The Riddle

by Brothers Grimm · from Household Tales

fairy tale adventure hopeful Ages 8-14 1166 words 6 min read
Original Story 1166 words · 6 min read

The riddle

A fairy tale by the Brothers Grimm

There was once a King's son who was seized with a desire to travel about the world, and took no one with him but a faithful servant. One day he came to a great forest, and when darkness overtook him he could find no shelter, and knew not where to pass the night. Then he saw a girl who was going towards a small house, and when he came nearer, he saw that the maiden was young and beautiful. He spoke to her, and said, "Dear child, can I and my servant find shelter for the night in the little house?" - "Oh, yes," said the girl in a sad voice, "that you certainly can, but I do not advise you to venture it. Do not go in." - "Why not?" asked the King's son. The maiden sighed and said, "My step-mother practises wicked arts; she is ill-disposed toward strangers." Then he saw very well that he had come to the house of a witch, but as it was dark, and he could not go farther, and also was not afraid, he entered. The old woman was sitting in an armchair by the fire, and looked at the stranger with her red eyes. "Good evening," growled she, and pretended to be quite friendly. "Take a seat and rest yourselves." She blew up the fire on which she was cooking something in a small pot. The daughter warned the two to be prudent, to eat nothing, and drink nothing, for the old woman brewed evil drinks. They slept quietly until early morning. When they were making ready for their departure, and the King's son was already seated on his horse, the old woman said, "Stop a moment, I will first hand you a parting draught." Whilst she fetched it, the King's son rode away, and the servant who had to buckle his saddle tight, was the only one present when the wicked witch came with the drink. "Take that to your master," said she. But at that instant the glass broke and the poison spirted on the horse, and it was so strong that the animal immediately fell down dead. The servant ran after his master and told him what had happened, but would not leave his saddle behind him, and ran back to fetch it. When, however, he came to the dead horse a raven was already sitting on it devouring it. "Who knows whether we shall find anything better to-day?" said the servant; so he killed the raven, and took it with him. And now they journeyed onwards into the forest the whole day, but could not get out of it. By nightfall they found an inn and entered it. The servant gave the raven to the innkeeper to make ready for supper. They had, however, stumbled on a den of murderers, and during the darkness twelve of these came, intending to kill the strangers and rob them. Before they set about this work, they sat down to supper, and the innkeeper and the witch sat down with them, and together they ate a dish of soup in which was cut up the flesh of the raven. Hardly, however, had they swallowed a couple of mouthfuls, before they all fell down dead, for the raven had communicated to them the poison from the horse-flesh. There was no no one else left in the house but the innkeeper's daughter, who was honest, and had taken no part in their godless deeds. She opened all doors to the stranger and showed him the heaped-up treasures. But the King's son said she might keep everything, he would have none of it, and rode onwards with his servant.

After they had traveled about for a long time, they came to a town in which was a beautiful but proud princess, who had caused it to be proclaimed that whosoever should set her a riddle which she could not guess, that man should be her husband; but if she guessed it, his head must be cut off. She had three days to guess it in, but was so clever that she always found the answer to the riddle given her, before the appointed time. Nine suitors had already perished in this manner, when the King's son arrived, and blinded by her great beauty, was willing to stake his life for it. Then he went to her and laid his riddle before her. "What is this?" said he, "One slew none, and yet slew twelve." She did not know what that was, she thought and thought, but she could not find out, she opened her riddle-books, but it was not in them -- in short, her wisdom was at an end. As she did not know how to help herself, she ordered her maid to creep into the lord's sleeping-chamber, and listen to his dreams, and thought that he would perhaps speak in his sleep and discover the riddle. But the clever servant had placed himself in the bed instead of his master, and when the maid came there, he tore off from her the mantle in which she had wrapped herself, and chased her out with rods. The second night the King's daughter sent her maid-in-waiting, who was to see if she could succeed better in listening, but the servant took her mantle also away from her, and hunted her out with rods. Now the master believed himself safe for the third night, and lay down in his own bed. Then came the princess herself, and she had put on a misty-grey mantle, and she seated herself near him. And when she thought that he was asleep and dreaming, she spoke to him, and hoped that he would answer in his sleep, as many do, but he was awake, and understood and heard everything quite well. Then she asked, "One slew none, what is that?" He replied, "A raven, which ate of a dead and poisoned horse, and died of it." She inquired further, "And yet slew twelve, what is that?" He answered, "That means twelve murderers, who ate the raven and died of it."

