Sunday 29 January 2017

Review - The Bordeaux Narrative


COURLANDER, Harold (trans.), The Bordeaux Narrative, University of New Mexico Press, Albuquerque NM, 1990.

Octavo; hardcover; 192pp. Mild wear; slightly rolled; text block top edge mildly spotted; previous owner’s bookplate to the front pastedown. Dustwrapper is mildly rubbed with some edgewear and sunning. Very good.


In 1871, Maurice Morancy, a planter, coffee merchant and sometime scribe in the town of Gonaïve in Haiti, was approached by an elderly peasant named Dosu Bordeaux who asked him to write down the unusual story of his life. Morancy at first declined to be involved with the man but repeated meetings with him soon turned the situation around: Morancy began to seek out Dosu in order to record as much of his story as he could. The completed Narrative was published and widely disseminated in French, until, in the early Twentieth Century, Harold Courlander – a novelist and collector of folk legends – translated the work and restructured it into the form presented here.

The Narrative tells of Dosu Bordeaux’s life as a mountain peasant in the Republic of Haiti, growing up in a community deeply immersed in the traditions of Vodoun. The main thrust of the story is Bordeaux’s quest to find his younger brother, Jean-Jacques, who disappears while travelling down the mountain in search of grain to purchase. Investigations by Dosu’s father and later by himself, reveal that his brother vanished – along with one of his friends – while walking along a trail to a man’s house just outside the village of Dleau Frète. Later, in a dream, Jean-Jacques appears to Dosu carrying his head in his hands and wearing a rope of banana leaves; the local houngan, Kuku Cabrit, interprets this as a sign that Jean-Jacques has been captured by evil sorcerers – bocors – and has been transformed into a zombie. Thus, Dosu begins his quest to find his brother and return with him to the mountain.

The quest is a high-spirited and picaresque tale, with Dosu receiving advice – both good and bad – to push him onwards to his goal. He encounters evil spirits, bocors, mambos and a panoply of Haitian deities before finding his first hint of where Jean-Jacques could be. Throughout, the reader is introduced to the strange tapestry that is Haitian folk belief. Dosu is told things which are rejected as false by those whom he later encounters, there are alternate terms for the same manifestations, and often the people he speaks to are not actually themselves but rather the reposoir – or vessels – of those spirits who choose to ride them. Dosu himself, at various points in the narrative, is possessed by different deities – Ogoun, the vodoun of iron and war, with whom Dosu has a special bond, and Legba, the vodoun of the gateway, highway and crossroads, who initially opposes him.

Most of the regional variation in terms – some people call the spirits vodoun and others loa - depends upon the cultural roots of the people with whom Dosu interacts: since the displaced people of Haiti stem from a multitude of African locales, their creole faith depends strongly upon the tribal stock from which they descend. Many of the names of these spirits and beliefs have been processed through an imposed French patois but refer to African spiritual phenomena, believed to have travelled with the slaves from their homeland. There is a type of monster, for example, called a “zeaubeaup”, known for its cannibalistic tendencies, which strongly recalls a tribe of Congolese man-eating warriors, the Zappo-zaps, whom the Belgian overlords hired as mercenaries to repress the workers on their rubber plantations.

Dosu’s journey is less of a planned trip and more a case of him bouncing from one supernatural event to another. Each time he throws a stone at a mango tree hoping to gain some fruit, a spirit warns him off; each time he finds a village where he might obtain food or shelter, he is told to abandon his quest, or at least alter his approach, as the way is barred by bakas, bizangos, bakulus or lougaros. Many of the people whom he meets offer him talismans and trinkets to keep him safe – he has a medicine packet hanging around his neck; a piece of iron in his pocket earns him Ogoun’s favour; a piece of a dog’s tail makes him invisible to bizangos; a houngan gives him a cocomacaque – a magic walking stick – and a map drawn by a vodoun on the skin side of a fleece. This last item is burned by a white houngan in a black robe whom Dosu encounters, who also teaches him the words of power – “Father, Son and Holy Spirit” – which Dosu later rejects as ineffectual.

