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Category: Fighting Manual
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Published on Sunday, 20 February 2011 19:54
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Written by Talinor
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Hits: 432
(Note: please be sure to read through the rest of the rules in this section for more specifics.)
These combat rules are pretty much global for any type of battle you might participate in. Of course, each battle has it''s own special rules which may slightly alter the listing below.
When a new fighter participates, they will be loaned a single one-handed sword from the group armory for use until they acquire their own gear. As a new player, there are a few very important rules to focus on:
- Do not hit in the head (the head is never a legal target for a hand held weapon)
- Do not attempt to stab (very few swords are equipped with the needed special tip)
- Do not swing with the flat of the sword (the flat is minimally padded, plus, the weapon performs poorly)
- Do not use attempt any sort of pommel attack, use the blade (punch type hits are never allowed)
- Do not attempt to use two hands on your sword (small fast weapons are intended for single hand use)
In combat, common sense supercedes perceived loopholes. These rules are as plain, straightforward, and detailed as possible, but not every angle of every situation has been covered. In all manners concerning these rules Heralds on the field shall have final say. When resolving rules questions, Heralds shall consider the matter according to the following criteria: safety first, playability second, and realism third. If there is a question of what is meant by a rule, a decision will be made based upon what was implied or intended when that rule was written.
To kill someone in Dagorhir, you must use a weapon.
All weapons must be checked and marked by weapons checkers appointed by the event organizer before they may be used in combat.
There are five classifications of weapon types: Blue, Red, Green, Yellow and White that are designated by proper colored tape on the shaft or pommel. The weapon type is decided at the discretion of the weapons checker.
- Blue weapons: Weapons marked with blue tape are one handed hacking and smashing weapons and cannot be considered a red weapon even when used with two hands.
- Red Weapons: Weapons marked with red tape are two handed hacking and smashing weapons. A red weapon must be used with both hands to count as a red weapon. If used with a single hand, it counts as a blue weapon.
- Green weapons: Weapons marked with green tape are stabbing weapons, such as spears, sword points, daggers, and stabbing points on pole arms.
- Yellow Weapons: Weapons marked with yellow tape are projectile weapons, which are arrows and javelins. Arrows may never be used as hand weapons.
- White weapons: Rocks and other head only projectile weapons
Hit Locations: Hit locations include Torso, Leg, Arm, Head and Neck.
- Torso: Includes shoulders, chest, stomach, crotch, sides, back, and buttocks.
- Leg: From the ankle to the torso (below the buttocks). A hit to the ankle counts as a leg hit. A hit to the foot only counts as a leg shot if the foot is not on the ground (ie: while attempting to kick a shield).
- Arm: From wrist to torso or shoulder socket. A hit to the wrist counts as an arm hit. A hit to the hand only counts as an arm shot if the hand is not on a weapon/shield (ie: attempting to grab an opponent).
- Head and Neck: OFF LIMITS to all but yellow and white projectile weapons.
Weapon Damage: Weapons do varying amount of damage depending upon where they strike and whether the target area is armored. A hit from a hand-held weapon counts when the weapon strikes solidly with substantial force. A hit from a projectile (yellow) weapon counts when the head of the weapon strikes the target, stopping or being slightly deflected.
|
1st blue hit |
2nd blue hit |
red hit |
1handed green |
2handed green |
missile |
rock |
| Torso |
death |
N/A |
death |
death |
death |
death |
no damage |
| Limb |
crippled* |
N/A |
crippled* |
disabled** |
disabled** |
disabled** |
no damage |
| Head |
illegal |
illegal |
illegal |
illegal |
illegal |
death |
death |
| Shield |
no damage |
no damage |
special*** |
no damage |
no damage |
no damage |
no damage |
| Armored Limb |
no damage |
crippled* |
crippled* |
no damage |
disabled** |
disabled** |
no damage |
| Armored Torso |
no damage |
death |
death |
no damage |
death |
death |
no damage |
| Armored Head |
illegal |
illegal |
illegal |
illegal |
illegal |
no damage |
no damage |
*Two crippling blows counts as death. **A combatant can take an unlimited number of disabling shots and not be eliminated. However, they may not use the disabled limb. ***Two solid, non-glancing blows to a shield will render it ''destroyed''
Grappling is allowed in Dagorhir:
- Grappling is defined as wrestling in a safe and reasonable manner, individuals struggle hand to hand, attempting to subdue or unbalance the other without strikes, throws or joint/nerve holds. A good example is high school wrestling.
