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*[[Image:bieltan.jpg|thumb|right|180px|Artist's rendering of the Biel-Tan emblem]]''Biel-Tan'' - The most martial of the Craftworlds, Biel-tan has made the decision to try and reforge the Eldar Empire.Each craftworld carries the seeds of Eldar culture. Not all are identical by any means, as each reflects the cultural heritage of its long dead world of origin. Biel-Tan is renowned for the strong warrior ideals of its people. For the Eldar of Biel-Tan the Way of the Warrior, the life-stage that encompasses the Aspect Warriors, is considered the first step upon the Path of the Eldar. Upon reaching physical maturity a Biel-Tan Eldar becomes an Aspect Warrior, and only once he has fulfilled this role can he continue along the Path of the Eldar. The Eldar of Biel-Tan have a strong honour code and believe that the best way to die is in battle fighting the enemies of Biel-Tan. In the centre of the craftworld there is a special Chamber of Heroes where the spirit stones of dead Aspect Warriors are placed. When the Runeseers have to make a particularly difficult decision about the future of their craftworld they retire to the Chamber of Heroes to consult with the warrior dead. The dead of particular battles are arranged together and are often referred to by the name of the battle in which they fell - for example the Dead of Corrus fell fighting Chaos on an ancient Eldar colony. The symbol of Biel-Tan is the Eldar rune of rebirth and its name actually means the 'Rebirth of Ancient Days'. Biel-Tan Guardians wear white or grey uniforms with details in green. Vehicles are often coloured entirely green, with large areas broken up using a pattern of twisting thorns in a contrasting shade. The name of the craftworld is possibly derived from the Gaelic [[Beltane]] (AKA Bealtaine or [[May Day]]). The colour scheme of the Biel-Tan Craftworld and its forces is generally green and white..
*[[Image:bieltan.jpg|thumb|right|180px|Artist's rendering of the Biel-Tan emblem]]''Biel-Tan'' - The most martial of the Craftworlds, Biel-tan has made the decision to try and reforge the Eldar Empire.Each craftworld carries the seeds of Eldar culture. Not all are identical by any means, as each reflects the cultural heritage of its long dead world of origin. Biel-Tan is renowned for the strong warrior ideals of its people. For the Eldar of Biel-Tan the Way of the Warrior, the life-stage that encompasses the Aspect Warriors, is considered the first step upon the Path of the Eldar. Upon reaching physical maturity a Biel-Tan Eldar becomes an Aspect Warrior, and only once he has fulfilled this role can he continue along the Path of the Eldar. The Eldar of Biel-Tan have a strong honour code and believe that the best way to die is in battle fighting the enemies of Biel-Tan. In the centre of the craftworld there is a special Chamber of Heroes where the spirit stones of dead Aspect Warriors are placed. When the Runeseers have to make a particularly difficult decision about the future of their craftworld they retire to the Chamber of Heroes to consult with the warrior dead. The dead of particular battles are arranged together and are often referred to by the name of the battle in which they fell - for example the Dead of Corrus fell fighting Chaos on an ancient Eldar colony. The symbol of Biel-Tan is the Eldar rune of rebirth and its name actually means the 'Rebirth of Ancient Days'. Biel-Tan Guardians wear white or grey uniforms with details in green. Vehicles are often coloured entirely green, with large areas broken up using a pattern of twisting thorns in a contrasting shade. The name of the craftworld is possibly derived from the Gaelic [[Beltane]] (AKA Bealtaine or [[May Day]]). The colour scheme of the Biel-Tan Craftworld and its forces is generally green and white..
* ''[[Iyanden]]'' - The Iyanden Craftworld was once one of the largest and most prosperous of all the remaining Eldar worldships. Its path brought it into the way of the [[Tyranid]] Hive Fleet Kraken invasion, however, and the Craftworld was nearly destroyed in the following battles. Today many of its sections are still in ruins and the population which was reduced to one fifth of its original size is spread thin. This forces Iyanden to often call upon its fallen, raising more than the typical numbers of Wraithguards and Wraithlords to aid their dwindling warriors in battle. Their armour is predominantly yellow accompanied by small patches of blue.
* ''[[Iyanden]]'' - The Iyanden Craftworld was once one of the largest and most prosperous of all the remaining Eldar worldships. Its path brought it into the way of the [[Tyranid]] Hive Fleet Kraken invasion, however, and the Craftworld was nearly destroyed in the following battles. Today many of its sections are still in ruins and the population which was reduced to one fifth of its original size is spread thin. This forces Iyanden to often call upon its fallen, raising more than the typical numbers of Wraithguards and Wraithlords to aid their dwindling warriors in battle. Their armour is predominantly yellow accompanied by small patches of blue.
* ''Saim-Hann'' - The first Craftworld to evacuate the Eldar Empire homeworlds, Saim Hann is considered somewhat barbaric and wild by the Eldar of other Craftworlds; the warriors of Saim-Hann favour rapid attacks and moving battles. It regularly organises its forces into ranks of skimmers and jetbikes, known as the Wild Riders, and is famed for the speed and ferocity of its attacks. They are thought of as barbarians by other Eldar and sometimes are abandoned by the other Eldar in dire times. They do, however, maintain close relationships with the Exodites. Saim-Hann Eldar live in a tribalistic society similar to the Huns or Vandals of ancient Earth, with tribes ruled over by the Wild Rider Chieftains. Disputes between leaders are often solved through ritualistic combats between elected champions of the parties. "Saim-Hann" is pronounced "Sam-Hine", the word is possibly derived from the Gaelic '[[Samhain]]'(AKA Halloween). The colours of Saim-Hann are red accompanied by white or black.
* [[Image:saimhann.jpg|thumb|right|180px|Artist's rendering of the Saim-Hann emblem]]''Saim-Hann'' - The first Craftworld to evacuate the Eldar Empire homeworlds, Saim Hann is considered somewhat barbaric and wild by the Eldar of other Craftworlds; the warriors of Saim-Hann favour rapid attacks and moving battles. It regularly organises its forces into ranks of skimmers and jetbikes, known as the Wild Riders, and is famed for the speed and ferocity of its attacks. They are thought of as barbarians by other Eldar and sometimes are abandoned by the other Eldar in dire times. They do, however, maintain close relationships with the Exodites. Saim-Hann Eldar live in a tribalistic society similar to the Huns or Vandals of ancient Earth, with tribes ruled over by the Wild Rider Chieftains. Disputes between leaders are often solved through ritualistic combats between elected champions of the parties. "Saim-Hann" is pronounced "Sam-Hine", the word is possibly derived from the Gaelic '[[Samhain]]'(AKA Halloween). The colours of Saim-Hann are red accompanied by white or black.
* ''[[Ulthwé]]'' - One of the largest Craftworlds, Ulthwé orbits the [[Eye of Terror]]. As such it faces the constant danger of attack by Chaos marauders, Marines, and daemons and has served as a bastion against the Ruinous Powers of the Warp for thousands of years. The constant war and risk of attack has hardened the Craftworld's citizens, and it maintains a large standing army known as the Black Guardians. This is fortunate as the craftworlds specialization upon psykers, namely Farseers and Warlocks (ranked amongst the most powerful of the galaxy), has left Ulthwé lacking in Aspect warriors. The main colours of Ulthwé are black accompanied by a light color such as yellow or orange.
* ''[[Ulthwé]]'' - One of the largest Craftworlds, Ulthwé orbits the [[Eye of Terror]]. As such it faces the constant danger of attack by Chaos marauders, Marines, and daemons and has served as a bastion against the Ruinous Powers of the Warp for thousands of years. The constant war and risk of attack has hardened the Craftworld's citizens, and it maintains a large standing army known as the Black Guardians. This is fortunate as the craftworlds specialization upon psykers, namely Farseers and Warlocks (ranked amongst the most powerful of the galaxy), has left Ulthwé lacking in Aspect warriors. The main colours of Ulthwé are black accompanied by a light color such as yellow or orange.
* ''Menaan''
* ''Menaan''

