Professional Documents
Culture Documents
Lost Treasures Vol 1
Lost Treasures Vol 1
Volume One
PANTHEON
PRESS
Benjamin Cano (order #8065737)
TM
Lead Designer
Jay Stratton
Editor-in-Chief
Jason Keeley
President
Rob Trimarco
Art
Chris L. Kimball
Copyright 2013 Pantheon Press, LLC
All rights reserved
pantheonpress.com
Table of Contents
Introduction
Pax Romana
Vaults of the Vatican
Naughty or Nice
Fools Paradise
Serpents Tongue and Tigers Claw
4
5
9
13
18
20
Introduction
The Renaissance is a time of unparalleled learning and craftsmanship. From the sword smiths of Toledo
to the apothecaries of Paris, European artisans use the most current techniques and tools to perfect their
trades. The modern European with coin to spend can purchase the sharpest blades, hardest steel, and
purest medicines in history.
While the artisans of the modern world have reached the zenith of learning and science, the puissant
craft of magic has slipped through their ngers. Today, the arcane techniques of the ancients are scoed
at as primitive superstition. But the artifacts of past civilizations were imbued with great power, and the
weight of centuries gone by has been like a crucible, purifying them and magnifying their power.
The artifacts in this collection are not like the normal equipment of Fortunes Fool. These items may not
be purchased; a character can only discover them through game play. These artifacts have no wealth level.
Any character may use them as long as they have the required Martial Training.
Unless otherwise noted, these weapons and artifacts may be broken like any other. As long as the pieces
are not lost, they may be repaired with a full days work and a successful Advanced Smith draw.
As a guide to GMs, all the items are labeled Minor or Major. A minor item may be a crucial possession
and asset to the party, but the GM can introduce it without unbalancing the campaign. Major items,
on the other hand, are powerful and often famous artifacts of history. These items are very potent and
should not be given out lightly. They are the focus of great quests!
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Pax Romana
Spanning from the Isles of Britain to the deserts of Africa and beyond, Rome was the greatest Empire
in history. The Elves who ruled the empire spread law, civilization, and culture to the far corners of the
globe. They were wise and even-handed in their rule, but when needed they called upon terrible armies
with potent weapons. Most of these weapons are long gone, but a few have survived the centuries.
Heartnder Pilum
Any critical hit scored with the Heartnder Pilum is much more dangerous than normal. If you score a
critical hit with this weapon, you may double draw the secondary eect Fate Test.
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Galea Equites
Sentinel of Pompeii
This artifact is the head of the longspear that Longinus used to pierce the side of Christ
as he was being crucied. The centurions name was not actually Longinus. His real
name is unknown, but history has named him Longinus after the Lancea Longini (long
spear) he used. The spearhead has not been seen in over a century, but it is thought to
be locked in the vaults beneath the Vatican.
The item is a broad, at spearhead stained with blood. It may be used as a weapon. It
acts as a consecrated knife with the following stats. This weapon may be thrown.
Damage
8
Before any attack with the spearhead, you may choose to put Death on the table. To do so, you must
discard a Fortune Counter (or discard one Fortune) as if casting a spell. This ability is instant and applies
to the next attack.
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With a successful Heart draw, the spearhead may also be used as a healing item. If the item is touched to
a target that has less than zero Hit Points (but is still alive), they are instantly restored to 1 Hit Point. Any
bleeding stops, and if they were incapacitated, they immediately recover. Using the spearhead this way
takes a major action.
This artifact is the shaft of the same longspear which pierced the side of Christ as he was being crucied.
The shaft was last seen in the treasure trove of Gregor of Muscovy, but when he was deposed by the
current Tsar, Ivan IV, the shaft disappeared. Its whereabouts are currently unknown.
The shaft is a long plain looking stave made of grey ash. If used as a weapon, it acts as a consecrated sta
with the following statistics.
Damage
Type Parry Hands Martial
7 + Body Blunt
3
2
1
The spear shaft also grants immortality to whomever holds it. While holding the shaft, if your Hit Points
fall below your death threshold or you are killed as a result of a critical hit, your Hit Points are instead set
to zero. You do not bleed and cannot be damaged any more (even by eects that cover an area). You are
incapacitated, though you are still holding the spear shaft. The shaft can be removed from your hands
with a full round action. You will then be at zero Hit Points and you will not be bleeding, but you no
longer gain the benets of the item.
