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[[File:Eldar_exodites.png|thumb|340px|Eldar Exodites and their reptilian mounts, upon a Maiden World.]]
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[[File:Eldar_exodites.png|thumb|250px|Eldar Exodite Dragon Knights and their reptilian dragon mounts, upon one of the [[Maiden Worlds]]]]
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The '''Exodites''' are members of the [[Aeldari]] race that rejected the slow degeneration of their ancient civilisation before the [[Fall of the Eldar]], exiling themselves from the core homeworlds of their star-spanning empire to newly-terraformed colony planets called [[Maiden Worlds]]. Upon their new homes, these so-called "Exodites" could isolate themselves from the Eldar's brewing corruption and hedonism -- and survive the cataclysm that would soon consume their people.
[[File:ELSMORE_EldarExodites800.jpg|thumb|310px|Eldar Exodites defending their world from the depredations of Imperial [[Space Marines]]]]
 
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[[File:Exodite_Dragon_Warriors.jpg|thumb|310px|Eldar Exodite tribal members]]
 
[[File:Exodite_Household_Guard_by_3shades.jpg|thumb|310px|Sketch of an Eldar Royal Household Guard, drawn by noted Imperial Artisan 3shade]]
 
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The [[Eldar]] '''Exodites''' are the Eldar that rejected the degenerated civilization of their peers before the Great Fall.
 
 
==History==
 
==History==
 
[[File:ELSMORE_EldarExodites800.jpg|thumb|250px|Eldar Exodites and a Megadon defend their world from the potential depredations of Imperial [[Space Marines]]]]
āˆ’
The '''Exodites''' are those [[Eldar]] who, millennia before the [[Fall of the Eldar]], predicted the coming of the Great Enemy, born of the decadence of the Eldar. Some, the more far-sighted, began seeing the growing decadence of Eldar society. These few 'dissidents' began to openly criticice the laxity of their fellow citizens, warning them against the hedonistic effects of the [[Chaos]] cults. These people were mostly ignored - seen as deluded puritans by most, their cries for restraint were ignored. Soon the general collapse of society convinced even the most resolute amongst them that their race was heading for inevitable disaster. Fearing this impending doom, some decided to leave the Eldar worlds, and settle new planets free of the creeping corruption. They were the ones still untainted by the touch of Chaos, and by now they were few.
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The Exodites are those who, a millennium before the [[Fall of the Eldar]], predicted the coming of the Great Enemy, She Who Thirsts, [[Slaanesh]], born of the growing decadence of the Eldar. Some of the more far-sighted noticed this. These few "dissidents" from the dark path began to tread openly, criticising the lax morals of their fellow citizens in the homeworlds, warning them against the hedonistic effects of limitless pleasure cults. Those who cried for restraint were often seen as deluded puritans at best, their calls for action mostly ignored. Soon the general collapse of Eldar society into hedonistic excess convinced even the most resolute that their species was racing towards an inevitable disaster. Fearing this, some Eldar decide to abandon their homeworlds and colonize new planets so recently formed that they were completely free of the creeping corruption. These Eldar, like their counterparts of the [[Craftworlds]], remained untainted by the all-consuming change, what later generations of the Eldar would call, the Path of Damnation. Though by the time of their homeworld population's destruction, the Exodites would represent only a small fraction of the Eldar.
   
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These Eldar became known as the Exodites; uniquely far-sighted and pragmatic. They were reviled by their fellow Eldar as dour fanatics obsessed with misery and self-denial. Some were generally insane - their dire premonitions haunting their dreams. Others were genuine survivalists who chose exile over degradation and destruction. The Exodites abandoned their homes and began their exodus in an assortment of spacecraft. Many died in open space. Some reached new worlds only to be slain by marauding [[Orks]] or natural predators. But many more persevered and survived, heading ever eastwards as far away from the main concentration of Eldar worlds as they could reach.
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These dissidents had then come to be known as the Exodites, uniquely far-sighted and pragmatic members of their race, and reviled by fellow Eldar as dour fanatics obsessed with misery and self-denial. In fact, some were driven insane -- their dire premonitions ceaselessly haunting their every dream -- most likely an effect of the psychic ability all Eldar innately possessed. Other Exodites were genuine survivalists who firmly chose exile over degradation and destruction. All of those who sought new life began their exodus in an assortment of various Eldar spacecraft. Many died during the course of their long journeys, some reached new worlds only to be slain by marauding [[Orks]] or their chosen colony planet's natural predators. But many more persevered and survived, heading into the galactic east, as far from the Eldar empire's core worlds as they could reach.
   
