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The riddle

by Andrew Lang

The riddle

The Prince and the Sleeping Riddle

CEFR A1 Age 5 425 words 2 min Canon 100/100

A Prince and his helper walked. It got dark. They saw a small house. A young, pretty girl stood outside.

"Can we sleep here?" asked the Prince.

"Yes," said the Kind Girl sadly. "But please do not go in."

"Why not?" asked the Prince.

"My stepmother is not nice," she whispered. "She makes bad drinks."

The Prince was brave. He went inside. A Grumpy Old Woman sat by the fire. Her eyes were red.

"Hello," she said. "Sit down."

The Kind Girl secretly warned them. "Do not drink anything," she said.

They slept well. Next morning, she gave the Prince a drink. "For your journey," she said.

The Prince rode away fast. The Helper stayed to fix his saddle. "Take this to your master," she said.

The glass cracked. The sleepy potion spilled on the horse. The horse fell asleep.

The Helper ran to the Prince. He went back for the saddle. A Raven was near the sleepy horse. The Raven got sleepy too. The Helper took the Raven.

They traveled all day. At night, they found an inn. The Helper gave the Raven for supper.

Many grumpy people ate there. The Grumpy Old Woman was there too. They all ate the Raven soup.

They all fell asleep. Only the innkeeper's kind daughter stayed awake. She showed them the grumpy people's shiny things.

"No, thank you," said the Prince. "You keep them."

They traveled more. They came to a town. A proud Princess lived there. She had a riddle game. If you lost, you lost the game. Many had lost.

The Prince wanted to try. He told her his riddle. "What hurt none but made twelve sleep?"

The Princess thought hard. She could not guess.

She sent her maid to ask the Prince. The Helper told her a story instead.

The next night, she sent another lady. The Helper sang her a song.

On the third night, the Princess came herself. She wore a grey cloak. She asked the Prince about the riddle.

"The sleepy Raven," he said. "And the twelve grumpy people."

She tried to leave. The Prince held her cloak.

Next day, the Princess said she guessed it. The Prince said, "She asked me at night."

The judges asked for proof. The Helper showed the three cloaks. One was the Princess's grey cloak.

The judges said, "The Prince wins!"

The Princess learned a lesson. She and the Prince shook hands. They smiled. They became good friends.

Being smart is good. Being mean is not nice. It is better to be kind and clever.