Revision as of 07:00, 3 February 2007

File:Eldar-Guardians.gif
A squad of Biel-Tan Eldar Guardian-Defenders

In the fictional universe of Warhammer 40,000, the Eldar are a race of elf-like humanoids. They are one of the most ancient and advanced races in the universe's history, though younger than the Necrons, C'tan and The Old Ones. Their armies usually have the advantages of speed and technology.

In the sense that Warhammer 40,000 races parallel the earlier Warhammer Fantasy game, the Eldar parallel the Elven race. In Warhammer 40,000 the Eldar are divided into three distinct groups with their own distinct armies: the Craftworld Eldar, who are similar to the High Elves, the Dark Eldar, who are similar to the Dark Elves and the Harlequins who would most closely resemble Wood Elf Wardancers from Warhammer Fantasy. The Exodites, who exist mainly in Warhammer 40,000 background material, are similar to the Wood Elves. The equivalences are only in very general thematic terms however, as the major details of the races' backgrounds differ greatly from their Fantasy counterparts.

Background

"Trust not in their appearance, for the Eldar are as utterly alien to good, honest men as the vile Tyranids and savage Orks. They are capricious and fickle, attacking without cause or warning. There is no understanding them for there is nothing to understand - they are a random force in the universe."

- Imperial Commander Abriel Hume (possibly the most common quote relating to the Eldar)

History

The existing Eldar are essentially a refugee population, the scattered remains of their former strength and power. Even in such straits, however, they are still a powerful force in the galaxy. Once, the Eldar were among the most powerful and dominant races of the galaxy, dominating a significant portion of the galaxy and secure in their prosperity. Although there were other races of advanced technology and military power, none were in a position to seriously threaten the state of the Eldar nation. The disaster, when it came, was internal. Consumed by arrogance and with no need for substantial work or labour, the Eldar began to pursue any curiosity or desire. Cults devoted to exotic knowledge, physical pleasure, and ever-more outrageous entertainment rapidly sprang up. It did not take long for many of the Eldar to take a darker path, descending into the study of dark secrets, the pursuit of instant gratification and unbridled violence.

Not much is know about the early Eldar or even where their homeworld is. All that is know is that Originally the Eldar were created by the Old Ones (Warhammer 40,000) to help fight in their war against the Necrontyr and were created to be gifted in psychic power allowing them control and manipulate the warp and give them an edge over the Necrontyr. It is rumored that the Eldar gods were actually Old Ones. The Eldar fought in the war in Heaven but were unable to stop the destruction of the Old Ones. After an unspecified amount of time the Eldar colonized the galaxy and formed the powerful Eldar Empire.

Many of the Eldar grew uneasy with the actions of their fellows, and the wisest of the psychically-gifted Seers warned that the hedonistic path that so many of their race trod would lead only to evil and suffering. Disgusted, some of the uncorrupted Eldar who maintained the traditional ways left the central worlds of the Eldar Empire to settle in its outlying regions, while others stayed to try and alter the dangerous path their race had taken.

While such a course would have been destructive for any society, it was even more damaging to the Eldar. Within the parallel interdimensional realm of the Warp, the psychic emanations of these corrupt activities began to gather, strengthened by the souls of departed Eldar pleasure cultists. As the Eldar's vices grew, this concentration of corruption did as well, until it eventually came to possess a life of its own. This psychic corruption came to consciousness as the fourth Chaos god Slaanesh, the Devourer of Souls and doom to the Eldar, for the psychic eruption that accompanied his birth in the Warp tore the souls from all the Eldar within a thousand light years of the event. Slaanesh's conscious awakening was so powerful that it tore an interdimensional hole between physical space and the Warp, plunging the Eldar's homeworlds into a limbo of partial existence. This region is now known as the Eye of Terror, and is the home of the forces of Chaos.

Since this time, which is known only as The Fall and corresponds with the start of the Age of Strife on the worlds settled by humanity, the Eldar have been a broken and scattered people, lacking cohesion and purpose. Many of the outlying worlds of the lost Eldar Empire have degenerated to a more primitive level, while the survivors of the lost Eldar home worlds drift through the stars in colossal nomad fleets, each independent of the others. All Eldar were greatly changed by the Fall and the birth of Slaanesh, who remains in the Warp, always eager to consume new Eldarin souls.

Physiology

Superficially, the Eldar appear very similar to humans, though they are generally taller, lithe of limb, and fit, with sharp features and pointed ears. Eldar reflexes and movement are generally far faster than humans, their senses are sharper and they are more perceptive. While visually similar at a distance, it has been suggested that the most striking topical difference between Humans and Eldar can be seen when the Eldar move, exhibiting an extremely graceful and intentional manner that is not exhibited in humans.

An Eldar body contains no fat and their muscle fibers are dense and springy to support their agility and grace, along with bones that are lighter than human bones (and without marrow). The internal organs of an Eldar do not have any direct correlation to human organs, and display an aesthetic cleanliness and tidiness about them. Their abdominal cavity contains bony plates that function as a secondary ribcage protecting the digestive and reproductive organs. However, there are no chemical enzymes or digestive fluids present in the Eldar "stomach". Eldar reproduction is speculated to be progressive, so that the gamete delivery would occur in stages. An Eldar heart is known to beat twice as fast as a human's and the Eldar brain has an extreme density of cerebral matter with sorts of ganglia and teeth are outgrowths of the skull, unlike human teeth which are separate from the skull fundamentally. An Eldar has extremely advanced reaction skills compared to a human, their movements and reactions are almost too fast for human eyes to follow. An Eldar mind is said to process problems, emotions, and feeling in split seconds, much faster than a normal human.

The Eldar are long-lived by human standards, and most will live hundreds or even thousands of years unless they are otherwise killed. As a race they have a high level of psychic ability, which serves as the foundation of their technology. The Eldar that actively cultivate their psychic potential seem to exhibit a much-extended lifespan as well, one proportional to their prowess. In this way the leaders and Seers of the Eldar may live for several thousand years. However, the death of an Eldar seer is not simply shedding the physical body; a dying Eldar seer transforms into pure crystal, as does any living Seer who spends too long scrying.

