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The Sea Kings are a loyalist completely Primaris Space Marine Chapter of the Ultima Founding, descended from the fearsome and wild Space Wolves. They are particularly unique amongst the Vlka Fenryka for not only they way they wage war, but also for their mannerisms and even recruitment amongst the population of their homeworld of Fjord. Their primary tactic involves swiftly and violently raiding an enemy outpost, village, or sometimes even stronghold before disappearing back into the mist from whence they emerged upon their mounts or the many hover transports they employ. Over and over they shall do this, always picking off the weakest of the enemy forces and drawing the strongest away from the rest of the horde to be hacked apart with no hope of reinforcement. All the while, they chant haunting songs and battle prayers in their native language, filling the mist that seems to constantly surround them with the voices of a hundred ghosts. Eventually, once the foe has been sufficiently weakened, they will strike the killing blow, screaming out of the fog and celebrating in the aftermath for all to see, their foes skulls taken as trophies to be mounted upon their vehicles.

Chapter History[]

Like many of the chapters founded in the wake of Roboute Guilliman's return and the unveiling of the Primaris Marines, most of the chapter's early members were made of reawakened Greyshields pulled from Leman Russ' gene-seed. They were primarily formed to hunt many of the traitorous Emperor's Children warbands that had cropped up in the Sylgar and Viki Sectors in the Segmentum Pacificus. Great Wolf Logan Grimnar decided that it would be Engir Krakendoom, Lord of the Seawolves, who would select warriors to lead and train this new chapter in the ways of Russ.

Krakendoom selected one of his greatest Wolf Guard Battle Leaders, a man by the name of Eivor Wolf-kissed, to pick three of his greatest warriors to lead this new chapter. Wolf-kissed selected a world that many had overlooked due to its relative isolation and unimportance: Fjord. The people of this world, already hardened by their lives upon the world's cold seas and icy rivers, were perfect recruitment fodder for these new sons of Russ. Indeed, it already reminded Wolf-kissed of his former home in the southern seas, and the various sea-beasts and flying dragons made it seem even more like home.

Within a short time, the nearly formed "Sea Kings" developed a relationship with the hardy and seaworthy people of Fjord. The seven "Grondhof", or Great Clans, immediately offered up many of their young sons to become Primaris and join these gods of war. Over time, the icons and names of these Great Clans would be taken and formed into the 8 Great Companies of the Sea Kings.

Sons of Russ[]

The gene-seed of Leman Russ has in the past been too specialized and unstable for the Space Wolves to sire any new chapters. The few that were founded prior to the Ultima founding either turned traitor, mutated beyond their ability to create new astartes, or were otherwise lost or destroyed. With the return of Lord Guilliman and the work of Archmagos Belisarius Cawl, the gene-seed of the Space Wolves was deemed stable enough to sire new chapters made completely of Primaris Space Marines. At first these new chapters were only partially aware of each other,

Notable Campaign[]

The Eternal's Bane[]

The first, and arguably most notable, campaign of the Sea Kings was against a warband known as "The Perfectionists", lead by none other than Lucius the Eternal.

Chapter Homeworld[]

Near the Eye of Terror, in the Langskip system, sits an unassuming world of ice and snow called Fjord. It has oft been ignored by imperial forces, given that it lies near no major shipping lanes, no important relics lay upon its surface, and while it lays near the Eye, it is not close enough to be actively threatened by it and resources would be better spent turning some other world into a fortress.

Fjord is far from an uninhabited ball of ice, though, as many people live upon the rocky, mountainous landmasses and sail its icy rivers and seas. They hunt the various land herbivores, fish the rivers and seas, and grown tough and hardy crops within the soil. The people make the best of it, though, and not only survive, but thrive upon Fjord.

