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"They are cold minded like the waters of their world and hard like the mountains of their islands."
— Unknown

The Void Selkies ('Innanis Phoce' in High Gothic) are a Successor Chapter from the mighty and proud Space Wolves lineage of the Ultima Founding. They hail from the stony ocean world of Mannan and they are stoic and cold minded like their planet.

Ruthless and stubborn they exercise the cult of swordsmanship and are notorious for their two-handed swords that allow them to go toe-to-toe with the fiercest of enemies. They also like to plan their action before, making sure to annihilate and humble their enemies.

Chapter History

Founding

Founded in the wake of the Fall of Cadia and the Noctis Aeterna when the Primaris Astartes were reveled by Primarch Roboute Guilliman. The Void Selkies were assigned to the world of Mannan, who names both the Solar System and the cluster where the world is located, in the Segmentum Obscurus. But before even claim their homeworld, the Chapter will have to serve alongside the others Ultima Founding Chapters and the Unnumbered Sons in the Indomitus Crusade, giving their contribution and allowing the Torchbearers fleet to reach the other Chapters besieged in Imperium Nihilus.

Failure to Alpha Torvanion

The battle of Alpha Torvanion, later better known as the Failure to Alpha Torvanion, was sadly remembered by the Chapter as their very first defeat. The Chapter, baked my mortal forces and half a Chapter worth of Greyshields, tried to breach inside the Cicatrix Maledictum looking for a safe passage from the northernmost point accessible.

Refusing more reinforcements and tactical advise, the force approached the designed point, entering the Warp Storm without major downsides, however once inside the force found itself scattered with warp entities already on the prowl waiting for a failure from the Gellard Fields, which in some of the vessels occurred. Isolated and unable to communicate, a part of the Void Selkies fleet managed to reach a pocket of real space and extract only to find out a Starfort occupied by traitor Astartes. Already in a strong position Alpha Torvanion, the Starfort, opened fire against the approaching fleet, maiming and damaging many of the smaller vessels before the Battle Barge Void Selkie managed to come close enough to launch the boarding torpedoes, unloading some of her Astartes cargo.

The boarders however had a bad time in finding a way in the twisted corridors of the corrupted Starfort and many found their doom falling in ambushes and fighting to death, all with the Starfort unleashing corrupted fire and unholy weapons against the Battle Barge that at some point, together with the remaining forces able to fight, was forced to disengage and jump back in the Warp Storm fortunately uncontested. Whatever the Alpha Torvanion was protecting remained in traitor hands as the Void Selkies started to count the damage and try to reconnect with their original forces. Some time will pass as the flotilla will manage to get out from the Warp again, founding it selves spitted out in the same location where they entered together with some of the forces who had been lost during the jump but the majority of it in form of wrecks and frozen bodies swimming in the coldness of the void.

Breaching of Menelaus Sector

After a perilous journey through the Warp Storms and the Immaterium, the Chapter was finally rewarded by reaching the Menelaus Sector within the Imperium Nihilus. Unfortunately for the Void Selkies though, the route used was far from safe and deemed unsuitable for future Imperial passages, but already on the dark side of the Imperium the Chapter and their followers continued their quest by establishing a bridgehead, securing everything in their passage to their final destination, Mannan.

The Helenas System in the Menelaus Sector, even if almost free by daemonic and traitor attacks suffered a different kind of fate, as was under the control of a large Greenskins Warband who was actively building a small empire on their own with the local military institution already destroyed and the surviving population forced to slave labor or to hide in underground facilities always in fear of being caught and hunted. Learning from their past mistakes, the Void Selkies waited for all their entire force to translate in real space before studying a strategy and move to direct action. However once reunited the plan was rapidly tinkered by the superior Astartes mind and with the same speed executed. The liberation force took advantage of a drifting asteroid belt to conceal their presence to the Orks fleet patrolling the System and when close enough the vessels fired both against the xeno ships and the lager of the moons in the System, the consequent explosion and wave of debris clocked the worlds, made difficult to the ordnance on the ground to answer the attack.