As a young man on a terrifying journey, Dosu seems to have no trouble with the ladies and frequently spends the night with several young women whom he meets along the way. A houngan’s eldest daughter diverts him from his chores; the daughter of a fisherman invites him into her house for sex; at one point he sleeps with a solitary woman in a hut far from any settlement. He awakens to find her body a withered husk with a gaping slit from neck to belly, and decides that she is a lougaro who, after having her way with him, sent out her spirit into the night to perform evil deeds. He flees the hut fairly quickly after that.

Eventually, he arrives in the vicinity of Habitation Perdue, a large farming enterprise worked by a tireless army of zombies. With the help of a freed slave who awakens from his zombie-state by drinking salty water, Dosu finds his brother and they flee into the wilderness. Getting back home is not that easy however, and the fugitives suffer many more encounters and much strangeness before reaching their mountain home.

I had never heard that such a coherent text about life under the belief of Vodoun existed, but I’m glad to have discovered it. Of course, there are many New Age bookshops which peddle modern books about Vodoun in the modern world, but this has the cachet of an original source, not a catchpenny grab for the spare change of bored white people. The story is high-spirited and rollicking, and Courlander’s interpretation is in no way judgemental about its events and characters which is entirely refreshing. There is so much to learn of the folk beliefs and Vodoun rituals contained within the story that it is at once a good read and a learning experience. If your Call of Cthulhu story takes your players into Vodoun territory, I can’t recommend this work highly enough as background reading.

Five Tentacled Horrors from me.

*****

One of the best things about this book is that it contains a glossary of all the terms that spring up along Dosu’s journey. Because it’s so nifty, I’ve decided to reproduce it here as a “Voodoo Dictionary” for those interested.

Abiku
In Yoruba tradition (carried over to some Caribbean countries) an infant or young child who dies and is later reborn, usually to the same parents.

Abobo
A sign-off word, used to indicate the end of a dance, an invocation, or a song.

Agoé! Agola! Agochi!
An untranslatable phrase sometimes used to end a ritual.

Agwé
A vodoun, or loa, of the sea.

Akasan
A broth made of ground corn, often eaten in thicker form resembling porridge.

Anasaco
Title of a doctor or diviner of the Egbo fraternal society of the Ekoi and Efik peoples of West Africa. The society survived in some Caribbean communities, most notably in Cuba.

Asson
A small rattle, with a network of beads on the outside, used ritually by houngans and mambos.

Azaka
The special vodoun, or loa, of country people. Often referred to as Cousin.

Baka
An evil supernatural being that preys on humans. It can take on a variety of grotesque forms or resemble ordinary people.

Bakulu
A form of demon.

Bambara
An African tribe. Also the name of a vodoun, or loa, believed to be of Bambara origin.

Bizango
A predatory demon resembling a large black dog, believed to frequent the back country in search of human prey.

Bocor
A cult priest who specialises in aggressive or destructive magic. Said to work with his left hand, in contrast to the houngan, who works with his right hand and whose primary role is to assist and guide people of his hounfor in their relations with the vodouns. See: Houngan.

Bon-Ange
Haitians differ as to the exact nature of the bon-ange (frequently called the gros bon-ange to distinguish it from the petit bon-ange), though in general it is regarded as the basic inner spirit with which every individual is born. In translation, it is referred to in the Narrative as “soul spirit”.

Bossale
Wild, free, “untamed”.

Brisé
The name of a vodoun, or loa, belonging to the Congo-Pétro group.

Cacique
Leader, chief.

Caille
House, in particular a small peasant house made of wattle and lime with a thatch or tin roof. Also, The Haitian name of the African game best known as mankala or owari. In Haiti, as in Africa, the gameboard and playing pieces were sometimes used for divining.

