25:
347:. Countries also exist on a map kept by the administration of Darkon. Land "hexes" may be discovered and claimed, wars (both land and naval) may be fought, and cities, ships, and other structures may be built. The amount of land a country owns has a direct impact on how much in-game money (represented by gold- and silver-colored metal coins minted by the Club administration) is earned.
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Darkon also allows another form of unit, a Knight's
Retinue. A person that has attained the title of Knight in the realm of Darkon may wear their own personal symbol on their tabard and manage their own personal army. The retinue members would all wear the same symbol as the Knight they serve under.
265:
The Senate of Darkon is made up of one or two representatives from each country (team) in Darkon. Duties of the Senate consist of introducing and voting on new rules and bylaws, electing executive board members, and making specific Club decisions. Additionally, the Senate may overrule any official
327:
Darkon is made up of a number of teams, or "countries". A country is a group of players, usually friends, who have all pledged allegiance to the same leader, agreed to wear the same country symbol, and fight for the same goals. Country rosters are fairly static; players may drift from one country
274:
The Noble
Council is a governing body consisting of Club members who have earned the title of "Knight of the Realm" through Club service and high esteem of the Club members. It is this council's task to ensure that safety policies and practices are being performed by Club members at all times, and
709:
During "Adventure" events, plots are put into place in which the countries of Darkon work together (or against each other) to fulfill a quest, solve a puzzle, and/or defeat an enemy. Roleplaying is of particular importance at these events, as the overall "plot" of Darkon exists from one
Adventure
654:
Green damage spellballs are used specifically with siege engines in the game, and causes immediate "death" to any player directly hit by it. Those within a three-foot radius of the spellball's landing point are "mortally wounded," which is to say he or she becomes incapacitated for 5 minutes and
313:
to the Noble
Council. Based upon that player's merit, the Council may then accept or deny the applicant. However, Nobles approved by the Noble Council may be decommissioned by the Senate if seen unfit. Additionally, the Noble Council may bestow the title of "Knight Errant" on any Club member.
350:
Presently there are nine officially recognized countries in Darkon; they are
Aquilonia, Bard City, Ched Nasad, Chendrolyn, Drowned Isles, Elidor, Fatalia's Legion, Lost Company and No Quarter! There are also three officially recognized guilds: the Gilded Cloaks, the Golden Dragon Consortium and
705:
Furthermore, a player is in no way required to reveal his or her personal agenda or background to another player, though it is generally considered good form to truthfully respond when a player asks, "What do I see?" Players may outright answer or simply give a short visual description of
701:
There are no set rules for roleplaying. Darkon contains a large spectrum of players, from those who play entirely for the competition of the fight and do not engage in roleplay, to those who do not fight at all and spend the majority of their time in the game roleplaying their character.
531:. While there are currently few specific rules governing the construction of a siege engine in Darkon, all siege engines must be built with the utmost degree of safety in mind. Ballista bolts are built much like javelins, while catapult/trebuchet stones are cloth balls filled with
183:
The group has various tie-ins with local park services and other public-grounds administrative bodies, meaning they often have opportunities to set up their events in public parks and nature preserves as well as through personal arrangements with private farmers, landowners, and
650:
spell from his or her spellbook, then throw a blue spellball at his or her target. If the target is hit, he or she takes a specific amount of damage to the area of the body hit. Every spell is different and it is the player's responsibility to know the effect of every spell.
718:
Members of the Darkon
Wargaming Club come from all walks of life, yet a strong sense of camaraderie exists regardless of background, social status, or any other factor. One thread usually common to all members, though, is a hobby for gaming in general, whether it be
554:
in Darkon afford a player special protections against physical and magic damage. Armor may either be built by the player or bought (provided they follow the official specifications and safety guidelines), and can range from a basic leather
586:
relic) may be deflected by a shield and cause no damage as long as the weapon does not solidly strike the individual before or after contact with the shield. Shields may be destroyed by a halberd, certain-sized two-handed axes, or via the
698:). Race may play a large part of a character's motivations in Darkon. For example, one who has chosen a Drow would usually roleplay as a member of an evil and treacherous race of elves whose sole ambition is money and status.
354:
Other countries/guilds may unofficially exist in the realm, but until they petition for recognition by the Club administration they may not claim hexes on — or earn money from — the map, nor engage in a land war.
575:(Armor Rating 2) worn on the torso would give the player one extra hit versus a "black weapon" (i.e., two-handed sword, halberd, "black" glaive, or battle axe), and the second hit would result in a mortal wound.