With the void rapidly conquered and in Imperial hands, the Void Selkies dropped on the capital worlds of Helenas Prime meeting the Orks close and personally. The commotion generated by the attack and the arrival of the Emperor's Angels instilled desires for freedom and vengeance creating a slave uprising with, also, the free humans still on the hide came out from their shelters to fight back their captors. Few days of fighting were enough to break the Greenskins and reconquer the System, most of the Astra Militarum forces that followed the Chapter were assigned to remain on the System to maintain a Imperial presence and discourage future invasions while the Void Selkies now, almost, on their own returned on their main route to Mannan.

Liberation of Mannan

While the path to Mannan was full of obstacles and enemy encounters, most notable the Void Battle of Alpina, the Void Selkies' arrival to their destination was smooth than expected. No traitors, Daemons or xenos besieged the world nor enslaved its population, Warp Storms were absent and no corruption was to be found for the Chapter high echelons astonishment. The first descent of the Void Selkies on the rocky archipelagos of Mannan was received by a coalition of the most important clans of the world, who met the Astartes in a mixture of awe and proud, and the common population celebrated for days to welcome the Emperor's Angels.

However doubts were raised as the planet was found in so good and safe conditions, at the point that something otherworldly may be guarding the world and their inhabitants and the investigation started as soon as the Chapter settled, checking the cultural beliefs and rituals. With the locals at the very first hesitant to reveal their traditions, it come out at some point the existence of the 'draoi', an untouchable caste of old people, described as wise keepers of traditions, who may be involved in some kind of witchcraft, may be unsanctioned psykers or far worse dealing with Warp entities. To avoid any risk, those draoi were hastily captured and put under the scrutiny of the Chapter with great rebuff from the inhabitants, with the chiefs of the ten greater clans absurdly calling out the Chapter for their action and challenging it in a ritual duel to prove the right of their actions.

While this duel was accepted by the Chapter just to reconcile the relationship it is believed, and currently under investigation, that a net of anti-Astartes activities spread on the planet in the forms of lodges. If these rumors will be confirmed true and the Chapter forced to take action, the relationship with the locals will be compromised for at least few centuries and will probably force the Chapter to indoctrinate the following generations to avoid future incidents.

Notable Campaigns

  • Failure to Alpha Torvanion (002.M42) - The Battle of Alpha Torvanion was the first approach of the Void Selkies and their allies, to breach the Great Rift, looking for a save passage to Nihilus, however the action will be remembered as a failure as after finding a pocket of real space inside they will be confronted and defeated by the Starfort Alpha Torvanion and the traitor Astartes crew;
  • Battle of Kraiona Cluster (003.M42) - +++IDENTIFICATION REQUIRED+++
  • Breaching of Menelaus Sector (008.M42) - The battle of the Helenas System and the capital worlds of Helenas Prime was a minor military action where the combined forces of the Astra Militarum and the Void Selkies reconquered the System from the hands of the Orks xenos;
  • Siege of Numanzia (009.M42) - +++DATA RECOVERING ■▢▢▢▢▢▢▢▢▢ 10%+++
  • Void Battle of Alpina (010.M42) - The Void Battle of Alpina, happened nearby the namesake cluster, was a void battle happened between the Void Selkies and a flotilla from a Black Legion warband. The traitors force appeared in war formation, ready to attack some nearby System, was intercepted and stopped by the larger forces of the Void Selkies;

Chapter Homeworld

Located in the namesakes cluster and Solar System in the Segmentum Obscurus, Mannan is a colossal ocean world full of scattered rocky archipelagos whipped by icy cold winds for almost all year. Even if harsh and inhospitable it is one of the few worlds in that zone of space to be populated by human inhabitants, who stubbornly continue to endure to the weather conditions and the harshness of their world. Still holding its old classification of Feral World, the inhabitants of Mannan showed to be quite advanced after the arrival of the Void Selkies and on the way of transitioning in a feudal society even if with some difficulties as their tradition of pride clashes hard with it.

The Mannans are divided in strict castes formed around family groups, called clans, with everyone of each holding control on some archipelagos and lead by the older members of the family who are both called 'ancient' and 'clan chief' according to the speaker, the clans themselves are grouped under the influence of greater clans, known as the ten great clans, and the minor one although independent are still subjects to one of the greater clans. These clans are very territorial about their lands and prideful about their heritages and history and is not rare for them to come to blows about insults and trespassing, bringing them to open conflict with the neighboring clans. Those matters, especially for the smallest clans, are usually settled by sword duels as the individual clans can't afford an open war not in life cost nor resources costs. However greater disputes, usually the one that happens between the greater clans can indeed come to open warfare as the resources involved are wider and the minor clans as subjects are called to honour their alliance with their betters.

