THE PATH OF VOODOO

The Darkness is coming


A Thaumaturgical Path By Kenneth Madsen MADness Ventures Design Studio 1994
The Path of Voodoo originates from the Caribbean islands - most Cainite scholars point to Haiti and Jamaica as the two most likely places of origin. Mainly because of the islands's high concentration of Voodoo Cults, but also because of the way in which Voodoo affects all stages of life on the islands; A so widespread vital importance of Voodoo, could not have been achieved if the Art had not been present from the very primeval youth of the islands.

The practise of Voodoo has been greatly feared through the centuries, and with just reason. Although some scientist believes that they have revealed Voodoo as a hoax, a few have begun to suspect that the ceremonies they have observed the inhabitants of the Caribbean perform, may only be a smoke screen erected by the True Priests to ward off nosy intruders, thereby allowing them to practise their Dark Arts undisturbed.

The Path of Voodoo involves using the Spirits of the dead to do one's work. For the unwary, the Path can be a dangerous one, as failure to command the Spirits may very well gain the enmity of one of the Loa - such as Papa Legba or Baron Samedi - but even the hostility of a normal Spirit can be a most unpleasant experience.

If a character fails in the use of the Path, he of course loses a point of Willpower and gains the enmity of an entity from the plane of the Loa. The Storyteller should decide what type of Spirit the would-be user offends. Note that a higher ranking (and thus more powerful) Spirit could very well interfere with the character's plans, if it judges its underlings to be unable to deal properly with the offending character. This is of course determined by the level of failure the character attains, little failure would probably only be dealt with by a Spirit similar in power to a poltergeist - with a correspondingly short period of punishment - while failure of apocalyptic levels will attract the hostile attention of a Loa.

The Path of Voodoo is a rare one and is usually only possessed by Cainites who were either members of a Voodoo Cult when they were alive, or who was embraced by a Cainite to whom the practice of Voodoo would come as a natural Path of Thaumaturgy - such as the Followers of Set and the Serpents of the Light.

Unlike the Path of Spirit Thaumaturgy - to which this Path is related - contacting the Spirits of the dead come relatively easy for the Kindred, as they are already attuned to the Plane of Death.

* Mark of Guede: The target of this Power becomes Marked for Death, and it is primarily used to mark the way for more powerful Voodoo. Guede is the Loa of the Dead and is usually the one whom Houngans (male Priest), Mambos (female Priest) or Bokos (the notorious evil Priests) address when they wish to curse someone. Papa Legba and Guede's Acolyte Baron Samedi are also used for such purposes, as the Opener of the Gateways and the Lord of the Cemetery, respectively. However, when the Gateway has been opened, the cursed character seems to attract malicious Spirits which follow him and torment him by hindering to some degree his actions. These Spirits does not however follow the cursed character constantly, but turns up with unnerving frequency.

System: The Cainite needs three things to use this Power; A broad-bladed hunting knife, with a serrated blade and its handle wrapped in the skin torn from a newly killed animal (sometimes this knife is known as the Ku-bha-sah, or the Knife of the Master of Ceremonies); A clay amulet engraved with the Veves (or magickal Voodoo Runes) of Guede, which resembles the stylized image of a white snake curling around a tombstone. The snake is normally perceived as the Snake Loa Damballah's mark, but it is believed that his Veves has been mixed with that of Guede, because he also represents Power. The amulet must be bound to the handle of the knife, using a leather-strap made from the skin of a one week old corpse; The final ingredient are 3 points of blood from the Cainite, which is used to baptize the knife and amulet, and which is mysteriously absorbed by the two items if the initiation ritual is correctly executed and approved by Guede.

