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One of the most prominent reasons for the failures of Farseers is that they tend to forget that, as [[Star Wars|Yoda]] said, "Always in motion, is the future." This means that, while the Farseers might see it is possible to accomplish some goal at a particular moment in time, the situation may have already become unwinnable by the time the Eldar take action. More importantly, it blinds them to the fact that instead of choosing from existing futures, they can try and make their own future instead of agonizing about possible scenarios that may never even happen.
One of the most prominent reasons for the failures of Farseers is that they tend to forget that, as [[Star Wars|Yoda]] said, "Always in motion, is the future." This means that, while the Farseers might see it is possible to accomplish some goal at a particular moment in time, the situation may have already become unwinnable by the time the Eldar take action. More importantly, it blinds them to the fact that instead of choosing from existing futures, they can try and make their own future instead of agonizing about possible scenarios that may never even happen.
As a whole Farseers are among the least effective seers in the setting, with almost every encountered one failing in whatever endeavour they set out to do. As a general rule of thumb, if a Farseer is trying to make something happen, or has foreseen something, he or she is going to mess it all up by the end ninety percent of the time, usually the end result just being getting more Eldar killed for no gain. In general the most effective seers tend to be human, with individuals such as [[Varro Tigurius]] being capable of successfully using his prescience to defeat [[Orks]], [[Eldar]], [[Chaos]] and the [[Tyranid]]. Eldar Farseers, on the other hand, will generally fail against any opposition, with even their greatest member; [[Eldrad]] being incapable of predicting the actions of a single Death Watch team successfully. For comparison the Chief Librarian of the [[Ultramarines]] has successfully predicted and undermined the [[Hive Mind]] itself through a psychic connection and, further, Eldrad needed the help of the Chief Librarian to discover the location of the Hand of Darkness, being incapable of doing so with his own limited abilities.
As a result, ironically, Farseers tend to make very poor seers, despite often devoting thousands of lifetimes to the art of foresight. As combat Psykers they are also less than impressive, many having been killed by single Space Marines in engagements, and far weaker than the numerous Alpha level Psykers humanity produces constantly.


As Farseers grow older, their minds become so attuned with the craftworld that their bodies begin to shut down. Eventually, they leave for the Dome of the Crystal Seers at their craftworld's core, where they crystallize completely, releasing their souls into the [[Infinity Circuit]]. The discarded body then takes root, essentially becoming a statue.
As Farseers grow older, their minds become so attuned with the craftworld that their bodies begin to shut down. Eventually, they leave for the Dome of the Crystal Seers at their craftworld's core, where they crystallize completely, releasing their souls into the [[Infinity Circuit]]. The discarded body then takes root, essentially becoming a statue.

Revision as of 16:17, 19 August 2017

A Farseer of Ulthwe, preparing to electrocute some unfortunate bastard.

In Warhammer 40,000, a Farseer is an Eldar so far gone on the Path of the Seer that he or she cannot leave it. They are among the most powerful psykers in the galaxy, though the job does have its drawbacks: namely, they attract the attention of Slaanesh even more so than other Eldar. As their name implies, they are primarily focused (fluff-wise, at least) on the psychic discipline Divination, though they can also use Telepathy, Telekinesis, and Sanctic Daemonology. They are also masters of advanced powers which only an Eldar Farseer can manifest, known as Runes of Fate.

For them, though, there's no time to fret about how they are trapped by their fate and beset by the hungering menace of Warp abominations—their people need their talents, so Farseers get together with other Eldar on the Path of the Seer and form Seer Councils, groups which interpret visions and act as leaders of the Eldar (in fact, they are one of the Eldar HQ choices). As the name suggests, they can see events in distant places, and even possible futures, an ability which they use to steer the Eldar in safe directions. Their effectiveness is limited by their amplified Eldar pride, their refusal to share their knowledge with non-Eldar, and the apparent capriciousness of their actions to outside observers who might assume that they're simply untrustworthy nutjobs. As a result, the Farseers' plans keep getting mucked up by the other factions, and so at best, things remain at the status quo.

