The Inaccessible Island
by Padraic Colum · from The Boy Apprenticed to an Enchanter
Adapted Version
My name is Eean. I am a helper for Zabulun. Zabulun is a very wise man. He knows many magic things. He teaches me every day. Zabulun is a powerful Enchanter. He is very strong. I am his good helper. We sail on his big ship. We see many new lands. Every day is an adventure.
One night, Zabulun held the ship's big wheel. He looked at a special, bright star. We sailed far on the wide, dark sea. Morning came. We saw many old ships. Their broken wood floated on the water. A big, tall mountain was near. This mountain pulls ships. It pulls the iron from them. The Captain was very afraid. Zabulun held the wheel again. He used his special star. He steered our ship carefully. The next morning, no old ships were near. We were safe. The Captain was very happy. He laughed aloud.
We came to a land called Urth. The ship had much heavy cargo. Many sailors carried big boxes. They took the cargo off the ship. Zabulun then took the ship. He
Original Story
II. The Inaccessible Island
You have heard me so far, O King. Know now that the one to whom I was apprenticed was an Enchanter. His name is Zabulun, and in all the world there are only three Enchanters more powerful than he. The first is Chiron the Centaur, who is half man and half horse, and who taught Achilles and made him the greatest of the princes who had gone against Troy. The second is Hermes Trismegistus, the wise Egyptian. And the third is Merlin the Enchanter, whose home is in an island that is west of your Western Island.
When the night came on, Zabulun took the steering gear into his hands, and he steered the ship by a star that he alone knew. When the morning came we saw on the sea all around us the masts and the spars and the timbers of ships that had come too near the Magnetberg, and that had lost their nails and bolts, and had become loosened timbers on the waters. Those on the ship were greatly afraid, and the captain walked up and down, pulling at his beard. The night came on, and again my master took the steering gear into his own hands and steered the ship by a star that he alone knew of. And when the morning came there were no masts and spars of ships, and no loosened timbers afloat on the waters. The captain laughed and made all on the ship rejoice that they had passed the dangerous neighborhood of the Magnetberg—that mountain of loadstone that drew the iron out of ships as a magnet draws pins on a table.
We came to Urth. The great cargo that was on the ship was for the King of Urth, and it was taken off and sent over the mountain to the King’s city in packs that the sailors carried on their backs. Then the captain gave the ship over to my master to sail it where he would.
He did not come upon the land nor did he look upon the country at all. But when the last pack had been carried off the ship, he said to me:
“You will have to do this, my first command to you. Go on the land. Stay by a pool that is close to the forest. Birds will come down to that pool—birds of the whiteness of swans, but smaller. Set snares and catch some of these birds, not less than four, and bring them to me uninjured.”
And I went on the land and came to the pool that was close to the forest. And there I saw the birds that were of the whiteness of swans, but smaller. I watched them for a while so that I might know their ways. Then I made a crib of rods and set it to catch the birds. One went under the crib, and I pulled the string and caught the first bird. And then, hours afterward, I caught another. And waiting and watching very carefully, I caught a third. The fourth bird was wary, and I feared I should not catch it, for night was coming down and the birds were making flocks to fly away. One remained near the crib, and its neck was stretched toward it. But then it shook its wings, and I thought it was going to fly to the others. It went under the crib. Then I pulled the string and caught the fourth bird.
I brought the birds to the ship and my master gave them grains to feed on. At night we sailed away. My master held the steering gear while it was dark, but when light came he gave it to me to hold. Then he unloosed one of the birds. It flew in the middle distance, winging slowly, and remaining a long time in sight. He told me to hold the course of the ship to the flight of the bird.
At night he took the steering gear again into his hands and held the ship on her course. In the daylight he unloosed another bird and bade me steer by its flight. And this was done for two more days.
The morning after the last of the white birds had been freed my master bade me look out for land. I saw something low upon the water. “It is the Inaccessible Island,” said my master, “where I have my dwelling and my working place.” He steered the ship to where the water flowed swiftly into a great cave that was like a dragon’s mouth. In that cave there was a place for the mooring of ships. The Enchanter moored the ship in its place, and then he took me up the rocky landing place.
There was a flight of great steps leading from the landing place—it was in a cave as I have told you—up to the light of day. There were a thousand wide black steps in that flight. The Enchanter took into his hands the black staff that was shaped as two serpents twisting together, and he took me with him up the stairway.
We came out on a level place and I saw a high castle before me. There was no wall around the castle, and there was no gate to be opened. But when I came near it I found I could take no step onward. I went up, and I went down, and I tried to go onward, but I could not. Then Zabulun the Enchanter said to me:
“Around this castle of mine is a wall of air. No one can see the wall, but no one can pass it. And a bridge of air crosses my wall of air. Come now with me and I will take you over the bridge.”
