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Craftworld Saim-Hann
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==Culture== As Saim-Hann was one of the first Craftworlds to flee the ancient Aeldari empire before the Fall, they were isolated from the rest of their Craftworld kin for roughly two generations before the Phoenix Lords managed to locate them (and go figure, it was Drastanta who first discovered them) and introduce the Paths of the Eldar to their society. In the interim, the Eldar of Saim-Hann believed the best way to keep their people occupied was to introduce clan-based politics as their primary means of governance. This hyper-focus on familial politics has made the Saim-Hann Eldar place a great deal of value in honor, be it simply their own or (more likely), their clan's honour as a whole. The more respected the clan, the bigger their voice among all the other clans in Saim-Hann. When it comes to matters concerning the Craftworld, the clan chieftains will call a council formed from all the other clans of Saim-Hann to vote on a course of action. They spend most of their time mainly bickering amongst themselves over who <s>has the biggest dick</s> has the fastest jetbike before actually voting on whatever it is they originally met up to talk about in the first place. Bar extreme circumstances or personal codes of honor, no individual clan is truly beholden to the will of the overall council and may still act as they see fit without fear of being censured. That said, as a clan's reputation is one of their most prized values, it isn't too often a clan can constantly blow off the council and still retain any real say in Craftworld affairs. As you'd expect, the position of clan chieftain is primarily hereditary. Once a chieftain comes into power, they must walk the Path of Command if they have not already and can no longer be part of the Wild Riders or any Aspect Warrior shrine. To this extent, no individual (regardless of rank or import) may participate in clan-based politics while they ''are'' a part of the Wild Riders or Aspect Shrines, nor can such individuals act on a clan's behalf (such as championing a clan in a duel) or fully claim the title of chieftain until they relinquish their position from their Wild Rider host or Aspect Shrine. This is, simply put, because a member of the Wild Riders or Aspect Shrines is duty bound to put the Craftworld itself above all other concerns, including the individual's clan. In a stark contrast to most other Craftworlds, the Seer Council on Saim-Hann holds very little sway among its people. As the chieftains are much more concerned with brand recognition and personal honour, they generally have little interest in galactic affairs not immediately concerning them or the Craftworld and don't pay much heed to the seer's obscure visions or requests. It is, in fact, almost becoming a trend for a majority of the clans on Saim-Hann to ignore or outright dismiss the Seer Council out of hand whenever it asks for an audience. Individual seers may still advise their relevant chieftains and the Seer Council may cast a single vote whenever the chieftains convene, but their actual influence is pretty minimal among the clans. Of the various rituals Saim-Hann Eldar perform, there's currently only two really known at this time. Two clan warriors sometimes drink each other's blood in a ritual designed to create a bond between them in a manner not too dissimilar from the Blood Angel's insanguination rituals ([[Red Thirst|only Saim-Hann Eldar don't go batshit insane if they don't regularly get some sip]]). Blood-Bonds are considered among the most serious of rituals; individuals who fail to honor or aid those to whom they've bonded with are fully exiled from Saim-Hann, full stop. The other known would be the racing/dueling system the clans or individuals utilize when they get offended by slights from other clans (hint: this happens a lot). The duel is overseen by a neutral party while the two participants name a champion not currently employed as a Wild Rider or Aspect Warrior to non-lethally joust high in the sky on jetbikes. Though such contests are ''intended'' to end at first blood, it is not unheard of or unexpected for participants to die. Such deaths are generally frowned upon, but accepted as legitimate outcomes none-the-less. When it comes to other Craftworlds, Saim-Hann is generally happy to help out Biel-Tan in cleansing aliens from maiden worlds, but are really turned off by Biel-Tan's extreme xenophobic tendencies and habit of murdering all non-Eldar life, even if they no longer pose a threat. They will also work well alongside the forces of Ulthwé but quickly grow tired of the constant manipulation and are not above telling the Seers of Ulthwé to go fuck themselves when asked to attack an unprovoked foe. They seem to get along alright with Alaitoc, as they've partnered up without issue to help defend Exodite worlds against insurgent Necron forces. Hilariously, when it comes to non-craftworld Xenos, Saim-Hann has even worked ''with'' Necrons to curb a daemonic insurgence (that Saim-Hann admittedly and accidentally caused in the first place), though that was a particularly... unique circumstance. The only Eldar that most clans of Saim-Hann are regularly chummy with are the Exodites and Harlequins. The Exodite worlds apparently are fantastic places for the Wild Rider clans to host all sorts of rituals, with the exodites themselves being as close to any Wild Rider clan eldar as any. The Harlequins are the only space-faring Eldar that the Wild Rider clans never really have any beef with, partly because the murder clowns don't judge Saim-Hann for not being as "civilized" as the other Craftworlds. They'd be besties with the [[White Scars]] were it not for the fact that both sides consider the other untermenschen. They also have a pretty good synergy with the Space Wolves due to their similar views regarding honour, something the Space Wolves themselves surprisingly praised about them. Outside of the Imperium and Chaos (who's obviously everybody's enemy), Saim-Hann as a whole doesn't have a single preferred enemy among all the clans (though they do hold an especially great dislike for [[Ork]]s, [[Necron]]s and [[Chaos]], but who doesn't?). Plus they clearly inspired the whole red makes things go faster thing amongst the Orks… or could that be the other way around?
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