Joining the Éored
number of guidelines have been established for those thinking
of bring characters into the Éored group. Players
within the Éored MUST (unless otherwise sanctioned
or directed by the group co-ordinators) conform to the following
guidelines to ensure the consistency of the Éored
group ethic as a whole. If you have any questions regarding
character design or if you want to find out more about the
Éored group, then please contact the group co-ordinators.
Éored believe that a large part of the Live-Roleplaying
hobby is in the creation of a believable world – a
world consistent to its own rules, fashion and period, that
allows its players to immerse themselves into that world
and their role within it.
The Éored group are human; no other race
would ever be considered an Éored or married to one,
however, they do have friends and associates who have overcome
the Éored’s racial prejudices to become accepted
and tolerated amongst the group’s ranks.
2. The ranks of the unliving, deamons and the greenskins
are universally distrusted and despised. Throughout
Éothéod history, these creatures have surfaced
and universally proven themselves to be hated foes of the
most dishonourable nature.
forces of the unliving offend Éothéod nature
purely by nature of the fact that they walk in mockery of
life outside the established wheel of life: these foes,
if they must be dealt with in anything less than an aggressive
manner, are the sole province of the Éored’s
with their abilities to infect, manipulate and otherwise
taint the minds and decision-making capabilities of mortal
man are generally feared and loathed by the Éothéod
at large, however, powerful shamans of the Éored
are known to have defences against the subtle powers of
infernal creatures, as such these individuals are called
upon to deal with their kind.
races of goblins and orcs, collectively known as the greenskins,
are utterly despised. Éothéod history is littered
with tales of deceit and destruction at their hands and
centuries of negative dealings with these reprehensible
creatures have deeply coloured the perceptions of the Éored
against them. Universally considered to be utterly without
honour, the greenskins are the most hated enemies of the
directed by group co-ordinators, the above creatures are
treated with the utmost contempt and hatred, however, it
is possible through roleplay for the deep-seated disgust
of these races to be overcome, but doing so should be a
steep and slippery up hill struggle for both parties.
3. No mages exist within Éothéod stock;
as such it is impossible to play Éored characters
if they have either Mage I, Mage II within their character
4. Both Corporeal and Shamanic casting are known,
though the latter is rare among the Éothéod,
with only one or two shamans known to exist per handful
of fiefs, and its practice is generally considered by most
to be unnatural at best and witchery at worst. By contrast,
Corporealism is more common with each fief home to at least
one of these casters. As corporeal casting is thought to
derive its power from the Sun, as a result, those who practise
the healing art commonly make some show of venerating the
Sun to gain their healing powers. This can be as simple
as spending a minute in quiet contemplation under its rays
or casting a copper coin that has been held to the sun into
the wéoh (shrine).
5. Being a martial culture, all characters, even
those selecting ranks in Corporeal or Shamanic magic, should
still be competent warriors. The need and responsibility
to defend oneself, one’s lands and the bretwalda fall
squarely on the shoulders of each and every member of the
Éored. In essence there are no ‘healers’,
‘traders’, ‘alchemists’ and so on,
no matter how ably they fight, rather the Éored is
comprised solely of warriors who are capable of healing,
trading or brewing potions.
6. As a general rule the Éored derives its
battlefield strength from the uniformity of its troops.
The Éored are primarily a shield wall unit, therefore
please bear this in mind when you choose your weapons proficiencies.
If you are not going to be part of the shield wall itself,
ensure that you select weapons proficiencies that will complement
it, such as either the Projectile Weapon or Polearm skills.
The Éored are comfortable with the use of either
of these types of weapon, though bows are widely considered
only for hunting. It should be noted, however, that until
there are a significant enough number of people capable
of using either of these types of weapon, it is unlikely
that the Éored will be able to make full use of them
7. While any Wear Armour proficiency is suitable
within the ranks of the Éored, many find Medium or
heavier armour the most suitable choice due to
the martial nature of this group. This is not to say that
Light armour is not unknown or unacceptable.
8. Knowledge of poisons is common among the ranks
of the huscarls, especially those of the Éohere
charged with the defence of the bretwalda, and the helends,
whose skills are commonly called upon to combat a poisons
effects. However, the use of poisons is sickening to the
Éored, these foul brews are thought only to be used
by the most dishonourable of foes who, incapable of besting
an enemy solely by virtue of their skill at arms, must resort
to the basest means to lay them low. Poison Lore I and Poison
Lore II skills may, therefore, be selected by characters
within the Éored, though it is strictly constrained
to its defensive uses only.