Fortress-Monastery[]

Chapter Organization[]

Officer Ranks[]

  • Saekonun- The leader of the Sea Kings is, unsurprisingly, the Saekonun, the Sea King.
  • The Great Council-
  • Saelordr- The captains of each of the Great Companies are the "Saelordr", or "Sea Lords", taken from an archaic Fjordlingar word that is normally used to describe great heroes. However, the Sealordr are more than just warriors, but also the defacto heads of each mortal clan that they recruit from.
  • Kerl- The Kerl are the lieutenants of the Sea Kings, and are the right hands of their Saelordr. However, unlike the lieutenants of other chapters, there is only ever one Kerl per Clan Company. They are the voice and the sword of their Saelordr, and their words are their Lord's words. The Kerl is also the Saelordr's choice for who shall replace them when they die, so that the chain of command will never be broken. However, the choice of who will be Kerl is never left up to the Saelordr. The Great Council, of which the Chapter Master, the Saekonun, is the head, will debate lengthfully over who in a Saelordr's Clan-Company will succeed him.

Specialist Ranks[]

  • Galdramadur-
    SK Galdramadur1

    Galdramadur Surkur of Clan Compamy Hofravn

    The Rune Priests of the Sea Kings are the Galdramadur ("Sorcerer" or "Wizard" in the Fjordlingar tongue), and often perform a semi-spiritual role as well, conjuring illusions and sending their brothers into deep trances guided by the Hekla. They make their homes in a cave outside of the longhouse, and while they are not as outcast as the librarians of other chapters, they are still treated with wary caution by their brothers. In battle, the Galdramadur conjure the mist that the Sea Kings appear out of, all while using their psychic abilities to amplify their voices into a droning roar. They're not left out of the battle, though, as they charge headlong into the fray among their brothers, blasting lightning, bolts of fire, or sheets of ice at the confused enemy.
  • Skuldrangar-
    SK Skuldrangar1

    A Skuldrangar armed with a spear

    While the Skuldrangar (Skull Warriors) may wear the helms worn traditionally by chaplains, their purpose within the Sea Kings is quite different. Forbidden from ever speaking or from removing their helmets in the presence of others, the Skuldrangar move about their brothers like ghosts, some even wearing invisibility cloaks to appropriately appear and disappear at will. Thanks to their silence, their skull helms, and their completely white armor, the mortals of Fjord have another name for them, one they whisper in fear and awe: "Draugir", the Living Dead. Indeed, the Skuldrangar keep a distance from their brothers, for their position is one of punishment. Normally, if a brother is to break the "Code of the Longship", they are often put to death, yet they can offer their life instead. They shall symbolically "die", their name added to the Great Runestone and their possessions burned along with an effigy of the fallen warrior. From that point on, they are "Draugir", cursed to walk the galaxy as undead wraiths until their final death. In battle, the Skuldrangar make up for their silence and past sins with deeds, wading into the thick of the foe whirling and thrusting their spears or twirling a pair of paired axes until their white armor is stained crimson by the blood. Around them, their brothers fight all the harder, ensuring that if their "Draugir" brothers are to truly meet their end, it shall not be in vain.
  • Hekla-
    SK Hekla1

    Hekla Lornfa of Clan Company Hofsteggar

    The Wolf Priests of the Sea Kings, the "Hekla" (Cloaked Ones) generally keep to the background. They still lead their brothers in chants and rites, yet they often lurk behind, ready to administer care rather than lead the charge. Any who dare to mock the Hekla for this behavior will quickly earn the ire of their brothers, for the Hekla are the givers of life as well as the gatherers of the slain. The Hekla as seek out potential recruits for the Sea Kings, ensuring they only choose the best to join their ranks.
  • Seppareron-
    SK Sep

    Seppareron Ragnos Xer-14 of Clan Company Hofkrokan

    The Iron Priests of the Sea Kings are the "Seppareron", Those Who Give Life to Iron. Like most of those who are taught the ways of the Martian Cult, the Seppareron keep largely to themselves. Rarely will they accompany their brethren into battle, only ever joining if there is a large contingent of vehicles and heavy armor present. Even then, their brothers give them a wide berth, not willing to be near these supposed brothers of theirs who speak in vox static and only care for machines. The only ones of the Sea Kings that do get along with the Seppareron are the chapter's dreadnoughts, who find their company to be admirable. That is to be expected, as other Sea Kings treat their entombed brothers not as a venerable relic, but as a walking curse. The Seppareron naturally understand those who choose to become dreadnoughts, and care for them extensively.

