Darkon Wargaming Club is a {{LARP}} SwordAndSorcery {{Fantasy}} game based around Baltimore, MD and Washington, DC. Founded in 1985 and built upon the rules of the now-defunct Emarthnguarth Outdoor Wargaming System, Darkon grew from a handful of LARP enthusiasts to almost 2,000 members in 2005, with a small number of chapters dotting the country.

Much of Darkon’s rules were originally based around [[DungeonsAndDragons Advanced D&D]] rules. Now, however, they have taken off in another direction, attempting to find a happy compromise between styles of fantasy play.

Darkon is divided into countries that take on historical or fantasy cultures as their premise.

!Provides examples of:
* AdventureFriendlyWorld: The Realm of Darkon is this, to the entertainment of its members.
* AlmostDeadGuy: A player who is "Mortally wounded" is this. The actions they can take is speak, cry out in pain, crawl slowly, and bleed out in 5 minutes or less. They can however be brought back to full health with either a potion or spell version of "Cure Mortal Wounds", or even crawl (or be carried) to the "Hades" revive area, returning to game faster than if they were "dead"
* ArmorIsUseless: Averted. Physical armor, and the "skin" spells and abilities are they only way to take more hits without becoming Injured, Mortally wounded, or dead.
** Played straight however, with several spells and siege weapons. Ice storm and Entangle will prevent a player from moving, regardless of armor. Fireball and siege weapons, will not only destroy your armor, but in most cases, kill you as well.
* BackStab: Thieves and Assassins have it.
* BadassArmy: Every country is basically this, with a flavor of lore to suit just about anyone's taste. The complete list can be found [[http://darkon.org/realm.html here]].
* BarefistedMonk: Subverted. Monks can wield two minimum length "bar" style weapons to represent unarmed strikes. They're weaker they pretty much any other weapons a monk can use, but provide the advantage that they can't be taken, and means they can remain armed even in areas where weapons are declared prohibited.
* {{BFS}}: The maximum size for a sword is 6½ feet long.
* BlueBlood: The Noble Council. In game, they are members who have earned a noble title for either skilled role playing, fighting, or some other way of advancing the game. Out of game, they are one of the three sections of power in decision making for the overall club, such as rule changes.
* CallingYourAttacks: Justified and enforced. Players are high encouraged/required to call out the color of their weapon type when swinging/shooting with it. Spell casters must finish casting their spells by speaking an invocation line that mentions or implies the spell's name or effects. All this is used to easily identify what's flying at you and take hits accordingly.
* ChaoticNeutral:[[invoked]] Moot. Some consider them to be [[TheJester Jesters]], others [[NonIronicClown Non Ironic Clowns]].
* CharacterAlignment:[[invoked]] Optional, but can significantly change roleplay.
* CharacterLevel: Gaining levels usually unlocks new abilities until about level 20-25.
* CharmPerson: the mage spell Feeble Mind.
** And for druids, this comes in the "Nature Love" flavor. Getting hit with this doesn't put you under the druid's command, but does force you to frolic about the field and start hugging trees.
* ColorCodedForYourConvenience: Many of the “evil” countries wear primarily black. Most of the “good” countries wear bold primary colors.
** Weapons are also color coded to identify what type and how much damage they do. Yellow is bludgeoning, white is slashing, red is piercing. Black weapons are cleaving and always require two hands to use them as such.
* CombatMedic: Clerics
* CrazyPrepared: If you’re a spellcaster, you need to have enough spell balls to be effective.
** And that's if you're just planning on blasting away with spells! Want to do other tricks? Start stocking up on pouches, headbands of various colors and symbols on them, colored capes, gloves, and special color shield and weapon covers, among other things.
** Are you planning to go to war and have a siege or ship battle? Hope your country has some mages and siege weaponry.
* DeathIsCheap: Characters come back to life after a maximum of 12 minutes unless assassinated. Even then, they come back after 24 hours.
* EasyAmnesia: A player who dies and returns to life in game, can not remember in character what happened during the 12 minutes leading up to their death.
* ElvesVsDwarves: mostly averted, as in many cases race does not matter.
* EmptyLevels: Most classes stop getting abilities at either Level 10, 15, or 25 in one case. Spellcasters, however, gain more spell points, and gain spell cast time reductions in the form of having to speak fewer words from their spellbooks to cast them.
** Rangers, monks, and fighters have empty levels in the traditional sense of having large gaps between learning abilities as they become higher leveled.
* EvilArmy: Take your pick.
* FantasyKitchenSink: Players can play any kind of fantasy creature imaginable.
* ForTheEvulz: Mordom’s motto: “Hate Without Reason”
* FragileSpeedster: The Monk class is designed with this in mind.
* GeniusBruiser: It’s scary to think how many people in Darkon are doctors, lawyers, rocket scientists…
* GrapplingWithGrapplingRules: Grappling rules had to be changed after characters in full-plate insisted on grappling unarmored players.
* HoistByHisOwnPetard: Spell casters holding a spell ball ready to be thrown, if struck, lose concentration and have the spell's effects fire off, centered directly on them. Many a Mage have had a fireball readied, only to be struck by an arrow from an aware archer. Result: one likely dead mage, and anyone unfortunate enough to be right next to them when this happens.