Mythology

The Eldar are known to be a very spiritual people, and much of their culture is based around their mythological cycles. The most famous of these cycles was the War in Heaven, an epic conflict between the Eldar deities, in two factions lead by Vaul, the god of the forge, and Khaine, the god of war. A summary of the epic follows -

In the beginning, there was the Eldar pantheon of gods, ruled by Asuryan, the Phoenix King. The Eldar race was created by Isha, the goddess of the earth. In these early days of Eldar myth and legend, there was no barrier between gods and mortals - the deities walked among the Eldar, teaching them and leading them in an age of peace and prosperity.

Yet one day, Lileath, the Maiden Goddess and daughter of Isha, dreamed that an array of mortals would cause the destruction of Khaine, the Eldar god of war. As Lileath was well-known for her prophetic dreams, Khaine took this prophecy very seriously and resolved to wipe out the Eldar race rather than let them destroy him. The ensuing slaughter was of such proportions that Isha petitioned Asuryan to stop the killings of her children. Asuryan did so, and created a physical barrier between the Eldar and their gods, forever separating the two, and decreed that no god was to intervene or communicate with the Eldar ever again. So, Khaine's war on the Eldar was stopped, for a time.

This was too much for Isha, though, and her consort Kurnous, god of the hunt. Isha and Kurnous loved their children the Eldar and could not bear to be separated from them. They approached Vaul, the smith god, with their woes, and the kindly Vaul agreed to help them. With Vaul's aid, they forged spirit stones through which mortal Eldar could communicate with the gods. With these stones, Isha and Kurnous continued to teach and mentor their mortal children in secrecy.

Peace was not to last, though, as one day Khaine stumbled upon the two as they communicated with the Eldar, and took the information straight to Asuryan. Though Asuryan was later sympathetic with Isha and Kurnous, they had broken his own laws and in his fury he decreed that the two gods be given to Khaine, to do with as he wished.

Khaine locked away and tortured Isha and Kurnous, utilising every cruel art he knew. Many of the Eldar gods believed that Khaine was going too far and secretly supported Isha and Kurnous' attempt to reestablish contact with the Eldar, but only one was willing to stand up for them in public. Vaul petitioned for their release, and eventually he and Khaine came to an agreement. In one year's time, Khaine would release Isha and Kurnous in exchange for one hundred swords. Vaul was such a master smith that a single blade of his was of incalculable value - indeed, a single mortal with a Sword of Vaul could stand against a thousand with mundane weapons.

Vaul immediately set to work, rejoicing that he could end his fellow gods' suffering. Unfortunately though, when the year was up, he had only completed ninety-nine swords, rendering the bargain void. He took an ordinary mortal blade and mixed it in with the others, hoping that the war god would not notice. Upon delivery, Khaine was so pleased with the weapons that he released Isha and Kurnous forthwith, delighting in the craftsmanship that had gone into the swords. It was only when Isha and Kurnous were long gone that Khaine discovered the one mortal sword.

Khaine roared in anger, calling Vaul a cheat, a liar, and a thief. He immediately set off to track Vaul down and make him pay. The wars that followed polarised the gods between Khaine's faction and Vaul's faction, which proceeded to engage in bloody warfare for an eternity. Gods changed sides, great deeds of heroism and of craven evil were performed, and the war was mirrored in a struggle between the various Eldar factions in the mortal realms. Asuryan himself never took a side, watching the carnage impassively, slowly coming to regret his impetuosity in sentencing Isha and Kurnous. (Although this is not the only "story" telling of the hundred swords, another consists of the Eldar and Khaine going to war with the Necrons and failing because of the one "mortal" sword).

Vaul reforged the final sword, the one that he had failed to finish for Khaine, the greatest of all, and called it Anaris. Armed with this weapon, Vaul strode forth to do battle with Khaine. It was a long, hard-fought struggle, but even with Anaris Vaul was no match for the war god. Khaine cast down Vaul, maiming the smith, and bound Vaul to his own anvil.

However, the falcon spirit Faolchú, who had fought for Vaul, took the sword Anaris and delivered it straight to Eldanesh, greatest of the mortal Eldar. With Anaris in hand, Eldanesh of the Red Moon took up the fight and faced Khaine in single combat. Eldanesh fought well, but in the end he too was defeated by Khaine, his body crushed by the god of war. It is from this deed that Khaine earned his Eldarin title Kaela Mensha, meaning 'Bloody Handed', and was henceforth known as Khaine the Bloody Handed. Asuryan had seen enough of the slaughter and proclaimed the war over. Khaine had had his vengeance and left the field satisfied.

Millennia later, when the Eldar race left their first homeworld behind and travelled into the stars and forged a great interstellar empire, they grew decadent and indulgent. Their hedonistic and selfish thoughts and emotions coalesced in the Warp into a new and deadly Chaos god - Slaanesh. The birth of Slaanesh and the Fall of the Eldar heralded the end of the Eldar pantheon. Slaanesh slew the Eldar gods viciously - Lileath, Isha, Asuryan, even old blind Morai-Heg were murdered one after the other by Slaanesh and his daemonic servants. Khaine, the mightiest warrior of the gods, did battle with Slaanesh and was cast down and shattered into a million pieces, which became the psychic Avatars of Khaine that could be summoned to the battlefield from their eternal slumber at the heart of each craftworld. Thus did Lileath's prophecy come true, and the Eldar were the cause of Khaine's destruction - even as he battled to save them. Only Cegorach, the Laughing God who is the patron or master of the mysterious Harlequins, managed to escape Slaanesh alive, and Cegorach and the hideous Prince of Pleasure continue to do battle to this day, dancing the Dance Without End.

Though this is certainly the most well known of their myths, Eldar mythology contains many stories, and each Eldar is expected to know at least all of the major ones. The effect of these myths upon the Eldarin language is to make it amazingly complex and almost incomprehensible to human ears, mainly due to the intricate references to these myths. For example, the world 'Faolchú', which commonly refers to the Eldar anti-gravity tank known as the Falcon, also refers to the legendary bird and its actions, which lends the word connotations beyond the immediate usage.

Note that the War in Heaven is also a term occasionally used to describe the war between the ancient humanoid race called the Necrontyr and the Old Ones in the days when the galaxy was young many millions of years ago. This war is not the same as that outlined in the Eldar's myth - it merely shares a name, though some contend that one is based upon the other. It is also important to remember that the War in Heaven may be a myth, not actual history - the Eldar believe it, but not in the same sense as Imperial citizens believe the events of human history, which are recent enough to be recorded as facts rather than myths (though much knowledge was lost during the Age of Strife). However, it should be noted that "gods" exist in the Warhammer 40,000 universe, often as the unified psychic manifestation of the collective unconsciousness of a group of psychically active sentient beings built up over time. Slaanesh was created this way, as the new Eldar god of the dead, Ynnead is forming now in the infinity circuits. It is thought that if Ynnead rises he will be able to defeat Slaanesh.

Many of the Eldar gods can be seen as analogues to the gods of Greek mythology. For example, Khaine and the Greek Ares, both short-tempered violent warmongers, have much in common. Similar parallels exist between Isha and Demeter, Vaul and Hephaestus, and Asuryan and Zeus.

Eldar gameplay

File:Ecodex.jpg
Eldar 4th edition codex

The Eldar usually rely on speed and firepower to win their battles. Eldar tactics mainly focus on speedy assault and movement across the battlefield. The Eldar also have very useful assault weapons which can be highly effective.