The Cainite makes a Spirit Lore + Intimidation roll (difficulty of the victim's Humanity). The number of successes equals the number of days in which the Mark of Guede will remain effective. At the discretion of the Storyteller, the difficulty of rolls made by the cursed victim may be raised at appropriate moments (such as when he really is in trouble, for remember Spirits of the Dead are attracted by turmoil and similar things which reminds them of the time when they were still alive). If the use of the Power is successful, the knife with the attached amulet must be placed in the door, or doorway, of the victim in order for the Spirits to find their way. Note, that once the knife has been placed, it matters not if the victim removes it, since the Spirits will already have homed in on their target.

Note: This Power [must] be used prior to the casting of any of the Ritual Curses described below.

** Ask of the Dead: This Power allows the user to learn secrets from dead individuals. This Power is well-known in the Caribbean, and both true Voodoo followers and the Followers of Set, goes to great lengths to ensure that any dead ally is destroyed in such a way, that nothing can be learned from the corpse.

System: For this Power to work, the head of the dead person must be relatively intact; If it has been decapitated or severely damaged, this Power will yield no information. Furthermore, the person must not have been dead for any more than 7 days, for according to Voodoo lore the soul does not leave this plane of existence until the end of the seventh day. Until then, it floats invisible in the immediate vicinity of the corpse and is highly vulnerable to the Powers wielded by those who know of the Path of Voodoo. In fact, a number of special Voodoo amulets are available to the families of deceased persons. It is said that if one is buried with such an amulet, the magick of the Voodoo Priests can never harm the deceased.

The user recites the Praise of Samedi and insert his fingers into the back of the deceased's head, while he gazes into his eyes. The Cainite rolls Perception + Occult (difficulty 7) to use this Power, but for every second day beyond the first, in which the person has been dead, the difficulty is raised by one, to a maximum of 10. Beyond the seventh day, this Power will be useless.

Number of       		Info 
Successes 
*		Know basic details about the deceased (name, place of 
		residence, age, job,closets friends). 
** 		Knows of places where the deceased has been, up to a day before 
		his death, as well as faces of people he has talked with. The 
		information is somewhat hazy and for example street names and 
		house numbers will not appear clearly, but the image of a 
		building the deceased has entered will. 
***		Knows exact location, address and details (if known by the 
		deceased) of places the deceased has been, up to a week before 
		his death, including names and facts about people he has talked 
		with. 
****		Know secrets of the deceased which only a very close friend would 
		know 
***** 		Knows practically everything known to the deceased while he was 
		still alive (Storyteller's discretion advised) 
 

*** Summon Snakes: This power allows the character to summon all the natural snakes in the vicinity. While this power does not place the snakes under the control of the character, the use of the second 3rd level Power [Control Snakes] will. The snakes called will move toward the place, from which the character issued the summons. The snakes will move towards the spot, unless stopped by impassable obstacles (water, fire, etc.), or threats to their existence (a highway, sub-way rails, etc.) - in which case they will revert to normal behaviour. The summoned snakes will behave normally as soon as they reach the point of the summoning and the character will have to react fast to control them, as they will most likely begin to move away. Even if the snakes are merely summoned as a means of distraction, the snakes are unlikely to attack the character (unless of course he botched).

System: Using this Power requires a Manipulation + Leadership roll (difficulty 7). Each success allows the user to summon snakes from a larger area. There are two sets of distances listed; The former should be used when the Cainite employs this Power in a city (where the response probably will not be overwhelming), while the latter should be used when the Power is employed in a wilderness area.

Number of       Action 
Successes 
*		All summoned snakes within one city block/half a mile respond 
		unless something actively prevents them from doing so (e.g. a 
		large bird eats a snake). Ghoul snakes do not respond. 
**		All summoned snakes within two city blocks/one mile respond, 
		unless hindered by one of the above mentioned exceptions. Ghoul 
		snakes do not respond. 
***		All summoned snakes within five city blocks/two and a half mile 
		respond, unless hindered by one of the above mentioned 
		exceptions. Ghoul snakes do not respond. 
****		All summoned snakes within 14 city blocks/seven miles respond, 
		unless hindered by one of the above mentioned exceptions. Even 
		Ghoul snakes answer the summons. 
****		All summoned snakes within 20 city blocks/ten miles respond. 
 