Line Ranks[]

  • Nerdrangar- The initiates within the Sea Kings that are put onto the battlefield as Nerdrangar, from the Fjordlingar word for "New" or "young". Like their progenitor, the Nerdrangar run full into combat in chainsword and bolt pistol in hand, though they are often clad in a unique variant of phobos armor for speed and maneuverability. More often than not they are lead by a Thandrangar, mostly to ensure they do not run themselves into certain doom, and to pass on the wisdom of the older warriors.
  • Aldrangar-
  • Ardrangar-
  • Langdrangar-

Specialist Units & Formations[]

  • Langstrakir-
    SK LangStrakir

    Langstrakir Tarfel of Clan Company Horvarga

    While many chapters may view the sniping Eliminators as dishonorable, among the ranks of the Sea Kings, these "Langstrakirs" (Longstrikers) are revered for the damage they can inflict upon the enemy. Scouting ahead and lying in wait behind thick vegetation, piles of rubble, within blast craters or any other suitable hiding spot well away from the enemy, they will observe enemy formations, tactics, supply lines, and ranks. When their brothers come, they will relay this information to them so they are not unprepared, and once their brothers strike, so will they. Picking of vital targets from a distance, enemy specialists and commanders will be struck down as if from nowhere, the smoke trails and las-bolts from the Langstrakirs weapons often ignored or hidden by the chaos and the mist that surrounds the enemy. By the time their brothers finish and ride off into the mist, the Langstrakirs will be long gone, off to their next target so the process may repeat once again.
  • Thandrangar- The elite of the Sea Kings are known as "Thandrangar" (Noble Warriors), all warriors of the Hofdrakkar great company who are best compared to the Space Wolves Wolf Guard. They often accompany Saelordr into battle, yet it is also normal for them to lead squads as well.
  • Bersirkir-
    SK Bersirkir-portrait

    A Blurry Pict-Capt of an unnamed Sea Kings Bersirkir, found on the dismembered body of a remembrancer on Styges 4

    While the Sea Kings are less susceptible to the Wulfen curse than others of Russ' Bloodline, it leaves them more open to their savage nature, even making their allies fear their beastial fury. The few that do fall to the Wulfen become truly fearsome. Clad in the skin of the local "Dire Bear" and given a pair wickedly sharp axes, these "Bersirkir" are a true avalanche of violence.
  • Harri- The stealth units of the Sea Kings are known as the Harri, named after an infamous group of Fjordlingar warriors who clad themselves entirely in black and attacked on moonless nights. The Harri, like the Langstrakir, are sent ahead of the main force, but their purpose is not to scout, but sabotage. Enemy vehicles explode in gouts of flame while perimeter guards and forward scouts are found dead in a pool of blood. Radio communications and even psychic links are severed, leaving the enemy blind and confused as the fog roles in. Most of the time the Harri will move on while the main force attacks, yet sometimes they will join in, cutting through the rear ranks and sewing chaos, keeping the enemy eternally off balance.
  • Seftadrangar-
  • Draughaugi- Unlike other chapters, the Sea Kings don't see getting interred in a dreadnought to be honorable. For a chapter focused on speedy raiding, the wind in their face, and getting in close with the enemy, getting trapped in a slow moving metal coffin forever with no way to feel anything is horrifying. Even the chapter's greatest heroes will ask for a quick death before being interred in a dreadnought. Those that do however are seen as cursed, for to be stuck in tomb the rest of your life must have meant you really had some unfinished business. These dreadnoughts are often painted black, or left unpainted, and festooned with charms, bones, chains, the shields of dead brothers, and other talismans thought to ward off evil. Along with that, they'll be scrawled with phrases and quoted passages that all boil down to, "Please do not ever let me end up like you." They even have a special name for their dreadnoughts, spoken in fear and hushed whispers: "Draughaugi", The Tomb that Walks.