- Initiating a grapple from behind should be done with great caution and will be closely judged by heralds for safety.
- A good clean body check is allowed.
- No person may initiate a grapple while carrying a bow and/or arrows.
- A combatant in armor may never initiate a grapple. Rigid plastic safety equipment is considered the same as armor when it comes to grappling.
Other miscellaneous items of note:
- Anvilling, the act of laying one''s weapon on a shield or body part to avoid taking damage, shall not be permitted.
- If a blow strikes a sheathed weapon (i.e., one that is hanging from your belt or over your back), the attack is considered to have hit you anyway. A weapon must be in your hand to intercept an attack.
- Intentionally blocking a blow with a hand or foot results in the loss of the limb the appendage is attached to.
- Gripping the blade or point of your opponents weapon with your hand results in the loss of that arm.
- Whenever you strike an opponent from behind with a non-blue weapon, simultaneously call out the color of your weapon so that your opponent will know how to react.
Wounds: Ok, so you got hit, now what happens?
- When you lose an arm (blue/red/green/yellow damage), drop anything that is in that hand and put the arm behind your back. Note: If the arm was hacked off, any other strike to the same arm counts as a torso hit, because in real life the arm would not be there to intercept the blow, arrow, etc.
- If you lose a leg (blue/red/green/yellow damage), you must kneel on the knee of the leg you have just lost. To move from place to place you must either crawl, dragging the injured leg, or have comrades carry you. Hopping around on the good leg is not allowed. However, you may make a lunge off the good leg towards an opponent. Any strike to a leg that has already been lost does not count. If both legs are wounded, the warrior must either drag themselves by their arms or be carried in order to move.
- If both knees are on the ground, and the leg wound is from a hacking or smashing weapon then any hit to either leg is considered a hit on the good leg.
- If the target is lunging/rolling around and has a wounded leg (hacking or smashing) and is hit in either leg (even the one already hit) it is considered a hit on the good leg.
- Crouching is allowed as long as neither knee is touching the ground (no faking wounds!).
- If asked a warrior must accurately describe their current armor damage and wound status. You may never fake death or wounds during a battle to mislead your opponent.
- Two limb rule: if you lose two limbs to either red and/or blue weapons, the result is death. Wounds from green and yellow weapons do not count towards this count.<
- When killed fall to the ground, preferably screaming in agony.
- At no time may the dead speak to the living.
It may seem like a huge amount of information to remember, but most all of these rules are common sense and safety based. After playing for a short time, you will not even have to think about it, it will come naturally.
The information above differs from what is posted at the National site. Not all realms find the same guidelines work for them. Should you participate in a national event, expect to follow the national rules. If you have questions about the national rules, ask on the national forums. If you have questions about why we do things the way we do, feel free to ask us. Remember: the goal is safety and fun for all...
- Details
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Category: Fighting Manual
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Published on Sunday, 06 March 2011 19:31
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Written by Talinor
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Hits: 208
(Note: please be sure to read through the rest of the rules in this section for more specifics.)
Garb (or costumes) are outfits all participants wear to greatly enhance the ''feel'' of the event. A fighter swinging a foam sword in blue jeans is pretty cheesy, but the same fighter in an outfit from medieval times takes on life of their own.
- A costume that meets or preferably exceeds minimum Dagorhir requirements which are:
- A tunic of crotch length or longer. This requirement may be waived only if the rest of the costume (pants, boots, etc.) is of exceptional quality and appearance.
