Swanda the Piper

by Édouard Laboulaye · from Laboulaye's Fairy Book

fairy tale cautionary tale cautionary Ages 8-14 1200 words 6 min read
Cover: Swanda the Piper

Adapted Version

CEFR A1 Age 5 513 words 3 min Canon 98/100

Swanda loves to play his pipe. He makes happy music. But Swanda also loves shiny things and games. He likes to drink too. He plays his pipe for money. Then he plays games. He likes shiny things. He drinks a lot. He spends all his money.

One day Swanda played music. He earned much money. He wanted to play games. He wanted more shiny things. He looked for friends. No one wanted to play. Swanda felt sad. He left the inn. He went to a new town.

Swanda walked on a road. It was night. The moon was bright. He came to a quiet place. It was very old. A man stood there. He wore black clothes. He had a pale face. His eyes were bright.

"Play music for me?" asked the man. Swanda felt tired. "I want to play games," he said. The man showed gold. Many shiny coins. Swanda loved gold. He forgot his games. He followed the man.

They went to a dark room. Three men sat there. They wore black clothes too. They played a game. Many shiny things were on the table. Their eyes glowed red. It was very strange. Swanda felt a little scared.

The strange man spoke. "Take what they give you. Drink what they give you. Say only this: 'Good luck, brother!'" Swanda listened.

Swanda played his pipe. The music filled the room. The Three Strange Men moved. They jumped with strange joy. Their eyes shone bright. They threw gold coins. They gave Swanda a jug. He drank from it. The jug never got empty. "Good luck, brother!" Swanda said.

Swanda played more music. The men danced fast. Their faces were cold. But they danced with great joy. Swanda played and played. More gold came to him. It filled his hat.

The men danced again. Swanda played a last song. One man took all the gold. He put it in Swanda's hat. "This is for your music," he said.

Swanda felt very happy. He had much gold. He forgot the words. He said, "Thank you, good sirs!" Then all changed. The men vanished. The room vanished. The gold vanished too. Swanda was alone.

Morning came. A Farmer walked by. He saw Swanda. Swanda sat near the old place. He played his pipe. The Farmer called to him. Swanda stopped playing. He looked around. He felt confused.

Swanda looked for his gold. It was all gone. His hat was empty. He told the Farmer his story. The men were strange. They were not good. Swanda felt very sad.

Swanda thought about the gold. He thought about the games. He thought about drinking too much. He made a promise. "I will not play games for shiny things. I will not drink too much."

Swanda took his pipe. He went to a church. He left his pipe there. It was a sign. He would be good now. People know his story. Swanda never played games for shiny things again. He was a good man. His pipe stayed in church. A sign for all. Be kind. Change your ways.

Original Story 1200 words · 6 min read

Swanda the Piper

A Bohemian Tale

wanda, the Piper, was a jolly companion. Like every true musician, he was born with an unquenchable thirst; besides, he was madly fond of play, and would have risked his soul at strajak, the favorite game at cards in Bohemia. When he had earned a little money he would throw aside his pipes, and drink and play with the first comer till he returned to his home as light in pocket as when he had left it. But he was always so merry, witty, and good-natured that not a drinker ever left the table while the piper was there, and his name still lives in Bohemia as the prince of good fellows.

One day there was a festival at Mokran, and no merry-making was ever complete without the piper. Swanda, after blowing his pipe till midnight and earning twenty zwanzigers, determined to amuse himself on his own account. Neither prayers nor promises could persuade him to go on with his music; he was determined to drink his fill and to shuffle the cards at his ease; but, for the first time in his life, he found no one to play with him.

Swanda was not the man to quit the inn so long as he had a kreutzer in his pocket, and on that day he had many of them. By dint of talking, laughing, and drinking he took one of those fixed ideas which are not uncommon among those who look too often in the bottom of their glass, and determined to play at any price; but all his neighbors refused his challenge. Furious at finding no partner, he rose with an unsteady step, paid for what he had drank, and left the inn.

"I will go to Drazic," said he; "the schoolmaster and the bailiff there are honest people who are not afraid of play, and I shall find partners. Hurrah!"

