#039;&#039;Grimnyr:&#039;&#039;&#039; Kin psykers that wield massive amounts of power. Capable of accessing &amp;quot;empyrically archived&amp;quot; Votann wisdom. They are probably deeply tied to the Votanns and represent them in their wing of the Leagues governments. &amp;lt;s&amp;gt;Probably&amp;lt;/s&amp;gt; Definitely have very long beards.&lt;br /&gt;
**&#039;&#039;&#039;High Kâhl:&#039;&#039;&#039; The ultimate military commanders of the kinhost militaries. To be named High Kâhl is both a tremendous honour and a awesome responsibility. To be elected a High Kâhl, the incumbent must go beyond just a tremendously capable warriors ,and a indomitable battlefield leader. They must master the cruel calculus of war itself.&lt;br /&gt;
**&#039;&#039;&#039;Kinhost commanders/senior Officers:&#039;&#039;&#039; The military leaders of the Kinhost militaries that rank below the High Kâhl.&lt;br /&gt;
*&#039;&#039;&#039;Kindreds:&#039;&#039;&#039; A combination between nation state and extended family, essentially the societies that make up the Leagues. Generally lives in holds (although it&#039;s population is encouraged to go travel throughout the galaxy and make their ancestors proud). They are very communal in nature, and their populations range from a couple dozen to the millions. Each one is governed by a Votannic council. They have their own aspects which are called the Four Pillars:&lt;br /&gt;
*# Hearth: “the heart of the hold,” literally the heat and light their forges, recycle air, and let the kin thrive &lt;br /&gt;
*# Forge: Here everything the Kindred needs is built, from weapons to life-support systems&lt;br /&gt;
*# Thane: Where the Grimnyr interface with the Ancestor Cores&lt;br /&gt;
*# Crucible: Where new flesh and blood Kin are made&lt;br /&gt;
*#&#039;&#039;&#039;Hearthspake:&#039;&#039;&#039; In a given hold, the Hearthspake is the governing body, no matter how big or small. They are a council comprised of Guild representatives of particular commercial groups, the hold&#039;s attendant Grimnyr, as well as the leaders of the hold&#039;s Kinhost, such as the Kahl.&lt;br /&gt;
*&#039;&#039;&#039;Kinhosts:&#039;&#039;&#039; The militaries/militias of the Leagues, made after the kindreds united and combined their militaries. Soldiers are typically drawn from the civilian populous, but are not restricted to kinhosts only, as depending on their decision (after they completed their oath of service to their Kâhl), the soldier may return to civilian life after they have done their service. Objectives range from protecting colonization efforts, protecting resources extraction operations and other guild/kindred interests, and overall defense to annihilating entire worlds because they know too much. Has a slightly overall civilian look to them (but are still more deadly than Imperial forces). The forces within the kinhosts militaries (called oathbands), are extremely flexible on what they consist of. Some of these oathbands can even consist entirely of mercenaries.&lt;br /&gt;
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*&#039;&#039;&#039;Guilds:&#039;&#039;&#039; The overall backbone of the Leagues. Independent commercial groups. Builds holds and everything else. Regulates and manages almost everything, and oversees fair competition( but are not necessarily overbearing). Does not like cutting corners. Very competitive and ruthless in general. Is unofficially apart of the government. Typically doesn&#039;t leave their own holds. Does not like Freelancers and outcasts (and the occasional rival guild). Every aspect of life and production is affected by the guilds. Clonskin guilds exist and work to improve upon and stabilize cloneskins. Ironkin Guilds exist as well.&lt;br /&gt;
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*&#039;&#039;&#039;Freelancers:&#039;&#039;&#039; Independent contractors, mercenaries, traders, explorers, plumbers, etc. Does the same thing as the guilds except with less political influence and resources. Not too fond of guilds&lt;br /&gt;
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*&#039;&#039;&#039;Holds:&#039;&#039;&#039; The homes of the Leagues and its organizations and populous. Typically enclosed and fortified, holds vary in type and size. Can range from underground tunnels and narrows, to fortified bunkers and live in factories, to hive cities and ecumenopolises. Also comes in the form of space stations, asteroid colonies, and ships. Industrial and high tech in nature, yet very cozy with a lot of empasis on community, closeness, and interaction. Essentially hive cities except not shit and on steroids. Contains &amp;quot;Hearths&amp;quot;, which act as the hearts of the holds, providing heat, light, and recycled air, and overall let the kin thrive. Hearths also act as reactors for the Kins holds, powering up all their electrical needs.&lt;br /&gt;
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*&#039;&#039;&#039;Kin in general/clonekin:&#039;&#039;&#039; The general population of the Leagues. Mainly consists of ironkin and clonekin (although, there could be more). Tough as nails, and artificial in nature. Comes from &amp;quot;crucibles&amp;quot; (which they prefer due to regular reproduction diluting the genetic quality of offspring. Generally enhanced by both biological and cybernetic means. Very intelligent and industrious. Loves their ancestors to death. Loves their Kin and kindreds. Loves making their master crafts. Loves living in their fortified holds (but will go out into the galaxy to serve the ancestors, their guilds, and their communities). They get to pick their own names (excluding their family names, which they get from the names the crucibles has attached to it, and its considered rude to change), and gain more throughout their life from fellow kin like &amp;quot;Orkslayer&amp;quot;. Loves their individuality and mutations (although some cloneskin templates and mutations can actually lower the lifespan of a clonkin, along with clonekins who had their production accelerated). Far from uncommon for them to get plenty of physical alterations. They were also made to resist and endure the warp and its corruptions, dampening their souls (note: they are masking their souls brightness, not actually dimming down their souls) for better protection. They also have high amouns of white blood cells, which allows them to greatly resist disease, and heal swiftly. Some can see in infrared.&lt;br /&gt;
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*&#039;&#039;&#039;Ironkin:&#039;&#039;&#039; The League have [[Men of Iron]] now, or at least true AIs. Appears to be comparable to a Servitor, although distinctly described as being treated as equal to the fleshy Kin. The Ironkin can mimic their living counterparts’ every behavior and demeanor, but display no sense of ambition and are hard-wired with a desire to be helpful. Their bodies are all built for a unique purpose and cannot be easily replaced should they be damaged. One such purpose are the Wayfinders, which are the supercomputer, squatty equivalent of Imperial [[navigator|navigators]], allowing the Kin to traverse the Warp without the need of psykers, and thus reduce the threat of daemonic incursions. All ironkin have a CU, or Cerebral Unit, and a mechanical body, both of which are unique to each individual ironkin. The CU&#039;s themselves are nigh indestructible (with microfield generators woven into the structure of the unit), and can send out distress beacons. Since Kin are kin, these are high priority for recovery.&lt;br /&gt;
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*&#039;&#039;&#039;COGs:&#039;&#039;&#039; Are essentially the lower forms of ai, automatons, and algorithms the Leagues possess. Akin to tau drones (yet still more advanced). Does much of the menial jobs and such in the Leagues, along with being utilized in combat as well, and overall helps automate the Leagues of Votann. Probably still treated better than servitors (especially considering they look like ironkin).&lt;br /&gt;
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*&#039;&#039;&#039;Outcasts:&#039;&#039;&#039; Hippies, troublemakers, and those Kin who do shit like performing illegal experiments, probably.&lt;br /&gt;
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===Known Leagues===&lt;br /&gt;
*&#039;&#039;&#039;Greater Thurian League:&#039;&#039;&#039; One of the original founding Leagues and the poster boy League. Has a teal color scheme. Largest of the Leagues, spreading over a wide expanse of the galactic core and very influential on the other Leagues. Includes over 200 allied kindred holds, and it contains the biggest guild. Very wealthy and expansionist, they have a lot of military might and resources at their disposal and they want to expand their reach. Their members think they epitomize what it means to be Kin. Are uncompromising with their mercenary attitude. Apparently, their grim, methodical pragmatism is an inspiration to other Leagues. The Kin’s special character Ûthar the Destined hails from this League.&lt;br /&gt;
*&#039;&#039;&#039;Urani-Surtr Regulates:&#039;&#039;&#039; A determined League constantly being invaded by groups of Orks, Tyranids, and Necrons, despite this the League is determined to fight to the last person standing. Their colors are greens and brown. Their kin live on the minimum and are currently at war with the Necron Dynasty of Samnokh. Are stoic, pragmatic, and abhor waste like most other Leagues, though they are noted for being less concerned with the cost of lives and material for battle to prevent giving up ground. Likes to keep their population counts high for their oathbands. No kin admitted to the Urani-Surtr Regulates has ever left.&lt;br /&gt;
*&#039;&#039;&#039;Trans-Hyperian Alliance:&#039;&#039;&#039; The most puritanical in their worship of the Ancestors. Sacrifice has more importance to them than the other leagues. Their colors are mostly orange and white. They enjoy collecting data and new info for their Votanns. They are a nomadic league, spread out not only across the galactic core but beyond, into far space with their 3 Votanns being stored in heavily armed ships. Their prospectors are known for venturing the width and breath of the galaxy in search of resources, and the League’s Hernkyn Pioneer riders are extremely skilled and considered genuinely exceptional by the other Leagues. This lifestyle is driven by the requirement to enrich their Votanns, which for the Trans-Hyperian Alliance is a reward in and of itself.&lt;br /&gt;
*&#039;&#039;&#039;Kronus Hegemony:&#039;&#039;&#039; Also known as Kôrynn’s Kindred they are the most militaristic and aggressive league (to the point of being aggressive even to other leagues). Their color scheme is yellow and black. They are a relatively new league formed less than millennium ago. [[Awesome|Ork WAAAGH!s, Tyranid swarms, and many other threats have been broken by the mighty kinhost of the Kronus hegemony]]. They are known for having a harsh reputation, due to their strictness and quotas. The formation of their league was due to their League’s Fane (computer systems) achieving self-awareness and transforming into a full blown Votann which has subsequently been demanding the Hegemony should always be gathering resources; Kindreds that join have to pay a hefty price to join and then have to pay hefty tributes through conquest. They also already pissed off the other Leagues in territorial disputes. Despite their reputation, they are still seen as a boon for the other Leagues due to their defensive capabilities.&lt;br /&gt;
*&#039;&#039;&#039;Ymyr Conglomerate:&#039;&#039;&#039; A massive and ancient power bloc. Has a red color scheme. Few value quality craftsmanship more than the Ymyr conglomerate. They have long ventured beyond the core trading and operating all over the galaxy. They are the richest League, having the best living standards to boot. Even for the other Leagues, they appear decedent. They also have a higher amount of high-quality weaponry and equipment for their kinhosts. &lt;br /&gt;
*&#039;&#039;&#039;Seran-Tok Mercantile League:&#039;&#039;&#039; Has risen to prominence and profited greatly from trade with the T’au Empire. &amp;lt;s&amp;gt;Probably&amp;lt;/s&amp;gt; confirmed to be the Demiurg.&lt;br /&gt;
*&#039;&#039;&#039;Grand Orion Compact:&#039;&#039;&#039; Their Votann was destroyed by Orks from WAAAGH! Morbok resulting in a grudge against the green skins and starting a 500 year long war of extermination against the members of that WAAAGH!&lt;br /&gt;
*&#039;&#039;&#039;Emberg Agnir Bloc:&#039;&#039;&#039; Destroyed by Tyranids. Their Votann absorbed their biomass to deny the Tyranids their prize as revenge, which drove the Votann mad, turning it into &amp;quot;The Mad Core&amp;quot;, which causes fluctuations in the Warp impeding travel near their former hold, which brings up a lot of fluff questions of its own. How exactly does a mechanical supercomputer &#039;&#039;assimilate&#039;&#039; an entire hold/league? Was it something like [[Forge World|Lucius]], where the Mechanicus holed themselves up underneath the surface, [[Tomb World|using teleportation to send their forces up and retrieving the shatted out mechanical bits back later]]? Or is this some weird techno-vore thing [[Grimdark|where all the dorfs jumped into an acid vat so their biomass could be used by their god?]] Either way, their Votann may have been one of the few Cores left able to react quickly, not that it&#039;ll be of much use now. Probably a callback to the original demise of the Squats.&lt;br /&gt;
*&#039;&#039;&#039;Ghulo Industrial Complex:&#039;&#039;&#039;This League is forever adding new systems and planets to their impressive holdings, and are skilled in transforming even the most barren of worlds into productive and valuable assets. Pours almost all of their time and energy into maintaining trade routes, and keeping their convoys of heavy haulers and escort ships moving along them. This League contains several extremely large and powerful Cthonian guilds, whose influence in the Hearthspakes is such that they&#039;re virtually the defacto rulers of the Ghulo Industrial Complex as a whole.&lt;br /&gt;
*&#039;&#039;&#039;Typhon-Styx Protectorate:&#039;&#039;&#039; A League that is renowned for their indomitable fortifications. Their oathbands lean towards steady and relentless strategies, advancing from one position to the next, and allowing  waves of enemy counter attacks to smash themselves apart against swiftly-raised ramparts and tanks, dug in as temporary bunkers. Their holds are exceptionally fortified.&lt;br /&gt;
*&#039;&#039;&#039;Grendl Dominance:&#039;&#039;&#039; An overly warlike League.&lt;br /&gt;
*&#039;&#039;&#039;Jotun-Erydani Combine:&#039;&#039;&#039; A League that is renowned for their Craftmanship and forging. Is a strongly meritocratic and Brôkhyr centric society.&lt;br /&gt;
*&#039;&#039;&#039;Kapellan League:&#039;&#039;&#039; Had their ancestors degenerate into Fanes. Spent years mourning.&lt;br /&gt;
*&#039;&#039;&#039;Balor-Attal Conglomerate:&#039;&#039;&#039; Had their ancestors degenerate into Fanes. Spent years mourning. Is in the process of disintegrating.&lt;br /&gt;
*&#039;&#039;&#039;Tehys Expanse:&#039;&#039;&#039; A extremely wide spread League. It&#039;s Kindreds [[BattleTech|maintain contact by means of a singularity potent interstellar communications network, whose proprietary technologies they will only lease to other Leagues for a substantial fee.]]&lt;br /&gt;
*&#039;&#039;&#039;Sigma-Drakoni Union:&#039;&#039;&#039; [[Saim-Hann|A martially inclined League that prizes honorable combat greatly. It&#039;s Kinhosts are held to a strict code of conduct at all times, and take an unusual degree of pride in their heraldy and decorative insignia.]]&lt;br /&gt;
*&#039;&#039;&#039;Pan-Telluric Commonwealth:&#039;&#039;&#039; A exceptionally egalitarian society.&lt;br /&gt;
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===Known Kindreds===&lt;br /&gt;
*&#039;&#039;&#039;[[Deep Rock Galactic|DeepRock Kindred]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Vortun:&#039;&#039;&#039; Belongs to the Greater Thurian League. This is the Kindred Ûthar the Destined Belongs to.&lt;br /&gt;
*&#039;&#039;&#039;Khâld&#039;s Star Breaker Kindred:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Kindred Crimson:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Skâlfi&#039;s Kindred:&#039;&#039;&#039; Named after their ancestor core.&lt;br /&gt;
*&#039;&#039;&#039;The Kindred of Nârunn:&#039;&#039;&#039; Named after their ancestor core.&lt;br /&gt;
*&#039;&#039;&#039;Vykât&#039;s Kin:&#039;&#039;&#039; Named after their ancestor core.&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Echodark:&#039;&#039;&#039; Named after a defining feature of their hold world.&lt;br /&gt;
*&#039;&#039;&#039;The Thousand Stars Kindred:&#039;&#039;&#039; Named after a defining feature of their hold world.&lt;br /&gt;
*&#039;&#039;&#039;Iron Canyon Kindred:&#039;&#039;&#039; Named after a defining feature of their hold world.&lt;br /&gt;
*&#039;&#039;&#039;Star-Delver Kindred:&#039;&#039;&#039; Named after its essential nature.&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Ork Slayers:&#039;&#039;&#039; Named after its essential nature.&lt;br /&gt;
*&#039;&#039;&#039;Yôht&#039;s Black Pillars Kindred:&#039;&#039;&#039; A Kindred with a combination of name types&lt;br /&gt;
*&#039;&#039;&#039;The Kindred Stoic of Nightgulf:&#039;&#039;&#039; A Kindred with a combination of name types&lt;br /&gt;
*&#039;&#039;&#039;Kindred Six:&#039;&#039;&#039; A Kindred with a very basic name. Belongs to the Kronus hegemony, and is brutally direct. Prides themselves on their mastery of urban warfare. Are sometimes rivals with Sylâkh&#039;s Kindred.&lt;br /&gt;
*&#039;&#039;&#039;Kindred Eleven-D:&#039;&#039;&#039; A Kindred with a very basic name.&lt;br /&gt;
*&#039;&#039;&#039;Hold of Oriâkh&#039;s Irongate Kindred:&#039;&#039;&#039; Had their core destroyed by WAAAGH! Morbok. Belongs to the Grand Orion Compact.&lt;br /&gt;
*&#039;&#039;&#039;The Void striker Kindred:&#039;&#039;&#039; Swallowed up by Maelstrom Örgvayr.&lt;br /&gt;
*&#039;&#039;&#039;Lâkhryr&#039;s Kindred:&#039;&#039;&#039; Swallowed up by Maelstrom Örgvayr.&lt;br /&gt;
*&#039;&#039;&#039;Nôthka&#039;s Kindred:&#039;&#039;&#039; Belongs to the Trans-Hyperian Alliance. They maintain a Hold amidst the calamitous ruin-belt of the Broken Triplets, a trio of threatening worlds that were smashed during an ancient catastrophe.&lt;br /&gt;
*&#039;&#039;&#039;Orksbane Kindred:&#039;&#039;&#039; Belongs to the Ymyr Conglomerate. Owns the world of Tamâkh, which the Hold of Brôkhfyre is built upon. They control and capture the exotic and deadly spectra emanating from the world&#039;s nearby star, using mile high stellar vanes. These energies pour into their forge, which is amongst the greatest in the Leagues, as it is renowned for the weapons of war it can produce.&lt;br /&gt;
*&#039;&#039;&#039;Kârkyr Stellar Nursery:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Yênna&#039;s Kindered:&#039;&#039;&#039; Another Kindred named after it&#039;s core. Is in possession of Balewind Harvester stations.&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Aârnok:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Kôrynn’s Kindred:&#039;&#039;&#039; Was originally apart of the now faltering Kapellan League. Broke away with several other Kapellan Kindreds to form the Kronus Hegemony when their Fane achieved self-awareness and became a newly ascended Votann. They gave become central to the Kronus hegemony, and receives portions of the Leagues spoils for their Votann&#039;s defense.&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Liminus Crag:&#039;&#039;&#039; Belongs to the Trans-Hyperian Alliance. Are famed as shipwrights of the swiftest void craft and atmospheric gunships.&lt;br /&gt;
*&#039;&#039;&#039;Ukûlak&#039;s Kindred:&#039;&#039;&#039; Belongs to the Trans-Hyperian Alliance. Has every last one of their Kin serve at least a decade as Hernkyn in their early years to Honour their ancestors.&lt;br /&gt;
*&#039;&#039;&#039;Sylâkh&#039;s Kindred:&#039;&#039;&#039; A Kindred name after their Core. Favors massed artillery and siege warfare. Are sometimes rival with Kindred six.&lt;br /&gt;
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===Known Holds===&lt;br /&gt;
*&#039;&#039;&#039;Obsyd Gate:&#039;&#039;&#039; A prominent hold of the Kindred of Vôrtun, which belongs to the Greater Thurian League. This the hold Ûthar the Destined Belongs to.&lt;br /&gt;
*&#039;&#039;&#039;Grand Hall:&#039;&#039;&#039; A prominent hold of the greater Thurian League.&lt;br /&gt;
*&#039;&#039;&#039;Hold Silver Six:&#039;&#039;&#039; A prominent hold of the greater Thurian League.&lt;br /&gt;
*&#039;&#039;&#039;Demmâk&#039;s Haven:&#039;&#039;&#039; A prominent hold of the greater Thurian League.&lt;br /&gt;
*&#039;&#039;&#039;Crimson Gulf:&#039;&#039;&#039; A prominent hold of the greater Thurian League. Renowned for its sheer size and impenetrable defenses.&lt;br /&gt;
*&#039;&#039;&#039;Ûrvymm&#039;s Bulwark:&#039;&#039;&#039; A prominent hold of the greater Thurian League. Renowned for its sheer size and impenetrable defenses.&lt;br /&gt;
*&#039;&#039;&#039;Cynder Span:&#039;&#039;&#039; A prominent hold of the Ymyr Conglomerate &lt;br /&gt;
*&#039;&#039;&#039;Delvegard:&#039;&#039;&#039; A prominent hold of the Ghulo Industrial Complex&lt;br /&gt;
*&#039;&#039;&#039;Sunder Stair:&#039;&#039;&#039; A hold belonging to the Nôthka&#039;s Kindred. Sits at the heart of the Broken Triplets.&lt;br /&gt;
*&#039;&#039;&#039;Hold of Brôkhfyre:&#039;&#039;&#039; Lies upon the world of Tamâkh, and is owned by the Orksbane Kindred.&lt;br /&gt;
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===Known Mining Worlds/Zones===&lt;br /&gt;
*&#039;&#039;&#039;Törg:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Darkstar Mines:&#039;&#039;&#039;&lt;br /&gt;
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===Known Enclaves===&lt;br /&gt;
*&#039;&#039;&#039;The human enclave of New Catachan:&#039;&#039;&#039;&lt;br /&gt;
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===Known Guilds===&lt;br /&gt;
*&#039;&#039;&#039;Cthonian Mining Guilds:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Yngvâry Combined Logistics:&#039;&#039;&#039; Huge and wealthy.&lt;br /&gt;
*&#039;&#039;&#039;Star-Rider Mercantile Confederation:&#039;&#039;&#039; Huge and wealthy.&lt;br /&gt;
*&#039;&#039;&#039;Cthonian Guild of Kâdokh:&#039;&#039;&#039; Huge and wealthy.&lt;br /&gt;
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===Regions/Warp storms===&lt;br /&gt;
The galactic core to most species is a uninhabitable. Only the hardiest of species and civilizations could ever dream to live here. But should they survive, the great riches of the core will open to them.&lt;br /&gt;
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In constrast to the Imperium, the Kin do not recognize the name &amp;quot;The Great Rift&amp;quot;, believing it would lend further superstitious menace to a already menacing threat. The appearance of these warp storms has caused much havoc in the galactic, from swallowing up entire kindreds, to aggravating local core xenos. Some refugees from these swallowed up kindreds were able to make it out thanks to pan-spectral arrays, which gave some small warning to said kindred refugees. Those who escaped told of holds falling into complete madness, and right on their heels were hordes of ravenous Chaos war fleets. These storms have made the already extraordinarily dangerous core even more deadly.&lt;br /&gt;
