~ Racing Basics ~

While details about the race itself, and all the stats and factors that go into it, can be quite complicated, the basics are fairly simple.

The race itself is a one-round event, with the competing Rushers running around a long oval track, much like animal racing on Earth. The race is talked about in six stages, each a turning point where the outcome of the race may shift.

1--Out of the Gate -- This first important stage is where the Rushers first get their chance to fight for the lead, exploding out of the gate and establishing themselves. Here, integral strength and speed is key.

2--First Stretch -- The first stretch is where those Rushers who are known for their ability to accelerate quickly and natural speed make their mark, leaving slower and steadier Rushers in the dust.

3--First Turn --  The turns in a race are where the Rushers are forced to bunch together to take the tight turn, and the Rusher's violently competitive nature comes out. During this tense bit of the race, Rushers tend to peck and shoulder-charge one another, and the running order is often shaken up because of this. Aggressive Rushers tend to jump up in line, and those who are not very good at evading the attacks of others run the risk of being pecked back.

4--Second Stretch -- After the grueling ordeal of the first turn, it is important that Rushers have enough stamina to hold their places. Though they may be fast, Rushers who don't have the fortitude to keep up the pace will drop back here.

5--Second Turn -- The second turn is the last chance that the aggressive Rushers have to claw up through the ranks as they all bunch together at the end of the track.

6--Final Stretch -- Every skill that the Rushers have in their arsenal come into play during this last desperate struggle for the lead. Tiring Rushers call on their last reserves of strength to keep their speed, and slow Rushers use their energy to surge forward in a grab for the gold. Anything could happen here, as the entirety of each Rusher is measured in the last dash.


When a race opens, each Murrah may enter only up to two racers, and must usually pay an entry fee, which goes into the pot. Winner gets half the pot, and the house gets the other half, to pay the handlers and such. Sometimes donations add to the pot to entice entrants.

Most races are the same across the board, though some may have certain restrictions (gender, item restrictions, etc.) and most have slightly varying prizes for the winners.
Other than that, races are the same in every other way.

First place offers 5 points, second place nets three points, and third only gets one.

There are several levels of race, depending on the collected points of the Rusher, and prizes to be won (and optionally added to a Rusher) for placing.
The levels of races and the prizes for each are as follows:

Standard races – Rushers with 0-25 points
1st – leg band (cloth, leather)
2nd – neck ribbon (colored string)
3rd – nothing

 Grand races – Rushers with 25-50 points
1st – tail piercing (any metal, wood, bone – depends on race)
2nd – leg band (any metal, wood, bone – depends on race)
3rd – neck band (cloth, leather – depends on race)

Spirit races – Rushers with 50+ points
-unknown-

 

Instead of numbers to identify the racers at a distance, Murrah use a system of symbols and colors that have roots in their lore. Each race must have at least seven animals, and no more than thirteen, and each gets assigned at random one of the sacred symbols. They are referred to by this symbol all throughout the race. While the symbols are all generally considered equal, certain symbols are privately preferred over others by certain Murrah, and this varies greatly between individuals...sort of like having a lucky number.
-- Sky - Light Blue - Main element in Murrah lore, the sky is all-encompassing, and represents their world.
Represented by a large oval or rectangle, or a shape completely covering a plane.

-- Blood - Red - Main element, blood represents living creatures, emotions, consciousness.
Typical drop shape, or single/double vertical line.

-- Leaf - Green - Main element, leaves represent the life of the world, resources, seasons.
Sideways drop shape, multiple ovals, or typical 'eye' shape.

-- Wind - White - Secondary element, breath of the land, weather and the unseen, fate, language.
Curving horizontal lines, or multiple straight horizontal lines.

-- Stone - Brown - Secondary element, bones of the land, foundation to life and truth, tools, survival.
Circle with flattened area--nearly a half circle, or multiple triangular 'mountain' shapes.

-- River - Silver - Secondary element, blood of the land, movement, travel, inspiration, rejuvenation.
Winding or curved horizontal line, or branched line, always singular.

-- Fire - Orange - Tertiary element, fuel, energy, danger, power.
Vertical triangular shape, or multiple curving vertical shapes, most often sharp.

-- Rain - Dark Blue - Tertiary element, healing, silence, obfuscation, mourning.
Vertical lines, straight or angular, always multiple.
 
-- Sun - Yellow - Time element, waking, growing, revealing.
Circle shape, always singular if representing the sun. Multiple, crescents, and half circles represent moon.

-- Night - Black - Time element, sleeping, stillness, waiting, hiding.
Like the Sky representation, but with dots, either positive or negative.

-- Twilight - Purple -Time element, transition, change, cycles.
Long half circle, arch shape, or wide horizontal band.

-- Smoke - Gray - Lesser element, destruction, death, afterlife.
Curving vertical line, single or multiple, always curved.

-- Flower - Pink - Lesser element, creation, birth, fleeting moments.
A cluster of circles, or a lobed/star shape.

 

 


©2007 - Shannon Legler