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Mirage Ball - Ra'Jhirr

Mirage Ball is set on the expansive sand dunes near the western common roads of Ge Vaslas. The playing field is a natural landscape that constantly changes due to the game's mechanics, challenging players to adapt quickly to new terrain configurations. The ball, central to the game, is a large, magical bug known as a "Sandskimmer" which have a tough, shimmering carapace that brilliantly reflects sunlight. This feature causes it to appear as a mirage, flickering and distorting, making it difficult for players and spectators to track its exact position.
 

Gameplay Mechanics


  Teams: The game involves two teams, each consisting of five players. Each team tries to maneuver the Sandskimmer into the opponent’s basket to score points.
The Ball (Azure Sandskimmer): A shimmering bug like insect with shimmering mirage-like carapace that when struck by the sun seem to be in several positions at once and when threatened or in this case tossed, the Sandskimmer instinctively activates its magical property, causing the sand around it to rise and shift, creating temporary dunes and altering the landscape. This ability can obscure the basket or create new obstacles on the field.
 

Scoring


  The game’s goal is to toss the Sandskimmer into an elevated basket, which is on a pole that adjusts height randomly throughout the game due to the shifting sands. Each successful score yields one point. Duration: Matches are divided into two halves, each lasting 20 minutes, with a short break in between to allow teams to strategize.
 

Rules and Regulations


  Movement: Players can run, jump, or climb the dunes to navigate the field. Using the shifting sands to one’s advantage is considered a skill and is highly encouraged. Handling the Sandskimmer: Players can pass the Sandskimmer using hands, feet, or any part of the body. However, holding the Sandskimmer for more than five seconds without movement is penalized.
Contact: Light physical contact is allowed to tackle or block opponents but should not be forceful enough to cause injury. Excessive force results in penalties.
Penalties: Penalties for infractions is a simple surrender of the ball to the opposing team or in case of excessive intentional injury the player is banned from the game in perpetuity
 

Strategies


  Sand Maneuvering: Teams develop techniques to predict and utilize the shifting sands, either to expose the basket or to create barriers against opponents. High Flying Athletics: Players skilled in acrobatics may perform jumps from higher dunes to pass the Sandskimmer over opponents or into the basket, exploiting the vertical landscape. Stealth and Ambush: Using the shifting dunes for cover, players can stage ambushes or sneak up to the basket, making sudden, unexpected scores.
 

Player Gear


  Players typically wear light, breathable clothing that provides both protection from the sand and freedom of movement. Goggles or visors are essential to protect eyes from the glaring sun and shifting sands.

In later years players would wear enchanted gear to improve their movements.
 

Social Structure

  Team Structure and Sponsorship: Mirage Ball teams, known as Ja’kha, are state-sponsored entities with deep roots in Khajiit society. Each team is affiliated with one of the powerful Clans or merchant houses, which provide funding and resources in exchange for prestige and influence. Teams are typically led by a Dar, or "chief athlete," who is both the captain and a symbolic figurehead, embodying the spirit and honor of the Clan they represent.   To form a new team, one must seek the permission of the Khan, the highest authority in Khajiit society, and demonstrate both financial backing and a cultural purpose. This process ensures that only those with significant influence and resources can enter the world of Mirage Ball, making it a sport of the elite.   The Khan’s approval is not easily won, and the creation of a new team is often a significant political and social event.   State Sponsorship and Faction Prestige: The Khajiiti state, particularly in regions like Ge Vaslas, heavily sponsors Mirage Ball as a way to promote unity and showcase the prowess of its people. Factions within the sport often align with powerful political and economic interests, and successful teams can bring immense wealth and prestige to their sponsors. Owning or investing in a Mirage Ball team is considered one of the highest honors in Khajiit society and exeedingly expensive second only to holding public office or leading a successful caravan to a new market.   Sponsors owning a majority in a team, known as Suthay, are often among the most influential figures in Khajiit culture, wielding power both on and off the field. Sponsers with only a minority   The Role of the Khan: The Khan plays a crucial role in the oversight and regulation of Mirage Ball. As the ultimate authority, the Khan not only grants permission for the formation of new teams but also oversees major events and tournaments.   The Khan’s presence at a Mirage Ball game is a significant honor, and their favor can greatly influence the fortunes of a team. This connection between the sport and the ruling powers underscores the importance of Mirage Ball in the social and political fabric of Khajiit life.   Social Impact and Cultural Significance: Mirage Ball is more than just a sport; it is a central pillar of Khajiit culture, reflecting the values of adaptability, cunning, and resilience. The sport is celebrated with great festivals, particularly during the equinoxes, which symbolize the fluidity and impermanence of life in the desert. For the Khajiit, Mirage Ball is a way to honor their ancestors, demonstrate their physical and mental prowess, and engage in friendly competition that strengthens community bonds.   The game also serves as a venue for social gatherings, where merchants, politicians, and common folk alike can mingle, discuss business, and enjoy the spectacle.   Gambling on Mirage Ball matches is a widespread and socially accepted practice, adding an additional layer of excitement and risk to the proceedings.   Economic and Political Influence: The economic impact of Mirage Ball is substantial. Teams generate revenue through sponsorships, merchandise, and ticket sales, contributing to the wealth of the regions that host matches. The prestige associated with successful teams can elevate the status of entire cities or regions, making them centers of commerce and culture.

Politically, the sport can influence alliances and rivalries among Khajiit Clans, with the outcomes of matches sometimes having ramifications beyond the playing field.   The Role of Players: Players in Mirage Ball are celebrated heroes, often recruited from the most talented and athletic Khajiit in the region. Their skills on the field can earn them fame, fortune, and the admiration of the masses. However, the pressure to perform is immense, as failure can lead to dishonor not only for the individual player but also for the Clans or merchant houses they represent.

History

In the ancient world of Pangea, Mirage Ball was born from the legendary deeds of Ra'zirr the Swift, a hero who united the fractured Khajiit tribes during a time of great strife. As the story goes, the city of Teth'mar was besieged by rival tribes amidst relentless sandstorms. Ra'zirr, a patriarch of a small clan, known for his incredible speed, proposed a contest to end the conflict to all the warring clans—a chase across the shifting dunes to catch and carry a rare beast as ball, with the winner’s tribe gaining the honor of uniting the khajiit under one banner. Ra'zirr captured the elusive Azure Sandskimmer, a magical insect capable of manipulating the sands, to serve as the race's symbolic "ball."   The race was treacherous, with the Sandskimmer's powers creating ever-changing obstacles, but Ra'zirr's speed and cunning led him to victory. His triumph and wisdom inspired the tribes to unite, and Ra'zirr became the first Khan of a united Khajiit people. In honor of his legacy, the Khajiit established Mirage Ball, a sport that mirrors the challenges Ra'zirr faced and celebrates the unity he forged, with the Azure Sandskimmer as the game’s centerpiece. This tradition continues to remind the Khajiit of their hero's enduring legacy and the strength found in unity.

Participants

Each of the teams teams consist of 9 players: Team Captain, 2 Skimmers, 2 Divers, 2 jumpers and 2 guards.   The captain will keep the rest of his team to the strategy.   Skimmers are the main attackers and point scorers.   Divers will attempt to hide or "swim" through the sand. Divers are the largest physically of the players due to intense strain of swimming in sand.   Jumpers are the smallest on the team, able to jump to incredible heights.   Guards defend against attacks or goals from the opposing team.

Observance

A famous notion of the Khajiits is that not a day have passed where the moons could see a game each night if they were to gaze towards the Ansii Desert.


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