Introduction
In the world of Warhammer 40k does the Eldar represent the largest amount of mystical and arcane undertones. This is partly due to their many distinct ties and references to the Elves found in Games Workshops other series, Warhammer fantasy. We will start this series by describing some of the simulates, as well as differences between the two. In this chapter I also give a quick introduction to the different Eldar factions we will go tough in this series, starting with the Craft-world Eldar.
![Eldar sign](https://vignette.wikia.nocookie.net/warhammer40k/images/f/f7/Eldar.png/revision/latest?cb=20100601083426)
A rose by any other name . . .
In order to understand the Eldar, we must first take a quick detour in to the realm of Warhammer Fantasy, upon which many of the early narratives and themes of Warhammer 40k was built. The Elves in the Fantasy setting followed more or less the same tropes set forward by works such as Lord of the Rings and Dungeons and dragons. Elves are magically gifted, ancient and seemingly superior in most ways to the other mortal races, only their arrogance and pride holds them back.
Like in in other fantasy settings are these Elves also grouped in to tree distinct sub factions, that I will quickly describe below.
High Elves
The most noble and pretty of the elves, most gifted in magic, but seemingly also the most aloof and arrogant. The concept of the high elf can be found in many contemporary fantasy worlds, from the Regal elves of the Lord of the Rings (Tolkien 1968) series to the pompous elves of Sunerset Isle in the Eldar scrolls series, the idea of the “higher” or “cultured elf seems to carry trough. These Elves are often tied to sophistication, class, and high skill in the arcane arts. These elves are often painted as dismissive of others at best, and downright racist at worst (Bethesda 2016).
These ideals and themes are certainty to be found in the Warhammer fantasy setting, and their traits can certainly be found in the Craftworld Eldar as well. Note that the same trope can arguably be found in the narrative of the series Star Trek, where the race of Vulcan’s fills a similar roll of “space elves”, down to the inclusion of pointy ears (Games Workshop, 2017).
Wood Elves
The Elves of the forest, often described of living next to and of the lands. These Elves are often described as a combination of “pure” and “savage”, depending on how that specific texts looks on the concept of Nature. These Elves can in many ways be seen as the general themes and myths related to nature and civilisation. If nature is framed as pure and benign, then these elves tends to be framed in the same light (Bethesda 2016). If on the other hand, nature is painted as something dark and savage, then the Wood Elves take on these traits instead (Tolkien 1968).
Dark Elves
The evil and corrupted “other”, the dark and incus side of the Elven culture. The amount of Darkness or evilness very much vary from setting to setting. The Dark elves in the Elder scroll series for example are generally a more cynical and competitive kind, then their cousins, but not downright evil (Bethesda 2016). This would be in contrast to the Drow (or dark) elves of the Dungeons and dragons world, where they are very much described as ruthless, soulless killers most of the time (Wizards of the Coast 2014).
It is worth noting that just as Star Trek had their own version of the High Elf the Vulcan, do this series also have its own version of the Dark Elf in the shape of the Romulan.
The factions of an Empire
The rough simulates between the factions of the various fantasy narratives, and the factions found within the Eldar. Note that I do not mean to say that there is a direct correlation between the two, but enough simulates exists to be worth analysing and discussing. Each of these factions will get their on chapter later in this series. I will begin by giving each of them a small introduction, as well as introducing the reader to a few key aspect of each faction.
Craftworld Eldar
![Eldar Craftworld](https://vignette.wikia.nocookie.net/warhammer40k/images/b/b0/Eldar_Craftworld.png/revision/latest/scale-to-width-down/250?cb=20150505223139)
Remnants of the previous intergalactic Empire, the Craftworld Eldar live on enormous ships known as Craftworlds. These ships contains entire nations worth of individuals and their possessions. The Craftworld Eldar were amongst the few that fled the madness, and subsequent destruction of their Empire. The Craftworld Eldar of the current universe are set on trying to rebuild the glory of the old empire, or failing that, shine brightly al the way till the end. (Games Workshop, 2015 1)
The paths
Each Craftworld Eldar will walk down at least one path in their long lives, most will walk past several. A path is an identity, a way of life and a roll that the Eldar in questions chooses, by (sometimes quite literally) putting on a costume of a certain role. These rolls varies in scope and magistrate, and varies from chefs, to artists, to scientists and warriors. The Eldar in question will walk this path, at the expense of any other, until they have masted it completely. Upon its completion will a new path be chosen and followed until completion. This way the otherwise obsessive and highly addictive mind of the Eldar be kept in check by rigid protocols and teachings. (Games Workshop, 2015 1)
The aspect shrines and its warriors
The path of the warrior is one that take many shapes within the Eldar society, for war is simply another form of artistry and science that needs to be perfected. These paths are followed as rigidly as much dedication as any other path. Each shrine follow one of many grand Eldar heroes of old, emulating their feats and fighting styles. To join one of these aspect shrines is to take on the role of one of these warriors. These paths are one of the more prestigious an Eldar can attempt, but also one of the most dangerous, for it is here that the Eldar runs the biggest risk of loosing their own identity to that of the Path, never to be able to recover. (Games Workshop, 2015 1)
Spirit stones and the infinity circuit.