Theoretically, the spears head and shaft could be found and joined back together. Restoring the spear
to its original form would take a full days work and an Advanced Smith draw. The rst person to use the
spear after reforging would also have to burn 1 Fortune.
The full spear has several potent powers. First, it may be used as a weapon. It acts as a consecrated pike
with the following statistics.
Damage
Type Parry Hands Martial
12 + Body Lethal
1
2
1
Before any attack with the spear, you may choose to put Death on the table. When the full spear is used,
rather than the spearhead, this has no cost. This ability is instant and applies to the next attack.
The spear shaft also grants immortality to whomever holds it. While holding the spear, if your Hit Points
fall below your death threshold or you are killed as a result of a critical hit, your Hit Points are instead set
to zero. You do not bleed and cannot be damaged any more (even by eects that cover an area). You are
incapacitated, though you are still holding the spear. The spear can be removed from your hands with a
full round action. You will then be at zero Hit Points and you will not be bleeding, but you no longer gain
the benets of the item.
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The spear may also be used to resurrect someone who has died. This may only be attempted once per
deceased target. The target must be from a player character race and the wielder must burn 1 Fortune to
attempt the resurrection. The wielder stabs the spear into the fallen body and should make a Heart draw.
This draw takes a -1 modier for every day after the rst that the target has been deceased. If the total
draw has a negative value, it may not be attempted. If successful, the target is immediately brought back
to life and consciousness with 1 Hit Point. All the targets wounds may then heal, except the spear wound
which will never go away. The target must permanently lose Hit Points based on the wielders Heart draw
as follows.
FORTUNE FROWNS: The spear wound is massive. The targets Hit Points are permanently reduced to
one half of their current value.
FORTUNE SMILES: The spear wound is signicant but not devastating. The targets Hit Points are
permanently reduced to three quarters (75%) of their current value.
FORTUNE SHINES: The spear wound is trivial. The targets Hit Points are permanently reduced by 1.
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When attacking with a Chain of Peter, Justice and Judgment are automatic Fortune Shines regardless of
your actual Fortune structure. However, if these cards are not normally a Fortune Shines for you, you do
not get to hold them as Fortune Counters.
St. Lucia is the patron saint of sight and light. Lucy was an Elven
woman of the Roman Empire who had, against Roman law, secretly
converted to Christianity. Not long after her conversion, it was
ordained that she be wed to a Pagan. When Lucy refused and revealed
her Christianity, she was put to death, but rst, her vindictive
oppressors gouged out her eyes. After her death, Lucys eyes were
preserved by other clandestine Christians in a gilded lantern.
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The Lantern of St. Lucia only gives o its radiance when held by a member of a Christ-based religion like
Catholicism, Eastern Orthodox, or Protestantism. If held by a Christian, the lantern gives o a light in a
ve stride radius. While the lantern glows, it grants several abilities to the Christian who carries it.
With a Perception draw, the bearer may know the true religion and piety of anyone who enters the
light.
While carrying the lantern, the bearer may double draw any use of Latin.
If any Undead or Demonic creatures attempt to enter the light, the bearer may make a Heart draw. If
successful, the creature may not enter the light.
If any Occult follower or Witchcraft practitioner is touched by the light, the lantern bearer must
make a Heart draw modied by the Heart of the witch or occultist. If successful, the witch or occultist
is struck blind according to the success level as follows.
FORTUNE FROWNS: The target is struck blind for 3 rounds.
FORTUNE SMILES: The target is struck blind until the next sunset.
FORTUNE SHINES: The target is struck blind indenitely. This condition may be lifted with a several
hour Latin ritual. A physician with both Advanced Apothecary and Advanced Medical may also cure
the condition with a several days treatment and a successful Medical draw.
Note: If your campaign uses the optional Piety rules from the Fools Companion, you may not use the
lantern if you are a Nonbeliever.
Dantes Robes
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King Herod of Judea promised Salome, his seductive stepdaughter, anything within his power. She demanded the
head of the imprisoned John the Baptist. Herod begged
and pleaded that she change her mind, but Salome insisted
that she be given the head of John the Baptist. After Herod
nally relented and the prophets decapitated head was
delivered, Salome rewarded her step-father by dancing for
him the sensual Dance of the Seven Veils.