Order of Battle[]

Companies[]

7 of the 8 Great Companies within the Sea Kings are named after the mortal Clans whom the brothers of the Sea Kings come from. Many clans retain strong ties with the "Hof" (Clan) of the Sea Kings, even willfully giving up their sons so they may become mighty warriors.

Great Company Name
Iconography
Notes
Hofdrakkar
SK Dragon
Unlike the other Great Companies, the Hofdrakkar do not have a mortal clan equivalent. Instead, the Hofdrakkar serve as the Sea Kings elite company, taking the mighty Mountain Dragon as their insignia. The Fjordlingar Mountain Dragon, or "Drakkaramond", has long been used as a symbol of nobility on the planet. Many Kings and Chiefs will take the Drakkaramond in some form as their personal sigil, regardless of their clan's iconography. In the same vein, the Hofdrakkar continue this tradition, each and every one of the chapter's veterans wearing the head of the Drakkaramond.
Hofsteggar
SK Stag
The Hofsteggar, or Stag Clan, live in the dense conifer forests of Fjord. They have perfected the art of stalking through the trees, and prefer to strike their foe from a distance. They are also expert loggers and woodcutters, never taking from the forest what they cannot take back. Like the Stags they are named for, the Stag Clan tend to be unconfrontational, preferring to flee and hide from their enemies. While others may see it as cowardly, the Stag Clan consider it true skill to not only kill an enemy without being seen, but to never be seen in the first place, to make your presence unknown, as quiet as the wind whispering through the trees. It is no surprise that many of the Sea Kings' Langstrakir come from the Hofsteggar.
Hofravn
SK Raven
The rivers and inlets of Fjord are sailed by the Hofravn, the Raven Clan. Among the clans, they carry a mixed reputation as both wise seers sought for wisdom and as cowardly scavengers, picking at the scraps the other clans leave behind. They are no slouches when it comes to combat, and are masters of the strike and fade that the Sea Kings are famous for. Unusually, the Raven Clan produce a large amount of psykers, and it is no surprise that many Galdramadur come from this clan.
Hofvarga
SK Wolf
The tundras are the domain of the Hofvarga, the Wolf Clan. Unlike the other clans, the Wolf Clan tend to keep to themselves, forming insular communities that tend to be cold and unfriendly towards outsiders. To gain their trust is like pulling teeth, and the primaris who come from them tend to be similar in demeanor. Those who do gain their trust, however, will find no better companions and friends to stay by their side. They tend to favor shields in combat, and many who become Thandrangar will often become "Seldar", or bodyguards, for chapter heroes.
Hofkrokan
SK Kraken
While the Raven Clan may rule the rivers, it is the Hofkrokan, the Kraken Clan, who rule the seas. Rarely do they make villages on shore, instead choosing to live on massive flotillas of ships that sail between the cold waters of Fjord's two major oceans. The symbol of the kraken's arm is both a message of hope and a warning on vengeance to all who view it. The Kraken Clan regularly trade goods between the different clans, especially those separated by the ocean and those living on isolated islands. Without the regular trade of the Kraken Clan, many villages would starve or be raided by other stronger clans who saw them as an easy target. However, they do not work for free, and regularly demand tribute from the villages they serve. Whether this tribute comes in the form of coin, goods, or hostages depends on the village in question, and those who fail to pay may find themselves without food or protection. Some villages may be burned wholesale, a bloodied banner with the kraken's arm all that remains as a warning to others: Pay the Kraken what it is due. Unsurprisingly, many Harri come from this clan, and they are as cruel and unforgiving as the Kraken they were spawned from.
Hofbjorn
SK Bear
The mountains are the home and hunting grounds of the Hofbjorn, the Bear Clan. The most warlike and territorial of all the clans, many villages have suffered more raids from those of the Bear Clan than any other. Their ferocity is unmatched among any on Fjord, yet despite their berserk nature, they adhere to a rigid code of honor that governs every aspect of their lives. The code instructs them to never shed blood unnecessarily and to never kill those without a weapon in their hands, or who attacked them first. Unfortunately, among the Sea Kings, many of the Hofbjorn fall to the Wulfen curse due to their excessively aggressive and brutal nature. Most, if not all, of the other Great Clans refuse to fight near them, fearing that their Curse will spread to their warriors as well.
Hofvulpes
SK Fox
The lowlands are where the Hofvulpes, the Fox Clan, live their lives. By far the smallest clan, the Fox Clan spends most of their days laying low. Their homes are built to look like clusters of hills in the hopes that any other clan looking to raid will not notice them and look elsewhere. However, the Fox Clan are far from weak, as there are none better spies on all of Fjord. Any who wish for accurate information go to the Fox Clan, and the crafty Foxes charge a price for such information. Most of the time, the price will be food and supplies, yet they may ask for coin as well. For some information, though, the Fox Clan requires something even more precious than gold: secrets.
Hofborka
SK Boar
The flat grasslands are home to the roving caravans of the Hofborka, the Boar Clan.

