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Heya, I know it seems very uncreative of me to ask for assistance on this matter, but seem as though i cannot come up with a reasonable storyline for the Zahr Tann craftworld, i wondered if any of you guys had any ideas?
I was thinking that nature is sacred to this craftworld, and that they believe their purpose is to fight those who bring war and destruction to the paradise worlds but, seems a bit Allan Titchmarshy! (for all those who dont know who he is, hes a gardener!)
I want them to seem tough, but fighting for a greater purpose! Sort of a quest to restore something or get something that was lost!
Background info would be appreciated as well, like a name for a home planet and a founder of the craftworld or perhaps a special character!
I already have the colour scheme sorted, and when i get my current force painted i will upload pics of my diabolic paint job! =P
Thnx in advance
Just trowing some ideas out there but how about something around the lines of; Trying to retake lost eldar technologies from other people, trying to take back one of their ground planets? Can't think of much for background info, not that into Eldar lol
Hope this helps, sorry if it doesn't.
We rode on the winds of the rising storm, we ran to the sounds of thunder. We danced among the lighting bolts, and tore the world asunder.
How about an Eldar Craftworld that believes the survival of the Eldar race is possible, but only if they enter an age of rebirth. This fits with the eldar myths as being rather cyclic in nature.
Anyway in accordance with this belief the craft world protects Exodite worlds and also plans to re-settle a number of old eldar colonies.
They have formed an alliance with the Tau to drive off the present Imperial colonists. In return the Eldar will trade certain technologies with the Tau.
Meanwhile unknown to the Craftworld, the Tau or the Imperials the world is in fact a dormant Necron Tomb World. How long the slumbering threat will remain silent for remains to be seen.......
Last edited by Visitor Q; June 3rd, 2009 at 18:31.
"God is dead" Nietzsche- 1886
"Nietzsche is dead" God- 1900
Why are there scams? http://www.youtube.com/watch?v=Q71FLDIMBc8
The one problem I can see with the nature idea is that most craftworld eldar are entirely space based.. They don't colonize worlds. At best they try to keep them pristine in the hopes of one day settling them. That said, you could have a slightly more 'primitive' craftworld with ties to the Exodite worlds, I guess, if you wanted more of a wood elfey feel..
I don't think this should stop you, though.. You might just have to reappraise the definition of nature. Maybe there are big forest/garden domes on the craftworld which have special significance (a la Silent Running) which the craftworld sees it as its duty to preserve. Alternately, you could pick a natural space feature and have them defending that.. I based my craftworld fluff quite heavily on the Kadeshi from Homeworld (the crazy guys living in the nebula.)
Or have the craftworld be a manufacturing center for a collection of Exodite worlds, plying back and forth on a scheduled run like a Chartist Trader. (Chartists are Imperial trading vessels that travel only at sublight speeds. It takes them forever to get around but they still manage to make a profit on their trading, so they refuse to die and keep following their Chartered courses.)
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
Nature isn't gardening, gardening is controlling nature. Your Eldar could have more to do with hte violent, merciless aspects of the natural world. Sharks are very violent and dangerous but they are only don't ehat comes naturally to them. Your Eldar could be very tough as you put it if you make them violent and destructive towards those who would despoil the natural world.
Likely the don't like Tyranids or Chaos because of the destruction and corrution they both bring. Eldar don't like these two anyway but you could indicate your Eldar really don't like them. You should also consider where your Cradtworld is. It's location can be vague but help give an idea about what it may be up to.
Thanks for the help guys!
Im going to do a combination of everything you put together.
They are a Craftworld with the intention of returning the eldar to their previous strength as rulers of th stars! They have no colonised home planet, however they see themselves as stewards of nature, defening the plants they see as natural relics! They have complex bio-dome aboard their ships, with almost every plant species possible... and the Zahr Tann intend on finding the rest of the species they need and do anything they can to find them, because once they have gathered all these plant life forms they intend on colonising a planet as their homeland!
They obviously hate the Tryanids and Chaos, but also Orks because of their constant destruction of precious nature to build industry and using plants as fuel for their fires! They see the marines, especialy the Crusading chapters, as their allies, as they both want to restore a peace to the Galaxy and abolish chaos!
They are a tough breed of Eldar because they are constantly at war, and produce some of the best scout units (Pathfinders, War Walkers) as they are the eyes and ears of the craftworld, who consantly search for the species they need to restore a natural balance!
As for a special character, i had an idea for an elite ranger. Someone who is seen as a patriach for the craftworld who has experience in war and has an eye for rare plant species. Someone who can utilise nature to his best advantage. (perhaps a phsycic power, or some special medicine/poison made from rare plants).
I think ive got this sorted now, just a few things need touching up here and there now!
thnx for your help guys