Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Aetherball

From Faeloria

I. Introduction

Aetherball is the official arcane sport of the Kingdom of Avaria.

Designed to test reflex, coordination, tactical discipline, and mastery of regulated arcane harnessing, Aetherball represents the harmony between magic, engineering, and athletic excellence.

All sanctioned matches are conducted under the authority of the Royal Aetherball Commission (RAC).

Unauthorized harness modification, unsanctioned rune alteration, or personal spellcasting within a match constitutes a criminal offense.

II. Core Principle

Aetherball is played by two teams of five players.

The objective is to guide the Aetherball through designated goal rings using only approved league-issued runestones.

No personal magic is permitted.

All magical effects must originate from the standard harness configuration.

Teams consist of five players who typically fill the following roles:

Anchor – Defensive player, strong shield timing.

Striker – Primary scorer, excels at aerial control.

Disruptor – Push/Pull specialist.

Glide Runner – Mobility expert, Blink tactician.

Arcanist – Reads momentum, calls plays.

While this is the most common team composition, it is not a formal rule and teams can change their playstyle and composition

III. The Arena

Dimensions

  • Circular field, 100 feet in diameter
  • Arcane containment barrier extending 40 feet vertically
  • Three floating goal rings positioned at varying heights

Goal Rings

  • Low Ring (10 ft height) – 1 point
  • Mid Ring (20 ft height) – 2 points
  • High Ring (35–40 ft height) – 3 points

Ring positions shift slowly throughout the match.

The arena floor is enchanted to prevent lethal fall damage.

IV. The Aether Harness

Each player must wear the official five-rune configuration:

  • Right Palm Rune (Push)
  • Left Palm Rune (Pull)
  • Ascension Rune (Foot)
  • Blink Rune (Foot)
  • Aegis Belt Rune (Shield)

No additional magical items may be worn.

V. Rune Functionality

1. Push Rune (Right Palm)

Projects a controlled arcane force.

  • Pushes Aetherball up to 25 feet.
  • May shove players up to 15 feet.
  • Cannot cause lethal harm due to ward dampening.

Push attempts may be resisted with a shield activation.


2. Pull Rune (Left Palm)

Draws Aetherball toward the player up to 25 feet.

  • May pull players up to 15 feet.
  • Shield activation negates pull effects.

Pull and Push may be combined for advanced plays.


3. Ascension Rune (Foot)

Allows vertical control.

Upon activation, the player may:

  • Jump to any height up to 30 feet.
  • Hover at that height for up to 1 round.

While hovering:

  • Horizontal movement is reduced to half speed.
  • Player remains vulnerable to Push/Pull.
  • Player may contest aerial passes.

After descent, rune enters 1-round cooldown.


Short-range teleport.

  • Maximum distance: 15 feet.
  • May be used mid-air.
  • Cannot exceed vertical limit of 15 feet upward.
  • Cooldown: 2 rounds.

Blink is considered a tactical repositioning rune.


5. Aegis Belt Rune (Shield)

Activated as a reaction.

Blocks:

  • One Push or Pull attempt.
  • One Aetherball impact.
  • One magical displacement effect.

Shield does not prevent physical collisions.

Duration: Instantaneous (single effect).

Cooldown: 1 round.


VI. The Aetherball

The Aetherball is a contained arcane core.

Properties:

  • Naturally levitates at neutral height when untouched.
  • Gains momentum from consecutive impacts.
  • Emits light proportional to charge level.

If overcharged:

  • Referees may reset play.
  • Excessive charge results in temporary instability flare.

Direct physical handling of the ball is prohibited.

Only rune manipulation is permitted.


VII. Match Structure

  • Three periods.
  • Ten minutes per period.
  • Two-minute intermission between periods.
  • Highest score at end of third period wins.

In the event of a tie:

  • Sudden Ascension Overtime.
  • First score wins.

VIII. Contact Rules

Aetherball is a full-contact aerial sport.

Permitted:

  • Magical displacement (Push/Pull).
  • Mid-air body collisions.
  • Brief grappling (maximum 5 seconds).

Prohibited:

  • Targeting a player without ball-related intent.
  • Sustained grappling beyond regulation count.
  • Tampering with opponent harness.

Excessive aggression results in a rune dampening penalty.


IX. Fouls & Violations

Immediate removal and investigation if:

  • Unauthorized runestone detected.
  • Personal spellcasting attempted.
  • Harness tampering observed.
  • External magical interference detected.

Black-market rune enhancements are punishable under Avarian law.


X. Referees & Oversight

Matches are monitored by:

  • Two Field Arbiters (on-ground)
  • One Arcane Moderator (monitoring magical output)
  • Scrying Oversight Constructs

The Royal Aetherball Commission retains full authority over disciplinary rulings.


XI. Safety Wards

Arena wards prevent:

  • Lethal falls
  • Rune overload fatalities
  • Permanent magical damage

Minor burns, bruises, and arcane feedback are considered acceptable risks.


XII. Cultural Standing

Aetherball is:

  • Sponsored by noble houses.
  • Scouted by arcane academies.
  • Broadcast through scrying mirrors.
  • Legally wagered upon in sanctioned establishments.

It is the pride of Avaria.


XIII. Closing Statement

Aetherball represents discipline, innovation, and the responsible use of magic in service of excellence.

By order of the Royal Aetherball Commission:

Let the rings flare.

Let the wards hold.

Let the best ascend.