The Mannannii warfare consists in both sword play and duels between the higher cast, which is considered proper honour duels, while the commoners are called out to kill each other in skirmish fights and hit-and-run tactics, usually fighting with spears, harpoons, daggers and short swords. This status of open conflict, as the Mannans are quite fast do abandon peace for a wrongly spoken word contributes to give a good pool for the Astartes for their recruitments as the Mannans start very early in their lives the practice of swordsmanship, as anyone may be called to defend the honour of their clan, and the art of skirmish and dirty fights as also all the clan and their commoners are forced to deal with the havenmoars, sea raiders, pirates and banished people who desires to live outside the Mannanii society and use thefts and violence as their subsistence.

Remains unknown to the Chapter how the people of Mannan survived the Noctis Aeterna on their own without external support nor technology. Someone pointing out to the ancient practices, cults and myths of the inhabitants which mostly rotates around the wise old draoi figures who dictates both the customs and the folklore of the world, with some of those cults are deemed as borderline witchcraft who may had a part into the preserving of the world and its population. In the doubt that those draoi of the Mannans may be tainted by Chaos in some degree, they were promptly raked for safety and kept under the scrutiny of both the Master of the Storms and the Master of the Wisdom who are actively searching for clues of any possible taint. However, unknown to the Chapter, the draoi are related not with Warp entities or Chaos, but with the 'fae-people' or like the Mannans call them, the draoithe who may be related with the Aeldari.

This action however caused commotion amongst the locals, especially in the eyes of the great ten clans, who following their traditionally ways called out the Astartes for their actions, issuing a challenge to the Chapter by duel. The clans felt offended by the raking of the draoi and sent each one their best swordsmen, ten in total, to defend their honour. The Chapter on their hand accepted the challenge even with some doubt about those morituri men who were going to throw away their lives and sent likewise an Astartes for each company. The result was obvious but the ten great clan chiefs felt in some way a kind of satisfaction and recognized the Astartes not only as their betters but also as their sovereigns, unfortunately this events didn't settled the matter for all the population, as among the minor clans, the commoners and the havenmoars too is believed that an unknown numbers of them is still angered with the Astartes and their actions, if this rumors will be confirmed would be mandatory for the Chapter to eradicate them to remove any possible seed of rebellion.

Fortress-Monastery

The Fortress-Monastery of the Void Selkies is Gallowglass-dùn and it is a formidable construction developing itself in height from one of the Mannan's ocean archipelagos. Pointy and swirling, Gallowglass-dùn's main tower pierces the skies like a blade with four towers, far lower, around it, in those minor towers the high offices of the Stormcallers, the Norns and the Iron Priests are kept. The interiors of the Fortress are made with rocky bricks, built like a castle from the ancient yore of Terra and decorated with runes, tapestries and inscriptions. Gallowglass-dùn has also a system of bridges that connects the nearby islets of the main archipelago and a circular wall all around the complex, both up and under water, making it inaccessible from water and land. In fact locals cannot reach the Fortress and the only actual way is by air or using one of the secret passages of the Chapter.

It is believed by the local that in the highest chambers of the main tower is where the draoi are kept prisoners but in truth there is the location of the void shields generators. In fact, known only to the Chapter and their Serf, Gallowglass-dùn has an underwater part, protected my seals, runes and ancient trinkets. Their rocky wall are mossy and damp were initially designed to be some kind of prison but the draoi were the first to be kept inside, until their secret revealed, and in more recent times as the Chapter learned the ways of their ancestors started to be the home of the failed and surviving Astartes and the one who have fallen under the Curse of the Wulfen.

