muscular. He loves to wrestle with the winter winds and even enters
Ha’´tho’s lodge and teases him to desperation while his faithful ally,
Thaw, plays havoc with the ice and the drifts outside. Spring tortures
the Winter god with a medicine made of blackberry juice, for Winter god
knows that when blackberries grow winter is beyond the power of injuring
the world. At last Spring and Winter have a wrestling match in which
Winter is overcome and his bodily form melts upon the ground, while his
spirit whines away, driven north by the south winds. Spring lives in
Onē´na^n’ge‘, Sunshine land.
The Thaw god is Dăgā’ĕ^n‘´dă, the faithful ally of Spring. When he
comes, in mid-winter he appears suddenly and begins to wreck the icy
blankets that winter has placed over the earth. Winter then knows that
Spring is coming and exerts all his magic to freeze the world again and
to make his reign even more terrible. Time passes and Thaw comes again
bringing his master, Spring, and then there is a fight to the finish,
and Spring is supreme, while Thaw pursues ever to torment Hă’´tho‘, on
his frontiers.
The spirits of sustenance are known as Dio^n’he´ko^n, and they are
represented as the inseparable spirits of the corn, the bean and the
squash. They are sometimes referred to as “the three sisters.” The
ceremonial dance in their honor is called Goñdă‘goñwi´sas. There are
many legends of these spirits of sustenance and the wise men and women
of ancient times tell of hearing them talk together in the fields where
they grow together.
Tide spirit is known as S‘hagowe´not‘ha, and it is he who controls the
rising and falling of the great waters, twice in each day. It is said
that he controls the lifting of the sky’s rim in the land of
Gaenhyakdondye (the horizon), which allows the sun to emerge in the
morning and depart at night. Sometimes he tempts canoemen far out to sea
and then crushes them under the edge of the sky’s rim. He sometimes
lures disobedient boys to lonely islands where witches and wizards live
on human flesh. Altogether, aside from certain functions, he is an evil
monster.
Will-o’-the-wisp, or Gahai’´, is known as the witch’s torch. It is not a
spirit of the first order, but merely a flying light which directs
sorcerers and witches to their victims. Sometimes it guides them to the
spots where they may find their charms. Sorcerers have been detected by
the frequent appearance of their Gahai’´, which leaves their smoke hole
and guides them as they ride in mid air on their evil journeys.
3. MAGIC BEASTS AND BIRDS.
Chief among all the creatures that inhabit the air is the wonderful
O‘s‘hă´dă’geă’, the Cloudland Eagle. He seems ever to watch over
mankind, especially the Iroquois, and to come to earth when great
calamities threaten. Living above the clouds he collects the dews in his
feathers, and some say that he has a pool of dew on his back between his
shoulders. The Iroquois regard him with great reverence, for he is
connected with many a worthy exploit.
Horned Snake, Gas‘hais´dowăne^n, has several names among which are
Doonă’´gaes and Djo^ndi’´gwado^n. He is a monster serpent of the
underwaters and his head is adorned with antlers of great spread, though
he is also said to have monster horns shaped like a buffalo’s. He is
capable of transforming himself to the appearance of a man, and as such
delights in luring maidens to his abode. In a few instances he appears
as the gallant rescuer of women marooned on bewitched islands. Like
other monsters he has a brood of his kind, he having females as well.
These sometimes lure men under water and seek to transform them by
inducing them to put on the garments they wear. Horned Snake is hated by
the Thunderer, who spares no energy to kill him before he can dive.
Monster Bear, Niă’´gwai’he´gōwā, is the most feared of magic beasts and
one of the most frequent among them to enter in to the fortunes of men.
He loves to race and in various forms which he assumes, seeks to get
men, and particularly boys, to bet their lives on the race, which
generally lasts from sunrise to sunset. He has a vulnerable spot on the
bottom of one of his feet and unless some hero hits this the monster
does not die. His bones form important parts of “magic medicine” and the
dust from one of his leg bones if taken as a medicine is reputed to make
a runner invincible.
White Beaver, Na^nga^nniă’´go^n, is an otgont beast who lives in magic
waters. He seldom appears, but when he does he means disaster. Usually
he is represented as the transformed son of a great witch. He is
sometimes called Diat´dagwŭt.
Blue Otter, is another magic beast whose home is in the water. His
function is to poison springs. He has another function, that of
inflicting disease by his magic, and in this way he secures offerings of
tobacco.
Blue Lizard, Djai´nosgōwa, seems to be a beast looking something like an
alligator. He lives in pools and is the servant of wizards and witches.