Each veil is a ne and beautiful silken scarf of a dierent
color. They are delicate and sensuous to the touch. The
veils are now scattered across Europe. At least one is held
at the Vatican and another in Paris. A third resides in
Jerusalem, and Suleiman the Magnicent has a fourth in
his Persian treasure trove. The whereabouts of the other
three remain a mystery.
Only a female of a player character race may use one of the seven veils. To use the veils, they must either
be held or visibly worn. When using one of the seven veils you may double draw any use of Acrobatics,
Charm, Deception, Etiquette, Juggling, Performance, or Sleight of Hand. You may also double draw any
Gypsy spell. The veils may also be combined, so having two would grant a triple draw, three a quadruple
draw, and so on.
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This is the shroud used to wrap the body of Christ after his crucixion at Golgotha. It is a dull linen cloth
which faintly bears the imprint of the martyrs visage. The shroud was kept in the Cathedral of St. John
the Baptist in Turin, Italy for centuries. But in the late middle ages, Pope Benedictine ordered the shroud
moved for its protection. Its current whereabouts are known only by the highest ocers of the Church.
The cloth may be used to wrap a single living being from a player character race. Once wrapped, the
shrouded being is cut o completely from time and space. They are invisible, occupy no space, and may
not move. The shrouded being cannot be targeted by any attacks. They neither bleed nor heal. They are
aware of what happens in the space around them as if they were present, but they may not communicate
(including languages like Latin and Hebrew).
A shrouded character may still use Fate Twists.
Also, a shrouded character exists outside the
providence of misfortune. This means that a
shrouded character may access cards under the
Tower with Fate Twists.
A shrouded being may be detected with a
successful Arcane Sense draw of Fortune Smiles
or greater or with a spell like Clairvoyance. Once
identied and located, the being may be released or
forced from the shroud with a successful Latin draw
that is a Fortune Smiles or better.
There are two ways a being may be placed in the
Shroud of Turin. First, a willing being may simply
wrap themselves in the shroud. This takes a full
round. A being that enters the shroud voluntarily
may exit at any time instantly.
Second, an unwilling target may be wrapped in the
shroud despite their desires. To do this, the target
must be physically restrained and wrapped. Then
a Latin speaker must make a successful Latin draw
to contain the target. The time of the unwilling
targets incarceration is determined by the speakers
successful Latin draw as follows.
FORTUNE FROWNS: The target may make a Heart draw once a day at sunrise. If successful, the target is
released with the shroud in their possession.
FORTUNE SMILES: The target may make a Heart draw once a week at sunrise on Sunday. If successful,
the target is released with the shroud in their possession.
FORTUNE SHINES: The target may make a Heart draw once a year at sunrise on Easter morning. If
successful, the target is released with the shroud in their possession.
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Naughty or Nice
At the top of the world, in the icy realm of the Arctic, dwells an ancient giant. The reclusive immortal
is known by many names. To Eastern Europeans, he is Kristo Kringel, while the English call
him Nicholas. The Dutch have labeled him Sinterklaas, the Germanic people have retitled him
Kristmasvater, and the Scandinavians who live closest to his frozen home simply call him Claus.
Conicting tales of Claus abound, but legends agree on a few points. He is a creature of great arcane
power and craftsmanship. Somewhere in the snowdrifts of his realm, he has built a secret workshop.
Behind the doors of this workshop, a cadre of dwarf and elf artisans toil in the ceaseless Arctic nights,
creating potent treasures to satisfy their masters greed.
Claus hoards these presents in frozen chambers beneath his frigid dwelling where they are guarded by
his dark minion, the Krampus. In spite of this vigilance, a few of Kringles treasures have slipped though
his clutching ngers and found their way to the balmy soil of Europe.
List Scrap
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The second eect is instantaneous and purely mechanical. If your targets name was added to the
right (nice) side, regardless of their normal Fortune structure, during the day Justice, Judgment, and
Temperance become Fortune Shines. But at night Justice, Judgment, and Temperance become Fortune
Weeps. If your targets name was added to the left (naughty) side, regardless of their Fortune structure,
at night the Devil becomes a Fortune Shines and the suit of Pentacles becomes a Fortune Smiles. But
during the day, the Devil becomes Fortune Weeps and the suit of Pentacles becomes a Fortune Frowns.
