The Exodites Today
Settling New Worlds
When the Exodites abandoned their old homeworlds, they left in assorted spacecraft with few provisions and a strong will to survive, choosing exile over degredation and destruction. Many died out in open space. Some reached new worlds only to be slain by Orks or natural predators. Many more survived. For the most part, they headed eastwards, as far from the main concentration of Eldar worlds as they could reach.
Upon the fringes of the galaxy they made their new homes. The worlds they settled were savage and life was often hard for a people unused to physical work and self-denial. When teh final cataclysm errupted most of the Exodite worlds were far from the psychic epicentre and survived. The resultant psychic implosion wiped out the rest of the Eldar race and left a gaping hole in the fabric of space, but out on the fringes of the galaxy the Exodites were safe. Many Craftworlds rode out the psychic
shock wave and survived that way, but the Exodites had already reached places of safety - or else they perished with the rest of their race and have been forgotten.
The Exodite Worlds
Since they were first settled, the Exodite worlds have not changed a great deal. The Eldar that live there have learned how to cultivate crops and harvest other natural resources. The psycho-plastics necessary for Eldar technology are rare and precious on these remote planets, and reserved for defensive weapons and other important uses. Due to this, the Exodites use other substances and rely upon simpler ways and physical labour. The Craftworld Eldar regard the Exodites as rustic and rather
simple folk, vigorous and wild in a way that is quite unlike their own introverted societies. Craftworlders and Exodites travl within each other's realms, but their different mental outlook and way of life means that they have their own concerns.
The Exodite worlds are untamed and often dangerous planets. Mighty rivers roar unchecked over their natural flood plains. Massive forests stretch over thousands of miles of virgin woodland. The few meager settlements co-exist with wild beasts of all kinds. The Exodites are too few to disturb the balance of nature. Their settlements are small and thinly scattered. Many are occupied only 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 so that they arrive at their camps in the late summer to collect crops planted in the spring, remaining until it is time to plant the following year's crop and move on.
The wild creatures that inhabit the Exodite worlds are many and varied. Most of the Exodite worlds are now home to large herds of Megadons and other gigantic beasts. It is likely that these creatures are native to the region, but that the early settlers spread them throughout the worlds so that they are now common. The Exodites follow the herds as they graze the endless grasslands of the great plains. By carefully managing the herds the Eldar live upon them, eating their flesh and even drinking their bloodm and utilising their skins to make clothing and leather. Even bones and horn have their uses, and these materials
partly subtitute for the psycho-plastic substances used by the Craftworld Eldar. 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.
The Exodite Tribes
The Exodites are a tribal people. Each tribe owes allegience to a local ruling tribe which in turn owes fealty to the planet's king and his royal tribe. As there are relatively few Eldar there are few territorial disputes. The tribes live within substantial areas which easily meet their grazing and cultivation requirements. 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 they have the legendary pride of the Eldar race. 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.
War and battle is not uncommon on the worlds of the Exodites. Ork raids are a constant threat and human settlers are no respecters of Eldar territory. Amongst the most persistent foes are the human settlers of the Knight Worlds which lie closely intermingled with the planets of the Exodites. The human Knight Lords are aggressive, warlike people whose determined independence makes it impossible for even the Imperium to
control them. Like the Exodites they are descendants of ancient settlers, raised amidst constant danger and proud of their autonomy. Their fierce war machines are a common sight on the Exodite worlds. Battles between giant war machines and valiant Exodite warriors are always hard-fought and destructive. But the Eldar are capable of agression too. They use the Webway to reach the Knight Worlds where their raids are often so devastating that entire planets are subsequently abandoned.
The Wolrd Spirits
The wraithbone core of each Eldar Craftwolrd acts as a repository and conductor of psychic power. It is also the ulitimate refuge for the spirits of its people in death. Every Exodite world has its own equivalent to the infinity circuit which is called to World Spirit. Grown from crystals given to the Exodites by the goddess Isha, the Wolrd Spirit is an immense store of psychic energy where the minds of dead Eldar are preserved forever. Exodites, just like their Craftworld cousins, wear spirit stones and when they die they are taken beheath
the earth into one of the great tribal barrows. They are laid to rest there and their spirit stones are broken upon the altars of the World Spirit.
Each World Spirit is a complex psychic energy grid which extends over the entire planet, stretching between the tribal barrows, stone circles and standing stones. These important places are where the spirit world and the material world can interect, where the spirits of the dead can flow together, and where the living can talk to the dead if they have the power.
The stone circles and standing stones are extensions of the pure,
crystline wraithbone of the World Spirit. At these points, where the World Spirit pierces the surface of the planet, the Exodites build temples to their gods. These towering stones are gigantic spirit stones which anchor psychic power into the earth. The links between them form part o the Eldar Webway, but the paths from the Webway into the Wolrd Spirits are well hidden and protected. Eldar are able to move between Craftworlds and Exodite Worlds by means of the Webway, and there 1are paths over the Exodite worlds themselves. The most potent link in the
entire World Spirit network is the royal circle of the planet's king. This impressive structure consists of a system of concentric circles connected by avenues of megalithic spirit stones. The roual circle is supported by outlying menhirs which carry power throughout the entire planet and focus the energy of the world upon that one spot.
Because their worlds are home to their departed spirits and shelter them from the predations of Chaos, the Exodites will fight ver fiercely to protect their planets. To abandon a world is akin to abondoning the souls of your ancestors to the warp, for without constant replenishment the world spirits diminish slowly and become vulnerable. Just as the wraithbone core of a Craftworld can unwittingly harbour a daemonic intelligence, so the standing stones can provide dgress to daemons from the warp should the psychic paths be left unguarded. For a the daemonic
army to pour from the barrows and standing stones if the Exodites would be the realization of their worst nightmare, but such things have happened in the distant past and remain an ever-present danger today.
Outcasts and the Exodites
Many Eldar take the Path of the Outcast during their lives, leaving their Craftworlds and seeking adventure in the wide universe. These Outcasts travel between the stars in their spacecraft. They search fo Maiden Worlds to settle, and visit the Exodite worlds where they may live amongst their distant cousins.
Outcasts are common enough on the Exodite worlds, often seeking the patronage of one of the Eldar tribes. In return they fight alongside the tribe's warriors and, for a while at least, enjoy the freedom of mind which is impossible on the Craftworlds. Sometimes the Outcasts settle permanantly amongst the Exodites, or upon some uninhabited world, and become the first settlers of a new Eldar colony. 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 Exodite value highly, and so are always made welcome in the courts of the tribal Eldar.
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