The Grateful Dead: The History of a Folk StoryGerould, Gordon Hall
General
The Grateful Dead: The History of a Folk Story
Gerould, Gordon Hall
Dead -- Folklore; Folk literature -- Themes, motives; Grateful dead (Tale)
Irish II. is, indeed, of great importance to our study at this
point. It is in some way a link between Sicilian and Harz II. and the
subdivision now under discussion. Furthermore, the fact that Straparola
II. has some traits of The Lady and the Monster in common with all the
members of the group under consideration shows that it can safely be
placed in the same category as Sicilian and Harz II. Though the feats
by which the princess is won are somewhat different in the last-named
variants from the feats in Straparola II. on the one hand and in the
compound The Grateful Dead + The Poison Maiden + The Water of Life
(The Lady and the Monster) on the other, there can be little doubt,
it seems to me, that all of them belong together. Irish II. by the
introduction of The Skilful Companions thus furnishes a clue by which
the tales having the compound just mentioned may be classed with two
varieties of the simple combination, and permits us to reduce the
total number of categories with reference to The Water of Life from
four to three.
Before proceeding to a general discussion of the means by which this
theme was brought into connection with The Grateful Dead and the
comparative date of the combination or series of combinations, it is
necessary to examine four other versions,--those which have the form
The Grateful Dead + The Ransomed Woman + The Water of Life. Like the
group just treated, all of them have been summarized and discussed
with reference to the prime features of the compound. [202] They are
Bohemian, Simrock I., Simrock III., and Simrock VII.
The elements of these variants, apart from those due to the main
compound, are as follows. In Bohemian the hero is given a flute
and a captive princess by his helper, and escapes with them from
prison. Later he is cast into the sea by a rival, but is rescued by
the helper and given a wishing ring. By means of this ring he turns
first into an eagle and afterwards into an old man, and succeeds in
winning the princess by building and painting a church. In Simrock
I. the hero is rescued by the helper after being cast overboard by
a rival, and is given the power of obtaining his wishes. Thereby he
paints three rooms to the liking of the princess, and is recognized
by her. Simrock III. differs from this only in making the helper
do the painting and in having one room painted instead of three. In
Simrock VII., finally, the hero releases a princess by hewing trees,
separating grain, and choosing his mistress among three hundred women,
all without aid. Later he is rescued from the sea and recognized by
means of a ring and a handkerchief.
Public-domain text, read in full here on John Shaqi.
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