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The Manual of Arms

In the year 1979, when the call to battle first stirred among kindred hearts, the game of Dagorhir was born. From that time onward, realms rose across the land, and warriors gathered beneath shared banners to test their courage upon the field. Out of their trials came the Manual of Arms, a living book of battle, written through the lessons of countless fights and the wisdom of those who came before.

Its foundation rests on three unshakable pillars: safety, playability, and realism. These guide every rule and every clash, ensuring that combat remains thrilling yet fair, fierce in spirit but safe in practice. What follows is the body of knowledge that shapes our war-games: the measure of weapons and armor, the rules of honor and restraint, and the traditions that keep the fire of Dagorhir burning bright across the realms.

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The Dungeons & Dragons roleplaying game is about storytelling in worlds of swords and sorcery.

Introduction

Follow these steps to create a character, from choosing a race to deciding what comes next.

Chapter 1: Step-By-Step Characters

Visit to one of the great cities in the worlds of Dungeons & Dragons—Waterdeep, the Free City of Greyhawk, or even uncanny Sigil, the City of Doors—overwhelms the senses.

Chapter 2: Races

Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead.

Chapter 3: Classes

Characters are defined by much more than their race and class.

Chapter 4: Personality and Background

The marketplace of a large city teems with buyers and sellers of many sorts.

Chapter 5: Equipment

Optional rules that allow characters to gain levels in multiple classes.

Multiclassing

Optional special abilities that represent training, experience, and talents beyond a character’s class.

Feats

Ability scores describe a creature’s physical and mental characteristics.

Chapter 7: Using Ability Scores

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