The night was clear and the moon shone like a fish's eye. On reaching a cross-road Swanda raised his eyes by chance, and stopped, mute and motionless. A flock of ravens were croaking over his head, and in front of him rose four posts, standing like pillars, and connected at the top by cross-beams, from each of which swung a half-devoured corpse. It was a robbers' gallows, a spectacle by no means amusing to a less stoical spirit than that of Swanda.

He had not recovered from the first shudder when suddenly there appeared before him a man dressed in black, with pale and hollow cheeks, and eyes that glittered like carbuncles.

"Where are you going so late, friend Piper?" asked he, in a soft voice.

"To Drazic, Mr. Black Coat," answered the intrepid Swanda.

"Would you like to earn something by your music?"

"I am tired of blowing," returned Swanda. "I have some silver in my pocket, and wish to amuse myself."

"Who talks to you of silver? It is with gold that we pay."

Saying this, the stranger flashed before his eyes a handful of shining ducats. The piper was the son of a thrifty mother; he knew not how to resist such an invitation, and followed the black man and his gold.

How the time passed he never could remember. It is true that his head was a little heavy. The only thing that he recollected was that the black man warned him to accept whatever was offered him, whether gold or wine, but never to return thanks except by saying "Good luck, brother!"

Without knowing how he had entered, he found himself in a dark room where three men, dressed in black like his guide, were playing at strajak by no other light than their glittering eyes. On the table were piles of gold, and a jug from which each one drank in his turn.

"Brothers," said the black man, "I bring you friend Swanda, whom you have long known by reputation. I thought to please you on this feast-day by giving you a little music."

"A good idea!" said one of the players. Then, taking the jug, he handed it to Swanda, saying, "Here, piper, drink and play."

Swanda had some scruples; but, after all, it is impossible to have charcoal without putting your finger into the ashes. The wine, though rather warm, was not bad. He replaced the jug on the table, and raising his hat, said, "Good luck, brother!" as he had been advised.

He began to play, and never had his music produced such an effect. Each note made the players leap for joy. Their eyes shot forth flames; they moved about uneasily in their chairs; they staked the ducats by handfuls; they shouted and burst into loud fits of laughter without stirring a muscle of their pallid faces. The jug passed from hand to hand, always full, though replenished by no one.

As soon as Swanda finished an air they handed him the jug, from which he never failed to drink deeply, and threw handfuls of gold into his hat. "Good luck, brother!" he repeated, astounded at his fortune—"good luck!"

The feast lasted a long time. At last, the piper having struck up a polka, the black men, in a transport of mirth, quitted the table and danced and waltzed with an ardor and frenzy which ill accorded with their icy faces. One of the dancers gathered up all the gold that was heaped on the table, and, pouring it into Swanda's hat, "Here," said he, "take this for the pleasure that you have given us."

HE BEGAN TO PLAY AND NEVER HAD HIS MUSIC PRODUCED SUCH AN EFFECT

"God bless you, my good lords!" said the dazzled piper. Scarcely had he spoken when men, room, and cards vanished.

In the morning a peasant on his way to the fields heard the sound of a pipe as he approached the cross-road. "It is Swanda," said he. But where was the piper? Seated on a corner of the gallows, he was blowing with all his might, while the corpses of the robbers danced in the wind to his music.

"Halloo, comrade!" cried the peasant. "How long have you been playing the cuckoo up there?"

Swanda started, dropped his pipe, opened his eyes, and glided, bewildered, down the gallows. His first thought, however, was for his ducats. He rummaged his pockets and turned his hat inside out, but all in vain; there was not even a kreutzer!

"My friend," said the peasant, making the sign of the cross, "God has punished you by giving you the devil for a partner; you love cards too well."

"You are right," said Swanda, trembling; "I will never touch them again in my life."

He kept his word; and, to thank Heaven for having preserved him from such peril, he took the fatal pipe to which the devil had danced, and suspended it as a votive offering in the church of Strakonic, his birthplace, where it may be seen to this day. The pipe of Strakonic has become a proverb, and it is even said that its sound is heard every year at the day and hour when Swanda played for Satan and his friends.



Story DNA fairy tale · cautionary

Moral

Excessive indulgence in vices like gambling and drinking can lead to dangerous encounters and loss, but repentance can bring salvation.

