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Post by Kage2020 on Jan 10, 2004 10:07:53 GMT -5
Well, true, but those not so keen on the common Aspect and Seer attitude of 'kill everything because we have the right'... I'm not entirely sure that this is entirely accurate. For me the eldar don't view the other races as full beings; they are more like animals than anything else. Cockroaches, almost (or their analogue!), since they seem to breed and spread like them. ...would avoid it where possible and let the more dedicated Guardian levy go and do the fighting before they, would they not? If you're asking whether there are pacifists amongst the eldar, then the obvious answer is yes. Incidentally, how is a Guardian contingent chosen from the population? Volunteers? Random selection? Always an interesting point. One of the very few decent suggestions from another project was the suggestion of a rotating 'house' structure which changed the 'active' Guardian contingent on a regular basis. Kage
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Post by LordFenric on Feb 28, 2004 18:19:03 GMT -5
So invited, i apear I would assume that guardian squads would be drawn, *as is* from the clans, which would take advantage of existing unifying bonds and utilse them on the feild of battle. As for the clan structure much of it needs flesing out. An interesting aside is where do clans come from, origionally. At what point on their journey would an eldar realize that they are unlike anything which is offered and start their own clan, if such a thing is possible. Am not sure this is the right place to go into my emerging theory of psychic resonance atracting clan-mates for that sense of belonging. It at least explains why children can take an unbiased lesson from a clan despite interacting with it. hopefully in the future i can be more helpful (and coherant)
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Post by Kage2020 on Feb 28, 2004 20:58:40 GMT -5
So invited, i apear <grin> Welcome. I would assume that guardian squads would be drawn, *as is* from the clans, which would take advantage of existing unifying bonds and utilse them on the feild of battle. One interesting suggestion that came from another project was the suggestion of 'Houses'. For integration into the overall structure presented here is for sub-imagery drawn from the main Clan iconography. But, yes, they are drawn from the Clan in question... The question of 'activation' is an interesting one, however. As for the clan structure much of it needs flesing out. Of course it does. Spider, Dragon and Phoenix are all 'returnist' Clans. More conservative Clans are needed for a start! An interesting aside is where do clans come from, origionally. It's a momentum thing. Am not sure this is the right place to go into my emerging theory of psychic resonance atracting clan-mates for that sense of belonging. I'm wary of such 'psychic resonance' since you are in essence just re-naming and labelling the gods... Kage
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Post by LordFenric on Mar 1, 2004 10:18:40 GMT -5
Not really, as discussed elsewhere it simply adds another level to the interactions of Eldar, defines a more shared group dynamic experiance.
Makes a much more distinct barrior to those who do and do not belong.
Since it can drive Eldar to th epath of the outcast on their returning, and acompanied by a shift in their psychee and thus the auro to which they associate they can take their place in a caln in a way they founf impossible before. Esentially if an eldar has issues they have to sort it out themselves, lest they bring others down.
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Post by Kage2020 on Mar 1, 2004 10:35:20 GMT -5
I fundamentally disagree with this 'psychic diffusion' that you're suggesting. Yes, there is interaction between the auras and Aspects of the eldar, but it is not insidious: eldar do not 'catch' apathy or wanderlust. Kage
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Post by LordFenric on Mar 4, 2004 7:49:24 GMT -5
I'm not sugesting it is insideous, rather it effects the way the eldar inquestion 'feels' in their current role and thus how others interact with them aswell.
Thus a young eldar who feels out of place on the craftworld may take the path of the outcast, their proto (young) personality lacks the experiance and depth other eldar have and thus they litterly do not feel like they blong to any of the clans, their life experiances do not give them the bredth of understanding to 'chhose' one.
Thus the path of the outcast is a good choice, once walked they can return, with a more developed sense of who they are allowing them to find wher they fit into the clan structure.
