About the Rogin
The Rogin are a unit scattered through the realms of Dagorhir whose name means “Wild Men.” Our theme is that of a mix of Celtic and Norse peoples. Our home realm is the realm of Barenheim. Our characters would prefer to live freely on the plains or deep in the woods rather than live with riches in a city. Mercenaries, rebels, former slaves, and dispossessed knights all would find support with the Rogin. We favor pike block, assualt columns, skirmish tactics and the occasional berserker suicide charge. Our organization is very loose and our main goal is to have fun with our hobby and not get preoccupied with always winning.
Joining the Rogin
There are no restrictions on who can join the Rogin. Simply approach the High Chieftain or a claw leader and they can induct you. Full membership and oaths will be earned after we've gotten to know you. You will be asked a series of questions regarding yourself, your character and Dagorhir. Don't worry, these are easy questions, just answer truthfully. The Rogin have something of an "open door" policy and you will not be punished in any way if you find that you wish to leave the Rogin for any reason.
The Rogin Oaths
Bikkja:
I swear to...
...obey the Heralds and all the rules of Dagorhir,
...respect other people's persona choices,
...avoid political infighting and play the game for my enjoyment and the enjoyment of all,
...fight according to my character's traditions and without fear.
Wildman:
On my honor, I swear to...
...obey the laws of land and clan,
...respect my brothers and sisters, regardless of their origin,
...be upright in all my dealings for the betterment of myself and my clan,
...act according to my traditions and without fear.
I swear to...
...obey the Heralds and all the rules of Dagorhir,
...respect other people's persona choices,
...avoid political infighting and play the game for my enjoyment and the enjoyment of all,
...fight according to my character's traditions and without fear.
Wildman:
On my honor, I swear to...
...obey the laws of land and clan,
...respect my brothers and sisters, regardless of their origin,
...be upright in all my dealings for the betterment of myself and my clan,
...act according to my traditions and without fear.
Characterization
The Rogin have no set rules to restrict what type of character you are allowed to play, as long as it is allowed in the game of Dagorhir. We are, however, focusing on a mix of Celt and Norse themed peoples. The Rogin are encouraged to play and fight true to their characters; don't just choose a weapon set because you think it will make winning easy. Your weapons, garb, and role-playing in Dagorhir should all be consistent with the character you have created.
Policies
Rogin Policies
1. Your words speak only truth; If asked a question, answer it honestly. Campfire exaggerations are one thing, flat out lying to others is not honorable behavior.
2. The Rogin shall obey the laws of the land. This has been true since the Rogin began. We still live in the land of the free, and should respect its laws and ordinances.
3. The Rogin shall not commit criminal acts, nor acts that carry a court-sanctioned punitive measure, or conditions of release. This applies to DUIs and anything more severe. Felony charges are grounds for immediate dismissal. Divorce, child support, and custody cases are another matter, and do not apply to this rule unless criminal charges accompany them. While this is rare, any situations that arise will be dealt with on a case-by-case basis.
4. The Rogin shall not publicly bad mouth other units, realms, or organizations, weather in person or on social media. Again, Campfire tales and songs in good spirit are one thing, it is another to disrespect another unit, realm, or organization publicly.
5. Camp cleanliness is our responsibility. If you make a mess, please clean up after yourself.
6. If you borrow someone's equipment, be it armor, garb, feast gear, weapons, etc., treat it with respect, and return it in as good as, or better condition than you received it in.
7. Infighting is to be avoided. Disagreements are expected, but should be handled appropriately, without resorting to derogatory language, threats, or name calling. Members found to be intentionally causing strife will be subject to punitive action.
8. By taking your oaths as Bikja or Wildman, you are agreeing to the previsions set forth herein, and agree to have read, acknowledge, and accept these rules.
1. Your words speak only truth; If asked a question, answer it honestly. Campfire exaggerations are one thing, flat out lying to others is not honorable behavior.
2. The Rogin shall obey the laws of the land. This has been true since the Rogin began. We still live in the land of the free, and should respect its laws and ordinances.
3. The Rogin shall not commit criminal acts, nor acts that carry a court-sanctioned punitive measure, or conditions of release. This applies to DUIs and anything more severe. Felony charges are grounds for immediate dismissal. Divorce, child support, and custody cases are another matter, and do not apply to this rule unless criminal charges accompany them. While this is rare, any situations that arise will be dealt with on a case-by-case basis.
4. The Rogin shall not publicly bad mouth other units, realms, or organizations, weather in person or on social media. Again, Campfire tales and songs in good spirit are one thing, it is another to disrespect another unit, realm, or organization publicly.
5. Camp cleanliness is our responsibility. If you make a mess, please clean up after yourself.
6. If you borrow someone's equipment, be it armor, garb, feast gear, weapons, etc., treat it with respect, and return it in as good as, or better condition than you received it in.
7. Infighting is to be avoided. Disagreements are expected, but should be handled appropriately, without resorting to derogatory language, threats, or name calling. Members found to be intentionally causing strife will be subject to punitive action.
8. By taking your oaths as Bikja or Wildman, you are agreeing to the previsions set forth herein, and agree to have read, acknowledge, and accept these rules.
About Dagorhir
"Entire generations of people lived and died believing that heaven would be just like what we do on the weekends." -Brennos
"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.
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 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.
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.
"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 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.
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
From http://www.dagorhir.com/index.php/origins
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.
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
From http://www.dagorhir.com/index.php/origins