The Musicians of Bremen
by Unknown · from Tales of Laughter: A third fairy book
Adapted Version
Once, there was an old donkey. He was very tired. His master did not want him anymore. So, donkey went on an adventure!
Donkey was old. He worked many years. His master did not want him. Donkey was sad. He ran away. He wanted to go to Bremen. He wanted to make music there. He wanted a new, happy life.
Donkey walked. He saw a Dog. Dog was tired. Dog's master did not want him. Dog was sad too. Donkey said, "Come. We make music!" Dog happy. They walked together.
They walked more. They saw a Cat. Cat was not happy. Her owner did not want her. Cat was sad. Donkey said, "Come. We make music!" Cat joined.
They walked more. They saw a Rooster. Rooster was worried. He was not safe at home. Rooster was sad. Donkey said, "Come. We make music!" Rooster joined.
Four friends walked. They walked all day. Bremen was far away. Night came. They found a forest. They would sleep there.
Rooster flew up high. He saw a light. "Look!" he cried. "A house is near!" They walked to light. It was a Robber house.
The friends made a plan. Donkey stood by the window. Dog jumped on Donkey's back. Cat climbed on Dog. Rooster flew on Cat's head. They made a tall tower.
They made loud noise. Donkey brayed. Dog barked. Cat meowed. Rooster crowed. They made a big noise at the window. The people ran away quickly.
The friends went inside. They saw some food. They ate the nice meal. Then they found beds. They were very tired.
Later, the Robber Leader spoke. "Go look at the house!" he said. A Robber Scout went back.
Scout went inside. It was dark. He saw Cat's eyes. Cat surprised him. Cat scratched him. Dog jumped on him. Dog bit his leg. Donkey pushed him hard. Rooster crowed loudly. Scout was very scared. He ran away fast.
Scout ran to Robber Leader. He was very scared. "Strange things are in the house!" he cried. "A big shadow scratched me. A big shadow bit me. A big shadow pushed me. Scary noises came!"
Robber Leader heard this. "It is a very strange place!" he said. The robbers ran away. They never came back. The four friends lived there. They were very happy.
The old friends found a new home. They were happy because they helped each other. Even old friends can find new adventures together!
They lived happily in their new home. They never went to Bremen. They had each other. That was best music.
Original Story
The Musicians of Bremen
A certain man had a donkey that had served him faithfully for many long years, but whose strength was so far gone that at last he was quite unfit for work. So his master began to consider how much he could make of the donkey’s skin, but the beast, perceiving that no good wind was blowing, ran away along the road to Bremen. “There,” thought he, “I can be town musician.” When he had run some way, he found a hound lying by the roadside, yawning like one who was very tired. “What are you yawning for now, you big fellow?” asked the ass.
“Ah,” replied the hound, “because every day I grow older and weaker; I cannot go any more to the hunt, and my master has well-nigh beaten me to death, so that I took to flight; and now I do not know how to earn my bread.”
“Well, do you know,” said the ass, “I am going to Bremen, to be town musician there; suppose you go with me and take a share in the music. I will play on the lute, and you shall beat the kettledrums.” The dog was satisfied, and off they set.
Presently they came to a cat, sitting in the middle of the path, with a face like three rainy days! “Now, then, old shaver, what has crossed you?” asked the ass.
“How can one be merry when one’s neck has been pinched like mine?” answered the cat. “Because I am growing old, and my teeth are all worn to stumps, and because I would rather sit by the fire and spin, than run after mice, my mistress wanted to drown me; and so I ran away. But now good advice is dear, and I do not know what to do.”
“Go with us to Bremen. You understand nocturnal music, so you can be town musician.” The cat consented, and went with them. The three vagabonds soon came near a farmyard, 78where, upon the barn door, the cock was sitting crowing with all his might. “You crow through marrow and bone,” said the ass; “what do you do that for?”
“That is the way I prophesy fine weather,” said the cock; “but, because grand guests are coming for the Sunday, the housewife has no pity, and has told the cook-maid to make me into soup for the morrow; and this evening my head will be cut off. Now I am crowing with a full throat as long as I can.”
“Ah, but you, Red-comb,” replied the ass, “rather come away with us. We are going to Bremen, to find there something better than death; you have a good voice, and if we make music together it will have full play.”
The cock consented to this plan, and so all four traveled on together. They could not, however, reach Bremen in one day, and at evening they came into a forest, where they meant to pass the night. The ass and the dog laid themselves down under a large tree, the cat and the cock climbed up into the branches, but the latter flew right to the top, where he was most safe. Before he went to sleep he looked all round the four quarters, and soon thought he saw a little spark in the distance; so, calling his companions, he said they were not far from a house, for he saw a light. The ass said: “If it is so, we had better get up and go farther, for the pasturage here is very bad”; and the dog continued: “Yes, indeed! a couple of bones with some meat on would be very acceptable!” So they made haste toward the spot where the light was, and which shone now brighter and brighter, until they came to a well-lighted robber’s cottage. The ass, as the biggest, went to the window and peeped in. “What do you see, Gray-horse?” asked the cock. “What do I see?” replied the ass; “a table laid out with savory meats and drinks, with robbers sitting around enjoying themselves.”
