FAQ


Frequently Asked Questions

Who are you?
Who are you with?
What is LARP?
Who are the Lorien Trust?
What is the world of Erdreja?
How do you fight?

Where are you based?
When do you practice?

How do I join?
What can I do?
How do I make a character?



The North Down Militia

We are a Live Action Role-Playing (LARP) group who participate in the Lorien Trust world and events.
The North Down Militia is a spearman unit that follows a military style of training and organization. This allows us to perform our missions and duties with speed and military precision. We still have fun though.
Complementing the unit of spearmen are several archers, spellcasters, healers and skirmishers.


Purpose and Loyalty

The NDM is essentially a mercenary unit.
That doesn't mean we'll do anything for money, but its usually a good motivator. Contracts are agreed with the Captain and if accepted they will be carried out with all skill within the negotiated terms of contract. We have never violated a contract, nor had cause for an employer to terminate it.
It is by sticking to our word and following orders that we have gained a reputation for trustworthiness. It is by showing discipline and skill on the battlefield that we have kept it.


LARP

Role-Playing is basically acting without a script. You create a character in your head (it could be you, someone you admire, or a make-believe personae) and then decide how you think they would act in this pseudo-medieval world.

Live Action Role-Playing (LARP) is doing this in "live action", or in real time.
So instead of telling someone what you are doing (as with most role-playing games) you just do it yourself. If you want to attack someone, throw magick at your foe or run away, the choice is up to you and so is how its done. Swing a sword or axe, make a grand magickal gesture or just wiggle your finger, the choice is yours.
You decide how your character thinks and acts, then do it.


The Lorien Trust

The Lorien Trust are the organization that facilitate and run the fantasy world that we participate in. They come up with various plots and storylines for the thousands of players in the UK to get involved in.
By providing rules for combat and magick they have created a safe and fair LARP system that makes the LT world a fun place to live in.
Although they usually set the ball rolling and quite often give storylines a push, the outcome is up to how the players interact with it. Keep in mind also that every player has their own agenda, politics and warring nations make this a very interesting world indeed.

See the Lorien Trust Website for more information.


Erdreja and the LT universe

Erdreja, as described by the Lorien Trust, is a egg-shaped world.
Magick is a way of life for the populous, used in everyday ways instead of technology. It has shaped the world and its people; magick and the sword rule by force.

Many races inhabit the lands, from towering ogres, secretive elves, gruff dwarves, tribal beastkin to the common human.

Countries are ruled by warring Factions, each with their distinct traits and preferences. With swords and sorcery controlling the people, politics controls the borders between them.

See the Lorien Trust Website for more information.


Combat within the LT universe

Not everyone in Erdreja carries a weapon, but for most people it is an everyday necessity. For those who live the life of a warrior, weapons are not only necessary but often a point of pride.

Weapons allowed into Lorien Trust events must be safe to hit other players with, and weapon checks are commonplace to ensure this. Generally weapons are made of latex with a metal core to provide some rigidness. If you are hit with one of these you should feel it, but it won't cut your arm off or do more than give you a light bruise.
These replica weapons are used just like real weapons were in medieval times, and often with just as much haste. Simple fights can be between two customers in a bar, ranging to full scale warfare with up to six thousand combatants.

There are many places to get safe weapons made and delivered, and there are normally a lot of stalls set up at main events at which you can examine their wares.

There are basic rules for combat, to keep it fair.
See the Lorien Trust Website for more information.


Training

Our training and practice sessions are held in Ballywhiskey, Northern Ireland, about ten miles from Bangor. We have use of a hall and large field which is put to good use for training exercises and night missions.
The object of it all is good fun; we do promote a friendly atmosphere and there is as much getting to know real people as there is role-playing getting to know characters.
We welcome any interested parties, and as we have members in Newtownards, Bangor, Donagadee and Groomsport, transport can be arranged with ease.
Please contact us for more information.

Practice sessions are normally held on a Sunday evening every two weeks.
Approaching events we try and make it every week, sometimes we need to skip a week. Check with the Forums for up-to-date information, or contact us for details.


Recruitment

If you live local (NI), becoming a recruit in the NDM is quite easy. Simply email us with your interest and we'll get back to you about coming down to one of our practice sessions to try it out.
If you like it, become a regular.
We provide full In-Character training and can often assist in costume and character decisions. The rules may look a bit complicated on paper, but you'll see how they fit together easily in practice.
If you don't live here, that doesn't stop you signing up. We have members in various parts of the UK, so meeting up with at least one of us isn't that difficult.


Positions within the NDM

Unsure what part you wish to play in the NDM? Below are basic breakdowns of our main positions. And yes, it is possible to do a few at once.

Led by Captain Friday, we have a full but ever-expanding rank and file of Spearmen, each trained to work together as a unit to hold the line or bring down any foe. These brave frontline troops form the core of the NDM, their cohesion and military formation putting fear (and a spear) into anyone in their way.
As the main force of our unit, most new recruits are shown the ropes as a spearmen. The security of a steadfast spear unit is ideal when starting out and is often the first choice for hardened veterans.

Skirting round the edges, or sometimes in the rear rank, several Archers and Crossbow men provide fire support, or just plain nasty aerial bombardment. Eagle-eyed and often unseen, our ranged combat veterans rain down havoc on the enemy from a distance.
Our Crossbow men are becoming a force to be reckoned with on their own, and those with an eye to aim are trained by skilled instructors.

Wielding mystical forces and wearing flowing robes, several Magi stalk the battlefield, enforcing their will upon it. These practitioners of the arcane arts do everything from sending opponents to sleep to dismissing the undead from our path. They provide magickal support and invaluable protection for our troops.
There are two kinds of magick generally available:

Spellcasting is the art of magick, allowing Magi to protect against weapons, shatter their opponents weapons or send them fleeing in fear. Spellcasting deals with general and utility magick.
Incantation is for those who wish to deal out the wrath of their god. An Incantor calls upon the deity they follow to paralyse their opponent or affect their mind. They alone wield the power to send undead minions back to their graves with a gesture.


We wouldn't be able to last long without the experience and skill of our Healers and Physicians, dedicated as they are to the task of restoring fallen comrades to full health. It may not be the most glamorous job kneeling in the mud, but many a brave militiaman owes his or her life to a fast and watchful Healer.
A Healer can draw upon the plane of Life to heal wounds on an injured comrade, or to purge fearful poisons from their system. Many spells that would leave a comrade paralysed in fear or fleeing invisible demons can be cured by a handy healer.

Often drifting about, always causing trouble for the enemy, the Skirmishers are our eyes and ears on the battlefield. Acting alone or mobbing en mass, they get the job done whether its cutting off enemy support, scouting duties or CO assassination.
Skirmishers are sometimes quick-footed scouts, other times heavily armoured warriors, but their general role is to protect the flanks of the main force or preform essential combat duties. They are required to react quickly to turn any situation to our advantage.


Your Character

Making a character is easy.
First, decide what sort of person you want to be in this mythical world. Think of a concept like an arrogant mage, a holy warrior, a sneaky thief, a field medic... the options are endless.
If you can't think of anything that inspires you, try just being yourself in an unusual world.
Then, use the skill generator to assign skills to your character.
Finally think of a name for yourself. Preferably something mythical sounding, but try to make it unique.

Well done, now you have a character. Just buy or borrow what weapons you need (and can use) and find some period clothes as costume.
Most charity shops have lots of weird and interesting clothes that can be worn as (or altered to) costume.

You can buy weapons and costume from suppliers in the Links section or raid charity shops. Help is always on hand in the NDM.



If you require more information feel free to email us and ask.


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