Difference between revisions of "Eldar Path"

From Warhammer 40k - Lexicanum
Jump to: navigation, search
m (Path of the Player)
Line 53: Line 53:
 
===Path of the Outcast===
 
===Path of the Outcast===
 
[[Image:OutcastSymbol.jpg|thumb|right|Path of the Outcast symbol{{Fn|5b}}]]
 
[[Image:OutcastSymbol.jpg|thumb|right|Path of the Outcast symbol{{Fn|5b}}]]
Those who desert the Eldar Path are known as Outcasts and follow the "Path of the Outcast". The intensely capable Eldar mind sometimes rebels against the highly structured delineation of achievement which the Eldar Path offers. Without the protection of the Eldar Path an individual is likely to be driven crazy and eventually succumb to self-destructive urges. The worst fate of all is the ''Path of Damnation'', but no Eldar will speak of this aberration and so almost nothing is known about it.{{Fn|2}}
+
Those who desert the Eldar Path are known as Outcasts and follow the "Path of the Outcast". The intensely capable Eldar mind sometimes rebels against the highly structured delineation of achievement which the Eldar Path offers.  
  
Sometimes young, inexperienced or disgraced Eldar leave their craftworlds to wander among the stars. Thereby they break out of the cycle of paths and go through a period of great danger. This period is sometimes called the ''Path of the Outcast'', ''Path of Wandering'', or ''Path of Damnation'', but these names are technically wrong as these Eldar are completely outside of the cycle of paths.{{Cite This}}
+
Sometimes young, inexperienced or disgraced Eldar leave their craftworlds to wander among the stars. Thereby they break out of the cycle of paths and go through a period of great danger. This period is sometimes called the ''Path of the Outcast'', ''Path of Wandering'', or the ''Way of Danger'',{{Fn|12}} but these names are technically wrong as these Eldar are completely outside of the cycle of paths.{{Cite This}} Outcasts and renegades without ties or allegiance to any craft-world are known as '''Eshairr'''.{{Fn|1b}}
  
Outcasts/renegades without ties or allegiance to any craft-world are known as '''Eshairr'''.{{Fn|1b}}
+
Most of the time they become [[Ranger]]s. Some eventually return to their Craftworlds and to the safety of the paths. Those who are unable to return, for one reason or another, eventually become [[Ranger#Pathfinder|Pathfinders]]. Other outcasts become pirates, raiders, and [[Eldar Corsair|corsairs]]. Outcasts have even been known to have become [[mercenaries]], fighting alongside other alien races, and even for the Forces of [[Chaos]].{{Fn|7}}
  
Most of the time they become [[Ranger]]s. Some eventually return to their Craftworlds and to the safety of the paths. Those who are unable to return, for one reason or another, eventually become [[Ranger#Pathfinder|Pathfinders]]. Other outcasts become pirates, raiders, and [[Eldar Corsair|corsairs]]. Outcasts have even been known to have become [[mercenaries]], fighting alongside other alien races, and even for the Forces of [[Chaos]].{{Fn|7}}
+
Without the protection of the Eldar Path an individual is likely to be driven crazy and eventually succumb to self-destructive urges. The worst fate of all is the ''Path of Damnation'', but no Eldar will speak of this aberration and so almost nothing is known about it.{{Fn|2}}
  
 
===Path of the Player===
 
===Path of the Player===
Line 115: Line 115:
 
**{{Endn|11a}}: Chapter 5
 
**{{Endn|11a}}: Chapter 5
 
**{{Endn|11b}}: Chapter 22
 
**{{Endn|11b}}: Chapter 22
 +
*{{Endn|12}}: [[White Dwarf 159 (UK)]], pg. 17
  
 
===Uncited===
 
===Uncited===

Revision as of 05:54, 7 January 2026

Targetdrone.gif This article is about the Eldar Path; for the Novel Series by Gav Thorpe, see Path of the Eldar (Novel Series).
An Autarch, an Eldar who has mastered the Path of the Warrior[5a]

Paths are a societal organisation of Craftworld Eldar.[6]

