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===Aspects of League society=== *'''Leagues:''' 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, but trades and sometimes even works with them. Distrusts 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 Votann to point of self sacrifice. Their numbers greatly outnumber the populations of the upstart tau and the dwindling Aeldari, yet their population is still far fewer than the Imperium's 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 but quite comfy for the Kin, as they were made from the beginning to live in it. There is no exact number of known Leagues, as the Kin see no use in keeping track of all of them (this is extremely inefficient and would mean easily missing useful trade, though, so they’re probably lying). Can often be in nomadic fleets or 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 the Votann themselves, who are also known variously as the Primal Ancestors, the Gilded Ones, or the Stoneminds. 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. *'''First Ancestors:''' 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 old 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 their race 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... *'''[[Votann]]:''' 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 "Fane" and through the special class of Kin psyker priests 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|"personalities"]], 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 Votann’s 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 "Votann belong to the Kin as Kin belong to the Votann". 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. **'''Fane:''' 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 flashed with the speed of thought from one voidcraft to another. They still fulfill this practical 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 arcane technological processes that even the Kin do not fully 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. *'''Grimnyr:''' Kin psykers that wield massive amounts of power. Capable of accessing "empyrically archived" Votann wisdom. They are probably deeply tied to the Votann and represent them in their wing of the Leagues governments. <s>Probably</s> <s>Definitely</s> confirmed to have very long beards. *'''Votannic Council:''' 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. **'''Guild Masters:''' Guild Leaders who have worked their way up through the Leagues meritocracy. Note that there can be multiple guild masters on the council. **'''Brôkhyr Forge-Master:''' 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. **'''Lord Grimnyr:''' 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 ceremonial 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. **'''High Kâhl:''' 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. *'''Kindreds:''' A combination between nation state and extended family, essentially the societies that make up the Leagues. Generally lives in holds (although it'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. Every kindred generally follows one of a handful of naming conventions. Generally, they are either named after the kindred's Votann or famed member, a geographical aspect of their home world, the kindred's primary purpose or business, or are simply numerical in their designation. Kindred of Naruun, the Iron Canyon Kindred, Orkbane Kindred, and Kindred Six are examples of each of these. In addition, every kindred shares foundational aspects which are called the Four Pillars: *# Hearth: “the heart of the hold,” literally the heat and light their forges, recycle air, and let the kin thrive *# Forge: Here everything the Kindred needs is built, from weapons to life-support systems *# Fane: Where the Grimnyr interface with the Ancestor Cores *# Crucible: Where new flesh and blood Kin are made, if not from a more natural method. *'''Hearthspake:''' 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's attendant Grimnyr, as well as the leaders of the hold's Kinhost, such as the Kahl. *'''Kinhosts:''' 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. **'''Kinhost commanders/senior Officers:''' The military leaders of the Kinhost militaries that rank below the High Kâhl. *'''Guilds:''' 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'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. *'''Freelancers:''' 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 *'''Holds:''' 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 typically very cozy with a lot of empasis on community, closeness, and interaction. Essentially hive cities except not shit and on steroids. Contains "Hearths", 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. *'''Kin in general:''' The general population of the Leagues. Mainly consists of ironkin, fleshkin, and clonekin (although, there could be more). Tough as nails, and artificial in nature. Comes from "crucibles" (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 "Orkslayer". Loves their individuality and mutations (although some cloneskin templates and mutations can actually lower the lifespan of a clonkin, along with [[Star Wars|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 amounts of white blood cells, which allows them to greatly resist disease, imbibe higher amounts of alcohol, and heal swiftly. Some can see in infrared. *'''[[Ironkin]]:''' 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'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. *'''[[COG|COGs]]:''' Are essentially the lower forms of AI, automata, 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). *'''Outcasts:''' Hippies, lone wolves, academic rejects, illegal experimenters, and other scourges of bureaucracy. They're either those who have had their entire faction [[Blackshield|wiped out]] or have been cast out of League society. Seeing how the philosophy and religion of the Leagues involve all Kin experience live before returning in mind and body to the Ancestor Cores, it's considered a death sentence the same way the Path of the Outcast and the Path of Damnation are to the Craftworld Aeldari.
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