I don't have a name, but here goes.
1) Hang a "target" about twice a man's height off the ground for each
team (usually just two teams, but you can do it with more). Targets
are generally quite some distance apart (a hundred strides for a game
between steads, perhaps twice that for a game between clans, the more
players the farther spread they are).
2) Inflate a pig's bladder (and keep some extra on hand in case it
gets damaged.
3) The objective is to hit the target with the bladder.
4) If the bladder strikes the ground, the team that didn't touch it
last gains possesion and ten strides clearance to put it back in play
(if playing with more than two teams probably the team that has gone
longest without touching the bladder gains possesion) (yes, a useful
trick is to use air magic to blow the bladder to the ground after
another team just struck it, but this is viewed as a bit of a cheap
shot and is apt to draw similar actions in return, reducing
everyone's fun).
5) No grabbing, holding, or throwing of the bladder is allowed, but
you can strike it however you want, and wind magic is an integral
part of the game--blow it about all that you can. Grabbing of the
ball is treated as if the ball had struck the ground. You may
however "dribble" the bladder by bouncing it back and forth
between your hands as you run, but the irregular shape makes this
quite difficult.
6) No striking of any other player with hand or foot, elbow or knee.
If you do, you must stand still and they may strike you once with the
same appendage that you used (or course if nobody saw you do it, did
it really happen?). Tackling another player is part of the game, but
holding them down afterwards is apt to result in a violent pile up.
7) There are no limits to the field. There is little value in
straying too far from the targets, but it is not unheard of for play
to go haring off into the woods and not make it back to the main
field for half an hour. Also there are no vertical limits. Trying
to fly with so much wind magic around is risky, but if you want to
try, go ahead and show off your prowess.
Obviously the game is favored by worshippers of Orlanth Thunderous (who have wind magic), and Orlanth Adventurous (who have movement magic, and are more apt to be young and energetic). All the same most succesful sides are led by followers of Orlanth Allfather (who help the team work together). Worshippers of other gods may play, but are generally at something of a disadvantage.
Thoughts, anyone?
--Bryan
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