Paths of the Eldar

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After the Fall of the Eldar and the birth of Slaanesh, the surviving Craftworld Eldar realized that their emotions were too potent to be allowed to run free. To control their emotional extremes, the Craftworlds formulated the Paths of the Eldar, as series of goals and occupations that would leave the Eldar emotionally regimented to avoid falling prey to She Who Thirsts. Collectively, the Paths are like a form of Multiple Personality Disorder, where an Eldar will learn everything they can about one role or task, shut it off from their mind when not needed, and re open it when needed. It is, however, possible to reach a point where an Eldar becomes "lost on the Path", meaning that they cannot shut off that particular aspect of their personality to the exclusion of all others. There are a number of know Paths that can be walked.


Path of Awakening

On this path, an Eldar will learn to better analyze their surroundings. This allows them to see things that others would ignore or dismiss as irrelevant.

Path of the Artisan

This is among the most common Paths, where an Eldar learns to make breathtaking works of art. There exist a number of sub-Paths, such as the Path of the Poet, the Path of the Sculptor, etc.

Path of Command

Also known as the Path of the Leader, this is the path that focuses on leadership of other Eldar. Those on the Path of Command become Autarchs, the Eldar equivalent of admirals or generals.

Path of the Dreamer

A meditative Path where the Eldar learn to try and control their dreams. Often another Eldar will stand vigil as a "Dream Watcher".

Path of Grief

A Path taken when the Eldar remember their fallen (which is really high) and allow themselves to feel grief without risking the attention of She Who Thirsts. The Eldar on this path will sometimes grieve for someone who cannot be allowed to grieve at this time.

Path of the Outcast

Not exactly a Path, these are Eldar who have rejected the regimented ways of the Paths and left their Craftworld. Often it's caused by wander lust, rejection of authority, etc. Those on the Path of the Outcast often become Rangers, serving as scouts for Eldar warhosts.

Path of the Seer

The Path of the Seer is the most treacherous of the Paths, where an Eldar develops their psychic ability. The Eldar are a naturally psychic species, but rarely do they ever learn to develop their powers to the level of Human psykers. Seers are vitally important to the survival of a Craftworld, as they can study the flow of fate to predict what dangers the Craftworld will face. Seers gather together to form Seer Councils, groups which form the leadership of a Craftworld. Special types of Seers exist, such as Bonesingers, who manipulate Wraithbone, the core component of Eldar constructs. Those who become lost of the Path of the Seer become Farseers, individuals who can see incredibly far into the future.

Path of the Warrior

Founded by Asurmen after the Fall of the Eldar, the Path of the Warrior is where an Eldar will study at one of the shrines of the Aspect Warriors, learning all they can about their Shrine's skills. Guardians are not treading the Path of the Warrior, but instead reacting to an emergency situation. Those who become lost on the Path of the Warrior become Exarchs, the priests of the Shrine. Only three ways exist out after being lost on the Path of the Warrior: to die in battle, to be sacrificed as the Young King to awaken the Avatar of Khaine, or to become the new host for a Phoenix Lord.