Chapter Recruitment[]

Come Now the Cloaked Ones

Fjord Village

A standard Fjorlingar Village during winter

Every 10 years, during a festival known as "Barjhefnirfest", the Festival of the Choosing, a grey cloaked figure can be seen wandering every village upon Fjord. It is by their presence that the Fjordlingars know that the Choosing is near. For a solid week, the young men of each village will participate in a variety of challenges designed to test their skills, hardiness, might, and cunning. Of the hundreds of contestants, only a few from each village, between 10-12, will be chosen. The grey cloaked figures will approach the winners, revealing themselves to be Hekla of the Saekonungar, escorting the youths away into the mists, never to be seen again.

Trial of the Boar[]

Boar Trial

A young Sea Kings aspirant taking on a Dire Bear

The first trial undergone by the fledgling primaris is known as "Borkatral", the Trial of the Boar. This is typically done in the early days of their transformation, where they are sent into the wilderness and told not to return until they have slain a "fearsome beast" and taken its pelt. What that beast ends up being is up to the individual fledgling, but they have nothing to face it with but a simple knife and the clothes on their backs. Once they have returned to the Longhouse with the pelt of a suitably fearsome beast, the Trial of the Boar is complete. For the rest of their life, they will carry that pelt on their shoulders, a symbol of brotherhood and a reminder of the trials they have faced.

Trial of the Fox[]

The next trial initiates face is the Vulpatral, the Trial of the Fox, which is designed to text their cunning. The aspirant is blindfolded and taken to a deep, dark cave beneath the Longhouse. once in the deepest part of the cave, the blindfold is removed and they are told to find their way to the surface. This cave twists and turns into a million tunnels and dead ends, the bones of previous failed aspirants littering the floor. The cave is also full of deep crevasses, most nigh impossible to see even in what little light exists in the dark, filled with stalactites that have been kept sharp by dripping water. But low light and spike filled pits are not the only danger the aspirants face, for they are being hunted. Among the Bersirkir, there are those who have truly been lost to the Curse of Russ, who have become more beast than astartes. Normally, they are killed, yet a few are kept for the Trial. Released into the tunnels, this "Waervarga" will hunt the aspirant, looking to slake it's bestial hunger with fresh meat. If the aspirant is successful, they will emerge back to the longhouse, with the extremely cunning finding a way to slay the Waervarga and drag a trophy back with them.

Trial of the Bear[]

The Bjorntral, the Bear Trial, is designed to test the strength of the now rapidly growing Sea King. Yet this is not simply a contest of physical might but strength of will as well. This is where the young initiates are given the infamous Canis Helix, although they are not thrown into the wilderness but rather sent to a place called the "Bonaslig", or the "Bone Pit".

