Eldar - Encyclopedia/E

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Eldar Encyclopedia Index:
Named Eldar Individuals and Units
Battles of the Eldar


Eclipse class cruisers avoid attack at close quarters, using their greater speed to evade enemy ships. If enemy vessels manage to close with the Eclipse it suddenly finds itself faced with the cruiser's deadly pulsar lances or swarms of swift Eldar Eagle fighters and Darkstar bombers. The Eclipse is perhaps one of the most effective attack craft carriers in the Gothic sector. While most carrier-type vessels must maintain considerable distance from the enemy, thus increasing the amount of time fighters and bombers spend approaching their target, the Eclipse can deploy its Darkstar fighters and Eagle bombers within striking distance and then use its great speed and agility to withdraw from the firing line. Couple this with the extraordinary proficiency of Eldar attack craft, and it can be seen why Eclipse class cruisers were the bane of Imperial convoy commanders throughout the Gothic sector.

In particular, the Stardeath caused the destruction of at least fourteen convoys, accounting for over twenty eight merchant and military vessels itself. The Stardeath was eventually caught and eliminated by the frigates of the Skargul patrol when its holofields were destroyed by a fortuitous torpedo hit, after a dogged three day chase through the Graildark Nebula. The Silent Warrior gained much notoriety in the Port Maw region after the Walpurgis Attack, during which its piratical crew boarded and captured the Vigilant, which was on station to escort several Penal Legion transports to the Imperial Guard fighting on Lethe. The Eldar corsairs forced the Vigilant's captain to transmit the all-clear signal and as the undefended transports left the planet's atmosphere for the rendezvous, they were mercilessly destroyed by Eagle bombers from the Silent Warrior's launch bays

The Eclipse starship Eliarenath's Gift earned its name from the strange circumstances surrounding its first encounter with an Imperial patrol fleet. When confronted Eliarenath's Gift claimed they had located an Ork lair and were preparing to attack. The Imperial fleet offered their assistance, but before the assault began the Eclipse fell out of formation claiming collision damage from a small asteroid. On continuing the attack, the Imperial fleet were all but destroyed by an Ork fleet that was ready and waiting. The true identity of Eliarenath's Gift was never discovered. Other Eclipse Class Cruisers active in the Gothic War included Silent Warrior, Asuryan's Chosen and Stardeath.


The descendants of Eldanesh, of whom Inriam the Young was the last.


A site of ancient Eldar ruins discovered by Imperial explorers. Translation of Eldar runes and hieroglyphs have revealed a description of the origins of the Phoenix Lords and their Aspects.


Eldanesh was head of one of the two ancient Houses of the Eldar. Following the War in Heaven, Vaul's sword Anaris passed to Eldanesh from the Falcon of Eldar legend. Eldanesh was betrayed by his sister Eliarenath and had no choice but to confront Khaine and was torn apart by the War god. It is said that when Khaine slew Eldanesh the dead Eldar Lord was set into the sky and the colour red was a constant reminder of his bloody death. From that day, Khaine's arms drip constantly with the blood of Eldanesh, giving him the name the Bloody Handed God.


A haunting blue bare alloy used to make many weapons and equipment.


A paradise world, once part of the pre-Fall Eldar Empire, now lost (see Croesus; Mymeara; Iydris).


Chief among the Farseers of Ulthwé and leader of the Seer Council is Eldrad Ulthran, his name meaning 'Eldrad, foremost of Ulthwé'. Eldrad has lived for many hundreds of years, successfully guiding his people through the twisting paths of fate. It was his prognostications that resulted in the armies of Ulthwé moving suddenly and unexpectedly against the Ork warbands in the Armageddon system. As a result of Eldar raids the balance of power amongst rival factions was changed to favour one powerful Ork Warlord than another whose actions were more directly perilous to the Eldar. As a result of Eldar intervention, the human world of Armageddon felt the full wrath of the Ork Warlord Ghazghkull Thraka.

