In the early days of the Leagues of Votann, their planets and holdings were concentrated around the galactic core – a tumultuous region that only they were equipped to settle permanently. By the 41st Millennium, however, they had spread out far beyond the safety of their adopted homelands. Whether at the heart of their holdings or further out, almost all of the Leagues follow a venerated document crafted by some of the earliest Votann that provides a firm set of guiding principles on how to organise Oathbands, Prospects, and other military forces – Gräf01.

On paper, individual kindreds are given a significant degree of autonomy from their home League and are free to organise their kinhost however best suits their current endeavour, be that an expedition, defending their home from foes, or chasing down a hated enemy. But despite the vast gulfs between them – both in distance and culture – they use Gräf01 as a guide. The expansive document contains a wealth of hierarchical diagrams, logistical principles, and operational guidelines, with copies of this Votann-wrought wisdom carved into alloy plates, woven into holographic records, and preserved using myriad other methods.
In times of peril, a kindred will form a Votannic Council: the greatest heroes and leaders of their age, who occupy positions of immense authority, including the Brôkhyr Forge‑master, the Lord Grimnyr, and the High Kâhl. While these figures make the most important decisions to direct the path of the kindred, day-to-day operations are handled by a larger body of merchants, guild leaders, and senior officers known as the Hearthspake, whose legendarily obstinate debates have been known to occupy the Spakerönde – their huge, spherical auditorium – for months on end.

There are a huge variety of bodies into which the fighting forces of the Leagues can be organised. Some of the more common of these include Oathbands, frontline soldiers fighting to keep enemies away from their precious Votann; Prospects, who scout for bounteous dig sites with Hernkyn and Cthonians; Harvests, responsible for defending mining guild assets and dig sites; and Forgebands, formed to serve the interests of the Brôkhyr engineering guilds and other similar organisations. These are not permanent military organisations, and are often dissolved and reorganised to suit available resources and the needs of the League.
Another ad-hoc organisation is the Grudgeband. Only formed in the wake of a great tragedy or in response to an unforgivable insult, these exist for the sole purpose of righting wrongs committed against the Kin, and they’ll gladly use whatever military assets remain from their previous, shattered lives to settle their grudges.

Thankfully, the leaders of the Leagues are pragmatic sorts who recognise Grâf01 as a set of guidelines more than hard and fast rules. Tales abound of commanders modifying tried and true tactics to gain the upper hand, though their respect for the hallowed document remains unbowed and wherever possible they return to the rules outlined within.
Where exactly Gräf01 comes from is less understood. Ancient volumes of the seminal Teachings of the Hearth identify its creator as potentially being the Votann of the Korstal‑Vygô Chain – a long-fallen League that existed back in the earliest days of recorded Kin history. Like all wisdom attributed to the Votann, its information was then traded, re-recorded, and adapted through the ages, becoming the standard reference for the muster of Kin armies.

Once plans are made and Fanes consulted, a kindred’s armies are sent out to seize and protect the valuable resources coveted by the Leagues of Votann, and Gräf01 ensures they do so with efficiency and discipline. Speaking of which, you’ll be able to muster your own kinhost when the new Codex: Leagues of Votann goes up for pre-order on Saturday, alongside loads of awesome new miniatures.