Al souls are eventually drawn in to the warp after the individuals death, if not prevented to do so by outside means. At the height of the Eldar Empire was this not a problem, as the many deities and guardian spirits of the Eldar pantheon was there to protect and guard the souls of the diseased Eldar, but today there is only “She who thirsts“, and she thirsts the most after Eldar souls to capture and torture.
To prevent this fate has the Eldar devices a psychically enchanted gemstone, designed to trap the deseas43ed individuals spirit, sparring it from the tortures of the warp. These crystals would later join the rest of the diseased inhabitants of the Craftwold in what is known as the Infinity circuit. This enormous construction holds al the spirits of the departed. Here they rest, safe from the clutches of Slaanesh, until a time where it is once again safe for them to return to the warp. (Games Workshop, 2015 1)
Exodite Eldar
These Eldar would be the closest we have to the Wood Elves of fantasy. They were the first to leave when the Eldar Empire turned their ways on their gods, and the old ways. (Kelly 2012)
The Exodite Eldar do not have a codex, or playable army of their own. There is as a result a lot less written about them. I was once again forced to go back to the 6th edition of Warhammer 40k, for this segment. (Kelly 2012)
![Eldar exodites](https://vignette.wikia.nocookie.net/warhammer40k/images/9/92/Eldar_exodites.png/revision/latest/scale-to-width-down/250?cb=20111202051447)
The Exodite Eldar are those that left their dying empire first, to settle on worlds that had been terraformed aeons ago, for this very purpose.
Maiden Worlds
The Eldar started the creation of perfect worlds for themselves aeons ago, before the fall of their empire. These planets are now populated by the Exodite Eldar, their rough conditions makes it easier for the Eldar here to keep to there minimalist and stoic freestyle. These planets are described as “primal” and “savage. Terms that we found in the descriptions of Wood Elves we discussed earlier. As the Craftworld Eldar live in symbiosis with the infinity circuit, so does the Exodies live in harmony and symbiosis with what is known as the World spirits of the planet. (Kelly 2012)
Living pure
The Exodites more then the other Eldar rejects pleasure and abundance in al form. The Codex specificity mention that they follow the philosophy of Asceticism, the abstaining from sensual pleasures in al their form. Since the Exodiets were the first to rebel against what they saw as “a foulness that was corrupting their empire”, does this make full narrative sense. (Kelly 2012)
Dark Eldar
Of al the Eldar, the Dark Eldar represents those that was the most deeply changed by the birth of Slaanesh. These Eldar fled the catastrophe of the brought of “she who thirsts”, by escaping in to long forgotten areas of the Webway. (Games Workshop, 2014)
The city of pain and darkness
The Dark Eldar escaped in to the Webway permanently, creating a home for themselves amongst its labyrinthian passages and hideaways. As a result were they safe from the psychic maelstrom that was the birth of She who thirsts. This impossible large city exist in multidimensional, and its architecture defies logic and reason. Sitting at the heart of the Eldar Webway, it is a dark opposite to the Eldar Empire of real space. It is from this nightmarish realm that the Dark Eldar sends out raids for resources and slaves(Games Workshop, 2014)
Enslavement and torture
The dark Eldar still follows the way of sadism and decadence, feeding on the suffering of others to grow their powers, sate their hunger for sensation, and most importantly, keep Slaanesh at bay. The Dark Eldar are slowly being drained by Slaanesh, slowly turning in to soulless husks, there is a solution, to this blight, to only a temporary one, by feeding on the suffering of others, can the Eldar in question replenish their souls, and in turn, reverse the effects of Slaanesh slow pull on their soul. Pain and death is the finest arts to the dark Eldar, and one that they have dedicated to themselves fully and wholeheartedly. This very much follows the trends we saw in many of the Elven having a corrupted or “darker” counterpart, tiding the Eldar closer to a already established fantasy trope. (Games Workshop, 2014)
![Adrubael Vect Black Heart Kabal](https://vignette.wikia.nocookie.net/warhammer40k/images/e/e3/Adrubael_Vect_Black_Heart_Kabal.png/revision/latest/scale-to-width-down/250?cb=20141021192627)
Harlequin Eldar
Breaking the preset mould, are the Harlequin, the most strange, and unique of the Eldar. These Eldar works as messages, diplomats and bards, travelling all across the various Eldar cultures, reminding them of the old days, and the old gods. No Eldar is born a harlequin, it is rather something that one becomes. The process of someone becoming a harlequin is still a mystery to all but the harlequins themselves.