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&#039;&#039;&#039;Warp Storms:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Örgvayr:&#039;&#039;&#039; roughly translating to &amp;quot;Ogre&amp;quot; in Low Gothic, this warp storm appeared on the north eastern fringe of the Greater Thurian League, swallowing up the Void Striker Kindred and Lâkhryr&#039;s Kindred.&lt;br /&gt;
*&#039;&#039;&#039;Cölosyk:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gëirokh:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Töroll:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Öggh:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cyklöp:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Regions:&#039;&#039;&#039;&lt;br /&gt;
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===Xenos in/near League territory===&lt;br /&gt;
*&#039;&#039;&#039;Orks:&#039;&#039;&#039; The Orks have long-been an enemy of the Kin, their own species-wide durability and sheer refusal to go away making them perhaps the only other species able to comfortably withstand the crushing weight of the galactic core. Being the main neighbors of the Kin, coupled with Orks being Orks and wanting a good punch up, has resulted in their species perhaps being the only thing the Kin consider to be an arch-enemy. With the Five Hundred Years war with WAAAGH! Morbok resulting in the destruction of a Votann, the stellar fleets of Bogg da Freeboota King invading in the lieu of some warpstorms, and the neighboring Ork Empire of Morzag, all these things have solidified the Orks as constant pebble in the Kin&#039;s boot.&lt;br /&gt;
*&#039;&#039;&#039;Tyranids:&#039;&#039;&#039; &amp;quot;The Bane&amp;quot;, as the Kin know the Tyranids as, has become somewhat of an intense threat/material opportunity for the Leagues in recent millennium. Hive Fleet Leviathan wiped out the entirety of the Emberg-Aegnir Bloc, resulting in the Mad Votann, and so earning the ire of the species. But at the same time, the Leagues hunt down hive fleet tendrils to harvest them for organic materials (likely their bio-metals and acids). Ultimately, they&#039;re treated more as a hazard than a direct enemy to fight with. &lt;br /&gt;
*&#039;&#039;&#039;Minor Species:&#039;&#039;&#039; The typical one-off species that exist to pad out the Galactic Core to make it less empty. Nothing is known about them other than their names and that they are taking the Great Rift as an opportunity to get antsy. They include the Septeryx, the Chrobdyr Ferrophagites (rust monsters lol) and the ominous Cult of Ohn.&lt;br /&gt;
*&#039;&#039;&#039;Other Big Players:&#039;&#039;&#039; With the Great Rift opening and swallowing a shit ton of Holds, many Kindreds and some Leagues have opted to scarper out of the Galactic Core and find new steading elsewhere. This vacuum has allowed an opening for the Imperium, the T&#039;au Empire, and the Craftworld Eldar to move in on the territory, kicking up dust as they do and transgressing on the Kin&#039;s holdings.&lt;br /&gt;
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===Noteworthy Kin===&lt;br /&gt;
*&#039;&#039;&#039;Ûthar the Destined:&#039;&#039;&#039; A great Kahl from the Greater Thurian League that has a mysterious objective and destiny, prophesied to complete a great task. He’s a ruthless warrior armed with masterfully wrought weapons, including the legendary Blade of the Ancestors (which he got literally the day he was born on), and has a gift for assessing enemy foes.&lt;br /&gt;
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===Relationship/interactions with other factions===&lt;br /&gt;
&#039;&#039;&#039;Galactic relations in general:&#039;&#039;&#039; The Kin will leave most of the denizens in the galaxy alone, so long as they aren&#039;t getting in-between what the Kin want. The Leagues of Votann trade outside the core through a range of names, though these are rarely of their choosing  this has caused confusion and misunderstanding over who these mercenary adventurers really are. To those who are in their way however (unwillingly or not), the Kin are a tough nut to crack. Even far from the more secure area that is the galactic core, the Kin are a armoured, fortified, bunkered down, advanced, and tactical juggernaut. More often than not, the Kin succeed in their conflicts, and even the more major players of the galaxy find them difficult. On occasion, a resistant population may be deemed too strong for any conflict to be worthwhile, but most of the time any resistance will be swept aside or ignored. The Kin have no compunctions about tearing open the crust of a world whilst the population still dwells upon it, however sometimes a evacuation can be negotiated. To those on the kins good side, they are invaluable business parts. To those on their bad side, they are a force of ruthlessness and greed.&lt;br /&gt;
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&#039;&#039;&#039;Ironhead Squat Prospectors:&#039;&#039;&#039; See each other as distant cousins who can share a pint in the pub and complain about the Aeldari.&lt;br /&gt;
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&#039;&#039;&#039;Tyranids:&#039;&#039;&#039; In the Imperium of Man, the Tyranids hunt &#039;&#039;you&#039;&#039;, in the Leagues of Votann, the League hunt &#039;&#039;Tyranids&#039;&#039;. Known to the Leagues as “The Bane” the Kin are wary of the Nids and have gain a grudging respect for their effectiveness and adaptability. Whilst the Nids still view the Kin as biomass, they themselves also stay clear away from them as the Leagues are known to scout out and hunt down &#039;&#039;entire Tyranid hive fleets&#039;&#039; to harvest their resource bounties. Moreover, the high technological levels and large presence of automatons makes fighting the League a sunk-cost fallacy for the Tyranids such as in one example with the Northstar cluster, where the bioforms exhibited an odd nesting behavior not seen elsewhere. They have proven difficult to eradicate, and have brought devastation to the Urani-Surtr Regulates. The Kin see the danger of the Tyranids, following the destruction of the Emberg Agnir Bloc. It was made up of a few dozen kindred and found themselves in the path of hive fleet Leviathan. The League was wiped out. The Votann was left untouched. It absorbed the bodies of its fallen Kin to deny the Tyranids the biomass, and was driven mad, becoming the mad core, and causing fluctuations in the warp that disrupt travel. Nevertheless, such endeavours still prove too risky for the Tyranids and, given the League&#039;s habit of hunting their fleets down like giant whalers; the Hive Mind has put the League on the same level as the Necrons in terms of GTFO.&lt;br /&gt;
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&#039;&#039;&#039;Tau:&#039;&#039;&#039; They view the Leagues as grand benefactors and business partners of the Greater Good and the Tau Empire - although they could certainly improve their view points and dedication to the cause. They are also really happy with their new technology they received from the Demiurg and the Leagues, with their ion technology being extremely popular among the Tau&#039;s forces. The Leagues see the Tau as a very naïve and young people, though they appreciate the value of the greater good as it shares similarities with their own philosophy, putting Kin first. The Tau are more than happy to pay the Leagues, though the Kin rarely share their more advanced developments. As an example, the Kin&#039;s ion tech is superior and far more compact than the Tau&#039;s. Thanks to the extreme naivety of the tau, the Tau actually think the few ships they see from the Leagues are all that is left of the Kin, following a invasion from the Tyranids. These rumors have been rebuffed by the kin, much to the confusion of the Tau. The Kin see no value in enlightening them in this regard so long as the can continue to profit from trade with the naïve civilization. With the advances of the empire in the Chalnath expanse, there have been some minor clashes with the various factions of the Kin, which may have somewhat soured some local relations. Kind of. Nothing that money can&#039;t fix, though.&lt;br /&gt;
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&#039;&#039;&#039;The Imperium of Man:&#039;&#039;&#039; View the Leagues as useful and good enough for trade, yet they&#039;re also sketchy abhumans who stray too far from the holy human form and are probably heretics, though they don&#039;t seem as quick or eager to put these ones down nor whip out any Exterminatus moves on them. On the world of Necromunda at least, they are looked down upon as Squats despite all they&#039;ve done for the world. Likewise, the Leagues view the Imperium as a bunch of disappointing dumbfuck competitors - although they&#039;re still good enough for trade. Will surprisingly be honest about their usage of AI if pressed on it (which of course pisses the Imperium off). On some Imperial worlds like Necromunda, the Kin have been there since their Imperial records started. Rogue traders are more than happy to deal with the Leagues, though their extravagant life styles are considered wasteful by the kin, and deals are made with governors of Imperial worlds and systems, for a suitable fee. The more zealous of the Imperium deem the Kin as sanctioned xenos, if not abhumans. And at one point, the Demiurg had a automated mining facility  that was infiltrated by the alpha legion. Overall, the Kin treat them as any other species.&lt;br /&gt;
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&#039;&#039;&#039;Aeldari:&#039;&#039;&#039; [[Elf|Guess]]. They like to keep their meetings brief and few as the knife-ears aura of arrogance and entitlement pisses the Kin off.&lt;br /&gt;
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&#039;&#039;&#039;Dark Aeldari:&#039;&#039;&#039; [[Dwarf Fortress|Guess again]]. Unlike the Tau who were dumb enough to trust the S&amp;amp;M gimp suit wearing weirdos at one point, the Kin are smart enough to not have wanted anything to do with the perverted pasty sweat goblins.&lt;br /&gt;
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&#039;&#039;&#039;Harlequin:&#039;&#039;&#039; Weird creepy clowns that are to be avoided.&lt;br /&gt;
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&#039;&#039;&#039;Aeldari Exodites:&#039;&#039;&#039; [[Avatar|Guess thrice]]. Although, the Kin actually do respect them for their more practical nature. Still more than happy to invade for resources though.&lt;br /&gt;
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&#039;&#039;&#039;Necrons:&#039;&#039;&#039; The Necrons consider the Kin to be another upstart race, though with a level of trepidation. Not only are they considered remarkably dangerous foes to fight, the Kin also delve deep into their worlds, breaking into tomb complexes, and plundering the rich harvest within. To the Kin, the metallic aliens are easy pickings while they sleep, and vicious foes when roused. Typically shoot on sight levels of diplomacy. They already war with the Urani-Surtr Regulates for control over one of its main worlds. The involved Necrons is the Samnokh dynasty.&lt;br /&gt;
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&#039;&#039;&#039;Orks:&#039;&#039;&#039; The Orks are the Leagues most hated Foe, as not only are they pervasive, they are also endlessly wasteful, fighting and destroying what the Kin have built, and The Leagues have been as successful as every other civilization in eradicating the Orks. The Orks are not stopped by the dangers of the core regions, and Ork pirate raids are a particular concern, with Orks like Bogg Da Freeboota king and his numerous fleets pestering the Leagues. The Orks tendency to use whatever scrap they can get has led to the creation of the saying &amp;quot;a prize for a Ork&amp;quot; , used to describe things or ideas that are worthless to the Kin. The 500 years war was fought against WAAAGH Morbok after they overran the Grand Orion Compact&#039;s Hold of oriax iron gate kindred. The Votann in the hold was torn to pieces, the most widespread grudge in the history of the Kin was called, and the Compact spent the next five centuries hunting down every single Ork from WAAAGH Morbok.&lt;br /&gt;
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&#039;&#039;&#039;Chaos:&#039;&#039;&#039; They find the Leagues to be a major pain in the ass as they actually have at least some idea on how to deal with chaos unlike their Imperial counterparts. They dimmed their souls, use soulless A.I. to pilot through the warp, have top notch security, and live high quality and comfortable lives in their holds. They see little to even no chaos corruption in the Leagues and will probably see more losses than wins with them. The Kin of course are absolutely disgusted by them, and have little time for their gruesome and foolish activities &lt;br /&gt;
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&#039;&#039;&#039;The Adeptus Mechanicus:&#039;&#039;&#039; A series of mental breakdowns and cybernetic overloads occurs when Mechanicus members encounter the Leagues. Whether it&#039;s due to them seeing Heresy in the Leagues, or due to the many shinies the Leagues have, it doesn&#039;t matter. They will see the Leagues as major competition regardless of the reason, and move to claim the shinies for themselves. To the Leagues, the Adeptus Mechanicus are rats scurrying around a scrap heap. Superstitious tech cultists living on the successes of their ancient betters who&#039;s ignorance makes them dangerous. The Kin avoid them whenever possible, and are swift to eradicate them when needed.&lt;br /&gt;
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===Speculation/Theories===&lt;br /&gt;
The LoV being as new as they are, there&#039;s a lot going on about them that we don&#039;t know about. Particularly, how can certain aspects of the setting be connected to them to better help them conform to the whacky-tobaccy universe that is 40k. Until we get lore confirmations, various speculations and conspiracies will be listed here. &lt;br /&gt;
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====Votann out in the Wild====&lt;br /&gt;
As the biggest part of the Leagues and their lore, the Votann naturally draw a lot of attention to themselves, especially since some parts of the lore can now be comfortably assumed to be a Votann. &lt;br /&gt;
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*&#039;&#039;&#039;The Van Saar STC:&#039;&#039;&#039; A bit of speculation around the Votann is if anything else in the setting will be retconned into/explained as being one. The most obvious candidate is the [[House Van Saar]] STC, described as being &amp;quot;large building&amp;quot; sized and &amp;quot;damaged&amp;quot; in that it&#039;s spewing out radiation, similar to the disrepair some Votann are said to be in albeit more extreme, and if it was a Votann it would explain why Squats are on Necromunda.&lt;br /&gt;
*&#039;&#039;&#039;The Votann are fueled by alcohol:&#039;&#039;&#039; Naturally, being dorfs, the dorfs need to fill the dorf computers with dorf juice in order for them to give dorf advice. How else are they supposed to run? Fission batteries and solar energy? That&#039;s [[elf|leaf-lover]] hippy dippy shit.&lt;br /&gt;
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===Influences/Mythology/Aesthetic/Complaints===&lt;br /&gt;
*&#039;&#039;&#039;The greater rage:&#039;&#039;&#039; The 2001 release of the [[Tau]] was spurred with anger, confusion, and revulsion. Even to this day in the year 2022, you&#039;ll still see swathes of the community that seethe at the mere mention of the Tau, deeming them as &amp;quot;weaboo space communists who aren&#039;t grimdark enough&amp;quot;, or simply &amp;quot;another vile xeno who is irrelevant&amp;quot;. And like its predecessor, the LoV is reaching similar levels of division and anger. But much like the decade that it was revealed in, the Leagues bring in a new scale of chaotic and unprecedented changes. This section is to help boil this down, and address  complaints and confusion.&lt;br /&gt;
*&#039;&#039;&#039;Twentieth century futurism:&#039;&#039;&#039; There have been quite a few who have claimed that the LoV is &amp;quot;generic sci-fi&amp;quot; and &amp;quot;inconsistent in its design&amp;quot;. To be quite frank, this is a bunch of nonsense hullabaloo. Anyone who has enjoyed enough fictional settings like that of [[Fallout|Fallout]] is going to tell you that the Leagues is full of [[Isaac Asimov|mid-centrury futurism]] and [[Arthur C. Clarke|classical sci-fi]], with the atv looking like a 1960s moon buggy, and the Hernkyn chopper looking like a mid century 60s bike ([https://youtu.be/ySxEFuUrdio|for gods sake, look at it&#039;s trailer]). While you will find some of dieselpunk in the LoV and its not entirely just mid century aesthetics, [[atompunk|atompunk]] has asserted its dominance here, Giving them a more civilian look. This also includes the look of the Ironkin (and to a certain extent [[UR-025]] and the [[Kastelan Class Battle-Automata]] which look like mid century robots. Fact is, the LoV is a love letter to classic sci fi. But that&#039;s not all.&lt;br /&gt;
*&#039;&#039;&#039;Western/wacky sci-fi:&#039;&#039;&#039; If you haven&#039;t noticed from the bolter revolvers, the abundance of words like &amp;quot;Pioneer&amp;quot;, &amp;quot;frontier&amp;quot;, &amp;quot;rugged&amp;quot;, and &amp;quot;hardy&amp;quot;, along  with the fact that the first revealed  ironkin looks a lot like a western blacksmith, the amount of &amp;quot;simple&amp;quot; practical tools the Kin often carry, the Leagues have a lot of western influences. They also seem to still retain an air of comedic relief from their previous Squat forms. Expect future [[Firefly|Firefly]] references, and a Votann answering with [[Approved Literature|&amp;quot;42&amp;quot;]].&lt;br /&gt;
*&#039;&#039;&#039;Mass produced goodness:&#039;&#039;&#039; Unlike their many Dwarven counterparts, the Leagues are by no means the top industrial power house of the galaxy (the Necron and the Aeldari have them beat, along with most of the other species from around the time of the old ones). To be quite honest, they are more about industry as a theme rather than being the most industrious. However, one could say they are still the top non-prehistoric industrial in the galaxy. They could also be said to be the top powerhouse in the galaxy that is both operating at its full capability (Necron sleepiness), and still actively lives and colonizes the galaxy (Eldar and their hidey holes). And in comparison to their &amp;quot;competitors&amp;quot;, are probably the most easily accessible due to them generally not wanting to instantly butcher you the second they even glance at you, or just tell you to get lost. As for the lower powers? The Imperium, while it&#039;s very industrial, its also incredibly inefficient and and often...dumb with its capabilities in general (Agri-worlds, under use of auto loaders, crappy servitors). And the Tau, while smarter than the imperium with their industrial capabilities, has far less potential with what they have.&lt;br /&gt;
**Moving on from their position in the galaxy, why the industrial aesthetic? Well, first off, they&#039;re dwarves. Second off, as mentioned above, the other industrial factions are either too insufficient to carry out certain ideas and concepts, or are too hidey. The Leagues are in the perfect position to introduce potential new concepts to the universe, like not crap hive cities, dyson spheres that don&#039;t belong to the Necron, megastructures, and potentially much more. it&#039;s a nice change of pace to see an actually efficient industrial that isn&#039;t controlled by ancient aliens.&lt;br /&gt;
**Thirdly, you need a little grime and practicality to that atompunk, and efficient industry is the perfect way to do it. Doesn&#039;t mean you can&#039;t have your cleanliness (and I&#039;m pretty sure they&#039;d prefer to not have pollution in their holds), just adds a tad bit of realistic imagery to it.&lt;br /&gt;
*&#039;&#039;&#039;Cleanliness, kin, and old world blues:&#039;&#039;&#039; Besides the reasons above, there is a reason the Leagues look so clean, organized, and sleek. This comes from the more grimdark and evil side of the Leagues (which is a little weird and unique). As previously stated before, the Leagues are a meritocracy overseen by guilds, wise long-bearded psykers, military commanders, and the mighty moai heads themselves. Said guilds are very competitive, and will not hesitate to strip to the bone entire planets with civilizations and ecosystems just to stay ahead.&lt;br /&gt;
**So are they capitalist? Maybe. But while they&#039;ve shown how they can easily have conflicts with themselves, one of their mottos is &amp;quot;Kin are kin&amp;quot;. They also seem to be very egalitarian within their societies, On top of this, we&#039;ve had previous examples of society reaching post scarcity levels of comfort, including even some Imperial worlds, and the friggin lower tech tau. They also seem to put high importance on community and fellow kin. Even the guilds wouldn&#039;t be caught dead cutting corners and making shoddy products (they regulate much of League society).&lt;br /&gt;
**So socialists? Maybe. But really, the answer may be in-between (somewhat). Would certainly suggest looking up the guilds of post classical, classical, and pre-classical history to get a better perspective.&lt;br /&gt;
**But we do know that they generally have a comfortable life and are very egalitarian. The guilds are competitive, meritocratic, regulate much of League society, and still come to blow with each other. What we can tell is that Leagues inner society is generally at least decent for its citizens. As for those who are outside of League society...&lt;br /&gt;
**Expect to see a lot of neocolonialism, colonialism, client states, banana Republics, puppet states, potentially narco states, banana wars, and the 1893 overthrowing of the kingdom of Hawaii except 10x worse (and with more planetary genocide). As with their holds: dirty on the outside, clean on the inside.&lt;br /&gt;
*&#039;&#039;&#039;The mythological and the fantastical:&#039;&#039;&#039; This one is a total mashup. You got Celtic, Greek, Nordic, and other mythologies mashed in. The Leagues are named after Greek titans, and Nordic gods. The Votann are based off [[Odin]]. The Kin are Geri and Freki, odins greedy wolves. The leadership is based off odins ideal leadership (with the grimnyr being based off one of his disguise names).&lt;br /&gt;
*&#039;&#039;&#039;Silicon Knights and Too Human similarities:&#039;&#039;&#039; way back in 2008 the now defunct game company Silicon Knights released a game called “Too Human” for the Xbox 360 after over a decade of it being stuck in development hell. The game was based on reimagining Norse mythology through a cyberpunk lens. While the game flopped miserably due to its clunky control system some of its design elements seem suspiciously similar to the Leagues of Votann aesthetic including: exoskeleton equipped berserkers, combat transports that resemble the Hekaton Land fortress, the whole mega corporation of the Aesir, and the fact that Odin was reimagined in the game as an AI called the “Organic distributed information network” which bears a striking similarity to the idea of the Votann. Maybe someone in GW played the game and used it as inspiration for the Leagues? It wouldn’t be too surprising.&lt;br /&gt;
