GEORGE with the GOAT

by Unknown · from Folk Tales Every Child Should Know

fairy tale adventure whimsical Ages 5-10 1553 words 7 min read

Adapted Version

CEFR A1 Age 5 493 words 3 min Canon 100/100

Once upon a time, there was a king. He had a daughter, a princess. But the princess was always sad. She never smiled, she never laughed. The King was very, very sad. His Princess never laughed. He made a big promise. "Make her laugh," he said. "You can marry my daughter." This was a big prize.

George was a shepherd's son. He heard the King's promise. George wanted to try. He took his special Goat. The Goat had magic. She could hold people fast. They could not move away.

George walked on his way. He met Leaper. Leaper could jump very, very far. He met Seer. Seer could see very, very far. He met Squirter. Squirter could spray water very far. George asked them to come. They all joined George.

George tied The Goat at an inn. He used a silk ribbon. The inn owner's girls saw it. They wanted the ribbon. One girl touched The Goat. She got stuck. Her sisters touched her. They got stuck.

Morning came. George took The Goat. The three girls were stuck. They walked through the town. A judge saw them. He tried to pull a girl. He got stuck too. A bull came by. It got stuck. What a funny line!

They came to the castle. The Princess looked out. She saw the funny line. She laughed a big, big laugh. George made her laugh!

The King's men were not happy. George wanted to marry the Princess. But the men did not like George. He was a shepherd's son. "Bring water," they said. "From a spring far away. Bring it in one minute!"

George called his friends. Leaper jumped far. He went to the spring. Seer looked. "Leaper is sleeping!" he said. Squirter sprayed water. Whoosh! Leaper woke up. He ran back. He brought the water. Just in time!

The King's men were still not happy. "Stop the wild beast!" they said. "It is big and bad."

George and his friends went. They hid in a tree. A big wild beast came. George was clever. He made the beast chase a new one. The beast ran fast. It got stuck in a tree. It could not move. It could not hurt anyone.

The King's men were very angry. They made a bad trick. They called many soldiers. The soldiers stood in a line. They waited for George.

George knew about the trick. A kind servant told him. George called Squirter. Squirter sprayed water. Whoosh! Water went in the soldiers' eyes. They could not see. The bad trick did not work.

The King saw it all. He was surprised. He had no more tricks. "You are clever, George," he said. "You can marry my daughter." George and the Princess wed. It was a big, happy day.

So, George and the Princess wed. They lived happy ever after. George was smart. He used clever ideas and friends. Being smart is better than strong. Anyone can do great things!

Original Story 1553 words · 7 min read

GEORGE WITH THE GOAT

There was a king who had a daughter who never could be induced to laugh; she was always sad. So the king proclaimed that she should be given to any one who could cause her to laugh. There was also a shepherd who had a son named George. He said: "Daddy! I, too, will go to see whether I can make her laugh. I want nothing from you but the goat." His father said, "Well, go." The goat was of such a nature that, when her master wished, she detained everybody, and that person was obliged to stay by her.

So he took the goat and went, and met a man who had a foot on his shoulder. George said: "Why have you a foot on your shoulder?" He replied: "If I take it off, I leap a hundred miles." "Whither are you going?" "I am going in search of service, to see if any one will take me." "Well, come with us."

They went on, and again met a man who had a bandage on his eyes. "Why have you a bandage on your eyes?" He answered, "If I remove the bandage, I see a hundred miles." "Whither are you going?" "I am going in search of service, if you will take me." "Yes, I'll take you. Come also with me."

They went on a bit farther, and met another fellow, who had a bottle under his arm, and, instead of a stopper, held his thumb in it. "Why do you hold your thumb there?" "If I pull it out, I squirt a hundred miles, and besprinkle everything that I choose. If you like, take me also into your service; it may be to your advantage and ours too." George replied: "Well, come, too!"

Afterward they came to the town where the king lived, and bought a silken riband for the goat. They came to an inn, and orders had already been given there beforehand, that when such people came, they were to give them what they liked to eat and drink—the king would pay for all. So they tied the goat with that very riband and placed it in the innkeeper's room to be taken care of, and he put it in the side room where his daughters slept. The innkeeper had three maiden daughters, who were not yet asleep. So Manka said: "Oh! if I, too, could have such a riband! I will go and unfasten it from that goat." The second, Dodla, said: "Don't; he'll find it out in the morning." But she went notwithstanding. And when Manka did not return for a long time, the third, Kate, said: "Go, fetch her." So Dodla went, and gave Manka a pat on the back. "Come, leave it alone!" And now she, too, was unable to withdraw herself from her. So Kate said: "Come, don't unfasten it!" Kate went and gave Dodla a pat on the petticoat; and now she, too, couldn't get away, but was obliged to stay by her.

