The World Of Khoras - Civilization - Nations
"Don't understand the rules? Not to worry. They'll
change in a minute."
- Nessar the Grim
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Introduction
Kalgamorra is a complex, competitive team sport known for mixing strategy with intense physical play. The game is fought (often quite literally) between three teams, each with their own goal, in a huge triangular shaped field 125 meters on a side. Kalgamorra is played only in the city of Drakkel in the city's main arena.
The primary objective is to score goals against the opposing teams. However, the game is complicated by a number of "conventions". Although the basic rules of the game are straightforward, the conventions complicate the game so much that most non-Drakkellians have trouble following it.
Kalgamorra is Old Traxxian for "always in motion".
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The Basics of the Game
The objective of the game is for each team to put their "ball" through one of the other two team's "gates" in order to win points. The first team to reach a specified number of points wins (usually 100 points although this target number can change during the course of the game). Kalgamorra is a unique game in that its rules are intricately interwoven with the culture of the city of Drakkel.
However, there are a myriad of "conventions" that control the flow of the game. It is these conventions that make the game a dizzying net of subrules and special cases that most non-Drakkellians have trouble grasping. The conventions are additional rules that have been added to increase the complexity and flow of the game. Conventions are often tied to events and circumstances OUTSIDE the arena which can influence the rules of the game. If certain requirements are met, the rules of the game change. Thus the game is influenced by events out in the city and the city is inevitably influenced by the game in a complex web of interdependency.
The three teams are known figuratively as the North Team, the West Team and the East Team depending upon their position in the field. This is important as many rules apply to one team or another and the teams are referred to by those compass directions.
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The Ball
Each team has a ball. The ball is actually a team member called the "ballmate". It is almost always a grum or a small dwarf. Because they are the focus of play, the “ball” wears thick padded armor and a helmet. The object of the game is to score points by getting your ballmate through one of the opposing teams' gates. The ballmate can go anywhere on the field.
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Team Makeup
Each team has the following players:
| No. | Name | Function | Mobility | Armor |
| 1 | Guardian | Defends the team's own Gate. | Cannot leave team's own Gate Zone. | None. |
| 1 | Healer | Heals team mates. | Can go anywhere on the field. | Yes. Any armor allowed. |
| 1 | Ballmate | Get through opposing team Gates. | Can go anywhere on the field. | Yes. Padding and helmet. |
| 1 | Hero | Team captain and brawler. | Is the only brawler who can go anywhere on field. | None. |
| 2 | Sentinels | Defense. Help Guardian defend Gate. | Must stay within their own Battle Zone or Gate Zone. | None. |
| 4 | Brawlers | Offense. Help ball get through opposing team's gate. Sometimes they carry ball. | Can travel anywhere on the field except their own team's Battle Zone and Gate Zone. | None. |
Each team also has a number of reserve players which includes 1 assistant guardian, 2 brawlers and 1 backup healer. The reserve players usually only come in to play to replace injured players. However, there are conventions that allow the reserve players to come onto the field early.
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The League
There are 81 teams in the Drakkellian league. These 81 teams play 40 games in an elimination playoff. Of the 81 official league slots, there are 68 professional teams that compete every year. There are 13 slots available for “amateur” teams. There is fierce competition between amateur teams to fill those 13 remaining slots. If a pro team loses to an amateur team, they lose their franchise and automatic placement. The winning amateur team acquires the franchise and the losing “pro” team must compete as an amateur team the following year.
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The Field
The triangle field is divided up into sections. Each team has a gate which hovers somewhere in their end of the field known as their "gate zone".
The center of the field has a huge circle which reaches from edge to edge and is known as the "center zone".
The region between the center zone and gate zone is known as by the name of the team. For instance, the region between the center zone and the north team's gate zone is known as the North Battle Zone (or usually just the North Zone). Therefore, there is also a West Zone and an East zone. Each of these are collectively known as the Battle Zones.
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The Gates and Scoring
Each team has a gate which it must defend. The goal of each team is to get their ball mate through one of the opposing teams gates. Each gate is a large circular ring on a platform. These platforms typically hover at 2 feet off the ground. However, their position, facing and altitude may change during the course of the game. Also, the gates open and close randomly. They are usually open, but every now and then, they slam shut for up to a minute. One of the artifacts of the game (see below) is a key that will unlock and open a gate immediately.
The game is point based. The first team to reach 100 points wins the game (although that target number may actually change during the course of the game). Teams score points by getting their ballmate through one of the opposing teams gates. However, there are a number of other ways to score points.
A standard goal is 10 points. Whenever a goal is scored a random front row spectator is teleported to the center zone. The spectator is always teleported out of the crowd area for that team. The spectator, for a short while, becomes an honorary member of his chosen team. If that spectator reaches one of the opposing teams’ gates, that team loses 5 points. Usually the scoring team will defend the spectator and try to help him reach the opposing team gate. The team whose gate he is trying to reach will try to stop him. And the third team might oppose the spectator, or help him or they may do nothing.
A cowardly spectator may opt to lay flat on the field, signifying surrender and that he does not wish to participate. However, being chosen in this manner to support your team is considered a great honor. Those who purchase front row seats are assumed to have already accepted the risk. Those who cower and surrender upon the field may find themselves facing a hostile crowd when they return to the stands.