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The Exodites made new homes upon worlds on the fringes of the galaxy. These savage worlds were harsh and life was brutal for a people unused to physical work and self-denial. When the final cataclysm erupted most of the Exodite worlds were far from the psychic epicentre and survived. Out on the fringes of the galaxy the Exodites were safe, as the resultant psychic implosion wiped out the rest of the Eldar race, leaving a gaping hole in the fabric of space. Many [[Eldar Craftworlds]] rode out the psychic shock wave and survived, but the Exodites has already reached places of safety - or else they perished along with the rest of their race and have been forgotten.
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The Exodites settled upon worlds within the fringes of the [[Milky Way Galaxy]] as early as the 26th Millennium. Many of these savage worlds were harsh and life was inescapably brutal for a people unused to all forms of extensive physical work and self-denial. When the final cataclysm of the [[Fall of the Eldar|Fall]] erupted in the 30th Millennium and the psychic birth pangs of Slaanesh consumed the Eldar homeworlds, the majority of Exodite colonies were far enough away from the psychic epicenter, and survived. The resultant psychic implosion wiped out the remaining doomed of the race, leaving a yawning hole in the fabric of space, a Warp rift which later came to be known as the [[Eye of Terror]]. While many [[Eldar Craftworlds]] survived, able to ride out the resulting psychic shock wave, the Exodites were already relatively safe -- or else they perished, their souls consumed by She Who Thirsts along with the rest of their race.
   
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===Lifestyle===
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==Culture==
 
[[File:Exodite_Household_Guard_by_3shades.jpg|thumb|250px|An Exodite Royal Household Guard]]
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Since they were first settled, the Exodite worlds have not changed a great deal. These Eldar live a more primitive and auster life than the Craftworld Eldar or even their corrupted kin, the [[Dark Eldar]]. The Exodites have learned how to cultivate crops and harvest other natural resources. Exodite societies are more rigorous and physical than those of the Craftworlds. Where the Craftworld Eldar cling to the past and preserve all they can of their fallen civilisation, the Exodites have turned their backs upon ancient tradition in favour of this simpler and harder way of life. Their mental defences are tougher and more straightforward but not so subtle and ultimately less powerful than their Craftworld cousins. They have survived, and of all the Eldar they seem most likely to continue to do so.
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Since the beginning in which they first settled, the current Exodite homeworlds have not changed a great deal. These Eldar live a more primitive and austere life than that of the Craftworld Eldar and even their surviving corrupted kin, who lived in the [[Webway]] before the Fall and are known as the [[Dark Eldar]], or the [[Drukhari]]. Exodites learned to cultivate crops and harvest other natural resources, their societies adapted to a more rigorous and physical culture compared to those of the Craftworlds, who still make use of the Eldar's advanced technology to maintain a labour-free existence. Where the Craftworld Eldar cling to the past of their race and preserve all they can of their fallen civilisation, the Exodites have turned their backs, away from ancient tradition in favour of a simpler, harder way of life. Their psychic defenses are now tougher and more straightforward but not as subtle and thus ultimately less effective than those of their Craftworld cousins. They have proven until now to be capable of surviving, and of all the Eldar they seem the most likely to continue to do so.
   
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The Craftworld Eldar regard the Exodites as rustic and rather simple folk - vigorous and wild compared to their own introverted societies. The Eldar path doesn't determine the way of life for and Exodite Eldar. They seem wild and individualistic and are more independently minded and adventurous. They survive in this austere fashion because of the extreme distance from the [[Eye of Terror]], which still acts as a psychic focus for the destructive influence of the Eldar's most hated enemy, [[Slaanesh]]. Though this alone does not protect them, it is a significant factor.
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The Craftworld Eldar regard the Exodites as rustic and simple folk -- vigorous and wild compared to their own introverted and often hermetically sealed societies. The system known as the [[Eldar Paths]] do not determine the way of life for an Exodite Eldar unlike those of the Craftworlds. The wilder and individualistic Exodites are more independent-minded and adventurous, able to live out in this austere fashion because of their extreme distance from the [[Eye of Terror]], which still acts as a psychic focus for the destructive influence of the Eldar's most virulent enemy, [[Slaanesh]]. Unfortunately, distance alone does not protect them from the Chaos God's desire to consume all souls, and thus remains a significant priority concerning the Exodites' survival.
   