Plot Summary

Swanda, a talented but dissolute piper, seeks a gambling partner after a festival. He encounters a mysterious man in black who offers him gold to play music for a group of unsettling gamblers. Swanda plays, receiving wealth and drink, but when he accidentally thanks them with a blessing instead of the prescribed phrase, the entire scene vanishes. He awakens on a gallows, his gold gone, realizing he played for the devil. Repentant, Swanda vows to abandon his vices and dedicates his pipe as a votive offering in a church, forever changing his life.

Themes

temptationconsequences of viceredemptionsupernatural encounters

Emotional Arc

recklessness to terror to repentance

Writing Style

Voice: third person omniscient
Pacing: moderate
Descriptive: moderate
Techniques: direct address to reader (implied through moralizing)

Narrative Elements

Conflict: person vs supernatural
Ending: moral justice
Magic: talking ravens (implied to be ominous), devilish figures (men in black with glowing eyes), perpetually full jug of wine, instantaneous vanishing of supernatural scene, dancing corpses on a gallows, haunted pipe that plays on its own
the gallows (symbol of death and punishment)the black-clad men (demonic temptation)the pipe (Swanda's talent, but also his instrument of temptation and later, redemption)the gold (false promise of wealth)

Cultural Context

Origin: Bohemian (Czech)
Era: timeless fairy tale

The story reflects common European folk beliefs about pacts with the devil, the dangers of vice, and the power of repentance, often set in a pre-industrial, rural context.

Plot Beats (14)

  1. Swanda, a talented piper, is known for his love of drinking and gambling, often spending all his earnings.
  2. After a festival, Swanda earns money but desires to gamble; finding no partners at the inn, he decides to travel to Drazic.
  3. On his way, he encounters a gallows with hanging corpses and is approached by a mysterious man in black.
  4. The man in black offers Swanda gold to play his pipes, tempting him away from his desire to gamble.
  5. Swanda is led to a dark room where three other men in black are gambling, their eyes glowing.
  6. He is instructed to accept all offerings but only to say "Good luck, brother!" as thanks.
  7. Swanda plays his pipes, and the black figures react with intense, unsettling joy, throwing him gold and offering him drink from a jug that never empties.
  8. The figures dance wildly to his music, and Swanda continues to play, receiving more gold.
  9. After a final dance, Swanda is given a large amount of gold in his hat.
  10. Overwhelmed, Swanda forgets the instruction and says, "God bless you, my good lords!", causing the entire scene to vanish.
  11. The next morning, a peasant finds Swanda playing his pipe on the gallows, with the corpses dancing.
  12. Swanda realizes his gold is gone and recounts his experience, understanding he played for the devil.
  13. He repents his gambling and drinking, vowing never to indulge again.
  14. Swanda dedicates his pipe as a votive offering in a church, and its legend lives on.

Characters 4 characters

Swanda the Piper ★ protagonist

human adult male

A man of average height and sturdy build, likely with a ruddy complexion from his love of drink and outdoor life. His movements are generally jovial and animated, though they can become unsteady after too much wine.

Attire: Typical Bohemian peasant attire of the period, likely consisting of a simple linen or wool shirt, sturdy trousers, and a waistcoat. He would wear practical, worn leather boots. His clothes, while not ragged, would show signs of frequent use in inns and at festivals.

Wants: To enjoy life to the fullest, primarily through music, drink, and card games. He seeks amusement and companionship.

Flaw: An unquenchable thirst for drink and an uncontrollable passion for gambling (strajak), which often leads him into trouble and leaves him penniless.

Starts as a reckless, pleasure-seeking piper who learns a terrifying lesson about the dangers of his vices. He transforms from a compulsive gambler into a reformed man who dedicates his pipe as a votive offering, renouncing cards forever.

A jovial Bohemian man with a flushed face, holding a set of well-worn bagpipes, often with a mischievous glint in his eye.

Jolly, witty, good-natured, impulsive, pleasure-seeking, easily tempted, and a true musician at heart.

Image Prompt & Upload
A jovial Bohemian man in his late 30s, standing upright, facing forward, full body visible from head to toe. He has a sturdy build, a round, ruddy face, and bright, expressive eyes. His dark hair is slightly disheveled. He wears a cream linen shirt, a dark brown wool waistcoat, sturdy grey trousers, and worn leather boots. A well-used set of Bohemian bagpipes (dudy) are tucked under his arm. He has a wide, friendly smile. Plain white background, full body visible head to toe, single figure, no watermark, no text, no signature.