9. No Éored may select the Scrounge veteran
skill, as the skill by its very nature breaks one
of the common laws of the Éothéod: ‘Do
not hawk’. Scrounging is begging and is not tolerated
among Éothéod society and therefore is not
tolerated among the Éored.
10. Characters choosing to use the Versatility veteran
skill to select the Magic Resistance ability must first
demonstrate an extensive period of roleplay with one of
the Éored’s wise ones. It is only
through the training that these individuals can provide
that sufficient knowledge of the workings of magic can be
gained to be able to resist its powers and influence.
11. Characters choosing to use the Versatility veteran
skill to select the Chameleon ability must first demonstrate
an extensive period of roleplay with one of the Bwana Nunda.
It is only through the training that these individuals can
provide a sufficient understanding of the use of one’s
surroundings to mask their presence from the sight of others
12. All character backgrounds should be discussed
with the group co-ordinators before it is introduced.
This ‘approval’ process not only ensures and
maintains the overall feel of the group, but may also serve
to introduce plot or lead to inclusive roleplay for the
group as a whole.
The Éored could easily be accused of being "costume
fascists". It is true to say that the group has a reputation
for both its high quality costume and the nature of that
costume – chosen to instantly convey the martial and
Saxon-esque style that its players strive to create. It
is also true to say that the Éored as a whole actively
encourage this attention to costume having spent years dismayed
by those who choose to spend their events running around
in jeans and T-shirt, expecting to be treated as the serious
and mighty warriors they are attempting to portray solely
by virtue of the large gaffer-taped sword they carry with
of the areas the Éored are proud to call one their
strongest is its look and feel of the group. In an attempt
to preserve that in the face of those who insist on making
the field of battle look more like a modern gang fight with
oversized weapons rather than a truly fantastic battle,
the members of the Éored are asked to remember the
group’s Saxon/Rohirric styling. Would a World War
II re-enactor be allowed to participate in a Napoleonic
society’s battles? We do not think so – even
if he had paid his membership fees.
the Éored is not a historical re-enactment society,
it does endeavour to maintain a consistent feel and look
among its ranks in the hopes that players, both within the
group and beyond, feel part of a consistent, believable
and mythic world. The symbiosis of efforts on the part of
both individual players and the group as a whole to maintain
the suspension of disbelief is an important part of the
group, and creating a dynamic atmosphere of myth and magic
is hard enough without someone in jeans and a studded biker
jacket joining the Éored warband at the campfire.
this in mind the group asks its members to abide by the
following costume guidelines.
trainers, combat trousers, denim jeans or T-shirts should
form a group member’s costume.
2. As black dyes were especially expensive and thus rare
in the societies that the Éored takes its inspirations
from, please endeavour to steer away from black costume
items, such as leather armour, opting instead for earthy
colours such as browns, russets and greens.
3. Members of the Éored should endeavour to have
a green cloak, though this is not essential.
4. Shields of the Éored commonly display either a
white horse device, or if playing a helend or a member of
royalty, a sun device is also appropriate.
5. Outlandish weapons, such as those made from stone or
wood, those of unrealistic proportions or those of a more
basic or barbaric nature are not considered appropriate
for members of the Éored.
6. Many ideas, specifically regarding costume, have been
derived from Peter Jackson’s interpretation of the
Rohirrim in his Lord of the Rings films, or Bernard Cornwall’s
warlord trilogy (The Winter King, Enemy of God and Excalibur).
Members are encouraged to look to these sources for inspiration.
might argue that we are elitist, and that to attain costume
worthy of our high standards, members must spend a prohibitive
amount of money on costume: not so. True, some of our players
either devote hours to making beautiful costume and gear,
or spend small fortunes buying elaborate kit; but costume
need not be expensive. For new members we can often scrounge
up enough spare costume to provide a full costume, including
weapons if needed, though please contact the group co-ordinators
if you would like to take us up on this. Thus, a new player
starting off in the Éored, needs only a plain tunic
and trews (trousers) and a belt – hardly an insurmountable
barrier, we are sure you will agree.
wish to become part of the Éored group, please respect
the minimum costume standards and period code its members
strive to hard to maintain. We believe that our members
should make, borrow, hire or buy kit relevant to the group,
while turning up in inappropriate costume is considered
lazy and rude. It shows disrespect for the efforts of fellow
players who have kitted themselves out appropriately and
who have worked hard making costume, props and dressings
to compliment their event.
When booking the following information should be included
in your booking form;
Group Leader: Matt Kneeshaw