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===Exodite Worlds===
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==Exodite Worlds==
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The worlds of the Exodites are savage and untamed. The few meagre settlements coexisting with wild beasts of all kinds. The Exodite settlements are too few and scattered to disrupt the delicate balance of nature. Many are only occupied for a few months of the year, because on many worlds the Exodites are nomadic, moving with the seasons and the herds. They time their migrations according to when they must collect and plant their crops, remaining only long enough to collect what they previously planted in the spring and staying until it is time to plant the following year's crop and move on.
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The worlds of the Exodites are savage and untamed, their meager settlements coexisting with wild beasts of all kinds. They are too few and far enough between, scattered and disruptive to the delicate balance of nature. Many are only occupied for a few months of the year, because on many worlds the Exodites are nomadic, moving with the seasons and the herds. They time their migrations according to when they must collect and plant their crops, remaining only long enough to gather what they previously planted in the spring, and staying until it is time to plant the following year's crop and set off once again.
   
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The wild creatures that inhabit these worlds are many and varied. Most of the Exodite worlds are home to large herds of megadons and other gigantic reptilian beasts, which the Exodites refer to as 'dragons'. These creatures are not native to the region, as early settlers spread them throughout all their worlds so that they are no quite common. The Exodites follow these herds as they graze, carefully managing them for their survival. They eat their flesh and even drink their blood, and utilise their skins to make clothing and leather. They even make use the bones and horns, as they act as a part-substitute for the psycho-plastic substances used by the Craftworld Eldar.
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Creatures that inhabit these worlds are numerous and varied. Most of the Exodite worlds are home to large herds of Megadons and other gigantic reptilian beasts the Exodites refer to as "dragons." These creatures are not native to their regions, as the early Eldar settlers intentionally spread them throughout all their worlds so that they are now quite common. The Exodites follow these herds as they graze, carefully managing them for food. Not only partaking of their flesh but of their blood as drink, skins as clothing and leather-work, and bones and horns, which act in part as substitute for psycho-plastic substances such as the [[Wraithbone]] used by the Craftworld Eldar.
   
āˆ’
There are many different kinds of dragons, some unique to specific worlds, and they are used in different ways according to their size and nature. The megadons are massive herbivores, slow-witted and easy to manage, although deadly if panicked or mistreated. These creatures provide most of the material sources for the Exodites. Smaller ones are used to transport cargo and people across the great plains. A large megadon can even carry a massive structure on its back, and they bear the most enormous weights without concern. The smaller, carnivorous dragons ridden by the Exodite warriors are used to herd and control the megadons. These warriors are practically born into the tall dragon saddles - as they are consummate riders, wielding their long lances with ease. A stab with one of their lances will turn or stop a megadon without causing it any harm, but the same blow would knock the most hardy Eldar to the ground dead. Warriors are an integral part of Exodite societies. They play an important role as protectors of each community as well as to safeguard its beasts from predators.
+
Dragons are diverse and contain different kinds of species, some of which are unique to specific worlds and used in different ways according to their size and nature. The massive herbivores known as Megadons, are slow-witted and easy to manage, although deadly if panicked or mistreated. These creatures provide most of the material resources used by the Exodites. Smaller Megadons are used to transport cargo and people across the great plains of their worlds. A large Megadon on the other hand, is capable of carrying a massive structure on its back, bearing the most enormous weights without concern. The smaller, carnivorous dragons ridden by the Exodite warriors are used to herd and control the herbivorous Megadons. These warriors are so adept as to be practically born into the tall dragon saddles -- consummate riders, wielding their long lances with ease. A stab with one of their lances will turn or stop a Megadon without causing it any harm, but the same blow would knock the most hardy Eldar to the ground, lifeless. Warriors are an integral part of Exodite societies. They play an important role as protectors of each community as well as acting to safeguard their valuable resources from predators and the like.
   
