DAGORHIR

Kingdom of Anfalas

SCROLL I



This document contains information regarding membership in the Dagorhir Kingdom of Anfalas. It superceeds any prior documents regarding membership or kingdom policy (assuming any exist) that were printed before September 14, 1996.

Kingdom of Anfalas Webpage


TABLE OF CONTENTS

Section A: Basics of Membership
  1. Who can participate
  2. To be a fighter
  3. To be an associate member
  4. Characterization
  5. Costume
  6. Extremely Important Rules
Section B: Battles
  1. Attendance
  2. Dagorhir Combat
  3. Field Battles
  4. Woods Battles
  5. Roles on the Battlefield
  6. A Typical Battle
Section C: Kingdom Organization
  1. The Crown
  2. The Court
  3. The Viziers
  4. Knights
  5. Kinsmen
  6. Households
  7. Guilds
  8. The Crown War
  9. Coup
  10. Feasts, Festivals, and Special Events
  • Legal stuff
  • Master Weapons Table




  • Basics of Membership


    Who Can Participate?

    To participate as a full member, you must be at least 15 years old and able to handle yourself both physically and mentally in an adult sport. Anyone else may participate in a non-combatant capacity. In all cases, we reserve the right to refuse or terminate membership.

    In order to participate in any capacity, you must have paid the membership fee, have a waiver on file with the Archivist, and a costume which meets or exceeds Dagorhir requirements. There will be no exceptions.

    Observers are welcome to our events. We require that observers fill out a waiver and be accompanied by a current member. Observers are not recommended in woods battles to ensure their safety and to help maintain the smooth flow of the battle.


    To Be a Fighter

    If you wish to participate as a fighter, you must have the following at your first battle:
    1. A properly filled waiver
    2. The $5.00 membership fee for non students
    At your first battle, you will be given your own copies of the Scroll and Manual of Arms which you will be expected to know by your next battle. You will receive a white headband to wear when you are killed in battle. You will wear a white sash, provided by us, that will mark you as a new member and non-combatant. You will be assigned to an advisor who will explain things to you and answer your questions. There may also be combat training sessions in which you can participate. For your first and second battle, you will be a page.


    At your second battle, you must have the following:

    1. A costume that meets or exceeds our requirements
    2. A persona, or character, that you will portray.
    At your second battle, you will be tested on your knowledge of the Scroll and the Manual of Arms. You will be assigned to a veteran fighter who will help you understand things in greater depth. If you have been trained by an authorized trainer you will be promoted from page to fighter at your second battle.

    At your third battle, provided that you have met all the requirements of the first and second, you will be a full member. This gives you the ability to fight with non-proficiency weapons in all combat activities. If you have decided by the third battle that you do not wish to be in the group, you may request a refund.


    To Be an Associate Member

    An associate member is a non-fighting member of the group. They re every bit as important as the fighters as they provide the extra atmosphere needed to create the thrilling sense of adventure and atmosphere so incredibly important to the world we are trying to create.

    Associate members must sign a waiver and pay the membership fee. They will pay a lesser rate to attend battles. Associate members will be required to have a costume, persona, and a working knowledge of the scroll. They are bound by all kingdom and Dagorhir rules, just like fighters.


    Characterization

    In an attempt to set the mood and re-create the atmosphere of battle, it is VERY important that every member become some character that he or she has created. Just as in improvisional acting, you should act out your part. Accents or just the way you talk in general can be used to set the character apart from everyday life.

    In creating a character, be sure to chose something that you will be comfortable with and capable of portraying. It can be very difficult to live up to characters like King Arthur, Sir Lancelot, Gandalf, Hercules, and Red Sonja. The use of titles is restricted to those members who have earned them. Your persona should include a name, a basic background, and a any special facts about your character. As time progresses, you will likely want to add a more detailed history, and more specific character traits, like a coat of arms or special weapons you use. Once you have a basic persona, write it down and submit it to the archivist. Once you have done this, only one major change of persona is permitted per year so that people are not confused by a continuously changing history.

    Characterization is what changes us from freaks running around with padded sticks into midieval warriors. It creates the atmosphere we are seeking and transforms our world into our characters' world. It is the second most important element of Dagorhir.