Of all the armies in Warhammer 40,000 the Eldar stands apart as capable of fielding incredibly large numbers of specialists. Most Eldar warriors are spectacular when performing in one particular area of expertise but largely ineffective when used in another role (e.g. Dark Reapers easily destroy heavy infantry, like Space Marines, but are mostly ineffectual against numerous light infantry, like Guardsmen). Effective play, then, requires above all else proper deployment and target selection for the various forces. To get the most out of an Eldar force every unit has to be used to their full ability. It has been said that effective Eldar force can beat an army twice its size.

With the advent of the newest update, the Harlequins, an offshoot of the Eldar main army that hasn't been tournament-legal for two editions, makes a return. They can now be fielded as a part of normal Eldar armies.

The old 3rd edition rules for different Eldar factions ("Codex: Craftworld Eldar") are no longer tournament-legal. However, some vestiges of the older rules can be seen in the new fourth edition Eldar codex (i.e. full squads of Wraithguard may be fielded as troops).

Technology

The Eldar's technology is in all respects far in advance of that possessed by the humans of the Imperium. The Eldar wield weapons of such power that they can destroy entire star systems, and travel in ships that can cross the galaxy in a heartbeat. At the very pinnacle of their power, the Eldar commanded forces that could create planets, and even change the very fabric of the Immaterium, giving birth to the Webway, an interdimensional network of portals through the Warp that allowed Eldar to instantaneously move from one planet in their lost empire to another. Their technology is described as being based on psychic impulses from the user, rather than simply aiming and shooting. Many weapons, such as a Dark Reaper's characteristic Reaper Launcher, have links to the user that allow it to "see" down the barrel, giving unparalleled accuracy. Also, their limited plasma weapons (most commonly the starcannon (i.e. "The Space Marine's worst nightmare")) do not overheat, or even get hot in the first place, as their advanced cooling systems leave them cool to the touch. They also use, most commonly on vehicles, titans, and harlequins, advanced holo-fields, which break up their outline when viewed by enemies, making them tough to hit with ranged fire.

The Eldar Factions

Following the Fall, the Eldar became socially and culturally divided into several broad groups. Though divisions within most factions exist, the following is a list of those that are most obviously and clearly defined (Dark Eldar are excluded here):

Craftworld Eldar

In the time leading up to the Fall, not all the Eldar that remained on the Eldar Empire's primary homeworlds fell to the lures of Slaanesh. Many remained free of Chaos' corruption, struggling to turn their species from its doom. Unable to do so, many of the greatest Eldar Seers caught glimpses of the darkness to come, and undertook a titanic effort to save their people. For each Eldar homeworld a gigantic ship was created, sung from wraithbone and so massive as to be nearly a planetoid itself. The last uncorrupted people from each Eldar world were loaded onto these ships, along with works of art, plant life and animals, and whatever else of Eldar culture that could be saved. In these Craftworlds (as they came to be known) the final Eldar Exodus began, and only barely in time. The psychic shockwave of Slaanesh's awakening caught some of the Craftworlds and destroyed them, while others were pulled into orbit around the Eye of Terror. The rest drift throughout the galaxy today, their exact number uncertain, as contact with and between them can be difficult and intermittent.

The remaining craftworlds are:

  • Alaitoc - Far out on the frontiers of the galaxy, on the edge of explored space, lies the Alaitoc Craftworld. The Alaitoc Eldar are zealous in their guard against the touch of Slaanesh, even more so than other Craftworld Eldar. For these two reasons many of its citizens will at one time or another decide to leave the strict confines of the ship and strike out on their own or in small groups of rangers. They will return in times of need however, and so all Alaitoc armies will have a substantial force of rangers. The colour of their armour varies from blue and yellow, to blue and bone.
  • Altansar - A small Craftworld that had been on the edge of the shockwave from the Fall, Altansar was long thought to have been lost in the Eye of Terror along with the homeworlds of the Eldar. However, there were reports of its sighting and even active involvement in the recently conducted campaign between the Imperium and the Chaos Marines in the Eye of Terror during the Thirteenth Black Crusade, and doubt now exists as to its fate. As of the 4th Edition Eldar Codex, it was revealed that Altansar did, in fact, escape from the Warp, and that Eldar of other craftworlds regard its inhabitants with deep suspicion due to their multi-millennial imprisonment in the Eye of Terror.
  • Artist's rendering of the Biel-Tan emblem
    Biel-Tan - The most martial of the Craftworlds, Biel-tan has made the decision to try and reforge the Eldar Empire.Each craftworld carries the seeds of Eldar culture. Not all are identical by any means, as each reflects the cultural heritage of its long dead world of origin. Biel-Tan is renowned for the strong warrior ideals of its people. For the Eldar of Biel-Tan the Way of the Warrior, the life-stage that encompasses the Aspect Warriors, is considered the first step upon the Path of the Eldar. Upon reaching physical maturity a Biel-Tan Eldar becomes an Aspect Warrior, and only once he has fulfilled this role can he continue along the Path of the Eldar. The Eldar of Biel-Tan have a strong honour code and believe that the best way to die is in battle fighting the enemies of Biel-Tan. In the centre of the craftworld there is a special Chamber of Heroes where the spirit stones of dead Aspect Warriors are placed. When the Runeseers have to make a particularly difficult decision about the future of their craftworld they retire to the Chamber of Heroes to consult with the warrior dead. The dead of particular battles are arranged together and are often referred to by the name of the battle in which they fell - for example the Dead of Corrus fell fighting Chaos on an ancient Eldar colony. The symbol of Biel-Tan is the Eldar rune of rebirth and its name actually means the 'Rebirth of Ancient Days'. Biel-Tan Guardians wear white or grey uniforms with details in green. Vehicles are often coloured entirely green, with large areas broken up using a pattern of twisting thorns in a contrasting shade. The name of the craftworld is possibly derived from the Gaelic Beltane (AKA Bealtaine or May Day). The colour scheme of the Biel-Tan Craftworld and its forces is generally green and white..
  • Iyanden - The Iyanden Craftworld was once one of the largest and most prosperous of all the remaining Eldar worldships. Its path brought it into the way of the Tyranid Hive Fleet Kraken invasion, however, and the Craftworld was nearly destroyed in the following battles. Today many of its sections are still in ruins and the population which was reduced to one fifth of its original size is spread thin. This forces Iyanden to often call upon its fallen, raising more than the typical numbers of Wraithguards and Wraithlords to aid their dwindling warriors in battle. Their armour is predominantly yellow accompanied by small patches of blue.
  • File:Saimhann.jpg
    Artist's rendering of the Saim-Hann emblem
    Saim-Hann - The first Craftworld to evacuate the Eldar Empire homeworlds, Saim Hann is considered somewhat barbaric and wild by the Eldar of other Craftworlds; the warriors of Saim-Hann favour rapid attacks and moving battles. It regularly organises its forces into ranks of skimmers and jetbikes, known as the Wild Riders, and is famed for the speed and ferocity of its attacks. They are thought of as barbarians by other Eldar and sometimes are abandoned by the other Eldar in dire times. They do, however, maintain close relationships with the Exodites. Saim-Hann Eldar live in a tribalistic society similar to the Huns or Vandals of ancient Earth, with tribes ruled over by the Wild Rider Chieftains. Disputes between leaders are often solved through ritualistic combats between elected champions of the parties. "Saim-Hann" is pronounced "Sam-Hine", the word is possibly derived from the Gaelic 'Samhain'(AKA Halloween). The colours of Saim-Hann are red accompanied by white or black.
  • Ulthwé - One of the largest Craftworlds, Ulthwé orbits the Eye of Terror. As such it faces the constant danger of attack by Chaos marauders, Marines, and daemons and has served as a bastion against the Ruinous Powers of the Warp for thousands of years. The constant war and risk of attack has hardened the Craftworld's citizens, and it maintains a large standing army known as the Black Guardians. This is fortunate as the craftworlds specialization upon psykers, namely Farseers and Warlocks (ranked amongst the most powerful of the galaxy), has left Ulthwé lacking in Aspect warriors. The main colours of Ulthwé are black accompanied by a light color such as yellow or orange.
  • Menaan
  • Yme-Loc
  • Ava-Nile
  • Il-Kaithe
  • Lubbangh
  • Ybraesil

