Saturday 21 April 2018

Warhammer 40K Lore: Why the Dark Eldar Get It Right


So, you might be wondering where the Codex: Dark Eldar review is. I'll go into more details on why we're not covering that tomorrow, assuming there are no further interruptions, but for the time being this is going to focus on something we have needed to cover for a long time. Specifically why the Dark Eldar - or Drukhari now - have become a personal measuring stick to judge all others by in terms of lore. 

Some of you are likely scratching your heads at the above comment. As concepts go, the Dark Eldar can seem like the sort of creation which verges on camp. Aside from the BDSM imagery and aspiring for little more than piracy, they're vampires which feed on pain more than blood. Even if you account for their more unique qualities which give them some extra depth such as their history, the nature of the Webway and She Who Thirsts, on its own it doesn't seem to be enough. These issues are likely part of why they lay in something of a slump for twelve years, ignored by all but a few authors.

Even the main characters can often come across as archetypes, with Vect as the Chessmaster overlord and Duke Sliscus as the risk-taking adrenaline junkie. They're not overly cliched, mostly, but their bare essentials seem to be unremarkable. However, there's ultimately one thing which makes this faction infinitely greater than the sum of this parts: The fact that they are treated as a civilization with an army, and not an army with a nation attached.

Whenever you read, examine or even just skim over the lore within the codex, you will likely notice one thing. Far more time is spent building up a sense of a self-enclosed world and ecosystem than almost any other book. Take, just for starters, the descriptions of Commorragh's trans-dimensional state and how it is structured. Each codex goes into detail in terms of how the city is built upon ruins upon sub-dimensions upon forgotten territories. The realm itself isn't simply divided up into sections or districts so much as entirely new areas, and each has a history to it. Even when the codex does not deign to offer a wholly detailed or comprehensive version of this, you're still given a good impression of its nature. More importantly, it also details just why it is there and how it fits into the larger scope of the city itself. Some certainly link to units, but they are not utterly beholden to them and they do more than simply serve to promote or focus on a single miniature.

Many of the unit descriptions themselves did more than merely describe their capabilities. Instead, they often went into detail surrounding how they lived within the Webway and the role they served. This is easy to perform with certain cases, and most armies can pull this off with HQ choices. The likes of the Haemonculus, for one thing, is an easy unit to do more than outline its role on the battlefield. However, the Dark Eldar often take this to the next level. The likes of Scourges and Mandrakes have detailed descriptions which mention how they favour parts of the city, how they operate there and how they are regarded. The former in particular could have easily been a forgettable throw-away cannon fodder unit, but they instead have a much more detailed and distinct background to them than what most other units are granted.

Even before getting to the major factions within the city, the Kabals and various cults, you have a full ecosystem. You have a tiered hierarchy, a group of figures and various individual domains which stand apart from one another. Each is also told with an abject emphasis on atmosphere and detailing their impact among the population of Commorragh. To offer a video game comparison, most codices (especially those of the Imperium) are Age of Empires. They have a variety of sub-factions and distinctive visual looks, but ultimately every unit, every creation, is there to fight and die in battle or supply that army. The Dark Eldar, however, are more akin to Dungeon Keeper. Every unit has its distinct quirks, agendas, rivalries and issues to deal with. Your base of operations isn't simply a production line to deploy more units, it's a world unto itself and when not directly commanded your units will wander about fulfilling their own desires. While neither is bad mechanically - and again, this is purely a generalized examination of codices - the latter offers far more character in terms of its narrative depth. It also means that any unit, even the cannon fodder, are directly representing some part of the city thanks to their presence.


Even the stories themselves tend to often focus more on power plays, acts of triumph and political machinations over the usual conquests. When the kabals fly out in search of new prey, it is done in the name of furthering their power and status within the city, along with survival. Their mission, their battles and wars, are ones of industry and survival as much as service to some greater power. There's a bitterly spiteful pragmatism to each act, and when they do claim glory it is in the name of carving out their own personal legend. It's that odd contradiction which slots so perfectly well together, something which is less Space Knights Templars than it is the Godfather meets Hellblazer

So, you might be wondering if this is truly different from other xenos armies. While we briefly discussed the Imperium, others like the T'au Empire, Necron Dynasties and Craftworld Eldar each have cultures and histories in of themselves. That's true, but the focus is always in their nature as a military force. Take the T'au Empire for starters, what do we actually know of the Empire itself? We know there are five castes, that they are divided up into Sept worlds and that they induct species into their domain. Fine, but what else? Even when those species show up as auxiliary units, they lack that same distinct individual quality found within those of Commorragh's raiders. The Vespid, for one, are offered only a brief if well-told history, but little in the way of their role as a small cog within a much bigger machine. Equally, the book places a clear emphasis on the Fire Caste over all others, so we learn much of their military, but little of their inner workings. The same is true of the others in this regard as well, and the codices rarely break away from this. It's been a long-standing issue with the Craftworld Eldar in particular, and something that the writers have only just started to remedy.