Note: If the character summons the snakes standing in a crowded place, there is bound to be trouble. If a lot of snakes answers the summons and they move into a crowded area, they will feel threatened by the people and start biting. Given the variety of snakes which will appear, it will be fair to assume that even though not all may be dangerously poisonous the sheer mass of bites will affect Kine. Cainites who drink off an affected Kine, will suffer the effects of Atropine (The Vampire Player's Guide 2nd Edition, p184) which, according to the generosity of the Storyteller, may be more or less severe than those described there.

*** Control Snakes: With this Power, the character will be able to control the snakes he has summoned with the above described Power [Summon Snakes].

System: The Cainite roll Manipulation + Leadership with a difficulty based on the number of successes achieved using [Summon Snakes] minus a base difficulty of 10. The character will be able to command the snakes for a period of ten minutes per successes rolled using this Power. The character can issue commands on a very simple basis and basically an order may consist of no more than ten words. Furthermore the order must be within the physical and mental capabilities of a snake. As always the Storyteller is left with the heavy responsibility of deciding if the snakes understand the order and are capable of executing it.

When deciding how far the snakes will go in order to carry the character's orders out, compare the number of successes achieved with the table in the former Power. If only one success is achieved, the snakes will still withdraw from fire and lethal situations, while five successes would mean that the snakes would act without regard for their own safety.

**** Curse of Samedi: With this Power the character will be able to kill his victims without actually being near them. However, the character must have inflicted a wound on the target (i.e. caused a loss of Health Levels) with a sharp instrument for this to work. When this has been done, the victim will be attacked by a mystical wasting disease which destroys his blood and which may eventually kill him.

System: For this Power to work, the character must previously have marked his victim using the [Mark of Guede] Power. The ``sharp instrument'' used is usually a Ku-bha-sah - either the one originally used to mark the victim, or one enchanted specifically for this purpose. The character need not personally cause the wound, as long as a serviteur of some sort uses the Ku-bha-sah which the character has enchanted.

Then the Cainite makes a Spirit Lore + Intimidation roll (difficulty of the victim's Willpower + 2). The number of successes represents the immediate number of Health Levels the victim loses. Furthermore, the blood of the victim has been corrupted and filled with energies of Death, strong enough to affect even the Cainites. Kine will lose additional Health Levels at the rate of one box per 12 hour period, as their blood is destroyed and their body slowly and painfully mummified. This process continues until the Kine in question has no more blood and dies.

Kindred suffers a somewhat different fate. Their blood no longer runs naturally in their bodies, but are stored for the purpose of ``animating'' their dead bodies and employing the Vampiric Disciplines. Every time a Cainite, who has been cursed, uses a point of Vitae, he loses a Health Level - no matter what the Vitae is used for. So healing using Bloodpool points will only cause additional damage until the point where the Cainite is forced into Torpor. Drinking more Vitae to heal the loss of Health Boxes will merely prolong the agony, as the new Vitae will become corrupted by the ``bad blood'' already in the Cainites system and then it starts all over. The only way to stop this magickal disease, is to remove all Vitae from the Cainite's system. This will effectively remove any foothold for the disease, unfortunately it will probably allow the Beast to rise to surface and put the Cainite in more danger than he faced when he was threatened by the [Curse of Samedi].

***** Create Serviteur: This Power allows the character to create a serviteur - in this case a Kine or an animal possessed by a Spirit, and not just a helper or an acolyte which are sometimes also called serviteurs. The True Serviteurs are probably one of the most feared servants of the Voodoo Priest (this being a Houngan, a Mambo or a Bokos). They are possessed by supernatural strength and abilities, and has no fear. Even Cainites fear these creatures as none of the mental Disciplines work on the True Serviteur (i.e. Domination, Presence, etc.) and therefore one must fight robots of flesh who will not stop until they are utterly destroyed.