Chapter Organisation

Officer Ranks

  • High King - Equivalent to the Chapter Master, the High King is an hereditary role, transmitted to the most senior rank after the death of the current High King;
  • Lord Chieftain - The Captain of the 1st Company and designated successor of the High King;
  • Lord Captain - The Lord Captain is the senior officer in charge of one of the companies;
  • Lieutenant - The Lieutenant serves as demi-company leader and also as advisors for their Captains;

Specialist Ranks

  • Master of the Storms - Most senior of the Stormcallers, equivalent to the Chief Librarian;
    • Stormcaller - Rune Priest equivalent, the psykers under this rank are not allowed to the battlefield;
  • Master of the Wisdom - Keeper of the secrets of healing, gene-seed and inspiration;
  • Blade Master - The Chapter Champion, the finest of the swordsmen;
    • Company Champion - The bodyguard of his Lord Captain;
  • Chapter Herald - A warrior who bears the honour and the duty to hold the Chapter banner;
    • Company Herald - A warrior who bears the honour and the duty to hold the Company banner;
VS Specialists

From left to right: Iron Priest, Norn, Stormcaller

Line Ranks

Still under the influx of the Codex Astartes and the ways of the Ultramarines the Void Selkies are still learning the uses and customs of the Space Wolves and the other sons of Russ, however due to the Canix Helix they are forced too to dilute and contain their youngest warriors, waiting for them to mature and grow older before trusting them with more complex roles.

  • Veteran Sergeant - Sergeants from the 1st Company and Company Command squads;
  • Sergeant - The head of a squads, they are responsible to carrying out orders from their superiors;
  • Veteran Battle-Brother - The Veteran Astartes from the 1st Company, who gained the right to serve in for old age or merit and insigned with Terminator Honours;
  • Old Brother - Old Astartes who gained respect and honours, more patient and tactical are trusted with heavy weaponry or sent in infiltration behind enemy lines;
  • Battle-Brother - Astartes who matured with time and are now eligible to more tactical approaches;
  • Young Brother - The most reckless and young among the Chapter who still struggle to control the spirit of the Wulfen are sent in close combat clashes;

Order of Battle

Headquarters

Headquarters

High King

King's Guard
Blade Master
Chapter Herald

Command Squad
Chapter Equerries

Hall of Power Hall of Iron Hall of Wisdom Fleet Command
VS Librarius

Master of the Storms

10 Stormcaller
5 Codicier

5 Lexicanium
20 Acolytum





VS armoury

Master of the Iron

30 Iron Priest
60 Tech Servitors

25 Gladiators
15 Repulsors
3 Astraeus
30 Gunships
Warsuits
Assault Rams
Drop Pods

VS Wolf priesthood

Master of the Wisdom

20 Norn
10 Apprentice

20 Acolytes
50 Medicae Serfs
20 Servo Meds




VS Admiral

Master of the Fleet

2 Battle Barges
4 Strike Cruisers

4 Frigates
3 Destroyers
25 Overlords
Void Fighters



Companies

Battle Companies
1st Company
Clan O’Drummac
2nd Company
Clan An Cullodaan
3rd Company
Clan Tavmond
4th Company
Clan Stoman
5th Company
Clan Mal’Gordren
VS 1C

Lord Chieftain
Master of the Keep

2 Lieutenant
Command Squad

30 Honour Guard
10 Terminators
60 Veterans

2 Dreadnoughts
Transports

VS 2C

Lord Captain
Watch Master

2 Lieutenant
Command Squad

60 Battleline
20 Close Support
20 Fire Support

1 Dreadnoughts
Transports

VS 3C

Lord Captain
Arsenal's Master

2 Lieutenant
Command Squad

60 Battleline
20 Close Support
20 Fire Support

2 Dreadnoughts
Transports

VS 4C

Lord Captain
Recruits' Master

2 Lieutenant
Command Squad

60 Battleline
20 Close Support
20 Fire Support

2 Dreadnoughts
Transports

VS 5C

Lord Captain
Marches' Master

2 Lieutenant
Command Squad

60 Battleline
20 Close Support
20 Fire Support

1 Dreadnoughts
Transports

Reserve Companies
6th Company
Clan Mal’Dunkale
7th Company
Clan O’Boramond
8th Company
Clan Kalen
9th Company
Clan Duana
10th Company
Clan Mal’Pikden
VS 6C