- Medieval-style (baggy) pants, kilt, skirt, etc.
- Medieval-style footwear (moccasins, boots that are not blatantly non-medieval in style, earth-tone shoes with leggings, etc.).
- Forbidden items inclue: blue jeans, white shoes, camouflage patterns such as military fatigues, exposed T-shirts, modern hats, real swords or knives (even in sheaths or cases, worn or carried) during combat or fighting (this list is not exhaustive).
- Weapons, shields, garb, and armor may not have clearly mundane logos or prints, nor may be made with fluorescent/neon colors.
Clearly, these are some real basic examples. Your garb does not have to match these, or anybody elses. Feel free to look up your favorite fantasy or historical artwork and make something along those lines. Feel free to contact a senior player and ask them for advice on how to construct garb like what you are looking for. Be creative! Added 10/9/07: People continue to ask questions about garb, so I have gathered some photo samples taken from publicly posted albums of this style of medieval events. I''m attaching some basic explanations of what is good and bad about the garb you see.  Minimum: The fighter in the left foreground has great newbie garb. Baggy pants and a belted tabard, and he''s avoiding wearing his tennis shoes. Kudos!  Minimum: The bearded combatant has an excellent tabard covering earth toned baggy pants and t-shirt.  Minimum: The fighter standing has the most basic of newbie garb, with some nice touches. He has an earth tone t-shirt & sweat pants, and a very plain belted tabard. He does get some credit for his boots and period belt accessories, but loses those bonus points with the sunglasses!  Minimum: The shieldman on the right as an impressive coat suitable for many royal courts, but the effect is trashed by his shorts and tennis shoes... bleh!  Good: The spearman has an excellent matching garb set coupled with an excellent belt.  Good: This shieldman has a well matched outfit. It is being held back from ''impressive'' by the obviously modern fabrics and shoes.  Good: This archer has a well matched ensemble, with nice touches with his belt & belt pouch. Being held back from impressive by his obviously modern fabrics and bandana.  Good: The combatant on the left has a few very impressive peices of garb... over all too many modern seams and hat keep him locked in the ''good'' range.
The information above differs from what is posted at the National site. Not all realms find the same guidelines work for them. Should you participate in a national event, expect to follow the national rules. If you have questions about the national rules, ask on the national forums. If you have questions about why we do things the way we do, feel free to ask us. Remember: the goal is safety and fun for all...
- Details
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Category: Fighting Manual
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Published on Sunday, 06 March 2011 19:26
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Written by Talinor
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Hits: 170
(Note: please be sure to read through the rest of the rules in this section for more specifics.)
Dagorhir is fun for many people because it is a safe sport to return to play, again and again. A safe weapon is one that can be swung with a full out, baseball bat style swing and will not leave bruises, break bones or noses when striking an un-armored person. All weapons will be checked for safety by the weapons checker, and any weapon may be rejected, even if it has passed previous weapons inspection.
Global weapon restrictions (applies to all weapons):
- Weapons must have cloth coverings on all striking surfaces.
- Two and one-half inch rule: no surface on a striking edge (sword tip, arrow head, spear head, javelin head, etc.) whether designed for stabbing or not, shall pass more than 0.5 inch through a 2.5 inch hole.
- The flat (non-striking surface) of bladed weapons must be safely padded.
- Hafts on axes, morning stars, maces and the like must be safely padded except for a reasonable area for a handhold.
- No swung weapon may have more than 1/3 of its length unpadded. No swung weapon may have more than thirty unpadded inches.
- Single-edged weapons such as sabers and cutlasses must have their non-striking edge clearly marked with a 12-inch piece of silver tape.
- Double-ended weapons such as quarter staves are considered to be blue weapons.
- Cores of swung weapons may not be constructed with wood or metal.
- The shaft or blade of a weapon may not flex greater than 45 degrees.
- The pommel must not easily go through a two-inch (2.0) diameter hole.
- No weapon may have a spike or blade at the butt (pommel) end. This includes double-ended daggers.
