How Raja Rasalu Journeyed To The City Of King Sarkap
How Raja Rasalu Journeyed To The City Of King Sarkap: Now, after he had reigned a while in Hodinagari, Rasâlu gave up his kingdom, and started off to play
In the misty plains of the Punjab, between the five rivers and the foothills of the Salt Range, the bards of Sialkot still sing of a wandering prince who feared no man and no demon. How Raja Rasalu Journeyed To The City Of King Sarkap is one chapter of the long Rasālū cycle, a sprawling Punjabi epic in which the boy-prince of Salivahana sets out from Hodinagari to test his courage against a chess-playing tyrant. The episode is small but unforgettable: a graveyard, a lightning storm, a headless ghost, and a fistful of bone dice that will overturn an enchanted game. It belongs to the same Indian narrative imagination that produced the Mahabharata‘s fateful dice match, but it is older in feeling, more rural, more pungent with the smell of wet earth and burning ghee.

Origin and Canonical Sources
The Rasālū cycle was first carried to a wide English-language readership by Flora Annie Steel, a colonial-era folklorist who lived in the Punjab from 1867 onward and learned Punjabi well enough to take down stories from the women of the village in their own dialect. Her landmark collection, Tales of the Punjab Told by the People (Macmillan, London, 1894), prepared with notes by R. C. Temple and illustrated by John Lockwood Kipling, contained the full Rasālū sequence in a chapter she called The Adventures of Rajah Rasalu. The present episode — the journey to Kot Bithaur and the night in the graveyard — is the sixth piece of that chapter, and it is the moment in which the headstrong young Raja first reveals that his courage is matched by his cunning.
Steel was working from a body of oral tradition that Sir Richard Carnac Temple had been documenting in parallel. Temple’s three-volume The Legends of the Panjâb (Bombay and London, 1884–1900) preserves the bardic verse-form of the Rasālū tale exactly as it was sung by the Mirâsis — the hereditary genealogist-bards who had carried the cycle in song for at least four centuries before any pen touched paper. In Temple’s recension the headless corpse speaks in rhymed Punjabi couplets; Steel softened these into the lilting English quatrains that English readers know today, but the bones of the verse, including the dialogue between Rasālū and the spirit, are translated faithfully from the Mirâsi recital.
For folklorists the tale is classified within the international Aarne-Thompson-Uther system as ATU 851 (“The Princess Who Cannot Solve the Riddle”) crossed with ATU 1050 (“Felling Trees”), with strong contamination from motif N4.5 — the game of life and death in which a hero outwits a tyrant by replacing the magic dice. The graveyard scene shares its underlying logic with motif E545.0 (“The dead who give counsel”), a pattern Stith Thompson catalogued from sources as far apart as Iceland and the Tamil country.

Beat One — Departure From Hodinagari
The episode opens with Raja Rasālū at the height of his early kingship in Hodinagari. He has been told that no Punjabi prince can be called complete until he has gone north to the city of King Sarkap of Kot Bithaur and matched him at chaupur, the four-armed dice game played on a cross-shaped cloth that is the ancient ancestor of pachisi and the modern board game called Ludo. Sarkap is no ordinary monarch: he is a usurper who plays for human heads, and the courtyards of his fortress are paved with the skulls of those who have lost. To leave a kingdom of one’s own to seek out such an opponent looks, on the face of it, like the act of a fool. The Punjabi tradition treats it instead as the fundamental test of marda, the manliness of the warrior caste — the willingness to wager everything not for gain but for the demonstration of one’s worth. Rasālū bids his ministers a brief, almost careless farewell, mounts his horse Bhâur, and rides out alone into a sky already darkening with the first storm of the monsoon.
Beat Two — The Storm and the Graveyard
Before the day is done the rain has come down in sheets and the lightning is splitting the western horizon. Rasālū, soaked through and unable to see the road, turns his horse aside and finds shelter in the only building still standing on the open plain: an old kabristân, a graveyard whose stones have been worn smooth by centuries of weather. There, lit by intermittent flashes, lies a corpse without a head — a body that for some reason has been left above ground, neither buried nor cremated, in defiance of every funeral rite of the Punjab. The sight would unnerve a lesser man. Rasālū, in the bardic verses preserved by Temple, simply sits down beside the body and addresses it as a companion, lamenting that the night is dark and that even a corpse is better company than no company at all. The Punjabi imagination is at its most characteristic here: where European folk tales would supply terror, the village storyteller supplies sardonic humour and a willingness to take the supernatural in stride.

