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Joining the Éored

A 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.

The 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.

1. 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.

The 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 shamans.

Deamons, 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.

The 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 Éothéod.

Unless 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 skills.

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 in battle.

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.

Costume Guidelines
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 them.

One 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.

While 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.

With this in mind the group asks its members to abide by the following costume guidelines.

1. No 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.

Some 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.

If you 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.

Booking Information
When booking the following information should be included in your booking form;

Group Leader:
Matt Kneeshaw

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