Saim-Hann - History: The Aeldari craftworld of Saim-Hann was reputedly one of the first craftworlds to abandon the Crone Worlds as the Fall of the Aeldari approached, heeding their Farseers' warnings. As such they have spent far more time isolated from the rest of the Aeldari than the other major craftworlds, although the Saim-Hann do maintain contact with and have cultural ties to the Exodite worlds.They are fierce warriors, who place honour at a higher value than their more culturally sophisticated kin. This, coupled with their pride, has led them into conflict with each other and different craftworlds. While this generally takes the form of a highly ritualised duel in which first blood is usually sufficient to end the matter, the occasional deaths from these conflicts has lent to the barbaric reputation of the craftworld among other Aeldari.The Wild Host of Saim-Hann is comprised almost entirely of Windrider kinbands mounted on Jetbikes. Windrider hosts in battle are spectacularly adorned, especially upon Craftworld Saim-Hann, where the kinbands ride to war in their thousands, sun glinting from their cowlings and pennants snapping like gunfire in the breeze.Almost every member of Saim-Hann is part of a Wild Rider family, including its Seers, and this allows them to field many specialists who ride Jetbikes and Vypers.The chieftain's closest family form the kinsmen, who paint their faces with hot blood on the eve of conflict, drink from each other's wrists, and ride to war together as brothers. In much the same way, each unit of Jetbikes or Vyper pilots is comprised of blood relatives, and tends to sport a vivid banner showing their clan's rune.It is only during a Wild Rider's time as an Aspect Warrior that his familial ties are put aside, as devotion to the Aspect Shrine overrules all other considerations. The families are maintained in a feudal hierarchy ruled by an Aeldari chieftain and his rule is passed down through hereditary tradition.Unlike other craftworlds who unite in mass mobilisations, the Saim-Hann kindreds are each free to choose whether or not to fight in defence of a particular cause. Disagreements on military matters are usually resolved with ritual combat between champions chosen from within the kindreds -- however, it is not unknown for a kindred to go to war without the assistance, let alone the approval, of the rest of the craftworld.Some families also fight with each other, although this conflict usually takes the form of a ritual single combat between champions. They are not uncommon, but fights to the death are very rare as first blood is usually sufficient to determine a winner.The Saim-Hann warhosts are generally red or a light scarlet in colour. They are often highlighted with contrasting shades, mainly black, white or yellow in striped patterns. They also use simple chevron or stripe motifs on their vehicles as a form of status identifier. Saim-Hann's different warrior clans have their own varying personal symbols, so there is almost certain to be a significant amount of variation between clans, squads or even individuals.The craftworld's rune is a stylised serpent, which is the Cosmic Serpent of Aeldari myth. Indeed, it is revered so much by the Saim-Hann Aeldari that one of their coming-of-age rites is to catch a daggersnake (found on many of the worlds of the Exodites) in mid-strike. The serpent also epitomises the attack style of Saim-Hann -- a fast, deadly strike before withdrawing, leaving the enemy panicked and confused.The warriors of Saim-Hann are proud, boisterous and aggressive, and use fast, mobile troops with a high quantity of Jetbikes. Young Guardians are always trying to outdo each other in contests of speed, particularly in battle.