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Sports

Shastina Academy of Magic's Sports Teams

There are three sports played at Shastina, two team and one individual. The team sports are Quidditch and Jedaiger and must be tried out for. Selkep racing is the individual and anyone with a Selkep can race, but you must win to make finals. Team sports are year round and qualifying races are held three times out of the year, the final race happening at the end of school. Teams are listed on the houses page.


Quidditch

Quidditch is not a very complex game and any student aware of Eurpean school's knows its importance and the rules. Although it is not the primary sport at Shastina it is one that has four individual house teams with positions that must be tried out for. Pantralus, having a more European body, tends to do best in this sport. The game is played on broomsticks up in the air, so in order to try out, a broomstick is required. The basics of Quidditch, for those that are ignorent, are simple. The rules are not complex, and basically outlaw any sort of dirty or overly rough play.
There are two sides in Quidditch, each with three goals. Whenever the ball goes through one of these three hoops it is equivalent to ten points. There are three types of balls, the quaffle, the bludgers, and the snitch. There is only one quaffle, it is about the size of a basketball and is the ball that players score with. The bludgers are spelled bowling balls that fly about trying to knock players off of their brooms. Finally, the snitch is a tiny golden ball with wings that flies about throughout the game. Whoever catches the snitch, wins one-hundred points; the catching of the snitch signals the end of a game.
There are seven players on a team. The three chasers are the people who try to score the goals. They basically do anything to get the ball through one of the hoops that a single keeper guards. Then there are two beaters per team and these players try to keep the bludgers away from the the other players via bats that they carry. The seeker keeps his eyes open for the snitch and tries to catch it when he sees it. It's all quite simple.


Jedaiger
Revised

This is a game unique to the West Coast Wizarding community and therefore considered ill-mannered and barbarious by East Coast and European Counterparts. There are four different teams, representing each house.
The whole game is played in an antigravity, spherical stadium. The game starts out with a boundry of 30 feet in height and about 24 feet in length. There are platforms and barriers that randomly appear and then dissapate throughout the game, so collision with walls is quite common. Players move about by jumping from platform to platform, some of which will move without disappearing. These platforms and blocks are vital for gameplay. Since they cannot run, they must propel themselves off of these obstacles in the desired directions. Certain combinations will allow them to access key zones in the field. At the beginning of the game five balls come out from a gated goal that is on the ground, there is a short period where they all appear alike and then four burst into golden flames. These golden balls will paralyze for ten seconds anyone they hit. They have no set flight path, but are constantly in motion. It is up to defense to direct these balls and utilize their stunning abilities to hinder the opposing team. The other ball is for shooting. When this ball is actually caught, the goal opens up for ten senconds giving the holder an opportunity to shoot. The goal flashes the shooting team's color, signalling the two goalkeepers to commense. Throughout this time the defenders fight each other for dominence. There are two halves of fifteen minutes each.
There are six to nine players per team, though Shastina regulations typically limit the teams to five players. There are two offensive positions. Players in offense may use one, thin stick to defend themselves, though the effect is minimal. They can also be used to try and steal the scoring ball, but there some regulations to prevent fouling. Both offenders must find the non-flaming ball and score before the opposing team knocks the ball out of grasp, or until they are stunned. Once the ball is no longer in possession of the original team, a ten second rule goes into effect. If the ball is not reclaimed in ten seconds or less, a buzzer sounds and the ball goes neutral once more. The two defensive players are armed with longer, wider sticks, crossing between a baseball bat and a hocket stick. It is their job to defend their own team mates from the fireballs, and to direct these fireballs towards the other team in the hopes of stunning them. The final position is goal keeper. Both goal keepers remain near the gate, located at the lower part of the field. When the goal flahses one of the teams colors, those goal keepers must either clear the way for their own team's shot, or defend the gate and keep the opposing goalie from shoving you out of the way. Goalies are more like wrestlers, so high endurance and vitality are required. One of the more difficult tasks for goalies is keeping eye on possession. If possession changes while the gate is open, these goalies trade roles. The one trying to clear the gate now becomes the one defending the gate and deflecting the shot. On top of this hefty task they are also part of the small protection against the fireballs for the offense and other players, and so have to be watching out for their own safety and the safety of the team the whole game.


Selkep Races

This race is run over the Shastina Mountain every year. There are three races, on at the beginning of the year, one during the winter, and one in the spring, that test speed, edurance, strength, and the bond between Selkep and rider. The winners of these qualifying races will race each other at the end of the year in an internationally publisized event. There are no rules in Selkep racing, or the ones that exist are loosly enforced. However, this makes running the race dangerous because there is lots of foul play. Although this loose reinforcement is critisized, the world tunes in for the Selkep races of Shastina Academy and any student that wins becomes an international celebrity.
Selkeps are mythical beasts that can be befriended and ridden. Each is completly unique, the only characteristic that they share is the fact that they are all an odd mix between dragon and horse. They have the body of a horse and the beaklike face of a dragon. However, mannerisms and other appearances may fluxuate depending where the breed was found and it's rarity. They tend to be rebellious, and hard to train. They also have deadly tempers. They are only a pet and no proven form of telekentic communication has been found between a Selkep and a handler, nor can they speak in any language the common man would understand. None have wings, and none have magical powers beyond that of extrodinary speed, beauty, and endurance.
Handlers tend to be richer, or the Selkep was an extravagant gift that was lavished upon them. Handlers are never cruel, their mounts wont put up with it, but many have their sights set soley on victory and dont mind breaking a few rules to obtain it. Lighter riders have the advantage, but a heavier rider can still win with a strong mount. Each rider needs to practice, take care of their mount, understand it to some extent, and be willing to take risks. Without this sense of enterprenuership a race can never be won.

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