*&#039;&#039;&#039;[[Video games|Deep Rock Galactic]]:&#039;&#039;&#039; Similar to the above, the game &amp;quot;Deep Rock Galactic&amp;quot; may have spurred on GW&#039;s decision to reinvent the squats in some areas. Notably, the game is based on a company of the same name, which uses actual dwarves as their mercenary-miners to plunder a planet of all its wealth while fighting bugs. Themselves a corporatist, mercantile faction that prefers wealth over civility. Now, this game was released in alpha in early 2018, so it could be a little bit of a stretch to say if it&#039;s fully influenced much on the LoV, considering the lengthy design process GW has. It hasn&#039;t stopped WarCom from throwing in some tongue-in-cheek, potential references to the game, though. Plus, with all the &amp;quot;Rock and Stone&amp;quot;s and &amp;quot;For Karl!&amp;quot;s that players will throw out, it probably won&#039;t matter anyway. Though the codex does mention a kindred of the greater Thurman league known as the deep rock kindred&lt;br /&gt;
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===Forces of the Kin===&lt;br /&gt;
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*&#039;&#039;&#039;[[Kâhl]]:&#039;&#039;&#039; Taking the place of [[Squat Warlord]]s as leaders in their species’ military roster, they’re experienced battle hardened Generals who proudly wield the Leagues advanced weaponry, and are the final authority over an individual Oathband in the Kinhost militaries, they’re subordinate only to their Kindred’s ruling Votannic Council. Their most important role is to cast the Eye of the Ancestors over their foes — marking out priority targets and ensuring the most dangerous enemies are the first to feel the wrath of the Kin. Equipment wise they carry nifty ornate armor and weapons like the Kin equivalent to storm bolter, plasma axes, and Volkite equipped power fists. FOR KARL!!&lt;br /&gt;
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*&#039;&#039;&#039;[[Squat Thunderers|Brôkhyr]]:&#039;&#039;&#039; The [[Guildmaster|engineers]] and lead craftsman of the Leagues, named after the dwarf of Norse mythology, Brokkr, who built Mjolnir. They just blow tech priests out of the water on every level, as not only do their (creatively named) A.N-vyl Terminals (just picture a 3D printer but for guns) have MANY full STCs inside that make all their guns all that and a bag of chips in comparison to those of the Imperium, but they&#039;re also not limited by dogma and orthodoxy when it comes to technological advancements, meaning they actively upgrade their shit. That being said while their specialty lies in engineering these folks are also more than willing to throw down with the best of them. When the Oathbands head to battle, the Brôkhyr will strap on powerful exo-frames to become the mighty Thunderkyn. Although not quite as scratch-resistant as the Einhyr Hearthguard’s exo-armour, since the powerful suits they wear were initially adapted from rugged engineering rigs, they can still take a hell of a pummeling and allow the Brôkhyr Thunderkyn to heft the heaviest man-portable weapons the Leagues can muster with ease. Hordes of their enemies fall before salvos unleashed from bolt cannons, while heavy infantry find themselves pierced by the unstoppable lances of SP conversion beamers, prospects that have made more than one enemy think twice before attacking them. &lt;br /&gt;
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*&#039;&#039;&#039;Brôkhyr Iron-master:&#039;&#039;&#039; The Brôkhyr are the Leagues’ highly skilled techno-artificers, and the Iron-masters are the cream of their crop. They head into battle with a dutiful Ironkin assistant and a knack for repairing even the most beaten-up vehicles. Helping them are a gaggle of E-COGs – hardy combat and repair drones, lacking the intellect of a true Ironkin.&lt;br /&gt;
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*&#039;&#039;&#039;[[Living Ancestor|Grimnyr]]:&#039;&#039;&#039; The predominant psykers of the Leagues, dressed like [[weeb|fucking wizards]] in an army full of voidsuits and armor. Wearing robes over their Power Armor to the point that [[Dark Angels]] themselves looks like normies. The Kin now name their dwarf wizards after the false identity Odin took while on a bet from Frigg, from Norse Mythology (or ripping off the WHFB dwarf god [[Grimnir]]). Are essentially the Votanns eyes, ears, limbs, mouth, etc. They are able to access directly the data stores of the Votann using psychic powers, and communicates its will and guidance to their Kindreds and Leagues. They are the closet you&#039;ll to a priest in the largely secular Leagues. They also use barrier tech to help them harness the raw power of the immaterium in battle – such as summoning two mechanical CORVs that often  hover alongside them as familiars (very similar to the ability of the gene stealer cults to summon familiars). Essentially mystical wise old sages.&lt;br /&gt;
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*&#039;&#039;&#039;[[Squat Berserkers|Cthonian Berserks]]:&#039;&#039;&#039; &lt;br /&gt;
{{topquote|This is very simple. We don&#039;t want your liver, your coin, or that junk you call technology. We want your world. We want the riches you didn&#039;t even realize you had, and that you definitely don&#039;t deserve. Leave while you have the chance. Or don&#039;t. Either way, we&#039;re coming to claim what&#039;s ours.|Ultimatum delivered by the Cthonian Guantlet Consortium, &#039;&#039;Leagues of Votann codex&#039;&#039;}}&lt;br /&gt;
Hailing from the Cthonian mining guilds which are noted for venturing to environments even other Kin fear to tread, these furious and heavily augmented murder machines are a sci-fi reimagining of [[Slayer]]s from WHFB. These frontline fighters originally began as Kin who enhanced the physical capabilities of their cloneskeins with cybernetic upgrades and cyberstimms, all the better to extract precious minerals from rad-plagued nebulae, explosive asteroids, and fathomless ocean depths. Now tasked with dealing with their people’s enemies they charge into battle with modified advanced mining gear like heavy plasma axes, concussion mauls, and power fists all while wearing little or no armor besides that which their cyborg augmentations provides. They also have mole mortars/ grenade launchers (for mining purposes of course).&lt;br /&gt;
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*&#039;&#039;&#039;Hearthkyn Warriors:&#039;&#039;&#039; Because replacing i&#039;s with y&#039;s is so sci-fi and trademark friendly. The [[Squat Trooper|Hearthkyn]] are essentially identical in terms of origin as the [[Guardian|Guardian Defenders]] of the eldar, in that they are the core infantry force of the Leagues&#039; military that were conscripted from their civilian populations. However, rather than being a militia roused during times of conflict, the Hearthkyn are instead closer to real-world militaries, in that the soldiery serve for an extended period of time before going home to their civilian professions. Serving in the Hearthkyn, anyone can enlist: male, female, flesh or metal, as Kin are Kin, after all. The units themselves are equipped with all manner of hullabaloo Squat guns depending on their specialization, on the lighter end there are the Autoch-pattern bolters used for assault and laying down covering/saturation fire, there are also bolt shotguns, and bolt revolvers. On the heavier side there are volkanite disintegrators,  ion blasters (whose technology the Kin apparently gave to the Tau much to the Imperium’s ire) and HYLas auto-rifles all of which are used to sunder the defences of heavily-armoured opponents. Finally there’s also specialized heavy weapons such as L7 missile launchers, EtaCarn plasma beamers, Graviton blast cannons, and magna-rail rifles. All these ranged weapons are supported by smart tech integrated into Kin battlegear. The haptic utility nerve transmission recalibrator modules – HunTR for short – interface with their neural augmetics to establish a feedback loop between firearms and their users. This system projects minute gravitational pulses to maintain a stable firing platform even while running at full pelt – or zooming along on a flying trike. For close combat they got plasma blades, plasma axes, and concussion weapons like gauntlets, hammers, and mauls that amplifies the kinetic energy behind a Kin’s strike enough to launch an Ork boy into the air. As for protection they wear their own brand of power armor called Void armour comprised of hardened jointed segments which are hooked into a void suit beneath. The suit is fashioned from magnaferrite weave, and often reinforced with adamantine and enhanced with microfield generators for a level of protection that any Imperial Guardsman would give their left gonad to have!&lt;br /&gt;
**&#039;&#039;&#039;Theyn:&#039;&#039;&#039; Sci-fi spelling for the old Anglo-Saxon Thegns/Thanes (Fantasy Dwarfs had Thanes as heroes, so another connection there). They are experienced  warriors that serve as [[Squat Thunderers|squad leaders]] in Hearthkyn and Einhyr Warrior squads of 10 to 20 warriors and are able to arm themselves with a variety of hand-to-hand combat weapons, including brutal concussion gauntlets, plasma blades, and vicious plasma axes in addition to high quality ranged weapons. Theyns communicate with their squad with the aid of cybernetic implants – relaying strategic instructions from the commanders of the Oathband to their units, and can be differentiated from the other kin by the fancy animal headed crest mounted on the back of their armor.&lt;br /&gt;
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*&#039;&#039;&#039;Einhyr [[Hearthguard]]:&#039;&#039;&#039; Named after the Einherjar of Valhalla, they are the newly-christened [[Hearthguard]] Terminators of old, being the honored warriors selected from a Kinhold&#039;s most accomplished fighters, clad in [[Exo-Armour]]. They&#039;re armed with a shoulder mounted grenade launcher, a hand-held Volkanite Disintegrator, and either a power first with a retractable plasma blade or a Thunder Hammer. Like regular Hearthkyn Void armor the Exo-armor also has the HunTR system of micro gravity field generators built in to help keep their aim steady allowing them to fire on the move.&lt;br /&gt;
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*&#039;&#039;&#039;Einhyr Champion:&#039;&#039;&#039; Those who climb the ranks of the Einhyr that eventually became Champions. These  warriors are clad in modified exo-armour fitted with mass-drivers for jump purposes and armed with vicious close combat weapons. They function as living battering rams, pulverising anything that gets in their way.&lt;br /&gt;
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*&#039;&#039;&#039;[[Hekaton Land Fortress]]:&#039;&#039;&#039; A HECKA CHUNKY Heavy support tank that can double as a defensive emplacement. Packs overwhelming firepower onto a rugged frame, and can lug around a hefty 12 models. It can go toe-to-toe with some of the biggest and best battle tanks in the 41st Millennium thanks to its durable void armour. And it can be equipped with a variety of hefty weapons and devastating warheads – from the very nasty heavy magna-rail cannon to the SP heavy conversion beamer and a missile launcher apparently. They are also mentioned to draw carriages in the codex.&lt;br /&gt;
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*&#039;&#039;&#039;Hernkyn Pioneer:&#039;&#039;&#039; THE [[Squat Trike|TRIKES]] RETURN! [[Skub|AS HOVERTRIKES!]] And with a [[-4 Str|female]] driver. It looks like a spider-tank tachikoma from Ghost in the Shell fucked a [[Squat Bike|Harley]] and their baby came out a hoverbike. Hernkyn Pioneers are ridden by independently minded Kin who serve as scouts and outriders for the Kinhosts. They exchange the heavier armor of the Hyrthkin for lighter void suits backed up by armored trench coats, an old style pilot’s cap, and when necessary a gas or oxygen mask. Before you make the mistake of thinking they’re outlaw bikers though it should be noted that they are not seen like that at all amongst their own people. Rather in eyes of the Kin the Pioneers willingness to go off alone is considered courageous and selfless as they are putting their own lives at risk for the sake of their families, in effect making them the equivalent of the WFB Dwarf rangers. Anyway, to ensure they can keep riding for as long as possible the Pioneers make sure to carry any all equipment they might conceivably need with them at all times, from bedrolls to digging tools strapped to their rides. To aid them in scouting their trikes come equipped with multiwave comms arrays and pan-spectral scanners which are all quite useful for picking up strategically important data. Weapons-wise the riders can be armed with a bolt pistol, or a bolt shotgun, and  a plasma blade for a backup, while the Trike itself was equipped with a magna-coil autocannon mounted on the front. In addition if the rider is willing to take along a passenger then it’s possible to mount another heavy weapon on the back of the vehicle like a rotary Hy-Las (high yield laser) cannon or whatever else might be needed. These weapons are linked to the driver and passenger’s implants via the HunTR system so they can fire on the move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Sagitaur ATV]]:&#039;&#039;&#039; A six wheeled infantry fighting vehicle, that takes its name from the centaur shaped constellation Sagittarius, the Sagitaur is used for surveying inhospitable alien terrain. The Sagitaur is a rapid-response ATV suited to scouting operations and lightning-fast armoured offensives alongside Hernkyn Pioneers. Its armoured carapace is durable enough to shrug off everything from rockslides to plasma blasts. Sagitaurs usually operate in pairs and are remarkably heavily-armed for their size, with a nose-mounted twin bolt cannon complemented by a swivelling turret weapon, such as a HYLas beam cannon, L7 missile launcher, or MATR autocannon. Once they’re right up in the enemy’s lines they will disgorge their troops, in the form of a full squad of infantry which can be split between the two vehicles, who can then go on to seize vital objectives. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Colossus-class war engines:&#039;&#039;&#039; were briefly mentioned in a Warcom article where it’s stated the Ymyr Conglomerate Holds can wield more of them then any other league due to the Holds large number of skilled Craftsman and Engineers. Sadly we don’t have a stat line, nor do we have an image to confirm if these are indeed the same thing as the old Squat [[Colossus War Machine]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ironhead Squat Prospectors]]:&#039;&#039;&#039; An offshoot of the Kin that set up shop on [[Necromunda]] right after the Horus Heresy, and are busy doing dwarrowesque things, while also dealing with the locals that sometimes try to loot their stuff. While they&#039;re only distantly related to the Leagues with no direct affiliation, they&#039;re said to get along. There is a small but not high chance the&#039;ll be options on the table top as well since Kill team has a precedent for a small unit from one box being an option like the sister novitiate, at the very least make a good proxy/conversion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Cargo-8 Ridgehauler]]:&#039;&#039;&#039; the Squat land trains return! Well they have on Necromunda at least. These huge transport trucks with multiple trailers and strapped on weaponry are used by Squat prospectors and regular human folk to cross the ash wasteland and protect valuable shipments. They aren’t quite up to the standard of the old land trains but at least it’s something.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Demiurg]]:&#039;&#039;&#039; Largely here because of non-direct confirmation, but WarCom confirmed that the Tau received their ion weapon technology from the Kin, whereas in Battlefleet Gothic they claim that it was from the Demiurg, &#039;&#039;another&#039;&#039; race of dwarf space-miners. Logically, the term &amp;quot;Demiurg&amp;quot; may just be what the Tau call the Kin, or the Demiurg may be another offshoot culture of the wider kin race like prospectors above. After all, their clones-kin’s capability in stressing divergent phenotypes means visibly different strains could possible (like different breeds of dogs or cats). Or they could be just a League like the Seran-Tok Mercantile Leagues that decided to throw in their lot with the upstart T&#039;au Empire rather than being in the bottom of the Imperium&#039;s to-do list.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Leagues of Votann(9E)]]&lt;br /&gt;
*[[Kharadron Overlords]], their closest Age of Sigmar counterpart&lt;br /&gt;
*[[Dwarfs (Warhammer Fantasy)]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:VotannTrike.jpg|They see me dworfin, they hatin&#039;, Patrollin&#039;, and tryna catch me ridin&#039; dirty.&lt;br /&gt;
File:CNiuMZPWWNpatQNt (1).jpg|dorfy thicc dorfy brick&lt;br /&gt;
File: FW1NodbWYAA-Gzh.jpg|‘[[StarCraft|Ye want a piece a&#039; me, lad??]]’&lt;br /&gt;
File:Sagitaur ATV.jpg| Sagitaur ATV, the perfect vehicle for dropping off some Hearthkyn at the pub for some brewskies on a moons surface.&lt;br /&gt;
File:LeagueHold.jpg|One of the many holds in the Leagues, in all it&#039;s industrial might&lt;br /&gt;
File:Ironkin.jpg|A humble Ironkin, ready to serve for their civilization&lt;br /&gt;
File:Getbackintheironkinchen.png|&amp;quot;[[Weeb|UWU.exe]]: I wonder if [[Adeptus Mechanicus|our new friends]] will enjoy these muffins I baked for them? I should head over and see what they&#039;re up to!&amp;quot;&lt;br /&gt;
File:Votann Fanart by 流星R.jpg| Even space Dwarves can be cute.&lt;br /&gt;
File:CthonianBerserks.png|[[Cyberpunk 2020|Just another day of cyberstimms and Cyberpsychosis...]]&lt;br /&gt;
File:Wrathoftheancestors.jpg| [[Primaris Captain|Where have I seen that before?]] [https://1d4chan.org/wiki/File:Captain1.jpg Oh.]&lt;br /&gt;
File:Kâhl.jpg|Pictured: The &#039;&#039;&#039;real&#039;&#039;&#039; Space Vikings.&lt;br /&gt;
File:Gangoftrikes.jpg|If Mad Max had discovered hovercraft technology&lt;br /&gt;
File:VotannPioneer.jpg.webp|A Kin Pioneer negotiating with a Imperial&lt;br /&gt;
File:Leaguemining.jpg|It ain&#039;t no trick to get rich quick If you dig dig dig with a shovel or a pick&lt;br /&gt;
File:Leagueanvil.jpg|Remember Brokyr, the Ancestors are Always Watching&lt;br /&gt;
File:Thunderkyn.jpg|&amp;quot;Hey look buddy, I&#039;m an engineer and that means I solve problems...&amp;quot;&lt;br /&gt;
File:LOV Army Shot.png|A Kin Oathhost about to tell the Black Legion to gtfo their lawn&lt;br /&gt;
File:Votann Grimnyr.jpg|Finally, the [[Space Wolves|fucking furries]] don&#039;t have the monopoly on sweet beards&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Squats]]&lt;br /&gt;
[[Category:Abhumans]]&lt;br /&gt;
[[Category:Governments &amp;amp; National Powers]]&lt;br /&gt;
[[Category:Under Development]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Squats}}&lt;br /&gt;
{{Template:40k-Squat-Weapons}}&lt;br /&gt;
{{WH40k-Factions}}&lt;br /&gt;
{{40k-Governments}}&lt;/div&gt;</summary>
		<author><name>2607:FB90:6D00:A9BE:8C41:7AFD:3A97:DF9F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Men_of_Stone&amp;diff=335318</id>
		<title>Men of Stone</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Men_of_Stone&amp;diff=335318"/>
		<updated>2022-10-04T17:46:08Z</updated>

		<summary type="html">&lt;p&gt;2607:FB90:6D00:A9BE:8C41:7AFD:3A97:DF9F: /* Leagues of Votann */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Topquote|Because [[Human|Man]] could not bear the cold of the ocean deeps, he fashioned Men of Stone to go in his place|Kron, Man of Stone. M41}}&lt;br /&gt;
&lt;br /&gt;
The Men of Stone were a race of humanity created during the earliest stages of their first galactic expansion. Unlike the [[Men of Gold]], the Men of Stone were weaker in body, lacked a philosophical disposition, but were far better artificers and engineers (aka they were the NEEEERRRDDDDDSSSSS of humanity). Being so (relatively) early in humanity&#039;s history, little is known of these beings. They were basically the 1.0 version of the [[Mechanicus]] of [[Mars]].&lt;br /&gt;
&lt;br /&gt;
==The Journal of Keeper Cripias==&lt;br /&gt;
The Journal of Keeper Cripias is the first mention of the Men of Stone:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...In time, the Second Men of the Stone Race appear, and in their wake come many miracles and marvels of technology that strengthen the Stone Men’s power, but are also harnessed by those of the Golden Race. Although physically inferior to the Golden Race, and not of philosophical temperament and disposition, the Stone Men have in them the conjurations of great artifices and mechanisms. In time, the Golden Race looks to the stars to expand their dominion. The Stone Race builds great machines of power that send both Men of Stone and Men of Gold into the Ether. However, once the burgeoning race of Mankind has taken its first steps into the greater cosmos, the Golden Race dwindles in influence through their dependence on the artifices of the Stone Race. This the Golden Age comes to an end and the Stone Men prevail.&lt;br /&gt;
&lt;br /&gt;
Our calculations, from the most distant and archaic records, and through constellar comparison, have dated the end of the Golden Age at 20.000 years previous to our present time.&lt;br /&gt;
&lt;br /&gt;
For the next 5.000 years, the Stone Race lives through the Dark Age of Technology. Little can be determined from the Dark Age of Technology, for the majority of existing records concerning that period are gathered in the Librarius Omnis of Mars, and none outside the highest ranks of the Adeptus Mechanicus can gain access past its most determined Guardians (Keeper Malrubius tried once, but to no avail. We have surmised that during the Dark Age of Technology, the Men of Stone created the Iron Men to help them in the building of their Great Empire. At first, the Iron Men are as servants, willing to do the bidding of their masters with no thoughts.&lt;br /&gt;
&lt;br /&gt;
However, the Iron Men, as all creatures do, evolve and grow until they are the equal of the Stone Race and beside each other they set about conquering the galaxy. The Dark Age of Technology is an era of machines and artificial devices, used by the Stone Men, and later the Iron Men, in their endeavours. Many of the technical marvels that the Priesthood of Mars sustain can be traced to their origins in the Dark Age of Technology, and it is at the end of this period that the great organisation now known as the Adeptus Mechanicus was founded. During the Dark Age of Technology, the austere ancestors of the Imperium’s Navis Nobilite are born, and through their unique prowess, mankind forges through the stars. Weapons of great destruction cow the aggression of alien enemies, pushing back the frontiers of Mankind’s dominions.&lt;br /&gt;
&lt;br /&gt;
The end of the Dark Age of Technology is the most obscure region in mankind’s evolutionary tale. For whatever reasons and differences in ideology, the Stone Men and the Iron Men fell to warring with each other. The Iron Men are possessed of no Soul, an anathema to any true Man. The Stone Men in their final acts of self-preservation, annihilated the Iron Men who have turned from ally to foe...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Kron&#039;s story==&lt;br /&gt;
