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Lore Question: What do Eldar do?


VengefulJan

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Neophyte here to the eldar. I understand the core concepts of the paths, their ways of war, the struggles the race must endure and such, but I do not know what the do on a day-to-day... aside from pondering orbs and what not.

 

I'm asking this a Game Master for a Wrath and Glory game for my players in the future. A lot of details that are unimportant skipped over, my core question is what do Aeldari do within their citizenry? Aside from spirit stones, are there any resources they need to acquire on their down time? Are there great mystical structures/planets in space that need to be defended? What are these places if they do exist? And most importantly that I really want to know, what do the Eldar need in order to create a space station, or dare even, a new (though small) craftworld?

If you must know, I have an Eldar Corsair Princess in the party with dreams of starting a small empire in the Dark Imperium. Any help or ideas would be much appreciated.

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Not an eldar expert either.
 

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my core question is what do Aeldari do within their citizenry?

I imagine them doing similar stuff to Eldar in the lord of the ring which I imagine as : crafting, hunting/gathering, art, meditation. It's possible that the meditation part is quite more important than the art part given doing artistic creating would possibly attracting Slaanesh while meditating harden their spirit.
 

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Are there great mystical structures/planets in space that need to be defended?

A part from Craftworld which are to be defended at all cost, Maiden worlds are lush planets that must be protected against colonisation from other species (and to be used for restoring the empire later according to Biel Tan).

 

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And most importantly that I really want to know, what do the Eldar need in order to create a space station, or dare even, a new (though small) craftworld?

I think the grim dark point of the Eldar is that they are not in a position to create or colonize a new planet or craftworld. They can only defend what they have left, hence the fact they are dying.

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The Path of the Eldar books by Gav Thorpe are a good resource for seeing day to day life on a craftworld.

 

In general, they do pretty much what we do. Eat, sleep, meet with friends, worry about the future, go out for meals in a restaurant, wander in the dome of the crystal seers to look at the statues etc. 

 

On creating craftworlds, seeing as the Eldar work on thousand of years time scales, and as a race are millions of years old, when the first craftworlders started worrying about the fall, it might have been thousands of years before the actual fall, meaning some thousands if years to form the craftworld. They would largely use bonesingers to whistle the wraithbone into shape, however I'm nt sure if they can conjure this directly from energy, turning it into matter, or if they need to manufacture it. It's often described as a psycho resonant plastic, so it might be similar to a modern carbon fibre that's manufactured industrially then moulded by the psyker. 

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Yeah, there are plenty of paths not dedicated to warfare, so in general they will follow those on a day to day basis. They eat, sleep, work, same as most other races, though their work lives are far more idyllic than the daily soulless grind and monotonous drudgery of Imperial citizens, and they have far more free time to pursue other interests. That said, it appears a good amount of time is given up to training if an Eldar belongs to one of the aspect warrior shrines, and they also tend to socialise within their shrine group, too, when not training. Other eldar on less militaristic paths tend to find aspect warriors frightening or disturbing and often try to remain apart from them.

 

Generally, the Craftworld provides everything a population will need, but that doesn't mean they don't trade. I believe their trade hubs all exist within the webway, but they also trade with Exodite worlds for dragon skins, exotic meats and spices, etc. Anything to enrich their experiences in life (without becoming too decadent). Craftworld Eldar will also generally defend maiden (exodite) worlds, as they consider them to be sacred. I'm unaware of any space structures that are important to the Eldar (other than the Craftworlds), but I wouldn't want to rule that out.

 

It's also worth noting that individual corsairs deriving from Craftworlds are apparently shunning the paths, though at the same time are considered to be on the 'path of the outcast'. Another point is, you won't realistically be able to build a new Craftworld as they were all created before the Fall of the Eldar, are absolutely massive, and would require an absolute f-ton of bonesingers to build. I doubt there are enough bonesingers in the entirety of the Eldar race to build a whole new Craftworld - though I obviously can't say for sure on that. If you want a 'new' Craftworld, I'd suggest finding an ancient abandoned one rather than thinking about building a new one. There are plenty of examples of Craftworlds going extinct.