Overview

After the Fall of the Eldar those Eldar who had managed to save themselves upon the Craftworlds underwent a complete social reform. Their lives would no longer spent in pursuit of their wishes, pleasures, and wanton natures. This had led to the Fall, and the creation of Slaanesh. Instead each individual Eldar chooses for himself a discipline, a Path or 'Ai’elethra and will focus himself upon it. This path will be studied, practiced, and eventually mastered. Then the Eldar chooses a new path and the process will begin anew.[6]

Each new role does not completely replace the previous, but merely adds to the Eldar's accumulated experience. As Eldar pass through these different roles they explore the many aspects of their own character. An Eldar of a thousand years or more will usually have experienced many different roles and attained a very sophisticated understanding of the universe.[2]

All Eldar who tread a path must be cautious, for all of them are dangerous for the Eldar mind. Some Eldar focus and obsess themselves to such an extent upon a path that they become unable to leave it upon completion. They will continue to tread this path until their death. This fate is a terrible one for the Eldar, and such individuals are said to be "lost upon the path". This can be done on purpose. There are an unknown number of paths, and each of them has further specializations.[Needs Citation]

Known paths

There are many Eldar Paths, or Ai'elethra.[4e] The Paths of the Seer and the Warrior are the most well-known, but are just two of the many paths the Eldar may devote themselves to. Some of these other roles are very clearly defined, with their own traditions and behavioural patterns. Others are less structured and offer less guidance. They allow a relative amount of freedom and rely on the inner strength that the Eldar has already attained. These paths involve more civilian and mundane roles such as technicians, civil administrators, fabricators, colonists, traders, explorers, etc. Regardless of their civilian roles, these Eldar still take part in battle as Guardians and in other functions which are necessary in any military force.[2]

Path of the Artisan

The Path of the Artisan dedicate their lives to embracing an aesthetic pursuit, and learning the beauty of Aeldari culture.[8b]

Upon the Path of the Artisan, there are many smaller avenues, such as the Path of the Poet, the Path of the Sculptor, and so on. Even within each of these minor paths there are conflicting schools of style, such as the School of Hithrinair, which teaches that the artist should become as much a part of their art as they can be with its followers often bleaching their skin and marking themselves with stylistic tattoos.[3a]

Path of Awakening

The Path of Awakening is a path in which Eldar learn how to scrutinize their surroundings and focus their mind.[8b] Those trained on this path can notice things that would seem insignificant or impossible to see, even to a normal Eldar. The Path of Awakening is the polar opposite of the Path of Dreaming, as it focuses on looking without rather than within. The Path of Awakening is usually a prelude to the Path of the Artisan.[3b]

Path of the Bonesinger

Technicians, Bonesingers tend to the groves of Wraithbone and psychically form it into useful shapes.[8b]

Path of the Celebrant

Those on the Path of the Celebrant celebrate births, alliances, and victories on behalf of stoic kin on other paths.[8b]

Path of the Chronicler

Eldar on the Path of the Chronicler aggregate essential knowledge for the asuryani, ensuring that it will survive even death.[8b] Adherents to the path are known as Loremasters.

Path of Command

The Path of Command, also known as the Path of the Leader[4b] is for those Eldar with a passion for military command and strategy. Its members are the Autarchs who tread this path to better command larger forces of Eldar warriors. To enter this path one is expected to have completed previously several 'military' paths already.[Needs Citation]

Path of the Cultivator

Responsible for animal welfare as much as childrearing, the Path of the Cultivator is responsible for raising and protecting any living creature too vulnerable to protect itself.[8b]

Path of the Diplomat

Responsible for craftworld-to-craftworld diplomatic communication, the Path of the Diplomat are experts at devious political schemes.[8b]

Path of the Dreamer

The Path of the Dreamer is a meditative path undertaken by many Eldar in which the Eldar learns to control and direct their dreams, sinking into meditative trances for days at a time to wield lucid dreams to resist She Who Thirsts.[8b] During these dreams it is usual for another Eldar to act as a "Dream Watcher".[3b]

Path of Grief

The Path of Grief, also known as the Path of the Mourner [8b], is a path in which one laments the dead on behalf of others and grieves at Eldar remembrances and funerals. This practice allows the other Eldar to remember without succumbing to the emotions that would be in violation of the Path and tempt the wrath of She Who Thirsts.[3b]