The most important predictions of Eldrad Ulthran was the sudden opening of the massive warp-space rift which precluded many battles on the Exodite world of Haran. Although ancient in years Eldrad Ulthran is immensely resilient and very powerful. Like many of the most ancient Farseers he is growing apart from the world of flesh and blood, and spends long days in the Dome of Crystal Seers. Soon he will retire from the flesh and his soul will mingle with the souls of his ancestors. As Chief of the Seer Council, Eldrad carries the Staff of Ulthamar, a potent wraithbone staff allowing the user to channel and amplify his psychic powers.


A moon of an Eldar Maiden World in the Halubra fringe. Xenarite Mechanicus member Tezla led expedition there in a search for an undiscovered Eldar webway portal.


The Eldritch Raiders were the most infamous of all pirate bands. Their base was located in the North Galactic Quadrant from where they plundered Imperial Worlds. Imperial attempts to quell the pirate activity fostered rivalries between the Eldritch Raiders led by 'Lord Prince' Yriel and other pirate companies, resulting in factional fighting. Yriel's conquest and absorption of two other groups (Xian's Black Riders and the Scarlet Command) made him the most powerful Eldar pirate in the galaxy.


Eliarenath is reputedly the female from Eldar legend who betrayed Eldanesh to Khaine, often supposed to be Eldanesh's sister.


Farseer of Ulani, Elrad Yull led the Eldar forces during the Kalamata Conflict and was principally known for his swift pre-emptive strikes and lightening raids using jetbikes and Revenant Titans.


An Eldar hero from ancient Eldar legend, Elronhir cleansed the galaxy of the race known as the mon-keigh.


The Eternal Matrix is the wider Infinity Circuit found on all craftworlds. Each of these Infinity Circuits is linked to and part of the greater the Eternal Matrix, a huge coalescence of Eldar consciousness within which the Eldar god Ynnead, god of the dead is said to sleep.


Although Eldar accept the Path of the Warrior as an essential part of their nature, the blood-drenched Aspect Warrior still evokes extreme feelings of horror and repugnance which are hard for humans to fully understand. However for most Eldar, they will one day be able to remove the warrior's suit and enter another cycle. Not all Eldar manage to pass beyond the Path of the Warrior. Some are unable to resist the passionate lure of battle and become trapped in the role they have chosen, unable to escape from the Aspects of the War God they represent. These Eldar are called Exarchs and are regarded with a disturbing mixture of awe and revulsion.

When the Aspect Warrior becomes an Exarch, the Eldar assumes one of the ancient names that reflects his or her particular aspect. Only one Exarch can bear a particular name at once. The name is associated with the suit of Exarch armour which is worn into battle. Although the suit is worn by many Exarchs over thousands of years, the result is to continue the legendary life of a single heroic identity. Worked into the suit is a spirit-stone containing the spirit of the very first hero to have worn it, the Eldar whose name all subsequent Exarchs have perpetuated. When the Eldar enters the suit, this spirit merges with his or her own, adding its own accumulated memories and experiences (See Chamber of Lost Souls).


Ennobled yet fierce, independent and savage, the Exodites have one of the most exciting backgrounds of all Eldar. During the Fall the degeneration of the Eldar was not complete, for many Eldar resisted the temptations of hedonism. Some, the more far-sighted, began to openly criticise the decadence of their fellow citizens, and to warn against the insidiousness of the pleasure cults. These people were mostly ignored or else treated as narrow-minded self-righteous fools and fanatics. Soon the general collapse of society 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.

These Eldar are known as the Exodites. Of the entire Eldar race they were uniquely far-sighted. Amongst a race naturally indulgent and hedonistic they were reviled as dour self-righteous fanatics obsessed with misery and self-denial. There were some whose dire premonitions were perhaps yet another form of insanity, simply one more conceit taken to inhuman extremes. Others were genuine survivalists who chose exile over degradation and destruction. In an assortment of spacecraft the Exodites abandoned their homes. Many died in open space. Some reached new worlds only to be slain by marauding Orks or natural predators. Many more survived. For the most part they headed as far away from the main concentration of Eldar homeworlds as they could reach.

