Sugar River Forest Preserve, Sand Bluff Shelter
Durand Illinois

The travelers to North Ir'arkathian in search of the Efoloma Isemoo, or "Pointed Heart" tribe, have triumphed over the orcs harrying their ascent. A mere defeat will not deter them completely, however, and other Ir'arkathian inhabitants have heard of their journey deeper into their homelands. The travelers now face two enemies--the orcs and the Loqueseato (low-coo-EY-say-AH-toe), or "Bloodstone" tribe--in attempts to continue. But the roars in the distance imply there might, in fact, be a third enemy.

Schedule

    Friday
      5 pm
      Attendees may arrive on site, fighting will be at their own risk

    Saturday
      9 am
      Troll & Weapons Check opens
      10 am
      Pickups begin, followed by scenarios
      1 pm
      Break for lunch
      5 pm
      Feast & revel back at Pahmoten camp
          Shiskabobs (chicken, green peppers, onions, mushrooms, italian dressing)
          Vegetarian option (tbd)
          Bread
      Bards, firebreathers, and other performers are welcomed to attend!!
      9 pm
      GUESTS NOT STAYING OVERNIGHT MUST LEAVE THE FOREST PRESERVE
      10 pm
      Campground quiet hours begin
      Note: If it happens that no one else is camped there that weekend, quiet hours will be flexible.
    Sunday
      before 12 pm
      Campers pack & go home
      2 pm
      "Pointed Heart" practice at Aldeen Park, Rockford IL

Registration

    $2 for event
    $3 for feast
    Please email Sirilay or Wolfgang with any food allergies
    All fighters will need a Dagorhir waiver on file, and those 15-17 years of age will need their waivers signed by their parent/guardian and notarized. NO EXCEPTIONS. Check the Pahmoten Waiver file (click cancel when asked for username & password) to see if you have already filled one out. If not, you can do so at Troll.

Camping

    Camping in Sugar River's campground is available for $12/tent per night. They only charge for sleeping tents (ie tents not used strictly for gear), and there is no size limit to these tents. A total of three (3) are allowed on one site. There are primitive campsites for $10/tent per night. Camping will need to be arranged through the forest preserve. Please tell them you will be attending the Dagorhir event.

Alcohol Consumption

    Alcohol is allowed at the event site and in the campgrounds, but please be reminded public intoxication is prohibited. Any extremely wild and unruly behavior reflects poorly on Dagorhir, Pahmoten, and "Pointed Heart," and we will ask anyone to leave who are in danger of getting ticketed and spoiling future events.

Scenarios

In all scenarios, well acted deaths will earn instant resurrection at the behest of the herald.

    The Way is Closed
    • Three team, resurrection, holy point battle
    • Three teams represent the "Bloodstone" elves, the orcs of Parche Nas, and the travelers. Teams fight for control of the holy point at the junction of three paths. After five minutes, whichever team has the most living fighters in the holy point receives a point. At that time, the other two teams will clear the path system, and the winning team will take on a dragon. Each part they kill will earn them another point, and killing the entire dragon will be worth an extra 2 points.
    • After either the dragon or winning team is dead, the next round will begin.
    • Team with the most points after 6 rounds wins.
    Dragon Rules
    • A dragon consists of a head (using javelins), four limbs (florentine blue weapons), a heart (only a shield), two wings (single blue), and a tail (red). All dragon parts are considered fully armored minus helms, no matter what the fighter is actually wearing. The term ‘limbs’ refers to the group made of the legs, tail, and wings. The term ‘parts’ refers to the individuals that make up the dragon.
    • A dragon is dead if fighters kill: 1) four limbs, 2) the head and two limbs, or 3) the heart.
    • A flying dragon is one where all parts are at a jog. Dragons can fly over both paths and the mountainside. While flying (designated by all fighters running), dragons can only be hit by red or missile weapons.
    • If any two parts of a dragon are killed, it can no longer fly. A dragon grounded with any part off the paths is still considered alive.
    • For mobility’s sake, parts will have detachable ‘leg banners’ on their belts. When a part loses a leg to a blue or red weapon, s/he will remove the appropriate leg banner and count the loss toward death, but will continue to walk on both legs.


    Pirate Ships
    • Two team, resurrection
    • Playing field is a pair of pirate ships outlined in rope on the ground, consisting of an upper and lower deck. Rez point is located at the lower deck's stern. Fighters have a five-count rez and will wait just outside the rope of the back of the lower deck.
    • Object is to knock over the opposing rez point and kill that team to the last. Rez point canNOT be knocked over until the mast is destroyed. Mast is destroyed by 10 hits with a red weapon. The mast is not subject to any other type of damage. Two blue hits do not count as one red hit.
    • No weapons or fighting can cross the boundaries of the lower decks; the tunnels in the diagram are stairways and are completely legal areas for combat. Anyone knocked off the upper deck is considered swimming. Armored fighters immediately drown; those with shields may drop them to keep from drowning. Anyone knocked off the lower deck is immediately killed.
    • Fighters can cross between the upper decks by jumping or one of two other ways:
      • Swinging on ropes. This is signified by holding one arm above your head with a fist as if you are hold a rigging rope. Normal MoA rules apply to swinging fighters. If the arm 'holding the rope' is damaged in anyway while swinging across, the fighter 'falls into the water' and is considered swimming. Those carrying shields or wearing armor in the water immediately drown. Shields may be tossed aside to avoid death.
      • Swimming. There are 'ladders' on the backsides (aka the sides of the upper deck farthest from each other) which fighters may climb down into the water and swim to the backside of the other ship's upper deck. Regular water rules (ie kneeling, ignoring shots to legs, drowning in armor or with a shield, etc.) apply. Swimmers cannot access ropes to swing to the upper deck. 'Ladders' only exist on the backsides of the ship, meaning swimmers cannot climb up the sides of the upper decks closest to each other.
    • Any equipment that falls overboard is lost to the sea and can only be collected by the dead.
    • Pirate accents and speech are highly encouraged!

    Escort

    • Two team, resurrection
    • The battlefield is narrow and long. Each team designates one member as an ambassador whom they are attempting to escort to the other team's rez point. Ambassadors will either be unarmed or armed with a single blue usable only on the other ambassador.
    • Ambassadors have three touch-and-go rezzes, while everyone else has unlimited 10-count rezzes. Scenario ends when an ambassador gets to the opposing rez point or both ambassadors have been killed four times.

    Killing for Critters

    • Cash Wargod tournament. Half of the money will be distributed to the top three places. Other half being donated to Critter Camp. Description to follow soon.

    Necromancer Traitors

    • Two teams, conditional resurrection
    • Teams are designated living and zombies. Zombies can only move at a walk, but otherwise fight and aim weapons at normal speed. Once they are killed, they are dead.
    • On the living side, there will be necromancers, chosen secretly at the beginning of the round. Necromancers are allowed to raise the dead by touching them with a weapon and saying "Rise and fight for me." Living who are killed rise as zombies. Only one corpse can be resurrected at a time. Necromancers become zombies if resurrected.
    • The round ends when all the living are dead or zombies, or the living kill off the necromancers and all the zombies.

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~Email Sirilay~