Cocomacaque
Literally “monkey palm”. A diminutive palm tree from which walking sticks, thought to have the power to repel bakas, were made.

Compère
Godfather. Used as a familiar term of respect among older persons.

Congo Mapiongle
The name of a vodoun of the Congo-Pétro group.

Connaissance
Special understanding, usually of the vodouns and rituals of the hounfor.

Coumbite
A co-operative agricultural work group whose members help one another in farming tasks.

Déssounin
The rite of removing a vodoun from the head of a deceased person.

Difé
Fire. Often used to designate the pot of embers carried by mountain people so they may make a fire when needed.

Egbo
An important secret fraternal society of the Efik and Ekoi peoples of West Africa.

Expedition
Aggressive magic by which a bocor sends a spirit to neutralise or harm an enemy.

Engagement
A compact made with a vodoun, a bocor, or any practitioner of magic.

Filelikela
Bambara term designating a diviner

Frète Cache
The cracking of a long whip by a bocor, or houngan, to attract the attention of a vodoun, or loa, or to give force to magical pronouncements or actions.

Gangan
Synonymous with houngan, a vodoun priest.

Garde Corps
A charm worn on the body for protection against evil or accident.

Gembo
A divining device used by houngans, made of a shell that slides on a taut string.

Govi
An earthern jar or jug in which a houngan keeps various kinds of spirits, including a loa removed from a dead person’s head, or the gros bon-ange of a person transformed into a zombie.

Gèdé
Known under various names such as Baron Samedi, Gèdé Nimbo, Baron Cimitière, etc. The vodoun of the graveyard, or death. Characterised by incivility, crude behaviour, contempt for rules. Possibly an avatar of Nyarlathotep.

Guinée
Africa.

Habitant
A peasant farmer or landholder.

Habitation
A peasant house and landholding.

Hevioso
Sometimes pronounced Kébioso. A Dahomean sky vodoun who, like Shango of the Yoruba, hurls thunderbolts to earth. Indian stone adzes found by country people are regarded as thunder stones thrown by Hevioso, Sobo, or Shango.

Houngan
A cult priest devoted to serving the vodouns, or loa. He generally performs rituals with his right hand. A houngan who performs aggressive magic is said to “work with two hands”, while a bocor is described as one who “works with his left hand”.

Hounfor
The main building, or building complex, of a houngan.

Ifa
The divining orisha (equivalent to vodoun) of the West African Yoruba people. Also called Orunmila. Though he is scarcely recalled by name in Haiti, Ifa divining, in simplified form, survived. The Ifa tray is the board on which divining was performed.

Imamou
The generic name for Haitian vodouns of the sea. Some persons describe Imamou as the paramount sea vodoun, though the best known of sea vodouns is Agwé. Vèvès for Agwé usually show a sailing ship with the name Imamou drawn on its side.

Lacour
A small group of huts occupied by members of an extended family.

Legba
The vodoun, or loa, of the gateway, the highway, and the crossroads. Possibly an avatar of Yog-Sothoth.

Loa
Another word for vodoun. See: Vodoun.

Lougaro
Loup garou. A demon-like creature that can take on various forms to prey on humans.

Moundongue
A vodoun, or loa, associated with Congo-Pétro rites. The name of a tribe in Central Africa.

Maît’ Grand Bois
Master of the Forest, the supreme vodoun of the forest or wilderness.

Mambo
A priestess who conducts vodoun rites.

Marron
In colonial times, an escaped slave. Marrons often gathered in the mountains and built villages, or established individual homesteads.

Marassa
Twin, or twins. A vodoun named Marassa is the special protector of twins. A possible avatar of Zhar and Lloigor.

Mawu
In Dahomey, Mawu or Mawu-Lissa was regarded as a very ancient deity and progenitor of the other vodouns.

Mayamba
A chip-tossing gambling game.