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===Technology===
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==Technology==
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The psycho-plastics necessary for Eldar technology are rare and precious on these remote planets so the Exodites utilise other substances and rely upon simpler ways and physical labour. Although this lifestyle is in many respects a primitive one, the Exodites have many advanced technologies and are familiar with all the sophisticated materials used on the Craftworlds. It is by choice that they live as they do, and their way of life has proven every bit as successful as that of the other Eldar.
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The psycho-plastics like Wraithbone that are the cornerstone of Eldar technology are rare and precious on these remote planets, so the Exodites utilise other substances and rely upon simpler methods for certain tasks and constant physical labour that is all but unknown to the Eldar of the Craftworlds. Although this lifestyle is in many respects a primitive one, the Exodites still possess many advanced technologies and remain familiar with the sophisticated materials used on the Craftworlds. It is by choice that they live as they do, and their way of life has proven every bit as successful, if not more rewarding than those of the other Eldar.
   
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Every Exodite world has its own equivalent to the [[Infinity Circuit]] which they refer to as the [[World Spirit]]. This immense store of psychic energy is where the minds of the dead Eldar are preserved forever. Like their Craftworld kin, the Exodites also wear [[Spirit Stone]]s, and when they die they are taken beneath the earth into one of their great tribal barrows. There, they are laid to rest; their spirit stones broken upon the altars of the World Spirit.
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Every Exodite homeworld has its own equivalent to the Craftworlds' [[Infinity Circuit]] which they refer to as the [[World Spirit]]. This immense store of psychic energy is where the minds of the dead Exodites are preserved forever after their passing from the physical world. Like their Craftworld kin, the Exodites also wear [[Spirit Stone]]s, and when they die they are taken beneath the earth into one of their great tribal barrows. There, they are laid to rest; their Spirit Stones broken upon the altars of the World Spirit so their souls may become a part of that potent psychic collective.
   
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This complex psychic energy grid extends over the entire planet, stretching between the tribal barrows, stone circles and standing stones. The spirit world and the material world can interact at these special places; the spirits of the dead flowing together, where the living can talk to the dead if they have the power. The stone circles and standing stones are made from psychically interactive crystal. These towering stones are gigantic spirit stones which anchor psychic power into the earth. The links between them forming a part of the [[Eldar Webway]], but the paths from the Webway into the World Spirits are well hidden and protected. This enables Eldar to move between the Craftworlds and Exodite Worlds by means of the Webway, with interlinking paths over the Exodite worlds themselves. Because their worlds are home to their departed spirits and shelter them from the predations of Chaos, the Exodites will fight very fiercely to protect their worlds. To abandon a world is akin to abandoning the souls of their ancestors to the warp, for without constant replenishment the World Spirits diminish slowly and become vulnerable.
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This complex psychic energy grid extends over the entire planet, stretching between the tribal barrows, stone circles and standing stones. The Spirit World (the [[Warp]]) and the Material World ([[realspace]]) can interact at these special places; the spirits of the dead flowing together as one network of pure psychic energy, a vortex of power where the living can talk to the dead if they possess the psychic ability to interact with the World Spirit. The stone circles and standing stones scattered all across Exodite worlds are made from psychically interactive crystals. These towering stones are essentially gigantic Spirit Stones that anchor the World Spirit's psychic power into planet. The links between these stones form a part of the Eldar [[Webway]], but the paths from the Webway into the different World Spirits are well-hidden and closely guarded. This enables Eldar to move between the Craftworlds and the Exodite Maiden Worlds by means of the Webway, with interlinking paths over the Exodite worlds themselves. Because their worlds are home to their departed spirits and shelter them from the predation of [[Chaos]], the Exodites will fight fiercely in protection of their planet. To abandon a settled world is akin to abandoning the souls of their ancestors to the Warp and She Who Thirsts, for without constant replenishment, World Spirits diminish slowly and are rendered vulnerable.
   