4. MAGICAL MAN-LIKE BEINGS.
The Stone Giants, or Stone Coats, Gĕ^nno^n´’sgwā’, are commonly
described in Seneca folk-tales. They are beings like unto men, but of
gigantic size and covered with coats of flint. They are not gods and are
vulnerable to the assaults of celestial powers, though the arrows of men
harm them not at all. The early Iroquois are reputed to have had many
wars with them, and the last one is said to have been killed in a cave.
Pygmies, Djogĕ´o^n, are little people who live in caves. They are a
tribe by themselves and live in houses as men do. They frequent deep
gulches and the borders of streams. In some ways they are tricky, but in
general do not injure men. They are not successful hunters and are
grateful for the fingernail parings of human beings. These are saved by
the thoughtful and tied in little bundles which are thrown over cliffs
for the Djogeon to gather as “hunting medicine.” They also require
tobacco and when they require it they will tap their water drums in
their meeting places. The observant then make up little packages of
tobacco which they throw to them. Out of gratitude for favors they
frequently warn men of danger or assist them to fortune.
Mischief Maker, S’hodi´o^nsko, is a trickster, and sometimes is called
the “brother of death.” He delights in playing practical jokes,
regardless of how they result. He possesses a store of magic and is able
to transform himself into many forms. It is related in one legend that
in the end he repented and returned to the sky world in a column of
smoke. This appears however, to be an allusion to the Algonkin
trickster.
Ghostly Legs, Ganos´has‘ho´o^n’, are beings composed only of a pair of
legs, having a face directly in front, though the face is seldom seen.
They appear only in the dark and no one has ever made a complete
examination of one. They have no arms or bodies, but are like the lower
bodies of men, cut off at the waist, and on either loin gleams a faintly
glowing eye. Some have only one eye which protrudes and draws in as it
observes an intended victim. The Ghostly Legs are always, or nearly
always running rapidly when seen. They usually betoken death and
disaster. No one knows from whence they come or whither they go. Indians
of today on some of the reservations claim to have seen these creatures.
While they have never been known to injure anyone they are at the same
time as greatly feared as ghosts.
Sago^n’´dada‘´kwŭs, (Sagodadahkwus) is a grotesque being with a lean,
hungry looking body, and an insatiable appetite. He seeks out gluttons,
and catching them in the dark, takes a long spoon which he inserts into
their vitals and spoons out his food. For fear anything may be lost he
carries a kettle into which he places everything he cannot immediately
eat. He is the spirit of gluttony, and is the terror of all who gorge
themselves unduly. It is well for a man who overeats to stay indoors at
night, lest He-who-eats-inwards devour everything within him. So, with
his kettle and spoon, Sagodadahkwus wanders over the earth looking for
the gluttons.
Gonoñk´goĕs, the Big Breast, is a gigantic woman whose breasts hang down
like pillows. She roams the earth looking for lovers who sit close
together in the dark. If they make one remark that seems to be improper
in their love making, or if they stay at their love making too long, she
leans over them, catching their faces beneath her breasts and smothering
them. Then she stands upright, still holding the smothered lovers to her
bosom, and walking to a cliff, leans over and drops them into the dark
depths below.
O’´nia‘tä^n, the Dry Hand, is a mysterious mummified arm that flies
about to bewitch those who pry into the affairs of others by asking too
many questions. It will thrust its fingers in the eyes of the peeper who
tries to watch others out of idle curiosity. Generally the touch of this
hand means death.
II.
THEMES AND MATERIALS
There are certain characteristic types of action to be found in Seneca
folk-tales, and these are closely followed in all tales. However
rambling a tale may be it never departs from certain stereotyped themes,
expressing as they do the accepted idea patterns over which the story is
woven. Among these themes we mention the following:
1. _Transformation._ Characters in the story are able to transform
themselves into any person, animal or object, as their orenda or magical
power gives them power. The Seneca believed in transformation to such an
extent that he was never sure that a rolling stone, a vagrant leaf
fluttering along, a scolding bird or a curious animal, might not be some
“powered” person in a transformation stage.
2. _Magically acquired power._ The hero of a tale finds himself in a
predicament and through his effort to extricate himself is endowed with
magical power by which he overcomes enemies and difficulties.
3. _Overcoming monsters._ The journey of the hero is beset with magical
monsters that seek to destroy him. The hero uses his wits and his orenda
and subdues them.
