Gylidder Sports Leagues

The Gylidder people of Gylidd have enjoyed organized sports leagues on a Realm-wide scale since 515 AI. Before that, smaller leagues existed, although none were as official or wide-spread as this; representing the competitive spirit between rival cities or tribes. Gylidders take great pride in their local teams, and are happy to share their excitement with visitors at home or abroad.   Most cities share their official colors with their sports teams, and name them after a predominant cultural 'theme.' Teams from the same city share a name, and are differentiated only by sport (which allows fans to share their pride). Most cities have two teams, a few have only one, and the largest cities may have three or more. The city center of Gylidd Syn Aethri - meaning the six districts immediately surrounding the Heartwood Forest - do not have their own sports teams, although these citizens often pick their favorite teams from just outside the walls.

"Maenad cynn bellad ag lan yr ewechren." (Gylidder common for "Your goals are as far as you go.")

Type
Entertainment, Sports team

Gylidd Sports Tiers

  Sports in the Realm of Gylidd are divided into the following tiers.  
  • Worlds (Inter-Realm Professional Competition)
  • Realms (Intra-Realm Professional Competition)
  • Locals (City/Municipality Teams)
  • Schools/Colleges (Student Teams)
  When most Gylidders refer to sports teams and events, they are referring to Realm Tier competition. While teams that play for Schools and Colleges are primarily focused on education, city/municipality teams on the Local level are often treated as 'feeder' teams which graduate their best and brightest to the Realms tier team for their area. When enough teams throughout Myzelis challenge Gylidd as a whole, the Gylidder Worlds Team - known as the Gylidder Heart (Team Colors: Green, with white and black) - is quickly comprised from the best players in the Realm.  

Gylidder Realm Leagues

(Gôl = Gylidder for sports won entirely/in part by using your feet.)
(Bôl = Gylidder suffix for sports won by primarily/exclusively using your hands.)  

Nesbôl (Gylidder Nesbôl League)

(OOC Note: this game is based on basketball)
Source: Literally “basket hand ball contest”
Regular Season: Winter-Spring (Senka, Asha, Miha)
Post-Season: Souma
Grand Final Game: 24th Souma
League Created: 1136 AI  
Game Mechanics
Number of Timed Segments: Five periods of 12 minutes each
Number of Players: 5
Contests Required (per Period): 3 PROWESS, 1 STRATEGY, 1 GUILE
 

Drodgôl (Gylidder Drodgôl League)

(OOC Note: This game is based on football/soccer.)
Source: Literally “turf foot ball contest”
Regular Season: Spring-Summer (Souma, Tahla, Falka)
Post-Season: Bera
Grand Final Game: 24th Bera
League Created: 515 AI  
Game Mechanics
Number of Timed Segments: Three periods of 20 minutes each
Number of Players: 11
Contests Required (per Period): 6 PROWESS, 2 STRATEGY, 3 GUILE
 

Fasbôl (Gylidder Fasbôl League)

(OOC Note: This game is based on baseball.)
Source: Literally “quick hand ball contest"
Regular Season: Summer-Fall (Bera, Ylioka, Erynna)
Post-Season: Rorbana
Championship Game: 24th Rorbana
League Created: 1868 AI  
Game Mechanics
Number of Timed Segments: Six innings of 10 minutes each, plus a seventh inning of 10 minutes if the game is a tie at the end of six
Number of Players: 9
Contests Required (per Inning): 5 PROWESS, 2 STRATEGY, 2 GUILE
 

Ruddgôl (Gylidder Ruddgôl League)

(OOC Note: This game is based on rugby sevens.)
Source: Literally “strong foot ball contest"
Regular Season: Fall-Winter (Rorbana, Kethra, Zhira)
Post-Season: Senka
Championship Game: 24th Senka
League Created: 541 AI  
Game Mechanics
Number of Timed Segments: Four quarters of 15 minutes each, plus a fifth quarter of 10 minutes if the game is a tie at the end of four
Number of Players: 7
Contests Required (per Quarter): 5 PROWESS, 1 STRATEGY, 1 GUILE
 

Gylidder Realm Sports Guilds

 

Dobkwar

Name: Dobkwish Bucklers
Origin: named for the clan shields of the dwarves and stout halflings.
Colors: Dark grey, with red
Logo: Interlocked shields surrounded by a stylized circle of mist  

Hangorfeydd

Name: Hangorfeyddan Echoes
Origin: named for the ringing of the anvils of industry and invention.
Colors: Grey, with purple
Logo: An anvil being struck by a hammer at the base of a mountain, sending out shockwaves  

Ormtona

Name: Ormtonan Pearls
Origin: named after the beauty of the city and the importance of the clam and pearl trade there.
Colors: Blue, with white
Logo: A half shell clam revealing a gothic letter "O" as a pearl  

Zhen Ishraihadasha

Name: Zheni Heat
Origin: named after the oppressive humid temperature of the Effluvian Jungle.
Colors: Green, with orange
Logo: A green jungle leaf with a fiery "Z" inside it  