    Characterization means fighting chivalrously or with treachery unequaled in the western world, accents, screaming when wounded, morning over a fallen comrad, and following your character's beliefs. Characterization also means garb.


    Costuming

    Dagorhir is a medieval fantasy group, and we must look the part. It simply won't do for us to be running around in Jeans, Greatfull dead T-Shirts, and tennis shoes. Each member must have some form of garb to participate. Your garb need not be elaborate and expensive, but it must look good.

    Basic garb includes simple tunic, tabbards, leggings, and footwear. A tunic is basically a large shirt, with or without trim, open at the neck and belted at the waist. A tabbard is a long piece of cloth that has a hole in it for your head, and which is belted at the waist. It is one of the easiest items to make and requires no sewing. It has no sleaves or sides. Leggings are fur or cloth wrapped around the legs and tied with rope. Footwear is usually plain moccasins or boots, perhaps sandles of mundane shoes disguised to look more period.

    Most materials used in the construction of garb should be of natural fibers and solid colors. Blue Jeans should be religously avoided. Mundane items like pockets, buttons, zippers, floral prints, military caomflage, mirrored glasses, baseball caps, and watches should be avoided, or throughly concealed. Dangerous items like spiked shoulder pads may not be worn in combat, and other items should be removed before fighting.

    Your costume should reflect your persona. A celt would wear plaids, a barbarian fur, a noble lady a long dress and jewelery rather than pants and a blouse. Personal symbols like crests on garb make it more individual.

    Dress garb, the kind worn at feasts, is also a nice thing to have. It may include velvet, fine jewelry, and real weapons bound in their scabbards. These extra touches make dress ocations more festive. Before drawing a real weapon, always call "CLEAR!" in a loud voice to be certain that no one walks in to it by accident.

    Glasses should be well secured to your head or not worn if possible. It is almost guaranteed that your glasses will be knocked off in battle if they are not well secured. Your opponent is under no obligation to stop and wait for you to find your glasses and put then back on unless he knocked them off in the first place.

    Knee pads and athletic supporters are highly recommended. The male groin and female chest ARE legal (and often highly convenient) targets! This is after all, a contact sport.

    Because garb is so important to the atmosphere, you will not be permitted to participate in events if you are not properly dressed. We understand that not everyone can afford extensive garb, but you are expected to make some effort. The bare minimum is dark shoes, dark pants (not BLUE jeans) preferably sweats, and a T-Shirt with no patterns or logos on it (or at least turned inside out). This is the BARE minimum and regular members will be expected to be more elaborate.

    Local thrift stores are an excelent source for sweat pants, belts, dresses, footware, as well as eating and drinking utensils. A good outfit can be put together for under $5:

  • $2.00 -- Sweat Pants
  • $1.00 -- Plain Leather Belt
  • $3.00 -- Fabric for tunic

  • Extremely Important Rules

    There are a few rules that deal with common sence and respect. Breaking of any of these rules could lead to exile an loss of all membership privileges. Remember, this is a monarchy, not a democracy. In some cases there is no debate.
    1. No alcohol is permitted at battles.
    2. No drugs or controlled substances are permitted at any Dagorhir event. Breaking this rule will mean immediate expulsion from the group without exception.
    3. There will be no cutting sawing or otherwise wounding of live trees. Dead wood may be used as necessary, but live trees have as much a right to live as we do.
    4. Never touch someone elses property without their expressed permission. This includes food and water.
    5. Trip wires, nets, choke ropes, deadfalls, pits and snares are not permitted. Other devices may be prohibited under this rule. If you think it might be, it probably is, better ask first. The idea is to not actutuly harm anyone.
    6. Fighting--that is, actutul physical combat with intent to harm--will be dealt with severly. Any personal problems between members can and will be dealt with outside the organization
    7. Stealing is a legal matter and will be dealt with by legal authorities after we have taken proper action.

    The leadership structure and rules applies to all members at all events, even when all members present are not participating.

    Follow common sence and use good judgment and you'll have no problems. We may act like barbarians on the field, but we exercise respect when dealing with fellow members off the field. We must also respect those outside of Dagorhir; we must strive to make a good impression and convey the best representation of all members.