In the morning George made haste and went for the goat, and led the whole set away—Kate Dodla, and Manka. The innkeeper was still asleep. They went through the village, and the judge looked out of a window and said, "Fie, Kate! what's this? what's this?" He went and took her by the hand, wishing to pull her away, but remained also by her. After this, a cowherd drove some cows through a narrow street, and the bull came rushing round; he stuck fast, and George led him, too, in the procession.

Thus they afterward came in front of the castle, and the servants came out-of-doors; and when they saw such things they went and told the king. "Oh, sire, we have such a spectacle here; we have already had all manner of masquerades, but this has never been here yet." So they immediately led the king's daughter to the square in front of the castle, and she looked and laughed till the castle shook.

Now they asked him what sort of person he was. He said that he was a shepherd's son, and was named George. They said that it could not be done; for he was of mean lineage, and they could not give him the damsel; but he must accomplish something more for them. He said, "What?" They replied that there was a spring yonder, a hundred miles off; if he brought a goblet of water from it in a minute, then he should obtain the damsel. So George said to the man who had the foot on his shoulder: "You said that if you took the foot down, you could jump a hundred miles." He replied: "I'll easily do that." He took the foot down, jumped, and was there. But after this there was only a very little time to spare, and by then he ought to have been back. So George said to the other: "You said that if you removed the bandage from your eyes, you could see a hundred miles. Peep and see what is going on." "Ah, sir! Goodness gracious! he's fallen asleep!" "That will be a bad job," said George; "the time will be up. You, third man, you said if you pulled your thumb out, you could squirt a hundred miles; be quick and squirt thither, that he may get up. And you, look whether he is moving, or what." "Oh, sir, he's getting up now; he's knocking the dust off; he's drawing the water." He then gave a jump, and was there exactly in time.

After this they said that he must perform one task more; that yonder, in a rock, was a wild beast, a unicorn, of such a nature that he destroyed a great many of their people; if he cleared him out of the world he should obtain the damsel. So he took his people and went into the forest. They came to a firwood. There were three wild beasts, and three lairs had been formed by wallowing as they lay. Two did nothing: but the third destroyed the people. So they took some stones and some pine-cones in their pockets, and climbed up into a tree; and when the beasts lay down, they dropped a stone down upon that one which was the unicorn. He said to the next: "Be quiet; don't butt me." It said: "I'm not doing anything to you." Again they let a stone fall from above upon the unicorn. "Be quiet! you've already done it to me twice." "Indeed, I'm doing nothing to you." So they attacked each other and fought together. The unicorn wanted to pierce the second beast through; but it jumped out of the way, and he rushed so violently after it, that he struck his horn into a tree, and couldn't pull it out quickly. So they sprang speedily down from the fir, and the other two beasts ran away and escaped, but they cut off the head of the third, the unicorn, took it up, and carried it to the castle.

Now those in the castle saw that George had again accomplished that task. "What, prithee, shall we do? Perhaps we must after all give him the damsel!" "No, sire," said one of the attendants, "that cannot be; he is too lowborn to obtain a king's daughter! On the contrary, we must clear him out of the world." So the king ordered them to note his words, what he should say. There was a hired female servant there, and she said to him: "George, it will be evil for you to-day; they're going to clear you out of the world." He answered: "Oh, I'm not afraid. When I was only just twelve years old, I killed twelve of them at one blow!" But this was the fact: when his mother was baking a flat-cake, a dozen flies settled upon her, and he killed them all at a single blow.

When they heard this, they said: "Nothing else will do but we must shoot him." So they drew up the soldiers, and said they would hold a review in his honour, for they would celebrate the wedding in the square before the castle. Then they conducted him thither, and the soldiers were already going to let fly at him. But George said to the man who held his thumb in the bottle in the place of a stopper: "You said, if you pulled your thumb out, you could besprinkle everything. Pull it out—quick!" "Oh, sir, I'll easily perform that." So he pulled out his thumb and gave them all such a sprinkling that they were all blind, and not one could see.

So, when they perceived that nothing else was to be done, they told him to go, for they would give him the damsel. Then they gave him a handsome royal robe, and the wedding took place. I, too, was at the wedding; they had music there, sang, ate, and drank; there was meat, there were cheesecakes, and baskets full of everything, and buckets full of strong waters. To-day I went, yesterday I came; I found an egg among the tree-stumps; I knocked it against somebody's head, and gave him a bald place, and he's got it still.


XIII


Story DNA

Moral

Cleverness and resourcefulness can overcome challenges and social barriers, even against powerful adversaries.

