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Lore of the Leagues – Who Are the Guilds?

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The stalwart Kin who make up the Leagues of Votann are doughty, rugged survivalists – but the galaxy is a grim enough place that even they won’t go it alone. All Kin – save a few rare outcasts – belong to a Kindred, a social group somewhere between an extended family and an outright nation-state, its members all springing from the same genetic crucibles* to forge an unbreakable fellowship. 

A Kindred might be a few dozen strong, or a few million, but they all live, train, and toil in the same shared Hold. Kin prefer not to waste words, so “Hold” is a malleable term – it could mean a fortified outpost, a live-in factory, or a warren of tunnels. Some Holds float in the void of space, cling to asteroids, or hover on the fringe of a black hole, while others may stretch out across the surface of an entire planet.

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Most Kindreds have some means of defending themselves, and some are mighty battleforces in their own rights – but they tend to unite for protection under the banner of a League. These formal affiliations allow Kindreds to share the benefits of trade, military support, and so on. Leagues like the Ymyr Conglomerate are massive and ancient power blocs, but others have waned in power, or only risen to prominence in more recent times – such as the Seran-Tok Mercantile Leagues, who have profited greatly from trade with the T’au Empire.

But what of the Guilds? These groups exist outside the bounds of Kindred or League, uniting all who practice a particular trade within a given region of Kin space. Whether you make a living by salvaging broken void craft or concocting nutritious liquid rations, there’s a Guild for you – setting standards, providing accreditation, and demanding tithes. Guild membership is voluntary – but there’s no love lost between Guildkin and freelancers, who regard each other as disreputable and hidebound, respectively.

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In theory, the Guilds are not political entities, but independent commercial groups, dedicated to ensuring fair competition – in practice, smaller Guilds rarely extend beyond a single Hold, and maintain key positions within their ruling bodies. Guildmasters typically sit on the Hearthspake – a Kindred’s governing council – as civilian representatives, alongside the military commanders of the Kinhosts and the Grimnyr.

Competition between Guilds can become heated, even drawing other species into the crossfire as jockeying Guildmasters sponsor Oathband expeditions to survey systems rich in resources. Anyone who happens to already inhabit these hotly-contested worlds are out of luck – existing civilisations and ecosystems are a much lower priority than beating rivals to the punch.

Despite their fractious natures, Guilds are invaluable to Kin society – their accumulated know-how and contacts are what smoothes trade and transit between disparate Kindreds, providing a web of organisation and support that runs throughout the Leagues. From star-mining and gravitic fracking to constructing the far-flung Holds that the Kin call home, every venture is marked by the high standards – and relentless competition – of the Guilds.

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The Cthonian Mining Guilds are particularly powerful, embodying the belligerent acquisitiveness of the Kin. Fearless in the cause of locating, securing, and harvesting resources for their race, the Cthonians think nothing of braving environments so extreme that even other Kin would baulk at their hazards. You can expect to hear more about this particular Guild – and its much-modified members – soon enough. 

Check back next week for more from the Leagues of Votann, and sign up to our newsletter to be the first to hear fresh information.


* Or literal crucibles, in the case of the Ironkin