Beat Three — The Counsel of the Dead
The headless corpse, in answer to Rasālū’s verse, sits up. It speaks in measured couplets: in life it too was a king, brave and reckless, given to fun and fighting; now its sins lie heavy as lead and the grave gives it no rest. When it learns that the young Raja is on his way to play chaupur with King Sarkap, the spirit reveals an intimate secret — it was once Sarkap’s own brother, beheaded for sport one morning when no other victim was at hand. From that bitter knowledge comes the gift that will alter the entire Rasālū cycle: the corpse warns the prince that Sarkap’s dice are enchanted, that they will roll in his favour no matter how skilfully an opponent plays, and that the only counter-magic strong enough to break the spell is dice carved from the bones of the unjustly dead. “Take some of the bones from this graveyard, and make your dice out of them, and then the enchanted dice with which my brother plays will lose their virtue. Otherwise he will always win.” Rasālū gathers a handful of small finger-bones, carves them with his hunting knife into the cubes of the chaupur set, and slips them into the leather pouch at his belt. The decisive weapon of the climactic game has now been forged, and not a single sword has been drawn.
Beat Four — Onward to Kot Bithaur
At first light the storm is gone, the air smells of the washed Punjabi earth, and Rasālū bids the headless corpse a courteous farewell as one warrior to another. He remounts Bhâur and rides north, the bone dice rattling quietly against his hip. The cycle’s listeners always knew, of course, what was coming: the chaupur match in which Sarkap will lose first his treasures, then his beautiful daughter Princess Kokilân, and finally his head; the marriage that will produce, in another generation, the warriors who hold the Punjab against further tyrants. But the seed of all of that is planted on this single rainy night, in a forgotten graveyard, by the simple act of a young man brave enough to share his last hours of darkness with a corpse and humble enough to take its advice.

Moral — Courage Is Listening, Not Charging
“Marad maidân vich kann lagâke jittdâ hai —
talwâr vâlâ nahin, sun-an vâlâ sikandâ hai.”
— The brave man wins the field by lending an ear; not the swordsman, but the listener, becomes king.
(Punjabi proverb attached to the Rasālū cycle by R. C. Temple, Legends of the Panjâb I.43.)
The deepest lesson of this episode is not that Rasālū is fearless, though he is, but that he is teachable. A weaker hero would have brushed the corpse aside and ridden into Sarkap’s fortress trusting only in his own skill at the dice. Rasālū does the opposite: he takes counsel from the strangest possible source, accepts that his enemy is fighting with hidden weapons, and arms himself accordingly. Punjabi grandmothers tell their grandsons this episode for a reason that has nothing to do with dice and everything to do with daily life — the world is rigged in many small ways, and the wise traveller is the one who listens for the warnings the rigging gives off, even if those warnings come from voices the proud would prefer to ignore.
Why The Story Has Lasted
The graveyard scene has survived in living Punjabi memory for at least six hundred years — longer, perhaps, if one trusts the genealogies of the Sialkot Mirâsis — because it solves a problem every culture eventually has to solve: how does a young person learn that the institutions they are about to enter are not fair, without becoming cynical and refusing to enter them at all? Rasālū’s answer is the answer of the Punjabi warrior tradition: you go in anyway, but you go in with bone dice in your pocket. You acknowledge the rigged game, you carry your counter-magic quietly, and you play. There is no bitterness in him, no long speech against Sarkap’s wickedness; he simply prepares, and walks on. That practical, almost cheerful realism is what folklorists from Wendy Doniger to A. K. Ramanujan have identified as the signature of Punjabi narrative — the refusal to be either naive or paralysed.
The tale also lasts because of its remarkable economy. In under a thousand words of bardic verse it sets up the entire moral architecture of the Rasālū cycle: the hero’s generosity of spirit (he speaks kindly to the corpse), his capacity for friendship across boundaries (the corpse becomes, briefly, his ally), his willingness to use cunning where strength alone would fail (the bone dice), and his respect for the dead (he takes the bones reverently, not greedily). All four qualities will be tested, again and again, in the chapters that follow, and all four are seeded here. The episode is, in effect, the moral overture to a much longer epic, and like all good overtures it states every theme that the work will later develop in full.
Finally, the story has lasted because of the image at its centre — a young king and a headless body sitting in the rain, conversing in measured verse while the lightning cracks overhead. That image is so strong, so visually arresting, that it has been illustrated by every Punjabi miniaturist from the eighteenth century onward, and it survives today on the painted walls of small shrines along the old Lahore-Sialkot road. When a story produces an image of that quality, the storytelling tradition will refuse to let it die.
Reflection & Discussion
- Why does Rasālū sit down beside the corpse instead of fleeing? What does his choice tell you about the kind of king he intends to become?
- The headless ghost is Sarkap’s own brother. What does that family detail add to the moral force of his warning?
