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  1. - Top - End - #1
    Dwarf in the Playground
     
    Laura's Avatar

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    Default Empire 6: Round #17 Event "Five Stone Race"

    FIVE STONE RACE

    Rules And FAQ


    Description

    A cross county endurance race where one team tries to collect five stones along the way and run them to the finish line and the other team does whatever they may to stop them. The race covers roughly 20 miles of difficult county and must be completed within three days.

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    Spoiler: Mechanics
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    Mechanics

    Draw straws (1d2). Winner picks Run or Intercept.

    First are the leadership rolls, which determine a strategy bonus that gets added to the rest of the team’s rolls in the game. Then there are five rounds of runners vs intercepters. For ever round that the runners beat the intercepters they earn a point. If the runners score two or fewer points the intercepters win 5 points. Points are added up through the season and the team with the most points at the end of the season are the champions.


    Leader Roll 1d6+Mil+Int
    Runners vs Intercepters 2d6+Faith+SB vs 2d6+Mil+SB
    Runners vs Intercepters 2d6+Faith+SB vs 2d6+Mil+SB
    Runners vs Intercepters 2d6+Faith+SB vs 2d6+Mil+SB
    Runners vs Intercepters 2d6+Faith+SB vs 2d6+Mil+SB
    Runners vs Intercepters 2d6+Faith+SB vs 2d6+Mil+SB

    Leader Strategy Bonus
    3 to 7 = -4
    8 to 12 = -2
    13 to 18 = 0
    19 - 24 = +2
    25 - 26 = +4




    Spoiler: Making a Team
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    Making a Team

    Name and describe the team captain, (you may use heroes or leaders if you like). You may include as much or as little detail and fluff about the other nine team-members as you wish. Give a general description of your team’s style and spirit and tell me if they have a team name. Say wether they prefer running or intercepting. You may include qualifiers if you wish, such as “If the opposing team has a F8+ we pick runners, if not, we pick interception.” or “If the opposing team has more overall points than us, we pick runners, if not, we pick interception,” ect.

    If you wish, you may also describe the kind of terrain where your nation would host a race and the kinds of terrains your team would either excel in or struggle with. Terrain does not effect the mechanics, but it would be useful to know this for describing a team’s triumphs and/or defeats.

    The stats are based on your nations leader stats, so include your leader’s INT, MIL, FTH & DIP scores.




    Spoiler: Cheating?
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    Cheating?

    If you wish to try to cheat you may roll 2d6+INT and must beat both the opposing team’s INT+2d6 and the INT+2d6 of the hosting nation (the referees). Describe how you are cheating, modifiers or penalties might be applied depending on how clever or ridiculous your attempt to cheat is. If you succeed, you can get a bonus ranging between 1 and 4 points one of the rolls of your choice. You may cheat multiple times in order to get a bonus to multiple rolls, but not larger bonuses to the same roll.

    If you get caught cheating, you may make a 2d6+DIP roll ys 2d6+DIP of the hosting nation. If you succeed you don’t get the cheating bonus but you aren’t kicked out of the game. If you fail you are kicked out of the game and can not play again in this season.




    Spoiler: FAQ
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    FAQ

    What makes a Team?: Players compete in teams of ten (called a Ten-tet), with a captain and nine mates. There are some traditional roles and positions, but which if any of these a team wishes to use is up to the team captain.

    What does the Captain do?: The captain oversees training and practice, makes strategies, calls shots and can organize the rest of the team’s roles. He or she is the team commander.

    What are the stones like?: Each stone is generally round/oval in shape, painted with a unique color and marking and weighs between 14 and 18 lbs.

    How is the Race Monitored?: There are referees at every checkpoint and at a number of other stations along the race trail, making sure no one gets seriously hurt & that teams are following the rules. They grant the stones over to the runners and can offer supplies and treat injuries, but otherwise don’t interfere.

    Can players kill each other?: No. Non-lethal weapons may be used. Lassos, sapling poles and twin billy-clubs are traditional. (Anything with stone, metal or a sharpened point/edge would not be allowed,) but serious injuries like broken bones or permanent disablement should not happen and purposely trying to inflict them can get you disqualified.

    What happens is someone dies anyway?: Any death or nearly fatal injury in the game will immediately end the race and cancel the game with no points won.

    But of course there must be “accidents”?: In a sport like this obviously accidents do happen, but if a team causes too many “accidental” serious injuries or deaths they will be kicked out and not allowed to play again.