Path of the Healer

Those on the Path of the Healer spend decades healing the wounded and tending to the sick,[8b] and those who excel in the path are known as Chief Healers.[11b] They shave their heads and heal both physical and spiritual wounds with crystals and Trees of Isha.[3c]

Path of the Mariner

The Path of the Mariner, also known as the Path of the Steersman, crew the many ships of the Eldar Space Fleet, learning to sail the void with expert precision.[8b] Those who seek this path often wish to see the sights of the Galaxy and often seek inner peace after a period in which they feel lost.[3b]

Path of the Outcast

Path of the Outcast symbol[5b]

Those who desert the Eldar Path are known as Outcasts and follow the "Path of the Outcast". The intensely capable Eldar mind sometimes rebels against the highly structured delineation of achievement which the Eldar Path offers.

Sometimes young, inexperienced or disgraced Eldar leave their craftworlds to wander among the stars. Thereby they break out of the cycle of paths and go through a period of great danger. This period is sometimes called the Path of the Outcast, Path of Wandering, or the Way of Danger,[12] but these names are technically wrong as these Eldar are completely outside of the cycle of paths.[Needs Citation] Outcasts and renegades without ties or allegiance to any craft-world are known as Eshairr.[1b]

Most of the time they become Rangers. Some eventually return to their Craftworlds and to the safety of the paths. Those who are unable to return, for one reason or another, eventually become Pathfinders. Other outcasts become pirates, raiders, and corsairs. Outcasts have even been known to have become mercenaries, fighting alongside other alien races, and even for the Forces of Chaos.[7]

Without the protection of the Eldar Path an individual is likely to be driven crazy and eventually succumb to self-destructive urges. The worst fate of all is the Path of Damnation, but no Eldar will speak of this aberration and so almost nothing is known about it.[2]

Path of the Player

The Path of Player is a path in which Eldar keeps myths and legends alive through dance, song and art.[8a] One lost on the Path of the Player is known as a Bard or Bard of Twilight their dedication to ancient lays and songs, such as the Asuryata,[4d] took them away from their craftworld in search of new heroic tales.[11a] Many Players learn from those lost on the path, and those adherents to the doomed Bards of Twilight can be found even amidst the Corsair fleets.[11a]

Path of Savant

The Path of Savant is a path in which Eldar studies science and history and distributes their knowledge.[8a]

Path of Service

The Path of Service dedicates itself to suppliance, learning to read the needs of their fellows and better themselves through empathy.[8b] They serve in this path out of a sense of duty, and perform jobs that Humans may consider menial.[3b]

Path of the Seer

Path of the Seer symbol[5b]

The Path of the Seer, also known as the Path of the Witch, is the longest, most treacherous, most complex, and rarest of all paths. Its members are the psychic Seers. The Spiritseers are specialists in the handling of spirit stones for the raising of the Wraithguards and Wraithlords. The Warlocks previously underwent the Path of the Warrior and now lead the Eldar into battle.

The Farseers are lost upon the path of the Seer, and are the most powerful Eldar psykers of all. Bonesingers are Seers who use their psychic talents to manipulate the growth of Wraithbone.[2] The ultimate fate of a Farseer is to become wholly part of the Craftworld as a Crystal Seer.[Needs Citation]

Path of the Warrior

Main article: Aspect Warrior
Path of the Warrior symbol[5b]

The Path of the Warrior's members are the Aspect Warriors. Eldar who feel themselves unable to cope with negative emotions are drawn to this Path and learn to focus and unleash them in battle.[3c] The most widely known aspects are the Dire Avengers, the Howling Banshees, the Striking Scorpions, the Fire Dragons, the Swooping Hawks, the Dark Reapers, and the Warp Spiders.[4a]

Rarer aspects include aircraft pilots such as the Crimson Hunters and Eagle Pilots[1a], the Shining Spears, the Shadow Spectres. There are several lesser known types of aspect warriors including Blinding Claws, Coiled Serpents, Crystal Dragons, Ebon Talons, and Golden Raptors[5], and some like the Slicing Orbs are even unique to a single craftworld.[4a]

Those Eldar lost forever on the Path of the Warrior are known as Exarchs.[10]

Sources

Uncited