Tressogo

Name: Tressogo Muddogs
Origin: named after the thick muddy environment of the area and the salamanders who live there.
Colors: Brown, with grey
Logo: A silhouetted Loxodon head covered halfway in mud from the bottom up  

Korgossha

Name: Korgosshan Tuskers
Origin: named after the predominantly orcish population that loves to smile and grin as they compete.
Colors: Tan, with white
Logo: A chipped, sharp, mean looking tusk breaking out of a muggy grin  

Dantawyr

Name: Dantawyri Giants
Origin: named after the fiercely competitive Goliaths who live there.
Colors: Grey, with blue
Logo: A huge blue foot crushing a tiny grey mountain  

Walhamen

Name: Walhameni Primers
Origin: named for the Primetheum of Simianthylenethus, the local transmutation academy which has sponsored the team.
Colors: Purple, with gold
Logo: A magic circle with runes of transmutation that have to do with enhancing speed, skill, and guile  

Segland

Name: Seglander Chargers
Origin: named for the predominantly centaur population of the area and the thunderstorms that frequent the Gwassten.
Colors: Green, with yellow
Logo: A centaur silhouette rushing across a field, covered in lightning  

Orlewynd

Name: Orlewyic Angels
Origin: named for the predominantly aarakocra population of the port city.
Colors: Blue, with gold
Logo: A pair of golden feathered wings sprouting from the sides of a hand holding up one index finger  

Yukejder

Name: Yukejdan Dragons
Origin: named for the predominantly kobold population of the underdark city, and their reverence for not only dragonkind but the Dauddraig in particular.
Colors: Red, with Blue
Logo: A universal dragon skull with a kobold staring out from inside it as if wearing it like a mask, eyes glowing  

Grenlea

Name: Grenleen Sprouts
Source: named for the forest gnome township south of Gylidd and the relatively recent regrowth of its environment and people.
Colors: Green, with white
Logo: A tree growing with hands holding a medley of sports equipment symbolizing all sports  

Wharra Temal Demar

Name: W’harran Dusthorns
Source: named for the predominantly minotaur population and the fierce sandstorms it endures in the wastes east of Gylidd.
Colors: White, with gold
Logo: A tornado-like sandstorm obfuscating a silhouette of a minotaur's head, eyes burning white  

Bumblebuck

Name: Bumblebuck Beasts
Source: named for the happy ferocity of a predominantly halfling population that competes just as hard as it celebrates.
Colors: Green, with red
Logo: A honeybee with huge muscly arms and a confident demeanor  

Odun

Name: Oduner Badgers
Source: named after the fiercely self-sufficient village’s attitude.
Colors: Gold, with black
Logo: A huge badger angrily hoarding a pile of gold like a dragon  

Hynfaol

Name: Hynfaelic Ancients
Source: named after the great trees which form the Verdant Mesa, and for the city's legendary status as the oldest on Gylidd.
Colors: Teal, with brown
Logo: A full face mask with elven features, made of old wood and teased with blue green lichen  

Kor

Name: Korian Spectacles
Source: named after the glass for which the city is known, as well as the spectacle of Kor’s bright and shiny aesthetic.
Colors: Yellow, with dark grey
Logo: Beautiful, modern lenses reflecting a shimmering city of lights at night  

Varleef

Name: Varlean Cavers
Source: named for the extensive caverns that house over half of the petrified town’s citizens.
Colors: Grey, with black
Logo: A dark pit filled with angry, glowing eyes of every shape and color  

Gradissa Fen

Name: Gradissan Goldscales
Source: named for the lizardfolk and trading markets for which the coastal city is known.
Colors: Gold, with blue
Logo: A weighing scale made of lizard scales with gold on one side and a boat on the other  

Prakam Golundy

Name: Prakam Terrapins
Source: named for the predominantly tortle town in which they live.
Colors: Green, with blue
Logo: A single turtle shell with five different tortle heads poking out, one from each head/limb hole  

Asheido

Name: Asheidan Keeners
Source: named for the practice of grief for the deceased, a common act in the City of the Dead.
Colors: Red, with black
Logo: A red shroud in the shape of a weeping, faceless ghost  

Alwelon

Name: Alweli (Red) Knights
Source: named for the inaethri Erizdes, a master tactician who is commonly depicted as a knight in red plate.
Colors: Red, with grey
Logo: A red helmet with a mohawk of long, flowing black hair  

Ochtwain

Name: Ochtwain Guardians
Source: Named for the Gylidder Guard, the army of Gylidd Syn Aethri and all Gylidd, based out of Fort Ochtwain.
Colors: Purple, with red
Logo: The symbol of the Gylidder Guard - a round shield with six inner segments made of rounded triangles like a flower  

Corsdych

Name: Corsdych Salts
Source: Named for the sailors of the sea, and the brine which they command.
Colors: Blue, with white
Logo: A crusty longshore worker made of salt and sea spray, rolling up their sleeves to fight  

Tywodden

Name: Tywodden Promisers
Source: Named for the Promise of Lysav, the pledge of the priesthood of the Gylidder Inaethri of Peace.
Colors: White, with yellow
Logo: The suggestion of an aethrin face of white light, with long flowing golden hair and a smile  

