Motifs
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220 motifs match “anger” — showing the first 100; narrow the words for the rest · back to the chapters
- Anger of God. A102.17
- Sun-snarer: burnt mantle. A boy is angered because the sun burned his mantle. He makes a snare and catches the sun and delays him so that everything is burning up. A mouse finally gnaws the snare in two. A728.1
- Moon wants to marry his sister the sun. She is angered and throws hot ashes on his face. A751.5.2.1
- Goddess in anger breaks herself into five parts: hence, five branches of a river. A934.11.3
- Why one presents stranger with first fish caught. A1528
- Why rattlesnake is dangerous. A2523.2.1
- Devil throws sand at aspen: hence rough bark. Angered because aspens will not cease quivering. (Cf. A2751.2.1.) A2734.1
- Horse warns hero of danger. B133.1
- Man called by animal for help to his cubs in danger. B383
- Animal warns of fatal danger. B521
- Animals warn wife of husband's danger. B521.4
- Birds throw some of their feathers to the hero in danger and he flies off. B540.1
- Animal rescues man from dangerous place. B547
- Animals are spirit-sighted. Scent danger. B733
- Snake kills itself by biting part of body (when in danger or torture). B752.3
- Fanciful dangers from animals. B766
- Garlic juice dangerous to poisonous animals. B776.0.1
- Tabu: offending devil. A smith or priest continually insults the devil's statue or picture (cf. C13). The devil brings the offender into dangerous situation (suspicion of theft or murder), and saves him miraculously when he promises never again to abuse the devil's likeness. C45
- Tabu: speaking during seven days of danger. As result of prophecy of seven days of danger, an injunction of silence is imposed during this period. C401.2
- Dangerous animals not to be named. C433.2
- Tabu: speaking to strangers. C492
- Tabus of strangers. C576
- Tabu: entertaining strangers. C745
- Tabu: stranger to play with someone without asking permission. C892
- Magic object warns of danger. D1317
- Magic gall-bladder warns of danger. (Cf. D1015.2.) D1317.2
- Magic swallow-skin warns of danger. (Cf. D1025.4.) D1317.3
- Brass (copper) statue at city gates blows on trumpet at stranger's approach. D1317.9.1
- Bedstead warns of danger of snake. (Cf. D1154.1.) D1317.11
- Magic shield roars when bearer is in danger. (Cf. D1101.1.) D1317.13
- Bones (human) warn of danger. (Cf. D1007.) D1317.14
- Golden cock on tent warns against danger. D1317.15
- Magic spear warns of danger. (Cf. D1084.) D1317.16
- Tree warns of danger. D1317.20
- Spell overcomes all danger. (Cf. D1273.) D1380.24
- Red wards off danger. (Cf. D1293.1.) D1381.15
- Rider on magic horse immune to harm or danger. (Cf. B181.) D1381.30
- Saint's bell carried around tribe averts all danger. (Cf. D1213.) D1389.6
- Magic bedstead-legs kill dangerous animals. (Cf. D1154.1.) D1402.17
- Magic knowledge of identity of stranger. D1810.0.13
- Dream tells of safety of absent person who has been in danger. D1810.8.2.4
- Raja told in a dream the stranger he seeks to destroy is his own son. D1810.8.2.5
- Dream warns of danger which will happen in near future. Because of advance knowledge, the danger is averted. D1810.8.3.2
- Roaring of waves augurs danger to king. (Cf. D911.1, D1812.5.2.7.) D1812.5.1.24
- Father feels that son is in danger. (Cf. D1812.0.4, D1812.5.1.1.4.) D1813.0.3
- Dream warns king of danger to kingdom. D1813.1.3
- Dream shows others in danger. D1813.1.6
- Questions to dead are dangerous. E545.5
- Home of dwarfs is endangered or destroyed. F451.4.4
- Dwarfs suspend large millstone on thin thread over head of mortal, to show what anguish dwarfs felt when mortal endangered their lives. F451.5.4.2
- Thumbling in danger of being sucked in by man's breath. F535.1.1.4
- Teeth of angered saint give off sparks. (Cf. F552.1.2.) F544.3.2
- Strong man's labor contract: anger bargain. First to become angry shall receive blow. F613.3
