Dagorhir Battle Games is the oldest and arguably the largest live-action roleplay / combat organization in the United States, with chapters in nearly every state from Maine to Hawaii, and several others around the globe.
In 1977, a group of friends with a shared passion for medieval history and Tolkien’s fantasy world created a battle game. Drawing inspiration from the Elvish languages of Middle Earth, they named it “Dagorhir,” which translates to “battle lords.” Over time, Dagorhir grew beyond its origins, spreading across the United States and beyond. What began as simple battles evolved into weekend camping trips and eventually into week-long immersive medieval and fantasy experiences, attracting thousands of participants.
Players, known as “Dagorhirrim,” adopt alternate personas for the game. These personas can be as detailed or simple as the participant prefers—some develop intricate backstories and character genealogies, while others choose a new name to use during the game. Personas can hail from any historical period before the widespread use of gunpowder in Europe or from a compatible fantasy setting.
Characters don’t disappear when a player is “killed” in Dagorhir combat. Instead, players remain “dead” for a set duration, depending on the scenario, and then return to the game (“rez”) to fight again in the next stage.
Battle scenarios range widely in format. Some involve single-life combat where the game ends when one team remains standing, while others allow players to rez repeatedly during the scenario until a specific objective is achieved or time runs out. No prior experience in martial arts or medieval combat is required to join.
Although Dagorhir originally focused on combat and role play, the culture of Dagorhir has expanded over the forty-plus years since its inception to include “medieval arts and sciences,” where members compete to create “period” equipment, garb, artwork, or even showcase songs, stories, or poems.
Crafting is a significant part of Dagorhir culture, with many participants creating their own clothing, weapons, camping gear, artwork, and armor. These “non-combatant” activities enrich the Dagorhir experience, offering rewarding opportunities even for those not interested in combat.
While all gear was originally handmade by participants, a cottage industry of vendors has since emerged, offering options to purchase garb, weapons, armor, feast gear, and other items to complete a Dagorhir kit in style. Links to Dagorhir vendors can be found on the Resources Page of this site.
Each Dagorhir chapter organizes its own events, including battles, practices, feasts, and campouts. These groups, often referred to as “realms” when speaking in character, range in size from small, new groups to large, well-established communities with hundreds of members. Welcome to the Great Game!