Plot Summary

A sad princess can only be won by someone who makes her laugh. George, a shepherd's son, sets out with his magical goat and recruits three men with extraordinary abilities: a super-leaper, a far-seer, and a super-squirter. The goat's magic inadvertently creates a comical procession of trapped villagers, which makes the princess laugh. The royal court, unwilling to accept a lowborn suitor, sets two impossible tasks: fetching water from a distant spring in a minute and killing a fearsome unicorn. George uses his companions' powers to complete both tasks. When the court attempts to assassinate him, George's squirter companion blinds the soldiers, forcing the king to allow the marriage, and George weds the princess.

Themes

resourcefulnessperseverancecleverness over strengthsocial class barriers

Emotional Arc

underestimation to triumph

Writing Style

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

Narrative Elements

Conflict: person vs society
Ending: happy
Magic: magical goat that can detain people, superhuman abilities (leaping, seeing, squirting), unicorn as a mythical beast
the goat (symbol of George's humble origins and unexpected power)the silken riband (catalyst for the comical procession)

Cultural Context

Origin: Unknown (likely Central European folk tale)
Era: timeless fairy tale

The story reflects common folk tale motifs of a lowborn hero overcoming social barriers and impossible tasks through wit and magical aid, often found in European traditions.

Plot Beats (13)

  1. A king offers his daughter's hand to anyone who can make her laugh, as she is always sad.
  2. George, a shepherd's son, decides to try, taking only his magical goat, which can magically detain anyone who touches it.
  3. George recruits three men with extraordinary abilities: a super-leaper, a far-seer, and a super-squirter.
  4. At an inn, the goat's magical ribbon traps the innkeeper's three daughters, who try to steal it.
  5. In the morning, George leads the goat, with the three trapped daughters, through the village, where the judge and a bull also get trapped, forming a comical procession.
  6. The sight of this absurd procession makes the princess laugh uncontrollably, fulfilling the initial condition.
  7. The king's court, reluctant to marry the princess to a lowborn shepherd, demands George complete an impossible task: fetch water from a spring a hundred miles away in one minute.
  8. George uses his super-leaper to reach the spring, his far-seer to spot the leaper falling asleep, and his super-squirter to wake him, completing the task just in time.
  9. The court demands another impossible task: kill a dangerous unicorn that has been destroying people.
  10. George and his companions hide in a tree and trick the unicorn into fighting another beast, causing it to impale its horn in a tree, allowing them to kill it.
  11. Still unwilling to accept George, the court plots to kill him by staging a 'review' with soldiers ready to shoot him.
  12. George, forewarned by a servant, uses his super-squirter to blind all the soldiers, foiling the assassination attempt.
  13. With no other option, the king finally agrees to the marriage, and George marries the princess in a grand wedding.

Characters

👤

George

human young adult male

A sturdy, average-height young man with the build of someone accustomed to outdoor work, likely lean and strong from his life as a shepherd's son. His features are unremarkable but honest, reflecting his humble origins.

Attire: Initially, simple, practical shepherd's clothing: a coarse linen tunic, wool breeches, and sturdy leather boots, possibly a simple felt cap. After his success, he is given a "handsome royal robe" – likely a richly embroidered, floor-length garment of silk or velvet in deep colors like crimson or blue, possibly with fur trim, befitting a prince.

Wants: To win the hand of the princess and prove his worth, despite his humble birth.

Flaw: His low birth is perceived as a weakness by the king's court, making him an easy target for their schemes.

Transforms from a humble shepherd's son into a respected prince, winning the princess and overcoming societal prejudice through his ingenuity and bravery.

His simple, earnest face contrasted with the extraordinary companions he gathers.

Clever, resourceful, brave, determined, and humble. He doesn't boast but acts decisively.

👤

The Princess

human young adult female

A slender, elegant young woman of royal bearing, likely fair-skinned and delicate, reflecting her sheltered life within the castle. Her beauty is noted, but her defining characteristic is her perpetual sadness.

Attire: Rich, flowing gowns of fine fabrics like silk or velvet, in muted or somber colors, reflecting her sadness. Perhaps a delicate silver or pearl necklace, but nothing overly ostentatious due to her melancholic state. Her attire would be typical of a European princess of a medieval or early modern era.

Wants: Unclear, as her sadness is a given. Her motivation becomes to find someone who can bring her joy.

Flaw: Her inability to laugh and her deep sadness, which makes her inaccessible.

Transforms from a perpetually sad and silent figure to a joyful, laughing woman, finding happiness and a husband in George.

Her beautiful, sad face breaking into an explosive, castle-shaking laugh.

Melancholic, reserved, initially unamused, but capable of immense joy when finally provoked to laughter.