4. _Precocious twins._ Twins are born of a romantic marriage,
particularly where the hero or heroine has lost a relative. The twins
rapidly grow to maturity and set forth to conquer.
5. _Contest with sorcerers._ The hero is placed in opposition to a
sorcerer and matches his power against him, finally killing the
sorcerer.
6. _Son-in-law put to tests._ The hero is allowed to retain his place,
possessions or mate providing he procures certain magical objects for
the sorcerer. In some stories an evil mother-in-law demands such objects
as the magical beaver, white otter, or blue lizard. The hero obtains
them very quickly and sometimes calls a feast to eat them. The
mother-in-law is angry because these beasts are her brothers.
This is a widely diffused theme and is found from one coast to another.
7. _Dream animal rescues hero._ The hero finds himself in a predicament
and remembering that a helper appeared to him in a dream, calls upon it
for rescue. A rescue is made.
8. _Race with monster._ A monster, generally a monster bear, becomes
enraged at or jealous of the hero. The monster challenges the hero to a
race, the winner to kill the loser. The hero wins, generally by aid of
some fetish given by his uncle or grandfather.
9. _Boaster makes good._ The hero boasts his power to do certain things,
as to run faster than any living creature. He is warned to stop before
the spirits of swift-running beings hear him. He continues to boast and
a monster comes to the door to make the challenge. See 8, _supra_, for a
continuation of this theme.
10. _Imposter fails._ A jealous rival overcomes the hero and strips him
of his clothing. Hero becomes weak and old while Imposter becomes
youthful. Imposter now assumes the character and rights of the hero.
Finally he endeavors to perform the magical tricks of the hero and fails
miserably.[5]
11. _Thrown away boy._ A child is thrown away because it seems too small
to live, or it is lost in a blood clot and cast into a hollow stump.
Thrown-away lives and becomes a powerful being that achieves wonders.
12. _Hidden lodge child._ A child born with a caul is concealed in a
lodge, generally under an enclosed bed. It is cared for by some elderly
person, generally an uncle or aunt. A normal brother endeavors to rescue
it, being told of its existence by some magical being; or, the child is
hidden to protect it from an evil sorcerer who wants to steal it. Hero
overcomes sorcerer.
13. _Double deceives sister._ A youth lives in a secluded cabin with his
sister. The youth’s double comes to the lodge when the hero is absent,
endeavoring to seduce the sister. Double is repulsed. Sister will not
believe brother has not insulted her. Brother finally makes a sudden
return from a hunting trip and apprehends the double, killing him.[6]
14. _Uncle and Nephew._ An uncle and nephew live together in a secluded
lodge. Uncle generally becomes jealous of youth’s ability and desires
the woman predestined for the nephew. In other cases uncle assists
nephew to find lost parents. Generally the uncle guards the nephew and
forbids him to go in a certain direction. Nephew disobeys orders.
15. _Evil stepfather._ Step-father endeavors to rid himself of an
unpromising stepson. Hides the boy in a cave or hole which he stones up.
Boy is rescued and taught by animals, and finally returns a powerful
being and confronts stepfather.
16. _Witch mother-in-law._ A youth marries the daughter of a witch who
endeavors to cause his death through conflict with monsters.[7]
17. _Animal foster-parents._ Animals find an abandoned boy. They discuss
which one will care for him. A mother bear generally succeeds in
securing him and takes him to a hollow tree where he is protected and
educated in animal lore.
18. _Bewitched parents._ A boy finds that he has no parents. Asks his
uncle or grandfather where they are. Is told that they are under some
evil enchantment and secured in a place beset with magical monsters. Boy
overcomes obstacles and rescues parents.
19. _Obstacles produced magically._ The hero is beset by a witch or
monster and flees. Upon being pressed the hero creates obstacles by
dropping a stone and causing it to become an unsurmountable cliff. He
casts pigeon feathers and conjures them into a great flock that makes a
slime that is impassable, or he finds “uncles” who interpose barriers
for him, as webs, nets, holes, pits, etc. Hero finally escapes to lodge
of a waiting mother-in-law.
20. _Lover wins mate._ Young man marries girl of his choice in spite of
tricks of older rival and enmity of sorcerers. This must have been a
popular theme in a society where the old were married to the young.
21. _Jealous sister-in-law._ Sister-in-law offended at hero’s choice
seeks to harm bride or to kill hero.
22. _Magical monster marries girl._ The monster may be the horned snake
or the Thunderer.
23. _Thunderer wars upon horned snake._ The Thunder god hates the horned
serpent and fights it.