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Post by Kage2020 on Mar 5, 2004 20:51:11 GMT -5
I actually agree with the concept in general, though feel that it needs a bit more 'selling'... The idea that the eldar's natural telepathic and telempathic abilities work on a subconscious level really does appeal. Perhaps we could work on the eldar 'template' together? Kage
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Post by Caladors on Mar 10, 2004 17:31:11 GMT -5
Hello all, you may remeber me from such catarophys as eldaronlines Inquisitor sector.
I'd like to help in anyway possiable i'm a big fan of the eldar i'm not an eldar fantic though.
I remeber a fiction about eldrad ulthew talking in the web way or something and wanting to cyrstalise with them so there maybe something in that the elder of the eldar goto the anicent eldars which you menchioned before, but what about the harlquines because there trying to bring back the eldar as a glorious race.
so do you guys knows anything about the halquine factor?.
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Post by Kage2020 on Mar 10, 2004 19:25:44 GMT -5
I can wax liberally upon the nature of the Harlequins and their interaction with the Webway, as well as Eldrad's relationship with the Webway and that of all the eldar... A few key words should shake you in fear: 'Metarune', 'proto-sentient' and 'organically-evolving Webway', 'gestalt consciousness' and 'non-physical divine physical manifestation' followed with the 'avatar/Arianist' approach to said manifestation. Simple enough... Good to see that someone elses is posting here. I've obviously got some strong thoughts about the eldar but, as LordFenric can attest to, I more than ready to change it for a good idea! ;D Kage
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Post by Destecado on Apr 17, 2004 11:09:33 GMT -5
Kage the system of government that you are describing for the Eldar seems to be very close to the Swiss Cantonal System.
Switzerland is small (only about the size of the state of Ohio) It is divided into 26 areas called cantons. The cantons are comprised of approximately 3000 communes. A central or federal government links the cantons into one unified country, but the central government controls only those issues which are of interest to all the cantons (foreign policy, national defense, federal railways and the mint).
All other issues (education, labor, economic and welfare policies, etc.) are determined by the governments of the cantons and communes. Each canton has its own parliament and constitution and they differ substantially from one another. The communes vary in size from a few hundred to more than a million people. each has its own legislative and executive councils. The cantonal and communal governments are elected by the citizens resident in their areas of jurisdiction.
If you take the eldar race as a whole, each craft world, colony or maiden world coul be viewed as a canton or commune of the greater whole.
One important reason for this de-centralization of power in Switzerland is that the country is made up of several different major ethnic groups (Germans, French, Italians, and Rhaeto-Romansch) This is even further complicated by the inclusion of religion. Over the centuries, whenever conflicts have arisen between these ethnic groups, and between Catholics and Protestants, the Swiss have resolved the conflict by allowing each of the warring groups to govern themselves.
Single antons have divided into half-cantons, new cantons have been formed and border communes have opted to leave one canton to join another. In this way the Swiss have developed a system which permits people of different languages, cultures, religions and traditions to live together in peace and harmony.
Because so many decisions are made at the local level, the Swiss are closely involved with the laws and regulations which affect their lives -- and because each canton is different, they are also able to see for themselves which policies work best. For example, one canton might have high taxes and expensive welfare programs, while another might opt for low taxes and private charity. Each Swiss citizen can then decide which policy suits him best and "vote with his feet" by moving to the canton which he finds the most attractive. The result is that good policies tend to drive out bad.
Think about the differances that exist from one craft world to another. This also is a good explanation of the outcast path. From what I have read about them, they are trying to find their place, which they don't see existing in theiir current craftworld's structure. Sounds alot like voting with your feet.
Perhaps the clans would represent commnes within the larger whole of the Craft World. With all of the domes and living areas inside of a craftworld, it seems reasonable to have them divided up amongst the clans or nominally governed by the clans.
The rules that affect the craftworld as a whole would be handled by the councils as youhave mentioned, but day to day issues that affect the inhabitants of a givine area of the craft world might fall to the clans.