When she knew the answer to the riddle she wanted to steal away, but he held her mantle so fast that she was forced to leave it behind her. Next morning, the King's daughter announced that she had guessed the riddle, and sent for the twelve judges and expounded it before them. But the youth begged for a hearing, and said, "She stole into my room in the night and questioned me, otherwise she could not have discovered it." The judges said, "Bring us a proof of this." Then were the three mantles brought thither by the servant, and when the judges saw the misty-grey one which the King's daughter usually wore, they said, "Let the mantle be embroidered with gold and silver, and then it will be your wedding-mantle.

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Story DNA

Moral

Cleverness and quick thinking can overcome great dangers and lead to success.

Plot Summary

A King's son and his servant encounter a witch who tries to poison them, but the poison accidentally kills their horse. A raven eats the horse, and the servant kills the raven. Later, they stay at an inn inhabited by murderers, who are all accidentally poisoned and killed by eating the raven. The prince then travels to a town where a proud princess challenges suitors with a deadly riddle contest. The prince poses a riddle based on his adventures. The princess, unable to solve it, tries to trick him into revealing the answer, but he outwits her and exposes her deception with proof. As a result, she is forced to marry him.

Themes

clevernessperseverancejusticedanger and survival

Emotional Arc

danger to triumph

Writing Style

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

Narrative Elements

Conflict: person vs person
Ending: moral justice
Magic: witchcraft, poison that kills instantly
the poisoned raventhe three mantles

Cultural Context

Origin: German
Era: timeless fairy tale

Reflects common motifs and social structures found in European folklore, where travel was dangerous and cleverness was valued for survival and advancement.

Plot Beats (15)

  1. A King's son and his servant seek shelter in a witch's house.
  2. The witch's daughter warns them of her step-mother's evil intentions.
  3. The witch attempts to poison the King's son, but the poison kills his horse instead.
  4. The servant kills a raven that ate the poisoned horse and carries it with them.
  5. They find an inn, which turns out to be a den of murderers, and the servant gives the raven to the innkeeper to cook.
  6. The murderers, the innkeeper, and the witch (who was also there) eat the poisoned raven and die.
  7. The King's son and servant leave the inn, refusing the treasures offered by the honest innkeeper's daughter.
  8. They arrive in a town where a proud princess challenges suitors with a life-or-death riddle contest.
  9. The King's son proposes his riddle: "What is this? One slew none, and yet slew twelve."
  10. The princess fails to guess the riddle and sends her maid to eavesdrop on the prince's dreams, but the servant thwarts her twice.
  11. On the third night, the princess herself tries to trick the prince into revealing the answer, but he is awake and hears her.
  12. The prince reveals the answer to her: the raven (one slew none) and the twelve murderers (slew twelve).
  13. The princess tries to escape, but the prince holds her mantle, which she leaves behind.
  14. The princess claims to have guessed the riddle, but the prince presents the mantles as proof of her deception.
  15. The judges declare the prince the winner, and the princess is forced to marry him.

Characters

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King's Son

human young adult male

Of noble bearing and average height, with a strong, healthy build typical of someone accustomed to travel and adventure. His features are likely refined, reflecting his royal lineage.

Attire: Practical but well-made traveling clothes suitable for a prince, such as a dark wool tunic over a fine linen shirt, sturdy leather breeches, and tall riding boots. He might wear a simple, unadorned cloak for warmth and disguise.

Wants: To travel the world and experience new things; later, to win the hand of the beautiful princess and prove his cleverness.

Flaw: Initially somewhat naive and trusting (e.g., entering the witch's house despite warnings), and blinded by beauty.

Starts as a somewhat naive adventurer, but through his experiences with the witch and the murderers, he becomes more cautious and astute. He learns to trust his instincts and his servant's loyalty, ultimately proving his wisdom and earning his bride.

His noble bearing and the subtle signs of his royal status despite his traveling attire.

Adventurous, brave, trusting (initially), clever, just, observant.

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Faithful Servant

human adult male

A sturdy, reliable man of average height and build, with practical hands and a weathered face from years of service and travel. He is strong and capable.

Attire: Practical, durable clothing suitable for a servant on a long journey, such as a sturdy brown linen tunic, dark wool trousers, and worn leather boots. He might wear a simple leather belt and a plain cloak.

Wants: To protect and serve his master, ensuring his safety and well-being.

Flaw: His unwavering loyalty can sometimes put him in danger (e.g., staying behind for the drink).

Remains consistently loyal and resourceful throughout the story, acting as the King's Son's protector and problem-solver. His actions are crucial to the plot's resolution.