24. _Turtle’s war party._ Turtle gathers a company of offensive and
loyal warriors. All are killed in action save turtle who begs not to be
placed in water when captured. He is thrust in river and escapes.
25. _Bungling Guest._ An evilly inclined trickster plays practical
jokes. Performs magical acts and induces a guest to imitate. Success
attends in presence of Trickster and perhaps once in a private
rehearsal, but miserable failure attends demonstration before others.
26. _Sorcerer’s Island._ Sorcerer lures hero to enchanted island.
Sorcerer has control of the tides and currents of water.
27. _Restoring Skeletons._ Hero finds bones of persons slain by sorcery.
Commands them to arise quickly, “before I kick over a hickory tree,” and
skeletons rise so quickly that bones are mismated. Popular ending of
stories.
28. _Vampire Corpse._ Body of dead sorcerer revives and procures hearts
of living victims which it eats at leisure in its grave.
29. _Dream Demand._ Hero guesses the meaning of a fabricated dream and
satisfies it, thereby thwarting intentions of the witch who pretended to
dream.
30. _Sky Journey._ Brothers journey to rim of horizon and seek to go
under it and enter the sky world. All succeed but one who is so cautious
that he makes a late start. Sky comes down and crushes him. His spirit
speeds ahead and greets living brothers when they arrive. Regeneration
by Master of Life.
STEREOTYPED OBJECTS AND INCIDENTS.
INCIDENTS.
1. Lonely bark lodge. Hero and associates live in secluded hut.
2. Twins play in ground. Twins find an underground world in which they
live and play.
3. Hero spies upon associate through hole in his blanket. Discovers the
secret of associate’s power. Tries this in associate’s absence.
4. Monster is shot in vulnerable spot in bottom of foot and is killed.
5. Hero in contest kills magical animal. He alone is able to pull out
the arrow, thereby establishing his claim to power or reward.
6. Hero’s double buried in fireplace speaks through fire and reveals his
murder to his mother.
7. Burning witch’s head explodes sending forth cloud of owls.
8. Sorcerer controls flow of waters. Almost captures hero fleeing in a
canoe by drawing the current of the water toward himself. Hero reverses
current and escapes.
9. Magical objects are concealed under a bed. Hero dreams he wants them
in retaliation for his “uncle’s” evil desires.
10. Pursuing or sentinel monsters are pacified by gifts of meat.
11. Youth not yet able to hunt practices shooting at an animal’s paw,
hung on lodge rafter.
12. Sorcerers’ hearts or livers are concealed in a safe place in their
lodges, guarded by conjured dogs or ducks. Hero finds hearts and
destroys sorcerers.
13. Hero obtains hearts of enemies and squeezes them, causing enemies to
faint. He dashes them on rocks and kills enemies.
14. Hero conjures lodge of witches into flint. Orders it to become red
hot and so destroys enemies.
15. Hero learns how to jump through the air.
16. Hero reduces sister to miniature and places her in a conical arrow
tip, shooting her away to safety. Hero follows by magic flight creating
obstacles as he goes.
17. Corn rains down into empty bins of starving people. Corn maiden
comes to marry hero whose younger brother is ungrateful for food,
casting it in fire thereby burning Corn Maiden’s body. She departs.
18. Powered man throws flint chips calling upon them to kill animals.
19. Hero violates taboo. Calamity impends but hero overcomes.
20. Heroine kills pursuing monster by throwing boiling oil into its
face.
21. Hero kicks over tree and causes skeletons to rise in flesh. Bones
are mismated through haste. Origin of cripples.
22. Hero or twin heroes walk into the ground and disappear.
23. Lonely bird sings for a mate. Various creatures seek to comfort
lonely bird but all are rejected until a natural mate calls and is found
injured or trapped. Released by lonely bird who flies away with him.
24. Animals talk to men. Some animal warns hero of impending danger and
plans escape.
OBJECTS.
1. _Dream helpers._ These are animals or persons that have come to the
hero in a dream and promised to assist him in times of peril.
2. _Astral body._ The hero has an astral self that appears in times of
great danger and points out a way of escape.
3. _Hollow log regeneration._ Hero who has been abused or conjured is
regenerated by passing through a hollow log.
4. _Talking flute._ The flute kept in a “bundle” talks to hero’s friend
and informs him of condition, or it tells hero where he may find game.
5. _Running moccasins._ Hero pursued takes off moccasins and orders them
to run ahead and make tracks that baffle pursuer.