In the short story &amp;quot;Ancient Histories&amp;quot;, a shipman working aboard the [[Imperial Navy]] Cruiser, &#039;&#039;Retribution&#039;&#039;, tells a story to a greenhorn recently press-ganged aboard the ship. In it, he focuses a bit more and sheds some more light on the Men of Stone.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;But in time food and water and air ran short on Man&#039;s island and he looked to the far islands again. Because he could not bear the cold of the ocean deeps, he fashioned Men of Stone to go in his place, and the Stone Men fashioned Men of Steel to become their hands and eyes. And the Stone Men went forth with their servants and swam in the deep oceans. They found many strange things on the far islands, but none as strange or as wicked as the things that swam in the depths between them; ancient, hungry things older than Man himself. &#039;But these beasts of the deep hungered for the true life of Man, not the half-life of Stone, so the Stone Men swam unmolested. At first all was well and the Men of Stone planted Man&#039;s Seed on many islands, and in time Man learned to travel the oceans himself, hiding in Stone ships to keep out the cold and the hunger of the beasts. All was well and Men spread to many islands far across the ocean, such that some even forgot how they came to be there and that they ever came from just one island at all.’ Kron&#039;s tale wound on, telling of how the stone men became estranged from humanity by their journeys through the void. This led to a time of strife when the Men of Steel turned against their stone masters and mankind was riven asunder by wars. A thousand worlds were scoured by the ancient, terrible weapons of those days before the Men of Stone were overthrown, and a million more burned as flesh fought against steel.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==What exactly are the Men of Stone?==&lt;br /&gt;
The basics of what is told of the Men of Stone is that they were an artificially created race of humanity, purpose built to lead humanity&#039;s first colonization of other worlds. Given Kron&#039;s description, they were somehow unappealing to the daemons of the Warp, so could more safely travel through it. &lt;br /&gt;
&lt;br /&gt;
If characters like Kron are anything to go by, the Men of Stone are a cross between organic human and A.I., sort of like a full A.I. servitor. The bionics house the A.I., which represses the consciousness of the organic body its attached to, while taking full control of his body. This repression of the human&#039;s consciousness would also prevent the person from experience emotions or thoughts, likely accounting for why warp entities had little interest in them. The &amp;quot;half life&amp;quot; of the Men of Stone likely referring to how the body of a Man of Stone has a soul, but the soul was made completely dormant and suppressed by the A.I. of the bionics.&lt;br /&gt;
&lt;br /&gt;
It was in all likelihood the Men of Stone who created most of the Dark Age of Technology tech. Such as: the first Warp capable void-ships, warp-drives, and the [[Standard Template Construct|STC]] systems. And, of course, they created the [[Men of Iron]]. &lt;br /&gt;
&lt;br /&gt;
Essentially, the Men of Stone are like prototype, mobile STC, sapient, A.I. servitors. Think the [https://supcom.fandom.com/wiki/Symbiont symbionts] from Supreme Commander series.&lt;br /&gt;
&lt;br /&gt;
==Likely Men of Stone==&lt;br /&gt;
===Kron===&lt;br /&gt;
During the events of the short story &amp;quot;Ancient Histories&amp;quot;, the character named &amp;quot;Kron&amp;quot; is made apparent to be one of these &amp;quot;Men of Stone&amp;quot;. Kron is an old shipman who has had half his skull replaced with cybernetics, including a glowing red eye (that is made out to give &#039;&#039;&#039;HEAVY&#039;&#039;&#039; [[HAL 9000]] vibes). While fighting off a Mechanicus ambush aboard his ship, he is knocked out cold, and his bionics are knocked off line. When he comes too, he is obviously not the same person shown before. Completely confused about his surroundings, his voice completely changed, he starts to panic and begs his shipmate Nathan to get the cybernetics off of him, while trying to pull them off. Nathan stops him, confused as all bloody hell as to what is going on. Kron&#039;s bionics then come back online and he is back to acting like nothing was wrong. &lt;br /&gt;
&lt;br /&gt;
Later, while talking with Nathan, he gives the history of the ship, saying how it got stuck in a space hulk for 2,000 years, before being recovered by the Imperium and returned to service for abother 1,800 years. He &#039;&#039;ALMOST&#039;&#039; lets it slip that he had been with the ship that whole time, before managing to shut himself up. Later still, he managed survive getting hit square in the chest by a [[Chaos Space Marine]]&#039;s bolt pistol round, blowing his chest wide open. Not only did he survive, but he killed the bastard by firing a blast of lightning, like a [[Electro Priest]] (thought when Nathan calls him one, he outright denies that he is anything of the sort. Its likely that Kron salvaged the Electro-Priest&#039;s electoos and installed them into himself). He then rescued Nathan by giving him his void-suit&#039;s helmet (as the chamber had become depressurized), which should have seen him suffocate. Though when Nathan wakes up, he finds Kron had patch up his wounded arm (which got shredded by a chainsword) and given him a bionic eye to replace his organic one that had been popped when the Chaos Marine pistol-whipped the fuck outta him. The new eye had PERFECT vision, something that is rarely-to-never seen in 40k augmetics, and Kron had apparently made it for him, from scrap laying around, in only a matter of 5 hours.&lt;br /&gt;
&lt;br /&gt;
===Olamic Quietude===&lt;br /&gt;
The Olamic Quietude were a civilization of humans who are implanted with bionics from birth which linked them together to a social network (so like Facebook, but you can&#039;t log off). They would cyberize themselves to the point of leaving very little organic matter remaining. They also considered the Imperium as a bunch of xeno-tainted mutants, while they themselves were the true humans. If they were Men of Stone, then they wouldn&#039;t be wrong or lying.&lt;br /&gt;
&lt;br /&gt;
===House Van Saar===&lt;br /&gt;
This noble house from Necromunda has its origins in the survivors of a Dark Age colony ship that was lost in the warp and crashed upon Necromunda in M35. The ship was called the Van Saar (where the house gets its name). Even in modern 40k, House Van Saar has retained its relatively fresh knowledge of technology. They also have an STC but it’s damaged and leaking radiation that makes Van Saar gangsters have very short lifespans; even more so if they remove their suits outside their living quarters.&lt;br /&gt;
&lt;br /&gt;
===[[Leagues of Votann]]===&lt;br /&gt;
With the recent reveal that the Squats originated from generation ships of humans with AI cores that emerged from being  genetically engineered as a race of modified clones that are altered every generation to the point of being specialized in void adaptivity and altered warp signature to hide from warp predation, it seems that space dorfs might fit the Stone archetype down to the capital S. Though whether the Men of Stone are the Squats themselves or the Votann Ancestor Cores is another question. The fact they also have Men of Iron (called Iron Kin) integrated into their civilization is also a massive eyebrow raiser. Additionally, some Kin myths mention a “group of gleaming golden figures” in relation to the first Votann (sometimes referred to as the Gilded One.).&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Imperial]]&lt;br /&gt;
[[Category:Squats]]&lt;br /&gt;
[[Category:Under Development]]&lt;/div&gt;</summary>
		<author><name>2607:FB90:6D00:A9BE:8C41:7AFD:3A97:DF9F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Men_of_Gold&amp;diff=335070</id>
		<title>Men of Gold</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Men_of_Gold&amp;diff=335070"/>
		<updated>2022-10-04T17:45:44Z</updated>

		<summary type="html">&lt;p&gt;2607:FB90:6D00:A9BE:8C41:7AFD:3A97:DF9F: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wh40k-stub}}&lt;br /&gt;
Men of Gold are a mysterious sect of Humanity that appeared during the [[Age of Terra]]. They were physically and emotionally superior than ordinary men, and used them to learn and spread across the [[Terra|Old Earth]], turning the anarchy of Nature into the order of Civilisation. To help them colonize Galaxy, Men of Gold created [[Men of Stone]], which surpassed their masters in population in M21. With the start of [[Dark Age of Technology]], most of them disappeared. Characteristic-wise, they could be considered similar to the [[Perpetual]]s. Additionally, some Kin myths mention a “group of gleaming golden figures” in relation to the first Votann (sometimes referred to as the Gilded One.).&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Squats]]&lt;br /&gt;
[[Category:Imperial]]&lt;br /&gt;
[[Category:Under Development]]&lt;/div&gt;</summary>
		<author><name>2607:FB90:6D00:A9BE:8C41:7AFD:3A97:DF9F</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Leagues_of_Votann&amp;diff=302843</id>
		<title>Leagues of Votann</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Leagues_of_Votann&amp;diff=302843"/>
		<updated>2022-10-04T17:42:34Z</updated>

		<summary type="html">&lt;p&gt;2607:FB90:6D00:A9BE:8C41:7AFD:3A97:DF9F: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox 40k Nations&lt;br /&gt;
|name=Leagues of Votann&lt;br /&gt;
|image=[[Image:‎NewLeaguetemplogo.jpg|300px|center]]&lt;br /&gt;
|Capital=Decentralized, Greater Thurian League being most powerful&lt;br /&gt;
|Official Languages= Squat Lexicon, High Gothic, Low Gothic &lt;br /&gt;
|Power=Great Power&lt;br /&gt;
|Size=Galactic Core, a third of Segmentum Solar, several thousand Mining Worlds, many Holds of various sizes&lt;br /&gt;
|Head of State=Decentralized, Leagues act as Head of State&lt;br /&gt;
|Head of Government=Votannic Councils (Hearthspake)&lt;br /&gt;
|Governmental Structure=Confederated Gerontocratic Supranational Union&lt;br /&gt;
|State Religion/Ideology=Ancestor Worship&amp;lt;br&amp;gt;Achievement Ideology&amp;lt;br&amp;gt;Mercantilism&amp;lt;br&amp;gt;A variation of Familialism&lt;br /&gt;
|Demographic=Kin ([[Squats]], Ironkin)&lt;br /&gt;
|Military Force=Kinhost Forces, Kinhost Fleets&lt;br /&gt;
}}&lt;br /&gt;
{{topquote|Right after Mankind’s colonization of the galaxy came its first true golden age. Reared by machine prophets, the survivors of the Oedipal plagues built civilizations that equaled and even surpassed their Solar forbears.| CM Koseman, &#039;&#039;All Tomorrow&#039;s&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Better a soulless clone... than a souled roach.|David Mitchell, &#039;&#039;Cloud Atlas&#039;&#039;}}&lt;br /&gt;
	&lt;br /&gt;
{{topquote|Bite my shiny metal ass!|Bender, &#039;&#039;Futurama&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Leagues of Votann&#039;&#039;&#039; or otherwise known as the &#039;&#039;&#039;Squat Homeworlds&#039;&#039;&#039; (Or if you&#039;re in /tg/; as the &#039;&#039;&#039;Domain of Squats, Squat Territories, [[Dwarf Fortress|SPESS DORF FORTRESS]]&#039;&#039;&#039; is the areas in which one can find our beloved space midgets in the early days of 40k and its current modern reboot.&lt;br /&gt;
&lt;br /&gt;
Back in the [[Rogue Trader (Sourcebook)|good old days,]] the then-named Squat Homeworlds, unlike other Imperial-aligned entities in the galaxy, enjoy a significant degree of autonomy. Whilst de jure, the Squat Homeworlds are part of the [[Imperium of Man]], de facto it is its own self-sustaining and self-sufficient society unlike places such as [[Ultramar]] or the [[Adeptus Mechanicus]] which has an interdependent and semi-autonomous relationship with [[Terra]].&lt;br /&gt;
&lt;br /&gt;
Of course, we all know how the Squats were Squatted soon after making the debut, with the [[Tyranids]] [[Derp|&#039;&#039;SOMEHOW&#039;&#039; targeting &amp;lt;u&amp;gt;&#039;&#039;&#039;&#039;&#039;only&#039;&#039;&#039;&#039;&#039;&amp;lt;/u&amp;gt; the Squat worlds whilst leaving the rest of the Imperium-controlled space right next door to the Squats largely untouched.]] This is ridiculous when taking into account that the territories of the Squats weren&#039;t some small specks like the [[Tau Empire]], but rather, a significantly large domain that took up half of the entire Galactic core. This is made worse when taking into consideration that [[Lolwut|it was completely out of character for the Imperium to stop and do nothing against such a large incursion of Tyranid forces in an area considered Astro-strategically important for them.]] [[Games Workshop|Games Workshop&#039;s]] [[Fail|shitty excuse/explanation in removing the Squats from cannon]] [[Rage|had never really stood well within the community,]] [[RAGE|much less among the Squat players.]]&lt;br /&gt;
&lt;br /&gt;
However, their reintroduction as the Leagues of Votann has somewhat radically changed their origins whilst still keeping some old lore modernised. The &#039;&#039;&#039;Leagues of Votann&#039;&#039;&#039; (also known as the [[Squats|Unsquatted Squats]]) is now a [[retcon|&amp;quot;&amp;quot;new&amp;quot;&amp;quot;]] faction in the [[Warhammer 40,000]] universe. They are gatherings of short abhuman clones called the Kin (more commonly known as Squats by the dirty Necromunda gangers), bound together by the [[Votann]], super-cogitators from the [[Dark Age of Technology]]. Each League has its own Votann, and are organized in strongholds around it. [[Powergamer|They used the data stored to survive among the stars and maintain their culture across generations]]. Of course, since some [[Adeptus Mechanicus|factions]] are touchy about AI, the Leagues are very cautious when dealing with [[Imperium of Man|its closest ally]], hence their secretive lifestyle.&lt;br /&gt;
&lt;br /&gt;
However, because of the [[grimdark|setting]], everything is not that simple. Since Windows is not regularly updated anymore and issues that have arisen from having remained active for literal millennia, the Votann began to deteriorate. If they want to repair their computer, &amp;lt;s&amp;gt;[[Dwarf Fortress|they must wage war with other shitcoin miners for more processing power]]&amp;lt;/s&amp;gt;, the Kin have to once more brave a galaxy full of danger. Imagine if Italian Corporatists, the Monopoly Man, and the Evil Mining Heads in fiction were merged with the seven dwarves. &lt;br /&gt;
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==Rogue Trader Era Fluff==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Given the sheer extensive history between the old and the new. This section will contain all the fluff from the old Rogue Trader days. For the sake of preventing page bloat, this entire section will be put in a collapsible page.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Historical Overview===&lt;br /&gt;
[[File:Squat-logo_banner.png|300px|right|thumb|The original emblem of the squats]]&lt;br /&gt;
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The Squat Homeworlds were all worlds filled with rich mineral resources, which led the Human ancestors of the Squats to lay down, settle and mine the shit out of. Most of these were located within the galactic core where unique and rare minerals were found in abundance in exchange for being sterile and barren of life of course. But for the early Human colonists, it was a gold mine as [[Terra]] ran out of all of its resources, so the search for raw materials was needed. Their planet&#039;s gravity is great, usually two or three times that of Terra. Their atmospheres are either thin or non-existent. Even those planets with atmospheres are blasted by tremendous storms. But hey? Who gives a shit about all of that when you have all the resources to make you rich, and rich the Squats got.&lt;br /&gt;
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Like the Gulf States, the Squats quickly took a monopoly on these minerals and started to get wealthy, and with money comes an increase in development and technological advancements. These planets became Mining Worlds and with the coming [[Age of Strife]], the Squats got themselves the good end of the stick by both inhabiting hostile worlds and cranking up the technological kazoo when the rest of humanity plunged into a galactic-wide [[shitstorm]]. &lt;br /&gt;
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Squat history can be split into several eras.&lt;br /&gt;
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====Age of Founding====&lt;br /&gt;
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The first is the Age of Founding, which is the Squat equivalent of the [[Dark Age of Technology]]. This is not technically the first period of the Squats as they had yet to evolve, but it is the time of the founding of the colonies that would become the Squat Homeworlds. Almost twenty thousand years ago contact between these planets and Terra was almost continuous, testament to the importance of these colonies. Terra also kept the worlds well supplied with that which they could not produce for themselves in adequate amounts, primarily food. This period lasted until the [[Age of Strife]].&lt;br /&gt;
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====Age of Isolation====&lt;br /&gt;
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The Age of Isolation corresponds with the earlier part of the Age of Strife - around eighteen thousand years ago. The galactic core was cut off from the rest of human space by the devastating Warp storms of the Age of Strife. Many worlds were swallowed by the Warp and disappeared forever, others were trapped in stasis and became lost. Most survived although they were separated from Earth and all contact was lost with the rest of the galaxy. During this time of isolation and danger the Squat worlds still in contact with each other began to organize for their mutual defense. It was at this time that the Squats began to refer to their worlds as the Homeworlds.&lt;br /&gt;
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The Homeworlds remained isolated for thousands of years and their inhabitants learned to survive in a universe that was becoming increasingly hostile. Those that survived grew and prospered. Settlements were enlarged and fortified into impregnable Strongholds. They soon developed alternative technologies to make up for the lack of supplies from Earth.&lt;br /&gt;
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During the isolation the complex system of Engineer Guilds developed. These Guilds were responsible for preserving technical knowledge and skills as well as training technicians, miners and other specialists necessary for the Strongholds. The Guilds transcended the Strongholds, allowing every Stronghold to benefit from the preserved knowledge as well as new advances in technology.&lt;br /&gt;
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During this age the Leagues first began to develop from Strongholds allied for trading and defense purposes.&lt;br /&gt;
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====Age of Trade====&lt;br /&gt;
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The Age of Trade took place during a slight abatement of the warp storms during the Age of Strife and led to the Squats encountering other races, including [[Orks]] and [[Eldar]].&lt;br /&gt;
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At the beginning of the Age of Trade, some strongholds were attacked, but the aliens quickly realized that the Squats [[RIP AND TEAR|were armed to the fucking teeth and prepared to go down fighting]], and that trade was a more practical arrangement. [[Just As Planned|The Squats took full advantage of their tremendous mineral wealth, which they traded for weapons, foodstuffs and high-technology systems.]] To this day, Squat hydroponic plants, [[Heresy|developed with Eldar help]], are among the most efficient food sources in the Imperium. The Squats remained carefully neutral in the numerous conflicts between Eldar and Orks, maintaining trade links with both sides. There were inevitably small wars from time to time, but for the most part the Squats&#039; complex structure of treaties and trade agreements maintained a stable peace.&lt;br /&gt;
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====Age of Wars====&lt;br /&gt;
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The Age of Trade lasted for nearly three millennia, but finally collapsed when an enormous Ork battle-fleet, under the command of Grunhag the Flayer, attempted a full-scale invasion of the Homeworlds. Losses on both sides were astronomical, with vicious tunnel-fights through the mine workings and bloody pitched battles in the Squats&#039; underground settlements. The Squats appealed to their Eldar trading partners for help against the invading Orks, but none was received.&lt;br /&gt;
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The Age of Wars, as it became known, is regarded by the Squats as the blackest chapter in their history, and the double betrayal by Orks and Eldar gave rise to a cultural enmity which still persists. Many strongholds were wiped out by the Orks, and the traditional epic ballad known as The Fall of Imbach commemorates one such destruction. Even today expeditions are mounted from the Squat Homeworlds in search of lost strongholds, and these expeditions are often accompanied by Adeptus Mechanicus priests, eager to rediscover lost Squat technology to [[Blood Ravens|&#039;burrow from&#039;.]]&lt;br /&gt;
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====Age of Rediscovery====&lt;br /&gt;
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The Age of Rediscovery was the most recent phase of Squat history, corresponding to the Great Crusade and the current Age of the Imperium. As the Imperium recovered from the Age of Strife and began to reunite the scattered worlds of humanity, the Squat Homeworlds were rediscovered and contact with the Imperium was established.&lt;br /&gt;
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The Imperium found that a distinct culture had developed on the Homeworlds, and that the Squats had moved outwards through the galaxy, extending their domains. Often they settled harsh planets similar to their own Homeworlds, but they also occupied more conventional worlds able to support normal Human civilization.&lt;br /&gt;
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====Age of the Imperium====&lt;br /&gt;
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The current phase in Squat history. It essentially details the various treaties between the Squats and the Imperium.&lt;br /&gt;
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The experiences of the previous millennia has left the Squats with a strong sense of cultural unity and a fiercely independent nature, and instead of rejoining the Imperium as subject worlds, the Homeworlds negotiated a series of treaties which enabled them to keep their independence. The racial character of the Squats - hard-working, tenacious, honorable, and inimical to alien races - was almost perfect from the Imperial point of view, and the Imperium was content to allow them a great degree of self-government.&lt;br /&gt;
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A detailed description of their relationship can be read below.&lt;br /&gt;
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===Squat-Imperium Relations===&lt;br /&gt;
[[File:Squat-homeworlds-800px.jpg|480px|right|thumb|Galactic map of the Squat Homeworlds.]]&lt;br /&gt;
First contact with the Squats by the Imperium began during the [[Great Crusade]] as the Emperor&#039;s forces reached the worlds near the galactic core. Many of these worlds were the Squat Homeworlds and, Squats being Spess Dorfs and Spess Dorfs being just regular Dorfs with tech, conflict became inevitable. Suffice to say, the [[Space Marine]] legions [[Rape|got their shit kicked in]]. Who would have wondered, that 8-foot tall supersoldiers would have trouble trying to fight in 5-foot by 5-foot tunnels with no cover whatsoever. Here&#039;s a fun hint, Empy&#039;s forces got creamed so hard it led directly to the development of the Mark 3 [[Power Armor]].&lt;br /&gt;