System: The serviteur is a human or an animal, into whom the character forces a Spirit. If successful, the character is left with a very powerful and loyal servant. A much better weapon that the Zombie and a servant who is still capable of independent thoughts.

For this Power to work, the Cainite must previously have marked the target who is to be turned into a serviteur with the [Mark of Guede] Power described above. First the character must cast out the Spirit (soul) of the creature to be used. The cast out Spirit may become a ghost at the Storyteller's option or may simply disappear into the afterworld as if the person, or animal, had died. If the target is unwilling - which is usually the case - a roll of Manipulation + Occult with a difficulty equal to the victim's Willpower. When the body is bereft of its Spirit, the Cainite is ready for the next stage in the creation of his serviteur. The character must score at least one success against the known Spirit, which he intends to force into the now-empty body, in a resisted Willpower roll. The difficulty of each participant's roll is equal to the opponent's Willpower. If the character loses the test, the Spirit is free to leave and may not be re-summoned. If the character wins, he manages to force the Spirit into the vacant body and he has created a True Serviteur.

The True Serviteur is a powerful creature and usually a match for any Neonate. The problem is though, that the Voodoo Priests usually uses packs of these creatures - sometimes even as supernatural death squads - and then the score changes completely. A True Serviteur adds two points to all physical characteristics, has four Health Boxes more than normal due to the driving power of the possessing Spirit and the equivalent of three points of Celerity and Potence. The standard True Serviteur has a Power Pool of 15 points from which to activate its ``Disciplines'' and can use two Power Pool points per turn to activate its Disciplines or boost characteristics. Serviteurs are also capable of seeing in complete darkness, as if they were using the 1st level Protean Power [Gleam of Red Eyes].

In addition the True Serviteurs feel no pain or fear, and the Spirit powering the body will not stop before the host body has been mauled beyond use. Reports state that it is not uncommon for True Serviteurs to fight on after severing of several limbs, but that destruction of the head usually end their existence. When this happens, the Spirit is freed and the serviteur becomes a normal creature again. Also, True Serviteurs are immune to the effects of the Dominate and Presence Disciplines. The Spirit will inhabit and power its host body, until the Voodoo Priest sets it free or the host body is destroyed. Its is completely loyal and will not try to destroy its host body on purpose. Although the True Serviteurs are loyal, they are not mindless automatons but are quite capable of independent thought and most Spirits have access to the memory and abilities of the former inhabiting Spirit (the original soul).


VOODOO RITUALS

Level One Rituals:

``Tongue of the Spirit'' This Ritual enables the caster to communicate on a very basic level with the spirits of the dead, as well as those low-level spirits of the Loa world. The caster can only ask very simple questions to the spirits and they cannot, of course, answer questions to which they did not know the answers when they were alive -- of course they might lie.

Those spirits which are contacted can either be ones known to the character by name or the spirits of corpses which are found -- for example if a character wanders into an area of a recent shoot-out, finds lots of bodies and destruction and wishes to know what happened in detail.

In case of an unknown spirit to be summoned, the character must be in possession of the body's head (lowers the difficulty by 1 in the case of a known spirit) or the entire body (lowers the difficulty by 2 in the case of a known spirit and by 1 in the case of an unknown spirit).

Any attempt spirits which have been outside their body for more than 7 days (i.e. dead for 7+$ days) will have their difficulty raised by +2 in the case of a known spirit, and by +3 in the case of an unknown spirit.

Attempts to summon spirits which has been gone for one or several centuries, will have their difficulty raised by an additional +1 for every century.