Trial of the Kraken[]

Trial of the Wolf[]

Trial of the Raven[]

Trial of the Stag[]

Trial of the Dragon[]

Chapter Beliefs[]

Unsurprisingly, many of the Space Wolves' beliefs and mannerisms have transplanted themselves into their new Ultima successors.

Chapter Gene-Seed[]

It has long been known that the gene-seed of the Space Wolves has been unstable, with the chapter having only one ill-fated successor within the 10,000 years of the Imperium's existance. However, with the coming of the Ultima founding and the rise of the Primaris, the gene-seed of Leman Russ has been declared stable enough to found successive chapters. While these new primaris chapters are not immune to the flaws of their primoginator, far from it, most of them have appeared stable enough to warrent their continued existance.

The Sea Kings are no different, but as is the nature of Astartes, and even Primaris, their gene-seed has mutated and changed to become truly their own.

Primarch's Curse[]

Combat Doctrine[]

As is their chapter's nature, the Sea Kings make extensive use of vehicles, especially the Primaris' grav-transports like the Repulsor and Impulsor. They use these transports in much the same way warriors of the White Scars would, having them bring their footbound troops into the thick of the fight.

Deathwatch Service[]

As a young chapter, the Sea Kings have not had much service in the Deathwatch, with their insignia rarely apearing among the kill teams of the black-armored xenos hunters. In fact, the Sea Kings view Deathwatch service as more of an obligation rather than a calling as other chapters might. As their primary foe is the forces of the Dark Gods, they see little need to waste their time hunting xenos threats unless absolutely necessary. The few Sea Kings that do spend their time within the xenos hunters will rarely wear their Deathwatch pauldron once they return home, seeing it as a trinket rather than a mark of honor.

Notable Sea Kings[]

Saekonun Eivor Wolf-Kissed[]

Saekonun Skrimyr Agirsson[]

Orn the Beast[]

The curse of the Wulfen is one felt by all Sons of Leman Russ, and the Sea Kings are no exception. Those who fall prey to the curse and become "Bersirkir" are little more than beasts and will live the remainder of their days as one. Yet there is one amongst the Sea Kings who has come back from this curse, a man named Orn the Beast. Orn Karsson was once a Kerl of Hofborka, and was known for his viciousness in battle. He would charge into battle with the fury of a daemon, often leading squads of Nerdrangar behind him. It was no surprise when he fell to the Bersirkir curse, seemingly meeting his end when he tackled a Necron Overlord off tall cliff into a ravine. However, a few days later, Orn would limp his way back into a squad of his brothers in the Hofborka, alive and, surprisingly, coherent. It would take many days of being interrogated by the Hekla and having his mind read by several different Galdramadur before his identity was indeed confirmed. Orn remembers little of his time as a Bersirkir, yet the savagery has not faded, as he still fights with the fury of a beast in battle. He officially fights as part of the Hofdrakkar now, and still tends to lead squads of Nerdrangar and Aldrangar into battle. He spends his days when not in battle in meditation, still claiming to be in a neverending fight with his battle rage, which he has named "the Beast".

Ol' Gratir[]

Chapter Fleet[]

  • Skablutnir [Chapter Flagship, Battle Barge Class Vessel]
  • 8x Strike Cruisers [Each assigned to one of the 8 "Flutir" (Companies)]
  • 13x Gladius-Class Frigates
  • 3x Hunter-Class Escort Ships

Chapter Relics[]

  • Mundarkrak-The thunder hammer known as Mundarkrak, World Splitter, has been the personal weapon of every Saekonun since the days of Eivor Wolf-Kissed.

Chapter Appearance[]

Chapter Colors[]

While the sea green and white of the Sea Kings' armor seems fairly obvious to an outsider, there is a deeper story to the colors of these Astartes.