✦

The Goat

goat adult non-human

A sturdy, medium-sized goat, perhaps with shaggy, light-colored fur (white or cream) and curved horns. Its eyes would be intelligent and knowing, reflecting its magical nature.

Attire: None, but it is adorned with a "silken riband" at one point, which becomes a key plot device.

Wants: To assist George in his quest, acting as a magical anchor.

Flaw: None explicitly stated, its power seems absolute.

Remains consistent, serving as a magical tool for George.

A calm, white goat with a long, silken riband tied around its neck, surrounded by a cluster of people unable to move away from it.

Magical, passive-aggressive (in its ability to detain), loyal to George.

👤

The Leaping Man

human adult male

A man of unusual physique, perhaps with unusually long or muscular legs, or a slightly awkward posture due to the foot on his shoulder. He would appear strong and agile despite his peculiar burden.

Attire: Practical, worn traveler's clothes, likely made of sturdy linen or wool in earthy tones, suitable for long journeys. Perhaps a simple tunic and trousers.

Wants: To find service and a purpose for his extraordinary ability.

Flaw: His power is so great that he might fall asleep after exerting it, as seen when he falls asleep at the spring.

Remains consistent, serving George with his power.

A man with one of his own feet resting casually on his shoulder, ready to spring into action.

Loyal, honest about his abilities, eager to serve.

👤

The Far-Seeing Man

human adult male

A man whose most distinguishing feature is the bandage over his eyes. His build might be less robust than the others, as his power is visual, not physical.

Attire: Simple, unassuming traveler's clothes, perhaps a tunic and trousers in muted colors, not drawing attention to himself.

Wants: To find service where his unique vision can be useful.

Flaw: His vision is so powerful it must be bandaged, and he can still miss crucial details (like the Leaping Man falling asleep) if not prompted.

Remains consistent, serving George with his power.

A man with a prominent bandage covering his eyes, yet conveying a sense of intense awareness.

Observant, honest, eager to serve.

👤

The Squirt-Man

human adult male

A man who carries a bottle, with his thumb acting as a stopper. His build might be average, his power residing in his unique ability rather than physical prowess.

Attire: Practical, sturdy traveler's clothes, perhaps a brown or green tunic and trousers, with a belt to hold his bottle.

Wants: To find service where his unique ability can be an advantage.

Flaw: None explicitly stated, his power seems to be entirely beneficial.

Remains consistent, serving George with his power.

A man holding a bottle under his arm, with his thumb firmly inserted as a stopper, ready to unleash a powerful stream.

Confident in his abilities, eager to prove his usefulness, decisive when called upon.

👤

The King

human elderly male

An elderly, regal man, perhaps with a slightly portly build from a life of luxury. He would carry himself with the authority of a ruler, though perhaps also with a hint of weariness from his daughter's sadness.

Attire: Opulent royal robes of rich fabrics like crimson or purple velvet, heavily embroidered with gold thread, possibly trimmed with ermine fur. A heavy gold crown adorned with jewels would sit upon his head. His attire would be typical of a European monarch of a medieval or early modern era.

Wants: To see his daughter laugh and find a suitable husband for her, but also to maintain the prestige and purity of the royal line.

Flaw: His pride and prejudice against commoners, which leads him to break his word and attempt to eliminate George.

Starts as a desperate father, becomes a treacherous antagonist, and is ultimately forced to accept George due to his repeated successes.

An elderly king in opulent robes, with a worried expression, sitting on a throne or standing with a scepter.

Desperate (for his daughter's happiness), proud (of his lineage), initially fair (with the proclamation), but ultimately treacherous and class-conscious.

Locations

The Innkeeper's Room

indoor night

A side room within a bustling inn, likely furnished simply, where the innkeeper's three maiden daughters sleep. The goat is tied here with a silken riband.

Mood: Cozy, domestic, mischievous

The goat's magical ability to detain people is first demonstrated on the innkeeper's daughters, setting up the comical procession.

silken riband goat three maiden daughters beds or sleeping arrangements

Village Street and Castle Square

transitional morning clear, likely spring or summer

A narrow street in a Central European village, leading to a grand square in front of a king's castle. The procession grows as more people and animals get stuck to the goat.

Mood: Comical, bustling, public spectacle

George leads the ever-growing, comical procession through the village and into the castle square, causing the princess to laugh.

judge's window cowherd cows and bull castle facade cobblestone street

Firwood Forest

outdoor day varies, likely temperate

A dense firwood forest, where three wild beasts, including a destructive unicorn, have made their lairs. The ground is likely covered with pine needles and the undergrowth is thick.

Mood: Dangerous, wild, strategic

George and his companions defeat the unicorn by tricking the beasts into fighting each other.

fir trees pine cones stones three lairs (wallowing depressions) unicorn