Although this is a very dangerous and violent game, teams generally do not try to kill players on the other team. If you accidentally kill a player on an opposing team, you lose 10 points. If the game magistrate determines that a kill was blatant and intentionally, he may impose an additional penalty of up to 25 points.
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The Penalty Box
Anytime a player commits an infraction of the rules, he or she is teleported into the penalty box - a small caged platform that hovers some 50 to 100 feet above the field.
Each time a team scores a goal, they get one player out of the penalty box.
Infractions which will put a player in the penalty box:
|
Crossing into a zone which a player is not allowed in | |
|
Killing another player | |
|
Attacking any of the magistrate referees |
A magistrate referee may also put a player in the penalty box for any reason. The penalty box is lined with weapons and players within the penalty box and free to attack each other.
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The Front Row Spectators
The front row seats at any game are, by far, the most expensive as those spectators actually get to participate in the game. They are each given a pole arm with a hook and may attempt to snag players during play. This counts as a legal and fair part of game play. Second, for a fee, front row players may purchase the right to use certain non-lethal ranged weapons. These weapons are provided by the arena. Typically these are net launchers or slings.
Finally, front row guests are the only ones that may actually be teleported into the game.
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The Conventions of the Game
There are 273 Conventions of Kalgamorra. Collectively they are known as the Canon of the Game or simply the Conventions. Here are a few examples of the conventions. The conventions are added to every year. The winning team of the season is allowed to write a new convention, and it will be added to the canon of the game permanently.
| No. | Convention |
| 17 | If the bell tower on the East City Gate rings out before noon, then the East Team is allowed to use its reserve players at any time. |
| 29 | If the Festival of the Coin was found by a slave or serf last year, the West Team gains 5 points. |
| 32 | If the sun is obscured by clouds, the north teams Assistant Guardian must wear a blindfold for 10 minutes upon entering the game. |
| 44 | If fans of any team can successfully catch the greased pig in the Merchant's Quarter of the city, their team is allowed to use clubs. |
| 57 | If the fans of any team can successfully garner 15 magistrate signatures, their team is granted helmets and shields. |
| 68 | The number of replacement players that any team can call upon is equal to the number of babies born in the city the preceding week. |
| 72 | If the game goes beyond 12 hours, a krallinar is loosed upon the field. |
| 95 | If there are more than 25 ships currently in port, the field pits are opened up. |
| 107 | If the White Wolf tavern sells out of thunder mead during the game, the north team loses one point. |
| 146 | If Lord Ozzel wears a short wig that day, the coin toss goes to the West Team. |
| 190 |
1. If the Third Wind is in port, the East Team's sentinels are granted full field privileges. |
| 212 | If any team is able to dress an opponent team mate in their uniform, they gain one point. |
| 244 | If it rains, the end game score raises by 25 points. |
Because so many of these conventions can be influenced by common citizens, the city itself becomes the stage for part of the festivities. Common citizens are allowed, even encouraged, to support their team in whatever way they wish to bring certain conventions into play.
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The Game Artifacts
To further complicate the game, there are a number of "artifacts". These are specific and well known items that affect the game. After every third successful goal (regardless of what team makes the goal), one item is teleported into a random position in the center zone. To keep players from rushing the center zone after every 3rd goal, sometimes a random (and unpleasant) magical effect will be unleashed in the center zone to keep the players on their toes.
| A few examples of game artifacts: | |
| A key that unlocks any of the goals. | |
| Boots of speed. | |
| A fireball, randomly targeted within the center zone. 20 foot blast radius This blast is usually not enough to kill any of the players, but often ignites several of them on fire. | |
| Random potion | |
| Burst of stinking gas, randomly placed. | |
| Reverse gravity in random section of center zone for 1-4 seconds. |
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The History of the Game
The game was first played as an elaborate solution to settle a
trade dispute between three guild houses in 2470 CY. The game proved immensely
popular and the three houses decided to hold the event every year. In 2474,
other guilds began to join. By 2482 CY, there was over a dozen teams competing
in a crude league. In this year the first set of formal rules were codified. In
2488 CY, the first set of conventions was implemented.
By 2582 CY, Kalgamorra had become a major national pastime for the Drakkellian
Alliance. It has continued to gain in popularity and new Laws have been added
over the last 150 years. It has become a major tourist attraction and a major
component of Drakkellian culture. All many of gambling and business transactions
surround these games.
Over the years, the games have spawned a number of business opportunities within
the social tapestry of Drakkel. There are many who specialize in manufacturing
the team uniforms, weapons and other items used in the games. There are a few
who specialize in trivia and historical knowledge of the game. All games played
are written in the Annals of Kalgamorra and become an official part of the
history of the nation.
The shortest game in history was played on Magreign 15, in 2642 CY. It lasted
only 19 seconds and resulted in the deaths of more than half the players. It is
generally not discussed in polite company.
The longest game in history is known as the Big One of 2692. It lasted a record
14 days and is still talked about today by those who were there. It broke almost
all existing records. Because a krallinar is released upon the field every 12
hours, the League ran out of krallinars during this game and was forced to raid
the city zoo for dangerous animals. By day 14, the zoo was almost emptied. It
took three years for the League to replace all of the animals that had been
killed during the game. animals for use in the game.
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This page last updated Monday, October 08, 2007. Copyright 1990-2008 David M. Roomes.