Taboos and Makutu

This Week’s Prompt: 110. Antediluvian—Cyclopean ruins on lonely Pacific island. Centre of earthwide subterranean witch cult.

The Resulting Story: The Island of Curses


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For this week’s research, I decided to try and examine things as locally as I could—albeit I misremembered this prompt as specifying Polynesian, when it only says Pacific. Still, a vast region to examine, and one where zooming in on a specific culture can be greatly beneficial. This prompt to me seems clearly one of the many that lead to the Call of Cthulhu—although in this case, the Cyclopean Ruins are the center of the cult, and are there all year round instead of rising and falling into the ocean. To supply some ideas and inspiration on the matter, I decided to look into witchcraft and sorcery of the region.

Witchcraft and sorcery are topics that often have broad similarities across the world, and thus it is in the details that things grow interesting.  In the reports I have, witchcraft is again associated with lower class and elderly, often the feeling of envy. Shamans and traditionally knowledgeable members of the community also faced witchcraft accusations—although colonial authorities justified the criminalization of such acts not because of feared harm of witchcraft itself, but the belief that traditional medicine was leading to neglect and death in the communities who had few alternatives.

The sources I stumbled upon were focused on Maori descriptions of witchcraft, specifically makutu. Makutu is a form of magic that takes many familiar forms—often it is employed by those who have been wronged against others. One thing of particular note is that the practitioners of makutu can pass down these powers to others through objects—and that in some cases, secret societies are rumored to form around these objects and their usage. The topic is not one commonly discussed, by all accounts, meaning my most common sources were either old or very specific.

But more to our interest, is a report by one S. Percy Smith. Here we are told that the origins of witch craft—the various forms of which include death dealing lizards, gods of withering flesh, and more from the power (mana) of Miru. These powers included the ability to send invisible bullets with the tip of the tongue, the power to render objects and water sources taboo, and to render environments taboo. Those who drank from the waters made taboo or trespassed on islands were attacked by horrific sea monsters called taniwha. The natures of these creatures is unclear to me, although a connection to sharks was mentioned in one article. Some witchcraft could be passed on in taboo places, others were unable to be passed one at all.

Taniwha A

An artist rendition of a taniwha, which looks more lizard like.

A separate source claimed that the origin of witchcraft was with a defeated god, Tane, who wished to keep his mother and father close together and the world forever darkness. In order to wreck revenge on the world, he created all the ills of the world—he in a way poisoned it to make it inhospitable to human beings. He taught, as one of these efforts, witchcraft which is among the worst dangers.

Those who practice these spells do so with a proper incantation, and then let an invisible bullet fly from their tongue. Their victims die, sometimes in gruesome shriveling ways as their arms shrink or wither away. Sometimes in more sudden ways, as if quite literally shot. Afterwards, that it was a wise man who did so is apparent, although which isn’t for sometime.

But makutu is not limited to murder or invisible bullets. Envious sorcerers who are rejected by women may drive them mad in response. These women would tear their garments and go naked, able to see the sorcerer’s spirit and describe it to others. Other victims of sorcery could see the sorcerer in wicked dreams, and recognize him. I wonder if this had the effect of spreading dread, or dooming the sorcerer’s endeavors.

Taniwha B

A sculpture of a taniwha, from the side.

Objects could also work sorcery—particularly carved objects of stone or wood. A sorcerer might attack someone with a gift, which if not returned within five years, will cause untold suffering. Objects stolen from a sorcerer likewise attract the ire of a sorcerer, who may send the taniwha to retrieve it and murder the thief.  Carved stones and objects can be rendered taboo—and in some cases, those marker stones from ancient times have truly terrifying creatures guarding them. For this reason, these stones are left unmoved, least the creatures beneath murder those who would move them. Many of ancient places left such terrible wards behind according to an informant, infecting the whole world with wickedness that even plants might bight back against a man who picked them.

Perhaps the most destructive use of this sort of magic is when a sorcerer wants to kill a community. He first must find the ceremonial center of the community. By burying a prepared piece of wood in the ground here where none saw him, a makutu practitioner can murder an entire people if not stopped. Those first affected dream of the cause, and if they alert a healer, the object can be dug up and swallowed.  Those first afflicted will still die, but the community as a whole will live.