The Craftworlds probably compose the majority of the surviving Eldar race in the galaxy of the forty-first millennium, although it is impossible to say just how many this is. They are certainly the seat of the remaining Eldar industry, technology, and culture, as they contain the only vestiges of their original homeworlds. Most of the Craftworlds contain special biodomes that house plants and wildlife from their original world, and these are carefully tended. Although each Craftworld is essentially independent in its actions and governance, they will generally offer and accept aid and advice from one another. Although not common, sometimes Craftworld disagreements will cause them to clash with each other on the field of battle, though this is always a last resort.

Exodites

During the Fall, the degeneration of the Eldar did not occur wholly without resistance. Some Eldar, the more far-sighted, began to openly criticise the laxity of their fellow citizens, and to warn against the birth of the hedonistic and savage Chaos cults. These people were mostly ignored or else treated as narrow-minded fools and puritanical fanatics. Eventually the general collapse of Eldar society just before the birth of Slaanesh convinced even the most resolute amongst them that there would be no end to the reign of death and depravity. Some decided to leave the Eldar worlds, and settle new planets free of the creeping corruption. They were the ones still untainted by the touch of Chaos, and by the time just before the Fall they were very few. These Eldar are known today as the Exodites because they made an Exodus from the now lost homeworlds of the Eldar Empire before it was too late.

The Exodite worlds are generally considered backward and rustic compared to the rest of the space-roaming Eldar (and thus Exodites are commonly thought to be the equivalent of the Wood Elves instead of the High Elves who are represented by the Craftworlds when comparing Warhammer 40K to Warhammer Fantasy), although they still possess a good deal of the Eldar's advanced technology. One piece of technology the Exodites have maintained is the Infinity Circuit. On Exodite planets, Infinity Circuits are known as "World Spirits" and exist as grids of stone menhirs, obelisks, and stone circles all crafted from psychoactive Eldarin crystal. This World Spirit performs the same function that the Infinity Circuit does on Eldar Craftworlds. Some Outcasts will find refuge among these generally more accepting Eldar.

Exodites often find themselves coming into conflict with other races like humans or Orks, who try to settle their planet. Some Craftworlds, especially Biel-Tan, are notorious for fiercely aiding their Exodite brethren. Many a time the Imperium has tried to settle an Exodite-owned planet only to find themselves up against the harsh wrath of the sword-wind of Biel-Tan.

Harlequins

The Harlequins are followers of the strange Eldar god Cegorach, the Great Harlequin (also known as "The Laughing God"), one of the only two Eldar gods to survive the Fall.

Harlequins are warrior troubadours whose carefully constructed masques and impressive displays of mime and acrobatics tell the many strange stories of Eldar mythology. They wear exotic multi-coloured costumes, brightly patterned to represent figures from the Eldar myth cycles. The groups will wander through the Webway, visiting Craftworlds and other Eldar strongholds in order to re-enact stories from the ancient mythic cycles through song and dance. These strange performances are highly symbolic and are considered an important event for the Eldar. The Harlequins will also appear in times of need and fight alongside other Eldar, aiding them in the interest of some secret goal. They are highly skilled combatants who deal almost entirely in close-quarters combat. They have even been known to aid other races against Chaos. Their immense abilities counteracts their small number: rarely do they travel in groups of more than 10-20. They are unified by their "Great Plan," and as such are the only group of Eldar that shows any unity between their various component groups (the Craftworlds are nearly completely separate from one another, the Exodites are struggling to maintain their worlds, nevermind unify, and the outcasts and pirates are, by their very nature, wholly individual).

Harlequins are, like the Ordo Malleus, sworn enemies of Chaos. They guard the Black Library, the place where all the Eldar's knowledge of Chaos lies, and only allow a chosen few of the Inquisition and those of the Illuminati to enter, and even then they are only allowed entrance under guard. All Harlequins undergo a "test" which is said to free them of the pull of Slaanesh, and because of this, they do not wear spiritstones. When Harlequins die their souls become one with The Laughing God. The Harlequins are an enigmatic group even among the other Eldar, and they rarely communicate with anyone outside of their troupes at all.

The most secretive of all the Harlequins, the Solitaires, are exceptional in that they do not perform with the others unless the troupe is to tell the tale of the Fall and the birth of the great enemy, at which point they will play the role of Slaanesh himself. Solitaires are also those who "recruit" Eldar from the myriad other groups to become Harlequins, and the oldest, most powerful Solitaires are the only ones trusted to guard the Black Library. It is postulated that the Solitaires have no souls, as they are completely unaffected by psychic powers, display no discernible emotions, and the Eldar rune that means Solitaire also means "soulless ones". However, another tradition holds that a Solitaire's soul belongs to Slaanesh. Upon the death of a Solitaire, the Great Harlequin must confront Slaanesh and trick the Prince of Chaos out of his prize. If the Great Harlequin succeeds, he will implant the soul of the dead Solitaire into the husk of a Spirit Walker. The Spirit Walker can be compared to the Eldar Wraithlord, but the Spirit Walker still retains the incredible agility of the Solitaire in life. Solitaires are extremely powerful combatants, and are very few in number.

In the recent 13th Crusade of Abbadon, the Chaos Sorcerer Ahriman of the Thousand Sons managed to enter the Eldar Webway, but the Harlequins managed to convince the Craftworld Eldar and Dark Eldar that this threat was more than their enmity for each other, and the combined forces of the three Eldar factions managed in pushing the Chaos Marines back out, although not wholly.

Pirates and Outcasts

Some Eldar find the rigid constraints of the Eldar path intolerable and leave their Craftworlds. Such Eldar are known as Outcasts. Many Eldar spend years or decades as Outcasts, but most eventually return to the Eldar path. They leave their Craftworlds and live elsewhere, often wandering the galaxy and visiting the worlds of men or the Exodites. These Eldar are realists and are often very tough, sinister, individuals; a complete opposite to the Craftworld Eldar.