You can obviously argue that the Dark Eldar have an inherent advantage in this regard, and you would be right. However, the entire army was reworked and retooled back in the Fifth Edition to take advantage of this benefit. Rather than the usual betrayal or horrible botch job that Edition was infamous for, that codex remained true to their core themes and instead only enhanced them. It took advantage of the same core concepts, and reshaped itself to better work with its most essential ideas while remaining loyal to its image. It would be easy for the aforementioned factions to do something along the same lines. Challenging to be sure, given the fact their units are less a part of a city's culture than a devoted military, but it is still possible. Even those of other games have begun following similar themes, with the likes of the Kharadron Overlords retaining a similar structure in how war is often business for them. It's for this reason that, every time someone asks what codex to look into for inspiration, I always end up pointing to a codex of this faction.

None of this is to say that the Dark Eldar (oh fine, the Drukhari) are the be all and end all of this. The Codex: Tau Empire of the Sixth Edition is a stellar example of a fine work with many strengths, while the likes of the Black Legion supplement offers a fine example of how to utilise and build a culture from Chaos. It's simply that the Dark Eldar, of late especially, have always done it most effectively.

4 comments:

  1. I will always remember the first Necron codex, which treated them less as an army and more as a mystery. That was a haunting codex.

    I agree, the Dark Elves seem to have been well developed by grace of being fringe and not overly popular, and therefore given to fringe writers or the execs having very little say in what happens within the writing room. This happened as well with the first Tau codex, to an extent: a greater vision of the world than we have been given since.

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  2. I can see the want to treat each faction as a civilization first and an army second, but I feel that looking for this in every army isn't a good idea. The Imperium for example is a massive civilization that could not be covered in each individual book which is why I feel that it's a better idea for these books to focus on their individual aspects, which inevitably lead to them focusing on its armies since this is still a wargame. At times I'd like to see a book that delves into exactly what the Imperium is as a whole, and in fact when those times roll around I can just pull out one of the several I have. they're called the old 40k BRB's.

    This isn't to say that there aren't several books which did focus on other factions as civilizations first however, I honestly thought the Inquisition book (the one that was pdf only) did a really good job at fleshing out the various factions and their beliefs. It gave so much that you could do to make your own force unique and to forge a history for your character, as well as giving you a means to give good context to any possible fight you could get into.

    To get back on track however, the old 40k BRB's actually did focus a lot on the Imperium and other factions as a whole, which I feel helped to sell the idea that the main rulebook was the civilizations in the setting, while the codices were the armies. The main book would get you invested in the factions while the second allowed you to play as them. Personally I'm going to have to say that I would rather they expand that system and have it include the other factions in greater detail (instead of having the Imperium hog the spotlight), rather than leave the BRB as just a rulebook while cramming everything into the various codices they release.

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    1. Oh no arguements there at all, and I wouldn't argue that it could be worked into every single army possible. The main issue I wanted to cite was the fact that too too often the text itself just comes in service of justifying the army somehow. That might sound odd, but it constantly boils down to "X event happened, so unit Y now has this gun" or things like that. At this point, that's just robbing the army of its own character and potential history. Just to cite the Imperial Guard for the moment, the likes of Tallarn should have a fully fleshed out culture unto itself, but most of Tallarn's history amounts to "The Iron Warriors bombed the planet during the Heresy... Then some other stuff happened" with few details or ideas outside of that. I mean, it's saying something when the Tanith First and Only are among the most fleshed out, when their entire history consists of being woodland hunters, traders and the last of their kind.

      I will actually still agree that the elements you cite are good ones, and it is something I would definitely like to see much more of in the future. It would help the likes of the T'au Empire or others to stand out more if something was offered up to them, especially as their own worlds seem to consist of a paragraph or sentence each. All of which usually amounts to a stereotype and little else. Equally, while it is still a wargame, it's hard not to be disappointed when any effort to cover the Eldar skips over the nature of craftworlds, their societies or the fine details of the path system in favour of mentioning how many guns they have.

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    2. I get what you mean, and maybe it's one of the reasons I enjoyed a number of the things Ward did with the Necrons, like stating that the Gauss weapons weren't actually Gauss weapons (points to him, since they're not) but are actually modified construction equipment, originally meant to take stuff apart (which also explains why they worked so well on vehicles).

      It's the same way that I like how the 30k stuff mentions how the Graviton weapons are probably not originally meant to be weapons, but were instead used more as tractor beams to move heavy objects around. They then used this as a good example when the first Grav-Guns came out, which they said were actual weaponized versions of the Graviton guns.

      To this end I think other factions can add more character even in their army books by explaining some of the history of their arms and armout like that (for example how Terminator Armour was originally meants as a protective suit, not something meant for warfare) as it makes them feel more alive to me anyway. It also shows how the faction progresses as the new tech is developed and where they originally come from which I think is quite neat.

      To that end I feel that's where factions like the First and Only really shine, since their appearance alone help tell the story of their background rather than just being like the rest of the Guard and going: "here are your troops".

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