    Battles


    Attendance


    In Anfalas, certain positions require that a member has attended a certain number of events. These are reffered to as battle credits, that is, credit for attending a battle or other event. Battle credits require attendance for at least an hour and a half, paying of any required fees, and garb if appropriate. Events that yield battle credits may include battles, feasts, camping trips, fairs, and special meetings.


    Dagorhir Combat

    Dagorhir combat is accomplished using safe padded weapons. It is governed by a set of combat rules called the Manual of Arms in which individual weapons and their damage are discussed in detail. The Manual discusses all combat rules, healing, and Tournament rules used in national events. The scroll discusses the different types of battles and special classes of warriors.

    The primary events in Dagorhir are the battles. There are two Major categories: Field and Woods.


    Field Battles

    Field battles take place in relatively open spaces. They consist of individuals, small teams, or armies, facing off across the battle field. Several of the field Scenarios we employ are:

    Woods Battles


    Woods battles are much larger than field battles. They cover a larger area, and last for a longer period of time. Woods battles also have specific goals and rules as well as Valhalla, a special place where healings and resurrections can take place.

    The location of Valhalla will be determined before the battle begins; it is a sanctuary to fighters and no fighting may take place inside the boundries. Healing and resurrections must be recorded and timed as soon as you enter Valhalla. Typical times are as follow:


    The outcome of a woods battle is usuauly based on points which are awarded for accomplishing specific objectives. Typical point Values are:
    Some of the common woods battle scenarios are:

  • Flag Battle: Each team has some sort of flag. They must construct a fort, place the flag in the fort, and prevent it from being captured by the other team. They must also attempt to capture the other team's flag. Additional points are awarded in Flag battles: Flag battles often have a time limit.

  • Chase: Again, two teams are formed, however, only one of the teams gets a flag. The flag must be carried in plain view and may not be transferred from one warrior to another unless the first is slain. The bearer of the flag may not remain in one spot for more than five minute.

    Roles on the Battlefield

    1. Fighters

      Fighting is the primary purpose of Dagorhir. The fighters are the reason for the Dagorhir's existance, and this Scroll revolves around them and what they do.

      At each battle a fighter must have garb, weapons, a white headband, and the desire to be more than just another person off the street in funny clothes.

      The fighter's chief participation in Dagorhir is fighting in organized battles, which we have already discussed. Fighters must be cognizant of all combat related rules and the inherent dangers of a contact sport. Fighters must also be aware of the organization and discipline within the group, and their responsibilities to the kingdom of Anfalas.

    2. Heralds




    3. Pages
      Page is what a member is called at their first and second battle, before they are permitted to fully participate in a battle. A page is not permitted to fight in anything but an official training session, and must be recognized by all as a non-combatant.

      At your first battle as a page, you are assigned to a member who will explain things to you and help you understand the goings on around you. He will make sure that you get your own Scroll and Manual.

      At your second battle as a page, you will be assigned to a veteran warrior who will help you understand the actual battle and answer your questions. At the end of the woods battle, it will be this warrior who will recommend to the crown whether you should be allowed to participate in the field battles.

      A page is a student. A page may not scout, heal, carry weapons, take or hold banners, or wander the woods on their own. They may carry water and may pick up things they think may have been forgotten after a fight, but they must give them to the crown, and must give any weapons immediately to a warrior.

      Pages are learners and observers, not participants in a battle. They cannot be killed for points, and fighters are mot permitted to hit them with any weapon. If it is necessary to kill a page to prevent them from carrying information or summoning a healer, then you may lightly touch them with a weapon. This is considered as a death, and the page must return to Valhalla as would a fighter. Using full strength blows to kill a page will result in disciplinary action.

    4. Scouts
      Scouts are members of Anfalas that are not yet old enough to participate as fighters but still wish to take part in the woods battles. Scouts cannot carry weapons, shields, or banners, but they can move around freely in the woods searching for the enemy and their fort and running messages. They must pass the same requirements as fighters, and will be treated the same way in their first two battles, but they will not enter into any form of combat. Scouts are killed in the same manner as pages.