As the wall of air that went round the Enchanter’s castle was not to be seen, neither was the bridge that went across the wall of air. But I saw my master mounting up and walking across as on a bridge. And although I saw nothing before me nor beneath me, I mounted upon something and walked across something. Following him I went downward and into the courtyard of the castle.
Within that courtyard there was a horse of brass with a giant man of brass upon it, the giant man holding a great bow in his hands. My master said to me, “If one came over the bridge of air without my authority, the arrow of that bow would be loosened, and he who came across the bridge would be slain by this giant man of brass.” We went within the castle. In the hall were benches and tables, and there were statues holding torches in their hands standing by the wall. Also in that hall there was the statue of a woman holding a dart in her hand. When my master came within, the statue that held the dart flung it, and the dart struck a gleaming carbuncle that was in the wall. Lights came into the torches that the statues held, and all the hall was lighted up.
I sat with my master at a table, and the statues moved to us, bringing us wine and fruits. We ate and drank, and afterward a golden figure came to the Enchanter, and, sitting down before him, played a game of chess with him.
The next day my master showed me more of the wonders of the Inaccessible Island. No ships came near, for there was no way to come to that island except by following the birds that were of the whiteness of a swan and that flew always in the middle distance. On this island Zabulun the Enchanter had lived for longer than the lifetimes of many men, studying magic and all the ways of enchantment. And for three years I, Eean, the son of the fisherman of the Western Island, stayed with him, learning such things as were proper for one apprenticed to an Enchanter to know.
Story DNA
Plot Summary
Eean, an apprentice to the powerful Enchanter Zabulun, recounts their journey. After Zabulun skillfully navigates their ship past the perilous Magnetberg, he instructs Eean to catch four specific white birds on a distant shore. Zabulun then uses these birds, one by one, to magically guide the ship to his hidden dwelling: the Inaccessible Island. Upon arrival, Eean discovers the island is protected by invisible walls and bridges, and the castle within is filled with animated magical defenses and servants. Eean then spends three years on the island, learning the secrets of enchantment from his master.
Themes
Emotional Arc
curiosity to wonder
Writing Style
Narrative Elements
Cultural Context
Padraic Colum was an Irish author known for his contributions to the Irish Literary Revival and for retelling myths and legends, often with a lyrical, traditional storytelling style.
Plot Beats (15)
- Eean introduces himself as an apprentice to the powerful Enchanter Zabulun, listing other great enchanters.
- Zabulun expertly steers the ship past the perilous Magnetberg, which strips iron from ships, using a secret star.
- They arrive at Urth, unload the cargo, and Zabulun takes full command of the ship.
- Zabulun instructs Eean to go ashore and catch four specific white birds from a pool near a forest.
- Eean successfully snares four wary white birds, bringing them back to the ship uninjured.
- Over the next four days, Zabulun releases one bird each day, instructing Eean to steer the ship by its flight.
- They arrive at the Inaccessible Island, which is low on the water and only reachable by following the birds.
- Zabulun steers the ship into a great cave, which serves as a hidden mooring.
- They ascend a thousand wide black steps from the cave to the surface of the island.
- Eean discovers an invisible wall of air around Zabulun's castle, which he cannot pass.
- Zabulun guides Eean across an invisible bridge of air into the castle courtyard.
- Inside, Eean sees a brass horseman with a bow, designed to kill unauthorized intruders, and animated statues that light torches and serve food.
- A golden figure plays chess with Zabulun.
- Zabulun explains that the island is inaccessible to others, and he has lived there for ages studying magic.
- Eean remains on the island for three years, learning enchantment from Zabulun.
Characters
Eean
Of average height and build, with the sturdy frame of someone accustomed to physical labor, likely tanned from exposure to sun and sea as a fisherman's son.
Attire: Simple, practical clothing suitable for a fisherman's son and apprentice: a coarse linen tunic, perhaps a wool vest, sturdy breeches, and leather sandals or boots. Colors would be muted earth tones.
Wants: To learn and master the ways of enchantment under Zabulun, to understand the world beyond his fisherman's life.
Flaw: Initially naive and inexperienced in the magical world, relying heavily on his master's guidance.
Transforms from a simple fisherman's son into a knowledgeable apprentice of an Enchanter, learning the basics of magic and the wonders of the world.
Observant, patient, obedient, capable, and eager to learn. He follows instructions precisely and demonstrates resourcefulness.
Zabulun
An Enchanter of immense power, suggesting a presence that transcends typical human aging. He likely possesses an aura of ancient wisdom and authority, perhaps with a lean, ascetic build from years of study.
Attire: Flowing, dark robes made of rich, heavy fabric like deep indigo or black wool, possibly embroidered with subtle, arcane symbols. His attire would be practical for an enchanter but also convey his status.
Wants: To continue his studies of magic and enchantment, and to pass on his knowledge to a worthy apprentice.