Though dicult, it is possible to expunge a name from the list. Doing so requires a day-long ritual in a
consecrated place and a black double Latin draw.
Krampus Sacks
If your Body draw is an unsuccessful Fortune Frowns, you will be drawn through at the end of the
round, but may still take a single attempt to escape as if you were breaking a grapple.
If your Body draw is a Fortune Weeps, you are instantly pulled through.
FORTUNE WEEPS: The Krampus bursts out through the bags opening and attacks the party! See the
Krampuss stats below.
The Krampus
The Krampus is a minion who serves the Sinterklaas giant of the North Pole.
The Krampus is goatlike in appearance with hooves and horns and is slightly
smaller than an average human male.
The Krampus has the following special abilities.
The Krampus is immune to cold damage, but does take damage from re.
The Krampus is an immortal, living creature. It may not be targeted with
Latin or Hebrew, but it does sleep and feel pain.
The Krampus takes no damage from normal weapons, but takes full
damage from weapons that are ancient, consecrated, or enchanted.
The Krampus only suffers the hit point portion of critical wounds.
When the Krampus reaches 0 Hit Points, it is exorcised for a day. At
the next sunset, the Krampus will manifest again in the service of the
Sinterklaas.
The Krampus regenerates all Hit Points at sunrise.
Hit Points
25
Movement
10
PC Attack
-3
PC Spell
-5
The Krampus has two modes of attack. The Krampus may simultaneously attack with both his switch and his
tongue, or he may attack a grappled target with only his maul attack.
The Krampus carries a light switch which functions as an enchanted melee weapon. The switch may not be used
while grappled. The switch is only effective in the hands of the Krampus.
Weapon
PC Defense
Smiles
Frowns
Weeps
Switch (B)
-3
3
6
9
Any being that can feel pain that is hit by the switch must immediately make a Heart draw. If this draw is a failure,
the target loses their next major action due to severe pain.
The Krampus also has a long, prehensile tongue. This tongue acts as a reach weapon. This tongue may only be used
to pull targets into a grapple with the Krampus.
Weapon
PC Defense
Smiles
Frowns
Weeps
Tongue
-3
0
0
0
If the Krampus succeeds in a Tongue attack, the round ends with Krampus and its target grappled.
Finally, the Krampus has a maul attack that is not considered enchanted, and can only be used while grappled.
Weapon
PC Defense
Smiles
Frowns
Weeps
Black Double
Maul (L)
6
12
18
Draw
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While shrunk, you are very small and can pass through tight spaces.
Escape Artist draws become virtually automatic or are only necessary in
the most extreme circumstances. Your statistics do not change with the
following exceptions.
You double draw any logical use of Dodge or Stealth
Your Movement rate is halved and you must black double draw any
logical use of Movement (at its normal value).
You take a -3 modier to all your attacks and your attacks deal half
damage.
In addition to half damage, you must black double draw the Fate Test
for secondary eects of any critical wounds you deal.
The eects of the wreath may be averted temporarily with an advanced
language like Latin, but only as long as the speaker has the wreath wearer
in earshot. The wreath may be removed with a minor action. While
wearing the wreath, you cannot heal or gain Fortune Counters.
The Donnerblitz Harness is a rig and reins to hitch up to 8 steeds to a wagon or sleigh. It was found
high in the Alps by a pair of French climbers. Curiously, the spot where the harness was found was
unreachable by roads or serviceable paths. It was as if the thing had fallen out of the sky. Admiring the
objects craftsmanship, the Frenchmen ignored the mystery and carried the harness home.
The French climbers were also responsible for the harness name. Each of the eight bridles had a brass
nameplate, but they were too rusted to read. Only the 7th and 8th plates were legible. The 7th plate said
Donner and the rst half of the 8th could be made out as Blitz. Knowing the name was incomplete,
the French climbers started calling the thing the Donnerblitz Harness.
A few days later, the Frenchmen cleaned up the harness, hitched it to their team, and set o for town.
When their team got up to speed, the climbers got the surprise of their lives. The wagon lifted up o the
ground and began to climb into the sky! They quickly lost control, but managed to crash land with only
minor injuries.