There are also Eldar "Pirates"; unlike the other groups, these are not very clearly defined. Some Eldar Pirates are actually the long-ranging fleets of Craftworlds, and others are groups of Harlequins or Dark Eldar that are mistakenly identified. Some may even be an enduring fleet that fled from the Fall but lost or lacked a Craftworld to rally around, and have since forged a base on an asteroid or uninhabited world.

There are also those that have been forced to piracy and exile, however, often for their own actions and choices. Some Eldar refuse to obey the strict rules of the Craftworld or commit crimes among their people, and choose to flee rather than face judgement. One of the most famous pirates was Yriel of Iyanden, a former fleet commander who was exiled for leaving the Craftworld underdefended while pursuing an attack on the Eye of Terror. He and his crew formed a band of pirates that worked between various human worlds, often contracting their services out to them. He eventually assembled a sizeable fleet, and later returned to save Iyanden from the assault of the Tyranids.

Many Pirates are far less noble, however. There are many among them who have taken the same dark road as the Eldar of old, and work as pirates in order to fill their thirst for thrill and combat. In general, Pirates are quick-tempered and unpredictable, traits in the Eldar that surface rapidly once they are outside the ordered societies they build for themselves.

Outcasts (including Pirates) are not welcome aboard Craftworlds except briefly, for their minds are dangerously unbound and attract predators from the psychic realms of the warp. Daemons or other warp entities can home in to the mind of an Outcast and lodge in the psycho-supportive environment of the Craftworld's wraithbone core-- which would be disastrous. Outcasts are also disruptive in another sense, for their presence can distract the young and inexperienced from the Eldar path by their romantic tales of travel and freedom. However, despite being unwelcome aboard Craftworlds, Outcasts often perform the vital role of acting as scouts for the armies of these same Craftworlds. These battlefield scouts are known as Rangers, and they also frequently act as snipers, utilizing superior camouflage technology and very powerful rifles.

There are also many other forms of Outcasts, extremists who like Eldar Exarchs have travelled too far on a path to ever return to Eldar society. Examples include Explorers driven insane by a thirst for adventure and artifacts, and scientists exploring ancient taboo technology. For instance Adepts of Kurnous are hunters who travel the galaxy, hunting and killing the myriad of species populating the galaxy. They have limited contact with Exodite communities, but inevitably these deadly predators are driven to hunt the intelligent species of the galaxy - even those of their own race. Avengers are Outcasts who are driven to a lonely path hunting and visiting vengeance upon criminals and deviants. Disputed examples of them operating in Imperial and other alien societies have led to a certain mystique and legendary status to Outcasts of this kind.

Notable Characters

The Eldar Paths

The Eldar are forever wary of falling into the same traps which led them to the Fall. In order to avoid slipping into such debauchery and wanton disregard for life and law, most Craftworld Eldar take an extremely focused view on life. Rather than dabbling in various skills and occupations, they will choose a single skill and dedicate themselves to mastering it. Upon doing so, they are then free to choose a new occupation. Their long lives mean that a single Eldar will often master several skills or Paths in the course of their life, pursuing each until they feel they have reached their potential and then choosing a new one. The nature of the Eldar makes it easy for them to become obsessed with their goal, however, and many Eldar become locked into their focus forever.

This view of life is not without its pitfalls, however. Occasionally, an Eldar will suffer what is considered a great curse— the inability to leave their current Path. While these Eldar are respected as the foremost practitioners of their Path, they are also viewed with a great deal of pity, as they exhibit the same failings that brought about the Fall.

The Path of the Warrior

Eldar are known to pursue any task they set out to do with an intensity that makes human efforts pale in comparison. When an Eldar feels called to the path of the Warrior, he or she will join an Aspect Shrine, a cult of warriors who train themselves to embody some aspect of the Eldar War God Khaine or ancient Eldar myths and legends. All Craftworlds have some Aspect Shrines, although some, notably Biel-tan, have more than others and place a greater emphasis on the Path of the Warrior.

Each Aspect Shrine is led by an Exarch, an Eldar fallen to the curse of inability to leave the Path of the Warrior. These Exarchs are powerful warriors, doomed to either die on the battlefield, or to eventually be chosen to become the Avatar of Khaine. The first or founder of an Aspect Shrine is called Phoenix Lord. When an Aspect warrior becomes an Exarch, they will don one of the ancient suits of Exarch armour that belong to that shrine, and this suit will bond to their flesh permanently. This means that the new warrior's soul merges with those of the previous wearers of the suit, essentially a compact version of the Infinity Circuit.

Eldar joining the Path of the Warrior are terrified of losing themselves to their bloodlust,as such they wear special suits which separate their memory between their time in and out of the suit,so that they can freely live as a warrior without fear of losing themselves to madness.

Once an Eldar warrior finishes his time as an Aspect Warrior, they move on to other occupations, as per the convention of the Eldar Path. Since the population of the Eldar race is low, all Eldar are expected to serve if called to fight. Thus, if the Craftworld subsequently goes to war, these former Aspects will frequently be called upon to serve as Guardians, a type of citizen-soldier serving to defend the Craftworld.

Here are some of the most common Aspects. The list is by no means exhaustive, but these are the most common ones, which are seen in more than one or two Craftworlds. The Phoenix Lords are not known for every Aspect; however, since each Aspect Shrine is founded by one, it is not unreasonable to believe that there is (or was) a Phoenix Lord for every Aspect.

  • Dire Avengers

The Dire Avengers are the oldest and most numerous aspect, and embody a more traditional view of war. They embody Khaine as the noble warrior. They take to the battlefield as well-rounded infantry, armed with the traditional weapons of the Eldar, Shuriken Catapults although they are improved, with a greater range than normal Shuriken Catapults. The Dire Avenger Exarch is able to equip a Diresword and Shuriken Pistol in exchange for his standard wargear, as well as a Shimmershield additional close combat defence. The Phoenix Lord of the Dire Avengers is Asurmen, the Hand of Asur. He was the first of the Phoenix Lords and the greatest; it was he who instructed all the other founding Phoenix Lords in the skills of combat. Dire Avengers are mostly used as core unit of an Eldar army. With shuriken weapons and the blade storm ability, Dire Avengers excel at taking down large hordes of lightly armored infantry.

  • Dark Reapers

The Dark Reapers represent Khaine in his aspect as a destroyer, callously striking down foes from afar. They specialise in long range firepower. In battle they appear as menacing, black armored troops wielding rapid-firing miniature missile launchers called "reaper launchers", which they use to destroy great numbers of enemy infantry. Dark reapers excel at taking down large numbers of heavily armored infantry eg Space Marines The Dark Reaper Exarch is equipped with a Missile Launcher or a Tempest Launcher, as well. The Phoenix Lord of the Dark Reapers is Maugan Ra, the Harvester of Souls, who comes from the Altansar craftworld.

  • Fire Dragons

The Fire Dragons, named after their mystic serpents of lore, embody the fiery wrath of Khaine, and as such, generally wear red or orange armor, and wield short-ranged, heat-based weaponry known as 'fusion guns' (similar to the Imperium's Melta Guns). Their weapons and training allow them to focus on destroying enemy tanks and heavily-armored infantry, and the Exarch can be armed with a powerful Dragon's Breath flamer, which lets them deal with hordes of lighter infantry as well. The Phoenix Lord of the Fire Dragons is Fuegan, The Burning Lance.

