Motifs
The narrative atoms
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134 motifs match “enemies” — showing the first 100; narrow the words for the rest · back to the chapters
- God deliberately has enemies kill him. A179.3
- God's enemies. A189.14
- Culture hero is hidden in order to escape enemies. A511.2.3
- Sun has weapons of iron to repel enemies. A739.9
- Why certain animals are enemies. A2494
- The cat's enemies. A2494.1
- The leopard's enemies. A2494.2
- The hyena's enemies. A2494.3
- The dog's enemies. A2494.4
- The jackal's enemies. A2494.5
- The rabbit's enemies. A2494.6
- The lion's enemies. A2494.7
- The bear's enemies. (Cf. A2494.10.3.) A2494.8
- Enemies of fox. (Cf. A2494.4.5.) A2494.9
- The tiger's enemies. A2494.10
- The elephant's enemies. A2494.11
- The hen's enemies. A2494.13.10
- The starling's enemies. A2494.13.11
- The insects' enemies. (Cf. A2494.13.3, A2494.13.10.2, A2494.13.11.1.) A2494.14
- The fish's enemies. A2494.15
- Enemies of reptiles and other animal forms. (Cf. A2494.11.2, A2494.12.7.) A2494.16
- Camrosh. Giant bird which collects seeds and sees that they are properly placed. Carries off the people's enemies. B35
- Magic bird collects seeds. Sees that they are properly placed. Also carries off people's enemies. B172.3
- Ravens carry message to enemies. B291.1.1.1
- Helpful buffaloes tramp hero's enemies to death. B524.1.5
- Horse kills master's attacking enemies. B524.1.7
- Grateful hawk attacks hero's enemies. B524.1.9
- Saint sends swarm of bees or wasps against enemies. B524.2.1.1
- Transformation to defeat enemies. (Cf. D615.) D651
- Saint's bachall keeps off enemies. (Cf. D1277.) D1381.12
- Magic object conquers enemies. D1400.1
- Magic stone axe conquers enemies. (Cf. D1097.) D1400.1.4.6
- Magic jewel conquers enemies. (Cf. D1071.) D1400.1.5
- Magic amulet in mouth conquers enemies. (Cf. D1270.) D1400.1.6
- Magic staff defeats enemies. (Cf. D1254.) D1400.1.7
- Saint's bell conquers enemies. (Cf. D1213.) D1400.1.9
- Saint rings the church bells, and enemies flee in dismay. D1400.1.9.1
- Saint's bachall defeats enemies. (Cf. D1277.) D1400.1.12
- Bull's tail becomes a stick that lashes hero's enemies and exterminates an army. (Cf. D1029.2.) D1400.1.21
- Magic storm conquers enemies. (Cf. D905.) D1400.1.23
- Magic sack furnishes mannikin who cudgels owner's enemies. (Cf. D1193.) D1401.2
- Magic shield shoots balls of fire among enemies. (Cf. D1101.1.) D1402.0.1.1
- Druid's spells kill enemies. (Cf. D1273.) D1402.13.1
- Magic bag shaken against enemies renders them helpless in face of mist or poison. (Cf. D1193.) D1410.7
- Saint's bachall brings down mountain on heads of enemies. (Cf. D1277.) D1549.4
- Enemies magically caused to lose sight of each other while hunting. D2062.2.4
- Weapons magically blown out of enemies' hands. D2086.3
- Magic causes enemies to fight among selves. D2091.4
- Enemies magically made to feel thirst. D2091.6
- Magic heat causes enemies to melt away. (Cf. D2144.3.) D2091.10
- Stones, etc., magically made to burn feet of enemies. D2091.10.1
- Magic earth-slip overcomes enemies. D2091.15
- Magician able to cast mountains upon enemies. (Cf. D1711.) D2152.2
- Saint's prayer brings large flight of birds carrying stones in talons. These missiles dropped upon enemies cause terror. D2163.5.1
- Ghost returns to slay enemies. E232.4
- Vital body: kills attacking enemies. E780.1
- Fairy casts huge stones to keep enemies off. F278.1
- Trolls as the constant enemies of humans. F455.6.9
- Illness from shame of enemies' scorn. F1041.9.3
- Clerics and property cast safely on shore when enemies attempt their drowning. F1088.3.1
- Suitor task: to defeat enemies. H335.4
- Poison in nectar: wife who betrays husband to his enemies. H592.2