 

Definitely read Path of the Eldar, because it goes into much more detail about the other professions and pastimes of the Craftworld Eldar. There are lots of paths mentioned, from artists, to traders, to professional mourners, to full time drug addicts (well 'dreamers', anyway...). Every Craftworld Eldar will be on one path or another, unless they are transitioning, having taken a path as far as they think they're able and working out what path to follow next. There also seems to be a quasi-mystical, semi-destined aspect to what paths they follow, too, though they may not be aware of that themselves. Though, they certainly are aware of the strands of fate in general, and their psyker castes are constantly trying to read and direct those.

 

Happy for anyone to contradict any of the points I've made, above. Some of it is conjecture, after all. I do find the lore for Eldar to be really interesting, I just wish there were more authors exploring it.

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Yes, the Path system is an integral part of Craftworld life, not just their approach to warfare. An Eldar will spend a few decades on each path to master it fully before moving on to the next. Most of these paths are not warlike but such paths are not relevant on the battlefield. Those Eldar not currently on the path of Khaine will normally take to the battlefield as Guardians or vehicle crews.

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I often think of this when i'm watching or reading anything sci-fi. It's difficult to imagine the head of catering for the death star. Who cleans the toilets, who runs their the procurement no matter the organization something that deals with what is in one-way or another something which is fundamentally human. The imperium makes reference to this more mundane activities often using hyperbole. Entire plants lots to rounding errors, lines of citizens started by their ancestors so to be finished by their inheritors and so on. 

 

You won't find a lot of this in any books about the Eldar. Most of the interactions are written by human inquisitors and the 1st hand ones are don't go into detail about the more mundane activities.

 

In terms of role playing this you have got a small framework.

 

Eldar are very taciturn by human standards, but given the activities fall of the dark eldar that's by culture as opposed to a biological imperative.

 

There is some note of this varying from crarftworld to craftworld. Saim-hann being described as "wild"

 

Humans to them seem to move with a form of awkwardness, but we don't look repulsive to them, more "rugged" in one of the codex's it described occasional mutual attraction in some cases.

 

In various wikis it's frequently mentioned they come from "Ancient Egypt, Celtic, Greece. There are also parallels between Eldar culture and that of feudal Japan, in particular the Samurai. For example, it is explained that "to the Eldar, war is an art." White Dwarf talks of the "Path of the Eldar", much like the "Way of the Samurai" (i.e. Bushido), and the use of Shuriken weapons. Khaine, the god of murder, is also analogous to the Hindu goddess Kali. It is likely the designers wanted to give the impression of an ancient culture to the Eldar. "

https://wh40k.lexicanum.com/wiki/Aeldari


My suggestion to make fun, but believable craftworld is to read up on  Ancient Egypt, Celtic and Greece. And maybe pick one to represent the craftworlds individual culture, then grab some of the more obscure rituals and have them as the norm for that craftworld.

Edited by The Neverborn
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1 hour ago, The Neverborn said:

My suggestion to make fun, but believable craftworld is to read up on  Ancient Egypt, Celtic and Greece. And maybe pick one to represent the craftworlds individual culture, then grab some of the more obscure rituals and have them as the norm for that craftworld.

 

I would throw in some undercurrent of Far Eastern culture as well (i.e. Cambodian, Burmesse, Thai, etc and not just the more obvious Japanese), there always has been some nods that feel that direction, for example some of the architecture in the background of early eldar artwork (Angkor Wat for example comes to mind as a posible inspiration source).

 

 

Edited by Trokair
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3 hours ago, The Neverborn said:

I often think of this when i'm watching or reading anything sci-fi. It's difficult to imagine the head of catering for the death star.

 

You'll find that's Mr Stevens.

 

Warning - there's a few rude words...

 

On 5/17/2023 at 5:22 AM, VengefulJan said:

Neophyte here to the eldar. I understand the core concepts of the paths, their ways of war, the struggles the race must endure and such, but I do not know what the do on a day-to-day... aside from pondering orbs and what not.