6. _Magic Arrow._ An invincible arrow that kills whatever it is aimed
at. It may be shot promiscuously into the air and game will return with
it, falling dead at hero’s feet. No one but hero can withdraw arrow.
7. _Forbidden chamber._ A certain walled-off part of the lodge is
forbidden to the hero, who in older relative’s absence explores it,
causing anger of magical beings.
8. _Door-flap action._ Sorcerer commands hero to perform dream demand by
going out of door and consummating demand before the door curtain flaps
back.
9. _Magic fish line._ Sorcerer hooks hero’s fleeing canoe with a magical
fish line. Hero burns off line by emptying pipe upon it.
10. _Hero ties his hair to earth._ When hero suspects he is in the hands
of a sorceress he ties a hair to a root before he sleeps. Sorceress
makes off with him but cannot go beyond the stretching length of the
hair and is compelled to return.
11. _Lice hunting._ Sorceress hunts lice in hero’s head, lulling him to
sleep.
12. _Saliva gives power._ If a powered being touches any object or
weapon with his saliva it takes some of his power.
13. _Wampum tears._ Captured hero or heroine when tortured sheds wampum
tears which enemies greedily take.
14. _Magical animal skins._ Hero or sorcerer has enchanted skins which
he can conjure to living animals. He may enter a skin and assume the
characteristics of its original owner.
15. _Magic pouch._ The pouch of animal skin holds the hero’s utensils,
tobacco and pipe. It may be conjured to a living thing.
16. _Magic suit._ A self-cleaning suit that gives power to wearer.
17. _Magic canoe._ A canoe that has unusual speed and may be paddled
into the air.
18. _Inexhaustible kettle._ Hero’s friend puts scrapings of corn or nut
into it and it expands enormously supplying enough food. Hero tries the
experiment and expands kettle too greatly bursting the lodge.
19. _Magical springs._ Springs that have been enchanted by sorcerers are
the dwelling places of monsters that lure the unwary to drink. The
monster then drags in his victim and eats him.
20. _Enchanted clearings._ Clearings guarded by monsters who prevent
hero from visiting sorcerer living in a lodge within.
21. _Bark dagger._ Hero incapacitated by thrust of bark dagger piercing
his back. Villain steals hero’s clothing and impersonates him. See
Imposter.
22. _Sweat lodge regeneration._ Hero recovers through a sweat of bear’s
grease. Lodge covered with a fat bear pelt.
23. _Powered finger._ Hero has power to kill animals by pointing his
finger at them.
24. _Animated finger._ Hero obtains a magic finger that stands in his
palm, pointing out the location of anything he desires.
25. _Sharpened legs._ A character is able to whittle his legs to points
and use them as spears.
25. _Borrowed skin._ Hero borrows skin (coat) of deer, mole, or other
animal, and entering it moves about without exciting suspicion of enemy.
26. _Borrowed eyes._ Hero borrows eyes of deer or owl for a blind uncle
enabling him to recover his own eyes or to see for a few moments a long
lost relative, generally a brother.
27. _Stolen eyes._ Sorceresses rob young men of their eyes.
28. _Quilt of eyes._ Quilt made of winking eyes stolen from young men
who have looked at the witches who continually sew upon such a quilt.
29. _Girls in box._ Enchanted girls hidden in a bark box come forth upon
demand of conjurer. The enchantment is not of an evil nature.
30. _Enchanted feathers._ These placed upon hero’s hat give him great
power, particularly for running.
31. _Enchanted birds._ Hero has enchanted birds upon his hat that bring
coals to light his pipe.
32. _Bark dolls._ Dolls are enchanted so that they speak for their
maker, deceiving evil pursuer of hero.
33. _Talking moccasins._ Moccasins placed in lodge talk to evil pursuer,
setting him or her astray.
34. _Reducible dog._ A tiny dog that is kept in a pouch. It may be
enlarged to a size sufficient to carry the hero or his fleeing sister.
Upon being patted with the hand or magic rod it becomes reduced to a
size almost invisible.
35. _Talking skull._ Hero finds the skull of his uncle. It asks him for
tobacco and then directs him how to overcome sorcery.
36. _Flayed skin._ A human skin is the slave of sorcerers and guards
their lodge, clearing or path, screaming out the presence of intruders.
It may be revived by hero who removes the enchantment.
37. _Wampum eagle._ An eagle covered with wampum. Many people shoot at
this eagle trying to kill it. Only the hero can with his magic arrow.
38. _White beaver._ A magical beaver, generally the “brother” of a
witch, is killed by hero who invites in friends to help eat the beast.