4. MAGICAL MAN-LIKE BEINGS.
The Stone Giants, or Stone Coats, Gĕnnon´’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´on, 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´onsko, 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´on’, 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.
Sagon’´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‘tän, 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.