The Riddle
by Andrew Lang · from The Green Fairy Book
Adapted Version
A Prince and his helper walked. It got dark. They saw a small house. A young, pretty girl stood outside.
"Can we sleep here?" asked the Prince.
"Yes," said the Kind Girl sadly. "But please do not go in."
"Why not?" asked the Prince.
"My stepmother is not nice," she whispered. "She makes bad drinks."
The Prince was brave. He went inside. A Grumpy Old Woman sat by the fire. Her eyes were red.
"Hello," she said. "Sit down."
The Kind Girl secretly warned them. "Do not drink anything," she said.
They slept well. Next morning, she gave the Prince a drink. "For your journey," she said.
The Prince rode away fast. The Helper stayed to fix his saddle. "Take this to your master," she said.
The glass cracked. The sleepy potion spilled on the horse. The horse fell asleep.
The Helper ran to the Prince. He went back for the saddle. A Raven was near the sleepy horse. The Raven got sleepy too. The Helper took the Raven.
They traveled all day. At night, they found an inn. The Helper gave the Raven for supper.
Many grumpy people ate there. The Grumpy Old Woman was there too. They all ate the Raven soup.
They all fell asleep. Only the innkeeper's kind daughter stayed awake. She showed them the grumpy people's shiny things.
"No, thank you," said the Prince. "You keep them."
They traveled more. They came to a town. A proud Princess lived there. She had a riddle game. If you lost, you lost the game. Many had lost.
The Prince wanted to try. He told her his riddle. "What hurt none but made twelve sleep?"
The Princess thought hard. She could not guess.
She sent her maid to ask the Prince. The Helper told her a story instead.
The next night, she sent another lady. The Helper sang her a song.
On the third night, the Princess came herself. She wore a grey cloak. She asked the Prince about the riddle.
"The sleepy Raven," he said. "And the twelve grumpy people."
She tried to leave. The Prince held her cloak.
Next day, the Princess said she guessed it. The Prince said, "She asked me at night."
The judges asked for proof. The Helper showed the three cloaks. One was the Princess's grey cloak.
The judges said, "The Prince wins!"
The Princess learned a lesson. She and the Prince shook hands. They smiled. They became good friends.
Being smart is good. Being mean is not nice. It is better to be kind and clever.
Original Story
THE RIDDLE
A King's son once had a great desire to travel through the world, so he
started off, taking no one with him but one trusty servant. One day he
came to a great forest, and as evening drew on he could find no shelter,
and could not think where to spend the night. All of a sudden he saw a
girl going towards a little house, and as he drew nearer he remarked
that she was both young and pretty. He spoke to her, and said, 'Dear
child, could I and my servant spend the night in this house?'
'Oh yes,' said the girl in a sad tone, 'you can if you like, but I
should not advise you to do so. Better not go in.'
'Why not?' asked the King's son.
The girl sighed and answered, 'My stepmother deals in black arts, and
she is not very friendly to strangers.'
The Prince guessed easily that he had fallen on a witch's house, but as
by this time it was quite dark and he could go no further, and as
moreover he was not at all afraid, he stepped in.
An old woman sat in an arm-chair near the fire, and as the strangers
entered she turned her red eyes on them. 'Good evening,' she muttered,
and pretending to be quite friendly. 'Won't you sit down?'
She blew up the fire on which she was cooking something in a little pot,
and her daughter secretly warned the travellers to be very careful not
to eat or drink anything, as the old woman's brews were apt to be
dangerous.
They went to bed, and slept soundly till morning. When they were ready
to start and the King's son had already mounted his horse the old woman
said: 'Wait a minute, I must give you a stirrup cup.' Whilst she went to
fetch it the King's son rode off, and the servant who had waited to
tighten his saddle-girths was alone when the witch returned.
'Take that to your master,' she said; but as she spoke the glass cracked
and the poison spurted over the horse, and it was so powerful that the
poor creature sank down dead. The servant ran after his master and told
him what had happened, and then, not wishing to lose the saddle as well
as the horse, he went back to fetch it. When he got to the spot he saw
that a raven had perched on the carcase and was pecking at it. 'Who
knows whether we shall get anything better to eat to-day!' said the
servant, and he shot the raven and carried it off.