    Can you tie people up?: Tying people up is allowed, but teams should report anyone tied up and left behind somewhere to the referees at the check points, so they can be safely retrieved.

    Can you take prisoners?: If a team does try to keep prisoners, they got to make sure everyone gets food, water necessary warmth and are allowed basic comfort. Blatant cruelty would get a team disqualified.

    What’s “Crying Down”?: Any player may “cry down” to indicate they “submit” in a fight. If an opposing player “cries down” you shouldn’t keep beating them. If you “cry down” you should stay down, passive and out of the way for at least 10 minutes before re-entering play.

    Where do players get shelter & supplies?: Players may carry basic supplies with them if they wish, but food, medical supplies, new weapons, clothing, blankets and firewood can be picked up at checkpoints. Checkpoints are also safe places to eat and rest.

    Are there designated “rest” times?: There are no breaks or “time outs” teams must plan their own strategy for when/how to get rest during the race.

    What are checkpoints?: Checkpoints are usually a simple tent/wigwam with a circle of stones around it. No fighting or stone-theiving is allowed inside the circle.

    Who can get the stones from the checkpoints?: Only players from runner team can receive stones from the Checkpoints and they must have all the prerequisite stones needed to do so.

    Can the intercepters just steel and hide the Stones?: Once a stone has been checked out, any player may try to take it and carry it. As long as it stays intact and the identifying marks aren’t altered, players can do whatever they like with a stone (hide it, burry it, throw it in a lake, ect). However, if asked, they must tell. - The game’s no fun if no one can even find the stones. Destroying or drastically altering a stone is not allowed.

    Can teams use magic?: No magic is allowed.

    Can teams use horses/other mounts?: No mounts are allowed, however, teammates can “carry” other teammates. So if a player is capable of being a mount to their team-mates, they can do so.

    Can teams use boats/other vehicles?: No boats or vehicles are allowed.

    Can players swim/fly/burrow ect?: Any sort of movement the players themselves are naturally capable of is allowed. So if a player can fly or swim or whatever without the use of magic or special equipment, they may do so.

    What if the terrain is unfamiliar?: Both teams must be allowed a fair chance to survey and familiarize themselves with the terrain, rout and location of the check points before the race.

    Is armor allowed?: Armor is allowed, should a player want to ware it. But remember it’s a race, usually through rough terrain, so armor may be more of a hinderance than a help.

    Can teams use relics or enchanted items?: Enchanted/magical items are not allowed.

    Can teams use dogs/other pets or get assistance from non-racers?: Assistance, information or interference from pets, audience members or anyone else who is not a player or a referee is not allowed.

    When does the race start/end?: It starts at dawn (sunrise) and ends at sun-set on the third day.

    Do both teams start at the same place/time?: Both teams begin at the same checkpoint.

    How long is the race?: The race takes place over 3 days and is the rout is ~ 20 miles long. The checkpoints are fairly evenly distributed along the rout.

    Who can be on a team?: There are not many rules about who can be on a team, beyond the fact that they must be a physical person. You can’t make non-sentient pets/mounts a part of the team, and gods, spirits or ghosts would not be allowed either. (You can’t have the Great Mother on your team for example)




    Spoiler: Example 5-Stone Race Track
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    Example 5-Stone Race Track

    Now days races are held in a wide variety of terrains. Traditionally they were held along the Ka River in Shandolyn at various stretches between Winter Town and Summer Town, however, as the sport as expanded to other Á'Shansholí regions and races beyond the Shaní a great number of different kinds of terrains have been used. This map is just a basic example of how the checkpoints might be laid out across a terrain.

    Around a Lake

    Last edited by Laura; 2021-03-03 at 03:02 PM.

  2. - Top - End - #2
    Dwarf in the Playground
     
    Laura's Avatar

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    Default Re: Empire 6: Round #17 Event "Five Stone Race"

    Spoiler: 5-Stone Racing League History
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    5-Stone Racing League History & Controversy

    For many years the tradition of the 5-Stone Race has been practiced in Á’Shansholí. First conceived in Shandolyn in the years immediately following the coming of the Blue Commit, it was originally a means of training and practice for shaní combat units and part of the celebrated spring-time migration between Winter Town and Summer Town. As the kingdom of the shaní grew to include many more cultures, people and regions, so did the sport, spreading along the western coast and ever increasing in popularity and participation both by players and by observers. It now has captured a spirit of national enthusiasm and pride that unites many the many different peoples and regions of the Á’Shansholí kingdom.