BTW I think military service in guardian units should be mandatory up to a certain age. Maybe these are eldar who have not fully chosen a path yet. Several countries have mandatory military service for people in their late teens to early twenties. Perhaps it is from here that some choose to follow the path of the warrior (going carrer military) while other opt to follow different paths.
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Post by Kage2020 on Apr 17, 2004 14:48:11 GMT -5
You know, it's not necessarily what you post in relation ot the 40k universe that interests me the most, just the oodles of interesting information about the real world! If you take the eldar race as a whole, each craft world, colony or maiden world coul be viewed as a canton or commune of the greater whole. Yes, that seems broadly true. However, there is not strictly an over-arching structure beyond that which is defined (kind of) by the Ancestor Council (or rather the Eternal Matrix and what that represents)... There is, however, a common 'socio-political' system, but you know that already... One important reason for this de-centralization of power in Switzerland is that the country is made up of several different major ethnic groups I can see what you're getting at. Ultimately this is the logic that the craftworlds most likely were representative of individual 'homeworlds' and, while they might have a broadly homogenous cultural form, the specific vector creates different 'ethnicities'? I'm not sure that I agree here only because of the communications that exist between the craftworlds as engendered by not only the Ancestor Council but also, in a lesser sense (but ironically of perceived culturally greater significance) that of the Harlequins. This is even further complicated by the inclusion of religion. My only comment here is, erm, not comment. <Kage nods sagely due to complete suspicion with regards to religion!> Single antons have divided into half-cantons, new cantons have been formed and border communes have opted to leave one canton to join another. Yep, this is also similar... either through the creation of a separate (smaller, at first) craftworld or even a colony, depending upon the interest/philosophy of the Clan(s) in question. Because so many decisions are made at the local level, the Swiss are closely involved with the laws and regulations which affect their lives -- and because each canton is different, they are also able to see for themselves which policies work best. Yep. The assumption of personal responsbility is key to this. Each Swiss citizen can then decide which policy suits him best and "vote with his feet" by moving to the canton which he finds the most attractive. The result is that good policies tend to drive out bad. Yes, exactly! Movement between craftworlds is also possible. Indeed, it is an arguable necessary point in the creation of 'focussed' craftworlds as evident in the 'fluff'... Think about the differances that exist from one craft world to another. This is how it was ultimately intended: a combination of Clan and Council influence leads to the various manifestations of 'government' as perceived by the Imperium: a "'fluff' transparent" concept. This also is a good explanation of the outcast path. From what I have read about them, they are trying to find their place, which they don't see existing in theiir current craftworld's structure. Sounds alot like voting with your feet. I disagree with you here. The Outcasts are rebelling against the strictures of craftworld eldar society, which I argue as being a tad bit more homogenous even with the canton analogy. With that said, however, the concept of the "Clan-less" has been mentioned previously and this is where this concept would be perfect... Kind of. Perhaps with a bit of work. The implication here is that the Clan is an 'interest group' and, if the Clan is not present on the craftworld, then you become Clanless. You wonder until you find the correct coupling of Council and Clan(s)... Hmmn, actually maybe that's not as different as I thought. Perhaps the clans would represent commnes within the larger whole of the Craft World. I would avoid the imagery of communes per se, though not actually discard it. With the huge space available to the eldar there are specific 'domes' available for Clan use, but also those that represent specific 'clubs' at the sub-Clan level. With all of the domes and living areas inside of a craftworld, it seems reasonable to have them divided up amongst the clans or nominally governed by the clans. Yes. And just in case I submit at this juncture that the craftworld is a honeycomb (i.e. broadly cuboctahedral structure) in overall layout... The rules