[Illustration]
Then they rode on all day through the forest without coming to the end.
At night-fall they reached an inn, which they entered, and the servant
gave the landlord the raven to dress for their supper. Now, as it
happened, this inn was a regular resort of a band of murderers, and the
old witch too was in the habit of frequenting it.
As soon as it was dark twelve murderers arrived, with the full intention
of killing and robbing the strangers. Before they set to work, however,
they sat down to table, and the landlord and the old witch joined them,
and they all ate some broth in which the flesh of the raven had been
stewed down. They had hardly taken a couple of spoonfuls when they all
fell down dead, for the poison had passed from the horse to the raven
and so into the broth. So there was no one left belonging to the house
but the landlord's daughter, who was a good, well-meaning girl, and had
taken no part in all the evil doings.
She opened all the doors, and showed the strangers the treasures the
robbers had gathered together; but the Prince bade her keep them all for
herself, as he wanted none of them, and so he rode further with his
servant.
After travelling about for some length of time they reached a town where
lived a lovely but most arrogant Princess. She had given out that anyone
who asked her a riddle which she found herself unable to guess should be
her husband, but should she guess it he must forfeit his head. She
claimed three days in which to think over the riddles, but she was so
very clever that she invariably guessed them in a much shorter time.
Nine suitors had already lost their lives when the King's son arrived,
and, dazzled by her beauty, determined to risk his life in hopes of
winning her.
So he came before her and propounded his riddle. 'What is this?' he
asked. 'One slew none and yet killed twelve.'
She could not think what it was! She thought, and thought, and looked
through all her books of riddles and puzzles, but she found nothing to
help her, and could not guess; in fact, she was at her wits' end. As she
could think of no way to guess the riddle, she ordered her maid to steal
at night into the Prince's bedroom and to listen, for she thought that
he might perhaps talk aloud in his dreams and so betray the secret. But
the clever servant had taken his master's place, and when the maid came
he tore off the cloak she had wrapped herself in and hunted her off with
a whip.
On the second night the Princess sent her lady-in-waiting, hoping that
she might succeed better, but the servant took away her mantle and
chased her away also.
On the third night the King's son thought he really might feel safe, so
he went to bed. But in the middle of the night the Princess came
herself, all huddled up in a misty grey mantle, and sat down near him.
When she thought he was fast asleep, she spoke to him, hoping he would
answer in the midst of his dreams, as many people do; but he was wide
awake all the time, and heard and understood everything very well.
Then she asked: 'One slew none--what is that?' and he answered: 'A raven
which fed on the carcase of a poisoned horse.'
She went on: 'And yet killed twelve--what is that?' 'Those are twelve
murderers who ate the raven and died of it.'
As soon as she knew the riddle she tried to slip away, but he held her
mantle so tightly that she was obliged to leave it behind.
Next morning the Princess announced that she had guessed the riddle, and
sent for the twelve judges, before whom she declared it. But the young
man begged to be heard, too, and said: 'She came by night to question
me, otherwise she never could have guessed it.'
The judges said: 'Bring us some proof.' So the servant brought out the
three cloaks, and when the judges saw the grey one, which the Princess
was in the habit of wearing, they said: 'Let it be embroidered with gold
and silver; it shall be your wedding mantle.'
Grimm.
Story DNA
Moral
Cleverness and quick thinking can overcome danger and lead to fortune, while evil deeds often lead to self-destruction.
Plot Summary
A King's son and his servant narrowly escape a witch's poison, which inadvertently kills their horse. The poison then transfers to a raven, which the servant shoots and cooks. This poisoned raven is consumed by a band of murderers and the witch at an inn, leading to their demise. Later, the Prince challenges an arrogant Princess with a riddle based on these events. The Princess attempts to trick the answer out of him over three nights, but the Prince and his clever servant outwit her, using her discarded mantles as proof of her deceit, ultimately leading to their marriage.
