Though it appears simple at first, this can be a hard question to answer. On the surface, Dagorhir is a battle game where people from all walks of life can come together and fight using padded equipment. The difficulty with the question is that Dagorhir means many different things to many different people.

Sport

Charging a line at Ragnarok.

Most Dagorhirrim consider Dagorhir a sport, and for good reason: Dagorhir can be very physically challenging and competitive. A day of fighting at Ragnarok can consist of several hours of hard fighting in humid, 100+ degree weather. However, Dagorhir is only as intense as you make it: you can take it slow in a supporting role, or you can push yourself to your limit every time. Because of the variety of fighting styles available in Dagorhir, the game is accessable to almost anyone, non-athletes and athletes alike -- there's even been a blind archer!

For safety, Dagorhir requires that weapons be constructed from foam according to tight guidelines and they are checked rigorously at events. A full-force blow from a well-constructed Dagorhir weapon might hurt a little, but it shouldn't cause any lasting damage. Still, Dagorhir is a full-contact sport, and despite precautions, injuries do occur. However, the risk of injuries isn't any higher than in most other sports like soccer or football. Most of the time, a little caution can go a long way to preventing injury, and some conditions that might prevent fighting can be worked around. For example, fighters with broken feet have been known to fight as archers with the caveat that they 'die' if anyone comes within 10 feet of them.



Yakamo after his hunter ceremony at Rag 21.

Roleplay

For others, Dagorhir is a form of roleplay -- a way to live out fantasies of being a heroic warrior, elven archer, or a swashbuckling pirate. Many chapters or units feature their own storyline that allows their members to develop their alter egos together. Roleplaying in Dagorhir is largely optional, allowing members to roleplay to a degree that is comfortable for them -- usually only a character name and minimum garb is required for participation. However, characterization and roleplay is encouraged. For example, good-looking 'deaths' makes the game more fun for everyone, and may even be rewarded by heralds in the form of a 'good death resurrection'. On and off the field, putting extra effort into your character will garner respect and admiration.


The Eryndor Family.

Family

Simply by playing, all of Dagorhir shares a common bond in the game. That bond often makes Dagorhir feel like a giant family -- something more powerful than a passion for sports or fantasy could replicate. Dagorhir brings folks from all walks of life together and creates friendships among many people. Most friendships sprout up between unit or chapter members simply due to proximity, but as fighters travel to inter-chapter events, friendships can form between people dozens, hundreds, or even thousands of miles apart. These friendships truly grow during Ragnarok, where all of Dagorhir comes together from as far as Alaska or even Puerto Rico to relax, celebrate, and fight for an entire week.


Some Dagorhirrim like Dominus of Rome (left)
or Greymael of the Guard (right) have been
with Dagorhir for decades.

History of Dagorhir

Dagorhir was founded about 30 years ago in Maryland with a small group of people and little more than the equivalent of pillows taped to sticks. Since that time Dagorhir has come a long way. 'Foamsmithing' is now something of an art and a science -- some weapon designs use two or three types of foam and glue each. Ragnarok is coming up on its 23rd year with over 1,300 attendees at Ragnarok 22. Dagorhir's second major national event, Badon Hill, will reach its third year in 2008. Dagorhir has spread all across the United States, and chapters have even been founded in Puerto Rico and Japan!


Eryndor is a chapter of Dagorhir situated in Michigan and northwest Ohio. Eryndor started 5 years ago with only 5 members and since then has grown to a chapter of over 200 members and 6 units. Eryndor is open-minded and very welcoming as a chapter -- anyone who wants to join is welcome. Eryndor's storyline takes place on The Continent, a large and varied place that can accomodate nearly any type of character. Common character archetypes include disenfranchised Elves, crusaders from the ravaged Everledden forest, disciplined Hithdorian soldiers, vikings from the frigid isle of Dugar, desert warriors, amoral pirates, disciples of the death druid Raak, and followers of Maegamarth. Of course, that list isn't even close to being exhaustive -- most character concepts can easily be integrated into the existing storyline. Currently the storyline is focused on Maegamarth, an evil sorcerer who is trying to reclaim is fearsome powers, and the forces of good allied against him.

Recently the chapter has undergone a major organizational change: most members are now affiliated with a unit, and the chapter has become an administrative structure rather than a fighting force. Units now bear much of the responsibility the chapter had: they manage their members, handle their own treasuries, and run practices and events. The chapter is now run by a group of officials elected by the unit leaders for a single year term. This divides the administrative burden between units and the officials, making things easier for the future growth of Eryndor. For a much more detailed explanation of the changes, check out Athron's post. The actual bylaws can be found in the Culture section. The current group of officials can be found in the Contact Us section.
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