In order to use this Ritual, the caster must draw a circle around the site of contact -- a circle which has a diameter of at least 1 meter -- and inscribe the symbols for Water, Fire, Earth, Air and Ether at their correct positions around the circle and in the center of the circle the Veve of Guede must be drawn; If part of the body is available it must be placed in ther center and the Veve of Guede drawn on top of it; If the body is burried beneath the circle, a hole must be dug through the Veve of Guede and blood poured into the hole to give the spirits the power to manifest and the ability to talk. If the remains are present above the ground, the blood must simply be sprayed over the remains. In the case of an unknown spirits, the first procedure described must be used. Then the caster must position himself outside the circle and chant ``The Song of Returning Spirits'' which will take 2 hours to complete. The completion of the Ritual demands the expenditure of 5 points worth of Vitae. The Vitae must be from a human, but never from the caster -- if so the spirit will possess the caster!

Roll Perception + Occult (Basic difficulty 5) -- the number of successes indicates the number of minutes the spirit will stay. If the caster wishes for the spirit to stay for an extended period of time, he must expend an additional 5 points of Vitae, and the spirit will then stay to answer questions for another x turns, equal to the number of successes the caster rolled originally.

The spirits must answer any question put to them by the caster, although the Storyteller must judge what they know and how correct it is.

Level Two Rituals:

``Gaze of Erzulie'' This Ritual calls for the caster to expend 2 Blood Pool Points, which must be bled into a bowl and mixed with three dried and crushed plants associated with love and potence. The caster must then draw the Veve of Erzulie -- in her aspect as the Loa of love -- on his forehead and above his heart. Several other symbols of love and potence must be drawn on various parts of the body, while the caster chants for a full hour. At the end of the Ritual the character places two rubies over his eyes and chants the final words, after which both the rubies and the symbols drawn with blood on the caster's body will disappear.

Now the caster can use the ``Gaze of Erzulie'' to make a person fall in love with him. The caster establish eye contact with the target, concentrates shortly and the power of the Ritual is released. He rolls Charisma + Leadership (Difficulty is target's Willpower in case of supernatural creatures, and Willpower -2 in the case of ``normal'' mortals). If 3 or more successes are achieved, the target enters a state which is very similar to that of a Blood Bond and believes himself to be truly in love with the caster. For the effects of the Ritual to be broken, the caster can either dispell the Ritual, or if the target character is treated very bad, it may be broken as described under ``Blood Bond'', in Vampire: The Masquerade.

``Tongue of Damballah'' This Ritual enables the caster to communicate with snakes in their own language. The caster must have the tongue of a Boa Constrictor in his possession, which must be washed over with 1 point worth of the caster's Vitae, while the caster chants for a two-hour period and scratch the Veve of Damballah into the tongue with his nails. At the completion of the ritual, the caster places the snake tongue on top of his own and will thus be able to communicate with all snakes within earshot. While the caster can continue to talk with the snakes for as long as the snake tongue remains in his mouth, something which could theoretically go on forever, the caster will not be able to talk to anyone in anything but ``snake tongue'' for as long as he uses the effects of this Ritual (Telepathy and writing are, however, still possible). Note that all snakes will behave in a friendly way towards the caster while he uses the effcts of the Ritual -- unless, of course, ordered to do otherwise by hostile users of magick or Disciplines.

Level Three Rituals:

``Voice of Sobo'' This Ritual enables the caster to deafen and confuse his enemis temporarily, as the Loa of Thunder -- Sobo -- lets roll his mighty voice. The caster must have a handful of flintstone dust in one hand, and the same amount of dust from a magnetic stone in the other. The caster must chant for 10 minutes and upon saying the last word of the incantation, he must clasp his hands together will screaming the name of Sobo at the top of his voice. When this happens, a deafening roar of thunder will roll out from the caster. All within a 3 meter s radius will have their eardrums severely damaged and lose 4 dices from all hearing perception rolls until the eardrums have regrown, as well as a loss of 4 dices from any dice pool roll for the following 2 hours -- due to the shock and confusion isuing from being the victim of the clap of thunder. Anyone standing more than 3 meters away from the caster, but less than 15 meters, will also suffer a half an hour's loss of 4 dices from any dice pool tests -- in the case of an animal (Or Protean form, or Auspex use) the loss will be of 6 dices and for a 2-hour period. In addition, any glass or similar brittle material within 3 meters of the caster will virtually explode. As the clap of thunder emits from the caster, he is not affected as he is -- so to speak -- at the eye of the storm.