His practical, no-nonsense demeanor and sturdy traveling attire.

Loyal, observant, quick-thinking, resourceful, cautious, brave.

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Witch's Daughter

human young adult female

Young and beautiful, but with a sad and weary demeanor. She is likely slender, perhaps appearing a bit frail due to her difficult life.

Attire: Simple, worn peasant clothing, such as a faded grey linen dress with a plain apron, and perhaps a simple headscarf. Her clothes are clean but show signs of wear.

Wants: To warn strangers of her step-mother's evil and prevent harm, despite her own fear.

Flaw: Her fear of her step-mother prevents her from directly escaping or confronting the witch.

A static character who serves to provide exposition and warning. She remains trapped in her circumstances.

Her beautiful face marred by a perpetual look of sadness and fear.

Kind, cautious, fearful, empathetic, honest.

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Witch

human elderly female

An old woman, likely gaunt and bent with age, but possessing a sinister energy. Her hands are probably gnarled, and her overall appearance is unsettling.

Attire: Dark, tattered, and simple clothing, such as a shapeless dark grey or black gown made of coarse wool, perhaps stained from her brewing. She might wear a dark, pointed cap or hood.

Wants: To harm strangers, likely for her own dark purposes or simply out of malice.

Flaw: Her overconfidence in her poisons and her underestimation of the travelers' luck/resourcefulness.

A static villain who attempts to harm the protagonists but is ultimately thwarted by fate and their quick thinking.

Her piercing red eyes and her hunched form by the fire.

Wicked, deceptive, malevolent, cruel, cunning.

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Innkeeper's Daughter

human young adult female

An honest and unassuming young woman, likely of a sturdy build typical of someone working in an inn. Her appearance is plain but clean.

Attire: Clean but simple peasant clothing, such as a practical brown linen dress, a white apron, and sturdy shoes. Her attire reflects her honest nature and working-class status.

Wants: To live honestly and avoid the wicked deeds of her family; to help the strangers once her family is dead.

Flaw: Her inability to prevent her family's evil deeds while they were alive.

A static character who serves as a witness and then a benefactor to the protagonists, revealing the murderers' fate and offering their treasures.

Her plain, honest face amidst the chaos of the murderers' den.

Honest, kind, observant, brave (to not participate in the murders).

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Proud Princess

human young adult female

Beautiful and regal, with an air of haughtiness. She is likely tall and slender, with an elegant but rigid posture.

Attire: Luxurious and elegant court attire, such as a gown made of rich silk or brocade in a cool color like silver-grey or pale blue, adorned with subtle embroidery. She would wear a delicate tiara or hair ornaments. Her 'misty-grey mantle' is a key item, suggesting a fine, flowing garment.

Wants: To maintain her reputation for cleverness and avoid marriage by outwitting suitors; later, to win the riddle by any means necessary.

Flaw: Her excessive pride and her willingness to cheat to maintain her reputation.

Starts as a proud and deceptive antagonist, but is ultimately humbled and outwitted by the King's Son. She is forced to marry him, implying a shift in her power dynamics, though her personality may not fundamentally change.

Her beautiful, proud face and her misty-grey mantle.

Proud, intelligent, cunning, competitive, beautiful, deceptive.

Locations

Witch's House in the Forest

indoor night Darkness, implied cool forest air

A small, unassuming house deep within a great, dark forest, where an old woman with red eyes sits by a fire, cooking in a small pot. The interior is dimly lit by the firelight, suggesting a rustic and potentially unkempt dwelling.

Mood: Eerie, foreboding, dangerous, rustic

The King's son and his servant seek shelter and are warned of the witch's evil arts; the servant later receives a poisoned drink meant for his master.

small house great forest old woman in armchair fire with small pot red eyes

Inn of Murderers

indoor night Darkness, implied cool night

A remote inn, likely a common stopping point for travelers, but secretly a den of murderers. The interior would be typical of a medieval inn, with a common room for supper and private rooms for guests.

Mood: Dangerous, deceptive, grim

The King's son and servant unknowingly dine with murderers who are then poisoned by the raven, saving the travelers.

inn supper table innkeeper murderers

Princess's Palace in the Town

indoor night | morning Varies

A grand palace in a town, home to a beautiful but proud princess. It features a sleeping chamber for guests and a formal setting for judges.

Mood: Regal, intellectual, tense, deceptive

The King's son proposes his riddle to the princess, who attempts to cheat by eavesdropping in his chamber. The riddle is ultimately solved and the truth revealed before the judges.

palace princess's sleeping chamber judges' court mantles (cloaks)