- Disallowed weapons include (but not limited to): Nets, lassos, pungi sticks, nunchucks, tonfas, & double-ended daggers. If you are uncertain whether or not a particular weapon would be legal, ASK before you construct it.
Blue weapon (one-handed) only restrictions:
- Blue weapons are one handed hacking or smashing weapons.
- Blue weapons must weigh a minimum of 12 ounces.
- The minimum length of a blue weapon is 18 inches.
- The maximum length of a blue weapon is 48 inches (except for double ended weapons).
- Blue swords have a minimum blade length of 12 inches and a maximum blade length of 36 inches.
- The minimum width of the striking surface is 1"x2.5" (single edged) or 1"x3.5" (double edged).
- Blue weapons may be equipped with green stabbing tips.
- Morning stars and flails:
- Flail heads must weight a minimum of 4 ounces and minimum circumference of 16 inches measured on separate axes.
- The end of morning star must follow the 2 1/2 inch rule.
- The maximum chain length is 6 inches.
- The rope or cloth of the flail chain must be covered with segmented foam (rings) to reduce risk of the chain wrapping a weapon or limb.
- Double-ended Weapons:
- Double-ended weapons must not be more than 7 feet long.
- Double-ended weapons must have a minimum of 18 inches in length of a cylindrically padded striking surface on each end and both ends must pass as green or neither end will pass as green.
Red weapon (two-handed) only restrictions:
- Red weapons are two-handed hacking or smashing weapons.
- Red weapons must weigh a minimum of 24 ounces.
- A red weapon (sword, axe, mace, glaive, halberd, etc.) is 48 inches or longer.
- The minimum width of the striking surface is 1.5"x3" (single edged) or 1"x5.5" (double edged).
- Red weapons may have green stabbing tips.
- A red weapon used with one hand is considered a blue weapon.
- Red weapons ignore armor when used two handed.
- All Red weapons when used two-handed can destroy a shield with two solid blows (a blow like would take to hit a baseball out of the stadium). Light or glancing hits to a shield do not count. The wielder of the shield determines the validity of the hit.
Green weapon (stabbing) restrictions:
- Green weapons are stabbing weapons, such as spears, sword points, daggers, and stabbing points on pole arms.
- Spears must have 1/3 of the haft covered.
- One-handed green thrusts do not penetrate armor.
- To penetrate armor, a green weapon must be thrust with both hands from the beginning of the thrust until it has connected solidly with the target.
Yellow weapon (missiles) restrictions :
- Yellow weapons are projectiles; javelins & arrows.
- Yellow weapons are legal to the head.
- Arrows and javelins must be half-drawn/thrown at half-force under 20 feet.
- A yellow weapon must travel its own length to count as a yellow hit.
- Heralds will check all missile weapons on a daily basis.
- Javelins:
- The maximum weight of a javelin is 1.5 pounds.
- The length of a javelin must be between 4 and 7 feet.
- Javelins must pass standards for both yellow and green classifications, no yellow-only javelins.
- All javelins must have a yellow cover on the head (not on the pommel). No non-missile weapons may have a yellow cover.
- Javelins are are allowed greater flex up to 90 degrees, instead of the usual 45 degrees.
- Any block that stops the head of the javelin from striking its target is a legal block.
- Javelins must be padded along their entire length (much the same as the flat of a blade).
- Bows:
- All bows must have a draw weight of 35 pounds or less at 28 inches draw. No compound bows allowed.
- Bows may be used to turn aside thrusts without suffering any damage. However, if a bow is hacked or smashed by a red or blue weapon, or used to stop a thrust, the bow is considered broken.
- Arrows:
- A draw stop is required to prevent an arrow from being drawn more than 28 inches.
- Arrows may not easily pass (> 0.5 inch) through at 2.5-inch diameter hole. No part of the arrow face may be less than 2.5-inch in any direction.
- All arrows must contain a perpendicular penny secured at the end of the shaft.
- All arrow striking surfaces must be constructed of open-cell foam.