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The Emprah with all his infinite wisdom, decided that being on friendly terms with midgets all armed with D-Cannons and rapid-firing plasma machineguns is probably a good idea rather than engaging a war that might as well be the Imperium&#039;s Vietnam. So a treaty was signed to sweep the whole &#039;first-contact shenanigans&#039; under the bus and get back to business.&lt;br /&gt;
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The Squat Homeworlds as aforementioned, have long been part of the Imperium, but enjoy a level of autonomy greater than the ordinary self-governed Imperial world. Hell, the Squats are so autonomous that not even the [[Administratum]] can touch them. Instead, Squat Homeworlds are ruled by strongholds of leagues.&lt;br /&gt;
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Nonetheless, the Homeworlds, while governing themselves without interference from the Adeptus Terra, are expected to follow Imperial policy on wider issues. Both the Imperium and the Squats benefit from this arrangement: the Homeworlds provide troops for the [[Imperial Guard]]. The Imperial Guard also provides military support to the Homeworlds when necessary, as they would any other threatened Imperial worlds (Space NATO). Additionally the Squats trade their mineral wealth exclusively with the Imperium in return for some sweet, sweet moolah. The [[Adeptus Mechanicus]] are highly interested in the Squats and the Homeworlds for several reasons: Squats possess a high level of technical expertise which seems to come naturally to the race. Additionally, the Homeworlds as a whole possess the greatest amount of surviving [[STC]] equipment in the Imperium. The Squats are said to allow the Adeptus Mechanicus free access to Squat technology. However it is also said the Squats keep their technology from other races, regarding the Adeptus Mechanicus as little more than sorcerers mired in superstition.&lt;br /&gt;
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The relationship between the Homeworlds and the Imperium is therefore generally peaceful, although through history has been punctuated by bouts of war and bitterness. The Squats and the Imperium trade to their mutual benefit. Both races also share many enemies, especially [[Orks]], making it in their best interests to cooperate. The Squats do not follow the Imperial Cult, rather they revere their ancestors. Squats fighting alongside the Imperial Guard often adopt the Emperor into their beliefs, as a guardian of their ancestors.&lt;br /&gt;
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Squat technology is based upon the heavy mining equipment they brought with them to the Homeworlds. During their isolation from the rest of humanity they adapted it for other uses, notably exo-armour which was engineered from heavy mining suits. Squats continued to innovate and invent while humanity sank into a Dark Age. As a result, the Squats have developed technologies such as [[Wat|neo-plasma]] and warp cores far in advance of anything the Imperium owns. Some Squat technologies were absorbed into the Imperium, especially tunneling vehicles and weaponry such as the [[Tunneling Transport Vehicles#Termite|Termite.]]&lt;br /&gt;
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===Strongholds===&lt;br /&gt;
Strongholds are Squat settlement centres. They were generally founded during the original colonisation and those produced later are known as &#039;&#039;Newholds&#039;&#039;. Strongholds also often join together under Leagues to form defensive pacts.&lt;br /&gt;
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Generally a Stronghold develops around a mine and its associated living quarter although some later developments were not associated with mining. A hereditary Lord ruled each stronghold and was protected and supported by the [[Hearthguard]]. The [[Hearthguard]] were the elite of a Squat army and the servants to the Lord while also protecting the Lord when he went to war. Each Stronghold had a group of [[Squat Trooper|Brotherhood or War-Brethren]] which formed the core of the Squat armed forces for the Stronghold. Every Squat had an obligated 30-70 year service period although they may not be called upon to fight until they had sired two sons and raised them to maturity. This helped protect the continuity of the race from the Stronghold&#039;s military activities. A Squat could then retire from active duty with his honor and probably some wealth and take up a position of responsibility in his family&#039;s business.&lt;br /&gt;
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The Brotherhood was often also seen as a mercenary force. In times of peace warriors were traded for resources to either fight for the Imperium or for other strongholds. Another member of the aristocracy was the [[Squat Warlord|Warlord,]] a close relative of the Lord who was there to be placed in control of the Brotherhood in order to prevent Lords from wielding too much power and sending their troops into battles they should not be fighting. Other Lords would send their Brotherhoods on expeditions which range from locating other ancient and lost strongholds to a campaign against an alien race or piracy. Some Brotherhoods had totally turned to piracy and become known as Squat Reavers. When they returned to their stronghold they distributed the booty between the pirates and the Lord of the Stronghold.&lt;br /&gt;
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Squats had a requirement to provide forces for the Imperial Guard and this often took the form of a detachment of the Brotherhood.  &lt;br /&gt;
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===Leagues===&lt;br /&gt;
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So what are Leagues? Well, in a nutshell, they are groups of strongholds working together for a common purpose - usually mutual defense - trade or dealings with the Imperium.  Leagues varied greatly in size, the smallest consisting of four Strongholds and the largest consisting of over three thousand. The League of Thor was the most powerful and influential, including over 300 strongholds. The League of Norgyr was the league closest to Holy Terra. Now, under the new lore there exists the [[Leagues of Votann]], each formed around a [[Votann]] ancestor core. Votann-equipped leagues seem to be the only survivors as full scale polities in the Imperium, but at least some clans are known to have survived, usually working as engineers, miners and mercenaries.&lt;br /&gt;
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A League usually encompassed the Strongholds on more than one planet with the latest extant being 700 known Leagues total. Each League was led and dominated by a single Stronghold. As some Leagues were virtually nations with distinct cultures, Squats often identified themselves with the League their Stronghold belonged to.&lt;br /&gt;
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The Squats had a strong sense of mutual preservation, as it had been known for rival leagues to go to war with each another. Such occasions could lead to lasting enmity, as Squats were inclined to remember deeds of infamy for many generations much like the Book of Grudges from [[Warhammer Fantasy]]. The League of Thor and League of Grindel fought an unusually bitter war around 2,000 years ago when settlers from both sides clashed over the exploration of the Lost Stronghold of Dargon. The war that followed resulted in the destruction of several Strongholds and many key victories for the League of Thor including the capture of two other Leagues. Peace only came with the huge Ork invasion of Grunhag the Flayer which obliged all the Leagues to unify against their mutual foe. Although the war ended with the rout of the Orks, the two Leagues remained distrustful rivals and both sides considered the other side owing them debts of blood and honor. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Reboot Fluff==&lt;br /&gt;
This section details the new and updated fluff from 2022 onwards. This deals with the Leagues and their similar but new background for the modern 40k narrative.&lt;br /&gt;
===History===&lt;br /&gt;
[[File:Votann meeting.jpg|500px|thumb|right|[[Star Wars|200,000 clones are ready with a million more well on the way.]]]]&lt;br /&gt;
Even though the oldest living Kin don’t remember what their earliest days were like, some undeniable “First Truths” remain constant in the Votanns’ data tracks. One such truth is that the First Ancestors departed from ancient Terra prior to the Unification Wars to harvest the untold riches of the galaxy with the first holds being settled near the galactic core. What became of these Ancestors is unknown, but curiously when the Ancestors begun to fade away…the Votann are first mentioned.&lt;br /&gt;
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A second First Truth is that the Kin have always been a cloned people. The Ancestors used genetic systems called “cloneskeins” to [[Transhumanist|manipulate and modify their race’s molecular structure]], and continue to define their overall division of labor. Over time the Kin became squatter, denser, and stronger than an average human growing no more than five feet tall max. They’ve even been able to artificially neuter their [[psyker|psychic]] footprint to avoid the attention of [[Chaos]], in a not too dissimilar to how the [[Tau]] souls work. Other examples of this engineering can be seen in the Hearthkyn Warriors, who often are also engineered with particular cloneskeins that allow them to specialise in combat – heightened senses, improved stamina, and the ability to see better in the dark, to name but a few. In contrast, others augment their bodies for battle with mechanical limbs and synthetic organs, with members of the powerful Cthonian Mining Guilds being noted as extensive users of these body modifications. This is not that unexpected as that particular guild (which is noted as being a particularly extreme embodiment of the usual belligerent acquisitiveness of the Kin) is willing to fearlessly locate, secure, and harvest resources for their race from environments so dangerous that even other Kin would baulk at their hazards leading to a need for extensive augmentation on their part. Because of all the above, some fans are now speculating that GW is tying the [[Men of Stone]] thread to the modern Squat civilization (either to the Squats themselves or to the Votann) given the [[Men of Gold]] and [[Men of Iron]] have already been speculated to be [[Perpetual]]s and [[Machine Spirit|abominable intelligence]]. It is also revealed the Leagues also have the “Iron Kin,” their fully-mechanical and true AI robot social class, who were designed with a prerogative to help their meaty cousins. This along the mention in some Kin myths of a “group of gleaming golden figures” relative to the Votann, means this theory of the Kin being the Men of Stone could bear all the more weight. &lt;br /&gt;
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At some point during the reconstruction after the Horus Heresy, the ancestors of the Ironhead Squats arrived from the Leagues to help with rebuilding efforts on Necromunda. However they somehow lost their Votann ancestor core in the process and so they ended up having to stay on the world long after the rebuilding was done so they could try and track it down, a search which still continues to this day and has resulted in them regressing technologically in the mean time. Maybe someone should tell them to go search Van Saar&#039;s basement.&lt;br /&gt;
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With the formation of the Great Rift, the Leagues had lost a few holds and trade routes, pressuring them into expanding and gaining new trade routes, endorsing new colonization efforts, and slowly withdrawing from their semi isolated state.&lt;br /&gt;
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They also have variety of beverages cal Brü, which range from mainstay nutro-rations for soldiers and miners, to devastatingly alcoholic recreational beverages. None are recommended without a Kin constitution.&lt;br /&gt;
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===Culture===&lt;br /&gt;
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[[File:1657022781779.jpg|300px|thumb|right|I NEED MOAR]]&lt;br /&gt;
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{{topquote|So, we&#039;re talking about space dwarfs who need more RAM for their gods?|Anon}}&lt;br /&gt;
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In the modern day of the 41st Millennium, the culture of the Kin seems very egalitarian, with no distinction between male, female, machine or otherwise amongst its members. [[Greater Good|United in the guidance of the Votann, the Leagues of the Kin operate with seeming unity, with the Kin working in unison for the betterment of their Kindreds, or so it would appear to outsiders.]] The truth however is a little more complicated than that though.&lt;br /&gt;
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The Leagues are semi unified conglomerates of  &amp;quot;family states&amp;quot; (a cross between nation states and extended family) called Kindreds, guilds, Freelancers, and kinhost armies. While the Leagues are very communal and chummy with their fellow kin, this does not stop the dark influences of a past long gone from seeping into their civilizations. &lt;br /&gt;
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Entire planets and even systems with ecosystems and civilizations stripped to the bone, regardless of the ethics. Global magna extraction and tectonic delving allows the Kin to harvest whole worlds, populated or not. Evacuation may be offered, but not always. Ferocious competition between Guilds and freelancers, who have taken on the mantle from dark age corporations, merc groups, independent contractors, and cartels and follow the philosophy of &amp;quot;When someone has what you want, why not take it.&amp;quot; While the Kin do live to serve their fellow kin, their societies, and their ancestors, they are also filled to the brim with society-wide greed and hunger. As individuals, they may or may not have such hungers, but as communities they will devour entire worlds. Not even the universe itself will be enough for their wants. &lt;br /&gt;
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This does not mean they are the type to cut corners. Far from it. Like their many Dwarven counter parts in other media, one of the things they appreciate is fine ass Craftmanship. No planned obsolescence, shoddy piss water, and easy to break communicators here. Only the best in quality is acceptable (or at least, the best they can make). And this is not even such a difficult feat for them. High quality mass produced goods is the norm for League society, with their high technology and industrial society. Many of their holds are even live-in factories, constantly churning out master crafted items at a constant pace. The Leagues overall conduct resource extraction, industry. and technology developments on a vastly larger scale, making the Imperium look puny in their developments by comparison. And unlike the imperium, they dont dig for the ore required, wasting time and lives (unless of course they actually have to occupy a world, then they&#039;ll mine, extract, manufacture, and bunker down to their hearts content on whatever occupied planetary body they are on). The Kin instead sees that whatever asteroid or world they are working on can just be torn apart, and the remnants plucked out the wreckage&lt;br /&gt;
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But despite all their comforts and conveniences, they are still a hardy people who revere their ancestors and promote the importance of sacrifice.&lt;br /&gt;
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===Technology===&lt;br /&gt;
Let&#039;s not beat around the bush here; League technology is almost always a clear upgrade over the Imperium. While they didn&#039;t retain everything after the collapse of the golden age, they kept far more than their Imperial counterparts, to the point where they can at least echo DAoT society and its tech. While much of the Leagues&#039; tech is reminiscent of the Imperium&#039;s in form and function, it is generally far more advanced, reliable and ubiquitous.&lt;br /&gt;
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Kin gene-technology allows them to make stable mutations, psykers and even alter their souls. [[Cyberpunk|Cybernetic implants and genetic modification is the norm; advanced helper AI citizens walk the streets as equals.]] They have [[T&#039;au|advanced ion weaponry]], something that terrified the shit out of the Imperium to the point where they just straight up [[Derp|banned it.]] Their guns hit harder and faster, so that even their basic infantry can prove to trouble for your average space marine. And unlike the Imperium&#039;s physically and politically unstable hive worlds with their overcrowded, polluted and crime-ridden hive cities, the League&#039;s Holds should be considered closer to actual fortified arcologies. Agri-worlds? Why grow your food using primitive farming methods when you could just grow your [[Meatbread|foodstuffs]] in factories, labs and indoor facilities?&lt;br /&gt;
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Much of the kin arsenal makes use of exotic material not found outside the galactic core. This includes extremely hazardous materials like dark-star ore; the universal dampening field the material emits can halt all mechanical and organic functions making [[Grimdark|even the mildest of wounds lethal]]. Because of its inherent dangers, the material is mined and shaped with exceptional care and only wielded by those who can be trusted with such [[Plasma|tactically valuable yet dangerous weapons]]. Even their teleportation technology is almost flawless, standing in stark contrast to its incredibly risky Imperial counterpart and allowing kin to be deployed [[Reasonable Marines|safely and tactically]].&lt;br /&gt;
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Many kin weapons are augmented with HunTR modules, which connect to their neural implants to help [[Ork Snipers|bring about the best possible firing solutions.]] Their Brôkhyr have mastered the manufacturing of focusing lenses and other components necessary to produce a sustained stream of energy, leading to focused beam technology that can be used on and off the battlefield, such as their mining and excavation industries. Their exclusive Volkanite weapons are similar to imperial [[Volkite Weaponry|Volkite]] (and may even be closer to the &#039;&#039;original&#039;&#039; technology), with the key difference that they appear to be [[AWESOME|not only more powerful but also more common.]]&lt;br /&gt;
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Ancestor cores are so [[Bear Lore|big-brained]], in fact, that they actually shine in the warp, fulfilling a similar role to the astronomicon (albeit on a far smaller scale). The Leagues&#039; warp drives and gellar field are also superior to those of the Imperium, but since they don&#039;t dive quite so headlong into the Warp their ships are generally slower than their Imperial counterparts. However, the kin&#039;s methods of warp travel are far safer and more predictable, which they feel outweighs the slower travel speed. And their ships are FUCK HUGE, to the point where they [[Dwarf|dwarf]] even the largest of the Imperium&#039;s interstellar vessels.&lt;br /&gt;
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Shielding developments are also prevalent in the physical realm. Unlike conventional [[void shields]], weave-field generators employ techniques to overlap differing energy fields, interlocking over a range of frequencies and exotic energies. Weave field generators are compact, efficient and scalable, and can be used either as personal shields or projected onto entire areas, the latter of which which is useful for mining.&lt;br /&gt;
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Other amazing devices include pan-specular scanners, which allow the Kin to find an enemy’s location not just physical objects, but through the warp. Even the most terrifying of galactic phenomena are reaped through atom-delving and transotheric resubstantiation; [[Tyranids|stellar siphons drain the stars themselves, as the cthonic mining guilds take whatever resources they need.]] They can even [[Necron|move entire planets.]]&lt;br /&gt;
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Unfortunately, despite holding on to far more dark-age technology than most of humanity&#039;s other splinters, what the Leagues did lose was typically their knowledge of [[Golden Throne|how to make and maintain the really good stuff]] - things like the Votann themselves. Due to this, while they&#039;re closer to the technological pinnacle of dark-age humanity than the Imperium, the ongoing decay of the Votann cores combined with [[Adeptus Mechanicus|a culture which prefers tried-and-true traditionalist approaches over risk-taking and innovation means their development and research has slowed to a crawl.]] Until this is fixed (if it ever will be), they are stuck behind the Eldar and the Necrons technologically. But hey, at least they aren&#039;t on the Imperium’s level of decay.&lt;br /&gt;
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===Aspects of League society===&lt;br /&gt;
*&#039;&#039;&#039;Leagues:&#039;&#039;&#039; Conglomerates of family states united for better economic and defensive potential. Competitive, but not to the point of self destruction and to the point where it gets in the way of productivity. Looks down on the Imperium. Hates the eldar because they are entitled bastards who are bad for business. Some are business partners with the Tau and gives them ion guns and other goodies. Loves their Votanns to point of self sacrifice. Their numbers greatly outnumber the populations of the upstart tau and the dwindling eldari, yet their population is still far fewer than the imperium obviously (they are still described as having formidable and vast interstellar empires however). Loves their Galactic core due to its crazy amounts of wealth and minerals, and it being quite inhospitable to the other races (which they were &amp;lt;ref&amp;gt;&amp;lt;nowiki&amp;gt;Insert non-formatted text here&amp;lt;/nowiki&amp;gt;&amp;lt;/ref&amp;gt;made to live in). There is no exact number of known Leagues, the Kin find no use in keep track of it. Can often be in nomadic (living in spacefaring holds). Currently trying to fix up their broken trade routes after the Great Rift appeared. The Leagues are named in honour of Votann itself, who is also known variously as the Primal Ancestor, the Gilded One, or the Stonemind. In some Kin myths, Votann was not one being but many, and is sometimes depicted as a group of gleaming golden figures, or a wheel of graven stone faces. In other myths, the Votann fashioned the first crucibles, then raised the Kin up and sent them sailing into the dark void - before oceans of fire and flesh rose to swallow the. Some myths speak of Votann as eldest and wisest of the First Ancestors, themselves shadowy presences ill-defined and shown in many different forms - both humanoid and otherwise - where they are depicted at all. With typical pragmatism, the kin accept that their myths are too contradictory, allegorical, and suspect to be cited as possessing a definite basis of fact.&lt;br /&gt;