    However, it was only a few years ago that the united councils of the kingdom gathered and collectively worked together to organize the regions into a league with local, regional and national levels. The national-wide contest was very successful, creating a wave of moral and national spirit and drawing people together from all along the coast. After the first season’s success, the United Counsels agreed to carry things further and announced that after the conclusion of the second national-wide season, the next season would be held internationally in an event where other nations from around the world may participate.

    This added all the more excitement to the following seasons of local, regional and then national games, as the people of the Elven Coast watched to see which team would be representing Á’Shansholí in international’s games. The conclusion was as about as controversial as possible. Everyone had expected the Shaní team from Shandolyn to win. They had won the previous national games and most would consider them most representative of Á’Shansholí’s people (after all it is their own Winter Council that represents the nation politically), however in the end the Goblin team from Á’Nôstrásandi won the day. Captained by the Goblin King’s own son with a team of "monstrous" players, many people outside of the Á’Nôstrásandi looked upon the team with disfavor. Despite being an equal part of Shandole democracy with their own council, Goblins are still viewed as strangers and even freaks by a number of other peoples. This prejudice was an obstacle the team faced throughout the national season and, even after they won, a number of people protested the fact that goblins would move on to represent Á’Shansholí internationally. The Winter Council stood by their rules, however, defending the goblin prince’s right to lead his team in the following season against challengers from around the world.

    Throughout the following year, before the beginning of the next season, the Winter Council funded the widespread propaganda campaign and encouraged the prince to tour the coast in order to gain wider support from all around Á’Shansholí. The campaign was mostly successful winning over the spirit and enthusiasm of most Shandole, though some still remain bitter and begrudging.




    Spoiler: Á’Shansholí Race Team
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    Á’Shansholí Race Team

    Name: Blood Hunters

    Captain
    Goblin Prince Merik Elkprong
    Age: 38

    Son of Merik Horsehair and “The Elven Daughter” Tesurí’Thaláurên, most of Elkprong’s life has been in times of war and controversy. He was only 12 years old when his nation was concurred by the shaní and his father was forced to submit to their rule and democracy. A people traditionally steeped in traditions of royalty and bloodlines, the changes have been controversial and difficult for the goblin nobility, even though their king, Merik Horsehair, has done his best to work with the shaní overlords to insure a smooth transition where his people maintain a voice and influence in the national politics of Á’Shansholí. For all that his father has done, however, it was Elkprong who led goblin-kind onto the national stage when his race team won the national 5-Stone Race championship. For this accomplishment he has gained the pride of his people and his parents. At 38 he is still quite young for a goblin Blood-Born, but has reached a level of physical and emotional maturity to be considered an adult, if yet a rambunctious and an inexperienced adult.

    In appearance, Elkprong is unusually large and tall. Standing upright he’s just over 8’ before including his antlers which add nearly two more feet to his height. His skin is pale blue and covered in short velvety white fur an his physique is extremely muscular. His mismatched green and black eyes seem small in his face, which features a long almost snoutish nose with wide flaring nostrils that are dark and wet, contrasting with the pale fur on the rest of his nose and face. His ears are set high and are floppy and moveable like a hound dog. Brown specs freckle his fur around his ears and on his shoulders. His arms are disproportionally long compared to his torso and he can use them to run on all fours if he wishes. His hind legs are back-bent and, rather than feet, he has large cloven hooves. Elkprong likes to askew modesty when competing, barring his torso in a social faux pa of shandole culture. This immodesty has earned him scorn from plenty of elves, but it also makes him all the more intimidating. He paints his torso in blue warpaint, using traditional goblin iconography to celebrate his bloodline and heritage.

    As a side note his family is very eager to find Elkprong a wife and hope this opportunity to get on an international stage will lay groundwork for finding a good match.

    The Rest of the Team

    The nine other goblins of the Blood Hunters bring a verity of strengths and skills to the team. I won’t describe them all, but a few of them have gained enough notoriety and popularity to stand out.

    A particularly popular player is Misha, a female goblin with glistening opaline scales rather than skin and a lean otter-like body. A long flat tale draws out the length of her body even more and can be swung to deliver a powerful slap-down. She has both gills and lungs, making her an expert swimmer.

    Kaci is the smallest team member, but is very swift. His hearing is so sharp, he’s capable of using echolocation and he can climb as fast as he can run. A membrane attached to his arms allows him to glide short distances if he jumps from a height.

    Merida is burly and though she’s rather short in stature, she has the strength to bowl over even Elkprong himself when she charges. With a thick bristly hide, she’s very tough and seems almost immune to pain and exhaustion. She has bone spikes that grow from the back of her neck and down her spine and long talon like claws on her hands.