Lord Captain
Master of the Rites

2 Lieutenant
Command Squad

60 Battleline
20 Close Support
20 Fire Support

2 Dreadnoughts
Transports

VS 7C

Lord Captain
Master Victueller

2 Lieutenant
Command Squad

100 Fire Support
Artillery
Storm Speeders

3 Dreadnoughts
Transports

VS 8C

Lord Captain
Lord Executioner

2 Lieutenant
Command Squad

100 Battleline
Bikes
Invader ATV

Storm Speeders
Transports

VS 9C

Lord Captain
Relics' Master

2 Lieutenant
Command Squad

100 Close Support
Bikes
Storm Speeders

1 Dreadnoughts
Transports

VS 10C

Lord Captain
Master of Recon

2 Lieutenant
Command Squad

100 Specialist
Bikes
Invader ATV

Storm Speeders
Transports

Combat Doctrine

The Void Selkies are prone and have a preference for the close combat and the melee engagements, however they are not bloodthirsty barbarians as someone may believe, as they go deep into tactical planning prior the start of each encounter. The Void Selkies preference to have a prior knowledge of the battlefield and their enemies is comparable to the predators’ attitude of the natural world.

Once in a fight the main objective of the Void Selkies is to reduce the enemy presence and disable their threat level. The knowledge of the battlefield, of the enemies’ weak points and of possible escape routes are carefully planned, as like for many others of the Sons of Russ cunning is equally considered a weapon. For this reason the Void Selkies do not disdain to push enemies in trap previously orchestrated nor to fake withdraws only to change angle of attack.

Chapter Culture & Beliefs

Among the descendants of the Wolf King, the Void Selkies are considered one of the most cold minded, as their use of cunning, strategy and ambushes makes them to be considered like an efficient predator. Stoic and disciplined, the Void Selkies are masters of the swordsmanship, a practice inherited by their homeworld traditions. For this reason, in formation or alone, their greatswords are able to confront threats and odds immeasurable.

Phoces Cloak
A tradition mixed by the folklore of ancient Terra and Mannan, many of the Void Selkies wears pelts and furs from the phoces, xeno creatures very similar to the seals, a yore fauna of the coldest region of Terra. While little more than a simple decoration, to wear such pelts increases the association between the Astartes and their own symbol, the selkie, a mythological shape shifter creature which oddly enough has a Mannanii variant. Forcing the locals to continue to consider the Void Selkies as mythological beings, in a way pushing their beliefs and forcing them to avoid open rebellion, especially after the capture of the draoi.

Tartan
The Void Selkies companies are marked by a precise pattern of tartan, inspired by the patterns of the ten great clans, who are proudly displayed on the right pauldron of their armour. While being a common identity marker it is seen as a great honour and badge of prestige to wear a cloak or a robe with the same pattern or far higher, a pattern reminiscent of the Astartes mortal clan. As many of the recruits are handpicked by the locals in young age and gifted to the Chapter with the hope of increase the clan influence if their son might ascend at Astartes rank or become a Serf.

Chapter Recruitment

Mostly of the future aspirants are chosen internally by the clan chiefs among the most strong and skilled of the youth to be judged by a delegation from Gallowglass-dùn, who travels once a year far and wide from the various islands and archipelagos of Mannan to inspect them, in the hope to have them to ascend at the rank of Astartes and bring luster to their original family and clan, however it is not the only way the Chapter recruits as the wondering Astartes keep the rights to take anybody they judge fitting, with their social origin ignored as nobles, commoners and even raiders and havenmoars can be picked even against their will. This delegation is made by the Master of the Wisdom himself accompanied by other Norns and Stormcallers who will check physically and mentally the young before deciding them to be worthy enough to even start the trial and to travel back with the Astartes to Gallowglass-dùn or not.

For the one that will be refused by delegation will drop drastically from the social hierarchy of the Mannans, as this is considered a great act of shame for them and their families. For those a life of humiliation will awaits, as they will be forbidden to take part in the duel to represent their clan and sometimes even to have a family, for this reason many decide to leave their home archipelagos and join the havenmoars. For the lucky able to pass the first judgment the Chapter trials will wait for them, divided in minor and major trials, the following are considered important milestone on the journey to ascension.

Trial of Morkai

An aspirant after the completion of the Trial of the Brime

Trial of the Sword
Probably the most familiar and friendly to the mind of the aspirants, this trial requires them to show their ability in the swordsmanship, an art that they learned since their childhood. But even if familiar, this trial isn't an honour duel, as will require a fight to death between the aspirants allowing only the best to start their journey.