- All arrows must have at least two full fletchings (feathers) and a nock.
- All wood and fiberglass arrows must have their shafts wrapped in tape.
- There can be no tape on the face of an arrow
- The head of the arrow must not be able to be moved from side to side.
- All arrows must have a yellow cover.
- Arrows must always be shot; they can never be used as hand weapons.
- If an arrow hits a weapon and had that weapon not been there and a hit would have occurred, the hit is considered good on that location.
- The only things than can stop arrows are shields and/or head armor. Arrows cannot be caught, blocked, deflected, or knocked out of the air by anything else, including hands, feet and weapons. If an arrow is blocked intentionally with anything other than a shield or helmet, the warrior doing the blocking is dead automatically.
- If an arrow strikes a limb that has already been hacked off, the arrow is considered to have continued as if the limb were not there, hitting whatever is in its path.
- If the arrow is deflected it is considered to have hit.
- An arrow must strike with its head to cause a hit.
- Once an arrow has hit an object (changed its path) it is harmless (an arrow cannot strike multiple targets).
- You may not ever carry another warrior''s arrows around without their express permission. You may return fire with arrows that have been shot at you, but if you leave the immediate area where the arrows were fired, you may not take any arrows other than your own with you. Arrows are expensive, respect your fellow participant''s property.
White Weapon(thrown) restrictions:
- White weapons are ''rocks'' which are thrown at the head of combatants.
- If a rock strikes an un-armored head, it counts as a deathblow. Otherwise, it does no damage.
- Rocks must be at least 4" in diameter and constructed of foam with a little tape as possible.
- Rocks must not contain any sort of solid core.
- The maximum weight of a rock is 1.5 pounds.
This list is intended to provide strict guidelines to make weapons as safe to use in the full contact sport known as Dagorhir. At no time should loopholes be found in these rules and exploited to make a weapon less than safe. Remember: safety first, realism second, playability third.
The information above differs from what is posted at the National site. Not all realms find the same guidelines work for them. Should you participate in a national event, expect to follow the national rules. If you have questions about the national rules, ask on the national forums. If you have questions about why we do things the way we do, feel free to ask us. Remember: the goal is safety and fun for all...
- Details
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Category: Fighting Manual
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Published on Sunday, 06 March 2011 19:32
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Written by Talinor
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Hits: 179
(Note: please be sure to read through the rest of the rules in this section for more specifics.)
After fighting in Dagorhir, it will become quickly apparent that the ability to defend oneself is paramount to allowing the combatant to be alive long enough to do some killing of their own. Some warriors turn to shields.
- Shields are defined as any rigid object that is padded on the front and sides, equipped with handles and used as a defensive device.
- A shield may not be taller than the distance between the wielders chin and their ankle nor wider than 3 feet.
- The minimum dimension on the face of a shield is 12 inches.
- All Red weapons when used two-handed can destroy a shield with two solid blows. Light or glancing hits to a shield do not count.
- When a shield is destroyed, the wielder must immediately drop it. If a third hack is delivered before the shield is dropped, the wielder loses an arm. A fourth hack to the shield results in death. These third and fourth blows may be made with any type of weapon; the shield is already gone.
- A warrior may use only one shield at a time.
- If a person is able to deliver a red hit while wielding a shield, then it counts as a red hit.
- Shield spikes do not count for damage, but are allowed provided the spike passes no more then 1/2" through a 2.5" hole.
- Players are allowed to kick shields, provided the kicker keeps one foot on the ground. (No flying kicks!) Shield kicking must be done with regard for the safety of other players and will be monitored carefully by the Heralds.
While striking someone with a shield does not cause any damage, it can be a useful tactic. Here are the rules for shield strikes:
- A shield bash is defined as using a shield to strike an opponent starting from a distance further than 2 steps away.
- A shield check is defined as using the shield to strike an opponent starting from a distance less than two steps away.
- You may shield bash an opponent in their front or side quadrants. Bashing an opponent in the rear is prohibited. However,
- You may shield check an opponent from any direction.