The Man in Black (Devil) ⚔ antagonist

magical creature ageless male

Tall and slender, with an unnaturally pale and hollow-cheeked face. His movements are smooth and unsettlingly quiet.

Attire: A formal, dark black coat, likely made of fine, unadorned wool or velvet, suggesting a somber yet elegant appearance. His attire is simple but impeccably tailored, without any distinguishing features other than its uniform darkness.

Wants: To tempt mortals into sin (gambling, excessive drinking) and claim their souls or at least their service, enjoying their downfall.

Flaw: Cannot tolerate direct blessings or the name of God, as shown by his immediate disappearance when Swanda says "God bless you."

Remains unchanged, a constant force of temptation. His role is to test and ensnare, not to evolve.

A man in a perfectly tailored, unadorned black coat, with a gaunt, pale face and eyes that glow like red carbuncles.

Seductive, manipulative, cunning, patient, and subtly menacing. He preys on human weaknesses.

Image Prompt & Upload
A tall, slender man in his 40s, standing upright, facing forward, full body visible from head to toe. He has an unnaturally pale, gaunt face with hollow cheeks and dark, neatly combed hair. His eyes glow like deep red carbuncles. He wears a perfectly tailored, unadorned black wool coat, a crisp white shirt, and dark trousers. His expression is subtly manipulative and alluring. He holds a handful of shining gold ducats in his outstretched hand. Plain white background, full body visible head to toe, single figure, no watermark, no text, no signature.

The Three Black Men (Devils) ⚔ antagonist

magical creature ageless male

Similar to their guide, they are men dressed in black, with pallid faces. Their most striking feature is their eyes, which glitter with an unnatural light.

Attire: Identical to their guide: dark black coats, likely of fine, unadorned fabric, suggesting a uniform and sinister appearance.

Wants: To indulge in their vices (gambling, drinking, dancing) and to tempt and torment mortals, feeding on their downfall.

Flaw: Cannot tolerate direct blessings or the name of God, vanishing instantly when Swanda says "God bless you."

Remain unchanged, serving as a collective force of temptation and malevolence.

Three identical, pallid-faced men in black coats, with glittering eyes, seated around a table piled with gold, playing cards.

Joyful in a disturbing, unfeeling way. They are passionate gamblers and dancers, but their mirth is cold and detached, lacking genuine human warmth.

Image Prompt & Upload
Three identical men in their 40s, seated around a wooden table, facing forward, full body visible from head to toe. They have pallid, emotionless faces and dark, neatly combed hair. Their eyes glitter with an internal light. Each wears a perfectly tailored, unadorned black wool coat, a crisp white shirt, and dark trousers. Piles of gold ducats are on the table, along with a jug of wine. Their expressions are cold and detached. Plain white background, full body visible head to toe, single figure, no watermark, no text, no signature.

The Peasant ◆ supporting

human adult male

A sturdy, practical man, likely with a weathered face from working outdoors. His build would be strong and accustomed to manual labor.

Attire: Practical, sturdy Bohemian peasant clothing suitable for farm work: a rough linen shirt, a simple vest, sturdy trousers, and worn leather boots. His clothes would be functional and well-maintained, not luxurious.

Wants: To go about his daily work (to the fields) and to offer guidance or warning when he sees something amiss.

Flaw: Not applicable; he serves as a moral compass.

Remains unchanged, serving as a catalyst for Swanda's realization and repentance.

A simple Bohemian peasant, making the sign of the cross, looking with concern at Swanda on the gallows.

Observant, practical, religious, and wise. He offers a moral lesson to Swanda.

Image Prompt & Upload
A sturdy Bohemian peasant man in his 50s, standing upright, facing forward, full body visible from head to toe. He has a weathered, tanned face and kind eyes. He wears a rough cream linen shirt, a dark brown wool vest, sturdy grey trousers, and worn leather boots. He is making the sign of the cross with his right hand. His expression is one of concern and quiet wisdom. Plain white background, full body visible head to toe, single figure, no watermark, no text, no signature.
Locations 4 locations
No image yet

Mokran Inn

indoor night Unspecified, but likely a clear night given Swanda's later journey.