Trial of the Brime
To be a Void Selkies mean to be cold as the ocean of Mannan, nothing has to persuade or distract the future Astartes from their objective. A lesson that is brutally imparted in this trial. The aspirants will receive an objective, randomly drawn, and they will have to follow and stalk it for the time of a week. During this time, the aspirants will be abandoned to themselves, and they have to survive and not to lose their prize.

One of the most common is that they have to stalk one of the animal surviving the cold water and find to eat in the process. When they are retrieved, they are interrogated on their mission, if the answer suffices they will be sent to kill their objective but not before they will be leashed and covered by salt. If they accomplish the quest, even after a week of deprivation and a night of torture they will move on.

Trial of the Summit
The last trial, the aspirant after surviving all the other trials and reached the age of eighteen, will receive the Canis Helix and left at the feet of the highest of the mountains of Mannan, Orbsen on the island of Lir. The rocky formation ascent from the sea and pierces the sky for four kilometers with its sharp tip. The aspirant will have to ascend on the summit of the mountain and not only survive to the harshness of the environments but also to the agonizing pain brought by the changes inducted by the Canis Helix.

If the aspirants survivors and doesn't fall to the curse of the Wulfen, the next day will be picked up to received the organs who will transform him in an Astartes.

Deathwatch Service

The Void Selkies inherited the dislike for the Inquisition and its Ordos from their progenitors, as the grudges of the Months of Shame are still remembered and alive in the Chapters history, but ready and willing to honour the call if this happens.

However seems like the feeling may be mutual, as until now no Void Selkies has been called nor requested to serve the Long Vigil.

Chapter Gene-Seed

The Void Selkies are proud inheritors of the gene-seed of the VIth Legion and their Primarch Leman Russ. While keeping the feral look and the fangs of their forefathers, the Void Selkies appears to be far more stable in both mind and genetics, however this is nothing more than a mere illusion created by the beliefs of the Ultima Founding to be immune from the effects of the Canis Helix and the Curse of the Wulfen. In fact amongst the Void Selkies those who succumb to the state of the Wulfen become feral and enraged Astartes, barely unable to recognize friends from foes who jump against the enemies howling and screaming swinging their weapons or their own fists unable to remember their combat skills mastered for centuries.

Usually those disgraced will die during the battle or immediately in the aftermath for the wounds, but for those who survives they will be released by their pain and condition being gifted with the Emperor's Peace by one of the Norns. This practice however felled in disuse as the Void Selkies growth more and more in the knowledge the Sons of Russ costumes and the curse by itself become milder, allowing the one who had turned in the werewolves-like creatures to keep their mind and consciousness in some degree and no more being furious and mad creatures.

Chapter Flaws

Furor Mannanii - Described also as 'Controlled Berserk', the Furor Mannanii is a mental condition that may strike the Void Selkies during a battle, who brings the Astartes to great deeds of martial prowess and heroism. Studies on brothers who had fallen during this status have found circulating in their blood vessels some kind of natural stimulant, probably generated by the Astartes brain, those stimulants looks like being able to increase the strength and allow the Astartes to almost ignore pain and wounds. The trigger of the condition remains unknown but as been found that the Astartes affected by the Furor Mannanii soon or later will fall under the Curse of the Wulfen;

Notable Members

  • Aidan Duana, current High King of the Void Selkies;
  • Brian Boru, current Chieftain of the Void Selkies;
  • Brother Chullain, former Lord Captain of the 3rd mortally wounded was entombed in a Dreadnought;

Chapter Fleet

VS Blade of Mannan
  • Battle Barges:
  • Blade of Mannan (Courageous Tyrannis Class Battleship);
    • Originally named Void Selkie as the Chapter itself, the Flagship served as temporary Fortress-Monastery during the early stages of the Indomitus Crusade and the breaching of the Great Rift, bringing the Chapter battle after battle a step closer to their homeworld. Once the Mannan Cluster was found and cleared, the vessel was renamed with the current name, Blade of Mannan;
VS Bloody Shore