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===Society===
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==Society==
  +
[[File:Salamanders_vs._Exodite_Dragon_Warrior.jpg|thumb|320px|[[Eldar]] Exodite Dragon Warrior defending his world from [[Salamanders]] [[Space Marines]]]]
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While individual Exodite societies vary, across worlds as well as between them, common to almost all of those known is a social structure based around small, independent communities. The reasons for this are unclear; it is a commonly held belief that tribalism is the natural state of the Eldar (evidenced by some whom believe by the little information that is known of the Dark Eldar) thought to bear the closest resemblance to the Eldar of their pre-Fall galactic empire. Exodite society is a tribal one. Each tribe owes allegiance to a local ruling tribe which in turn owes fealty to the planet's king and his royal tribe. This tribal social structure more than likely developed out of necessity, as small, scattered communities were the most efficient way to utilise the sparse natural resources of the newly settled [[Maiden Worlds]]. As there are relatively fewer Eldar on these worlds there are fewer territorial disputes. Open wars between tribes are rare but skirmishes between rival young Dragon Knights are common. Although not openly warlike, the Exodites are a robust, self-confident people and possess the legendary pride of the Eldar race.
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While individual Exodite societies vary, across worlds as well as between them, common to almost all of those known is a social structure based around small, independent tribal communities. The reasons for this are unclear; it is a commonly-held belief amongst the scholars of the [[Imperium of Man]] that tribalism is the natural state of the Eldar (evidenced by what little information is known to the Imperium of the Dark Eldar). The life of the Exodites is thought by these thinkers to bear the closest resemblance to the Eldar societies of their lost interstellar empire before the Fall began. Exodite society is a tribal one, each group owing allegiance to a local ruling tribe which in turn owes fealty to the planet's king and his royal tribe. Despite the claims of Imperial scholars, this social structure more than likely developed out of necessity, as small, scattered communities were the most efficient way to utilise the sparse natural resources of the newly settled [[Maiden Worlds]]. Due to the relatively few number of Exodites, there are causes to a few territorial disputes. Open wars between tribes are rare though skirmishes between rival young Dragon Knights are known to be common. Although not openly warlike, the Exodites are a robust, self-confident people and still possess the legendary pride -- some would call it arrogance -- of the Eldar race.
   
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Dragon Knights frequently try to steal away a rival's beasts or may attempt to move their herds over the grazing areas of other tribes. Such matters are seen as part of a Knight's training, and the dangers of death or serious injury are an accepted part of a young warrior's life. These raids and occasional deaths do not embitter the tribes, and it is notable that no matter how hard fought their disputes might be, no Eldar would despoil or steal the crops of a rival tribe even though these lie unprotected for months at a time.
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Dragon Knights in particular, frequently try to steal away a rival's beasts or may attempt to move their herds over the grazing areas of other tribes. Such matters are seen as part of a Dragon Knight's training, and the dangers of death or serious injury are an accepted part of a young warrior's life. These raids and occasional deaths do not embitter the tribes to one another, and regardless of how hard-fought their battles might be, an Eldar would not despoil or steal the crops of a rival tribe, even as these lie unprotected for months at a time.
   
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===Outcasts===
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==Outcasts==
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The Exodite societies are a common destination for [[Eldar Outcasts]] since they are are less hostile to outsiders than the Craftworld Eldar. Often these rogue Eldar seek the patronage of one of the Eldar tribes. In return they fight alongside the tribe's warriors and, for awhile at least, enjoy the freedom of mind which is impossible on the Craftworlds. To the Exodites the Outcasts are strange romantic figures, the masters of a hidden lore and way of life which is arcane and archaic. They bring skills which the Exodites value highly, and so are always made welcome at the courts of the tribal Eldar.
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The Exodite societies are a common destination for [[Eldar Outcasts]] since they are notably less hostile to outsiders and those who forsake the [[Eldar Paths]] than the Craftworld Eldar. Often these rogue Eldar seek the patronage of one of the Exodite tribes. In return, they fight alongside the tribe's warriors and, for a while at least, enjoy the freedom of mind which is often impossible to find on the Craftworlds. To the Exodites, the Outcasts are strange, romantic figures, masters of a hidden lore and way of life which is arcane and archaic. They bring skills the Exodites value highly, and so are always made welcome at the courts of the tribal Eldar.
   