Themes
Emotional Arc
danger to triumph
Writing Style
Narrative Elements
Cultural Context
This tale is attributed to the Brothers Grimm, collected in 19th-century Germany, reflecting common folk beliefs and narrative structures of the time.
Plot Beats (14)
- A King's son and his servant seek shelter in a forest and find a house belonging to a witch.
- The witch's daughter warns the travelers about her stepmother's evil nature and poisoned brews.
- The witch attempts to poison the Prince with a 'stirrup cup,' but he rides off, and the servant receives the poisoned drink.
- The poisoned drink cracks the glass, spilling on the servant's horse, killing it instantly.
- The servant shoots a raven pecking at the poisoned horse and carries it for food.
- The Prince and servant arrive at an inn frequented by murderers and the witch, where the raven is cooked for supper.
- The murderers, the witch, and the landlord eat the poisoned raven broth and die, leaving only the good landlord's daughter alive.
- The Prince and servant leave the inn, refusing the murderers' treasures, and continue their journey.
- They arrive in a town where an arrogant Princess challenges suitors with a deadly riddle game.
- The Prince proposes his riddle: 'One slew none and yet killed twelve.'
- The Princess sends her maid, then her lady-in-waiting, to trick the Prince into revealing the answer, but the servant thwarts them.
- On the third night, the Princess herself tries to trick the Prince, who is awake and hears her questions, revealing the answer but holding onto her mantle.
- The Princess claims to have guessed the riddle, but the Prince presents the three mantles as proof of her deceit.
- The judges rule in favor of the Prince, and the Princess is compelled to marry him.
Characters
King's son ★ protagonist
Handsome, brave, and determined to travel the world
Attire: Fine traveling clothes befitting a prince, including a tunic, breeches, boots, and possibly a cloak
Adventurous, intelligent, and confident
Image Prompt & Upload
A young prince in his late teens with a determined expression, standing tall with a confident posture. He has short, neatly styled dark hair and bright, focused eyes. He wears a royal blue tunic with gold embroidery along the collar and sleeves, a leather belt with a silver buckle, dark trousers, and polished brown boots. A simple silver circlet rests on his head. His hand rests gently on the hilt of a sheathed sword at his side. Plain white background, full body visible head to toe, single figure, no watermark, no text, no signature.
Servant ◆ supporting
Loyal and clever
Attire: Simple, sturdy clothing suitable for travel and labor, including a tunic, breeches, and boots
Loyal, resourceful, and quick-thinking
Image Prompt & Upload
A young adult of modest appearance, with a humble and attentive expression. They wear simple, durable clothing in muted earth tones: a loose-fitting tunic over trousers, a worn leather apron, and scuffed boots. Their hair is neatly tied back. They stand in a slight, respectful bow, holding a polished wooden tray or a dusting cloth. Their posture is ready and service-oriented, with hands gently clasped. Plain white background, full body visible head to toe, single figure, no watermark, no text, no signature.
Girl ◆ supporting
Young and pretty, but sad
Attire: Simple peasant dress, likely drab and worn
Kind, cautious, and fearful
Image Prompt & Upload
A young teenage girl with a gentle and kind expression, her warm brown eyes looking attentively forward. She has long, wavy chestnut hair tied back with a simple ribbon. She wears a practical, earth-toned tunic over a cream-colored blouse, with sturdy leggings and soft leather boots. Her posture is upright and poised, one hand resting lightly on her hip while the other holds a small, woven basket filled with wildflowers. She stands ready and attentive, as if waiting to assist. Plain white background, full body visible head to toe, single figure, no watermark, no text, no signature.
Old woman ⚔ antagonist
Wicked witch
Attire: Dark, tattered robes
Deceitful, malevolent, and cunning
Image Prompt & Upload
An elderly woman with a hunched posture, deep wrinkles, and a cruel, thin-lipped smile. She has sharp, hawk-like features, dark eyes glinting with malice, and long, bony fingers. Her silver hair is pulled back into a tight, severe bun. She wears a tattered, dark purple cloak over a simple black dress, clutching a gnarled wooden staff. She stands in a slightly leaning, predatory stance, as if plotting mischief. Plain white background, full body visible head to toe, single figure, no watermark, no text, no signature.