that affect the craftworld as a whole would be handled by the councils as youhave mentioned... They would seem to be more interested in 'policy' more than anything else, would you not think? but day to day issues that affect the inhabitants of a givine area of the craft world might fall to the clans. This is one of those things that I think that 'personal responsibility' comes into action and where the 'commune' analogy for 'clubs/sub-Clan/sub-interest group' is valid... BTW I think military service in guardian units should be mandatory up to a certain age. The indication is that age is not a limit. All eldar must act as Guardians... I would offer that the difference is more in terms of status: active or de-active. (This is liberally plagerised from a thread on EldarOnline.) The nature of selection would be interesting, however, but should be included across Clans. (The same thread on EO discussed the concept of 'Houses'...) Maybe these are eldar who have not fully chosen a path yet. Ah, this is going to be something that I'm going to disagree with entirely. Those eldar that have not chosen a Path yet are in that position because they are not considered adults. <contented sigh at good discussion> Kage
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Post by Destecado on Apr 19, 2004 12:49:46 GMT -5
You know, it's not necessarily what you post in relation ot the 40k universe that interests me the most, just the oodles of interesting information about the real world! My friends have always told me that I'm a store house of useless facts, yet they always want me to be on their side if we play Trivial Pursuit. Yep. The assumption of personal responsbility is key to this. Personal responsibilty enhanced by the social mores of the culture....or perhaps of the Clan. Eldar society is held together as much by laws as by its customs and values. The idea of debauched orgies or other practices that had existed prior to the fall would be morally repugnant to craftworld eldar. Oddly enough, I see the Craftworld Eldar almost like the puritans that left England and came to America to escape persecution. The Craftworld Eldar were of course escaping the moral decay they saw around them. The values are therefor a little rigid. This is not to say that the Eldar are as uptight as the puritans, but they do have a moral that dominates their lives. The idea of being your Brother's Keeper would also factor into this. This is not to say that you look over your neighbors and report if they are doing something wrong, but instead you help them along their path as they would help you along yours. Clans would help to reinforce the social mores, especially those aspects or customs that are important to the specific clans. Different clans may place more emphasis on certain customs as they place on divergent ideas or phylosophies. Clan tatoos are not only badges of affiliation, by an actual physical reminder to the eldar who have them....in essence "Remember who you are." I disagree with you here. The Outcasts are rebelling against the strictures of craftworld eldar society, which I argue as being a tad bit more homogenous even with the canton analogy. With that said, however, the concept of the "Clan-less" has been mentioned previously and this is where this concept would be perfect... Kind of. Perhaps with a bit of work. The implication here is that the Clan is an 'interest group' and, if the Clan is not present on the craftworld, then you become Clanless. You wonder until you find the correct coupling of Council and Clan(s)... Hmmn, actually maybe that's not as different as I thought. The ideas of social mores I think helps to better explain the existance of Outcasts. Craftworld society IMO tends to be somewhat insular. Those that deviate frm the norms or mores of its society ose a risk to the system as a whole. It may be that they are shunned by the craft world (See explanation below) or that the social pressure forces them to eventually take the path of the Outcast. ShunningFrom WikipediaThe shunning of an individual is the act of deliberately avoiding association with him or her. The historical punishments of ostracism and exile, no longer practiced, were officially sanctioned forms of shunning. Today, shunning in an official, formalized manner is practiced by only a few religions, although it continues to be practiced informally in every sort of human grouping or gathering. Religious shunning is often referred to as excommunication.
A distinct practice sometimes confused with shunning involves the severing of ties between new members and those of their friends and family who disapprove of the faith. Scientologists coined the word disconnection to refer to that practice.