*&#039;&#039;&#039;First Ancestors:&#039;&#039;&#039; The DAOT colonists (engineers, miners, etc) who journeyed to the galactic mineral-rich core in generation ships as part of a large colonization effort from Terra. The first ancestors are cited to be agents of change, and held responsible for the majority of the stable mutations - collectively known as cloneskeins - that run through the kin gene pool. Why did they not return to the heartlands of humanity is unclear. From the fact that so many Kin fleets plunged into the galactic core within a period of only a few centuries, it might be inferred that a deliberate choice was made. It is during this period that the last references to the first ancestors can be found. Not much else is know about them besides the fact they disappeared when the Votann first appeared...&lt;br /&gt;
*&#039;&#039;&#039;[[Votann]]:&#039;&#039;&#039; Super-cogitators, which contain Gestalt repositories of unimaginable inherited wisdom and knowledge, along with [[Spirit stone|Ancestor Cores]] with their self-organizing datastacks and quantum infocores. They communicate with the Kin via a tangle of arcane technology called a &amp;quot;Fane&amp;quot; and through the special class of Kin priest-psykers called the Grimnyr. All members of the Leagues after they pass on are returned and recycled by the ancestor cores in somber ceremonies, both mind, and body. Even the ironkin are not immune to this fate, as while they are long-lived, they will eventually slow down to a crawl and breakdown. The minds and uploaded data are kept in the Votann, while the bodies are recycled to make new kin. They are currently breaking down and developing [[Machine Spirit|&amp;quot;personalities&amp;quot;]], with calculations that normally took hours taking decades, if not centuries to complete. However they can still be modified by the kin (often at the votanns request). Curiously, they also serve another purpose of acting as mini [[Astronomican|Astronomicans]] for the Leagues, due to their vast intellect literally shining in the warp. Has been stated that the &amp;quot;Votann belong to the Kin as Kin belong to the Votann&amp;quot;. Often act more like advisors and repositories (none of them have been leaders). Due to their degradation and age, some of the Votann have even lost the ability to produce more kin (Brokhyrs and Ironkin Guilds can produce more ironkin, but they are of lower quality than what the ancestors could create). The ancestor cores have also been stated to have been on the first generation ships.&lt;br /&gt;
**&#039;&#039;&#039;Fane:&#039;&#039;&#039; The grimnyr interface in Arcane technological structures called Fanes. A space of timeless devices and quiet contemplation, at the heart of which lies a complex tangle of machinery that is part altar, part interface. It is said that these machines were simply nodes through which the wisdom of the Votann flashesd with the speed of thought from one voidcraft to another. They still fulfill this pratical purpose. Culturally though, Fanes have taken on a greater spiritual significance to the Kin, so that now they are viewed as places where one stands in full regard of the Ancestors, and where the presence of the Votann lies heavy and Sombre. Indeed, through aceane technological processes that even the Kin do not understand, there have been instances recorded of fanes miraculously developing artificial intellect in their own right, and joining the ranks of the Votann themselves. These occurrences of miraculous self awareness are cause for great honour and celebration amongst the Kin in whose Hold they occur. By comparison though, more than one Votann has degenerated in recent centuries until they have become little more than Fanes themselves. To witness such a decline is a terrible tragedy for the Kin.&lt;br /&gt;
**&#039;&#039;&#039;Votannic Council:&#039;&#039;&#039; A League’s ultimate ruling body. Stubborn, and are slow to change their minds or come to decisions. Elections in the Leagues generally are extremely heated. Needed for full on wars (local conflicts excluded). The Votann are generally treated as part of the council,, and they and their Grimnyr often serve as advisors. Every Kindred governs itself in a huge spherical chamber known as the Spakerönde. The ruling councils are called Hearthspake. The Hearthspake sees little of the politicking or self interested maneuvering that typifies man species political arenas. The Kin might be hard headed, but they are almost always earnest and honest in their desire to guide their kindred well.&lt;br /&gt;
**&#039;&#039;&#039;Guild Masters:&#039;&#039;&#039; Guild Leaders who have worked their way up through the Leagues meritocracy. Note that there can be multiple guild masters on the council.&lt;br /&gt;
**&#039;&#039;&#039;Brôkhyr Forge-Master:&#039;&#039;&#039; The absolute cream of the crop from the forges of the Leagues, they not only have proved their ability to create technological marvels,but over see their development as well. They also bring the fury of the Forge to the battlefield, delivering council to the warriors on the field as well.&lt;br /&gt;
**&#039;&#039;&#039;Lord Grimnyr:&#039;&#039;&#039; The ultimate representative of the Grimnyr, who embodies wisdom, guidance, and insight. The Lord Grimnyr acts as the voice of the Votann itself, acting as a walking conduit for both their lore and gestalt might. This role is not purely a ceromonial or advisory role, for it is incumbent upon the Lord Grimnyr to walk the battlefield as the eyes, ears, and voice of the Votann, dispensing wisdom to friends and allies, and unleashing the wrath of the Ancestors. It is not known how they are selected for the position.&lt;br /&gt;
**&#039;&#039;&#039;Grimnyr:&#039;&#039;&#039; Kin psykers that wield massive amounts of power. Capable of accessing &amp;quot;empyrically archived&amp;quot; Votann wisdom. They are probably deeply tied to the Votanns and represent them in their wing of the Leagues governments. &amp;lt;s&amp;gt;Probably&amp;lt;/s&amp;gt; Definitely have very long beards.&lt;br /&gt;
**&#039;&#039;&#039;High Kâhl:&#039;&#039;&#039; The ultimate military commanders of the kinhost militaries. To be named High Kâhl is both a tremendous honour and a awesome responsibility. To be elected a High Kâhl, the incumbent must go beyond just a tremendously capable warriors ,and a indomitable battlefield leader. They must master the cruel calculus of war itself.&lt;br /&gt;
**&#039;&#039;&#039;Kinhost commanders/senior Officers:&#039;&#039;&#039; The military leaders of the Kinhost militaries that rank below the High Kâhl.&lt;br /&gt;
*&#039;&#039;&#039;Kindreds:&#039;&#039;&#039; A combination between nation state and extended family, essentially the societies that make up the Leagues. Generally lives in holds (although it&#039;s population is encouraged to go travel throughout the galaxy and make their ancestors proud). They are very communal in nature, and their populations range from a couple dozen to the millions. Each one is governed by a Votannic council. They have their own aspects which are called the Four Pillars:&lt;br /&gt;
*# Hearth: “the heart of the hold,” literally the heat and light their forges, recycle air, and let the kin thrive &lt;br /&gt;
*# Forge: Here everything the Kindred needs is built, from weapons to life-support systems&lt;br /&gt;
*# Thane: Where the Grimnyr interface with the Ancestor Cores&lt;br /&gt;
*# Crucible: Where new flesh and blood Kin are made&lt;br /&gt;
*#&#039;&#039;&#039;Hearthspake:&#039;&#039;&#039; In a given hold, the Hearthspake is the governing body, no matter how big or small. They are a council comprised of Guild representatives of particular commercial groups, the hold&#039;s attendant Grimnyr, as well as the leaders of the hold&#039;s Kinhost, such as the Kahl.&lt;br /&gt;
*&#039;&#039;&#039;Kinhosts:&#039;&#039;&#039; The militaries/militias of the Leagues, made after the kindreds united and combined their militaries. Soldiers are typically drawn from the civilian populous, but are not restricted to kinhosts only, as depending on their decision (after they completed their oath of service to their Kâhl), the soldier may return to civilian life after they have done their service. Objectives range from protecting colonization efforts, protecting resources extraction operations and other guild/kindred interests, and overall defense to annihilating entire worlds because they know too much. Has a slightly overall civilian look to them (but are still more deadly than Imperial forces). The forces within the kinhosts militaries (called oathbands), are extremely flexible on what they consist of. Some of these oathbands can even consist entirely of mercenaries.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Guilds:&#039;&#039;&#039; The overall backbone of the Leagues. Independent commercial groups. Builds holds and everything else. Regulates and manages almost everything, and oversees fair competition( but are not necessarily overbearing). Does not like cutting corners. Very competitive and ruthless in general. Is unofficially apart of the government. Typically doesn&#039;t leave their own holds. Does not like Freelancers and outcasts (and the occasional rival guild). Every aspect of life and production is affected by the guilds. Clonskin guilds exist and work to improve upon and stabilize cloneskins. Ironkin Guilds exist as well.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Freelancers:&#039;&#039;&#039; Independent contractors, mercenaries, traders, explorers, plumbers, etc. Does the same thing as the guilds except with less political influence and resources. Not too fond of guilds&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Holds:&#039;&#039;&#039; The homes of the Leagues and its organizations and populous. Typically enclosed and fortified, holds vary in type and size. Can range from underground tunnels and narrows, to fortified bunkers and live in factories, to hive cities and ecumenopolises. Also comes in the form of space stations, asteroid colonies, and ships. Industrial and high tech in nature, yet very cozy with a lot of empasis on community, closeness, and interaction. Essentially hive cities except not shit and on steroids. Contains &amp;quot;Hearths&amp;quot;, which act as the hearts of the holds, providing heat, light, and recycled air, and overall let the kin thrive. Hearths also act as reactors for the Kins holds, powering up all their electrical needs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kin in general/clonekin:&#039;&#039;&#039; The general population of the Leagues. Mainly consists of ironkin and clonekin (although, there could be more). Tough as nails, and artificial in nature. Comes from &amp;quot;crucibles&amp;quot; (which they prefer due to regular reproduction diluting the genetic quality of offspring. Generally enhanced by both biological and cybernetic means. Very intelligent and industrious. Loves their ancestors to death. Loves their Kin and kindreds. Loves making their master crafts. Loves living in their fortified holds (but will go out into the galaxy to serve the ancestors, their guilds, and their communities). They get to pick their own names (excluding their family names, which they get from the names the crucibles has attached to it, and its considered rude to change), and gain more throughout their life from fellow kin like &amp;quot;Orkslayer&amp;quot;. Loves their individuality and mutations (although some cloneskin templates and mutations can actually lower the lifespan of a clonkin, along with clonekins who had their production accelerated). Far from uncommon for them to get plenty of physical alterations. They were also made to resist and endure the warp and its corruptions, dampening their souls (note: they are masking their souls brightness, not actually dimming down their souls) for better protection. They also have high amouns of white blood cells, which allows them to greatly resist disease, and heal swiftly. Some can see in infrared.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ironkin:&#039;&#039;&#039; The League have [[Men of Iron]] now, or at least true AIs. Appears to be comparable to a Servitor, although distinctly described as being treated as equal to the fleshy Kin. The Ironkin can mimic their living counterparts’ every behavior and demeanor, but display no sense of ambition and are hard-wired with a desire to be helpful. Their bodies are all built for a unique purpose and cannot be easily replaced should they be damaged. One such purpose are the Wayfinders, which are the supercomputer, squatty equivalent of Imperial [[navigator|navigators]], allowing the Kin to traverse the Warp without the need of psykers, and thus reduce the threat of daemonic incursions. All ironkin have a CU, or Cerebral Unit, and a mechanical body, both of which are unique to each individual ironkin. The CU&#039;s themselves are nigh indestructible (with microfield generators woven into the structure of the unit), and can send out distress beacons. Since Kin are kin, these are high priority for recovery.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;COGs:&#039;&#039;&#039; Are essentially the lower forms of ai, automatons, and algorithms the Leagues possess. Akin to tau drones (yet still more advanced). Does much of the menial jobs and such in the Leagues, along with being utilized in combat as well, and overall helps automate the Leagues of Votann. Probably still treated better than servitors (especially considering they look like ironkin).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outcasts:&#039;&#039;&#039; Hippies, troublemakers, and those Kin who do shit like performing illegal experiments, probably.&lt;br /&gt;
&lt;br /&gt;
===Known Leagues===&lt;br /&gt;
*&#039;&#039;&#039;Greater Thurian League:&#039;&#039;&#039; One of the original founding Leagues and the poster boy League. Has a teal color scheme. Largest of the Leagues, spreading over a wide expanse of the galactic core and very influential on the other Leagues. Includes over 200 allied kindred holds, and it contains the biggest guild. Very wealthy and expansionist, they have a lot of military might and resources at their disposal and they want to expand their reach. Their members think they epitomize what it means to be Kin. Are uncompromising with their mercenary attitude. Apparently, their grim, methodical pragmatism is an inspiration to other Leagues. The Kin’s special character Ûthar the Destined hails from this League.&lt;br /&gt;
*&#039;&#039;&#039;Urani-Surtr Regulates:&#039;&#039;&#039; A determined League constantly being invaded by groups of Orks, Tyranids, and Necrons, despite this the League is determined to fight to the last person standing. Their colors are greens and brown. Their kin live on the minimum and are currently at war with the Necron Dynasty of Samnokh. Are stoic, pragmatic, and abhor waste like most other Leagues, though they are noted for being less concerned with the cost of lives and material for battle to prevent giving up ground. Likes to keep their population counts high for their oathbands. No kin admitted to the Urani-Surtr Regulates has ever left.&lt;br /&gt;
*&#039;&#039;&#039;Trans-Hyperian Alliance:&#039;&#039;&#039; The most puritanical in their worship of the Ancestors. Sacrifice has more importance to them than the other leagues. Their colors are mostly orange and white. They enjoy collecting data and new info for their Votanns. They are a nomadic league, spread out not only across the galactic core but beyond, into far space with their 3 Votanns being stored in heavily armed ships. Their prospectors are known for venturing the width and breath of the galaxy in search of resources, and the League’s Hernkyn Pioneer riders are extremely skilled and considered genuinely exceptional by the other Leagues. This lifestyle is driven by the requirement to enrich their Votanns, which for the Trans-Hyperian Alliance is a reward in and of itself.&lt;br /&gt;
*&#039;&#039;&#039;Kronus Hegemony:&#039;&#039;&#039; Also known as Kôrynn’s Kindred they are the most militaristic and aggressive league (to the point of being aggressive even to other leagues). Their color scheme is yellow and black. They are a relatively new league formed less than millennium ago. [[Awesome|Ork WAAAGH!s, Tyranid swarms, and many other threats have been broken by the mighty kinhost of the Kronus hegemony]]. They are known for having a harsh reputation, due to their strictness and quotas. The formation of their league was due to their League’s Fane (computer systems) achieving self-awareness and transforming into a full blown Votann which has subsequently been demanding the Hegemony should always be gathering resources; Kindreds that join have to pay a hefty price to join and then have to pay hefty tributes through conquest. They also already pissed off the other Leagues in territorial disputes. Despite their reputation, they are still seen as a boon for the other Leagues due to their defensive capabilities.&lt;br /&gt;
*&#039;&#039;&#039;Ymyr Conglomerate:&#039;&#039;&#039; A massive and ancient power bloc. Has a red color scheme. Few value quality craftsmanship more than the Ymyr conglomerate. They have long ventured beyond the core trading and operating all over the galaxy. They are the richest League, having the best living standards to boot. Even for the other Leagues, they appear decedent. They also have a higher amount of high-quality weaponry and equipment for their kinhosts. &lt;br /&gt;
*&#039;&#039;&#039;Seran-Tok Mercantile League:&#039;&#039;&#039; Has risen to prominence and profited greatly from trade with the T’au Empire. &amp;lt;s&amp;gt;Probably&amp;lt;/s&amp;gt; confirmed to be the Demiurg.&lt;br /&gt;
*&#039;&#039;&#039;Grand Orion Compact:&#039;&#039;&#039; Their Votann was destroyed by Orks from WAAAGH! Morbok resulting in a grudge against the green skins and starting a 500 year long war of extermination against the members of that WAAAGH!&lt;br /&gt;
*&#039;&#039;&#039;Emberg Agnir Bloc:&#039;&#039;&#039; Destroyed by Tyranids. Their Votann absorbed their biomass to deny the Tyranids their prize as revenge, which drove the Votann mad, turning it into &amp;quot;The Mad Core&amp;quot;, which causes fluctuations in the Warp impeding travel near their former hold, which brings up a lot of fluff questions of its own. How exactly does a mechanical supercomputer &#039;&#039;assimilate&#039;&#039; an entire hold/league? Was it something like [[Forge World|Lucius]], where the Mechanicus holed themselves up underneath the surface, [[Tomb World|using teleportation to send their forces up and retrieving the shatted out mechanical bits back later]]? Or is this some weird techno-vore thing [[Grimdark|where all the dorfs jumped into an acid vat so their biomass could be used by their god?]] Either way, their Votann may have been one of the few Cores left able to react quickly, not that it&#039;ll be of much use now. Probably a callback to the original demise of the Squats.&lt;br /&gt;
*&#039;&#039;&#039;Ghulo Industrial Complex:&#039;&#039;&#039;This League is forever adding new systems and planets to their impressive holdings, and are skilled in transforming even the most barren of worlds into productive and valuable assets. Pours almost all of their time and energy into maintaining trade routes, and keeping their convoys of heavy haulers and escort ships moving along them. This League contains several extremely large and powerful Cthonian guilds, whose influence in the Hearthspakes is such that they&#039;re virtually the defacto rulers of the Ghulo Industrial Complex as a whole.&lt;br /&gt;
*&#039;&#039;&#039;Typhon-Styx Protectorate:&#039;&#039;&#039; A League that is renowned for their indomitable fortifications. Their oathbands lean towards steady and relentless strategies, advancing from one position to the next, and allowing  waves of enemy counter attacks to smash themselves apart against swiftly-raised ramparts and tanks, dug in as temporary bunkers. Their holds are exceptionally fortified.&lt;br /&gt;
*&#039;&#039;&#039;Grendl Dominance:&#039;&#039;&#039; An overly warlike League.&lt;br /&gt;
*&#039;&#039;&#039;Jotun-Erydani Combine:&#039;&#039;&#039; A League that is renowned for their Craftmanship and forging. Is a strongly meritocratic and Brôkhyr centric society.&lt;br /&gt;
*&#039;&#039;&#039;Kapellan League:&#039;&#039;&#039; Had their ancestors degenerate into Fanes. Spent years mourning.&lt;br /&gt;
*&#039;&#039;&#039;Balor-Attal Conglomerate:&#039;&#039;&#039; Had their ancestors degenerate into Fanes. Spent years mourning. Is in the process of disintegrating.&lt;br /&gt;
*&#039;&#039;&#039;Tehys Expanse:&#039;&#039;&#039; A extremely wide spread League. It&#039;s Kindreds [[BattleTech|maintain contact by means of a singularity potent interstellar communications network, whose proprietary technologies they will only lease to other Leagues for a substantial fee.]]&lt;br /&gt;
*&#039;&#039;&#039;Sigma-Drakoni Union:&#039;&#039;&#039; [[Saim-Hann|A martially inclined League that prizes honorable combat greatly. It&#039;s Kinhosts are held to a strict code of conduct at all times, and take an unusual degree of pride in their heraldy and decorative insignia.]]&lt;br /&gt;
*&#039;&#039;&#039;Pan-Telluric Commonwealth:&#039;&#039;&#039; A exceptionally egalitarian society.&lt;br /&gt;
&lt;br /&gt;
===Known Kindreds===&lt;br /&gt;
*&#039;&#039;&#039;[[Deep Rock Galactic|DeepRock Kindred]]:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Vortun:&#039;&#039;&#039; Belongs to the Greater Thurian League. This is the Kindred Ûthar the Destined Belongs to.&lt;br /&gt;
*&#039;&#039;&#039;Khâld&#039;s Star Breaker Kindred:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Kindred Crimson:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Skâlfi&#039;s Kindred:&#039;&#039;&#039; Named after their ancestor core.&lt;br /&gt;
*&#039;&#039;&#039;The Kindred of Nârunn:&#039;&#039;&#039; Named after their ancestor core.&lt;br /&gt;
*&#039;&#039;&#039;Vykât&#039;s Kin:&#039;&#039;&#039; Named after their ancestor core.&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Echodark:&#039;&#039;&#039; Named after a defining feature of their hold world.&lt;br /&gt;
*&#039;&#039;&#039;The Thousand Stars Kindred:&#039;&#039;&#039; Named after a defining feature of their hold world.&lt;br /&gt;
*&#039;&#039;&#039;Iron Canyon Kindred:&#039;&#039;&#039; Named after a defining feature of their hold world.&lt;br /&gt;
*&#039;&#039;&#039;Star-Delver Kindred:&#039;&#039;&#039; Named after its essential nature.&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Ork Slayers:&#039;&#039;&#039; Named after its essential nature.&lt;br /&gt;
*&#039;&#039;&#039;Yôht&#039;s Black Pillars Kindred:&#039;&#039;&#039; A Kindred with a combination of name types&lt;br /&gt;
*&#039;&#039;&#039;The Kindred Stoic of Nightgulf:&#039;&#039;&#039; A Kindred with a combination of name types&lt;br /&gt;
*&#039;&#039;&#039;Kindred Six:&#039;&#039;&#039; A Kindred with a very basic name. Belongs to the Kronus hegemony, and is brutally direct. Prides themselves on their mastery of urban warfare. Are sometimes rivals with Sylâkh&#039;s Kindred.&lt;br /&gt;
*&#039;&#039;&#039;Kindred Eleven-D:&#039;&#039;&#039; A Kindred with a very basic name.&lt;br /&gt;
*&#039;&#039;&#039;Hold of Oriâkh&#039;s Irongate Kindred:&#039;&#039;&#039; Had their core destroyed by WAAAGH! Morbok. Belongs to the Grand Orion Compact.&lt;br /&gt;
*&#039;&#039;&#039;The Void striker Kindred:&#039;&#039;&#039; Swallowed up by Maelstrom Örgvayr.&lt;br /&gt;
*&#039;&#039;&#039;Lâkhryr&#039;s Kindred:&#039;&#039;&#039; Swallowed up by Maelstrom Örgvayr.&lt;br /&gt;
*&#039;&#039;&#039;Nôthka&#039;s Kindred:&#039;&#039;&#039; Belongs to the Trans-Hyperian Alliance. They maintain a Hold amidst the calamitous ruin-belt of the Broken Triplets, a trio of threatening worlds that were smashed during an ancient catastrophe.&lt;br /&gt;
