The soon-to-be-released Aeldari Exodites may be new to the tabletop, but they’ve been part of the background of the Warhammer 40,000 universe for a long time. Today we’re taking a look at their place in the universe, and within the complex structure of the Aeldari species.
The Fall of the Aeldari
Long before the founding of the Imperium, Aeldari civilisation was at its height – and there were signs that something was terribly wrong with it. As most sank into decadence, joining pleasure cults, and focusing on the now with no regard for what that might mean for the future, some puritanical Aeldari were revulsed at the growing degradation and, lacking the ability to change the direction of their people, did the only thing they could – they left.

Most left at the last moment on the huge ships known as craftworlds, preserving what they could of their technology and high civilisation – but others departed well in advance and less grandly, making their way via the Webway and fleets of small ships to remote and distant worlds, intentionally abandoning many elements of the culture that they saw as inherently corrupt. These far-sighted survivalists became known as the Exodites.
When Aeldari civilisation finally fell, consumed by the birth of Slaanesh and the creation of the Eye of Terror, some of the fleeing craftworlds managed to ride out the psychic shockwave, and other Aeldari escaped She Who Thirsts by retreating deep into the Webway. But many Exodites were already far from the Eye, and those who were far enough away from the epicentre survived.
Maiden Worlds
Maiden worlds, or lileathan, are worlds seeded for slow terraforming by the Aeldari generations before their fall. Many an Imperial colony ship has landed on a seemingly untouched paradise, only to find very angry and heavily armed Aeldari who’re keen to explain their prior claim. But while some maiden worlds are peaceful and tranquil, it was not to these that the Exodites went. Disgusted with what they had seen amongst their deteriorating civilisation, and wishing to cleanse themselves of their society's excesses, they selected maiden worlds that – while in many cases, lush and verdant – would present a challenge to their survival. This was an intentional choice, as merely staying alive would occupy their time, forcing them to live with a discipline and focus similar to the Path system later adopted by the craftworlders.

Syph
Syph is one such maiden world, beautiful and dangerous, covered in lush rainforests, deep seas, and wide grasslands as well as a variety of lethal flora and fauna. It is ruled by nomadic clans of Exodites, each with its own territory. They rarely gather in great numbers, and there are no cities. This lack of visible civilisation to draw attention, combined with its remoteness, are two of the planet's main defences. For the most part, Syph has remained undisturbed – but recently, a ramshackle fleet has brought a force of Beast Snagga Orks to the planet, guided by a Wurrboy’s visions of a world full of hungry, dangerous predators.*
Dragon Knights
Unfortunately for such unwelcome visitors, Syph – like all Exodite worlds – is not without its defenders. The noble elite of the Exodites – Dragon Knights and Dragon Masters – ride to war atop lizard-like beasts known as saimneth or drakesteeds: one of several kinds of creatures collectively referred to by Exodites as dragons. Most Dragon Knights are armed with high-tech laser lances and solar carbines, while Dragon Masters include expert duellists, powerful psykers, and deadly snipers. And, of course, there’s also the threat of the drakesteed itself.

World Spirits
Like the Aeldari of the craftworlds, Exodites use waystones to protect their souls from She Who Thirsts. Unlike craftworlds, though, Exodite worlds do not have infinity circuits. Instead, they have a world spirit – a vast network of psychocrystalline steles, menhirs, and barrow nexuses, which hold the souls of the dead Exodites in a gestalt reservoir of energy that helps to hide and protect the world.
Echoes of Ancient Kinship
Although inherently isolationist, Exodites do have some contact with other elements of the Aeldari diaspora, and it is not unknown to see Dragon Knights fighting alongside forces of the Asuryani, Harlequins, or Ynnari. Craftworlds Biel-Tan and Saim-Hann in particular maintain close ties to the Exodites, and regularly deploy to help defend Exodite worlds.
They were the first to leave the collapsing Aeldari empire, and now at last the Exodites have arrived on the tabletop. Whether it’s against the Beast Snaggas on Syph or out in the wider galaxy, the Dragon Knights are sure to leave their mark. It’s hard not to leave a mark when you ride someone down with a drakesteed.

Kill Team: Exodite will be available to pre-order from Saturday, and it includes a book filled with Exodite lore.
If you want to use your Dragon Knights in Warhammer 40,000, check out yesterday’s rules article here on Warhammer Community.
* This is what Beast Snaggas consider a good time.











