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Wizard's Ball Game

WIP, feedback is very welcome!

By Michael BivensPublished 11 months ago 3 min read
Wizard's Ball Game
Photo by Iman soleimany zadeh on Unsplash

This is Wizard's Ball (actually that's a terrible name somebody please give me some ideas for something not as laughable), the game of high speed, flying action as two teams of 6 go head to head in the air attempting to score 21 points and the match isn't over until they do!

The History

The sport originated from the Etheros, an isolated magocratic kingdom from the southern end of Aqin. It was developed as means for noble houses to compete with each other and size up their prowess in strategy. This came eventually was brought to Aqin's other cities by an exiled noble in the last age while he was looking to make his own way outside of Etheros. Six of the cities each host their own team that competes once every 3 years in a tournament called the Aqin Cup.

Following the collapse of the Idaxian Empire and the Elder Sacellum Church which marked the turn of the new age; the sport continued to thrive, despite the turmoil of political boundaries being redrawn and significant cultural changes across Aqin.

Today, in the new age, the sport has become a somewhat unifying force between regions of Aqin and the Seven Cities.

Economic & Cultural Impact

Wizard's Ball (again, name suggestions appreciated) has a significant impact on a cities economy during the Aqin Cup, the influx of foreign coin alone has given kings cause to temporarily halt wars and fuedes with other nations. A strong culture of gambling has also risen with the popularity of the game as debtors and sports fans alike attempt to cash in on the opportunity.

There are numerous, regional teams that participate in their own tournaments as the sport has grown. These tournaments usually include feasts, temporary pop-up towns are known to occur as lesser-known nobles and travelling mercheants seek to take advantage of the gathering and festivities. The rules for these regional teams and tournaments are oftentimes different as there may not be enough locals with the magical prowess to cast flying magic, and thus sometimes the use of potions to assist in this are used.

The Rules

Teams consist of; 1 keeper, 1 forward, 2 right flankers, and 2 left flankers. Players have to cast a fly spell on themselves to enter the sphere arena, the referee sets up the play arena with another spell that sends off an alarm should a player exit the arena. Prior to the match, each team is allowed 3 additional spells that either aid their team or hinder the other. These might be magic that sharpens senses, enhances reflexes, or hinders sight.

In a match, two teams will compete against each other to score 21 points by throwing a ball through one the 3 hoops stacked vertically on either side of the play field. The three hoops stack in descending circumference, with each smaller hoop being worth more points (1, 2, and 3). The match may only end by forfeit or when a team scores the requisite points. Each player is only allowed to fly 5 meters with the ball before they must pass it, failure to do so will result in a penalty shot by the opposing team.

Feedback I know I need:

- Give me all your name suggestions!

- Is 21 points too few?

- What other rules might there need to be implemented?

- What magical benefits or hinderances should be il/legal to use?

Why ask for help?

Asking for help here and getting community feedback that changes Illorim is exactly the spirit that this world was built around. I might be the owner but it's group story telling games like D&D that has let others help shape this world for the last 8 years.

Feedback Requested

About the Creator

Michael Bivens

Most of my works published here exists as lore from the world of Illorim, an original creation by me that's been supported and cooperatively built through shared story-telling.

More on Illorim on World Anvil

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    Michael BivensWritten by Michael Bivens

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