Hoof Ball Tradition / Ritual in Trinity Sphere | World Anvil
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Hoof Ball

A game played by the equines of the Realm of Omega. It involves a single ball thrown, kicked, and otherwise moved around the field as all three teams try to score on one of the other two's goal.

History

Hoof Ball has been around for a thousand years, or more depending on who you ask. Originally a Terra Equine sport, it became popular among all three of the subspecies of Equines after the unification of the three. As a Terra game to begin with the rules only included hoof use however over the years versions specific for Auran and Magus Equine have developed though the original is still popular among all three types of Equine.

Execution

Hoof Ball has three sets of rules depending on which version you are playing. The original version has had a few minor changes over the centuries but has remains consistent for the last three hundred years. All three types of Equine are allowed to play Terra Hoof Ball. To even the playing field between players no magic nor flying is allowed. The ball can not be held onto while the player moves and they must sit still until they release their grip from the ball. Dribbling by kicking the ball a head of the player is allowed as the ball is not in the grip of the player. Wing use to pass the ball is acceptable as it is seen so difficult that it is not an advantage. Secondly the field must be evenly made so that the field at its largest diameter is sixty meters across and the inner circle is twenty meters in diameter centered in the outer circle. The goals are evenly spread around the field's edge. There is three referies per competitive game, chosen by a opposing team from each team decided by which teams goal is to the left. The most recent rule additon is that the keeper of each team may not be chosen. Play lasts for twenty minutes per game and is played in matches of five. The winer of the match is the team with the most game wins. In an event of a tie both teams are awarded a win.   Magus Hoof Ball has one major change from the Terra version. Magic is allowed. Any spell that doesn't effect another player directly is allowed. This means that personal transfigurations, teleportations and shield spells are allowed. This inludes by the keeper who is allowed to shield the entire goal of their team. Counter spells are allowed and breaking of others shield is also allowed. Spells that effect the field are also allowed, so one can add a layer of ice to the ground or oil, or make a ditch, or any other such spell, as long as no player is currently on said piece of ground when the spell is cast. Telekinesis is allowed to grip the ball and an oposing player may try to distrupt the telekinetic hold with their own magic. As with Terra Hoof Ball, the ball can not be gripped by the player while said player moves around the field. This includes teleportations. Again the ball can be dribbled by hoof, though this rarely happens in Magus Hoof Ball.   Auran Hoof Ball has the most divergent rules from Terra Hoof Ball. As it is played in the air, players are allowed to hold the ball while moving. However they have a time limit to holding the ball, at which point the ball must have been passed to another player or otherwise removed from the grip of the player. This is often kept track of by a fourth referee which keeps a magical time keeper reset when the ball is passed and rings a bell when the time is reached. This necessitates a quiet play field and thus Auran Hoof Ball is the only version with rules for those watching, who must remain quiet.

Components and tools

The game is played with three componets. First is the goals which are most regularly permanently adhered to the field on which the game takes place. Second a ball which is about a foot in diameter and has ridges that make it look from the right angle triangular which allow for better grip with Equine hoof telekinesis fields. Finally, and often most importantly, some way to tell the three teams apart. Uniforms are mandatory for any competitive tournament but in more casual play this can be as simple as scarves for each player that are color coordinated.

Participants

With the Terra and Magus version of the sport, there are two circles marked on the ground one twice the size of the other and around the inner one. With this division there are three postions to each team. One keeper who guards their teams goal, four Outer Players who are only allowed in outside of the inner ring, and two Inner players who are allowed to enter and exit the inner ring though one of them must remain in the ring at all times in the Magus version.   For the Auran version of the sport things are a bit different. As a new demension is added to the game there are field differences. Again there are three goals on the outside of the play area, still a circle, each with a keeper per team. However instead of there being an inner ring there are height markers. There is a lower marker placed most commonly fifteen meters above the ground. Then there is the higher marker placed often thirty meters above the ground. The goals are located at the twenty two and a half meter mark above the ground. All players are allowed to be between the two height markers. In addition to that there is two players who are allowed above the marker per team and two players allowed below the marker per team, which must be different players. Three are kept inside the height markers. In competitive play there is a time limit for how long the ball can be above the high marker, normally no longer than two minutes, and a double length time for below the lower marker, normally no longer than four minutes.

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