- Strong man's anger: bites brass rods in anger and spits them out as powder. F639.10
- Forest of Dangers (Wonders). F812.3
- Extreme anger as cure for sickness. (Cf. F955.) F950.2
- Person made to speak by warning of danger. F954.5
- Extraordinary nature phenomena at anger of saint. F960.4
- Animal bursts from anger. F981.1.1
- Stranger dies from joy on being rewarded by ruler. F1041.1.5.2
- Horripilation. Hair rises on end in extraordinary fashion from joy, anger, or love. F1041.2
- Extraordinary physical reaction to anger. F1041.16
- One eye recedes, other protrudes when angered. (Cf. F541.5.) F1041.16.2
- Strength from anger enables man to break binding chain. F1041.16.3.1
- Strength from anger causes man to break stone. F1041.16.3.2
- Strength from anger enables man to tear opponent to bits. F1041.16.3.3
- Heat of saint's anger sets cowl afire. F1041.16.4
- Extraordinary bodily contortion as result of warrior's anger. (Cuchulain's battle-rage.) F1041.16.5
- Face and body turn black from anger. F1041.16.8
- Witch makes man engage in dangerous contests. G292
- Devil rides away on an ass. Angered because God has not invited him to his wedding. G303.7.2
- Lake made dangerous by haunting serpent (dragon, péist). G308.4
- Bhrat, fierce flesh-eating creatures made by Creator in fit of anger. G312.5
- Cycnus. Cuts off heads of strangers in order to build temple of heads. G315
- Rakshasa. Dog or ape-shaped; red hair and eyes; mouth reaching from ear to ear; ears pointed like spears; shape-changers; cannibals; three heads, five feet, four eyes, no fingers, bear-neck, horns. Attack women. G369.1
- Killing of ogre's cattle, sheep, etc. brings on ogre's anger. G614
- Riddle: deaths from sleepiness, anger, and greed. Elephant sleeps before snake's hole. Snake bites elephant and kills it. Jackal eats hole in elephant and is caught inside. Snake can't get out of its hole. H803
- Maiden queen sets hero three dangerous tasks in order to disenchant her sisters. (Cf. F565.3.) H933.2
- Task performed by mysterious stranger. H976
- Task: feeding dangerous man-eating sow. H1155.3
- Task: incurring anger of ferocious animal. H1156
- Quest assigned because of feigned illness. Lion's milk (or the like) said to be necessary as cure; hero therefore sent on dangerous quest. H1212
- Quest assigned by wife through appeal to husband's love for her. He is sent for liver of dangerous animal. H1212.2
- Quest over path guarded by dangerous animals. H1236.2
- Quest for dangerous animals. H1360
- Quest: learning what anger is. (Cf. H1394.) H1376.3
- Quest for the anger of God. Man is so fortunate that people say that he has everything but the anger of God. He seeks it and finds it with much misfortune. H1376.3.1
- Quest for dangerous maiden as bride. H1381.3.1.2.3
- King in quest of his prime minister who has left him in anger. H1385.12
- Toboggan test. Attempt to kill hero on dangerous toboggan. H1536
- Test of valor: rousing servant's anger. Nobleman, when examining servants for hire, bids each stand before him and comb his long beard. Occasionally he snaps at them as if to bite them. Those who dodge he lets go; those who offer fight he employs. H1561.4
- Prince chooses shorter but more dangerous road. H1561.9
- Strangers umpire beauty contest. H1596.2
- Young sparrows have learned to avoid men. Sparrow quizzes his four young as to how to avoid danger from men. Their year of experience has taught them enough. J13
- "Control your anger at the beginning": counsel proved wise by experience. J21.2.6
- "A stranger does not close his eyes in sleep lest he close them in death": counsel proved wise by experience. J21.41.2
- Birds having learned their possible dangers are forced from nest by mother. J65
- Seducer about to seduce mother of child refrains when child wisely remarks that he is sad because his father has left his mother exposed to such dangers. J122.1
- Hermit explains why anger is sin. J153.2
- Choice: plainness with safety or grandeur with danger. J212