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After the combined efforts of Pohatu, Turaga Onewa, Takanuva and almost all of the Toa Mahri, the Pantheon has elected to hold a grand Kolhii tournament, far greater than any seen on the island of Mata Nui - a tournament of the gods!

How to Participate

  • Enter a team! As detailed in the rules below, a team may consist of two deities; aside from anyone completely game-breaking, pretty much any deity will be accepted for participating in the tournament. Typically, anybody who ascended a deity will be given priority in roleplaying that deity; regardless, please be sure that you understand the abilities of a deity before submitting them as part of your team.
  • Submit a stadium! Stadia must conform to the rules for standard matches; otherwise, be as imaginative as possible! Additional detail is appreciated.
  • Submit a Kolhii ball! Kolhii balls must be round, be under thirty centimetres (11.811 inches) in diameter but greater than ten centimetres (3.937 inches) in diameter, weigh little enough to be easily flung and be tough enough to remain intact for the duration of a match; otherwise, again, be as imaginative as possible!
  • Become a referee! You will be assigned matches to adjudicate - not ones in which any team of yours is participating, obviously - and thus be responsible for resolving both in-character infringements of the rules and out-of-character unfair roleplaying. Of course, with great power comes great responsibility; only take this role on if you think that you can be responsible.

To do any of these things and for more information on doing them, please go to the signup page. Submissions are now OPEN!

Rules of Pantheonic Kolhii

  1. All players will obey the rules below and act in their spirit. Players who do not obey the rules below and act in their spirit did not play well.
  2. Decrees made by a referee are final.
  3. Each match is played between two teams, except for the final match which is played between three teams.
  4. Matches are played on a flat, horizontal, rectangular pitch of seventy-five by fifty metres, surrounded by a sheer wall at least five metres in height enclosing an empty space, with a circular hole five metres in diameter on a tangent to the ground in the centre of each of the shorter sides' walls, except for the final match which is played on a flat, horizontal, circular pitch, seventy-five metres in diameter, surrounded by a sheer wall at least five metres in height enclosing an empty space, with three circular holes, each five metres in diameter, on a tangent with the ground equidistant from one another.
  5. Teams are each composed of either two deities, two constructs, avatars or similar entities under the control of a deity or one of each, all of whom are known elsewhere in these rules as 'players'. Players may switch between any of their default Pantheonic forms at any time. Players must be at most three metres (9 feet 10.11 inches) tall and wide; any player taller or wider than that will be scaled down to be at most three metres tall and wide.
  6. Each team is assigned one half of the pitch nearest to a hole before the match, except in the case of the final match in which each team is assigned one third of the pitch nearest to a hole.
  7. Before the beginning of each match, players must stand in their own portion of the pitch. It is considered good sportsmanship for players who are not defenders to strike staffs with one's opponent before the match.
  8. Each team scores a goal by hitting a Kolhii ball that is ejected from the field's centre into a hole contained within their opponents' portion of the pitch.
  9. The first team to reach three goals is the winner of the match.
  10. A Kolhii ball that is hit into a hole contained within their opponents' portion of the pitch is out of play. A new Kolhii ball is ejected from the field's centre at the match's beginning and after all players have returned to their portion of the field once a goal has been scored.
  11. Each team is allowed one defender who may carry one Kolhii shield (decorated with their Pantheonic symbol in colours of their choice), but no other player may use that shield (other than in cases of the twenty-first rule).
  12. All players may carry one Kolhii staff (a shaft with a hammerhead attached perpendicularly to one end and a scoop facing the opposite direction on the other) proportional to their size and nothing else except in the case of a defender, who may carry nothing but one staff and one shield.
  13. No player may use extranatural abilities to alter the physical structure of the stadium, Kolhii balls, other players, staffs or shields.†
  14. No player may use extranatural abilities to alter the environment within ten metres of any scoring hole.†
  15. A Kolhii balls reverts the environment that it comes within a three metre radius of to its state at the match's beginning. A Kolhii ball is only manipulable by extranatural means (though the ball itself, as per the previous rule, may not be altered) by a player who isn't a defender and whose physical form is at most three metres from a Kolhii ball; such a player may use extranatural abilities for no other purpose.†
  16. A player on the opposing team or the environment within three metres of their physical form are only manipulable by extranatural means (though the player themselves, as per the rule before last, may not be altered) by another player whose physical form is at most three metres from that player.†
  17. No player may use extranatural abilities before the beginning of a match.
  18. No player may strike, injure or harm another player, by extranatural means or otherwise. Strikes on an opponent's shield and staff are excluded from this rule.
  19. No player may grasp a Kolhii ball with a prehensile limb.
  20. Any player who does not play well brings dishonour to themselves and their team. A dishonoured team may be disqualified from the Tournament, with their immediate opponents being considered to have won the match.
  21. Any pitch invasion or other outside influence by Rahi, or of any other kind, postpones the game until the problem is dealt with.

† Let's take the example of a metal-manipulator.

  • They can summon a block of iron anywhere above the playing field so long as it isn't within three metres of a Kolhii ball or player that they aren't within three metres of or within ten metres of a scoring hole.
  • They can summon a block of iron anywhere within three metres of a player that they are within three metres of, so long as that doesn't contradict the above, or manipulate a player metal-wearing or metal-composed player that they are within three metres of.
  • So long as they aren't a defender, they can change the momentum of a Kolhii ball made of metal that they are within three metres of and are no longer able to do so as soon as it is no longer within three metres of them; moreover, so long as it is within three metres of them, they can do nothing else but manipulate the Kolhii ball.
  • They cannot deform players, Kolhii balls, Kolhii staffs, Kolhii shields or parts of the stadium that they would otherwise be able to at all.
  • Any physical changes to the environment that they made, such as the presence of a block of iron, are reverted upon a Kolhii ball coming within three metres of it.

Alternatively, let's take the example of a speedster.

  • They can use their Super-Speed anywhere so long as it isn't within three metres of a Kolhii ball or player that they aren't within three metres of or within ten metres of a scoring hole.
  • They cannot use it in the above specified locations.

(Existential_Tempest reserves the right to alter or make exceptions to the above rules at any time for any reason. Anybody who perceives potential Loophole Abuse in the above rules should raise their concerns with Existential_Tempest.)

Demonstration Match

To appreciate the workings of Pantheonic Kolhii, feel free to watch this video of a three-way match of traditional Mata Nui Kolhii. Please note that Mata Nui Kolhii is not identical to Pantheonic Kolhii, which has been adapted for the Pantheon (and certainly should not contain unnecessary and illogical pauses for clichéd dialogue); the video should be used to inform the viewer on common aspects between the two variants of the sport.

Prizes

Traditionally, victors in sports on Mata Nui were awarded Copper Masks of Victory, powerless ceremonial Kanohi of symbolic value that were forged in a shining, copper colour from metallic Protodermis. As such, the team that wins the Pantheonic Kolhii Tournament will be awarded two Copper Masks of Victory, forged by Turaga Vakama in the shape of the Great Kanohi Calix, the Mask of Fate, which in its powered form grants a user the peak physical ability of their species.

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