Fortress Flag
Fortress Flag is described as simultaneously the most strategic and chaotic game available for the denizens of humankind to engage in. Within the Sabre Valley (as well as where all Humans reside), the game of Fortress Flag is observed as both a casual and professional passtime. Teams from various cities participate; some sponsored by guilds, and others from the established clans and schools from around the realm.
History
The game of Fortress Flag began during the early days of humans in the Sabre Valley. Since humankind at the time was largely seperated, many different small forts and heraldries were known throughout the land: Small skirmish wars were frequent, and fealty was demanded by forcefully showing up at your neighbors keep, breaking down the door, and taking the fortress's flag. The act of collecting the heraldry and subsequently bringing it back to be hung below the flag of the attacking keep was a common display of dominance.
Nobody is quite sure the exact date when the sport began, but as smaller keeps fell and were replaced by larger castles, a moderate and consistent calm slowly enveloped the land. The frequent sieges of the past became naught but stories told by older generations - this inspired young humans to make their own fantastical stories, build their own "fortresses" out of branches and mud, and "go to war" with one another to take each other's "flags." Of course, the wars were not real, and the heraldry now was typically nothing fancier than a tunic on a stick - however, these humble beginnings planted the seeds for a sport that would spread like wildfire throughout the human realms, and last throughout the ages.
Execution
The basic rules of the game are as follows:
All teams that are engaging in play must have a fortress that acts as their home base, which is established at the start of the game. This fortress must be constructed or magically created, and must be where the flag is kept.
All teams that are engaging in play must be the same size.
Once the flag is placed in its home position, it cannot be purposefully moved except to capture it or return it to its fortress.
Spells may be cast on the flag, but not for purposes of retrieving the flag.
The flag must be physically picked up, not retrieved with magic alone. If a flag is picked up, it must stay picked up by the individual that took it until that creature is either physically unable to carry the flag or has deposited it in a fortress.
If your teams fortress is destroyed or dispelled, the flag's new home position is as physically close to the original position as possible.
A player that is involved in the game who is knocked unconscious is removed from the game for 8 hours. If the game persists beyond that time, the player can rejoin their team in play.
The length of the game is typically determined by the distance between fortresses. There is no limit to how far away fortresses may be from each other.
Fortresses do not need to be on the same plane of existence - however, all players must be aware of what planes of existence are in play.
YOU LOSE THE GAME IF:
The enemy team captures your flag.
All of your team members are removed from the game.
Components and tools
What you need to play:
A fortress
A flag
A team of 3-7 people
A strategy (optional)
Participants
The game, for many, is a casual pastime. There are professional divisions of Fortress Flag players, however. These gatherings are usually sponsored or happen around some large event and take place throughout the day or week, depending on the scale of the game. Divination wizards will cast Scrying, Arcane Eye, Major Image, and other observance and image-creation spells to display the enthralling parts of the game to onlookers and fans.
These figures also will determine how rules are enforced, and will also alert team members if the game has finished or if they have been eliminated via Sending spells.
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