Level Four Rituals:

``Protective Grasp of Grans Bwa'' This Ritual allows the caster to call upon the help of Grans Bwa -- the Loa of the forest. Many a wielder of Voodoo have used this Ritual to escape from their enemies. The caster must take branches, leaves, straws, berries and similar things from the forest, and braid them in the shape of the Veve of Grans Bwa. While braiding, the caster must chant for a full 2-hour period and at the end of the preparation, he must wash the Veve in 2 points worth of his own Vitae. When the incantation has been completed, the braid will remain fresh and usable for infinity -- which is why some Houngans, and Mambos, carry several seemingly fresh braids of this type on their person.

When the times arises for the braid to come into use, it is simply thrown down on the ground in a forest area (it is completely useless anywhere else), and the name of Grans Bwa is spoken out aloud. Note that only the caster can use the braid, as his blood has been used to prepare it with. When the braid is used, the area will ``awaken'' slightly to aid the caster in his escape. Whereever he goes, bushes and branches move aside -- allowing the caster to move at full running speed even in a very dense forest -- anyone following him, will not be as lucky. Branches seem to lower themselves to obstruct the pursuers' path, roots grab for their feet, thorny bushes seem to lash at their faces and both the ground and the grass hide the footprints of the caster. The pursuers must make a Dexterity + Strength roll at difficulty 8, to continue to move at half their normal speed. Failure, means that the pursuers have become entangled in the forest, until such a time as they make a successful Strength roll at difficulty 8 and scores a minimum of 3 successes.

Level Five Rituals:

``Create Zombie'' This Ritual allows the caster to create the dreaded undead servants of the Voodoo priests -- the Zombies! The caster must have available to him a dead body, which has been dead for no more than 7 days. The body must be placed inside a circle drawn with a mixture of blood from a goat, dust from a cemetery and the powdered body of a special poisonous tropical fish. The Ritual also requires 3 horus of chanting -- during which Guede and his servant Baron Samedi are called upon to favour the caster with success and grant him control of one of their subjects. While chanting, the caster must also inscribe the dead body with the Veves of the two Loa and dreaded runes of black magick, as well as spray the blood mixture out towards all four corners of the world -- in honour of Papa Legba, the Lord of the Ways.

Once the Ritual is completed, the eyes of the corpse will once again roll open and it will rise to do the bidding of the caster. The Zombie will have its traits halved to what they were when it was alive -- except for physical attributes which are doubled. The Zombie will only be able to exactly as the caster tells it to do. It will fucntion until decomposed or damaged beyond use. For even though forces of dark magick now animates the corpse, it will still decay as though it was still a normal dead body. But besides that, the caster now has a most effective servant; It fears nothing, never tires and only dismemberment or utter destruction can stop it.

The caster may destroy the Zombie, by flinging a handful of bone dust upon it and shouting out the names of Guede and Baron Samedi backwards.

Level Six Rituals:

``The Doll'' This Ritual gives the caster access to one of the most feared powers of the Voodoo priests -- namely that of the Voodoo Doll!

To make a doll, the caster must gather a number of special things; A special wax made from human fat, bone dust mixed with the powdered remains of three secret plants, the handbones from any human, black stones from a crossroads for the eyes of the doll, 1 point of his own Vitae mixed with charcoal, hair from the head of the victim and an item of personal value to the intended victim. While slowly forming the doll from the collected ingredients, the caster must chant continously. The process takes 4 hours. At the completion of the ritual, the caster must engrave the doll with the Veves of Papa Legba and Erzulie -- in her aspect as the Loa of Revenge -- and expend 2 points of Willpower. Now the caster will have a doll whcih is effective against a single, specific individual only.