The harness was originally rigged for reindeer, but it can be resized to t up to 8 horses. To use the
harness, you must make a Driver draw. For every steed less than 8 in the harness, this draw takes a
cumulative -1 penalty.
If successful, when your team reaches a full gallop, they and your coach begin to lift o the ground. You
can then guide your team and wagon through the sky in ight. The greater your success level, the greater
speed and maneuverability you can achieve. You may continue to keep your team aloft for as long as your
steeds can keep up their pace. With 8 good steeds, you can stay airborne for hours, though doing so will
exhaust or even kill the animals.
If your Driver draw is a normal failure, you drive your team as normal, but they do not achieve ight. If
your draw is a Fortune Weeps, your team becomes airborne and you lose control! You must then make
another Driver draw to attempt to crash land as safely as possible. At the discretion of the GM, this can
result in damage, injury, or even death depending on the level of failure.
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Fools Paradise
In the Fantasy Renaissance, Fortune does not smile on the arcane arts. Magic is disappearing, and those
that use it invite misfortune, but it was not always so.
In ancient times, shaman, gypsies, and druids actually used their
arcane rituals to court Fortunes favor. The artifacts in this special
installment of Lost Treasures come from that bygone era. Unlike
most magic items, these charms and tokens can actually enhance
your characters luck. But fate is capricious! Good fortune may
be granted in a heartbeat, but it may be snatched away just as
quickly.
Like Fate Twists, these charms all have meta abilities. Your
character has no idea of the mechanical impact of the charm; they
just have a general sense that the charm makes them luckier. If a
character acquires one of these charms, the player should be fully
educated on their eects and use.
Rabbits Foot
Wishbone
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It takes a full round to break a wishbone and it must be broken between two people. The wishbone may
only be used once. After it is broken you should make a Fate Test to determine the results.
FORTUNE SHINES: You get the lucky end. Your Fate Pool is immediately recharged. In addition,
you can name a single Fate Twist. You have access to this Fate Twist for the rest of the current play
session.
FORTUNE SMILES: You get the lucky end. Your Fate Pool is immediately recharged.
FORTUNE FROWNS: Your breaking partner gets the lucky end. Their Fate Pool is immediately
recharged. If the other breaker is not a player character, the good fortune is lost.
FORTUNE WEEPS: The bone splits up the middle. No one benets and the bone is wasted.
Celtic Clover
The Monkeys Paw is a unique talisman from the dark continent of Africa. It is a dried and preserved
forepaw of a monkey hanging on a leather strap. It may be worn around the neck or carried in a pouch.
The Monkeys Paw is a puissant and brutal charm. For a time, it gives incredible good fortune to its
owner, but then it drains the fortune from them like a leech.
When you pick up the Monkeys Paw, you immediately take
possession of it. The paw is then yours until you have used
it three times or you are dead. Once you have used it three
times, it may be discarded or given to someone else. If it is
taken from its owner before being used three times, it will
always nd its way back.
The Paw grants one powerful ability. After any draw, you may specify any card in the Fate Deck that is
not under the Tower. The GM must nd this card and immediately substitute it for the current draw. The
card that should have been the current draw is shued back into the Fate Deck. This new card becomes
the result of the draw. This is true even if the draw is black double, triple, or more.
You may use the Paw this way three times. The rst time you use it, there is no cost. The second time you
use it, you must burn 1 Fortune. The third time you use the Paw, you must change one entire suit from
Fortune Smiles to Fortune Frowns. You can keep the Paw without using it with no ill eects, but once you
use the Paw the rst time it begins to sap your luck. After you have used it once, at the end of any session
in which you did NOT use the Paw you must burn 1 Fortune.
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Major Items
Meaning Mountain of Light and Ocean of Light respectively, these
are the largest diamonds ever discovered. The origin of the twin stones
is unknown. Some say they were the eyes of a mighty serpent that froze
in the Himalayas. Others believe that the diamonds are lures created
by Asuric spirits to catch mens souls. Whatever the case, they are
potent, indestructible artifacts, and their worth is beyond all measure.
At present, Darya-ye-Noor is in possession of the Emperor Shah Jahan.
The whereabouts of Koh-i-Noor are unknown, though many suspect it
has found its way into the hands of the East India Company.