Upon the fringes of the galaxy the Exodites made new homes. The worlds they settled were savage and life was often hard for a people unused to physical work and self-denial. When the final cataclysm erupted, most of the Exodite worlds were far from the psychic epicentre and survived. The resultant psychic implosion wiped out the rest of the Eldar race and left a gaping hole in the fabric of space, but out on the fringes of the galaxy the Exodites were safe. Many craftworlds rode out the psychic shock wave and survived that way, but the Exodites had already reached places of safety - or else they perished with the rest of their race and have been forgotten. Since they were first settled the Exodite worlds have not changed a great deal. The Eldar that live there have learned how to cultivate crops and harvest other natural resources. The psycho-plastics necessary for Eldar technology are rare and precious on these remote planets so the Exodites utilise other substances and rely upon simpler ways and physical labour. The Exodites have developed the craftsmen and artisans needed to work with natural materials to create the items that are needed in their daily lives. The Craftworld Eldar regard the Exodites as rustic and rather simple folk, vigorous and wild in a way that is quite unlike their own introverted societies. Craftworlders and Exodites travel within each other's realms, but their different mental outlook and way of life means that they have their own concerns.

The wild creatures that inhabit the Exodite worlds are many and varied. Most of the Exodite worlds are now home to large herds of megadons and other gigantic beasts which the Exodites know by the name of dragons. It is likely that these creatures are native to the region, but that the early settlers spread them throughout all their worlds so that they are now common. The Exodites follow the dragon herds as they graze the endless grasslands of the great plains. By carefully managing the herds the Eldar live upon them, eating their flesh and even drinking their blood, and utilising their skins to make clothing and leather. Even bones and horn have their uses, and these materials partly substitute for the psycho-plastic substances used by the Craftworld Eldar. Although this lifestyle is in many respects a primitive one, the Exodites have many advanced technologies and are familiar with all the sophisticated materials used on the Craftworlds. It is by choice that they live as they do, and their way of life has proven every bit as successful as that of the other Eldar.

There are many different kinds of dragons, some unique to specific worlds, and they are used in different ways according to their size and nature. The megadons are massive herbivores, slow-witted and easy to manage, although deadly if panicked or mistreated. These creatures provide most of the material resources of the Exodites, and small ones are used to transport cargoes and people across the great plains. A large megadon can carry a massive structure on its back, and they bear the most enormous weights without concern. Smaller carnivorous dragons ridden by Exodite warriors are used to herd and control the megadons. Warriors are virtually born into the tail dragon saddles, and wield their long lances with consummate ease. A stab with a lance will turn or stop a megadon without causing it any harm, but the same blow would knock the most hardy Eldar to the ground dead. Warriors are an important part of Exodite societies. Their role is to protect each community as well as to safeguard its beasts from predators.

Exodite worlds include the following: • Areadnnil • Athelaq • Cegorachi • C’Nath • Eq’Hai • Es-Thea • Ishariel • Lyriax • Mirienh • Myrandias • Naiatoc • Oelil • Quilan • Rhidhol • Rianoen • Svehlin • Syph • Ursidhe-Ka


This area lies to the galactic north and east of ancient Terra and forms a circular 'eye' shape approximately ten thousand light years across at its widest point. The Eldar believe that the extent of their ancient civilisation formerly covered the Eye of Terror, and that during the Fall their spatial realm was overwhelmed by Chaos. Today the Eye of Terror is known as the largest region of warp-real space overlap, where Chaos and the material universe mix into each other.

The Eye of Terror is not devoid of habitable planets, and it may be that the secrets of the Eldar past still lie there awaiting rediscovery. However, these worlds no longer form part of the real universe and are not bound by the normal logic of astro-physics. Instead they are controlled and in many cases shaped by the Chaos powers or mighty daemons. For this reason these worlds are known as Daemon Worlds or Crone Worlds. These planets are not devoid of life and are home to countless mortal and immortal followers of the overlords. Undoubtedly among the mortal inhabitants are those descended from the Eldar, preserved since the time of the Fall.