- Riddle: what are the two fixed, the two moving, the two joined, the two separated by jealousy, the two eternal enemies? (Heaven and earth; sun and moon; night and day; soul and body; life and death.) H851
- Quest for enemies. H1397
- Enemies can be won more by kindness than cruelty. Romans learn this by experience. J26
- The gray and the black hairs: enemies reconciled. Duke summons two inveterate enemies. Has them tear out one of his hairs, one a gray, the other a black. Both pain him equally. He shows how their quarrels hurt him. They are reconciled. J83
- Enemies make peace rather than slay each other. J218
- Bravest know how to wait. Three men are pursued in battle. First throws himself on enemies; second waits a little; third does not fight until the enemy begins. Latter is bravest. J572.1
- Foolishness of noise-making when enemies overhear. J581
- Monk's enemies quarrel and thus save him. Robber who wants to steal monk's cow and devil who wants to steal his soul quarrel as to which shall begin first; they thus awaken him and the neighbors. J581.3
- Preventing the birth of enemies. J622
- Avoid enemies' revenge either by making peace and friendship or by killing them all. So says old man to conqueror. J647.1
- Tame doves close wild ones in trap and thus help common enemies. J683.2
- Cranes fighting as allies defeat all enemies. If they quarrel they are doomed. J1025.1
- Man says: "I do love my enemies and I have great affection for them that hurt me." (Enemies are rum and hard cider.) J1319.1
- The cynic and the deceiver. When the deceiver calls him wicked, he says, "I am glad that you are my enemy; for you do good to your enemies and evil to your friends." J1442.10
- Creaking limbs. Numskull hears limbs creaking in the wind. He is sorry for them and holds them apart. While he is caught between them his enemies take advantage of him. J1872
- Animal betrays himself to his enemies by talking. J2351
- Warrior reveals camping place. Wishes his enemies to know that he is not afraid. Enemies go there before him. J2366
- Two rival parties of fifteen each on ship. When food is exhausted, it is agreed that half the company be thrown overboard, "every ninth man as they stood to be selected." Clever sister of leader of one party arranges men so that enemies are chosen and so drowned. K527.4
- Person holds hat just outside shelter; enemies shoot at it, either giving away their position or putting themselves at a disadvantage in having to reload. K631.3
- Mice gnaw enemies' bow strings and prevent pursuit. K632
- Sleeping enemies' hair tied to an object prevents pursuit. K635
- Holes bored in enemies' boats prevent pursuit. K636
- Paddles broken in enemies' boat prevent pursuit. K636.1
- Sight of women's breasts used to appease enemies. K774.1
- Woman (Amazon) in disguise invites enemies singly into forest and overcomes them. K778.1
- Amazonian woman disguised as leper seduces and binds enemies one by one. K778.2
- Enemies invited to banquet and killed. (Cf. K871.2.) K811.1
- Enemies invited to feast and poisoned. K811.1.2
- Slaughter of drunken enemies in banquet hall. (Cf. K811.1.) K871.2
- Sham death to wound enemies. Trickster lets himself be buried alive and stabs his enemies from the grave when they come to defile his body. K911.1
- Artificial whale made as stratagem. Enemies surprised and killed. K922
- Hero entices enemies into building and sets fire to it. K925.1
- Enemies each burn own houses to be able to sell ashes. K941.3
- Hero tells enemies how he may be killed. K975.1.1
- Enemies duped into fighting each other. K1082.0.1
- Missile thrown among enemies causes them to fight one another. K1082.1
- Object thrown into air causes enemies to fight over it. K1082.2
- Tree becomes light (after all honey has been collected from nests), springs back and kills tribe's enemies. K1112.1