*&#039;&#039;&#039;Orksbane Kindred:&#039;&#039;&#039; Belongs to the Ymyr Conglomerate. Owns the world of Tamâkh, which the Hold of Brôkhfyre is built upon. They control and capture the exotic and deadly spectra emanating from the world&#039;s nearby star, using mile high stellar vanes. These energies pour into their forge, which is amongst the greatest in the Leagues, as it is renowned for the weapons of war it can produce.&lt;br /&gt;
*&#039;&#039;&#039;Kârkyr Stellar Nursery:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Yênna&#039;s Kindered:&#039;&#039;&#039; Another Kindred named after it&#039;s core. Is in possession of Balewind Harvester stations.&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Aârnok:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Kôrynn’s Kindred:&#039;&#039;&#039; Was originally apart of the now faltering Kapellan League. Broke away with several other Kapellan Kindreds to form the Kronus Hegemony when their Fane achieved self-awareness and became a newly ascended Votann. They gave become central to the Kronus hegemony, and receives portions of the Leagues spoils for their Votann&#039;s defense.&lt;br /&gt;
*&#039;&#039;&#039;Kindred of Liminus Crag:&#039;&#039;&#039; Belongs to the Trans-Hyperian Alliance. Are famed as shipwrights of the swiftest void craft and atmospheric gunships.&lt;br /&gt;
*&#039;&#039;&#039;Ukûlak&#039;s Kindred:&#039;&#039;&#039; Belongs to the Trans-Hyperian Alliance. Has every last one of their Kin serve at least a decade as Hernkyn in their early years to Honour their ancestors.&lt;br /&gt;
*&#039;&#039;&#039;Sylâkh&#039;s Kindred:&#039;&#039;&#039; A Kindred name after their Core. Favors massed artillery and siege warfare. Are sometimes rival with Kindred six.&lt;br /&gt;
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===Known Holds===&lt;br /&gt;
*&#039;&#039;&#039;Obsyd Gate:&#039;&#039;&#039; A prominent hold of the Kindred of Vôrtun, which belongs to the Greater Thurian League. This the hold Ûthar the Destined Belongs to.&lt;br /&gt;
*&#039;&#039;&#039;Grand Hall:&#039;&#039;&#039; A prominent hold of the greater Thurian League.&lt;br /&gt;
*&#039;&#039;&#039;Hold Silver Six:&#039;&#039;&#039; A prominent hold of the greater Thurian League.&lt;br /&gt;
*&#039;&#039;&#039;Demmâk&#039;s Haven:&#039;&#039;&#039; A prominent hold of the greater Thurian League.&lt;br /&gt;
*&#039;&#039;&#039;Crimson Gulf:&#039;&#039;&#039; A prominent hold of the greater Thurian League. Renowned for its sheer size and impenetrable defenses.&lt;br /&gt;
*&#039;&#039;&#039;Ûrvymm&#039;s Bulwark:&#039;&#039;&#039; A prominent hold of the greater Thurian League. Renowned for its sheer size and impenetrable defenses.&lt;br /&gt;
*&#039;&#039;&#039;Cynder Span:&#039;&#039;&#039; A prominent hold of the Ymyr Conglomerate &lt;br /&gt;
*&#039;&#039;&#039;Delvegard:&#039;&#039;&#039; A prominent hold of the Ghulo Industrial Complex&lt;br /&gt;
*&#039;&#039;&#039;Sunder Stair:&#039;&#039;&#039; A hold belonging to the Nôthka&#039;s Kindred. Sits at the heart of the Broken Triplets.&lt;br /&gt;
*&#039;&#039;&#039;Hold of Brôkhfyre:&#039;&#039;&#039; Lies upon the world of Tamâkh, and is owned by the Orksbane Kindred.&lt;br /&gt;
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===Known Mining Worlds/Zones===&lt;br /&gt;
*&#039;&#039;&#039;Törg:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Darkstar Mines:&#039;&#039;&#039;&lt;br /&gt;
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===Known Enclaves===&lt;br /&gt;
*&#039;&#039;&#039;The human enclave of New Catachan:&#039;&#039;&#039;&lt;br /&gt;
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===Known Guilds===&lt;br /&gt;
*&#039;&#039;&#039;Cthonian Mining Guilds:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Yngvâry Combined Logistics:&#039;&#039;&#039; Huge and wealthy.&lt;br /&gt;
*&#039;&#039;&#039;Star-Rider Mercantile Confederation:&#039;&#039;&#039; Huge and wealthy.&lt;br /&gt;
*&#039;&#039;&#039;Cthonian Guild of Kâdokh:&#039;&#039;&#039; Huge and wealthy.&lt;br /&gt;
&lt;br /&gt;
===Regions/Warp storms===&lt;br /&gt;
The galactic core to most species is a uninhabitable. Only the hardiest of species and civilizations could ever dream to live here. But should they survive, the great riches of the core will open to them.&lt;br /&gt;
&lt;br /&gt;
In constrast to the Imperium, the Kin do not recognize the name &amp;quot;The Great Rift&amp;quot;, believing it would lend further superstitious menace to a already menacing threat. The appearance of these warp storms has caused much havoc in the galactic, from swallowing up entire kindreds, to aggravating local core xenos. Some refugees from these swallowed up kindreds were able to make it out thanks to pan-spectral arrays, which gave some small warning to said kindred refugees. Those who escaped told of holds falling into complete madness, and right on their heels were hordes of ravenous Chaos war fleets. These storms have made the already extraordinarily dangerous core even more deadly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warp Storms:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Örgvayr:&#039;&#039;&#039; roughly translating to &amp;quot;Ogre&amp;quot; in Low Gothic, this warp storm appeared on the north eastern fringe of the Greater Thurian League, swallowing up the Void Striker Kindred and Lâkhryr&#039;s Kindred.&lt;br /&gt;
*&#039;&#039;&#039;Cölosyk:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gëirokh:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Töroll:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Öggh:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cyklöp:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Regions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Xenos in/near League territory===&lt;br /&gt;
*&#039;&#039;&#039;Orks:&#039;&#039;&#039; The Orks have long-been an enemy of the Kin, their own species-wide durability and sheer refusal to go away making them perhaps the only other species able to comfortably withstand the crushing weight of the galactic core. Being the main neighbors of the Kin, coupled with Orks being Orks and wanting a good punch up, has resulted in their species perhaps being the only thing the Kin consider to be an arch-enemy. With the Five Hundred Years war with WAAAGH! Morbok resulting in the destruction of a Votann, the stellar fleets of Bogg da Freeboota King invading in the lieu of some warpstorms, and the neighboring Ork Empire of Morzag, all these things have solidified the Orks as constant pebble in the Kin&#039;s boot.&lt;br /&gt;
*&#039;&#039;&#039;Tyranids:&#039;&#039;&#039; &amp;quot;The Bane&amp;quot;, as the Kin know the Tyranids as, has become somewhat of an intense threat/material opportunity for the Leagues in recent millennium. Hive Fleet Leviathan wiped out the entirety of the Emberg-Aegnir Bloc, resulting in the Mad Votann, and so earning the ire of the species. But at the same time, the Leagues hunt down hive fleet tendrils to harvest them for organic materials (likely their bio-metals and acids). Ultimately, they&#039;re treated more as a hazard than a direct enemy to fight with. &lt;br /&gt;
*&#039;&#039;&#039;Minor Species:&#039;&#039;&#039; The typical one-off species that exist to pad out the Galactic Core to make it less empty. Nothing is known about them other than their names and that they are taking the Great Rift as an opportunity to get antsy. They include the Septeryx, the Chrobdyr Ferrophagites (rust monsters lol) and the ominous Cult of Ohn.&lt;br /&gt;
*&#039;&#039;&#039;Other Big Players:&#039;&#039;&#039; With the Great Rift opening and swallowing a shit ton of Holds, many Kindreds and some Leagues have opted to scarper out of the Galactic Core and find new steading elsewhere. This vacuum has allowed an opening for the Imperium, the T&#039;au Empire, and the Craftworld Eldar to move in on the territory, kicking up dust as they do and transgressing on the Kin&#039;s holdings.&lt;br /&gt;
&lt;br /&gt;
===Noteworthy Kin===&lt;br /&gt;
*&#039;&#039;&#039;Ûthar the Destined:&#039;&#039;&#039; A great Kahl from the Greater Thurian League that has a mysterious objective and destiny, prophesied to complete a great task. He’s a ruthless warrior armed with masterfully wrought weapons, including the legendary Blade of the Ancestors (which he got literally the day he was born on), and has a gift for assessing enemy foes.&lt;br /&gt;
&lt;br /&gt;
===Relationship/interactions with other factions===&lt;br /&gt;
&#039;&#039;&#039;Galactic relations in general:&#039;&#039;&#039; The Kin will leave most of the denizens in the galaxy alone, so long as they aren&#039;t getting in-between what the Kin want. The Leagues of Votann trade outside the core through a range of names, though these are rarely of their choosing  this has caused confusion and misunderstanding over who these mercenary adventurers really are. To those who are in their way however (unwillingly or not), the Kin are a tough nut to crack. Even far from the more secure area that is the galactic core, the Kin are a armoured, fortified, bunkered down, advanced, and tactical juggernaut. More often than not, the Kin succeed in their conflicts, and even the more major players of the galaxy find them difficult. On occasion, a resistant population may be deemed too strong for any conflict to be worthwhile, but most of the time any resistance will be swept aside or ignored. The Kin have no compunctions about tearing open the crust of a world whilst the population still dwells upon it, however sometimes a evacuation can be negotiated. To those on the kins good side, they are invaluable business parts. To those on their bad side, they are a force of ruthlessness and greed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ironhead Squat Prospectors:&#039;&#039;&#039; See each other as distant cousins who can share a pint in the pub and complain about the Aeldari.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyranids:&#039;&#039;&#039; In the Imperium of Man, the Tyranids hunt &#039;&#039;you&#039;&#039;, in the Leagues of Votann, the League hunt &#039;&#039;Tyranids&#039;&#039;. Known to the Leagues as “The Bane” the Kin are wary of the Nids and have gain a grudging respect for their effectiveness and adaptability. Whilst the Nids still view the Kin as biomass, they themselves also stay clear away from them as the Leagues are known to scout out and hunt down &#039;&#039;entire Tyranid hive fleets&#039;&#039; to harvest their resource bounties. Moreover, the high technological levels and large presence of automatons makes fighting the League a sunk-cost fallacy for the Tyranids such as in one example with the Northstar cluster, where the bioforms exhibited an odd nesting behavior not seen elsewhere. They have proven difficult to eradicate, and have brought devastation to the Urani-Surtr Regulates. The Kin see the danger of the Tyranids, following the destruction of the Emberg Agnir Bloc. It was made up of a few dozen kindred and found themselves in the path of hive fleet Leviathan. The League was wiped out. The Votann was left untouched. It absorbed the bodies of its fallen Kin to deny the Tyranids the biomass, and was driven mad, becoming the mad core, and causing fluctuations in the warp that disrupt travel. Nevertheless, such endeavours still prove too risky for the Tyranids and, given the League&#039;s habit of hunting their fleets down like giant whalers; the Hive Mind has put the League on the same level as the Necrons in terms of GTFO.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tau:&#039;&#039;&#039; They view the Leagues as grand benefactors and business partners of the Greater Good and the Tau Empire - although they could certainly improve their view points and dedication to the cause. They are also really happy with their new technology they received from the Demiurg and the Leagues, with their ion technology being extremely popular among the Tau&#039;s forces. The Leagues see the Tau as a very naïve and young people, though they appreciate the value of the greater good as it shares similarities with their own philosophy, putting Kin first. The Tau are more than happy to pay the Leagues, though the Kin rarely share their more advanced developments. As an example, the Kin&#039;s ion tech is superior and far more compact than the Tau&#039;s. Thanks to the extreme naivety of the tau, the Tau actually think the few ships they see from the Leagues are all that is left of the Kin, following a invasion from the Tyranids. These rumors have been rebuffed by the kin, much to the confusion of the Tau. The Kin see no value in enlightening them in this regard so long as the can continue to profit from trade with the naïve civilization. With the advances of the empire in the Chalnath expanse, there have been some minor clashes with the various factions of the Kin, which may have somewhat soured some local relations. Kind of. Nothing that money can&#039;t fix, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Imperium of Man:&#039;&#039;&#039; View the Leagues as useful and good enough for trade, yet they&#039;re also sketchy abhumans who stray too far from the holy human form and are probably heretics, though they don&#039;t seem as quick or eager to put these ones down nor whip out any Exterminatus moves on them. On the world of Necromunda at least, they are looked down upon as Squats despite all they&#039;ve done for the world. Likewise, the Leagues view the Imperium as a bunch of disappointing dumbfuck competitors - although they&#039;re still good enough for trade. Will surprisingly be honest about their usage of AI if pressed on it (which of course pisses the Imperium off). On some Imperial worlds like Necromunda, the Kin have been there since their Imperial records started. Rogue traders are more than happy to deal with the Leagues, though their extravagant life styles are considered wasteful by the kin, and deals are made with governors of Imperial worlds and systems, for a suitable fee. The more zealous of the Imperium deem the Kin as sanctioned xenos, if not abhumans. And at one point, the Demiurg had a automated mining facility  that was infiltrated by the alpha legion. Overall, the Kin treat them as any other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aeldari:&#039;&#039;&#039; [[Elf|Guess]]. They like to keep their meetings brief and few as the knife-ears aura of arrogance and entitlement pisses the Kin off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Aeldari:&#039;&#039;&#039; [[Dwarf Fortress|Guess again]]. Unlike the Tau who were dumb enough to trust the S&amp;amp;M gimp suit wearing weirdos at one point, the Kin are smart enough to not have wanted anything to do with the perverted pasty sweat goblins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harlequin:&#039;&#039;&#039; Weird creepy clowns that are to be avoided.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aeldari Exodites:&#039;&#039;&#039; [[Avatar|Guess thrice]]. Although, the Kin actually do respect them for their more practical nature. Still more than happy to invade for resources though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Necrons:&#039;&#039;&#039; The Necrons consider the Kin to be another upstart race, though with a level of trepidation. Not only are they considered remarkably dangerous foes to fight, the Kin also delve deep into their worlds, breaking into tomb complexes, and plundering the rich harvest within. To the Kin, the metallic aliens are easy pickings while they sleep, and vicious foes when roused. Typically shoot on sight levels of diplomacy. They already war with the Urani-Surtr Regulates for control over one of its main worlds. The involved Necrons is the Samnokh dynasty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orks:&#039;&#039;&#039; The Orks are the Leagues most hated Foe, as not only are they pervasive, they are also endlessly wasteful, fighting and destroying what the Kin have built, and The Leagues have been as successful as every other civilization in eradicating the Orks. The Orks are not stopped by the dangers of the core regions, and Ork pirate raids are a particular concern, with Orks like Bogg Da Freeboota king and his numerous fleets pestering the Leagues. The Orks tendency to use whatever scrap they can get has led to the creation of the saying &amp;quot;a prize for a Ork&amp;quot; , used to describe things or ideas that are worthless to the Kin. The 500 years war was fought against WAAAGH Morbok after they overran the Grand Orion Compact&#039;s Hold of oriax iron gate kindred. The Votann in the hold was torn to pieces, the most widespread grudge in the history of the Kin was called, and the Compact spent the next five centuries hunting down every single Ork from WAAAGH Morbok.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chaos:&#039;&#039;&#039; They find the Leagues to be a major pain in the ass as they actually have at least some idea on how to deal with chaos unlike their Imperial counterparts. They dimmed their souls, use soulless A.I. to pilot through the warp, have top notch security, and live high quality and comfortable lives in their holds. They see little to even no chaos corruption in the Leagues and will probably see more losses than wins with them. The Kin of course are absolutely disgusted by them, and have little time for their gruesome and foolish activities &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Adeptus Mechanicus:&#039;&#039;&#039; A series of mental breakdowns and cybernetic overloads occurs when Mechanicus members encounter the Leagues. Whether it&#039;s due to them seeing Heresy in the Leagues, or due to the many shinies the Leagues have, it doesn&#039;t matter. They will see the Leagues as major competition regardless of the reason, and move to claim the shinies for themselves. To the Leagues, the Adeptus Mechanicus are rats scurrying around a scrap heap. Superstitious tech cultists living on the successes of their ancient betters who&#039;s ignorance makes them dangerous. The Kin avoid them whenever possible, and are swift to eradicate them when needed.&lt;br /&gt;
&lt;br /&gt;
===Speculation/Theories===&lt;br /&gt;
The LoV being as new as they are, there&#039;s a lot going on about them that we don&#039;t know about. Particularly, how can certain aspects of the setting be connected to them to better help them conform to the whacky-tobaccy universe that is 40k. Until we get lore confirmations, various speculations and conspiracies will be listed here. &lt;br /&gt;
&lt;br /&gt;
====Votann out in the Wild====&lt;br /&gt;
As the biggest part of the Leagues and their lore, the Votann naturally draw a lot of attention to themselves, especially since some parts of the lore can now be comfortably assumed to be a Votann. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Van Saar STC:&#039;&#039;&#039; A bit of speculation around the Votann is if anything else in the setting will be retconned into/explained as being one. The most obvious candidate is the [[House Van Saar]] STC, described as being &amp;quot;large building&amp;quot; sized and &amp;quot;damaged&amp;quot; in that it&#039;s spewing out radiation, similar to the disrepair some Votann are said to be in albeit more extreme, and if it was a Votann it would explain why Squats are on Necromunda.&lt;br /&gt;
*&#039;&#039;&#039;The Votann are fueled by alcohol:&#039;&#039;&#039; Naturally, being dorfs, the dorfs need to fill the dorf computers with dorf juice in order for them to give dorf advice. How else are they supposed to run? Fission batteries and solar energy? That&#039;s [[elf|leaf-lover]] hippy dippy shit.&lt;br /&gt;
&lt;br /&gt;
===Influences/Mythology/Aesthetic/Complaints===&lt;br /&gt;
*&#039;&#039;&#039;The greater rage:&#039;&#039;&#039; The 2001 release of the [[Tau]] was spurred with anger, confusion, and revulsion. Even to this day in the year 2022, you&#039;ll still see swathes of the community that seethe at the mere mention of the Tau, deeming them as &amp;quot;weaboo space communists who aren&#039;t grimdark enough&amp;quot;, or simply &amp;quot;another vile xeno who is irrelevant&amp;quot;. And like its predecessor, the LoV is reaching similar levels of division and anger. But much like the decade that it was revealed in, the Leagues bring in a new scale of chaotic and unprecedented changes. This section is to help boil this down, and address  complaints and confusion.&lt;br /&gt;
*&#039;&#039;&#039;Twentieth century futurism:&#039;&#039;&#039; There have been quite a few who have claimed that the LoV is &amp;quot;generic sci-fi&amp;quot; and &amp;quot;inconsistent in its design&amp;quot;. To be quite frank, this is a bunch of nonsense hullabaloo. Anyone who has enjoyed enough fictional settings like that of [[Fallout|Fallout]] is going to tell you that the Leagues is full of [[Isaac Asimov|mid-centrury futurism]] and [[Arthur C. Clarke|classical sci-fi]], with the atv looking like a 1960s moon buggy, and the Hernkyn chopper looking like a mid century 60s bike ([https://youtu.be/ySxEFuUrdio|for gods sake, look at it&#039;s trailer]). While you will find some of dieselpunk in the LoV and its not entirely just mid century aesthetics, [[atompunk|atompunk]] has asserted its dominance here, Giving them a more civilian look. This also includes the look of the Ironkin (and to a certain extent [[UR-025]] and the [[Kastelan Class Battle-Automata]] which look like mid century robots. Fact is, the LoV is a love letter to classic sci fi. But that&#039;s not all.&lt;br /&gt;
*&#039;&#039;&#039;Western/wacky sci-fi:&#039;&#039;&#039; If you haven&#039;t noticed from the bolter revolvers, the abundance of words like &amp;quot;Pioneer&amp;quot;, &amp;quot;frontier&amp;quot;, &amp;quot;rugged&amp;quot;, and &amp;quot;hardy&amp;quot;, along  with the fact that the first revealed  ironkin looks a lot like a western blacksmith, the amount of &amp;quot;simple&amp;quot; practical tools the Kin often carry, the Leagues have a lot of western influences. They also seem to still retain an air of comedic relief from their previous Squat forms. Expect future [[Firefly|Firefly]] references, and a Votann answering with [[Approved Literature|&amp;quot;42&amp;quot;]].&lt;br /&gt;
*&#039;&#039;&#039;Mass produced goodness:&#039;&#039;&#039; Unlike their many Dwarven counterparts, the Leagues are by no means the top industrial power house of the galaxy (the Necron and the Aeldari have them beat, along with most of the other species from around the time of the old ones). To be quite honest, they are more about industry as a theme rather than being the most industrious. However, one could say they are still the top non-prehistoric industrial in the galaxy. They could also be said to be the top powerhouse in the galaxy that is both operating at its full capability (Necron sleepiness), and still actively lives and colonizes the galaxy (Eldar and their hidey holes). And in comparison to their &amp;quot;competitors&amp;quot;, are probably the most easily accessible due to them generally not wanting to instantly butcher you the second they even glance at you, or just tell you to get lost. As for the lower powers? The Imperium, while it&#039;s very industrial, its also incredibly inefficient and and often...dumb with its capabilities in general (Agri-worlds, under use of auto loaders, crappy servitors). And the Tau, while smarter than the imperium with their industrial capabilities, has far less potential with what they have.&lt;br /&gt;