 
==Sources==
 
==Sources==
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*''Codex: Eldar'' (2nd Edition)
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*''Codex: Eldar'' (6th Edition), pp. 7-8, 11-12, 14, 20, 46, 48
āˆ’
*''Codex: Eldar'' (4th Edition)
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*''Codex: Eldar'' (4th Edition), pp. 4, 7, 11, 14-15
  +
*''Codex: Eldar'' (2nd Edition), pp. 16-17, 30, 76
  +
*''Codex: Harlequins'' (7th Edition) (Digital Edition), pg. 3
  +
*''White Dwarf Magazine'' 126 (UK), "Space Marine - Knights," by Andy Chamber, pp. 28-29
  +
*''Promethean Sun'' (Novella) by Nick Kyme
  +
*''Path of the Renegade'' (Novel) by Andy Chambers
  +
  +
[[es:Exoditas]]
 
[[Category:E]]
 
[[Category:E]]
 
[[Category:Eldar]]
 
[[Category:Eldar]]

Revision as of 09:29, 14 February 2018

Eldar exodites

Eldar Exodite Dragon Knights and their reptilian dragon mounts, upon one of the Maiden Worlds

The Exodites are members of the Aeldari race that rejected the slow degeneration of their ancient civilisation before the Fall of the Eldar, exiling themselves from the core homeworlds of their star-spanning empire to newly-terraformed colony planets called Maiden Worlds. Upon their new homes, these so-called "Exodites" could isolate themselves from the Eldar's brewing corruption and hedonism -- and survive the cataclysm that would soon consume their people.

History

File:ELSMORE EldarExodites800.jpg

Eldar Exodites and a Megadon defend their world from the potential depredations of Imperial Space Marines

The Exodites are those who, a millennium before the Fall of the Eldar, predicted the coming of the Great Enemy, She Who Thirsts, Slaanesh, born of the growing decadence of the Eldar. Some of the more far-sighted noticed this. These few "dissidents" from the dark path began to tread openly, criticising the lax morals of their fellow citizens in the homeworlds, warning them against the hedonistic effects of limitless pleasure cults. Those who cried for restraint were often seen as deluded puritans at best, their calls for action mostly ignored. Soon the general collapse of Eldar society into hedonistic excess convinced even the most resolute that their species was racing towards an inevitable disaster. Fearing this, some Eldar decide to abandon their homeworlds and colonize new planets so recently formed that they were completely free of the creeping corruption. These Eldar, like their counterparts of the Craftworlds, remained untainted by the all-consuming change, what later generations of the Eldar would call, the Path of Damnation. Though by the time of their homeworld population's destruction, the Exodites would represent only a small fraction of the Eldar.

These dissidents had then come to be known as the Exodites, uniquely far-sighted and pragmatic members of their race, and reviled by fellow Eldar as dour fanatics obsessed with misery and self-denial. In fact, some were driven insane -- their dire premonitions ceaselessly haunting their every dream -- most likely an effect of the psychic ability all Eldar innately possessed. Other Exodites were genuine survivalists who firmly chose exile over degradation and destruction. All of those who sought new life began their exodus in an assortment of various Eldar spacecraft. Many died during the course of their long journeys, some reached new worlds only to be slain by marauding Orks or their chosen colony planet's natural predators. But many more persevered and survived, heading into the galactic east, as far from the Eldar empire's core worlds as they could reach.

The Exodites settled upon worlds within the fringes of the Milky Way Galaxy as early as the 26th Millennium. Many of these savage worlds were harsh and life was inescapably brutal for a people unused to all forms of extensive physical work and self-denial. When the final cataclysm of the Fall erupted in the 30th Millennium and the psychic birth pangs of Slaanesh consumed the Eldar homeworlds, the majority of Exodite colonies were far enough away from the psychic epicenter, and survived. The resultant psychic implosion wiped out the remaining doomed of the race, leaving a yawning hole in the fabric of space, a Warp rift which later came to be known as the Eye of Terror. While many Eldar Craftworlds survived, able to ride out the resulting psychic shock wave, the Exodites were already relatively safe -- or else they perished, their souls consumed by She Who Thirsts along with the rest of their race.