Other reports indicate that a star appearing visible during the day has been sent by a sorcerer to curse a victim. Some sorcerers instead dispatch the less visible bird to make their ill will known. In either case, reciting a proper prayer can reverse the harm, sending the doom back to the sorcerer.

Some of these are easily stopped—the use of lizard gods to cause illness, for instance, is relatively easy to end for priests who specialize in such matters. And charms to keep sorcery at bay are common knowledge for many. But others are more direct and harder to stop, moving to quickly to be caught.

Even death may not end these torments. Reports from the 1950s indicate that some practitioners could pass on their skills and talents, or even that such dead practioners still rode the wind. Whether these are exaggerations of practice or not is hard to say—the documentation reminds me of claims of witch practices in the countryside, and the language of the documentation is…of its time.

Location Ryleh

For those wondering where Lovecraft’s pacific island was, here are approximate locations of Ryleh.

So where does that leave us for this prompt? I think there’s something very interesting about the assertion of a house from which all evil things originate—one source even said that the first people to bring these powers into the world sacrificed one of their own to keep the powers permanent—that is considered by all taboo. The idea of ancient stones and places that are filled with something like a poison is fascinating.

The other notion that strikes me is the passing down of powers through generations to endow mastery and greater powers beyond. The writer of that section suggested the stories came from or were related to the old testament stories of Elijah and Elisha—and that may be the case. But for a narrative that traces itself back to a truly ancient time (antediluvian being before the great deluge that wiped the world clean), such notions of continuity are important. Which brings us round to what sort of narrative we are working with here.

We are given here a location more than a narration. The Cthulhu story has this strange island rising, and being stumbled upon by nearby sailors who interrupt the waking creature by ramming it. Yet, I don’t think I want to repeat that particular idea of just ‘stumbling across’ such a hidden and dangerous place. One idea is following someone to their first meeting of a horrific conspiracy—or perhaps being dragged back there, in a case of mistaken (or misplaced) identity by someone fleeing the conspiracy. The idea of vengeance or having wrong the witch or sorcerer in question is a common one that I think could also play into the idea. The question at the root then is what is the horror about: Being inducted into this conspiracy or being the victim of it, when one is dragged to this island of horror where even the trees try to bite at anyone who sets foot on them?


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Palmer, G. Blake. “TOHUNGAISM AND MAKUTU: Some Beliefs and Practices of the Present Day Maori”. The Journal of the Polynesian Society, Vol. 63, No. 2 (June, 1954), pp. 147-163

Voyce, Malcom, “Maori Healers in New Zealand: The Tohunga Suppression Act 1907”. Oceania, Vol. 60, No. 2 (Dec., 1989), pp. 99-123

Smith, S. Percy. “The Evils of Makutu, or Witchcraft.” The Journal of the Polynesian Society, Vol 30, No. 119 (1921).  Accessed here:


This Week’s Prompt: 94. Change comes over the sun—shews objects in strange form, perhaps restoring landscape of the past.

The Resulting Story:The Green Sun

Oh, this is a timely story. I’ve just returned from visiting family in the Valley of the Sun. Growing up in Arizona, I think, made the notion of the Sun as a deity rather easy to grasp—a vast, often hateful daystar that sapped life and will from everything it saw. If I wanted, I could ramble for hours on the unconscious cosmology I had from growing up in Mesa Arizona, but that is for another time. Today, I want to talk about the Sun. The strange stories of the Sun as well as the more familiar ones.

One of the more familiar stories of the sun is that it rests where it sets, and a hero sets out to find or visit it. A few Dine stories deal with the children of the Sun. The first is a son born of an unmarried woman, for the Sun had grown jealous of a chief he had never seen. This son was brought up among his own people, and at fifteen was told by a white fly that his father was the son. Shortly after he was taken to his father on a rainbow, and was taught every game that existed. The Sun conspired to win every turquoise from the chief and people that he could using his own child. And the son in turns becomes such an amazing gambler, he not only wins the turquoise but also wins the people themselves, the spirits of rain and corn, and the chief! The greatest prize he wins, however, is a turquoise the size of man with feathers sticking out of it. When the Sun descends to collect the turquoise, his son refuses—instead offers to gamble for it.