  • Bloody Shore (Ymir-class Battle Barge);
    • The Battle Barge Bloody Shore is one of the rare and, for a time, limitedly produced Ymir-class Battle Barges. With a dark history behind its developer and the main weapon itself, time showed the value and utility of it, gifting the inventor with some posthumous honours. With the ongoing effort against Chaos and the spreading Indomitus Crusade, more and more high personalities and Magos argued in favor of this vessel class to meet, finally, a larger scale of production;
  • Strike Cruisers:
    • Banshee's Owl (Strike Cruiser);
    • Fisher King (Strike Cruiser);
    • Ogmios' Roar (Strike Cruiser);
    • Rocky Reef (Strike Cruiser);
  • Escorts:
    • Hammered Blade (Nova-class Frigate);
    • Serrated Blade (Nova-class Frigate);
    • Blade of Ice (Nova-class Frigate);
    • Bloody Edge (Nova-class Frigate);
    • Morrigan (Cobra-class Destroyer);
    • Brigid (Cobra-class Destroyer);
    • Dagda (Cobra-class Destroyer);
VS Fang of the sea

Chapter Armoury

  • Two-Handed Swords - The passion of the Void Selkies for the swordsmanship brought them to require two handed sword variants, proudly displayed by the ranked Astartes and in their hand a powerful tool of war;

Chapter Relics

  • Fang of the Sea - A two handed Frost Blade gifted by their progenitor and proudly used by the High King himself in battle as badge of office;

Chapter Appearance

Chapter Colours

The Chapter colours are different shades of brown, moving through the lightest in the trims and decoration and moving to the darkest, almost black, of their masks and pauldrons. There are minor differences in the colours between ranks:

  • Battle Brother, dark brown with black mask;
  • Veteran, light brown stripe from the head to the brow;
  • Lieutenant, black stripes from the head to the brow;
  • Captain, full black helmet;
VS Helmet Variation

Instead of the Codex Astartes compliant red helmets, the sergeants wear a skull on their foreheads as role designation. The Void Selkies counterparts of Librarians and Techmarines wears instead a difference shades of grey, preserving only the pauldron with the Chapter badge, while the Norns wear a full black armour like their Space Wolves counterpart.

Void Selkies Armorial

Chapter Badge

The badge of the Chapter is a selkie, a mythological being of the ancient folklore of Terra able prior of Old Albia, a being able to shape shift between the forms of a woman and a seal.

Relations

Allies

Name Iconography Notes
Hartlords
Hartlords Armorial
Comrades in arms and gene-brothers, the Void Selkies formed a deep bond with the Hartlords, fighting alongside each other since their very inception and the earliest engagements during the Indomitus Crusade. As been observed that the Hartlords and Void Selkies works very well together, complementing each other and receiving commendations and honours for their successful actions;
Iron Drakes
Iron Drakes Armorial
Second oldest comrades of the Void Selkies, the Chapter has fought together with the Iron Drakes in the early days of the Indomitus Crusade in both sides of Imperium Sanctum and Nihilus. With time the Chapters developed a friendly rivalry and a proper challenge on who is the best performer on the battlefield, transforming their encounters in a good occasion to share war tales and stories of greater deeds;
Sons of Russ
Sons Russ Sigil
The Void Selkies are part of the Sons of Russ, an official collective of ferocious Successor Chapters from the lineage of the feral Space Wolves. These Chapters stand as a bulwark of eternal vigil and wage an eternal war against the Traitor Legions and those who would make truck with the Ruinous Powers;


Enemies

Name Iconography Notes
Traitor Legions
Black Legion Armorial
The sole purpose of the Void Selkies is to fight and destroy every traitor the might found. Something they become proficient enough immediately after their founding, as they fought in the Indomitus Crusade, helping opening a path through the Great Rift to reach Imperium Nihilus;

Notable Quotes

By the Chapter:

About the Chapter:

"They are cold minded like the waters of their worlds and hard like the mountains of their islands."
— Unknown


Space Wolves Successor Chapters
Ultima Founding Abyss StalkersAscetics of KoritAstral BearsBeasts UndauntedBlades of MorkaiBlood PredatorsBlood SeekersBloodied HuntersCernachian WardensCrimson ProwlersDawn's WolvesDusk HowlersDusk StalkersFangs of FenrirFangs of VidarGhost WolvesGolden BoarsGore WolvesGrey WolvesGreymanesHartlordsIron BeastsKraken ReaversKraken SonsThe MastodonsMaws of FenrisMoonlight StalkersNight WolvesPainted HoundsPhantom WolvesRed WolvesSky WolvesStone BearsTempest FangsTempest WolvesVoid SelkiesWavebornWest Khan WolvesWild HuntWild WolvesWolf KnightsWolfbornWolves of Blood and BoneWolves of RedemptionWolves of Yggdrasil
Extinct Corpse Wolves
Renegades Bloodborn Wolves • † Skyrar's Dark Wolves
[Source]