If a PC possesses either of the two stones, they are automatically considered Absurdly Rich, and every
other member of the PC party functions at +1 Wealth Level. In addition, the PC possessing the stone may
double draw any use of Merchant, Charm, Leadership, or Etiquette.
Each stone also has its own particular ability. Koh-i-Noor gives a powerful boost to arcane power. When
a PC is in possession of Koh-i-Noor, any draw that PC makes to cast a spell counts as though they
had played a Fortune Counter before the draw. This means that all Minor Arcana face cards become
automatic successes.
Darya-ye-Noor, on the other hand, gives a potent advantage to melee attacks. When a PC is in possession
of Darya-ye-Noor, any melee attack draw that PC makes counts as though they had played a Fortune
Counter before the draw. This means that all Minor Arcana face cards become automatic successes.
It is impossible to pick up one of the stones without taking possession of it. Once a PC possesses the
stone, they must carry it on their person at all times without exception. If they lose the stone or fail to
have it on their person, all Wealth Levels return to normal, all bonuses are lost, and the character is
tormented with the desire to regain the stone. The PC cannot collect Fortune Counters until they again
possess it.
If any PC has either stone, the partys fortune darkens. Once per adventure, the GM may take the Tower
and shue it into the top 5 cards of the deck. This may not be done once the Tower is on the table. If
both stones are in the possession of PCs, the GM may do this once for each stone.
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Tongue of Aghasura
Type
Lethal
Parry
1
Hands
1
Martial
3
Like other Chuttuvals, the Tongue of Aghasura is a very long, thin blade that is used like a whip. Unlike
a normal Chuttuval though, the Tongue of Aghasura is a forked blade and may make two attacks each
round. These attacks may be on the same target or on dierent targets as long as they are within reach.
This is a reach weapon. This weapon resolves blunders like a rearm.
Kaumodoki
Type
Blunt
Parry
0
Hands
2
Martial
0
Gajasuran Ring
The Gajasuran Ring may be placed on any tusked elephant. It has the following eects.
Trample attack draws gains a +2 modier.
The elephants base damage to trample or ram is +5.
Any Mahout draw to control or ram with the elephant that results in a Fortune Smiles may be
redrawn if the mahout wishes, but the second draw must be kept. This is true whether the draw is a
success or a failure.
Lash of Kali
It acts as Thuggee components anytime it is on your person. You need not have it in hand.
Sher Claw
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If your Heart Draw is a success, there is no eect. If you fail the Heart Draw, you fall into a mad bloodlust
and must move to and attack the next closest living being whether friend or foe. You must continue to
attack with Sher Claw at full strength (with a 2 mulitiplier to your Body added to the base damage)
until that being is also dead, then you get a new black double Heart draw to recover. If this draw fails, you
attack the next closest target and so on. The rage ends when there are no more living beings in sight or
when you are incapacitated. The rage may also be broken with Latin or Hebrew as if it were a spell at a -3
draw.
Long ago, the land of Bangladesh was guarded by a wise and noble tiger named Sher Ali. His
fangs were sharp and his claws were long, but he was a friend to the people. One spring, the
rains were very great, and the land became heavy with water, and the cunning old crocodile said,
The land is heavy with water! Now I can swim where Sher Ali cannot see me. I think I will swim
into the big village and eat the children. So he snuck into the Chittagong and ate all the village
children and slipped away unseen.
When the sun rose the next day, the villagers woke and found their children gone. First they
went downriver and found the cunning old crocodile. But when the villagers told the crocodile
that their children were missing, he cried and cried and said it was not he who had taken them.
He cried so much, the villagers were sure he could not have taken the children.
Next the villagers marched into the grasslands and found the tiger. Sher Ali was very sad but
did not cry. Instead he said, I am sorry you have lost your little ones, but it was not I who took
them. I do not like to eat children but prefer goats and bualo and deer.
But the villagers did not believe Sher Ali. They rushed at him with their pitchforks and axes,
and he was so sad that he did not ght back, and they tore the great tiger to pieces. When they
opened his stomach out fell several goats and a bualo and a great many deer, but not one child.
Then the villagers knew they had made a mistake. So they took Sher Alis paw and made of it a
totem as a reminder that our enemies are not always who we think they are.
And the cunning old crocodile laughed and laughed. He is still laughing to this day, and he
waits for the rains to come again.
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