Original Story 1180 words · 6 min read

_THE RIDDLE_ A King's son once had a great desire to travel through the world, so he started off, taking no one with him but one trusty servant. One day he came to a great forest, and as evening drew on he could find no shelter, and could not think where to spend the night. All of a sudden he saw a girl going towards a little house, and as he drew nearer he remarked that she was both young and pretty. He spoke to her, and said, 'Dear child, could I and my servant spend the night in this house?' 'Oh yes,' said the girl in a sad tone, 'you can if you like, but I should not advise you to do so. Better not go in.' 'Why not?' asked the King's son. The girl sighed and answered, 'My stepmother deals in black arts, and she is not very friendly to strangers.' The Prince guessed easily that he had fallen on a witch's house, but as by this time it was quite dark and he could go no further, and as moreover he was not at all afraid, he stepped in. An old woman sat in an arm-chair near the fire, and as the strangers entered she turned her red eyes on them. 'Good evening,' she muttered, and pretending to be quite friendly. 'Won't you sit down?' She blew up the fire on which she was cooking something in a little pot, and her daughter secretly warned the travellers to be very careful not to eat or drink anything, as the old woman's brews were apt to be dangerous. They went to bed, and slept soundly till morning. When they were ready to start and the King's son had already mounted his horse the old woman said: 'Wait a minute, I must give you a stirrup cup.' Whilst she went to fetch it the King's son rode off, and the servant who had waited to tighten his saddle-girths was alone when the witch returned. 'Take that to your master,' she said; but as she spoke the glass cracked and the poison spurted over the horse, and it was so powerful that the poor creature sank down dead. The servant ran after his master and told him what had happened, and then, not wishing to lose the saddle as well as the horse, he went back to fetch it. When he got to the spot he saw that a raven had perched on the carcase and was pecking at it. 'Who knows whether we shall get anything better to eat to-day!' said the servant, and he shot the raven and carried it off. [Illustration] Then they rode on all day through the forest without coming to the end. At night-fall they reached an inn, which they entered, and the servant gave the landlord the raven to dress for their supper. Now, as it happened, this inn was a regular resort of a band of murderers, and the old witch too was in the habit of frequenting it. As soon as it was dark twelve murderers arrived, with the full intention of killing and robbing the strangers. Before they set to work, however, they sat down to table, and the landlord and the old witch joined them, and they all ate some broth in which the flesh of the raven had been stewed down. They had hardly taken a couple of spoonfuls when they all fell down dead, for the poison had passed from the horse to the raven and so into the broth. So there was no one left belonging to the house but the landlord's daughter, who was a good, well-meaning girl, and had taken no part in all the evil doings. She opened all the doors, and showed the strangers the treasures the robbers had gathered together; but the Prince bade her keep them all for herself, as he wanted none of them, and so he rode further with his servant. After travelling about for some length of time they reached a town where lived a lovely but most arrogant Princess. She had given out that anyone who asked her a riddle which she found herself unable to guess should be her husband, but should she guess it he must forfeit his head. She claimed three days in which to think over the riddles, but she was so very clever that she invariably guessed them in a much shorter time. Nine suitors had already lost their lives when the King's son arrived, and, dazzled by her beauty, determined to risk his life in hopes of winning her. So he came before her and propounded his riddle. 'What is this?' he asked. 'One slew none and yet killed twelve.' She could not think what it was! She thought, and thought, and looked through all her books of riddles and puzzles, but she found nothing to help her, and could not guess; in fact, she was at her wits' end. As she could think of no way to guess the riddle, she ordered her maid to steal at night into the Prince's bedroom and to listen, for she thought that he might perhaps talk aloud in his dreams and so betray the secret. But the clever servant had taken his master's place, and when the maid came he tore off the cloak she had wrapped herself in and hunted her off with a whip. On the second night the Princess sent her lady-in-waiting, hoping that she might succeed better, but the servant took away her mantle and chased her away also. On the third night the King's son thought he really might feel safe, so he went to bed. But in the middle of the night the Princess came herself, all huddled up in a misty grey mantle, and sat down near him. When she thought he was fast asleep, she spoke to him, hoping he would answer in the midst of his dreams, as many people do; but he was wide awake all the time, and heard and understood everything very well. Then she asked: 'One slew none--what is that?' and he answered: 'A raven which fed on the carcase of a poisoned horse.' She went on: 'And yet killed twelve--what is that?' 'Those are twelve murderers who ate the raven and died of it.' As soon as she knew the riddle she tried to slip away, but he held her mantle so tightly that she was obliged to leave it behind. Next morning the Princess announced that she had guessed the riddle, and sent for the twelve judges, before whom she declared it. But the young man begged to be heard, too, and said: 'She came by night to question me, otherwise she never could have guessed it.' The judges said: 'Bring us some proof.' So the servant brought out the three cloaks, and when the judges saw the grey one, which the Princess was in the habit of wearing, they said: 'Let it be embroidered with gold and silver; it shall be your wedding mantle.' Grimm.

Moral of the Story

Cleverness and quick thinking can overcome danger and lead to fortune, while evil deeds often lead to self-destruction.


Characters 6 characters

King's son ★ protagonist

human young adult male

Handsome, brave, and determined to travel the world

Attire: Fine traveling clothes befitting a prince, including a tunic, breeches, boots, and possibly a cloak

Adventurous, intelligent, and confident

Servant ◆ supporting

human adult male

Loyal and clever

Attire: Simple, sturdy clothing suitable for travel and labor, including a tunic, breeches, and boots

Loyal, resourceful, and quick-thinking

Girl ◆ supporting

human young adult female

Young and pretty, but sad

Attire: Simple peasant dress, likely drab and worn

Kind, cautious, and fearful

Old woman ⚔ antagonist

human elderly female

Wicked witch

Attire: Dark, tattered robes

Deceitful, malevolent, and cunning

Princess ⚔ antagonist

human young adult female

Lovely but arrogant

Attire: Richly embroidered gowns, jeweled accessories, and a distinctive misty grey mantle

Arrogant, intelligent, and ruthless

Raven ○ minor

animal adult unknown

Black plumage

Opportunistic

Locations 3 locations
Witch's Cottage

Witch's Cottage

indoor dusk

A small, isolated house in a great forest. Inside, an old woman sits in an armchair near a crackling fire, cooking something in a little pot. The room is dimly lit, with red light reflecting in the witch's eyes.