Princess ⚔ antagonist
Lovely but arrogant
Attire: Richly embroidered gowns, jeweled accessories, and a distinctive misty grey mantle
Arrogant, intelligent, and ruthless
Image Prompt & Upload
A young woman with a cold, imperious expression and sharp, aristocratic features. She has pale skin, high cheekbones, and dark, calculating eyes. Her platinum blonde hair is styled in an intricate, severe updo adorned with small silver and amethyst jewels. She wears an elegant, structured gown of deep purple velvet with a high collar and long sleeves, accented with silver embroidery and dark gemstones. One hand rests on the hilt of a jeweled dagger at her waist, while the other holds a single black rose. She stands tall with a rigid, commanding posture, looking down her nose. Plain white background, full body visible head to toe, single figure, no watermark, no text, no signature.
Raven ○ minor
Black plumage
Opportunistic
Image Prompt & Upload
A young woman with raven-black hair cut in a sharp bob, pale skin, and dark, watchful eyes. She wears a simple charcoal-gray woolen dress with long sleeves and a high collar. Her posture is straight and still, her hands clasped loosely in front of her. Plain white background, full body visible head to toe, single figure, no watermark, no text, no signature.
Locations
Witch's Cottage
A small, isolated house in a great forest. Inside, an old woman sits in an armchair near a crackling fire, cooking something in a little pot. The room is dimly lit, with red light reflecting in the witch's eyes.
Mood: eerie, dangerous, unwelcoming
The prince and his servant seek shelter and are warned about the witch's dangerous brews.
Image Prompt & Upload
A small, crooked cottage nestled deep within an ancient, mist-shrouded forest at dusk. The timber-and-stone house leans slightly, with a crooked chimney puffing purple smoke into the twilight sky. The forest is dense with gnarled, moss-covered trees and twisted roots. Glowing amber light spills from a single, round window, illuminating a cluttered porch with hanging herbs and a bubbling cauldron. The path to the door is overgrown with glowing mushrooms and strange, luminous flowers. The atmosphere is mysterious and quiet, with a soft fog clinging to the forest floor. no border, no frame, no watermark, no text, no signature, edge-to-edge illustration
Forest Inn
A regular resort for murderers, with a dining table where the innkeeper, the witch, and twelve murderers gather. The atmosphere is dark and secretive.
Mood: dangerous, treacherous, sinister
The murderers are poisoned by the raven broth, and the prince discovers the robbers' treasure.
Image Prompt & Upload
A remote, weathered wooden inn hidden deep within a shadowy, mist-shrouded pine forest at midnight. The crooked, moss-covered structure has a single dim, amber glow from a grimy window, hinting at a long dining table within. The surrounding atmosphere is thick with fog and damp, with gnarled roots and twisted branches creating a sense of entrapment. The color palette is desaturated, dominated by deep greens, murky browns, and charcoal grays, with the faint, eerie light cutting through the oppressive darkness. The air feels heavy and silent, with wet leaves blanketing the untrodden path leading to its unwelcoming door. no border, no frame, no watermark, no text, no signature, edge-to-edge illustration.
Princess's Town
A town where a lovely but arrogant Princess resides. The setting includes the Princess's chamber where she attempts to discover the riddle.
Mood: high-stakes, intellectual, deceptive
The prince proposes his riddle, the princess attempts to steal the answer, and the prince reveals her deception.
Image Prompt & Upload
A twilight view of a fairytale town nestled in a valley, its spired rooftops and winding cobblestone streets bathed in the soft blue and lavender light of dusk. Lanterns glow warmly along a bridge over a gentle river. The focus is on a high, arched window of a tall, elegant stone tower, the Princess's chamber. Inside, the warm golden light from a candelabra illuminates a large wooden desk covered in scattered parchment and an open, ancient-looking book, suggesting a riddle being pondered. The window reflects the first emerging stars. no border, no frame, no watermark, no text, no signature, edge-to-edge illustration.