One of the most prominent reasons for the failures of Farseers is that they tend to forget that, as Yoda said, "Always in motion, is the future." This means that, while the Farseers might see it is possible to accomplish some goal at a particular moment in time, the situation may have already become unwinnable by the time the Eldar take action. More importantly, it blinds them to the fact that instead of choosing from existing futures, they can try and make their own future instead of agonizing about possible scenarios that may never even happen.

As a whole Farseers are among the least effective seers in the setting, with almost every encountered one failing in whatever endeavour they set out to do. As a general rule of thumb, if a Farseer is trying to make something happen, or has foreseen something, he or she is going to mess it all up by the end ninety percent of the time, usually the end result just being getting more Eldar killed for no gain. In general the most effective seers tend to be human, with individuals such as Varro Tigurius being capable of successfully using his prescience to defeat Orks, Eldar, Chaos and the Tyranid. Eldar Farseers, on the other hand, will generally fail against any opposition, with even their greatest member; Eldrad being incapable of predicting the actions of a single Death Watch team successfully. For comparison the Chief Librarian of the Ultramarines has successfully predicted and undermined the Hive Mind itself through a psychic connection and, further, Eldrad needed the help of the Chief Librarian to discover the location of the Hand of Darkness, being incapable of doing so with his own limited abilities.

As a result, ironically, Farseers tend to make very poor seers, despite often devoting thousands of lifetimes to the art of foresight. As combat Psykers they are also less than impressive, many having been killed by single Space Marines in engagements, and far weaker than the numerous Alpha level Psykers humanity produces constantly.

As Farseers grow older, their minds become so attuned with the craftworld that their bodies begin to shut down. Eventually, they leave for the Dome of the Crystal Seers at their craftworld's core, where they crystallize completely, releasing their souls into the Infinity Circuit. The discarded body then takes root, essentially becoming a statue.

Oddly (or maybe they just know we like our elf girls), every Farseer to appear in the Dawn of War games has been female but every Farseer model Games Workshop has ever released has been male. If you're looking to have a lady in charge of your Eldar tabletop army, you'd best get converting.

Famous Farseers

Forces of the Eldar
Heroes: Eldrad Ulthran - Illic Nightspear - Prince Yriel - Phoenix Lords
Command: Autarch - Avatar of Khaine - Exarch - Yncarne
Farseer - Seer Council - Spiritseer - Warlock
Troops: Bonesingers - Guardians - Rangers - Storm Guardians
Aspect Warriors: Crimson Hunters - Dark Reapers - Dire Avengers - Fire Dragons - Howling Banshees
Shadow Spectres - Shining Spears - Striking Scorpions - Warp Spiders - Swooping Hawks
Eldar Corsairs: Corsair Prince - Void Dreamer - Voidreaver - Voidscarred
Exodites: Dragon Knights - Eldar Knight
Structures: Webway Gate
Wraiths: Wraithblades - Wraithguard - Wraithknight - Wraithlord - Wraithseer
Support: Support Weapon Battery - Vyper - War Walker - Wasp Assault Walker - Windrider Jetbikes
Vehicles: Hornet - Falcon - Fire Prism - Firestorm - Night Spinner - Warp Hunter - Wave Serpent
Flyers: Hemlock Wraithfighter - Nightwing Interceptor - Nightshade Interceptor
Phoenix - Vampire Hunter - Vampire Raider - Void Dragon Phoenix
Superheavy
Vehicles:
Deathstalker - Cobra - Lynx - Scorpion
Storm Serpent - Tempest - Void Spinner
Titans: Revenant Scout Titan - Phantom Battle Titan - Warlock Titan
Spacecraft: Darkstar Fighter - Eagle Bomber
Auxiliaries: Harlequins