The masquerade
The harlequin Eldar performs the stories and myths of the old Eldar Empire, hoping to keep the memories of their olden gods and heroes alive. These performances are carried out at al the disrepute and fractious corners of the Eldar society. They hope to, in dosing so to keep a loose semblance of consistency and connectivity between the different sub-factions. When al others have forgotten or turned their backs on their old gods, do the Harlequin troupes still fight to keep their memory alive. (Games Workshop, 2015 2)
War as art
The harlequins see no difference between warfare and art, and they approach both in similar ways. To them the battlefield and the open stage is the same, and a violent conflict and the theatrical arts serve the same purpose, to re-enact the tales of the lost and doomed Eldar empire of old. (Games Workshop, 2015 2)
The Harlequin do not fight as a normal standing army, and have no set hierarchy. Instead they act like an acting troupe, and each individual knows their rolls, and the roles of everyone else in the trope. That way they can act in perfect synchronicity, without the need of a strict structure of leadership. The troupes movements, actions and tactics might seems chaotic, random and at sometimes even counterproductive, but each move is premeditated, planned and m choreographed, all of them carrying with them a certain symbolic meaning, and is al a small part of a much grander narrative. (Games Workshop, 2015 2)
![Harlequin Players](https://vignette.wikia.nocookie.net/warhammer40k/images/5/57/Harlequin_Players.png/revision/latest/scale-to-width-down/250?cb=20150301085103)
The black library
A Craftworld said to hide within the Webway itself. This Craftworld itself is vast beyond imagining, and contains the Eldars collected knowledge on the Warp and the forces of Chaos. The library is filled with forbidden and forgotten lore, as well as cursed artefacts from the time of the fall of the Eldar. Not surprisingly is this library focused on the combating of Slaanesh, the great enemy. (Games Workshop, 2015 2)
The laughing god
The only one of the Eldar gods said to have escaped the birth of Slaanesh, he is said to hide within the Webway itself. Cegorach is the god of trickery, performance and the bane of baseless pride. Gods and mortals alike has been targeted by the schemes of Cegorach. It is these feats of great wit and comedy that the Harlequins aims to emulate. Like their god, they aim to punish hubris and baseless pride in al forms. (Games Workshop, 2015 2)
Concussions
The goal of this chapter has been twofold. Firstly I aimed to give my readers a very brief introspection to the numerous topics this series of chapters will conation. Second of did I want to try and show that the Eldar, just as everything else we will analyse in this series, does not exist within a vacuum, but is part of a rich and complex history of stories and narratives. In this chapter have I one so by tying the tropes and themes central to the Eldar race and its narratives, and compared it to those presented to belong to Elves in a series of famous fantasy works.
Next chapter will focus on the Craftworld Eldar. We will look at the often used fantasy theme of Elves as a dying or lost race of old. One that has, or will have to make way for humanity to rise up and take its place.
References
Tolkien, J.R.R. (1968). The lord of the rings. 1, The fellowship of the ring. (2. ed. 3. imp.) London: Allen & Unwin.
Wizards of the Coast (2014). Dungeons & dragons Player’s handbook. Renton, WA: Wizards of the Coast LLC.
The elder scrolls V Skyrim. (Special edition). (2016). [Rockville, Md]: Bethesda.
Warhammer Armies High Elves ( 8th Edition), Games Workshop, 2017
Codex: Craftworld Eldar (7th Edition), Games Workshop, 2015 (1)
Codex: Harelquin Eldar (7th Edition), Games Workshop, 2015 (2)
Codex: Dark Eldar (7th Edition), Games Workshop, 2014
Kelly,P. Troke, A .Codex: Eldar (6th Edition), 2012