“That would be the right sort of thing for us,” said the cock.
“Yes, yes, I wish we were there,” replied the ass. Then these animals took counsel together how they should contrive to drive away the robbers, and at last they thought of a way. 79The ass placed his forefeet upon the window ledge, the hound got on his back, the cat climbed up upon the dog, and, lastly, the cock flew up and perched upon the head of the cat. When this was accomplished, at a given signal they commenced together to perform their music: the ass brayed, the dog barked, the cat mewed, and the cock crew; and they made such a tremendous noise, and so loud, that the panes of the window were shivered! Terrified at these unearthly sounds, the robbers got up with great precipitation, thinking nothing less than that some spirits had come, and fled off into the forest, so the four companions immediately sat down at the table, and quickly ate up all that was left, as if they had been fasting for six weeks.
As soon as they had finished, they extinguished the light, and each sought for himself a sleeping-place, according to his nature and custom. The ass laid himself down upon some straw, the hound behind the door, the cat upon the hearth, near the warm ashes, and the cock flew up on a beam which ran across the room. Weary with their long walk, they soon went to sleep.
At midnight the robbers perceived from their retreat that no light was burning in their house, and all appeared quiet; so the captain said: “We need not have been frightened into fits”; and, calling one of the band, he sent him forward to reconnoiter. The messenger, finding all still, went into the kitchen to strike a light, and, taking the glistening, fiery eyes of the cat for live coals, he held a lucifer match to them, expecting it to take fire. But the cat, not understanding the joke, flew in his face, spitting and scratching, which dreadfully frightened him, so that he made for the back door; but the dog, who laid there, sprang up and bit his leg; and as he limped upon the straw where the ass was stretched out, it gave him a powerful kick with its hind foot. This was not all, for the cock, awaking at the noise, clapped his wings, and cried from the beam: “Cock-a-doodle-doo, cock-a-doodle-do!”
Then the robber ran back as well as he could to his captain, and said: “Ah, my master, there dwells a horrible witch in the house, who spat on me and scratched my face with her long 80nails; and then before the door stands a man with a knife, who chopped at my leg; and in the yard there lies a black monster, who beat me with a great wooden club; and besides all, upon the roof sits a judge, who called out, ‘Bring the knave up, do!’ so I ran away as fast as I could.”
After this the robbers dared not again go near their house; but everything prospered so well with the four town musicians of Bremen, that they did not forsake their situation! And there they are to this day, for anything I know.
Story DNA
Moral
Even when old and unwanted, one can find new purpose and strength through cooperation and cleverness.
Plot Summary
An old donkey, facing death, runs away to Bremen to become a musician. Along the way, he gathers three other old, unwanted animals—a dog, a cat, and a rooster—who are also fleeing their masters. Unable to reach Bremen in a day, they discover a robber's cottage in the forest. They cleverly scare the robbers away with a cacophony of noise, then settle into the cottage. When a scout returns, each animal frightens him in turn, leading him to believe the house is haunted by monstrous beings. The robbers abandon the cottage, and the four friends live happily there ever after, never reaching Bremen.
Themes
Emotional Arc
despair to triumph
Writing Style
Narrative Elements
Cultural Context
The Brothers Grimm collected this tale, which reflects common anxieties about aging and abandonment in pre-industrial society, as well as the appeal of finding community and safety.
Plot Beats (13)
- An old donkey, facing death from his master, runs away to Bremen to become a town musician.
- The donkey meets an old hunting dog, also discarded by his master, and invites him to join the band.
- They encounter an old cat, about to be drowned, and invite her to join their musical venture.
- They find an old rooster, destined for soup, and convince him to join their group.
- The four animals travel together but cannot reach Bremen in a day, so they decide to spend the night in a forest.
- The rooster spots a light in the distance, leading them to a well-lit robber's cottage.
- They devise a plan: the donkey stands on the window ledge, the dog on the donkey, the cat on the dog, and the rooster on the cat's head.
- At a signal, they all make their loudest noises, shattering the window and terrifying the robbers, who flee into the forest.
- The animals enter the cottage, eat the robbers' feast, and find comfortable sleeping spots.
- Later that night, the robber captain sends a scout back to investigate the quiet house.
- The scout enters the dark kitchen, mistakes the cat's eyes for coals, and is attacked by the cat, then the dog, then kicked by the donkey, and finally crowed at by the rooster.
- The terrified scout returns to his captain, describing the animals as a witch, a man with a knife, a black monster, and a judge.
- Convinced the house is truly haunted, the robbers abandon it, and the four animals live out their days happily in the cottage.
Characters
The Donkey
A large, sturdy donkey, though now gaunt and showing signs of age. His coat is a dull grey, matted in places from years of hard labor, with visible ribs beneath his hide. His once strong legs are now thin and weary, and his hooves are worn.