 

As previously recommended, the Path of The Eldar series is quite good for evoking that civilian or citizen soldier aspect (no pun intended) of the Eldar life. They delve into all forums of diversion, and this extends to horticulture as well. A WD Compendium segment shows a jetbike squadron, one of whom is remarked upon for his extreme gentleness in removing an aphid from a prized Moonlily, and how the Rites of War and manifestation of Khaine literally turns him into a bloodthirsty wild-rider.

 

As already mentioned - Eldar think in centuries, but live for millennia. Each pastime is a discipline of what a human would call a lifetime to become a seer, a surgeon, a dancer, a gardener, a bonesinger, because without discipline there is anarchy; for Slaneesh makes work for idle hands. The devil is real (metaphorically speaking) and the Eldar know it. 

 

The WD Compendium Harlequin Articles are also excellent to demonstrate what happens when a full troupe turns up, complete with the Solitaire.

 

For language, investigate both Irish and Scots Gaelic, as many of the words known by 'Imperial scholars' are derived from that. This ties heavily into Gaelic folklore, the great heroes, glory and titans of the ages gone. For aesthetics, certainly as others have suggested - Thai, Cambodian etc.  I agree to stay away from Japanese influences, but that's because you're blending into Tau.

 

On 5/17/2023 at 5:22 AM, VengefulJan said:

Are there great mystical structures/planets in space that need to be defended? What are these places if they do exist?

 

There are plenty of left-overs from the Eldar fall. The most important are the Maiden Worlds, some of which are scattered within the Imperium, and settled by humans. The Eldar reaction to this has been vastly different depending on the humour of the Eldar commander who encountered them; for example, in one instance, a Corsair pirate turned up, found the humans on the planet, and instead of massacring them to a man, told them to surrender and he'd take them to safety. He did! He settled them on an inhabitable world, and left them to it.

 

Otherwise, you're the GM, you tell us (or the players)! :happy:

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On 5/17/2023 at 12:22 AM, VengefulJan said:

Aside from spirit stones, are there any resources they need to acquire on their down time?

Anything else that is useful protection against She Who Thirsts. This is the defining 'scarcity' relationship of pretty much all Eldar, Exodites, Commorites, Craftworlders, Ynnari, Outcasts... their needs are essentially all based on fear of annihilation most likely through their own hubris, pride or obsession. Given the likelihood that their skill floor is so high, it's almost like they shouldn't be so much 'developing expertise and advancing toward physical training or crafting goals' quite like human characters, but more 'making sure they can maintain the level of focus and interest that will let the perform well'.

 

Humans are striving to become better than they've ever been; Eldar are searching for safe ways to remember perfection.

 

It seems reasonable that a corsair might adopt almost any number of downtime activities that are either habitual remnants of past Paths, or inklings of future interests that might bend them to new Paths over time. For roleplaying like this it might make sense to ask your player about up to 3 past Paths and the downtime activities that might be retained, and up to 3 'future Path potentials' they'd have in mind for the character (even admitting that that path transition may not occur in the timeframe of the game). 'Past or Future paths' for Corsairs specifically would likely include 'leaving or joining Asuryani paths'... but it should really be up to your player.

 

This whole thing gets alot more confused if the Corsair has gone Ynnari too, I'd imagine.

 

TL;DR Corsair identities are in such dangerous flux that they can't be incorporated to mainstream Craftworld society. In-game this might look a bit like 'trying out all kinds of hobbies just to get/keep their head straight', up to and including 'mentoring the Mon'Keigh in their training for the lulz'.

 

Cheers,

 

The Good Doctor.

 

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  • 2 weeks later...

Alright, thanks for all the replies here. They have been a great help.

 

I did the appropriate thing as a GM and sat down to talk with my player about their character and their adventures. (It’s pretty funny what we came up with for her lineage). Just want to run these by you guys as fact checking as I always like having leads that I can use as a motivator for my players + it’s fun just sharing a DIY faction all the same.