    5. Healers
      Healers are endowed with the ability to regenerate damage to both fighters and equipment such as bows, arrows, armour, and shields. Healers fall into one of four categories:

      1. Non-fighting Non partisan
        A totally neutral party, why may not carry weapons. They must try to heal members of both teams equally. They may not align themselves with any side. They are killed by touching them lightly with a weapon. DO NOT hit them full strength. POINT VALUE: -10

      2. Fighting Non-partisan
        Not aligned with any team, but may fight back if attacked. Loose some power from being able to fight. POINT VALUE: -10

      3. Non-fighting Partisan
        Cannot fight, but are aligned with one team. May heal anyone, but probably only those on their team. Killed by touching lightly with a weapon. POINT VALUE: 5

      4. Fighting Partisan
        These healers are aligned with one particular team and fight along side their comrads. Loose some power by being able to fight. POINT VALUE: 5

      Healers must concentrate on the victim. No combat may be within 50 feet when healing begins. If combat enters into 50 feet AFTER healing has begun, the combat may be ignored. Healing can be disrupted by anyone after it has begun by simply touching the healer and announcing "DISRUPTED", or other appropriate phase. DO NOT attack the healer or the wounded. First disrupt the healing, then kill them.

      Healers also have the power of resurrection. they may bring a slain warrior back from the dead, but there are restrictions on this rather high-level power. In order to be resurrected, a warrior must not move on their own from the place where they were killed. The healer can decide to resurrect them on their own, or be asked to do so by the fallen warrior's comrads, but the fallen warrior may nor make the request themselves. The dead warrior may be carried to a healer, provided the body doesn't walk on its own. This is because once the dead warrior moves from the place they died, their spirit has left the body and may only be returned to the world of the living from Valhalla.

      A fighter may only be healer-resurrected once per battle. This is because this form of resurrection is very hard on the flesh, and may only be borne once by even the mightiest warrior. Also, each healer-resurrection must be reported to Valhalla by the healer who performed it as soon as they return to Valhalla.

      Non-partison (non-fighting) healers have one resurrection per team. Partison (non-fighting) healers have one total. After this total is used up, the healer has no healing ability left; they have been drained of all useful power. They must return to Valhalla to "recharge" their powers in order to heal again. Fighting healers, having chosen the ability to engage in combat with their fellows, must pay a higher price for their resurrection ability. When a fighting healer resurrects a fallen warrior, he must essentialy give up his life to bring back the warrior. After a fighting healer completes the resurrection, he must put on his dead-band and return to Valhalla, for he is dead now. When he arrives, he must record who was resurrected, so that points may be properly counted. the fighting healer is worth 0 in this case.

      Healing requires different times for different things; as such, each healer must have a timepiece equipted to measure seconds. There is no counting to gauge rates allowed.

        Healing Rates in Seconds:
      • 30.....Any one strike zone (arm leg, torso, hand, foot)
      • 60.....Any one arrow, bow, shield, or piece of armour
      • 120.....Resurrection by healer.
      Alternatively, a healer may have a healing poem which they read. The poem must be of appropriate length so that it takes approximately 30 seconds to read. The poem is re-read for each 30 seconds required by the above table. Here is a sample healing poem.

      Healing is a special kind of activity in battle, and not just anyone can do it. in order to be a healer, you must present a persona to the Crown which includes healing as a main ingredient. The "healing Persona" or code must include what kind of healer you are, what weapons you will use, and what motivates your persona to healing. The healer must follow the code that they set for themselves. Once approved, a healer is permitted but one change of code per year.

      The use of healers is limited to one per ten warriors per battle, (or fraction there of), or one healer per unit in unit battles.

      Healers must wear a yellow sash, headband, or other visible article of garb that identifies them as a healer. They must carry a time-piece that measures seconds or have a healing poem. they must know the rates and rules. They must remember the names of those they have resurrected, and report them promptly, and, most importantly, they must know exactly how far 50 feet is.


    6. Spell casters
      Spell casters are a special type of persona. During the year, a select number of battles may be designated as "Magic Battles." These Battles include elements of magic, and characters who are skilled in the magical arts may then use such powers. There are two types of magic wielding characters, those who have minor access to spells, and those who have full access to spells. Minor access means that only a few spells are available to the spellcaster, and they may only use a limited number of those spells. Spell casters with full access can use any of the numerous spells. Any normal character may have minor access to magical spells. Thus, a warrior could cast a magical missile, or a circle of protection. However, in order to have full access to spells, a spellcaster must give up others capabilities. They are only allowed to use white, green, and yellow weapons; may not wear armor, and cannot use or carry a shield. While this may seem unfair, the great power of the magic spells quickly balences out any inequalities.