A lively Bohemian inn, likely a traditional hospoda, with wooden tables and benches, filled with revelers and the sounds of music and conversation. The air would be thick with the smell of beer and pipe smoke.

Mood: Boisterous, festive, later frustrated and lonely for Swanda.

Swanda earns money playing his pipes, then seeks a card game but finds no one to play with him, leading to his departure in a huff.

Wooden tables and benches Jug of drink Playing cards (strajak) Swanda's pipes Coin purse
Image Prompt & Upload
A dimly lit, rustic Bohemian inn interior at night, with rough-hewn timber beams supporting a low ceiling. Wooden tables are scattered with empty tankards and playing cards. A single flickering oil lamp casts long shadows, illuminating the frustrated face of a lone piper. The atmosphere is quiet and deserted, contrasting with earlier merriment. no border, no frame, no watermark, no text, no signature, edge-to-edge illustration.
No image yet

Cross-road with Robbers' Gallows

outdoor night Clear night, moon shining 'like a fish's eye'.

A desolate cross-road under a clear, moonlit sky. Four sturdy, dark wooden posts stand like pillars, connected at the top by cross-beams, from which hang four half-devoured corpses of robbers. A flock of ravens croaks overhead.

Mood: Eerie, ominous, foreboding, supernatural.

Swanda encounters the gallows and is then approached by the mysterious man in black, who offers him gold to play music.

Four dark wooden gallows posts Cross-beams Four hanging corpses (half-devoured) Flock of croaking ravens Clear night sky Bright moon
Image Prompt & Upload
A stark, desolate Bohemian cross-road at night, bathed in the cold, bright light of a full moon. Four weathered, dark timber gallows posts stand tall, connected by cross-beams, from which hang tattered, skeletal figures. A flock of black ravens circles ominously overhead against a clear, star-dusted sky. The ground is rough and barren, with sparse, dry grasses. no border, no frame, no watermark, no text, no signature, edge-to-edge illustration.
No image yet

The Devil's Gaming Room

indoor night Unspecified, but an internal, timeless space.

A dark, unidentifiable room, illuminated only by the glittering, carbuncle-like eyes of three men dressed in black. A table holds piles of gold ducats and a jug that mysteriously refills itself. The room has an oppressive, otherworldly feel.

Mood: Supernatural, eerie, tense, magically abundant yet unsettling.

Swanda plays his pipes for the devils, who gamble furiously and reward him with vast amounts of gold, culminating in a frenzied dance.

Dark, undefined room Table with piles of gold ducats Self-refilling jug Three men in black with glittering eyes Playing cards (strajak)
Image Prompt & Upload
A claustrophobic, dark, and featureless room, with no discernible walls or ceiling, suggesting an unnatural space. A simple, heavy wooden table is laden with glittering piles of gold ducats and a perpetually full, dark ceramic jug. Three figures in deep black cloaks sit around the table, their faces obscured in shadow, save for their eyes which glow with an intense, malevolent red light. The only illumination emanates from the gold and their eyes. no border, no frame, no watermark, no text, no signature, edge-to-edge illustration.
No image yet

Church of Strakonic

indoor Unspecified, but a permanent, sacred space.

A traditional Bohemian church, likely with stone walls and a simple, reverent interior. The 'fatal pipe' is hung as a votive offering, a stark contrast to its previous use.

Mood: Reverent, solemn, a place of repentance and gratitude.

Swanda, having learned his lesson, hangs his pipe in the church as a votive offering, symbolizing his repentance and gratitude for being saved from the devil.

Stone church interior Altar (implied) Votive offering (Swanda's pipe) Religious iconography (implied)
Image Prompt & Upload
The quiet, hallowed interior of a simple, ancient Bohemian village church, with rough-hewn stone walls and a high, arched wooden ceiling. Soft, diffused light filters through a small, stained-glass window, illuminating a humble altar. Hanging prominently on a wall, near a worn wooden crucifix, is a single, dark, rustic wooden pipe, a votive offering. The air is still and peaceful. no border, no frame, no watermark, no text, no signature, edge-to-edge illustration.