Objective: To Defend or Attack the Reliquary
Respawn: 60 seconds
Players: 3+ per team
Equipment: Flagging tape, a heavy object for the Reliquary
Credited To: Celestial Codex
Reliquary, noun, a container for holy relics.
One Team begins play 20ft outside of a region designated as a Holy Ground (typically defined by flagging tape), where their Respawn Point is (the Defenders). The other Team(s) begins play at least 200ft away from the edge of the Holy Ground where their Respawn Point is (the Attackers).
A Reliquary is placed inside the Holy Ground. The Reliquary acts as both a Base and a Game Object for game purposes (i.e. cannot be removed from play), and is a Heavy Object (i.e. must be carried by two players with at least one empty hand each at a walk).
The game is played in 10-15 minute Rounds (as desired), where the Attackers are seeking to move the Reliquary as far away from the Holy Ground as possible, and the Defenders are trying to stop them. Each Round is defined as a single Team taking a turn Defending the Reliquary against the opposing Team(s).
A Round is completed when time is up, or when the Attackers move the Reliquary 100ft away from the Holy Ground. Once all Teams have taken a turn Defending, the Team that kept the Reliquary in the Holy Ground the longest, or who let it move away from Holy Ground the least wins.
Holy Ground is defined in either the Dor un Avathar, or Beyond Battlegames. If those resources are not availabe, take Holy Ground to be a region where Undead (i.e. players bearing the Undead Minion, Greater Undead Minion, or Vampirism enchantment) cannot enter, and all eligible Spirit Magic is automatically affected by the Swift metamagic.
Alternatively, the Holy Ground could be replaced with Unholy Ground, where players bearing the Pheonix Tears enchantment cannot enter, and all Death Magic is automatically affected by the Swift metamagic.