The persistent circling and thrashing of the lizard eventually produced a deep canyon which surrounded the rock, and which soon filled with refreshing spring water. The giant lizard transformed into a huge water monster ("taniwha") called Utumai.
Rahi now found himself marooned on an island. And, as if this was not enough, the tohunga of Ti Ara’s abductors cast a further spell that made the two suns disappear, producing a cold dark night. Namu, Rahi’s friend the giant eagle, was still perched on the rock. Although she was so cold that she was in danger of freezing to death, she tried to warm Rahi by blanketing him in her feathers, as the night continued to become steadily colder.
Just then Rahi, looking up, saw three stars aligned in the sky. He realised that his father, Eru, had cast a spell from the top of their "maunga" (mountain). As Rahi watched, a narrow ice ramp formed to join the island to the shore.
Summoning all the force that remained within him Rahi lifted Namu onto his back, and slowly began to edge his way across the narrow ice walkway towards the shore and to safety. Just when Rahi and Namu were on the point of reaching shore, the taniwha (sea monster) rose up out of the waters. In anger it lashed at it’s own head, sending formations of razor sharp teeth flying through the air like spears, aimed at Rahi.
Fortunately the spear like teeth hit the ice at the edge of the walkway, causing no harm to Rahi and Namu. With the constant lashing at his head, Utumai, the monster, eventually broke his own neck, and sank lifeless to the depths of the water filled canyon.
As if to celebrate the sun came out once Rahi reached shore. In the healing sun rays, Namu was soon warm enough to fly home. Rahi was able to join his tribe, who had been desperately searching for him, and altogether they headed for the mountains to free Ti Ara.
Rahi and his tribe eventually arrived at the entrance to a cave, situated at the foot of the mountains, where they remained, hurling menacing threats to Ti Ara’s abductors in the interior of the cave.
After a while, Rahi and his tribe used a number of heavy boulders to block the thermal steam vents and hot pools which covered the thermal mountain. Very soon the temperature inside the mountain began to mount, discharging fierce billows of hissing steam. Ti Ara’s abductors were forced to flee the cave in panic - Ti Ara among them.
As Rahi and Ti Ara fell into each other’s arms earthquakes and shockwaves began to take place all around, forcing everyone to flee to safety. The next day an enormous explosion took place, hurling the mountain high into the sky.
Te Puhuru, the tohunga who cast spells during the abduction of Ti Ara, had remained inside the mountain. When it exploded Te Puhuru was blasted into the heavens, where he now remains, continuing to play out his mischief.
The two tribes gathered on the shores of the lake where Rahi had been marooned, and decided to make peace. The great sea monster (taniwha) was cooked, and for many days the two tribes ate and discussed together. They came to the conclusion that it was quite possible to live peacefully in harmony, without war.
It was here, on these shores, that the two tribal councils invented a means to ensure lasting peace forever. They created a game representing the attempted abduction of Ti Ara, which the tribes played together – keeping the peace.
This is how the game of Ki-o-Rahi came into being.
According to legend, the game of Ki-o-Rahi is conveyed throughout Aotearoa/New Zealand by fog, swept along by the wind as it embraces the lakes and shores where the game of Ki-o-Rahi originated.
These are the rules of ki-o-rahi
Play is started from te Marama, with Kioma throw or kick the ki to a team mate in Pawero area.
They attempt to pass the ki to team mate who touches a pou (for a potential point) then can touch more pou to accumulate more potential points or run it through te roto then place the ki on or over the Pawero line to convert all pou touches into points on the board. (this is the only time they can enter te roto).
Kioma can not go through or over te ara to score.
If a kioma player is “tagged” in te roto while trying to score it is a hand over, if they run into te roto and run or pass the ki back out with out being touch they retain possession but the pou touches are recounted.
Kioma scores and play restarts with a kick off from te marama.
Out of bounds, last team in possession hand over to other team.
Taniwha scores by hitting the tupu with the ki and play carries on.
Jump shots may be allowed if the taniwha player jumps from te roto and releases the ki before landing in Pawero, they must leave immediattely and not affect play or Kioma gain possession.
Players in possession must be moving or they have 3-5 seconds to pass or shot or hand it over.
Players can not enter te ara, unless they are kioma moving between pawero and te ao.
Players may get the ki from other zones as long as part of their body stays in their legal zone, Taniwha may take jump shots at the tupu as long as the ball is released before they touch the ground. (some Iwi play no entering other zones or penalties may occur) This is called the Turangawaewae rule.
Ki-o-Rahi equipment
tupu (central target) approx 40 gallon drum or rubbish bin.
7 pou.
Ki, woven flax ball, normal ball, rocks, rolled up jersey or anything.
Field marking.
Team ID.
14 People minimum (7 a side)
A good size field/area will be needed to play. click the link below for a sample of a field layout:
Ki o Rahi is played on a circular field with concentric circles.
The size of the field varies depending on the amount of players, level of fitness and the type of rules being played.
I think that Ki-O-Rahi is a great and fun game to play and should be played everywhere!
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