Nananbouclou
In Dahomey, Nananbouclou is considered to be the most ancient, the original, vodoun, the parent of Mawu (Mawu-Lissa). In Haiti he (or she) is sometimes called Nananbélécou. Possibly Shub-Niggurath in a Haitian incarnation?

Ogoun
The vodoun of iron and war, as among the Yoruba of Nigeria.

Olorun
The paramount sky spirit or deity of the Yoruba of Nigeria.

Ouanga
A charm made by a bocor for aggressive, harmful magic against a certain individual. Sometimes the charm is not actually made in material form but only vocalised in ritual language.

Par-Preté
A trade of food or other objects in exchange for labour.

Passage d’Alliance
A method of divining to establish the identity or guilt of a person.

Peristyle
The roofed court adjoining a hounfor.

Pied Coupé
A vodoun with one leg, or a one-legged baka, who lives in a certain tree and preys on human passers-by.

Pinga Maza
A fearsome vodoun of the Congo-Pétro group.

Placée
Under the sanctioned tradition of plaçage, a man who already has one wife and household may take a second wife to care for another house and garden some distance away. She is said to be placée. In the Haitian peasant setting she is not necessarily held to be inferior to the first wife.

Reposoir
A “resting place” for a vodoun. It can be a tree, a rock, a cave, or sometimes a person’s head. Is anyone else thinking of the Insects from Shaggai?

Samba
A community story-teller, amateur or professional, who entertains children or adults on special occasions.

Shango
A Haitian vodoun of Yoruba origin.

Société
A men’s or women’s group organised for a specific purpose, such as communal labour or affiliation with a particular hounfor.

Sonponno
A vodoun of Yoruba origin. Among the Yoruba he was considered the spirit/deity of smallpox and other such diseases.

Tafia
An alcoholic beverage made from sugar cane.

Taino
An Indian tribe or sub-tribe that occupied parts of Haiti before the arrival of the Europeans.

Thunder Stone
In traditional Haitian belief, certain Indian stone artefacts, particularly hand adzes, found during agricultural work are thunder stones hurled by the vodoun Hevioso, or the vodoun Shango. They are highly valued and are displayed on special ritual occasions.

Tijean Pétro
A Pétro vodoun or loa who, in traditional Haitian belief, preys on humans, particularly children, from the foliage of the coconut palm.

Tonnelle
The covering of the courtyard adjoining a hounfor.

Vèvè
A corn meal drawing or design made on the earth by a houngan during a ceremony or ritual service.

Vodoun
A Dahomean (Fon) term designating any of the deities or spirit beings worshipped, placated, or served in Afro-Haitian religious rites. In Dahomey these spirit beings belonged to sky, earth, and sea pantheons, a distinction no longer observed in Haiti, though they still have functions related to sky, sea, and earth. Services for vodouns are generically called Vodoun. In contemporary Haiti the word “Vodoun” is used to indicate collectively, Vodoun religion in all its aspects, and the word loa is most commonly used to designate the deities themselves.

Wari
A large red seed (referred to by Haitians as a pois, or bean) used for various purposes such as bleaching skin, poisoning, playing pieces for the game of caille, and divining.

Yzolé
One of the various names for the under-the-water residing place of deceased persons. It is believed by some that vodouns also live there. (R'lyeh?)

Zandolite
A small tree lizard

Zagouti
A mammal about the size of a rabbit, related to the guinea-pig.

Zeaubeaup
According to tradition, a society of cannibals. Tcho-tchos anyone?

Zombie
A human being who has had their gros bon-ange removed by a bocor, through one of various means, and stored in a govi. Reduced in this way to mindless automata, the zombies are a biddable and tireless workforce who will work literally until they drop dead. They can be recognised by their complete lack of will and individual character, the fact that they don’t lift their feet while walking and by the fact that they are often dressed in banana leaves (because such leaves are cheap and a zombie’s owner isn’t going to waste good fabric on it). The ingestion of salt traditionally revives a zombie to its normal state although being revived too soon by too great a dosage can send them into shock.