**Moving on from their position in the galaxy, why the industrial aesthetic? Well, first off, they&#039;re dwarves. Second off, as mentioned above, the other industrial factions are either too insufficient to carry out certain ideas and concepts, or are too hidey. The Leagues are in the perfect position to introduce potential new concepts to the universe, like not crap hive cities, dyson spheres that don&#039;t belong to the Necron, megastructures, and potentially much more. it&#039;s a nice change of pace to see an actually efficient industrial that isn&#039;t controlled by ancient aliens.&lt;br /&gt;
**Thirdly, you need a little grime and practicality to that atompunk, and efficient industry is the perfect way to do it. Doesn&#039;t mean you can&#039;t have your cleanliness (and I&#039;m pretty sure they&#039;d prefer to not have pollution in their holds), just adds a tad bit of realistic imagery to it.&lt;br /&gt;
*&#039;&#039;&#039;Cleanliness, kin, and old world blues:&#039;&#039;&#039; Besides the reasons above, there is a reason the Leagues look so clean, organized, and sleek. This comes from the more grimdark and evil side of the Leagues (which is a little weird and unique). As previously stated before, the Leagues are a meritocracy overseen by guilds, wise long-bearded psykers, military commanders, and the mighty moai heads themselves. Said guilds are very competitive, and will not hesitate to strip to the bone entire planets with civilizations and ecosystems just to stay ahead.&lt;br /&gt;
**So are they capitalist? Maybe. But while they&#039;ve shown how they can easily have conflicts with themselves, one of their mottos is &amp;quot;Kin are kin&amp;quot;. They also seem to be very egalitarian within their societies, On top of this, we&#039;ve had previous examples of society reaching post scarcity levels of comfort, including even some Imperial worlds, and the friggin lower tech tau. They also seem to put high importance on community and fellow kin. Even the guilds wouldn&#039;t be caught dead cutting corners and making shoddy products (they regulate much of League society).&lt;br /&gt;
**So socialists? Maybe. But really, the answer may be in-between (somewhat). Would certainly suggest looking up the guilds of post classical, classical, and pre-classical history to get a better perspective.&lt;br /&gt;
**But we do know that they generally have a comfortable life and are very egalitarian. The guilds are competitive, meritocratic, regulate much of League society, and still come to blow with each other. What we can tell is that Leagues inner society is generally at least decent for its citizens. As for those who are outside of League society...&lt;br /&gt;
**Expect to see a lot of neocolonialism, colonialism, client states, banana Republics, puppet states, potentially narco states, banana wars, and the 1893 overthrowing of the kingdom of Hawaii except 10x worse (and with more planetary genocide). As with their holds: dirty on the outside, clean on the inside.&lt;br /&gt;
*&#039;&#039;&#039;The mythological and the fantastical:&#039;&#039;&#039; This one is a total mashup. You got Celtic, Greek, Nordic, and other mythologies mashed in. The Leagues are named after Greek titans, and Nordic gods. The Votann are based off [[Odin]]. The Kin are Geri and Freki, odins greedy wolves. The leadership is based off odins ideal leadership (with the grimnyr being based off one of his disguise names).&lt;br /&gt;
*&#039;&#039;&#039;Silicon Knights and Too Human similarities:&#039;&#039;&#039; way back in 2008 the now defunct game company Silicon Knights released a game called “Too Human” for the Xbox 360 after over a decade of it being stuck in development hell. The game was based on reimagining Norse mythology through a cyberpunk lens. While the game flopped miserably due to its clunky control system some of its design elements seem suspiciously similar to the Leagues of Votann aesthetic including: exoskeleton equipped berserkers, combat transports that resemble the Hekaton Land fortress, the whole mega corporation of the Aesir, and the fact that Odin was reimagined in the game as an AI called the “Organic distributed information network” which bears a striking similarity to the idea of the Votann. Maybe someone in GW played the game and used it as inspiration for the Leagues? It wouldn’t be too surprising.&lt;br /&gt;
*&#039;&#039;&#039;[[Video games|Deep Rock Galactic]]:&#039;&#039;&#039; Similar to the above, the game &amp;quot;Deep Rock Galactic&amp;quot; may have spurred on GW&#039;s decision to reinvent the squats in some areas. Notably, the game is based on a company of the same name, which uses actual dwarves as their mercenary-miners to plunder a planet of all its wealth while fighting bugs. Themselves a corporatist, mercantile faction that prefers wealth over civility. Now, this game was released in alpha in early 2018, so it could be a little bit of a stretch to say if it&#039;s fully influenced much on the LoV, considering the lengthy design process GW has. It hasn&#039;t stopped WarCom from throwing in some tongue-in-cheek, potential references to the game, though. Plus, with all the &amp;quot;Rock and Stone&amp;quot;s and &amp;quot;For Karl!&amp;quot;s that players will throw out, it probably won&#039;t matter anyway. Though the codex does mention a kindred of the greater Thurman league known as the deep rock kindred&lt;br /&gt;
&lt;br /&gt;
===Forces of the Kin===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Kâhl]]:&#039;&#039;&#039; Taking the place of [[Squat Warlord]]s as leaders in their species’ military roster, they’re experienced battle hardened Generals who proudly wield the Leagues advanced weaponry, and are the final authority over an individual Oathband in the Kinhost militaries, they’re subordinate only to their Kindred’s ruling Votannic Council. Their most important role is to cast the Eye of the Ancestors over their foes — marking out priority targets and ensuring the most dangerous enemies are the first to feel the wrath of the Kin. Equipment wise they carry nifty ornate armor and weapons like the Kin equivalent to storm bolter, plasma axes, and Volkite equipped power fists. FOR KARL!!&lt;br /&gt;
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*&#039;&#039;&#039;[[Squat Thunderers|Brôkhyr]]:&#039;&#039;&#039; The [[Guildmaster|engineers]] and lead craftsman of the Leagues, named after the dwarf of Norse mythology, Brokkr, who built Mjolnir. They just blow tech priests out of the water on every level, as not only do their (creatively named) A.N-vyl Terminals (just picture a 3D printer but for guns) have MANY full STCs inside that make all their guns all that and a bag of chips in comparison to those of the Imperium, but they&#039;re also not limited by dogma and orthodoxy when it comes to technological advancements, meaning they actively upgrade their shit. That being said while their specialty lies in engineering these folks are also more than willing to throw down with the best of them. When the Oathbands head to battle, the Brôkhyr will strap on powerful exo-frames to become the mighty Thunderkyn. Although not quite as scratch-resistant as the Einhyr Hearthguard’s exo-armour, since the powerful suits they wear were initially adapted from rugged engineering rigs, they can still take a hell of a pummeling and allow the Brôkhyr Thunderkyn to heft the heaviest man-portable weapons the Leagues can muster with ease. Hordes of their enemies fall before salvos unleashed from bolt cannons, while heavy infantry find themselves pierced by the unstoppable lances of SP conversion beamers, prospects that have made more than one enemy think twice before attacking them. &lt;br /&gt;
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*&#039;&#039;&#039;Brôkhyr Iron-master:&#039;&#039;&#039; The Brôkhyr are the Leagues’ highly skilled techno-artificers, and the Iron-masters are the cream of their crop. They head into battle with a dutiful Ironkin assistant and a knack for repairing even the most beaten-up vehicles. Helping them are a gaggle of E-COGs – hardy combat and repair drones, lacking the intellect of a true Ironkin.&lt;br /&gt;
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*&#039;&#039;&#039;[[Living Ancestor|Grimnyr]]:&#039;&#039;&#039; The predominant psykers of the Leagues, dressed like [[weeb|fucking wizards]] in an army full of voidsuits and armor. Wearing robes over their Power Armor to the point that [[Dark Angels]] themselves looks like normies. The Kin now name their dwarf wizards after the false identity Odin took while on a bet from Frigg, from Norse Mythology (or ripping off the WHFB dwarf god [[Grimnir]]). Are essentially the Votanns eyes, ears, limbs, mouth, etc. They are able to access directly the data stores of the Votann using psychic powers, and communicates its will and guidance to their Kindreds and Leagues. They are the closet you&#039;ll to a priest in the largely secular Leagues. They also use barrier tech to help them harness the raw power of the immaterium in battle – such as summoning two mechanical CORVs that often  hover alongside them as familiars (very similar to the ability of the gene stealer cults to summon familiars). Essentially mystical wise old sages.&lt;br /&gt;
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*&#039;&#039;&#039;[[Squat Berserkers|Cthonian Berserks]]:&#039;&#039;&#039; &lt;br /&gt;
{{topquote|This is very simple. We don&#039;t want your liver, your coin, or that junk you call technology. We want your world. We want the riches you didn&#039;t even realize you had, and that you definitely don&#039;t deserve. Leave while you have the chance. Or don&#039;t. Either way, we&#039;re coming to claim what&#039;s ours.|Ultimatum delivered by the Cthonian Guantlet Consortium, &#039;&#039;Leagues of Votann codex&#039;&#039;}}&lt;br /&gt;
Hailing from the Cthonian mining guilds which are noted for venturing to environments even other Kin fear to tread, these furious and heavily augmented murder machines are a sci-fi reimagining of [[Slayer]]s from WHFB. These frontline fighters originally began as Kin who enhanced the physical capabilities of their cloneskeins with cybernetic upgrades and cyberstimms, all the better to extract precious minerals from rad-plagued nebulae, explosive asteroids, and fathomless ocean depths. Now tasked with dealing with their people’s enemies they charge into battle with modified advanced mining gear like heavy plasma axes, concussion mauls, and power fists all while wearing little or no armor besides that which their cyborg augmentations provides. They also have mole mortars/ grenade launchers (for mining purposes of course).&lt;br /&gt;
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*&#039;&#039;&#039;Hearthkyn Warriors:&#039;&#039;&#039; Because replacing i&#039;s with y&#039;s is so sci-fi and trademark friendly. The [[Squat Trooper|Hearthkyn]] are essentially identical in terms of origin as the [[Guardian|Guardian Defenders]] of the eldar, in that they are the core infantry force of the Leagues&#039; military that were conscripted from their civilian populations. However, rather than being a militia roused during times of conflict, the Hearthkyn are instead closer to real-world militaries, in that the soldiery serve for an extended period of time before going home to their civilian professions. Serving in the Hearthkyn, anyone can enlist: male, female, flesh or metal, as Kin are Kin, after all. The units themselves are equipped with all manner of hullabaloo Squat guns depending on their specialization, on the lighter end there are the Autoch-pattern bolters used for assault and laying down covering/saturation fire, there are also bolt shotguns, and bolt revolvers. On the heavier side there are volkanite disintegrators,  ion blasters (whose technology the Kin apparently gave to the Tau much to the Imperium’s ire) and HYLas auto-rifles all of which are used to sunder the defences of heavily-armoured opponents. Finally there’s also specialized heavy weapons such as L7 missile launchers, EtaCarn plasma beamers, Graviton blast cannons, and magna-rail rifles. All these ranged weapons are supported by smart tech integrated into Kin battlegear. The haptic utility nerve transmission recalibrator modules – HunTR for short – interface with their neural augmetics to establish a feedback loop between firearms and their users. This system projects minute gravitational pulses to maintain a stable firing platform even while running at full pelt – or zooming along on a flying trike. For close combat they got plasma blades, plasma axes, and concussion weapons like gauntlets, hammers, and mauls that amplifies the kinetic energy behind a Kin’s strike enough to launch an Ork boy into the air. As for protection they wear their own brand of power armor called Void armour comprised of hardened jointed segments which are hooked into a void suit beneath. The suit is fashioned from magnaferrite weave, and often reinforced with adamantine and enhanced with microfield generators for a level of protection that any Imperial Guardsman would give their left gonad to have!&lt;br /&gt;
**&#039;&#039;&#039;Theyn:&#039;&#039;&#039; Sci-fi spelling for the old Anglo-Saxon Thegns/Thanes (Fantasy Dwarfs had Thanes as heroes, so another connection there). They are experienced  warriors that serve as [[Squat Thunderers|squad leaders]] in Hearthkyn and Einhyr Warrior squads of 10 to 20 warriors and are able to arm themselves with a variety of hand-to-hand combat weapons, including brutal concussion gauntlets, plasma blades, and vicious plasma axes in addition to high quality ranged weapons. Theyns communicate with their squad with the aid of cybernetic implants – relaying strategic instructions from the commanders of the Oathband to their units, and can be differentiated from the other kin by the fancy animal headed crest mounted on the back of their armor.&lt;br /&gt;
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*&#039;&#039;&#039;Einhyr [[Hearthguard]]:&#039;&#039;&#039; Named after the Einherjar of Valhalla, they are the newly-christened [[Hearthguard]] Terminators of old, being the honored warriors selected from a Kinhold&#039;s most accomplished fighters, clad in [[Exo-Armour]]. They&#039;re armed with a shoulder mounted grenade launcher, a hand-held Volkanite Disintegrator, and either a power first with a retractable plasma blade or a Thunder Hammer. Like regular Hearthkyn Void armor the Exo-armor also has the HunTR system of micro gravity field generators built in to help keep their aim steady allowing them to fire on the move.&lt;br /&gt;
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*&#039;&#039;&#039;Einhyr Champion:&#039;&#039;&#039; Those who climb the ranks of the Einhyr that eventually became Champions. These  warriors are clad in modified exo-armour fitted with mass-drivers for jump purposes and armed with vicious close combat weapons. They function as living battering rams, pulverising anything that gets in their way.&lt;br /&gt;
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*&#039;&#039;&#039;[[Hekaton Land Fortress]]:&#039;&#039;&#039; A HECKA CHUNKY Heavy support tank that can double as a defensive emplacement. Packs overwhelming firepower onto a rugged frame, and can lug around a hefty 12 models. It can go toe-to-toe with some of the biggest and best battle tanks in the 41st Millennium thanks to its durable void armour. And it can be equipped with a variety of hefty weapons and devastating warheads – from the very nasty heavy magna-rail cannon to the SP heavy conversion beamer and a missile launcher apparently. They are also mentioned to draw carriages in the codex.&lt;br /&gt;
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*&#039;&#039;&#039;Hernkyn Pioneer:&#039;&#039;&#039; THE [[Squat Trike|TRIKES]] RETURN! [[Skub|AS HOVERTRIKES!]] And with a [[-4 Str|female]] driver. It looks like a spider-tank tachikoma from Ghost in the Shell fucked a [[Squat Bike|Harley]] and their baby came out a hoverbike. Hernkyn Pioneers are ridden by independently minded Kin who serve as scouts and outriders for the Kinhosts. They exchange the heavier armor of the Hyrthkin for lighter void suits backed up by armored trench coats, an old style pilot’s cap, and when necessary a gas or oxygen mask. Before you make the mistake of thinking they’re outlaw bikers though it should be noted that they are not seen like that at all amongst their own people. Rather in eyes of the Kin the Pioneers willingness to go off alone is considered courageous and selfless as they are putting their own lives at risk for the sake of their families, in effect making them the equivalent of the WFB Dwarf rangers. Anyway, to ensure they can keep riding for as long as possible the Pioneers make sure to carry any all equipment they might conceivably need with them at all times, from bedrolls to digging tools strapped to their rides. To aid them in scouting their trikes come equipped with multiwave comms arrays and pan-spectral scanners which are all quite useful for picking up strategically important data. Weapons-wise the riders can be armed with a bolt pistol, or a bolt shotgun, and  a plasma blade for a backup, while the Trike itself was equipped with a magna-coil autocannon mounted on the front. In addition if the rider is willing to take along a passenger then it’s possible to mount another heavy weapon on the back of the vehicle like a rotary Hy-Las (high yield laser) cannon or whatever else might be needed. These weapons are linked to the driver and passenger’s implants via the HunTR system so they can fire on the move.&lt;br /&gt;
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*&#039;&#039;&#039;[[Sagitaur ATV]]:&#039;&#039;&#039; A six wheeled infantry fighting vehicle, that takes its name from the centaur shaped constellation Sagittarius, the Sagitaur is used for surveying inhospitable alien terrain. The Sagitaur is a rapid-response ATV suited to scouting operations and lightning-fast armoured offensives alongside Hernkyn Pioneers. Its armoured carapace is durable enough to shrug off everything from rockslides to plasma blasts. Sagitaurs usually operate in pairs and are remarkably heavily-armed for their size, with a nose-mounted twin bolt cannon complemented by a swivelling turret weapon, such as a HYLas beam cannon, L7 missile launcher, or MATR autocannon. Once they’re right up in the enemy’s lines they will disgorge their troops, in the form of a full squad of infantry which can be split between the two vehicles, who can then go on to seize vital objectives. &lt;br /&gt;
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*&#039;&#039;&#039;Colossus-class war engines:&#039;&#039;&#039; were briefly mentioned in a Warcom article where it’s stated the Ymyr Conglomerate Holds can wield more of them then any other league due to the Holds large number of skilled Craftsman and Engineers. Sadly we don’t have a stat line, nor do we have an image to confirm if these are indeed the same thing as the old Squat [[Colossus War Machine]].&lt;br /&gt;
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*&#039;&#039;&#039;[[Ironhead Squat Prospectors]]:&#039;&#039;&#039; An offshoot of the Kin that set up shop on [[Necromunda]] right after the Horus Heresy, and are busy doing dwarrowesque things, while also dealing with the locals that sometimes try to loot their stuff. While they&#039;re only distantly related to the Leagues with no direct affiliation, they&#039;re said to get along. There is a small but not high chance the&#039;ll be options on the table top as well since Kill team has a precedent for a small unit from one box being an option like the sister novitiate, at the very least make a good proxy/conversion.&lt;br /&gt;
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*&#039;&#039;&#039;[[Cargo-8 Ridgehauler]]:&#039;&#039;&#039; the Squat land trains return! Well they have on Necromunda at least. These huge transport trucks with multiple trailers and strapped on weaponry are used by Squat prospectors and regular human folk to cross the ash wasteland and protect valuable shipments. They aren’t quite up to the standard of the old land trains but at least it’s something.&lt;br /&gt;
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*&#039;&#039;&#039;[[Demiurg]]:&#039;&#039;&#039; Largely here because of non-direct confirmation, but WarCom confirmed that the Tau received their ion weapon technology from the Kin, whereas in Battlefleet Gothic they claim that it was from the Demiurg, &#039;&#039;another&#039;&#039; race of dwarf space-miners. Logically, the term &amp;quot;Demiurg&amp;quot; may just be what the Tau call the Kin, or the Demiurg may be another offshoot culture of the wider kin race like prospectors above. After all, their clones-kin’s capability in stressing divergent phenotypes means visibly different strains could possible (like different breeds of dogs or cats). Or they could be just a League like the Seran-Tok Mercantile Leagues that decided to throw in their lot with the upstart T&#039;au Empire rather than being in the bottom of the Imperium&#039;s to-do list.&lt;br /&gt;
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==See Also==&lt;br /&gt;
*[[Warhammer 40,000/Tactics/Leagues of Votann(9E)]]&lt;br /&gt;
*[[Kharadron Overlords]], their closest Age of Sigmar counterpart&lt;br /&gt;
*[[Dwarfs (Warhammer Fantasy)]]&lt;br /&gt;
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==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:VotannTrike.jpg|They see me dworfin, they hatin&#039;, Patrollin&#039;, and tryna catch me ridin&#039; dirty.&lt;br /&gt;
File:CNiuMZPWWNpatQNt (1).jpg|dorfy thicc dorfy brick&lt;br /&gt;
File: FW1NodbWYAA-Gzh.jpg|‘[[StarCraft|Ye want a piece a&#039; me, lad??]]’&lt;br /&gt;
File:Sagitaur ATV.jpg| Sagitaur ATV, the perfect vehicle for dropping off some Hearthkyn at the pub for some brewskies on a moons surface.&lt;br /&gt;
File:LeagueHold.jpg|One of the many holds in the Leagues, in all it&#039;s industrial might&lt;br /&gt;
File:Ironkin.jpg|A humble Ironkin, ready to serve for their civilization&lt;br /&gt;
File:Getbackintheironkinchen.png|&amp;quot;[[Weeb|UWU.exe]]: I wonder if [[Adeptus Mechanicus|our new friends]] will enjoy these muffins I baked for them? I should head over and see what they&#039;re up to!&amp;quot;&lt;br /&gt;
File:Votann Fanart by 流星R.jpg| Even space Dwarves can be cute.&lt;br /&gt;
File:CthonianBerserks.png|[[Cyberpunk 2020|Just another day of cyberstimms and Cyberpsychosis...]]&lt;br /&gt;
File:Wrathoftheancestors.jpg| [[Primaris Captain|Where have I seen that before?]] [https://1d4chan.org/wiki/File:Captain1.jpg Oh.]&lt;br /&gt;
File:Kâhl.jpg|Pictured: The &#039;&#039;&#039;real&#039;&#039;&#039; Space Vikings.&lt;br /&gt;
File:Gangoftrikes.jpg|If Mad Max had discovered hovercraft technology&lt;br /&gt;
File:VotannPioneer.jpg.webp|A Kin Pioneer negotiating with a Imperial&lt;br /&gt;
File:Leaguemining.jpg|It ain&#039;t no trick to get rich quick If you dig dig dig with a shovel or a pick&lt;br /&gt;
File:Leagueanvil.jpg|Remember Brokyr, the Ancestors are Always Watching&lt;br /&gt;
File:Thunderkyn.jpg|&amp;quot;Hey look buddy, I&#039;m an engineer and that means I solve problems...&amp;quot;&lt;br /&gt;
File:LOV Army Shot.png|A Kin Oathhost about to tell the Black Legion to gtfo their lawn&lt;br /&gt;
File:Votann Grimnyr.jpg|Finally, the [[Space Wolves|fucking furries]] don&#039;t have the monopoly on sweet beards&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Squats]]&lt;br /&gt;
[[Category:Abhumans]]&lt;br /&gt;
[[Category:Governments &amp;amp; National Powers]]&lt;br /&gt;
[[Category:Under Development]]&lt;br /&gt;
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{{Template:Squats}}&lt;br /&gt;
{{Template:40k-Squat-Weapons}}&lt;br /&gt;
{{WH40k-Factions}}&lt;br /&gt;
{{40k-Governments}}&lt;/div&gt;</summary>
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