Culture

Exodite Household Guard by 3shades

An Exodite Royal Household Guard

Since the beginning in which they first settled, the current Exodite homeworlds have not changed a great deal. These Eldar live a more primitive and austere life than that of the Craftworld Eldar and even their surviving corrupted kin, who lived in the Webway before the Fall and are known as the Dark Eldar, or the Drukhari. Exodites learned to cultivate crops and harvest other natural resources, their societies adapted to a more rigorous and physical culture compared to those of the Craftworlds, who still make use of the Eldar's advanced technology to maintain a labour-free existence. Where the Craftworld Eldar cling to the past of their race and preserve all they can of their fallen civilisation, the Exodites have turned their backs, away from ancient tradition in favour of a simpler, harder way of life. Their psychic defenses are now tougher and more straightforward but not as subtle and thus ultimately less effective than those of their Craftworld cousins. They have proven until now to be capable of surviving, and of all the Eldar they seem the most likely to continue to do so.

The Craftworld Eldar regard the Exodites as rustic and simple folk -- vigorous and wild compared to their own introverted and often hermetically sealed societies. The system known as the Eldar Paths do not determine the way of life for an Exodite Eldar unlike those of the Craftworlds. The wilder and individualistic Exodites are more independent-minded and adventurous, able to live out in this austere fashion because of their extreme distance from the Eye of Terror, which still acts as a psychic focus for the destructive influence of the Eldar's most virulent enemy, Slaanesh. Unfortunately, distance alone does not protect them from the Chaos God's desire to consume all souls, and thus remains a significant priority concerning the Exodites' survival.

Exodite Worlds

The worlds of the Exodites are savage and untamed, their meager settlements coexisting with wild beasts of all kinds. They are too few and far enough between, scattered and disruptive to the delicate balance of nature. Many are only occupied for a few months of the year, because on many worlds the Exodites are nomadic, moving with the seasons and the herds. They time their migrations according to when they must collect and plant their crops, remaining only long enough to gather what they previously planted in the spring, and staying until it is time to plant the following year's crop and set off once again.

Creatures that inhabit these worlds are numerous and varied. Most of the Exodite worlds are home to large herds of Megadons and other gigantic reptilian beasts the Exodites refer to as "dragons." These creatures are not native to their regions, as the early Eldar settlers intentionally spread them throughout all their worlds so that they are now quite common. The Exodites follow these herds as they graze, carefully managing them for food. Not only partaking of their flesh but of their blood as drink, skins as clothing and leather-work, and bones and horns, which act in part as substitute for psycho-plastic substances such as the Wraithbone used by the Craftworld Eldar.

Dragons are diverse and contain different kinds of species, some of which are unique to specific worlds and used in different ways according to their size and nature. The massive herbivores known as Megadons, are slow-witted and easy to manage, although deadly if panicked or mistreated. These creatures provide most of the material resources used by the Exodites. Smaller Megadons are used to transport cargo and people across the great plains of their worlds. A large Megadon on the other hand, is capable of carrying a massive structure on its back, bearing the most enormous weights without concern. The smaller, carnivorous dragons ridden by the Exodite warriors are used to herd and control the herbivorous Megadons. These warriors are so adept as to be practically born into the tall dragon saddles -- consummate riders, wielding their long lances with ease. A stab with one of their lances will turn or stop a Megadon without causing it any harm, but the same blow would knock the most hardy Eldar to the ground, lifeless. Warriors are an integral part of Exodite societies. They play an important role as protectors of each community as well as acting to safeguard their valuable resources from predators and the like.

Technology

The psycho-plastics like Wraithbone that are the cornerstone of Eldar technology are rare and precious on these remote planets, so the Exodites utilise other substances and rely upon simpler methods for certain tasks and constant physical labour that is all but unknown to the Eldar of the Craftworlds. Although this lifestyle is in many respects a primitive one, the Exodites still possess many advanced technologies and remain familiar with the sophisticated materials used on the Craftworlds. It is by choice that they live as they do, and their way of life has proven every bit as successful, if not more rewarding than those of the other Eldar.