Friday 20 January 2017

Westworld...


I’ve just watched the first four episodes of “Westworld” and I’m guessing that I feel like most of you after doing so. That I need a hot shower with steel wool.

I saw this film when I was very young; at the time of its first release to television. Even then I was disconcerted by the approach that it took. In the set-up we’re made to feel sympathy for the robots, as the manipulated sex-toys of the very rich. Then we’re made to feel sympathy for the humans as they scurry to escape the retribution that the robots enact. It’s a two-edged sword and frankly, you can’t have it both ways.

The TV series does nothing to ameliorate any of this, beyond obfuscating the playing field with a bunch of lesser narratives that do nothing apart from confusing the issue. Perceptive viewers will see past this to the core of the material – it’s a tawdry rape fantasy, nothing more.

We live in a world where the most debased, primal instincts are condoned if there is any money or fame to be gained from it. Just look at the current state of the US presidency. We’re told that, if it’s on television, it must be okay, and if it’s on the Internet via Netflix, it must be better. This is a fallacy: wrong is just wrong, no matter how pretty it looks when it gets dressed up.


The entire premise of this show – whether it contains the black-hatted, villainous Yul Brynner or not – is that somewhere on the planet there is a place where you have the licence to kill, rape and despoil anyone and anything without the possibility of retribution, as an ideal of entertainment. Those with access are the elite, those with cash. Is there anything of value to be taken away from this premise? Even when the robots go on a killing spree, they are quickly taken down and “normalcy” is restored. Is this a status quo which we need to see put back in place?

Every woman in this show is a piece of ass. None of them have any empowerment whatsoever. Even the gunslinging women are viewed as sex-objects before being shot up by leering cowboys. The women in this show are required to be demure and doomed – only worthwhile if they play nice and play victim. Any “cool” moments they have are coloured by this background. The patriarchy has them right where they want them to be.

Even on the meta-level of the controllers who oversee the park and its activities, if you’re not male, you have no power. There are two main players, both male, who run rings around the woman who’s nominally in charge while patronising their female inferiors. Only those players who wield guns in the service of maintaining the fantasy have any (limited) power, and they are not the ones who question the basic premise of what’s going on.

My main issue with this series is that it’s a tacit nod to a culture of porn that has been burgeoning in the background and which is now being recognised as a legitimate earner of cash reserves. Pornography, it might surprise you to learn, is not simply a wanton display of carnal activity, but also a normalising of the mistreatment of the few by the many. Porn is not just people fucking each other, but also people disabling and killing each other. For money. Every time you say “okay” to Westworld, you say “okay” to people enslaving each other for the purposes of non-consensual sex in a basement for two decades in Ohio.


And it doesn’t stop with this show. “Game of Thrones”? There’s your license to rape and pillage and reduce the value of human life to zero. Frankly, I’m surprised that more people aren’t crying out for an end to this bastardized, poorly-written travesty of English history. I guess that most viewers are willing to put aside poor scripting in favour of tits and gratuitous violence.

And there it is – the word “tits”. It’s a ratings catchpenny, a surety of financial reward. If only the women who were flashing theirs were getting the character development, the equal time and the pay-packet they deserve, we might well be getting some interesting television.

Instead we’re getting this dross.

Don’t be a fucking loser. Watch something with integrity.


The Rudraprayag Leopard - Part 6


I‘ve deliberately left this narrative somewhat nebulous so that the Keeper can work the elements around whatever plot points their campaign story has determined. Given what has gone before however, the referee can stage any number of attacks and confrontations for the Investigators to disentangle in an attempt to thwart the evil intentions of the Leopard Cult. There are only a few things left to add to the mix and these are outlined below.


Kali’s Vengeance

If the Keeper has the opportunity to run the sub-plot where the vain Investigator learns their lesson about being overly concerned with their appearance whilst on-mission, this is the result of that scenario.