 

So we cooked up the Craft World of Azur-Velor, the Fate Forgers. Based on what I have picked up from the basic sub factions of eldar, they seem similar to that of Siam-Haan in personality, though the core inspirations are aesthetics of the new Limineth Realm Lords from AoS, and the movies “the last samurai” and “mulan” as inspiration for characters and cultural aesthetics ( sorry @Mazer Rackham, it’s what we both wanted).

 

They are on a dying craft world (think broken water purifier in vault 13), the main figurehead character of the craft world is just Ken Watanabe, but said she wanted to have her Corsair have a patron with a local leader on the craft world (Mulan’s dad) who has farmland in the craft world that is used to help grow an ancient crop that only grew on one of the crone worlds before the fall (she described it as a sort of tobacco that is relaxing to Aeldari but functions as a narcotic to humans).

 

Asur-Velor has the path of the warrior be the most common path, with many dire avenger, banshee, and shining spear shrines, and they have great reverence towards that of Asurmen. Colors are white and blue, and they watch over a maiden world that has been colonized by the imperium, making sure to respond if the exodites hidden on the planet request aid. 
 

The idea for their main crisis at the moment is the aforementioned dying craftworld which cease functioning in a matter of centuries (a natural motivator for her Corsair to try and find a new home for friends in need of need be).

 

Now for the fun part, her character. She is the young daughter of Harlequins, a Troupmaster, who is just David Bowie from Labyrinth, and a Solitaire, who’s current whereabouts are unknown. For reasons of not wanting to stay in the family circus, she has gone out into the galaxy as an outcast, squire if a small ship and crew, and is doing what a Corsair do.

 

Questions now would be:

- What government does a craftworld have, and if it varies, suggestions as to what it should be

- What would be a good reason for the Craftworld itself to be “dying”. Saying to myself a broken infinity circuit sounds too vague. Should it be fixable or not as well?

- general comments or suggestions on any of this pertaining to the craftworld and/or the maiden world in general.

 

I understand that this is just fluff between me and my players, but I like sharing this stuff with you guys, hearing your thoughts, and trying to fit within conformative restrictions within the canon I find to be very inspirational challenge with believable fluff.

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3 hours ago, VengefulJan said:

[SNIP] ( sorry @Mazer Rackham, it’s what we both wanted). [SNIP]

 

This is an outrage! :ohmy: How dare you go against some arbitrary crap some arbitrary dude came out with on the internet? :tongue:

 

Just for the record, I'm joking.

 

In all sincerity, like I said, you're the GM, you do as you like! :wink:

 

3 hours ago, VengefulJan said:

Questions now would be:

- What government does a craftworld have, and if it varies, suggestions as to what it should be.

 

You've got few options here, if your Craftworld is themed along the lines of the Saim-Hann.

 

The first is that the Wild Riders are split up into brotherhoods, with each brotherhood having a clan leader, and one elected from them to be overall king. Analogous to feudal Japan, you'd be looking at a Shogun, with his body of loyal retainers, ruling over the country with lesser lordlings under him. The rank of such an individual is generally/generically referred to as an Autarch, advisors usually a court of Exarchs of the different shrines, plus respected warriors and advisors from other disciplines, who may be bonesingers, or minor seers, or loyal servants/friends.

 

Alongside this you will have the Seer Council. This is a body of Farseers and Warlocks, who not only take to the battlefield, but are also the spiritual advisors and play the greatest role in predicting the future of the Craftworld, or the best way to tackle a situation. They would be involved at every turn and level of the political and military spectrum, as they do everything from guide the Guardians at war, to keeping archives, to riding jetbikes etc.

 

Above and beyond all of this, is the barely understood, and almost uncontrollable Eldar Avatar. Awoken only in the gravest times of war, he is the Bloody Hand, the Wailing Doom, the god of war of the Eldar, whose mere presence on the battlefield unleashes a red-'roid-rage that makes the Star Trek Vulcans hormonal urges look like an ASMR cake-bake.