    Spoiler: Location and Terrain
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    Location and Terrain

    The Hollow Kingdom aka Á’Nôstrásandi is the native region of the goblins and, as the team representing Á’Shansholí, they agreed to host the international races for the season. The region is hemmed in the south by the stunning snowcapped heights of the Nôstrásandí Mountains and on the norther by the largest river in Á’Shansholí, the Iron River. The coastline in Á’Nôstrásandi is the shortest coastline of any region in the kingdom, but it’s one of the most treacherous. Rough and rocky beaches, sharp shoals and the notorious crustacean predators known as Chadaclaws are only a few of the hazards in the area. Driftwood and old ship wrecks can be found like old skeleton along the coast and of thorny thickets and wind-whipped groves of trees break up the empty beaches along with rocky outcrops and cliffs.

    Despite all these difficulties, or maybe because of it, the King’s Council decide to hold the race along this coastline. The first checkpoint is at the mouth of the Iron River and the track extend twenty miles southwest along the coast.

    Checkpoint #1
    Iron River Checkpoint
    Placed on a sandy island just inside the mouth of the river, it’s near a the port town of Wasp Grove and have plenty of room for audiences and viewing stations.

    Checkpoint #2
    Castaway Shoal Checkpoint
    This checkpoint is built on the ruins of an old ship the broke up on the shoals. Player will need to swim through the rough surf a good ways to reach the checkpoint and retrieve the first stone. Boats have been anchored a safe distance around the shoals and skilled pilots have been commissioned to carry viewers through the area so the can view the action.

    Checkpoint #3
    Briar Forest Checkpoint
    A little ways inland this checkpoint is over a rocky ridge in mired without a brushy forest filled with thorn briars and twisty trees. There are plenty of places to hide or lay ambushed on the way to the checkpoint in the middle of the small briar forest. A few viewing platform have been constructed around the area, but the nature of the forest makes this the most difficult checkpoint for viewing audiences to watch.

    Checkpoint #4
    Gull’s Perch Checkpoint
    This checkpoint is a ledge on a seaside cliff, there’s a rocky path the leads from the beach below up to the checkpoint, but is’t slippery and steep. A viewing camp and observation stations have been constricted on the beach below fore the andante and it grants a good view of the whole cliffside.

    Checkpoint #5
    Drifwood Bumble
    In a small rocky cove a great pile of natural driftwood as accumulated. The checkpoint is build on a platform above the heaps of driftwood and players will have to navigate through the rocks and old wood, which remain unstable and are a favored hiding place for the dangerous chadclaws and other unsavory creatures. Boats in the cove provide viewing stations for an audience.

    Checkpoint #6
    Five Stone Point
    Built on a point of rock at the end of a natural jetty jutting into the sea, the checkpoint for the final stone isn’t too hard to approach unless it’s being guarded by other players. The narrow point and rough waters surrounding it make an excellent defensible position. Boats on the waters around the point can give audience a good view of the action.

    Checkpoint #7
    Endpoint
    The end of the race is a place called Fulky’s Grotto, a small fishing village built in a large cave and grotto system that meets the ocean. Underground paths from other nearby caves just inland is the most common means of approach by native goblins, but for those not accustomed to living underground such roads can be unnerving. There are smaller paths at the coast that lead into the grotto and around to the village, but they’re rather narrow and winding. Fortunately the sea itself is uncharacteristically calm and deep at this point and within the grotto itself the crashing waves only grow fierce in extreme tides and storms. The village is large enough to host plenty of visitors and viewing stands and the grotto has room for plenty of boats to anchor.




    Spoiler: Political Backdrop
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    Political Backdrop

    Representatives from all the regional councils will be present at the race, including many of the High Speakers. High Speaker of the King’s Council of Á’Nôstrásandi is hosting the event along with his shana wife, Tesurí’Thaláurên. Zán’Quêzí high speaker of the Winter council will be in attendance, as well as Edge High Speaker of the Council of the Veil and national hero. High shaman and winter Councelor Leósha’Lýndónah will be there and many other important figures of Á’Shansholi. While the main purpose of the event is the race, there will be plenty of time for non-participants to gather and discuss a number of political maters, from trade to treaties, as well as opportunities for people from around the world to meet and network with other nation leaders and representative. The King’s Council has made sure plenty of suitable accommodations are provided and various other entertainments and diversion have been made available alongside the race.


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