** Siege weapons. Did your weapon just misfire in someway that the projectile (a green spell ball/javelin/ballista bolt) failed to launch properly and instead landed near, or in the weapon? Then you, and your two fellow crew members are dead, and the siege weapon is counted as destroyed until mended/repaired.
* HornyVikings: The Forgotten Ones
* HumanSacrifice: Has been known to happen on more than one occasion.
* InstantDeathRadius: Fireballs basically do this on normal battle days. Ballistas and Catapult's also have this, sometimes to their own crews in the case of a misfire.
* ISeeDeadPeople: The spell “Speak With Dead” allows the caster to ask a dead body three yes-or-no questions.
* KnightInShiningArmor: Cavaliers are required to wear metal-based armor like Plate and Chain, or no armor at all.
* LaResistance: The Republic of Harn.
* LawOfCartographicalElegance:
* LinearWarriorsQuadraticWizards: Downplayed and Averted. Spell casters have a number of rather useful support abilities. Since it takes time to cast magic spells, and leaves the caster fairly vulnerable, in combat magic casting becomes more support blasting, or defensive support oriented. Typically, weapon combat is overall more effective and easier.
* LuckilyMyShieldWillProtectMe: A shield is perhaps the single greatest way to improve your chances of staying alive in Darkon. They range from bucklers all the way to tower shields.
* MadeOfIndestructium: The Shield of Deflection.
* MagicPants: The spell “Giant Growth” affects everything worn by the caster.
* MalevolentArchitecture: some adventures include a dungeon that may be full of traps, falling bridges, and more.
* ManlyGay: Arguably, Laconia. They of course were playing off of ThreeHundred, so…
* MightyGlacier: Anyone who is wearing full metal armor. As anyone who can wear such armors can also carry a shield, this can make defeating such a person a team effort.
* NoConservationOfEnergy: Where does magic come from?
* OneManArmy: Some Darkonians could be considered this: Pain, Inox, and Slindar come to mind.
* OurOrcsAreDifferent: And yet they all fall back into the idiosyncrasies of TabletopGame/{{Warhammer 40000}} orks.
* PercussiveMaintenance: Pretty much how the fighter's Repair abilities work. The fighter takes the damaged or destroyed gear in question, and mimics hitting with a hammer/foot/fist for a certain amount of time to treat the piece of gear as repaired and ready for use again. Grumbling while doing so, is highly encouraged.
* PrivateMilitaryContractors: Bloody Axe mercenary Company, who adhere to a strict [[HonorBeforeReason honor code]].
* PunyHumans: Averted, because race makes no difference to your character’s stats or abilities.
* PutOnABus: A country that fails to officially field or meet fielding requirements for a number of events is written off as having vanished, with their lands abandoned on the world map.
* PuttingOnTheReich: The Teradox Imperium.
* RealLifeWritesThePlot: Keldar handed over a lot of responsibility in ruling TheKingdom after his player, Kenyan Wells, injured his ankle very badly and could not attend fights for almost a year.
* ReligionOfEvil: Some of the religions in Darkon could be considered this. [[GiantSpider Lolth]], anyone?
** A number of countries in game worship the Demons of Chaos from [[Warhammer Warhammer]]. No prizes for guessing what alignment their characters are.
* ShieldsAreUseless: Averted. Shields can take infinite hits from most attacks. Several spells, and certain weapons that the Fighter and Cavalier can use however, can break shields.
* SiegeEngines: Included, and arguably the most powerful tools in the game under correct circumstances.
* SpellBook: Necessary for spellcasters. To cast a spell in game, a player has to read a certain number of words from their spell book first.
* SquishyWizard: Averted: Mages receive magic armor that under correct circumstances can be better than some armored characters…without the drawback of actually wearing armor.
* StandardFantasySetting: Played straight on purpose, to allow more flexibility with player-run adventures.
* SubSystemDamage: Both armor and wounds tracked depending on whether their on a limb (Arms, legs), Torso, or Head. Additionally, the first hit in most cases to an unarmored limb, will only "Injure" (Prevent full use) of that limb.
* TheAlliance: The Northern Kingdoms is in their lore, this. Before forming, they were the separate countries of Albion, Chendrolyn, and Sarum.
* TheFairFolk: Elidor, arguably.
* TheHighKing: The official title of the [[ExactlyWhatItSaysOnTheTin High King of Darkon]] To claim the title, one must be a noble who either defeat whoever is the current High King in one or one combat or a Crown War. Alternatively, they can be handed the crown by a stepping down High King. If the throne is ever left vacant for any reason, a Crown War is declared on the spot.
* TheHorde: Ched Nasad. They even have a position for members specifically called Hordeling. WAAAGH!, being based on Warhammer 40,000/Warhammer Fantasy Orks, is also this.
* ThePiratesWhoDontDoAnything: Aquilonia hasn’t had a war in years.
* ThePlague: Used as an adventure arc in a recent year.
* TheRomanRepublic: Legio Exilium.
* TurnUndead: Clerics can do this.
* TheUsualAdversaries
* WeaponOfChoice: Some players are known for certain weapon preferences.
* WeirdTradeUnion: Guild of Fighters, [[MagicalSociety Guild of Mages]], Guild of Thieves, Guild of Druids…and lots of others…
* ZombieApocalypse: Another adventure arc used in recent years.
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