642:) in nature. Most spells that affect other characters utilize a "spellball," which is a round cloth ball stuffed with cotton fiber. The color of the spellball determines the magic's effect. For example, a
682:, a chaotic abomination of some magic-twisted species, or anywhere in between. Additionally, all players choose a race for their character, be it relatively mundane (e.g., human), literary (e.g.,
571:
is not acceptable) and metal armor be made of steel, brass, or bronze. Damage taken while wearing armor is determined by the type of weapon versus the class of armor worn. For example,
630:
spirit of the game. Magic takes place in the form of spells, written by the player, which must be read in order for the spell to be invoked. Spells may be offensive (i.e.,
1000:
374:
Darkon is full-contact padded weapons sport and therefore must be guaranteed safe for the players. Individual members of the club are trusted to build his or her own
282:) and safety Marshals periodically throughout the year. Any Knight may challenge the Noble Council in a contest of arms in order to gain a higher title (such as
278:
Individual
Knights are held to a higher standard and expected to maintain conduct becoming of their rank at all times. Knights are expected to serve as Elders (
710:
event to the next. Roleplaying still exists in "Battle" events (events where no plot is outlined; members simply fight), though to a much lesser degree.
995:
328:
to another, but for the most part, membership in a country is very personal and moving is generally an important decision (as it is in real life).
990:
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The executive board of Darkon handles the day-to-day administration of the club, such as finances, registration, records, and contact with other
172:
Administration of The Darkon
Wargaming Club is composed of three official governing bodies: the "Executive Board," the "Noble Council," and the "
42:
730:
Some players who meet in Darkon often end up becoming lifelong friends. Darkon has also been responsible for the occasional marriage or two.
513:
are built using an actual arrow or bolt with the head removed. The tip of the arrow shaft is then padded with foam and secured with tape.
306:) and the right to play the class Cavalier. They may also go up in higher rank via promotion from the High King or the Noble Council.
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also may be used. At the simplest level, Darkon melee weapons are composed of a firm core with several layers of hard- and soft-cell
759:
108:
89:
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of every weapon. As of 2012, the club has decided to include weapons covered in a soft rubberized coat as an alternative to cloth.
795:
225:, who acts as chief representative of the Club when dealing with outside officials, and makes final interpretations of Club Rules,
61:
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477:
cores may only be used for spears. Metal cores are not to be used except with express permission from the Club administration.
737:
borne of all live-action roleplaying games. "Rhinohiding" (the act of "blowing off" one's hits; also known as "ego armor"), "
246:, who is the chief financial officer of the club and maintains the club finances and ensures payment of accounts payable, and
217:. Members of this governing body are the official representatives of the Darkon Wargaming Club. The Board is composed of:
68:
46:
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Knights Errant are Nobles in title and must be regarded as such, but they do not have voting rights on the Noble
Council.
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in a manner consistent with the Club rules. The large selection of legal weapons available to players are one-handed
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57:
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253:, who chairs the Senate, maintains the club's safety Marshals, and makes final interpretations of Club Bylaws.
343:) or may consist of pure fiction. Most countries select a fictional background as it is generally easier to
970:
656:
674:, or "acting out one's character" is a prominent part of Darkon. Players may elect to roleplay a valiant
159:
story by Oliver Janney. On June 3, 2009, a segment featuring several members of the club was featured on
331:
All countries in Darkon have some type of recorded history. The history may be the actual history of a
160:
503:
Javelins are long tubes built using foam and adhesive, containing a ½" PVC or hollow fiberglass core.
358:
Nomads are players who have no allegiance to any country. They generally are hired out (i.e. become
82:
148:
enthusiasts to almost 2,000 members in 2005, with a small number of chapters dotting the country.
519:
are also in use in the game of Darkon for specialized battle campaigns. Siege weapons include
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383:
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480:
Darkon players also use different varieties of foam for their weapons ranging from simple
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336:
582:) wrapped in hard- and soft-cell foam and covered with cloth. Any weapon (save for the
180:, with a system of checks and balances to prevent one body from gaining too much power.
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745:" (using out-of-game knowledge in-game in an advantageous fashion) are a few examples.
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Cores are made using various lightweight-yet-sturdy materials. Common cores are
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Members of a retinue can sign in as any country and be members of any country.
163:. There is also an award-winning feature-length documentary based on the club,
151:
Darkon is notable for its age and media coverage. The club was featured on two
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will "die" if not properly healed. The green spellsballs are also used in the
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803:. Baltimore: The Darkon Wargaming Club, Inc. TX-1-843-745. Archived from
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are also used to keep the foam and core together in one solid weapon;
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741:" (splitting hairs in the rules in order to gain an advantage), and "
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Zygmontas, Kevin; Walsh, Jennifer; Marietta, Robert (January 2009).
232:, who chairs the Noble Council, serves as chief liaison with other
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the
Secretary, who maintains the Club Roster and official records,
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clubs and stands in as chief executive in the President's absence,
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971:
Darkon the Movie: Documentary based on The Darkon Wargaming Club
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As with most other subcultures, Darkon utilizes a vocabulary of
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section of this article for more information about spellballs.)
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All Executive Board members are elected annually by the Senate.
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relic in one hit. Additionally, certain magic spells such as
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18:
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Founded in 1985 and built upon the rules of the now-defunct
965:
783:, the documentary based on The Darkon Wargaming Club
49:. Unsourced material may be challenged and removed.
