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You've seen
Lord of the Rings.
We live it!
Dagorhir Battle Games
is proud to be a

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"Dagorhir
is the oldest larping organization"
-Renaissance Magazine Vol 1 #3, Issue #3
Read Renaissance Magazine Article
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DAGORHIR IN THE NEWS
January 26, 2001 TheOne Ring.Net
October 19, 2001 Washington Post
December 19, 2001 Chicago Suburban News
June
30, 2003 Montana Missoulian
July
17, 2003 Pittsburgh Post Gazette
January
24, 2004 Toledo Blade
July
7, 2004 Pittsburg, KS' Morning Sun
September 9, 2004 Columbus, OH This Week
September 24, 2004 Dickinsonian
September 26, 2004, Rapid City Journal
July 25, 2005 Monroe News
March 22, 2006 Maryland Gazette
June 15, 2007 Columbus Dispatch
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"Do we walk in legends or on the green earth in
the daylight?"
"A man may do
both," said Aragorn. "For not we but those
who come after will make the legends
of our time."
- J.R.R.
Tolkien, The Two Towers |
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The outnumbered attackers strove to
cross the stream and gain a foothold on the far shore. Their enemies, both
on the shore and inside the fort lashed together from fallen trees, fought
back ferociously, with sword, spear, and bow.
One attacker, shot through the neck with an arrow, fell screaming and was
carried off by the water. Determined to make the enemy pay for his death,
his comrades redoubled their efforts. Blocking a sword and a spear
simultaneously with his shield, one attacker drove the enemy back and
finally pulled himself to the top of creek’s steep bank.
Without sparing a look back, he shouted over his shoulder, "We take
them NOW!" to the rest of his force.
It didn’t matter that they were outnumbered, or that water, muddy banks,
and strong walls stood in their way. They charged.
THAT’S Dagorhir. A game, a
sport, a martial art…a chance to live an adventure.
-David (Graymael) Vierling
Dagorhir Battle Games are many things to many people.
Dagorhir combines fast-paced full-contact combat simulation with elements
of live action role-playing. Dagorhir combines elements of both history
and fantasy. Dagorhir is both a sport and a game. Dagorhir’s
participants experience their fantasies on a variety of levels. This wide
ranging appeal is the reason for Dagorhir’s nationwide success.
Dagorhir was founded in 1977 by a bunch of college
friends who shared an enthusiasm for Tolkien's Lord of the Rings and
medieval history. Regular "battles" were held, and friends were
encouraged to come out and play. Over the next couple of years, Dagorhir
was featured on a number of local college radio shows. Demonstrations were
performed at Maryland's local Renaissance Festival. Dagorhir's membership
began to expand in the Maryland/Virginia area. Dagorhir was featured on a
variety news show called PM Magazine in 1982, and hundreds of new members
joined. This show was featured across the country, and new chapters
(Realms) sprouted in various locations including Ohio and Illinois. By
1986, a national event called Ragnarok was held in Ohio. Ragnarok has
grown every year, drawing hundreds of avid Dagorhir enthusiasts from all
over the United States.
As with many well known role-playing games that started
as a fad in the 1970’s, Dagorhir was originally based on Lord of the
Rings. The name "Dagorhir" is derived from Tolkien's Sindarin
Elven language, and translates as "Battle Lords.". While there
are some similarities between Dagorhir and role-playing games, Dagorhir
boasts many advantages.
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Dagorhir is a sport, not a tabletop game. Dagorhir
is athletically challenging. Its participants learn sportsmanship in
an environment that fosters healthy competition and team spirit. You
do not have to be an athlete to enjoy Dagorhir. Dagorhir caters to
everyone. Dagorhir is an exciting form of exercise that improves
coordination and balance.
Dagorhir is social, and allows for interaction
among a diverse group of people. Role-playing games restrict social
interaction to one’s immediate friends. Computer games are even more
limiting in this respect. Dagorhir’s participants include a vast
range of people, including college professors and high school
students, construction workers and accountants, computer geeks and
goths.
Dagorhir challenges creativity and imagination.
Dagorhir members make costumes, armor, and (safe) weapons for use in
Dagorhir events. Dagorhir inspires historical research. Our members
learn knowledge of arts and crafts as they build and create
accessories to help them more fully enjoy the game. Members interact
improvisationally with characters they develop and portray in a
historic/fantasy setting.
Dagorhir is also a healthy outlet for aggression
and frustration. Though Dagorhir is hard-hitting and physical, there
is an emphasis is on safety. Dagorhir "weapons" are well
padded to prevent injuries. Dagorhir’s combat rules outline safe
conduct for all of our members, and these rules are strictly enforced
by the "Heralds" (referees). Within the rules, combatants
may slam, wrestle, and even "kill" their opponents. In our
civilized age this "weekend warfare" is a gratifying relief
from the stresses and anxieties of everyday life.
First-time participants create a historically or fantasy-based persona to
portray. This imaginary "character" should coincide with the
participant’s fantasies. A new member must bring or borrow a costume and
weapon for their character to use. They will be required to sign a release
form and provide proof of age. Minors ages sixteen and up may participate only
with parental consent (minimum age varies from one chapter to another).
All participants are required to submit themselves to the
"check-in" process before the event starts. During check-in,
experienced Dagorhir members will evaluate each participant. Each weapon
is measured against stringent safety standards, each costume must meet the
minimal requirements, then members pay their dues and register their
characters. New members are often discouraged when they are confronted by
skilled participants with many years of experience. Don’t be
discouraged. By your third event you will begin to develop a "combat
sense," and reflexes that will help you to survive.
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Dagorhir allows us to build our fantasies into a shared
reality. To experience Dagorhir is to grasp at the unobtainable. Dagorhir
allows us all to realize our dreams beyond the mundane existence of
everyday life.
-Sean (Dominus) Richey

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January 26, 2001 TheOne Ring.Net
October 19, 2001 Washington Post
December 19, 2001 Chicago Suburban News
June
30, 2003 Montana Missoulian
July
17, 2003 Pittsburgh Post Gazette
January
24, 2004 Toledo Blade
July
7, 2004 Pittsburg, KS' Morning Sun
September 9, 2004 Columbus, OH This Week
September 24, 2004 Dickinsonian
September 26, 2004, Rapid City Journal
July 25, 2005 Monroe News
March 22, 2006 Maryland Gazette
June 15, 2007 Columbus Dispatch
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