Flaw: Not explicitly stated, but perhaps a certain detachment from the mundane world due to his long isolation and focus on magic.
Remains largely unchanged, serving as a stable, powerful mentor figure for Eean.
Wise, powerful, mysterious, patient, and a demanding teacher. He reveals wonders gradually and expects obedience and observation from his apprentice.
Captain
A seasoned sailor, likely of sturdy build, with a weathered face from years at sea. He would appear strong and capable, but also prone to worry.
Attire: Practical seaman's attire: a heavy wool coat or jacket, sturdy canvas trousers, and sea boots. Colors would be dark and functional, like navy blue or dark brown.
Wants: To safely deliver his cargo and crew, and to navigate the seas successfully.
Flaw: Fear of the unknown and supernatural dangers like the Magnetberg.
A static character, serving to highlight the dangers of the sea and Zabulun's power.
Experienced, responsible, easily frightened by supernatural dangers, but quick to rejoice once danger has passed.
White Birds
Birds of pure white plumage, smaller than swans but with a similar elegant form. Their feathers would be pristine and luminous.
Attire: None, their natural plumage serves as their 'attire'.
Wants: To return to their home on the Inaccessible Island, guided by an innate magical sense.
Flaw: Can be snared by human ingenuity, despite their wariness.
They serve their purpose as guides and are then released, returning to their natural state.
Wary, instinctual, and possessing a magical homing ability. They are not sentient in a human sense but serve as guides.
Brass Horse with Giant Man
A magnificent, life-sized horse sculpted entirely from gleaming brass, with a giant man also made of brass mounted upon it. The man is proportionally large, suggesting immense strength.
Attire: None, as it is a statue, but the giant man would be depicted in ancient warrior's attire, sculpted into the brass.
Wants: To slay any unauthorized intruders who cross the bridge of air.
Flaw: Only activated by Zabulun's magic or specific conditions, otherwise inert.
Remains a static guardian, never changing.
A magical guardian, unfeeling and purely functional, designed to protect the castle.
Statue of a Woman with a Dart
A statue of a woman, likely sculpted from stone or marble, holding a dart in her hand. Her form would be classical and elegant.
Attire: Classical drapery, sculpted into the stone, revealing her form but not specific clothing.
Wants: To activate the castle's lights upon Zabulun's return.
Flaw: Only performs its single programmed function.
Remains a static mechanism.
A magical mechanism, purely functional and responsive to Zabulun's entry.
Golden Figure
A figure crafted entirely from gleaming gold, likely human-shaped but with the smooth, stylized features of an automaton. Its size would be appropriate for playing chess at a table.
Attire: None, as it is a golden automaton, its form is its 'clothing'.
Wants: To provide intellectual companionship and entertainment for Zabulun.
Flaw: Only capable of playing chess, no other functions.
Remains a static, functional automaton.
A silent, intelligent automaton, programmed to play chess with skill.
Locations
Waters near Magnetberg
Vast expanse of open sea, littered with the broken masts, spars, and timbers of countless wrecked ships, all stripped of their iron fastenings.
Mood: Perilous, eerie, foreboding, filled with the silent testament to past shipwrecks.
The ship navigates the dangerous waters where the Magnetberg's magnetic pull destroys vessels, highlighting Zabulun's skill.
Pool by the Forest on Urth
A tranquil pool of water situated at the edge of a dense forest, where unique white birds, smaller than swans, gather.
Mood: Peaceful, natural, slightly tense due to the task of catching the wary birds.
Eean's first command from Zabulun: to catch four specific white birds, which will later guide them to the Inaccessible Island.
Sea Cave Entrance to Inaccessible Island
A massive sea cave resembling a 'dragon's mouth' where water flows swiftly inward, leading to a hidden mooring place for ships. It is dark and rocky.
Mood: Mysterious, imposing, slightly ominous, a secret gateway.
The ship's arrival at the Inaccessible Island and its entry into the secret cave, marking the true beginning of Eean's apprenticeship.
Stairway of a Thousand Black Steps
A monumental flight of a thousand wide, black steps carved into the rock, leading from the dark sea cave up to the light of day on the island's surface.
Mood: Awe-inspiring, arduous, a journey from darkness to light, hinting at ancient power.
Eean's ascent with Zabulun, staff in hand, from the hidden entrance to the surface of the Inaccessible Island, towards the castle.
Courtyard and Hall of the Inaccessible Castle
A high castle with no visible walls or gates, protected by an invisible 'wall of air' and an 'air bridge'. The courtyard features a brass horse with a giant brass man holding a bow. The hall inside has benches, tables, and statues holding torches, one of which flings a dart to light the hall.
Mood: Magical, mysterious, enchanted, secure, filled with automatons and ancient power.
Eean's entry into Zabulun's magical dwelling, revealing the Enchanter's advanced enchantments and the animated figures that serve him.