176:." The Club administration is run much like the
137:based in the Baltimore/Washington/Virginia area.
275:to discipline those who violate such policies.
309:Those who wish to gain nobility must submit a
535:fiber, known as "spellballs" (please see the
8:
951:The Darkon Wargaming Club Official Rulebook
939:The Darkon Wargaming Club Official Rulebook
927:The Darkon Wargaming Club Official Rulebook
915:The Darkon Wargaming Club Official Rulebook
903:The Darkon Wargaming Club Official Rulebook
891:The Darkon Wargaming Club Official Rulebook
879:The Darkon Wargaming Club Official Rulebook
867:The Darkon Wargaming Club Official Rulebook
834:The Darkon Wargaming Club Official Rulebook
797:The Darkon Wargaming Club Official Rulebook
578:Shields are ½" pieces of plywood (¼" for
109:Learn how and when to remove this message
1001:1985 establishments in the United States
826:
622:Like most fantasy role-playing games,
500:are the most common for this purpose.
266:decision made by the executive board.
142:Emarthnguarth Outdoor Wargaming System
7:
606:Shields may block some spells (i.e.
47:adding citations to reliable sources
847:"Video - Breaking News Videos from"
591:relic in three solid hits, or the
14:
996:Organizations established in 1985
760:Belegarth Medieval Combat Society
626:is used in Darkon as part of the
770:Society for Creative Anachronism
362:) by a country during an event.
144:, Darkon grew from a handful of
23:
484:to high-end industrial foams.
131:live-action role-playing (LARP)
34:needs additional citations for
991:Live-action role-playing games
199:"Meatgrinder" battle in Darkon
1:
694:) or godlike in power (e.g.,
725:tabletop role-playing games
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536:
986:Live-action battle gaming
178:United States Government
610:) but not others (i.e.
465:and the more expensive
446:taped or glued to it.
58:"Darkon Wargaming Club"
438:, and specially-built
323:Countries and retinues
200:
638:), or utility (i.e.,
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161:National Public Radio
123:Darkon Wargaming Club
634:), defensive (i.e.,
593:Javelin of Lightning
450:must also cover the
155:broadcasts and in a
43:improve this article
204:Club administration
589:Mace of Disruption
201:
129:battle gaming and
636:Cure Light Wounds
603:destroy shields.
584:Arrow of Piercing
543:Armor and shields
384:Two-handed swords
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966:Official website
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351:Tempestas Alas.
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99:November 2012
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54:Find sources:
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32:This article
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851:. Retrieved
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812:. Retrieved
805:the original
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41:Please help
36:verification
33:
739:powergaming
721:video games
696:storm giant
672:Roleplaying
667:Roleplaying
661:Nature Love
640:Hold Portal
392:battle axes
360:mercenaries
186:high school
16:Gaming club
980:Categories
917:, page 33.
869:, page 14.
853:2012-11-27
814:2009-06-12
789:References
743:metagaming
573:chain mail
529:trebuchets
467:fiberglass
414:, chained
251:Magistrate
127:non-profit
69:newspapers
849:. CNN.com
836:, page 1.
597:Warp Wood
525:catapults
521:ballistae
498:duct tape
486:Adhesives
436:crossbows
388:hand axes
244:Treasurer
223:President
192:grounds.
775:Dagorhir
749:See also
676:nobleman
632:Fireball
580:bucklers
569:Pleather
463:PVC pipe
440:javelins
428:halberds
345:roleplay
333:Medieval
318:Gameplay
311:petition
280:referees
153:Fox News
755:Amtgard
714:Culture
659:spell "
628:fantasy
552:shields
424:glaives
412:daggers
396:hammers
376:weapons
370:Weapons
337:ancient
292:Marquis
190:college
83:scholar
781:Darkon
765:Boffer
692:sprite
561:greave
557:bracer
533:cotton
527:, and
507:Arrows
496:, and
475:bamboo
456:pommel
426:, and
416:flails
408:spears
380:swords
341:Sparta
304:Prince
261:Senate
174:Senate
166:Darkon
85:
78:
71:
64:
56:
822:Notes
808:(PDF)
801:(PDF)
735:slang
688:dwarf
680:rogue
657:Druid
624:Magic
618:Magic
612:Curse
548:Armor
537:Magic
452:blade
448:Cloth
404:maces
400:clubs
296:Count
284:Baron
215:LARPs
125:is a
90:JSTOR
76:books
644:Mage
550:and
509:and
494:tape
473:and
471:Wood
454:and
444:foam
432:Bows
300:Duke
288:Earl
249:the
242:the
234:LARP
228:the
221:the
188:and
146:LARP
121:The
62:news
684:elf
663:".
614:).
599:or
563:to
559:or
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430:.
335:or
302:or
157:CNN
45:by
982::
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106:(
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97:(
87:·
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