Motifs
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58 motifs match “adventure” · back to the chapters
- Animal cries recall ancient adventure. The ancient animal cries out in difficulty. The present animal has the same cry. (Cf. A2426.1.1, A2426.4.1.) A2275.4
- Tabu: going home before adventure is completed. C756.3
- Tabu: telling adventure in otherworld too soon. C757.2
- Challenge at entrance of otherworld. The adventurer challenges or is challenged. F150.3
- Shield hung on pole in front of otherworld palace as signal that adventurer must fight with owner. F150.3.1
- Hospitable host entertains (guides, advises) adventurer on way to otherworld. F151.0.1
- Adventures of thumbling. See Type 700 for detailed adventures. F535.1.1
- Recognition by wounds on lip and finger received at common adventure. H16.2
- Quest for adventure. H1221
- Old warrior longs for more adventure. Refuses to rest in old age. H1221.1
- Pursuit of magic arrow leads to adventures. H1226.2
- Quest for king's joy and woe. (King tells of adventures in which his brothers are all killed. They were a joy to him but their death a woe.) H1378.2
- Clever wife advises husband how to succeed on adventures. J1112.3
- Execution escaped by story-telling. Cf. Browning's "Balaustion's Adventure." J1185
- Hero does not learn his name until after first adventure. J1730.1
- Incognito mistress breaks off relations when she overhears the lover discussing the adventure. J2364
- Adventurer on otherworld island sees great hornless oxen guarded by giant: tries to frighten them. "Why dost thou frighten the stilly calves?" says the huge herdsman. "Where are the dams of these calves?" asks the adventurer. "They are on the other side of yonder mountain," said he. So he went thence. K1784.2
- Adventurer poses as son of dead king. K1952.4.1
- Vow not to eat before hearing of adventure. M151
- Promise to dying father leads to adventures. M258.1
- Lots cast to determine who shall undertake adventure. N126.1
- Experiences leading to adventures. N770
- Feast as occasion for the beginning of adventures or the arrival of questers. N770.0.1
- King (prince) lost on hunt has adventures. N771
- Girls going in the wood for nuts have adventures. N771.2
- Parting at crossroads to go on adventures. N772
- Adventure from following animal to cave (lower world). N773
- Adventure from following ogre to cave. N773.1
- Adventure from returning for forgotten comb. N773.2
- Adventures from pursuing enchanted animal (hind, boar, bird). (Guiding Beast.) N774
- Adventure from pursuing thieving birds. N774.1
- Adventures from seeking (lost) domestic beast (bull). N774.2
- Adventures from pursuing animal (not magic). N774.3
- Race with fairies leads to adventures. N775
- Light seen from tree lodging place at night leads to adventures. N776
- Climbing tree to look around leads to adventures. N776.1
- Adventures from trying to strangle oneself in tree. N776.2
- Adventures from having slept beneath tree. N776.3
- Dropped ball (basket) leads to adventures when recovery is attempted. N777
- Adventures encountered in running after cotton being blown away by wind. N777.1
- Bucket dropped into well leads to adventures. N777.2
- Flax dropped into well leads to adventures. N777.3
- Spindle dropped into well leads to adventures. N777.4
- Taking refuge in a grave leads to adventure. N778
- Broken vessel (calabash, etc.) to be mended leads to adventure. N783
- Shouting after bathing: adventures follow. N784
- Adventures from seeking water. N785
- Anchor catching in oratory of submarine monastery leads to adventures. N786
- Adventures from pursuing object carried off by river. N791
- Adventures from pursuing objects carried off by bird. N792
- Adventures of kings. P15
- Human sons of animal companions go together on adventures. P311.3
- Old robber frees his three sons: relates frightful adventures. In order to free them he must relate three adventures, each more frightful than the last. R153.3.3
- Lovers reunited after many adventures. T96
- Hero learns his name at time of first adventure. T617.2
- Twin adventurers. T685.1
- Profligate wastes entire fortune before beginning his own adventures. W131.1
- Lodge-Boy and Thrown-Away as joint adventurers. Of brothers (sometimes twins taken from body of slain mother) one is abandoned and becomes wild. Later he joins his brother. Z210.1