First, the keeper needs to find an opportunity to abduct the character in question. This can be effected as a standard Leopard Cult attack (minus the disembowelling) or during the heat of a confrontation with Leopard Cultists. Spearheading the kidnap attempt is the fakir, who has all sorts of twisted revenge scenarios in his head and the wherewithal to carry them out. (NB: that the character in question could also be an NPC associate of the party, which makes their abduction even easier.)

The kidnapped character awakens deep in the jungle, trapped inside a rude cage of stout design. The floor of the cage is littered with a mess of crushed flowers and sticky fruit, reeking with a sickly sweet aroma. The character has a vile taste in their mouth and will discover that light and sound seem abnormally exaggerated, almost painful to experience. Along with this aural- and photosensitivity, their sense of touch has become quite acute.

As soon as they’ve noted their new surrounds, they suddenly hear the sound of sharp blades scraping together. The fakir squats to one side near a small fire of burning Cannabis sativa, rasping two large knives together. As the character starts to move within the cage, hundreds of butterflies, attracted by the sweet mess on which the character has been laid, rise up around them. Given the suggestion of the scraping knives, along with the hypersensitivity induced by the bhang which the fakir has administered, the character starts to think that the brushing of the butterfly wings against their skin is causing dangerous slashes to appear on their flesh. They will see (hallucinatory) blood running down their skin and feel the slicing of the wings against their body. The experience necessitates a SAN Roll (1d4/1d8) which, if they fail, will cause them to pass out due to perceived – if not actual – blood loss.

The fakir will enjoy playing with this new toy for as long as the character has Sanity points to spare. Each period of unconsciousness lasts 20-CON hours (minimum 1 hour), and the infusion of bhang lasts for a 12 hour duration, after which it must be administered again. The rest of the party should hurry to rescue their friend before his mind is permanently damaged.

Things in the party’s favour are the fact that the scene of this horrible vengeance is not too far removed from where the abduction took place; also, the small stupefying fire upon which the fakir brews his various potions produces a lot of smoke, which could lead the rest of the party to him with successful Tracking Rolls. As the party approaches, the fakir will be notified by Leopard Cult sentries and he will abandon his revenge and flee. Nonetheless though, he has something else, even more deadly up his (metaphorical) sleeve...


Were-Leopards!

The Leopard Cultists are trophy-takers and they are enjoined to souvenir the blood and intestines of those whom they kill. With these disgusting keepsakes, the fakir is able to cast a secret spell which allows the recipient to transform into a human-leopard hybrid, the better to undertake their evil cultish business.

New Spell: Brew Borfima

This spell has a number of requirements that need to ticked off before it can be cast. First, the spell only works on those who have drunk a bottle of blood taken from a victim whom they have killed whilst working to serve the ends of the Leopard Cult. Traditionally, every Leopard Cult member who goes out on a raid, must return to the hidden Cult shrine with a bottle of their victims’ blood and drink it as part of the concluding ritual for that night’s events.

Secondly, the concoction must be brewed from the intestines of a human being killed by a member of a Leopard Cult. These are cooked in a broth of oats, wheat or barley and left to ferment for a period of a week. While cooking, the Bati Yeli chants over the brew and infuses it with all of their Magic Points. After fermenting, the brew is strained and bottled at night; once this is accomplished, the bottles must never be exposed to sunlight or they will lose their efficacy.

Armed with their bottle of borfima, a Leopard Cultist need only drain the bottle and they will transform into a were-leopard. This transformation lasts until the following sunrise, at which time the drinker will return to normal (with the exception of any injuries which they may have sustained while transformed) with only dim and fragmentary memories of what occurred whilst they were changed.

Alternatively, if sprayed with the enchanted sacred waters of Udar Kund, the were-leopard will revert back to their human form, suffering enormous pain as they do so. In this case, their minds return to human normalcy first, and they retain all knowledge of their acts whilst transformed. This painful alteration takes 3D4 minutes and causes the one so affected to lose 1D6/1D10 points of SAN.