      Because Magic will only be allowed at certain battles, members wishing to have powerfull spellcasters may create two personas, one normal persona, and one spellcaster persona.

      If you wish to create a magic wielding persona, contact the Head Mage, to discuss the matter.


    7. Units
      A unit is a group of fighters that fights together as a single unit; hence the name. Units are identified by distinctive garb, weapons, fighting styles, or their individual unit rules.

      A unit consists of not less than 3? (5) and no more than 6 (10) fighters, including a unit leader. A unit must have a name, a standard, and a brief outline of its procedures. These must be presented to the Crown for approval.

      Once approved, a unit may fight together at any event where units are used. A Unit leader may disband his unit at any time, and the Crown may dissolve a unit if they decide that the activities of the unit are not in the best interest of the Kingdom.





    Kingdom Organization



    The Crown

    Then Kingdom of Anfalas is a monarchy, ruled by a King and/or a Queen. Whether there is one or both, the ruler or rulers are reffered to as The Crown.

    The Crown is decided by a Crown War, held once a year at the end of the standard season. This war will be detailed later. The Crown is the executive power in Anfalas. Once coronated, the Crown wields the power to create and change policy, plan and control kingdom events, control kingdom funds, and mete out justice in the form of disciplinary actions, should they be necessary.

    The crown may appoint a regent to act in it's stead should this be necessary. In such a case, the regent will have the powers of the crown within the context of the situation. That is, at a battle, the regent would control the battle. A regent must also be appointed in the event the crown decides to step down; in this event, the regent will hold power until the Viziers can organize a proper Crown War.

    The Kingdom of Anfalas is a kind of democracy, and there are certain checks and balences that somewhat limit the Crown's power. One must remember, however, that the Crown is chosen by the people, and that the Crown holds a lot of power. The people must therefore choose their leader responsibly.


    The Court

    The Crown need not perform all of the governmental duties of the realm themselves. They may delegate their power too certain individuals, each with specific jobs to perform. These are the major positions of the Court of Anfalas.

    The Court is divided into two areas, administrative and field. Administrative positions receive the title of Duke or Duchess and consist of:

    Field positions have the title of Count or Countess and include: Any Count or Countess may provide disciplinary action if necessary, settle a dispute, or may remove a fighter and send them back to Valhalla. Court members must be respected as members of the kingdom's ruling body and they may have assistants if they desire, but must be approved by the Crown.

    The current Court members.


    The Viziers

    The Viziers are the primary balance to the crown. It is their job to ensure that the spirit of Dagorhir and the realm is maintained in all new policy and major decisions. There are three Viziers, and they must communicate with each other in order for this trio to function effectively. The primary power of the Viziers is their ability to veto any policy set forth by the crown. In order to veto policy, the three must be in agreement that the policy is in opposition to the spirit of the group and its well-being. If a policy is vetoed, only a 75% majority of all active members may overturn it.

    In addition the Viziers should act as representatives to which the people can bring sugestions and concerns so that they may be brought to the attention of the court. This facilitates communication, as the people do not need to come directly to the crown with all of their concerns.

    The Viziers also handle the organization of the annual Crown War, the coronation of new monarchs, and any coup attempts made before the normal War.

    Viziers hold their positions until they resign and appoint someone to replace themselves, or until one is removed and replaced by the other two. There will always be three of them, and they must be active members of the realm, reside within Anfalas' geographical boundries (Tampa bay area), and attend at least 75% of all kingdom events.


    Knights

    Knights in Anfalas are fighters who have distinguished themselves through rigorous combat training and personal sacrifice, and strict adherence too a Code of chivalry. They are nobles who serve the realm and the Crown, both on and off the field. Knights are addressed as "Sir" or "Dame."

    In order to become a Knight, one must first petition the Crown. If the petition is accepted, you will receive instructions and training.

    Knights are considered to be proficient in all weapons, as they have trained with most or all in their instruction period. Knights are considered members of Court, and are expected to voice their opinions on kingdom matters. In times of need, Knights can assume the position of any count for temporary periods. Knights are permitted to train individuals in any weapon style and test them for weapon proficiences.