 

When that sucker is around, the brown stuff is knee-high, and even waking him requires a blood sacrifice of one of the Exarchs or Autarch, depending on the Craftworld.

 

3 hours ago, VengefulJan said:

- What would be a good reason for the Craftworld itself to be “dying”. Saying to myself a broken infinity circuit sounds too vague. Should it be fixable or not as well?

 

If you've got a broken Infinity Circuit, that Craftworld is a goner.

 

No fixing it, or even if you did it wouldn't matter, because all the souls in it are thrown screaming into the aether, to be devoured by She-Who-Thirsts. Not only that, but depending on the books you read, the Wraithbone construction may even waste and break apart, becoming a drifting ghostly hulk, a withered old skeleton sailing through the dark, destined to be forgotten or die in fiery oblivion as it meets the heart of a star.

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@Mazer Rackham or anyone else, what are some alternatives to the broken infinity Circuit; something that is repairable? Asking not because I don’t like it, i just want to keep narrative options open and the “you rolled 2 nat 1s” scenario reserved for this level of f-up.

 

Also, seems like feudal warlord sounds like the way for this. FOR THE SHOG- i mean, FOR THE AUTARCH!

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I cannot remember which book this was in, but there was mention that pre-fall elder had machines that drew power from the warp for their use. Now I expect that post fall elder would consider that too risky, but how about there were some of these machines mothballed in some forgotten corner of your craftworld.  Something caused one of them to start working again and drawing wrap power allowing for a localised breach/distortion of the boundary.

 

The Eldar know about it and have it contained, but it takes a lot of effort/time/recourses or so to keep it contained. They cannot get close enough to turn it off, so it is still going on and on. The breach/distortion is slowly weakening the craftworld’s structure and allowing the occasional demon to slip in for a while.  It won’t become fatal for the craftworld for several thousand more years, but it is a slow poisoning/corroding.

 

So in theory if they can safely get to it and turn it of it is all repairable/reversible, but for the moment they can’t.

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1 hour ago, Trokair said:

I cannot remember which book this was in, but there was mention that pre-fall elder had machines that drew power from the warp for their use. Now I expect that post fall elder would consider that too risky, but how about there were some of these machines mothballed in some forgotten corner of your craftworld.  Something caused one of them to start working again and drawing wrap power allowing for a localised breach/distortion of the boundary.

 

The Eldar know about it and have it contained, but it takes a lot of effort/time/recourses or so to keep it contained. They cannot get close enough to turn it off, so it is still going on and on. The breach/distortion is slowly weakening the craftworld’s structure and allowing the occasional demon to slip in for a while.  It won’t become fatal for the craftworld for several thousand more years, but it is a slow poisoning/corroding.

 

So in theory if they can safely get to it and turn it of it is all repairable/reversible, but for the moment they can’t.


That sounds like a winning idea to me. I’m gonna pen that down, thanks nah dude. I had no idea that eldar had machines like that. This is just giving me vibes about the interior of their craftworld being like Senior or something like that.

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23 minutes ago, VengefulJan said:

I had no idea that eldar had machines like that. 

 

It is old fluff, so might not be in more recent works or the mainstream codexes.

 

As I said I cannot remember where it was from, but my best guess is Farseer by William King or maybe Fist of Demetrius (second Macharian Crusade book) also by William King, if not those then probably one of the Gave Thorpe / Andy Chambers  Path of the Eldar / Path of the Dark Eldar books.

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  • 4 months later...

Aeldari caused the fall because they had moved their society so far post-scarcity that no one had anything to do except get in trouble.  The answer to what an individual Eldar might do day-to-day is probably best viewed through that lens.  No one has to do anything, but doing nothing is heavily discouraged.  The fact that no one has to do anything means that if there is a sudden surge in people who want to weave baskets, that's fine; they're all free to pursue that until some give it up and on a thousand year timeline, it'll all balance itself out, while those on the path of the trader will just sell the excess baskets.  Without environmental survival to worry about, there really is no comparison to even the most advanced human society.

 

The only place where their society becomes embarrassingly human is when they have to go to war.  

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