The Sun then went out and had another boy—this one grew to adult hood in fifteen years. He was then brought up and shaped by his sister to into a duplicate of the first child, the Great Gambler. He is sent out to offer gifts to various beings—the bat a buffalo hide, the snake a pair of red stones, a shell to the brown rat, some ground stones to a little breeze. These all help him, either by sabotaging the Gambler or confounding his spies, until at last the people are freed. The Sun claims the turquoise, and takes the Gambler skyward.


Another Dine story tells of the Sun seeking a bride—particularly the daughter of First Man and First Woman, White Bead Girl. He arrives first while she is alone, on a white horse, as a man dressed all in white. He then visits her for four days at night, unseen, and she in turn gives birth to twins. These twins prove hard to keep at home, going out and finding spies of the monsters that roam the world. They also learn, by a strange fly, that their father is the Sun.

They then journey East—and come to a land of nothing but sand. There they are warned by an old man to use some of his vomit when the Sun offers tobacco—because the Sun is dangerous and kills with many weapons. They then reach the Sun’s turquoise, and meet his mother. She hides them when the Sun returns, with his jealous wife, on a turquoise horse. The sun tests them—first with a pipe, which they smoke four times. Then with a sweat lodge, again heated four times. He offers them gifts after accepting them as his sons, and they reject each in turn. At last he offers to give them anything, and they ask for his lighting bolt arrows. They then succeed in answering his questions of the mountains, and descend down to fight the monsters that plauge the world. They do their own work from there, not relevant to ours.

AZ Sunset.png

The Sun grants another child to a mother in Greece. She asks to have the child for twelve years, and after that the sun can have them back—so the Sun gives her a pretty girl named Maroula. When the Sun returns twelve years later, he tells the little girl when her mother will give what she promised. Her mother tells Maroula to claim she forgot—and after that fails, she doesn’t let Maroula out of her house. Eventually she grows bold, and sends Maroula out for water. The Sun finds her and takes her away to his palace,and the great garden outside it.

Maroula, however, misses her mother and cries. And her tears during the day cause the garden to wilt. The Sun asks every night why she cries, and she claims two animals were fighting and she was scratched while separating them. At last, when she reveals the source of her grief, the Sun promises to send her home. He first calls lions to attend her—but they will eat her flesh and drink her blood if they grow hungry. As do the foxes. But the deer will eat only grass.

And so they go to take her home adorned with gold coins—and when they grow hungry, they place her in a willow tree. A nearby witch, a drakena, has sent her own daughters nearby to draw water. One sees Maroula’s face and thinks it’s her own. This repeats with each daughter—until the drakena herself comes and tells Maroula to descend and let her eat the young girl. Maroula distracts her by telling her to bake bread—and then escapes on the back of dear, sending mice to distract the witch as she flees.

The Sun as a dangerous force to humanity can be seen further in a Cherokee story. Enraged that people can’t look at her, she sends waves of heat to kill humanity from her daughter’s house in the sky. Humanity consults the little people for advice on what to do—how to escape this misery, they concluded they must kill the sun. So two serpents were sent to wait at the daughter of the sun’s house, fangs ready to bite the Sun’s ankle. The snakes, however, are blinded by the sun and flee—and the deaths continue, with everyone knowing at least one person who perished to the threat. So the Little People changed one man into the great Uketna (who we discussed here) and another into the Rattlesnake. The rattle snake got a head of the great horned Uketna and bit the daughter of the sun in his eagerness. He then returned, as did the enraged Uketna who was convinced he had lost his glory.

When the Sun saw that her daughter was dead, she went into mourning. The heat death stopped, but the sun never rose again—and this eternal darkness was untenable. So the Little People sent men with special bread and a box to the land of ghosts in the west to find the lost daughter. In the land of ghosts, they would find her dancing in a circle. The men where to strike her with sticks, causing her to fall down. Then they were to put her in a box and bring her back—never opening the box even a little. The men did so, and when returning west the daughter returned to life. From her box, she called out first for food, then for water, then air. This third one worried the men, who thought she might be dying. She escapes as a redbird—and this failure means none can be brought back from the living. Her mother the Sun nearly flooded the world with tears of grief—but was stopped by the new song of the drummer.

