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Wyvern Racing

One of Clearwen's most popular traditions is wyvern caring. The festivities span multiple days and are celebrated throughout the entire city, with an epicenter in the The Wyvern Racing Theatre.   General rules:
  • No use of magic items during the challenge and baton range.
  • No flying above the snowline, on the full racing circuit.
  • Only wyverns whose stinger has been removed are allowed to participate

Execution

The festival spans three days. The opening ceremony takes place at dawn on the first day with an aerobatics display and the ceremonious raffle that determines the challenges participants will face during each leg of the race. Each race has unique challenges so all of the contestants have no preparation time. The box containing the raffled challenges is stored in the center of the arena. On the first day, full teams compete in the relay round. A full team consists of five riders, who each ride their own wyvern.  
On the second day, individuals compete in the solo race. Each rider completing all legs of the race without pause. The fastest time counts.
The last day is mostly about aerobatics, scored by a panel of judges and by the audience awarding points for the most innovative and hard moves. Throughout the aerobatic performances, which usually last only a few minutes each, the racing course is open for amateur teams. These are teams of three to five riders, who share a single wyvern. In between legs, riders quickly change between the wyvern. The third day is concluded with an awards ceremony and the biggest party of all nights.

Components and tools

Each lap consists of one loop around the mountain. It is illegal to fly above the snow line, ensuring a minimum length of each loop. On the side of the mountian where the The Wyvern Racing Theatre is, it is forbidden to fly lower than theatre height, to ensure that the public has a good view of the race. Right in front of the theatre, challenges will be set up testing various abilities of both the wyverns and their riders. After all contestants have passed or failed the challenge, it will quickly be adjusted for the next round. Each lap around the mountain takes approximately fifteen minutes, providing just enough time to swap the challenge.   The challenges are not fixed beforehand, but generally test the following virtues (accompanied by some challenges that are known to be used). They are explained on the morning of the race to the competitors during the race breefing, giving them time to strategize, but not to practice. Challenges may yield bonus points which translate in a reduction of the flown time.
  • Strength.
  1. Large balloons (filled with enough helium to make them hover in place) float in front of the theatre. Each team/individual is assigned a color or shape prior to the race. The destruction of each balloon gives a bonus point to the corresponding rider. Destroying the wrong balloon may result in giving a bonus point to a competitor. In this challenge it may be considered strategic to arrive at the back of the pack so a less cluttered playing field remains.
  • Dexterity.
  1. Giant rings float in the air. Each ring passed through (in the right direction) yields a bonus point, testing the ability to make sharp turns.
  • Constitution.
  1. The area in front of the theatre is subject to a very strong wind, requiring a minimum speed to pass through, otherwise the wyvern and rider will go backwards. Exiting the area on the side where it is entered (as a result of negative speed) results in disqualification).
  • Intelligence.
  1. A puzzle based on knowledge, facts and logical patterns.
  • Wisdom.

Observance

The challenges in the wyvern race can be observed in the The Wyvern Racing Theatre. This viewpoint is considered to be family friendly as it generally displays only small amount of violence. The baton change is the last part that can be viewed from the arena. The challenge and baton change are the only parts of the race that are subjected to the jury.   The rest of the racing circuit can not be seen from the arena. This is probably for the best, since this part is not judged and is notorious for the usage of aggressive magical items. Some racing enthusiasts are known to venture into the mountains and view the thrilling unsupervised part of the race. Nowhere in the official rules is this part of the race mentioned, but it is regarded as common knowledge and tolerated since it impacts the order in which the racers come into sight, which increases the excitement for the public.  

Equipment

  Items that have been known to be used during the Wyvern Racing:

World of Tunoda

Rider's Blues

Weapon

Uncommon

When thrown, the Rider's Blues will travel in the same direction until it finds a large moving object. When a target has been acquired, the Rider's Blues will scan forward in a 30 degree cone to see if there is a next target within 120 feet. If a new target is found, it will continue to travel towards the next target and scan again. If a new target is not found, it will detonate. The amount of times a new scan is initiated is equal to 2d6.

Invented in Clearwen for sabotaging opponents during Wyvern races. It can be acquired on the black market.

Type Damage Damage Range
Simple Ranged 10d4 Force (2d6) 120 ft

Cost: 150GP
Weight: 0.5kg

Primary Related Location


Cover image: by pi_paints

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