Attire: None, as he is an animal. Perhaps a worn leather halter or bridle from his working days, though not explicitly mentioned.
Wants: To escape death and find a new purpose as a musician in Bremen, to live out his remaining years peacefully.
Flaw: His advanced age and physical weakness, which makes him unfit for his previous work.
Transforms from a discarded, fearful animal into a confident leader who finds a new family and a safe home.
Determined, resourceful, empathetic, a natural leader. He initiates the journey to Bremen and gathers the other animals.
The Hound
A large, lean hound, once powerful but now gaunt and showing the effects of age and mistreatment. His fur is short and coarse, likely a mix of brown and black, with patches of grey around his muzzle. His body is scarred from hunts and beatings.
Attire: None, as he is an animal. Perhaps a tattered collar, though not explicitly mentioned.
Wants: To escape death and find a way to earn his bread, to find safety and companionship.
Flaw: His age and physical weakness, which prevent him from hunting effectively.
Recovers from despair and finds a new family and a purpose beyond hunting, becoming a guardian.
Loyal, weary, initially despondent, but finds renewed purpose and courage with his companions.
The Cat
A scrawny, old cat with a thin, matted coat, likely dark in color. His body is bony, and he moves with a stiff, cautious demeanor. His claws are long and sharp, though his teeth are worn.
Attire: None, as he is an animal.
Wants: To escape being drowned and find a warm, safe place to live out his old age, to find companionship.
Flaw: His age and worn teeth, which make him ineffective at catching mice.
Transforms from a miserable, unwanted creature into a valued member of a protective group, finding a new sense of belonging and purpose.
Grumpy, cynical, initially despondent, but becomes fiercely protective and cunning when threatened.
The Cock
A vibrant, proud rooster with striking red comb and wattles. His feathers are a magnificent array of iridescent colors, likely fiery reds, oranges, and greens, though he is aware of his impending doom. He has strong legs and sharp spurs.
Attire: None, as he is an animal.
Wants: To escape being made into soup and to continue using his voice, to find a place where his talents are valued.
Flaw: His vulnerability to human intentions, as he is seen as food.
Changes from a creature resigned to his fate into an active participant in his own rescue, using his unique abilities to help his new companions.
Proud, prophetic, initially resigned to his fate, but quickly embraces the chance for survival and uses his keen observation skills.
The Robber Captain
A burly, imposing man, likely with a rough, weather-beaten face from a life of crime and living outdoors. He would be of average height but with a strong, intimidating build.
Attire: Coarse, dark wool or leather clothing, practical for a life of banditry. Perhaps a heavy cloak, sturdy boots, and a wide leather belt. No fine clothes, but functional, worn attire.
Wants: To lead his band in their criminal activities and enjoy their ill-gotten gains, to maintain control over his men.
Flaw: His superstition and fear of the unknown, which makes him easily intimidated by the animals' 'music' and the scout's exaggerated report.
Begins as a confident leader but is utterly terrified and driven away by the animals, losing his home and authority.
Authoritative, initially confident, but easily spooked and superstitious. He is quick to believe in supernatural explanations.
The Robber Scout
A lean, agile man, perhaps a bit nervous, with a less imposing build than the captain. He would be quick on his feet but easily startled.
Attire: Simple, dark, and practical clothing, similar to the captain but perhaps less well-maintained. A tunic, trousers, and worn boots, possibly a thin cloak.
Wants: To follow his captain's orders, to avoid punishment, to survive.
Flaw: His extreme fear and vivid imagination, which lead him to misinterpret the animals as supernatural beings.
Starts as a cautious scout but is utterly traumatized by his encounter with the animals, becoming a source of terror for the entire robber band.
Nervous, easily frightened, prone to exaggeration and panic. He is loyal to his captain but ultimately a coward.
Locations
Forest Path
A winding dirt path through a dense, temperate European forest, with tall trees forming a canopy overhead. The ground is likely covered with fallen leaves and some undergrowth.
Mood: Initially weary and uncertain, then hopeful as the animals meet.
The donkey, dog, and cat meet and decide to travel together to Bremen.
Farmyard with Barn
A typical German farmyard, likely muddy or dusty, with a prominent barn. The barn door is a key feature where the cock is perched.
Mood: Ordinary, rural, with a hint of impending danger for the cock.
The three animals encounter the cock, who joins their group.
Deep Forest at Night
A dark, dense European forest at night, with large, ancient trees. The ground is uneven, covered with roots and undergrowth. A single large tree serves as a temporary resting spot.
Mood: Mysterious, slightly foreboding, then hopeful with the distant light.
The animals stop for the night and spot a light in the distance.
Robber's Cottage Interior
A rustic, somewhat crude interior of a German cottage, likely built with rough-hewn timber walls and a simple wooden floor. A large wooden table is central, laden with food and drink. A hearth with ashes is present, and a wooden beam crosses the ceiling.
Mood: Initially boisterous and gluttonous, then chaotic and terrifying, finally peaceful and secure.
The animals scare away the robbers and claim the cottage as their new home.