Shunning aims to protect a group from members who have committed acts seen as harmful to the shunning organization, or who violate the group's norms. As the practice may end marriages, break up families, and separate children from their parents (or vice versa), it is particularly controversial.They would seem to be more interested in 'policy' more than anything else, would you not think? So the council sets the policy (laws, social guidelines, etc.) and the Clans implement them as they relate to their specific communities? The indication is that age is not a limit. All eldar must act as Guardians... I would offer that the difference is more in terms of status: active or de-active. (This is liberally plagerised from a thread on EldarOnline.) The nature of selection would be interesting, however, but should be included across Clans. (The same thread on EO discussed the concept of 'Houses'...) The ages I provided were more of an explanation of how it is done by several human societies. Since the Eldar aging process differs greatly from our own, an age based system might not work best, but i still see service in the craftworld guard as mandatory. As you have said, there would be those on active duty and those that would be either reservists or deactivated. The reservists would drill every so often to be able to maintain battle preparedness. The deactivated would not have to maintain duty in reserve units, they would be considered "retired". If the need was great enough though, even these units could be reactivated to defend the craftworld and still have atleast a knowledge of which and of the shuriken catapult to point at the enemy.
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Post by Kage2020 on Apr 19, 2004 16:09:55 GMT -5
Personal responsibilty enhanced by the social mores of the culture....or perhaps of the Clan. I would say the culture. Again it is important to remember that the Clan is an "interest group" rather than a specific community. An individual of one Clan can quite readily live within the 'dome' that is associated with another Clan. Friendships can exist despite broad philosophical differences... Eldar society is held together as much by laws as by its customs and values. Definitely, whether those are governing just what is 'right' or 'wrong', how you should act around others, and so on. Oddly enough, I see the Craftworld Eldar almost like the puritans that left England and came to America to escape persecution. The only problem here is that the origin of the craftworlds are variable, whether from the initial 'traders', those "puritans" that foresaw (or were persuaded by those who foresaw) the Fall, and those desperates who, at the end, could see what was happening. You should still, therefore, see a spectrum of social and moral activity which would subsequently homogenise around one predication: never again. This is not to say that the Eldar are as uptight as the puritans, but they do have a moral that dominates their lives. A lot of things are suddenly 'dominating' the lives of the eldar! Suffice to say, however, that the mores and 'momentum' of eldar society coupled with the history, the concept of practice of the Path and the assumption of a place in the society in terms of Clan, all act on the eldar... The idea of being your Brother's Keeper would also factor into this. This is not to say that you look over your neighbors and report if they are doing something wrong, but instead you help them along their path as they would help you along yours. Social responsibility as a part of personal responsibility, both to yourself and others. Yet again a skein of relationships are formed... Clans would help to reinforce the social mores, especially those aspects or customs that are important to the specific clans. Again, the Clan is not so discrete as to be able to specifically reinforce morality or specific aspects. Quite simply if the individual felt that they were being pushed out, or forced into something, they could leave... Different clans may place more emphasis on certain customs as they place on divergent ideas or phylosophies. But put like that, there are some aspects which are associated with specific Clans, i.e. large number of Aspect Warriors in the Dragon Clan, draw of the Outcasts to the Phoenix Clan, etc. Clan tatoos are not only badges of affiliation, by an actual physical reminder to the eldar who have them....in essence "Remember who you are." "... and that which are you not." The ideas of social mores I think helps to better explain the existance of Outcasts. That and the structure of eldar social interaction, something which I see as being highly formalised. Perhaps not as glitchy as Shadow Point, if you've read that book, but more along the Japanese model. Craftworld society IMO tends to be somewhat insular. Kind of... There is a tendency to remain upon a home craftworld with contact