    Only the Crown may bestow the title of Knight. With the title comes the physical symbol of knight hood, a chain made of large silver links, two on two.

    A Knight may take a Squire, a fighter who is attempting to become a knight and who wishes to study with a particular Knight in this quest. Becoming a Knight is not easy, and not all who attempt it can attain the goal. Knighthood is not for everyone. The Knight's Code may be examined by any member; all Knights have a copy. The Code has influence over both persona and person, on and off the field.

    Knight's page


    Kinsmen

    The Kinsmen are fighters of great skill and endurance, each of whom has studied woodlore, stealth, individual combat tactics, runelore, and many other skills over a long and difficult training period. They are addressed as "Kinsmen," even when addressing only one.

    To become a Kinsmen, you must ask one to make you a Swordbrother, which means that you will be under their supervision and training. The Kinsmen, if he accepts you, will teach and help you, until such time as he believes that you are ready to become a Kinsmen. This time can vary but will likely be at least two years. At that point, the Kinsmen will request that the Crown bestow the title.

    Kinsmen are considered proficient in all weapons, and are able to train and test for weapon proficiencies.

    Kinsmen's Page


    Households

    A Household is a group of members, not necessarily fighters, who share a common bond and wish to have that bond recognized. A Household can hold private functions and events, sponsor combat units, keep their own treasury, and publish their own household newsletter.

    To form a household, you need to submit a Household Charter to the Crown, including history, the motivations and beliefs of the Household, its name, its banner, and a list of members. You must h have at least five members to start a household, but there is no upper limit to membership. The Crown may dissolve a Household if they feel that it is detrimental or counterproductive to the well-being of the Realm.


    Guilds

    A Guild is a group of members who come together to share skill, knowledge, or some other specific thing. There is the Archer's Guild, which controls archery in the kingdom, the Armourer's Guild, the Foamsmityh's Guild, which aids members in the construction of weapons, and the Fighter's Guild, which handles the training of new members. Guilds can organize their own events, keep their own treasury, and publish their own news letter.

    To start a Guild, you must present the Crown with a Guild Charter, which must include the name of the Guild, its purpose, a symbol, and a list of members. The Charter should also include any special benefits that members would be expected to receive. If approved, the Guild may be formed with any number of members; there is no minimum or maximum.


    The Crown War

    Each year, the Crown War is held to determine who will control Anfalas for the next year. This is decided by armies, each one fighting to see their leader on the throne. In order to be a contestant for the crown, you must have at least 18 battle credits, 8 of which must be from the previous season. You must also have attended at least 80% of all kingdom activities within the current season. There is more than enough opportunity in two seasons to acquire 18 battle credits. On the First Sunday in April, each qualified candidate must present the Viziers with a list of 3 people who will support them. All these people must be full members of both Dagorhir and the Realm of Anfalas with at least five battle credits.

    On the second Sunday in April, each contender must present the Viziers with a complete list of those who will fight for them. Again, they must be full members with at least five battle credits. Once this list has been turned in, there can be no changes. Note that the reigning Crown does not need to submit any lists at this time.

    On the third sunday in April, all those who are challenging the current Crown will meet each other on the field with their armies, there to decide by combat which of them will actuauly fight the Crown War against the current monarch. This is called the Round Robbin, and will be a double elimination field battle tournament. All specific rules, such as the use of healers, archery, etc., will be decided in advance by the contestants. Once an army has been defeated twice, it is no longer capable of contending for the crown, and its members may support another army. Of course, you can not do this till the Round Robin is over.

    On the first Sunday of May, the Crown War will take place. Once the Viziers declare the War begun, only they may declare it ended. The War will continue until one side is either defeated or surrenders. There is no Valhalla in the Crown War; the only resurrections are those carried by healers, if the contestants have agreed to let them be used. Once you are dead, you are out of the War.

    The leader of the winning side, even if they were killed in the fighting, will be the next monarch of Anfalas., Until their Coronation, the old Crown will remain in power.


    Coup

    If a member feels that the Crown is not performing well enough, and is qualified to run for the Crown, then they may attempt a coup to remove the present monarch in favor of them selves. To do this, one must first go to the Viziers and try to convince them that this coup would do more good than harm to the realm. If they agree, then the potential usurper must gather a force of not less than 65% of all active members of the realm, each of which must have 5 battle credits.