Mystical Cat Warriors of the Punjab!
char.
value
char.
value
char.
value
STR
6D6 (21)
POW
2D6+6 (13)
Move
12
CON
2D6+6 (13)
DEX
2D6+6 (13)
HP
12
SIZ
3D6 (10-11)
APP
N/A
Magic Points
0
INT
3D6 (10-11)
EDU
N/A
SAN
0
Damage Bonus: +1D4 or 1D6
Weapon:         Bite 30% (1D8); Claw 50% (1D6+db); Rake 80% (2D6+db)
Armour:          1 point Hide + 1 hit point Regeneration per round
Skills:                Hide 60%; Stalk Prey 60%; Track by Smell 90%
Spells:               None
SAN Loss:       0/1D8 to see a Wereleopard; 0/1D3 to see one transforming

A Were-Leopard attacks with two Claws and a Bite each round. If both Claw attacks are successful, the Were-Leopard may opt to hang on, automatically Biting the next round or attempting to Rake with both hide feet. Like most Leopards, they tend to attack from ambush after sizing up their enemies. They will try to split up groups and force the weaker party members to become separated if possible. Note that, while these cultists lose their memories of being were-creatures once transformed back to human beings, while they are in their cat forms, they have access to all their human intelligence and understanding in order to co-ordinate their attacks.

Were-Leopards are able to become full leopards, or can adopt a half-human arrangement granting them the use of hands. To this end they can use any weapon with which they are normally proficient while fully human at their standard level of ability. While transformed though, their greatly enlarged teeth prevent them from using any spells.


Resolution

This all depends upon what the Keeper has in mind. In real life encounters with Leopard Cults, it was sufficient to prove to the locals that the cultists have no real “magic” and that they are simply ruthless individuals ready to prey of their fellow-creatures by means of fear and extortion. A satisfying conclusion to this tale would likely be the throwing of the wicked fakir to the mob to enact their own vengeance.

If the Keeper decides that the Leopard Cult is not a complete scübidüberism, then things get a tad trickier. In this case, the presence of Pandit Chandra becomes crucial to the players’ getting the upper hand over the Cult. As you recall, Chandra is on his own mission to rid the area of the Leopard curse, travelling to a mystical spring called Udar Kund near the small pilgrim town of Guptkashi. Chandra has an Enchanted Conch Shell which enables him to carry holy water from the spring and magically activate it for the purpose of un-transforming Were-Leopards.

The waters of Udar Kund are believed to come from all the oceans of the world and are spiritually pure. While many pilgrims believe that bathing with these waters conveys a blessing and removes sin, in actual fact the waters are not inherently magical – they need to be ‘activated’ by means of a spell and the magic container which Chandra carries. Chandra has a magical text, a strip of cloth painted with images and Sanskrit words in the Devanagari script. These allow him to take water from the spring and Enchant it. This water, if a dose of it is Thrown successfully at a Were-Leopard, will turn it back into a human being; the Conch Shell contains 1D3+1 such doses before needing to be refilled.


New Spell: Enchant Waters of Udar Kund

To cast the spell, the caster must meditate for at least an hour before the spring at Udar Kund, burning incense and reciting the holy sutras recorded on the strip of cloth with the Enchanted Conch Shell before him. Once completed, the caster may approach the spring and fill the Conch with water: such water will thereafter become mystically activated and may be transported from the area of the spring and used as outlined above. The casting of the spell costs 5 Magic Points. Note that this spell can be cast only once per day.


Other Statistics

The Leopard


The Leopard is a skilled hunter relying on stealth and ambush to catch its prey. More than this however, the Leopard often tries to dupe its victims, feigning illness or incapacity in order to get closer to them. The Leopard also is known to ignore attacks from superior foes in order to close distance and inflict harm: this willingness to walk into danger has earned the cat a respectful reputation among the peoples of Asia.