Ultima Founding Space Marine Chapters
Dark Angels Successors Angels of DecimationAngels of PrythainArgent SeraphsBaleful PaladinsBlades of RetributionFirst ScionsHarvestersInheritors of CalibanIron SeraphsLeonine DisciplesTrench Walkers
White Scars Successors BladehoundsChogorian OutridersCicatrix BladesCrimson VanguardHawks of GuillimanIcebound LeviathansMantis ClawsNemeon SolarNergüi GhostsRain RaidersSolar LeopardsSolar SpectresSquallguard
Space Wolves Successors Abyss StalkersAscetics of KoritAstral BearsBeasts UndauntedBlades of MorkaiBlood PredatorsBlood SeekersBloodied HuntersCernachian WardensCorpse WolvesCrimson ProwlersDawn's WolvesDusk HowlersDusk StalkersFangs of FenrirFangs of VidarGhost WolvesGolden BoarsGore WolvesGrey WolvesGreymanesHartlordsIron BeastsKraken ReaversKraken SonsThe MastodonsMaws of FenrisMoonlight StalkersNight WolvesPainted HoundsPhantom WolvesRed WolvesSky WolvesStone BearsTempest FangsTempest WolvesVoid SelkiesWavebornWest Khan WolvesWild HuntWild WolvesWolf KnightsWolfbornWolves of Blood and BoneWolves of RedemptionWolves of Yggdrasil
Imperial Fists Successors Blood Fist TemplarsCadian WallExactores ImperiiHammers of AntaeusImperial AssaultersIron ArbitersMaelstrom FistsPaladins of ThunderVoidwardensShadow WolvesSilver FistsSolar TitansSons of PraetoriaStorm MarchersWave Breakers
Blood Angels Successors Angels MagnanimousAngels NemesisAngels RepentantAtavistsBurning Fate • †Crystal BearersIncarnadinesKnights of FearRevenant BladesSentinels of Blood
Iron Hands Successors Crimson TenthExcarnatorsEyes of FerrusFatebringersFerric KingsFurnace GuardIron StrategoiKoimeterion KnivesPatriarchs of IronRuinersSteel ParagonsSteel Redemptors
Ultramarines Successors Angels of DeathAvengers of TyranBurning CandlesCobalt ConsulsDawn GuardiansDiamond KnightsEmerald VipersEpsilon TempestsFulminatorsGuilliman's RiflesGuilliman's HussarsHeralds of the ScriptMandatorsNight FuriesNova SwordsOnyx PhoenixesPraetorian GuardSentinels of CadiaSons of AthenaSteel SentinelsThe TempestorsUmbral SpectresWhite Blades
Salamanders Successors Argent ExecutionersAstral ChargersExcruciatorsFireforgedForgeswornJade WyvernsKnight ParagonsPromethic GuardLegion of ArmageddonLords of AshNight SentinelsOnyx StarsPromethean DragoonsPyroclast Wardens • † SeafarersVoid 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 FlowersEducatorsEmperor's KnightsIron ProphetsIrradiatorsNight WyvernsNova ScionsRedeemersMastodonsRed RevenantsUmbral Sentinels
Chimeric Lineage Ifriet HostImperatoris ExecutorisRust HammersVoid Rippers
Renegades
[Source]


Sons of Russ Chapters
Member Chapters Beasts UndauntedBlades of MorkaiBloodied HuntersCernachian WardensCrimson ProwlersDawn's WolvesDusk HowlersDusk StalkersFangs of FenrirGrey WolvesHartlordsIron BeastsKraken ReaversKraken SonsMoonlight StalkersSea KingsSky WolvesStone BearsTempest WolvesVoid SelkiesWavebornWild HuntWild WolvesWolves of Blood and Bone
[Source]


Trivia

  • The Void Selkies won a contest against the Killer Whales, who decided which Chapter would be developed first and to be of Space Wolves lineage;
  • Special thanks to Gia to have suggested some improvements and the clan names;

Gallery