- Carving dice from human bones would horrify many cultures. Why does Punjabi folk tradition treat it as honourable rather than sacrilegious?
- If you knew a contest you were about to enter was rigged, would you play anyway with a hidden counter-trick, or refuse to play at all? Whose answer is wiser — yours or Rasālū’s?
- The story ends before the chaupur game is played. Why is the storyteller content to leave the climactic match to a later episode?
Did You Know?
- The historical Raja Rasālū is associated by tradition with King Sālivāhana of Sialkot, whose dynasty is dated by some Punjabi chronicles to the first century CE — making the cycle one of the oldest continuously sung epics of north India.
- Chaupur, the dice game at the heart of the Rasālū cycle, is the direct ancestor of modern pachisi and of the British and American game called Ludo. It was already old enough in the time of the Mahabharata (c. 400 BCE–400 CE) to provide the template for the catastrophic dice match between Yudhiṣṭhira and Duryodhana.
- The Mirâsi bards of Sialkot, who carried the Rasālū cycle in song for centuries, would traditionally recite the graveyard episode at night, after the listeners had eaten, so that the storm and the corpse would land with maximum effect on the imagination.
- Flora Annie Steel learned Punjabi so thoroughly that she was eventually appointed Inspectress of Government and Aided Schools in the Punjab; her field knowledge is part of why Tales of the Punjab reads with the rhythm of the spoken language rather than the cadence of a Victorian study.
- The motif of the dead giving counsel to the living recurs across the Indian subcontinent, from the Vetala Pancha-Vimsati of Sanskrit (the “Twenty-Five Tales of the Demon”) to the Tamil Pêy stories — a sign that the imaginative pattern of Rasālū’s graveyard night is far older than any single retelling.
The Chaupur Motif in Indian Story Memory
To understand why the bone dice matter so much in the Rasālū cycle one has to understand how seriously the Indian narrative imagination has always taken dice. In the Mahabharata, the great Sanskrit epic of the dynastic war between the Pāndavas and Kauravas, the entire calamity of the war is set in motion by a single rigged dice match: the gambler Śakuni, on behalf of Duryodhana, plays against the eldest Pāndava Yudhiṣṭhira with loaded dice and wins the kingdom, the brothers, and finally Queen Draupadī herself. That episode, known as the Dyūtasabhā Parva, established for every later Indian storyteller the principle that an enchanted or weighted die is not merely a cheat at a game — it is a hinge on which kingdoms swing. When the Punjabi listener of the Rasālū cycle hears that Sarkap’s dice are bewitched, the listener’s mind reaches at once for Śakuni; when the listener hears that Rasālū is carving counter-dice from the bones of Sarkap’s murdered brother, the listener feels the symmetry click into place. This is the same Indian story logic, refracted through six hundred years of village retelling and four hundred miles of Punjabi soil.
The image is reinforced by ritual. In many parts of north India, including the Punjab, dice are still cast at certain festivals as a form of divination, and the dice used are often described as “true” or “false” in language that has nothing to do with their geometric balance and everything to do with the moral state of the person who carved them. A dice cube made by an honest artisan, in this folk-physics, will tend to fall honestly; one made by a thief or by a king who has murdered his subjects will fall in the maker’s favour. Bone dice carved from the body of an unjustly killed man, in this scheme, are the most “true” dice possible, because the bones themselves cry out for justice. Rasālū’s counter-magic, then, is not magic at all in the European sense — it is a kind of folk-justice physics, in which the universe itself is enlisted to balance a tilted game.
Reading the Story With Children
For modern parents and teachers, this episode is one of the easier Indian folk tales to share with young listeners, because its surface is so vivid and its lesson so clear. A child of seven or eight will be drawn at once to the storm, the empty graveyard, and the eerie politeness of the conversation between the prince and the corpse. A reader of eleven or twelve will start to notice the moral architecture — the way the corpse’s warning prepares the climactic match, the way Rasālū’s kindness to a dead stranger is repaid with a gift that will save his life. By the time the same listener returns to the story as a young adult, the political dimension comes into focus: the realisation that powerful men often play with loaded dice, and that the wise newcomer prepares accordingly. This is the gift that great folk tales give — they grow with the listener, releasing new layers of meaning at every age.
One useful way to read the episode aloud is to pause at the moment the corpse first sits up and to ask the child: “What would you have done? Run? Stayed? Spoken first?” The answers are almost always interesting, and they reveal a great deal about what the child has already absorbed about courage, about strangers, and about the proper response to the unknown. After the story, a second pause — “Why do you think the corpse helped him?” — opens the conversation about gratitude, family loyalty, and the strange fact that even the wronged dead can be generous. These are conversations that books rarely supply on their own; folk tales, with their compact form and high moral stakes, supply them naturally.