At this point, the doll can only be casued to inflict minor damage and pain upon the victim. The caster can pierce the doll with ritual needles made from silver -- thus causing immense pain (and the loss of 2-4 dics from the victim's dice pool for the next half hour to 2-hour period, depending on the way in which the pain is inflicted). The pain will feel as if someone is cutting in the victim with red-hot knives, or equivalent to collossal muscle cramps or similar nasty experiences. But these pains will not in themselves be lethal. The caster must roll Manipulation + Intimidation (Difficulty 8), which is resisted by the victim's Willpower (also at Difficulty 8). If the caster scores 3 or more successes than the victim, the victim will faint for a period of time equal to 30 minutes - Stamina, one or more botches on the part of the caster means that he becomes the target of his own dark magick.

For ``real damage'' to be inflcited by the use of the doll, it must be further enchanted. This takes an additional two hours of chanting, during which the doll must be kept in a circle drawn with chicken blood, and the caster must also wash the doll over with 5 points worth of his own Vitae -- which will be absorbed by the doll. At the end of the enhantment, the caster must also expend 2 points of Willpower. Each time the doll is enchanted (which can be done for a maximum of 8 times), the caster will be able to cause 1 Health Level of damage to the victim for every success, note however that the caster need not use the maximum amount of possible damage each time, he decides how much damage the victim should receive. A closer physical bond is forged between the victim and the doll each time it is enchanted further. This also means that the damage inflicted upon the doll will be visible to a greater or lesser degree upon the victim body (Storyteller's discretion).

Each time the caster wishes to use the doll, he must make a 10 minutes chant and spend a point of Vitae, after which one attempt may be made. However, if the caster wishes to continue inflicting damage upon the victim and has made the chant, he may simply spend another point of Vitae and give it another try. These extra attempts can be made for a number of times equal to the number of additional times the doll has been enchanted. Thereafter the chant must be made again.

VOODOO VOCABULARY

Baron Samedi: Protector of the Cemetery, Servant of Guede

Bokos: Sorcerers who work for the secret Voodoo Societies which are at times called ``red cults'' and at times ``black cults'', it may be that there exists two sects which wage war on each other and it is not always clear who are good and who are evil. Whatever the case, the Boko is closely tied in with such things as ritualistic murder, cannibalism and black magick. Bokos will -- for a suitable fee -- call for the help of Baron Samedi to cast deadly curses upon the living -- and perhaps even more dreadful curses upon the recently deceased, as they are the ones who can be turned into Zombies, Snakespirits or even worse things

Damballah: Spirit of Snakes, a source for virility and power

Erzulie: Spirit of Love, Jealousy and Revenge

Grans Bwa: Spirit of the Forest

Guede: Spirit of the Dead, Lord of the mysteries of death and dark sorcery

Mambo: Female priest

Houmfor: Typically a temple in the deepest forests of Haiti. The Houmfor is usually composed of a small building in which the holy artifacts are kept, a room with open walls attached to it and finally a temple yard in which the believers can gather

Houngan: Male priest

Papa Legba: Overlord of the Loa, Spirit of communication between all spheres, Lord of the Ways, Lord of the Crossroads

Sobo: Spirit of Thunder

Tonton Macoutes: Haitian term for wandering sorcerers, who are usually evil and only different from Bokos in the way that they do not work with a cult

Veves: Magickal symbols or Runes, which are specially associated with the Loa which the priest wishes to contact or summon

Comments mailed to Thomas "TJ" Jensen 
-----------------------------------------------------
Thomas "TJ" Jensen             "Danish, you say...
Aalborg - Denmark               Ain't that something
tj@hum.auc.dk                   you eat ???"

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