    If this percentage is attained, then the coup will be planed by the Viziers as a War in mid-season. A coup may not be attempted until six months after the Coronation.


    Feasts, Festivals, and Special Events

    Dagorhir, although supported as a group by a majority of fighting activities, also sponsors a number of civilized events. These occasions allow us to socialize and revel with other members and non-members in a manner that captures the atmosphere we are re-creating. Each year in Anfalas at least two feasts are held that may include a festival.

    The coronation Feast if held in early September after the new Crown has been established. Members attend donning their finest rainment, displaying their best wares, and exhibiting their courtly behavior. Banners fill the hall, and sound and music is heard throughout the duration of the feast. Food is prepared with a medieval flair and consumed in the same fashion. Coronation is the time to thank the old Crown for their efforts and welcome in the new. The viziers are responsible for this feast and the ceremony that changes the Crown. The other kingdom sponcered feast is traditionally held in the spring during a camping trip. The spring feast is a celebration of the coming of warmer weather and the seasonal return of loincloths and other less conceling garb. A less elaborate meal is prepared, but there is usuauly a common theme in which the attendants are encouraged to join.

    Festivals may occur at feasts or independentally. A festival is a gathering where games and the like happen. There may be items for sale to enhance your character's role or events to display your prowess in skills other than fighting.

    In addition to feasts and festivals, Dagorhir as a group will sponsor and attend campouts. A campout is nothing more than an extended event that may last overnight or a couple of days. Special arrangements for food may be made, but each member is expected to provide for themselves at a campout and not become a burden to those around them. The day's and nights are filled with fighting, relaxation, and revelry.

    Dagorhir also occationally does public demonstrations, which are run by the crown or their duly appointed servants and are not always open to whole membership. This is a time to make a good impression on the unsuspecting public and proper behavior is the law. Remember, a first impression is a lasting one.






    Legal Stuff The Dagorhir is not affilliated with any other organization or group, and does not acknoledge any unsanction or sub-groups within the Dagorhir.

    Activities or publications involving other groups are not premitted at any Dagorhir event without prior Crown approval.

    Members involving themselves in activities detrimental to the interests of Dagorhir of the Kingdom of Anfalas may have their membership privileges revoked.

    Dagorhir Anfalas Scroll I is an official publication of the Dagorhir Kingdom of Anfalas. Dagorhir is a confederation of different realms devoted to the safe reenactment of medieval-style combat.

    The purpose of the Scroll is to inform the members of the kingdom of the rules and regulations.

    This Scroll is write 1997 by the Kingdom of Anfalas. It is based heavily on Dagorhir Pentwyven Scroll IV which is copyright 1989 by the kingdom of Pentwyvern. Copying permissions are pending.





    Master Weapons Table

    Weapon Hits to Torso Hits to Limb Hits to Cored Hits to Coreless Plate Maille Head Hit Allowed Pommel Spike Allowed Proficiency Required
    Red Sword 1 1 stops 3 stops first hit does not stop no yes no
    Red Pole Arm 1 1 stops 3 stops first hit does not stop no no yes
    Red Black 1 1 3 3 does not stop does not stop no no no
    2 Handed Thrust 1 1 stops stops does not stop does not stop no

    X

    no
    Blue Sword 1 drops, 2 kills 1 stops stops stops doubles hits required no yes no
    Blue Pole Arm 1 drops, 2 kills 1 stops stops stops doubles hits required no no yes
    Blue Black 1 drops, 2 kills 1 stops 3 does not stop does not stop no yes no
    1 handed thrust 1 1 stops stops stops does not stop no

    X

    no
    Yellow Dagger 2 drops, 4 kills 2 stops stops stops stops no yes no
    Dagger Thrust 1 1 stops stops stops stops no

    X

    no
    Arrow 1 1 stops stops does not stop does not stop yes

    X

    yes
    Javelin 1 1 stops stops stops does not stop thrown only no yes
    White stops stops stops thrown no
    Throwing Axe 2 1 stops stops stops thrown no no



    webbed by: Bryan Lee, who has nothing better to do at 1:20am on a Friday Night.