Hablodd

Name: Thunderwolves
Source: Named for the lycanthropes and shifters who form a large part of the population of the city, as well as their connection to the Rumble Hills to the south.
Colors: Silver, with tan
Logo: The sylvan symbol for a hunting pack, carved into a slab of cracked and quaking stone  

Adcrafale

Name: Adcrafale Sun Striders
Source: Named for the harengon people who make up most of the town's population.
Colors: Gold, with blue
Logo: The silhouette of a harengon racing across the desert with the sun setting behind them  

Dreffen Lawr

Name: Dreffen Lawr Bulettes
Source: Named for the beasts that the guard of Dreffen Lawr use to patrol their city from the dangers of the greater underdark.
Colors: Black, with purple
Logo: A bulette tearing into a game ball like a chew toy  

Aethrmanse

Name: Aethrmanse Legends
Source: Named for the city's importance as the very first location where the Aethri gathered after the advent of the Brume.
Colors: Green, with gold
Logo: A bard with an absolutely ridiculous feathered cap, playing a song on a lyre while belting out a tune  

Zybben

Name: Tillers
Source: Named for the city's reputation as the farming capital of Gylidd, and the hardworking experts of agriculture who live there.
Colors: Brown, with green
Logo: A rough, strong, dirty hand seemingly in the act of crushing a handful of soil, while a beautiful plant grows out of it    

Rules for Gylidder Realms Competition

(This list is written half in-character, half out-of-character.)  
  1. Magic is NOT PERMITTED.
    1. All players are rigorously checked for mundane and magical cheating, and are thoroughly dispelled of all advantages.
    2. All judges are well-trained in identifying and defeating magical advantages.
  2. Game outcomes are based on the average of group checks made by each team, rerolled every timed segment of the game (inning, quarter, period, etc).
    1. Ties are broken by the decimal/fraction, unless the ties are perfect overall, in which case the game is a tie.
    2. Contested roll results are a tool for describing the events of a match, and should be used as a basic guide. Teams that roll well could be described as being on top of their game, talented, and well-trained, OR they could be described as unscrupulous, cheating, and underhanded, for example. Teams that roll poorly could be having a bad time, or their underhanded tactics could be earning them excessive penalties.
  3. Rolls made for sports contests are a short-hand for a far larger number of rolls that would be made over a greater length of time. As such there are only a limited number of circumstances that allow a player to roll with Advantage or confer Disadvantage, and features that would reroll are considered to be so inconsequential that they are largely irrelevant to the outcome of a game.
    1. Games in inclement weather (based on the game) may cause all rolls to be made with disadvantage.
    2. Games played with Home Field Advantage allow the home team’s players to make one roll with advantage, per game.
    3. Players may not provide the ‘help’ action to each other, nor can they receive advantage from any outside source.
    4. Feats like Lucky or similar features do not function.
    5. DMs have final say on whether any other feature functions.
  4. All rolls are based on skill checks in either Athletics or Acrobatics, plus an attribute.
    1. Players may add half proficiency (from Jack of All Trades, etc), proficiency, or double proficiency (from Expertise, etc), as relevant to their training.
    2. A player receives a +1 bonus for each year they have been playing professionally (cumulative, up to a maximum +5).
  5. Which Attribute is added is based on the test and are paired together for the purpose of variety in strategy.
    1. STRENGTH/DEXTERITY are for contests of PROWESS. One can overpower one’s opponent, or outmaneuver them.
    2. CONSTITUTION/INTELLIGENCE are for contests of STRATEGY. One can establish a superior plan, or outlast the strategy of one’s opponent.
    3. WISDOM/CHARISMA are for contests of GUILE. One can interpret the designs of the other team, or influence them to make a mistake.
  6. Every game requires each team to make contests of PROWESS, STRATEGY, and GUILE at the same time for each timed segment of the game.
    1. Each game has a different ratio of PROWESS, STRATEGY, and GUILE contest requirements.
    2. Players are designated for a contest role at the beginning of the game, and this designation cannot be changed during the game.
    3. Teams that are unable to furnish the minimum number of contest roles for a timed segment will receive one “ZERO” result for each missing role, to be combined with their average instead of the missing player.
  7. Each team has one bard per player, who can provide bardic inspiration once per timed segment of the game. The size of the bardic inspiration die is based on the tier of the game.
    1. Each player only receives one bardic inspiration die.
    2. The bardic inspiration dice cannot be saved between timed segments of the game - if they are not spent immediately, they are lost.
  8. Injuries are immediately repaired by healers on-site and are a non-issue.
  9. Natural flight is permitted, but in addition to certain games requiring dribbling upon the ground (and in some cases disallowing "holding" the ball), the game rules prevent "interaction with the sport at any distance greater than a mundane leap from the ground."
    1. Flight based sports also exist, but since such games typically take place very high up (and injuries can occasionally result in serious injury or death), they are not as popular or ubiquitous as terrestrial games.

Articles under Gylidder Sports Leagues