The Leopard of Rudraprayag, once killed by Jim Corbett, proved to be an elderly male and afflicted by a painful gum disease and tooth loss. Unable to chase and catch its normal prey it was forced to turn its attentions to easier kills, mainly humans. To this end it clawed its way through walls and doors and broke through roofs in order to snatch women, children and invalids before dragging them away to eat. A healthy Leopard is unlikely to attack humans unless cornered, in extremis, or if they threaten its young. The place where the Leopard of Rudraprayag was killed is commemorated to this day with a sign and the town holds an annual fair in remembrance as well. These days, Leopards are a protected species, in India and elsewhere.

When attacking, the Leopard is only able to bring its Rake attack to bear if it makes two successful Claw attacks or one Bite and one Claw attack – the Rake attack follows directly after, clinging to its prey in order to more quickly subdue it. In the subsequent round, if still holding its prey, the Leopard may choose to forego all attacks in order to perform another Rake.

Indian Maneater (Panthera pardus fusca)
char.
rolls
averages
char.
rolls
averages
STR
3d6+6
16-17
DEX
2d6+12
19
CON
3d6
10-11
Move
12

SIZ
2d6+8
15
HP
13

POW
3d6
10-11



Av. Damage Bonus: +1d6
Weapon:       Bite 30%, 1d10; Claw 50%, 1d6+db; Rake 80%, 2d6+db
Armour:        1 point of fur
Skills:             Climb 80%; Hide 80%; Jump 40%; Sneak 90%
Habitat          Northern India & Central Asia through to Western China


Jim Corbett


"The wound that has caused a particular tiger to take to man-eating might be the result of a carelessly fired shot and failure to follow up and recover the wounded animal, or be the result of the tiger having lost his temper while killing a porcupine".

Edward James "Jim" Corbett (1875–1955) was a legendary British hunter and tracker-turned-conservationist, author and naturalist, famous for hunting a large number of man-eating tigers and leopards in India.

Corbett held the rank of colonel in the British Indian Army and was frequently called upon by the government of the United Provinces, now the Indian states of Uttar Pradesh and Uttarakhand, to kill man-eating tigers and leopards that were preying on people in the nearby villages of the Garhwal and Kumaon regions. His hunting successes earned him longstanding respect and fame in Kumaon. Some even claim the locals considered him a sadhu, or saint.

Corbett was an avid photographer and after his retirement authored Man-Eaters of Kumaon, Jungle Lore, and other books recounting his hunts and experiences, which enjoyed critical acclaim and commercial success. Later on in life, Corbett spoke out for the need to protect India's wildlife from extermination and played a key role in creating a national reserve for the endangered Bengal tiger by using his influence to persuade the provincial government to establish it. In 1957 the national park was renamed Jim Corbett National Park in his honour.




Rewards:
For each Were-Leopard eliminated: +1D8 SAN Points
For meeting Jim Corbett: 1D4 SAN Points
For breaking the back of the Leopard Cult: +1D20 SAN Points
For helping bring down the Leopard of Rudraprayag: +1D6 SAN Points
For each villager/associate killed by the Cultists: -1D4 SAN Points
The Bati Yeli/evil fakir is brought to justice: +1D10 SAN Points
Pandit Chandra dies: -1D10 SAN Points
Escaping the Butterfly Trap: +1D8 SAN Points

As usual there are other less tangible benefits to success. First, the party will be the recipients of the gratitude of the local villagers, if they help eliminate the threat which the Cult imposes. Second, if the party has involved the assistance of Pandit Chandra, he will be happy to pass on his lore concerning the waters of Udar Kund; if the party members have sat with him and studied the scroll which he carries, they will receive the skills Read Devanagari Script at 10%, and Speak Sanskrit at 15%. And, again as usual, the Keeper is free to add any other benefits they like to reward the party for having quelled this insidious outbreak


If anyone takes this scenario out for ride and sees what happens, I’d appreciate hearing back any thoughts or comments you might have. Enjoy!