moderated through the Eternal Matrix and therefore the Ancestors, and the Harlequins. But there is nothing specific to prevent an eldar moving from one Clan to another, or one Craftworld to another. Those that deviate frm the norms or mores of its society ose a risk to the system as a whole. This is one of the reasons for upbringing outside of the nuclear family, to create bonds to the society as a whole and to offer continual monitoring through both the teah-shih ("spirit guide", one of the recently deceased eldar that still feels the draw of the material world and not the undifferentiated craftworld 'consciousness') and tele(m)pathic monitoring... So the council sets the policy (laws, social guidelines, etc.) and the Clans implement them as they relate to their specific communities? The Clans are less involved with specific law making but rather of determing the activities of the 'eldar' as a whole, in the nominal idea that they are a unified race or, at least, craftworld community. As I said, though, there are some aspects of the government concept which are a bit glitchy and this is one... but i still see service in the craftworld guard as mandatory. That goes without question, basically: it is, after all, the 'fluff'. Kage
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Post by Pudding on Oct 31, 2004 8:37:41 GMT -5
guess i might as well stick my nose in here as well ... but first: if you're into Eldar fluff you no doubt realize the strong language links with Gaelic, which is why if you don't have this site bookmarked you're really missing out. it's a comprehensive and searchable Gaelic dictionary. from it you can drag up numerous words that correspond with 'clan,' such as: cineal cinneadh pòr sìol treubh and of course, clann any one of these words, slightly modified so no Gaelic speakers laugh at us, would serve well to replace 'clan.' then, when you're explaining the concept you can say, 'Imperial scholars roughly translate the word as "clan," but this does not truly sum up etc etc.' i will preface the rest of this by saying that i have always understood the societies of the various craftworlds to be extremely diverse. there are many craftworlds, or so the fluff says, that were or still are cut off from the webway, and as mentioned above, many different kinds of people fled the Fall. to create a model of clans and say it applies to all Eldar everywhere is, i think, very presumptive. a single, universal, structure for a race now scattered across the galaxy? i can see clans applying to some craftworlds, but not all. with that said, the idea of these interest groups doesn't sync with my vision of the Eldar and how they'd run their society. i don't see them as being fixed into a given structure for decision making. i see a more adaptable, expertise based form of decision making. you wouldn't actually conven a council or whatnot for most decisions, you'd leave that to the people following that path at any given time. i guess there would be some guideline for when a decision had to be taken to the craftworld in general, and then it would just be the entire craftworld in one big room aand they'd make their decision. and, of course, i imagine that, being the psychic race they are, the Eldar are always in a sort of communication with each other, sensing this or that, and can tap into the Infinity Circuit consciously if they desire, to directly communicate with the IC as well as any other Eldar tapped in. given this kind of communication, and the natural inclination of Eldar to change over time, i wouldn't see Eldar labelling themselves as members of one clan or another, but would take different positions depending on the topic or issue. as such, there would be labels for different tendencies, but no one would say 'i'm a XXX.' in each discussion, there would be different threads, as those of like mind converged together, but at the end of the discussion whatever that label was would not be binding. which is not to say i don't see these 'clans' as existing, and maybe i've just misread (or missed previous threads and discussion) the idea as forwarded, i just see these as being far more based on consensus than as some kind of identity. i don't see an Eldar tatooing themselves to show they hold a certain political position, but that's just my view of them, and as such, only extends to my own craftworld. i would, in lieu of clan, use the Irish for voice, glór, or shout, gàir, which is closer to the idea of the Eldar joining together to get something done, rather than owing allegiance to an organization. but again, that might just be me. also, 2nd Ed Codex Eldar says all members of a craftworld are trained to fight as Guardians, and the squads are led my former Aspect Warriors. so it's basically a militia, and i'd imagine at any given time certain people are 'on duty' as Guardians, and would be called up if necessary.