Every Exodite homeworld has its own equivalent to the Craftworlds' Infinity Circuit which they refer to as the World Spirit. This immense store of psychic energy is where the minds of the dead Exodites are preserved forever after their passing from the physical world. Like their Craftworld kin, the Exodites also wear Spirit Stones, and when they die they are taken beneath the earth into one of their great tribal barrows. There, they are laid to rest; their Spirit Stones broken upon the altars of the World Spirit so their souls may become a part of that potent psychic collective.

This complex psychic energy grid extends over the entire planet, stretching between the tribal barrows, stone circles and standing stones. The Spirit World (the Warp) and the Material World (realspace) can interact at these special places; the spirits of the dead flowing together as one network of pure psychic energy, a vortex of power where the living can talk to the dead if they possess the psychic ability to interact with the World Spirit. The stone circles and standing stones scattered all across Exodite worlds are made from psychically interactive crystals. These towering stones are essentially gigantic Spirit Stones that anchor the World Spirit's psychic power into planet. The links between these stones form a part of the Eldar Webway, but the paths from the Webway into the different World Spirits are well-hidden and closely guarded. This enables Eldar to move between the Craftworlds and the Exodite Maiden Worlds by means of the Webway, with interlinking paths over the Exodite worlds themselves. Because their worlds are home to their departed spirits and shelter them from the predation of Chaos, the Exodites will fight fiercely in protection of their planet. To abandon a settled world is akin to abandoning the souls of their ancestors to the Warp and She Who Thirsts, for without constant replenishment, World Spirits diminish slowly and are rendered vulnerable.

Society

Salamanders vs

Eldar Exodite Dragon Warrior defending his world from Salamanders Space Marines

While individual Exodite societies vary, across worlds as well as between them, common to almost all of those known is a social structure based around small, independent tribal communities. The reasons for this are unclear; it is a commonly-held belief amongst the scholars of the Imperium of Man that tribalism is the natural state of the Eldar (evidenced by what little information is known to the Imperium of the Dark Eldar). The life of the Exodites is thought by these thinkers to bear the closest resemblance to the Eldar societies of their lost interstellar empire before the Fall began. Exodite society is a tribal one, each group owing allegiance to a local ruling tribe which in turn owes fealty to the planet's king and his royal tribe. Despite the claims of Imperial scholars, this social structure more than likely developed out of necessity, as small, scattered communities were the most efficient way to utilise the sparse natural resources of the newly settled Maiden Worlds. Due to the relatively few number of Exodites, there are causes to a few territorial disputes. Open wars between tribes are rare though skirmishes between rival young Dragon Knights are known to be common. Although not openly warlike, the Exodites are a robust, self-confident people and still possess the legendary pride -- some would call it arrogance -- of the Eldar race.

Dragon Knights in particular, frequently try to steal away a rival's beasts or may attempt to move their herds over the grazing areas of other tribes. Such matters are seen as part of a Dragon Knight's training, and the dangers of death or serious injury are an accepted part of a young warrior's life. These raids and occasional deaths do not embitter the tribes to one another, and regardless of how hard-fought their battles might be, an Eldar would not despoil or steal the crops of a rival tribe, even as these lie unprotected for months at a time.

Outcasts

The Exodite societies are a common destination for Eldar Outcasts since they are notably less hostile to outsiders and those who forsake the Eldar Paths than the Craftworld Eldar. Often these rogue Eldar seek the patronage of one of the Exodite tribes. In return, they fight alongside the tribe's warriors and, for a while at least, enjoy the freedom of mind which is often impossible to find on the Craftworlds. To the Exodites, the Outcasts are strange, romantic figures, masters of a hidden lore and way of life which is arcane and archaic. They bring skills the Exodites value highly, and so are always made welcome at the courts of the tribal Eldar.

Sources

  • Codex: Eldar (6th Edition), pp. 7-8, 11-12, 14, 20, 46, 48
  • Codex: Eldar (4th Edition), pp. 4, 7, 11, 14-15
  • Codex: Eldar (2nd Edition), pp. 16-17, 30, 76
  • Codex: Harlequins (7th Edition) (Digital Edition), pg. 3
  • White Dwarf Magazine 126 (UK), "Space Marine - Knights," by Andy Chamber, pp. 28-29
  • Promethean Sun (Novella) by Nick Kyme
  • Path of the Renegade (Novel) by Andy Chambers