  • Howling Banshees

The Howling Banshees are a corps of generally female Eldar warriors who embody spirits from Eldar legend, and are meant to bring swift death to their foes. They are famous for wearing warmasks which emit piercing psychically-charged shrieks as the warriors attack; these shrieks disorient the Banshees' victims, making them easier to slay. Banshees specialize in mobility (at the expense of durability), and use power weapons, which can easily carve through heavy armor, such as Terminator armor. The Banshee Exarch is even more deadly with Mirrorblades or the powerful Executioner. The Phoenix Lord of the Howling Banshees is Jain Zar, the Storm of Silence.

  • Shining Spears

The relatively rare Shining Spears embody the Spear of Khaine, an invincible weapon wielded by the god of war. They are unique in that they are the only major Aspect to ride sleek jetbikes— essentially incredibly fast motorcycle-like vehicles which hover just above the ground by using technology similar to the Grav tanks. They also wield specially designed lances, known as Laser Lances, which are able to shoot powerful short-ranged lasers. In this way, they are meant to operate similar to hard-hitting medieval cavalry like knights. At this time, there is no known Phoenix Lord for the Shining Spears.

  • Striking Scorpions

The Striking Scorpions are another close combat Aspect, representing a more hard-hitting, durable side of hand to hand. They are slower than Howling Banshees, but are stronger and wear heavier armor, similar to that of a space marine. Also, rather than wearing the disorienting masks like the Banshees, the Scorpions wear head-mounted guns called 'mandi-blasters'; having them head-mounted frees up the warrior's hands for other close combat weapons, most notably a chainsword, although the Exarch often uses a Scorpion's Claw, a Biting Blade or dual chainsabres. Lastly, they specialize in attriting more numerous enemy light infantry rather than quickly slicing through heavily-armored infantry as Banshees do.

The Phoenix Lord of the Striking Scorpions is Karandras, the Shadow Hunter. However, it should be noted that Karandras is not the original Phoenix Lord. The original was named Arhra, Father of Scorpions, and is the only Phoenix Lord to leave the Eldar and his Shrine completely. Many theories link him with the mysterious "Dark Father" of the Incubi, a Dark Eldar warrior cult who bear many similarities to the Striking Scorpions. Arhra was said to have 'turned to the Shadows away from the light' and is known to have fled into the Webway (where the Dark Eldar dwell) after going berserk and destroying his first Aspect shrine. It's also heavily implied in Codex: Dark Eldar that the Incubi are "fallen" Striking Scorpions, drawn from Exarch Koradhil's comments when he encounters a squad of those warriors.

  • Swooping Hawks

The Swooping Hawks are a highly mobile aspect, representing the birds of prey from ancient Eldar legends. They wear complex sets of wings which allow them to enter the battlefield at critical points and lend firepower support. Like the Banshees, the Hawks sacrifice durability for greater mobility. Their lasblasters make them excellent harassment units against light infantry (such as Imperial Guard or Orks). Also of note, they wield cleverly designed grenade launchers on their legs, which allow them to bomb enemy units as they fly into the battle. The Phoenix Lord of the Swooping Hawks is known as Baharroth, The Cry of the Wind.

  • Warp Spiders

The Warp Spiders are modeled after the tiny spiders which guard the Infinity Circuit. These spiders have the ability to teleport anywhere inside the wraithbone structure, and use this ability to hunt down and repel any daemonic entities which attempt to infiltrate the Circuit. The Warp Spiders operate similarly; they wear suits of heavy armor which incorporate a machine that allows them to teleport across the battlefield, appearing without warning to strike and then teleport away before the enemy can respond. In battle, they wield short-ranged weapons called "Deathspinners", which are able to easily slay enemy infantry, especially those who wear little or no armor because the Deathspinners fire clouds of monofilament wires, which compress, and shred flesh but are easily withstood by armor. At this time, there is no known Phoenix Lord for the Warp Spiders, since this aspect is relatively new.

The Path of the Seer

Aspects are responsible for the defense of the Eldar, the Seers are responsible for leading them. Those that become lost upon the path forever in the same way as Exarchs are known as Farseers. A council of the most powerful Seers generally governs a Craftworld. Seers come in a wide variety with divination being the most common skill. There are two other types of Seers represented in Warhammer 40,000, Warlocks and Spirit Seers. Warlocks are Seers who follow the path of the Seer but have not been lost to it, and have previously traveled the path of the warrior. They use their powers to assist other Eldar in battle, shielding them from harm and attacking their enemies. Spirit Seers are Seers who specialize in communication with the dead; unsurprisingly they are most prevalent within Iyanden and sometimes lead squads of Wraithguard in combat.

Unsurprisingly, the role of the Seers is to look into the future and try and discern the best path for the Eldar to take. This is done through the casting of runestones, fragments of Wraithbone and other psychosensitive materials that react to the convoluted, probabilistic skeins of space-time. By reading the throw of these stones, the Seers can often determine what will be the most beneficial course of action, though it is rare that they can discern true results any great distance into the future. On occasion a powerful Seer will receive a portent of some calamitous event, and be able to steer the Eldar away from disaster and doom. With so few Eldar remaining, the Seers attempt to preserve every Eldar life they can.

However, this ability to see the future and react upon what is seen has caused the Eldar to be distrusted by other races. Occasionally, a Seer will see that by attacking a certain world, fleet or base, Eldar lives will be somehow saved from a future event; Eldar forces will then suddenly attack unannounced, and quickly withdraw as soon as their goal has been accomplished. This, along with the Eldar tendency to view all other races as inferior, has led other races to deem them as fickle, aloof and untrustworthy. Also, the most powerful Farseers have even shown the ability to steer future events so that other races fight each other rather than the Eldar— one of the greatest examples being when the famed Farseer Eldrad Ulthran of Ulthwé (a Craftworld which places greater emphasis on the Path of the Seer) secretly facilitated the rise of an obscure Ork warlord named Ghazghkull Mag Uruk Thraka, who would eventually become a significant enemy of the Imperium of Man.

The Farseers lead in times of war as well as peace. On the battlefield their powers of precognition allow them to foresee the enemy's attacks and movements and warn their comrades against imminent changes on the field of battle. While less capable of foreseeing events in such harried conditions, the Warlocks, especially those who have already tread the Path of an Aspect Warrior, will often serve as officers in battle, leading units of other Eldar and helping to coordinate the overall battle, as well as to lend support utilizing their considerable psychic powers.

As many Farseers age however, their bodies slowly turn to a form of psychically active crystal, a transformation caused by their constant exposure to the chaotic energies of the Warp. When the time has come they go to the Dome of the Crystal Seers and join the crystalline bodies of the Farseers that came before them. In the fictional universe of Warhammer 40k, the farseers are the psychic leaders of the Eldar. Farseers are among the most potent psykers in the galaxy; their prodigious powers allow them to discern the future. By casting their runes, they can travel the tangled skeins of probability to divine which course of action should be taken. This long-sightedness is what has led small-minded humans to label the Eldar as an arbitrary force in the universe.