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Post by Kage2020 on Oct 31, 2004 19:18:43 GMT -5
if you're into Eldar fluff you no doubt realize the strong language links with Gaelic, which is why if you don't have... Thanks for the pointer. I tend to use 'Tolkien elf language' for simplicity since I have an online version, but there we go... And congratulations for being one of the first people for not saying "celtic links"... from it you can drag up numerous words that correspond with 'clan,'... Yep. If I was going to translate 'clan' I might use noore... But I prefer the bastardisation of Old English, 'celtic' languages, etc. that went into Quenyan. Plus, I didn't have a 'gaelic' dictionary when I first started with this and, regardless of what language I chose, there would always be someone arguing against it. But, again, thanks for the pointer. when you're explaining the concept you can say, 'Imperial scholars roughly translate the word as "clan,"... Ultimately that is the point, yes. But at the moment I'm more concerned with the structure rather than what baggage people tend to bring with them when you say 'clan'. But, again, valid point and one that I've discussed previously on EldarOnline. Erm, not as if you were t know that. to create a model of clans and say it applies to all Eldar everywhere is, i think, very presumptive. Yet to say that all craftworlds are different without explaining it? Is that any more or less presumptive? The structure here is presumed upon the idea of a 'singular' culture from which it derives - I find arguments of eldar balkanisation in their 'empire' to be inherently weak given their technology, the Webway, etc. - and as such this is meant to a single, universal, structure for a race now scattered across the galaxy? All I posit is that there was a central structure from which variation can be extrapolated, rather than having disparate models from which exceptions must continually be made to exceptions. i can see clans applying to some craftworlds, but not all. As can I. That's the point of them... i see a more adaptable, expertise based form of decision making. you wouldn't actually conven a council or whatnot for most decisions, you'd leave that to the people following that path at any given time. Again, that's the point... I'm not saying that it is 'fixed' and determined, merely that it was better than the no-information that you can expect from GW at the best of times. Rather, the Clan Council determes the relationship of the eldar to the outside univese, as well as determing that between the various 'interests' themselves. Clans. Politics. Bureaucracy is another thing entirely. i guess there would be some guideline for when a decision had to be taken to the craftworld in general, and then it would just be the entire craftworld in one big room aand they'd make their decision. Personally I see it as slightly more complex than a representative democracy, or even a participatory democracy. The eldar have the ability to do either... But, again, that is the point about it not being finalised, just being better than anything available at the moment... and, of course, i imagine that, being the psychic race they are, the Eldar are always in a sort of communication with each other... Moderated by both their technology and their natural psionic abilities, yes. i wouldn't see Eldar labelling themselves as members of one clan or another, but would take different positions depending on the topic or issue. The 'clan' is an 'interest group', something that is elective based upon personal preference but within which there is variation depending on personal approach. It does not simplistically assume commonality of belief merely because of some shared genetic traint, or whatever (e.g. kin-based models). Rather, there is a spectrum of belief based upon one of the core premises of eldar society: the assumption of personal responsbility. Weirdly, eldar society is tempered by rigid social forms, but is also strangely anarchic... for me. in each discussion, there would be different threads, as those of like mind converged together, but at the end of the discussion whatever that label was would not be binding. See above. i just see these as being far more based on consensus than as some kind of identity. And this is something that I've strenuously argued against. There is no "Clan identity" per se. There are only commonalities of goals... i don't see an Eldar tatooing themselves to show they hold a certain political position, but that's just my view of them, and as such, only extends to my own craftworld. Why would you see someone tattoing themselves? This works better if you have tattoos yourself, but if you don't that doesn't mean your opinion is less valid! The 'tattoo' concept merely arose out of the idea of phenomenology combined with a reading of Friedman's Alien Shore. While there might be a common consensus on shared belief, there is always personal variation and individualised expression of that. If you felt that all eldar have tattoos than you are either in error or (just as likely!) it was misrepresented... Or, unlike some might argue, that things change depending on the inputs of others... i would, in lieu of clan, use the Irish for voice, glór, or shout, gàir... See above... But to reiterate, I'm not restricting myself to the most simple idea of what 'clan' means to many. Again, 'interest group' is more valid just less 'sexy'... but again, that might just be me. It is. Allegiance is to the eldar as a whole, not just a 'clan'. But the 'clan' is the idea of people who view things in the same way and have certain common goals, even if their views on how to get to that goal differs. It's not necessarily unique, but there we go. also, 2nd Ed Codex Eldar says all members of a craftworld are trained to fight as Guardians, and the squads are led my former Aspect Warriors. And the point of that is...?
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