The information above differs from what is posted at the National site. Not all realms find the same guidelines work for them. Should you participate in a national event, expect to follow the national rules. If you have questions about the national rules, ask on the national forums. If you have questions about why we do things the way we do, feel free to ask us. Remember: the goal is safety and fun for all...
- Details
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Category: Fighting Manual
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Published on Sunday, 06 March 2011 19:29
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Written by Talinor
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Hits: 188
(Note: please be sure to read through the rest of the rules in this section for more specifics.)
For some combatants, the idea of perishing under a single lucky strike is frustrating: incidentally, the same issue existed in medieval times. The solution is the same: build armor! There are three types of armor acceptable by Dagorhir standards: plate armor, chain mail & leather armor.
General armor restrictions:
- All types of armor provide the same level of protection.
- Armor protects only the area it covers.
- Helmets and neck armor protect from yellow/white weapon hits to the head and neck when worn on the head.
- The front, back and sides of the torso are considered a single strike zone for armor coverage.
- Armor within a strike zone counts as a single piece of armor no matter how many separate pieces of armor are actually present.
- Armor may not be concealed. It must remain visible to other players. You may wear a surcoat or tabard over armor as long as that the armor must be visible from all sides.
- The first hit from a blue weapon to an armored strike zone has no effect.
- The second blue hit to an armored torso results in death, to an armored limb results in loss of the limb.
- A one-handed green thrust has no effect on armor, even if previously struck with a blue weapon.
- Armor protection against blue weapon strikes is not eliminated due to a previous two hand green or yellow weapon hit.
- Armor does not offer protection against red weapons or two-hand green thrusts.
- Rigid plastic safety equipment for knee and elbow protection is permitted but should be concealed under clothing. It does not count as armor (armor may not be constructed of plastic or other non-period materials).
- No one in armor may initiate grappling.
- Rigid armor including helmets must not protrude more than 0.5-inch from the body.
- Rigid armor including helmets must have no points (must be round, like the curve of a penny).
- Rigid armor including helmets must have blunted edges.
- Armor must not catch any appendages. Fingers should not catch in armor.
Plate metal restrictions:
- Plate metal may be made of iron, steel, bronze, brass, or copper. Aluminum and other modern alloys are not allowed.
- The minimum thickness of plate metal armor is 18-gauge.
- The maximum thickness of metal armor is 1/8 inch.
- No metal knee or elbow armor with the exception of chain mail.
- Metal helms may only be constructed with 18- to 16-gauge. Helms may not have non-period grills. All other armor standards apply.
- Any corners should be rounded to at least 1/2" radius.
Chain mail restrictions:
- Chain mail rings may be made of iron, steel, bronze, brass, or copper. Aluminum and other modern alloys are not allowed.
- No metal knee or elbow armor with the exception of ring or chain mail.
- European weave chain mail (4:1) rings must be made of a diameter no larger than: 12 gauge = 1/2", 14 gauge, =, 3/8", 16 gauge = 5/16", 18 gauge = 1/4".
- Japanese style chain mail is not permitted for safety reasons.
Leather armor restrictions
:
- The minimum thickness for leather armor is 3/16 inch. The minimum thickness requirement can be achieved by layering several pieces of thin leather.
- Studded, scaled, or brigandine armor can only be counted as armor if 2/3 of the area is covered by metal, or the studs/rings/plates are no more than 1/2" apart. All metal peices should rounded to at least 1/2" radius.
The information above differs from what is posted at the National site. Not all realms find the same guidelines work for them. Should you participate in a national event, expect to follow the national rules. If you have questions about the national rules, ask on the national forums. If you have questions about why we do things the way we do, feel free to ask us. Remember: the goal is safety and fun for all...
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Fight Practice
Talinor hosts fight practice every Saturday at noon in Jackson Lund park, Port Orchard (near the train). We practice until dark, or exhaustion, whichever comes first.

Bring some water and some clothes you don't mind getting dirty in and come join us!
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