On the battlefield, the psychic powers employed by the Farseers have myriad differing effects; they have the ability to predict the movements of enemy troops, use psychic blasts to slaughter the enemy, and directly destroy the minds of even the most strong-willed opponent.

In times of peace, rare as they may be for the Eldar, farseers serve as political leaders, using their predictive abilities to guide the day-to-day activities of their craftworlds in order to safeguard their racial survival.

Other Paths

While the Seer and the Warrior are two of the most visible Paths, there are hundreds of others. Many Eldar will choose the study of an instrument or art form as their Path, while others might devote themselves to the development of a science or the refinement of some technology. These Paths, while equally important to the survival of the Eldar, tend to be far more varied and far less consuming than the Seer and the Warrior. Notable among the other Paths is that of the Bonesinger; the title given to those that maintain and repair the psycho-active wraithbone components of the Eldar worlds. Also notable is the Path of the Mariner, the Path followed by those who devote themselves to crewing spacecraft.

By far the most common of the paths among the eldar, though, is the path of the artisan. Whether it be crafting works of art or composing plays or symphanies all eldar love the arts and the path of the artisan is walked by almost all eldar at some point in their lives.

Eldar Gods

The Pantheon of the Eldar is considered to have been destroyed by the birth of Slaanesh. While the Eldar still revere all the gods and preserve their stories within the mythic cycles, they do not call on them for aid or hope for their intervention any longer.

Still there is a prophesy telling of the return of the Eldar gods and how they will battle and destroy Slaanesh as a unified pantheon. Whether this is anything but an old myth remains to be seen.

There are many similarities between the Eldar pantheon and aspects of the Greek and Celtic mythology. It is assumed that the Games Workshop creators of the Warhammer 40K universe drew heavily on these when creating the Eldar race and their mythic stories.[citation needed]

Recent speculation brought to light in the writings of several Radical Inquisitors insinuate that the mythic race of Old Ones and the Eldar deities are in fact one and the same.

It is believed however that there are certain sects within the Eldar that are monotheistic in religion.

Kaela Mensha Khaine, God of War

Kaela Mensha Khaine is one of the two surviving gods of the Eldar. In the old pantheon, he was second only to Asuryan himself in power, and was often shown as the enemy of Vaul. He is also the most violent and reckless of the gods. Asuryan was so appalled by his murder of Eldanesh, a mortal, that he cursed Khaine and made his hands drip eternally with the blood of Eldanesh so that everyone would remember what he had done.

The Eldar say that when Slaanesh awoke, it consumed each of the other gods in turn. While they were all devoured, Khaine took up his great sword and did battle with it instead. Khaine was not strong enough to destroy Slaanesh, but he was too powerful to be defeated. Instead he was broken, and scattered into pieces.

These pieces are the Avatars of Kaela Mensha Khaine and reside at the center of each craftworld. In desperate times the Eldar can awaken the Avatar by the sacrifice of an Exarch so that it can lead them into war. The Avatars of Khaine are towering monsters with skin of iron and molten cores, hands permanently dripping with blood as Khaine's did.

'Kaela Mensha' is not technically part of Khaine's name, but is a title he bears. It roughly translated to 'bloody-handed', a reference to the blood of Eldanesh.

Cegorach, the Laughing God, God of the Harlequins

Cegorach, the Laughing God, the other surviving god of the Pantheon was the trickster and artist of the pantheon, and as such is the god of the Harlequins troupe. When all the other gods were destroyed, Cegorach fled before Slaanesh until Khaine rose to do battle with it. The Laughing God took this chance to escape into the realm of the Webway, as only he is said to know all the secrets of its passages. The master of the Harlequins, Cegorach is the only Eldar god that still remains in its original form.

Asuryan, the Phoenix King of the Gods

Sometimes known as the Phoenix King, Asuryan was the king and the most powerful of the pantheon of Eldar gods. While the mythic cycles seem to indicate that he held sway over all the others, he was nevertheless consumed by Slaanesh. He is often depicted in relation to fire and light, his chief symbols. He is said to be based around the Ancient Greek god Zeus.[citation needed]

Isha, Goddess of Harvest

The Mother of the Eldar race, Isha is a fertility goddess in many respects. She was imprisoned by Khaine for a period of time, until Vaul paid her ransom. She is often depicted crying, and her symbol is a teared eye, symbolic of her sorrow in being separated from her mortal children. Her tears are said to have been formed into runes by Vaul so that she could communicate with her children.

Vaul, God of the Forges

The artificer, Vaul is one of the central gods of the pantheon, and an enemy to Khaine. In order to purchase the freedom of Kurnous and Isha, Khaine demanded one hundred blades from the smith god. Vaul was unable to finish the last blade in time, and so hid a mortal blade amid the others. This fooled Khaine long enough to get Isha and Kurnous to freedom, but when he realised the trick he cried out for vengeance. Vaul finished the final blade, Anaris the Dawnlight, and took it to do battle with Khaine. Though it was the greatest of swords, Khaine was the better warrior and crippled Vaul. The smith is often shown chained to his anvil, the punishment that Khaine set upon him. Vaul is also related to the Talismins of Vaul that nearly destroyed the C'tan race and sealed the Nightbringer into stasis for 60 million years.

Y'nnead, God of the Dead

Y'nnead, the nascent Eldar God of the Dead, is not a part of the old Eldarin pantheon. He is an amalgam of the Eldar souls stored in the Craftworlds' Infinity Circuits, and is being slowly brought to consciousness in the Infinity Circuits of the Craftworlds in the hope that one day he may be released into the Warp and destroy Slaanesh, delivering the Eldar from their captivity. He is the last hope the Eldar have of rising again, however, as mused over by Eldrad, this may take thousands or even millions of years, and all hope may be lost before.

Other gods

  • Kurnous, God of the Hunt - the Father of the Eldar race, and the companion of Isha. He is often shown in conjunction with hounds, hawks, and other trappings of the hunt. He too was imprisoned by Khaine.
  • Lileath (also known as Lilcarth) the Maiden, Goddess of Dreams
  • Morai-Heg the Crone, God of Fate/Souls
  • Gia - A sometimes consort of both Khaine and Asuryan

References

  • Chambers, Andy (2003). Warhammer 40,000 Codex: Eye of Terror. Nottingham: Games Workshop. ISBN 1-84154-398-5. {{cite book}}: Unknown parameter |coauthors= ignored (|author= suggested) (help)
  • Priestley, Rick (1994). Warhammer 40,000 Codex: Eldar (2nd Edition ed.). Nottingham: Games Workshop. ISBN 1-872372-74-0. {{cite book}}: |edition= has extra text (help)
  • Thorpe, Gav (2000). Warhammer 40,000 Codex: Craftworld Eldar. Nottingham: Games Workshop. ISBN 1-84154-029-3.
  • Thorpe, Gav (2001). Warhammer 40,000 Codex: Eldar (3rd Edition ed.). Nottingham: Games Workshop. ISBN 1-869893-39-5. {{cite book}}: |edition= has extra text (help)
  • Spurrier, Simon (2005). Xenology. Nottingham: Black Library. ISBN 1-84416-282-6.

See also

External links