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Myths of the Cherokee · 128 of 220

Myth 83a

TSUWE′NĂHĬ: A LEGEND OF PILOT KNOB In the old town of Kănuga, on Pigeon river, there was a lazy fellow named Tsuwe′năhĭ, who lived from house to house among his relatives and never brought home any game, although he used to spend nearly all his time in the woods. At last his friends got very tired of keeping him, so he told them to get some parched corn ready for him and he would go and bring back a deer or else would never trouble them again. They filled his pouch with parched corn, enough for a long trip, and he started off for the mountains. Day after day passed until they thought they had really seen the last of him, but before the month was half gone he was back again at Kănuga, with no deer, but with a wonderful story to tell. He said that he had hardly turned away from the trail to go up the ridge when he met a stranger, who asked him where he was going. Tsuwe′năhĭ answered that his friends in the settlement had driven him out because he was no good hunter, and that if he did not find a deer this time he would never go back again. “Why not come with me?” said the stranger, “my town is not far from here, and you have relatives there.” Tsuwe′năhĭ was very glad of the chance, because he was ashamed to go back to his own town; so he went with the stranger, who took him to Tsuwaʻtel′da (Pilot knob). They came to a cave, and the other said, “Let us go in here;” but the cave ran clear to the heart of the mountain, and when they were inside the hunter found there an open country like a wide bottom land, with a great settlement and hundreds of people. They were all glad to see him, and brought him to their chief, who took him into his own house and showed him a seat near the fire. Tsuwe′năhĭ sat down, but he felt it move under him, and when he looked again he saw that it was a turtle, with its head sticking out from the shell. He jumped up, but the chief said, “It won’t hurt you; it only wants to see who you are.” So he sat down very carefully, and the turtle drew in its head again. They brought food, of the same kind that he had been accustomed to at home, and when he had eaten the chief took him through the settlement until he had seen all the houses and talked with most of the people. When he had seen everything and had rested some days, he was anxious to get back to his home, so the chief himself brought him to the mouth of the cave and showed him the trail that led down to the river. Then he said, “You are going back to the settlement, but you will never be satisfied there any more. Whenever you want to come to us, you know the way.” The chief left him, and Tsuwe′năhĭ went down the mountain and along the river until he came to Kănuga. He told his story, but no one believed it and the people only laughed at him. After that he would go away very often and be gone for several days at a time, and when he came back to the settlement he would say he had been with the mountain people. At last one man said he believed the story and would go with him to see. They went off together to the woods, where they made a camp, and then Tsuwe′năhĭ went on ahead, saying he would be back soon.
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Themes
Animismcosmology

The doctrine and worldview that natural phenomena, places, and objects possess inherent spirit, soul, or personality — and that the cosmos is populated by countless local, plural, embodied divine agents: kami in mountain and tree, sidhe in cairn and well, landwights in field and stone, nymphs in spring and grove, haltija in forest and lake, lares and penates in household and threshold, Iamblichean daemons in element and place. Distinct from monotheism (single transcendent God), pantheism (one underlying substance), and emanation_hierarchy (cascading single source); animism's signature is the plurality, locality, and embodied-in-landscape character of the divine.

The passage depicts a worldview where the mountain (Pilot Knob) contains an inhabited spirit realm with its own society and chief, and natural objects like the turtle possess agency and personality.

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Psychopomp Journeycosmology

Guided passage of the soul through afterlife realms.

A stranger guides the protagonist into the hidden realm and later the chief guides him back out, mirroring the function of a psychopomp, though the journey is not strictly an afterlife passage. [quarantine-w4: psychopomp_journey x native_american — see rellm data/quarantine/dossiers.jsonl]

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Shamanic Journeypraxis

The living practitioner's deliberate trance-journey into spirit, underworld, or upper realms — Lemminkainen's descent into Tuoni and Wainamoinen's entry into Wipunen's body in the Kalevala, the Siberian shaman's drum-mediated travel, Inuit angakkuq's submarine journey to Sedna, classical katabasis as ritual technique. The practitioner returns with knowledge, songs, lost-words, or a recovered soul. Distinct from psychopomp_journey (which guides the *dead* soul through afterlife realms) and from spiritual_ascent (which is the soul's *upward* return to source); shamanic_journey is the *living* practitioner crossing into ordinarily-inaccessible domains as a worked technique.

The protagonist Tsuwe′năhĭ undertakes a deliberate journey into a hidden spirit world (the mountain interior) and returns to the human settlement with knowledge of that realm.

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