Mood: eerie, dangerous, unwelcoming

The prince and his servant seek shelter and are warned about the witch's dangerous brews.

arm-chairfirelittle potred eyesforest
Forest Inn

Forest Inn

indoor night

A regular resort for murderers, with a dining table where the innkeeper, the witch, and twelve murderers gather. The atmosphere is dark and secretive.

Mood: dangerous, treacherous, sinister

The murderers are poisoned by the raven broth, and the prince discovers the robbers' treasure.

dining tablebrothmurdererstreasure
Princess's Town

Princess's Town

outdoor night

A town where a lovely but arrogant Princess resides. The setting includes the Princess's chamber where she attempts to discover the riddle.

Mood: high-stakes, intellectual, deceptive

The prince proposes his riddle, the princess attempts to steal the answer, and the prince reveals her deception.

Princess's chamberbooks of riddlescloaksjudges

Story DNA fairy tale · hopeful

Moral

Cleverness and quick thinking can overcome danger and lead to fortune, while evil deeds often lead to self-destruction.

Plot Summary

A King's son and his servant narrowly escape a witch's poison, which inadvertently kills their horse. The poison then transfers to a raven, which the servant shoots and cooks. This poisoned raven is consumed by a band of murderers and the witch at an inn, leading to their demise. Later, the Prince challenges an arrogant Princess with a riddle based on these events. The Princess attempts to trick the answer out of him over three nights, but the Prince and his clever servant outwit her, using her discarded mantles as proof of her deceit, ultimately leading to their marriage.

Themes

cleverness and witjustice and fateperseverancethe triumph of good over evil

Emotional Arc

danger to triumph

Writing Style

Voice: third person omniscient
Pacing: brisk
Descriptive: moderate
Techniques: rule of three

Narrative Elements

Conflict: person vs person
Ending: moral justice
Magic: witchcraft, poison that transfers through animals
the poisoned stirrup cup (betrayal)the raven (carrier of fate/death)the mantles (proof of deceit)

Cultural Context

Origin: German
Era: timeless fairy tale

This tale is attributed to the Brothers Grimm, collected in 19th-century Germany, reflecting common folk beliefs and narrative structures of the time.

Plot Beats (14)

  1. A King's son and his servant seek shelter in a forest and find a house belonging to a witch.
  2. The witch's daughter warns the travelers about her stepmother's evil nature and poisoned brews.
  3. The witch attempts to poison the Prince with a 'stirrup cup,' but he rides off, and the servant receives the poisoned drink.
  4. The poisoned drink cracks the glass, spilling on the servant's horse, killing it instantly.
  5. The servant shoots a raven pecking at the poisoned horse and carries it for food.
  6. The Prince and servant arrive at an inn frequented by murderers and the witch, where the raven is cooked for supper.
  7. The murderers, the witch, and the landlord eat the poisoned raven broth and die, leaving only the good landlord's daughter alive.
  8. The Prince and servant leave the inn, refusing the murderers' treasures, and continue their journey.
  9. They arrive in a town where an arrogant Princess challenges suitors with a deadly riddle game.
  10. The Prince proposes his riddle: 'One slew none and yet killed twelve.'
  11. The Princess sends her maid, then her lady-in-waiting, to trick the Prince into revealing the answer, but the servant thwarts them.
  12. On the third night, the Princess herself tries to trick the Prince, who is awake and hears her questions, revealing the answer but holding onto her mantle.
  13. The Princess claims to have guessed the riddle, but the Prince presents the three mantles as proof of her deceit.
  14. The judges rule in favor of the Prince, and the Princess is compelled to marry him.

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