Chapter Badge[]

Relations[]

Allies:[]

Enemies:[]

Notable Quotes[]

By:[]

About:[]

Sons Russ Sigil Sons of Russ Chapters Sons Russ Sigil
Member Chapters Beasts UndauntedBlades of MorkaiBloodied HuntersCrimson ProwlersDawn's WolvesDusk HowlersDusk StalkersFangs of FenrirGrey WolvesHartlordsIron BeastsKnights of RussKraken ReaversKraken SonsMoonlight StalkersSea KingsStone BearsTempest WolvesVoid SelkiesWavebornWild HuntWild WolvesWolfpyre Wardens
[Source]


Space Wolves Successor Chapters
Ultima Founding Abyss StalkersAscetics of KoritBeasts UndauntedBlades of MorkaiBlood SeekersBloodied HuntersCorpse WolvesCrimson ProwlersDawn's WolvesDusk HowlersDusk StalkersFangs of FenrirGrey WolvesGreymanesHartlordsHearthkeepersIron BeastsKnights of RussKraken ReaversKraken SonsMaws of FenrisMoonlight StalkersNight WolvesRed WolvesStone BearsTempest FangsTempest WolvesVoid SelkiesWavebornWest Khan WolvesWild HuntWild WolvesWolf KnightsWolfbornWolfpyre WardensWolves of RedemptionWolves of Yggdrasil
Renegades Bloodborn Wolves
[Source]
Ultima Founding Space Marine Chapters
Dark Angels Successors Baleful PaladinsFirst ScionsHarvestersInheritors of CalibanIron SeraphsPaladins of CalibanTrench WalkersUncrowned Princes
White Scars Successors BladehoundsChogorian OutridersCicatrix BladesCrimson VanguardNemeon SolarNergüi GhostsSolar LeopardsSolar SpectresSquallguard
Space Wolves Successors Abyss StalkersAscetics of KoritBeasts UndauntedBlades of MorkaiBlood SeekersBloodied HuntersCorpse WolvesCrimson ProwlersDawn's WolvesDusk HowlersDusk StalkersFangs of FenrirGrey WolvesGreymanesHartlordsHearthkeepersIron BeastsKnights of RussKraken ReaversKraken SonsMaws of FenrisMoonlight StalkersNight WolvesRed WolvesStone BearsTempest FangsTempest WolvesVoid SelkiesWavebornWest Khan WolvesWild HuntWild WolvesWolf KnightsWolfbornWolfpyre WardensWolves of RedemptionWolves of Yggdrasil
Imperial Fists Successors Blood Fist TemplarsCadian WallIron ArbitersMaelstrom FistsPaladins of ThunderVoidwardensShadow WolvesSilver FistsSolar TitansSons of PraetoriaStorm MarchersWave Breakers
Blood Angels Successors Angels NemesisAngels RepentantAtavistsBurning Fate • †Crystal BearersEmpyreal RevenantsIncarnadinesKnights of FearObsidian ChampionsSentinels of Blood
Iron Hands Successors Eyes of FerrusFerric KingsIron StrategoiPatriarchs of IronRuiners
Ultramarines Successors Astral CarbinesAvengers of TyranCobalt ConsulsDawn GuardiansDiamond KnightsDraconian WardensEmerald VipersEpsilon TempestsFulminatorsGuilliman's RiflesHeralds of the ScriptMandatorsNight FuriesOnyx PhoenixesPraetorian GuardSons of AthenaSteel SentinelsUmbral Spectres
Salamanders Successors Argent ExecutionersExcruciatorsFireforgedJade WyvernsKnight ParagonsLegion of ArmageddonLords of AshThe MedjayNight SentinelsOnyx StarsPromethean DragoonsSeafarersVoid Wyverns
Raven Guard Successors Blade SpectresThe CastigatedCrimson BladesObsidian ShadowsOwls of JudgementPanthers of KiavahrShadow RevenantsStellar EaglesThunder RaptorsVoid WalkersWhite KestrelsWhite Ravens
Unknown Lineage AardwolvesAlpha Red GuardiansBlack RhinosCerberus ChapterDeath FlowersEducatorsIron ProphetsIrradiatorsNight WyvernsNova ScionsRedeemersMastodonsRed Revenants
[Source]
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