Amaterasu From the Cave.png

The Sun’s retreat is similar in many ways to Amaterasu’s retreat. Long ago, Amaterasu’s father, Izangi, sent her brother the storm god Susanoo away for his arrogance. He returned, and offered his sister a game of god shaping—each took an item from the other and created deities from it. Amaterasu created five goddesses from Susanoo’s sword, while he made three gods from her necklace. A dispute arose over who had won, Amtaresu claiming the gods her creation as they came from her necklace. This escalated until Susanoo rampaged across the world in his rage, and hurled a flayed pony into the weaving room of Amaterasu, killing one of her handmaidens. Enraged and grieving, Amaterasu retreated into a cave.

The result was darkness and terror over the land—a situation that the gods sought to resolve. First they brought out roosters to signal the dawn and lure her out. Then they brought mirrors and jewels from a nearby tree, hoping to catch some of her light. At last, the goddess of dawn danced atop a great drum naked, to the laughter and delight of the gods. This noise brought Amaterasu’s attention, and lured her from the cave. The gods quickly sealed off the cave, and she has remained in the heavens ever since.


Of course the Sun’s daily retreat through the sky is most famously remembered in the story of Ra’s voyage through the kingdom of night. This journey, which is in fact the funeral of Ra, crosses many regions, some strange, some dangerous, many serpentine–here for instance, Ra faces Apep. The sun is of course reborn at the end, rising in the dawn as the scarab headed god Khpera. Below is a video summary.


Only once was this voyage interrupted or changed—when the goddess Isis took some of Ra’s saliva and created a serpent from it. She placed it in the sun’s path, where it lept out and bit Ra’s ankle. As the poison bore some of Ra’s nature, it actually afflicted him. All the gods of medicine came to help Ra, but none could cure him—until Isis came, and asked for his hidden name to undo the power of the snake. Isis then puts this power to use to cure pain and potentially raise the dead!

On the other end of the Sun’s Daughter tale, the Sun as a dangerous and horrifying enemy is apparent in both Greece and Mesopatmaia. The god Apollo, while now associated with the sun and music, began his history in the Illiad as a god of plauge and healing. A comparable god was Nergal, who was the lord of the noontime sun and the summer, dry season sun. Nergal in time became a god of war and the dead, his role as a bringer of misery aiding his conquest of the underworld. The healing aspects of the Sun persisted in Shamash, who we briefly touched on in the discussion of exorcists.

Houyi the Archer.png

And while we’ve talked of the death or endangerment of the Sun, there is one instance to mention from China. Here, there were once ten suns who each took turns rising—until all ten decided to rise at the same time. The people asked for relief, and so the great archer Yi was sent down. He tried to shoot arrows near the suns, to scare them away. They defied him still, and he grew angry. Drawing back his great bow he fired at one of the great orbs of fire—and the spirit of the sun fell to earth as a three legged raven. He did so eight more times—and the fireballs they carried fell to earth to form a great island, where the endless sea and rivers evaporate upon contact.

Another instance of control of the Sun comes to us from the Maori. Maui, tired of rushing to finish his chores before the sunset, persuades his brothers that it must be taught a lesson. After much warning that it will burn him, blind him, or give him sunstroke, Maui moves ahead with the plan. The party goes and finds the hole from which the Sun rises. They lay a trap over the hole, a great noose of rope. When the sun rises through it, unawares, they pull the Sun down. When he struggled, Maui struck the sun with his magic jaw bone. Maui commanded the Sun, so captured, to move more slowly across the heavens.

Maui and the Sun.png

The light of the Sun is and always has been then a mixed blessing—it is sometimes flighty, always needed, but often jealous and painful. Here we have the use of sunlight as a sort of revelation—a connection that links all the way back to our first story of Demophon. Here we have the Sun restoring and rebuilding a landscape, perhaps revealing its hidden face. What if, and I consider this regarding our story of Amaterasu, the sun we know is the one still in the cave. Alternatively, what if the sun suffers the fate of the Aztec Suns, and is replaced by a new god on the throne? The light of the sun itself changes, and the world becomes in a way inhospitable or more hostile then it was before. Our story seems to move more cosmic by its nature, but grounding it in the experiences of one person might help with that—I’m reminded of the Twitter story/account “the Sun vanished”, which likewise has as a start a strange and horrific cosmic change. What stories about the Sun do you know?


Megas, Geogrios O. Folktales of Greece.  University of Chicago Press, 1970.

O’Bryan Aileen. The Dine: Origin Myths of the Navaho Indians, Smithsonian Institution, 1955

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