Wednesday, May 24, 2017
The Norse Legend of the Three Dogs 1905
The Legend of the Three Dogs By Sir George Webbe Dasent and Peter Christen Asbjørnsen 1905
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There was once a miller who had three children, two girls and a boy. When the miller died, and the children divided the property, the daughters took the entire mill, and left their brother nothing but three sheep, that he tended in the forest. As he was one day wandering about, he met an old man, with whom he exchanged a sheep for a dog named Snipp; on the following day the same old man met him again, when he exchanged another sheep with him for a dog named Snapp; and on the third day his third sheep, for a dog named Snorium. The three dogs were large and strong, and obedient to their master in everything.
When the lad found there was no good to be done at home, he resolved to go out in the world and seek his fortune. After long wandering he came to a large city, in which the houses were hung with black, and everything betokened some great and universal calamity. The youth took up his quarters with an old fisherman, of whom he inquired the cause of this mourning. The fisherman informed him that there was a huge serpent named Turenfax, which inhabited an island out in the ocean; that every year a pure maiden must be given him to be devoured; and that the lot had now fallen on the king's only daughter. When the youth had heard this, he formed the resolution of venturing a contest with the serpent, and rescuing the princess, provided fortune would befriend him.
On the appointed day the youth sailed over to the island, and awaited whatever might happen. While he was sitting, he saw the young princess drawing near in a boat, accompanied by a number of people. The king's daughter stopped at the foot of the mountain and wept bitterly. The youth then approached her, greeted her courteously, and comforted her to the best of his power. When a short time had passed thus, he said: "Snipp! go to the mountain-cave, and see whether the serpent is coming." But the dog returned, wagged his tail, and said that the serpent had not yet made his appearance. When some time had elapsed, the youth said: "Snapp! go to the mountain-cave, and see whether the serpent is coming." The dog went, but soon returned without having seen the serpent. After a while the youth said: "Snorium! go to the mountain-cave, and see whether the serpent is coming." The dog went, but soon returned trembling violently. The youth could now easily guess that the serpent was approaching, and, consequently, made himself ready for the fight.
As Turenfax came hastening down the mountain, the youth set his dogs Snipp and Snapp on him. A desperate battle then ensued; but the serpent was so strong that the dogs were unable to master him. When the youth observed this, he set on his third dog, Snorium, and now the conflict became even fiercer; but the dogs got the mastery, and the game did not end until Turenfax received his death-wound.
When the serpent was dead the king's daughter thanked her deliverer with many affectionate expressions for her safety, and besought him to accompany her to the royal palace. But the youth would try his luck in the world for some time longer, and therefore declined her invitation. It was, however, agreed on between them that the youth should return in a year and woo the fair maiden. On parting the princess brake her gold chain in three, and bound a portion round the neck of each of the dogs. To the young man she gave her ring, and they promised ever to be faithful to each other.
The young man now travelled about in the wide world, as we have said, and the king's daughter returned home. On her way she was met by a courtier, who forced her to make oath that he and no other had slain Turenfax. This courtier was thenceforward looked upon as a most doughty champion, and got a promise of the princess. But the maiden would not break her faith to the youth, and deferred the marriage from day to day.
When the year was expired, the youth returned from his wandering, and came to the great city. But now the houses were hung with scarlet, and all things seemed to indicate a great and general rejoicing. The youth again took up his quarters with the old fisherman, and asked what might be the cause of all the joy. He was informed that a courtier had killed Turenfax, and was now about to celebrate his nuptials with the king's daughter. No one has heard what the miller's son said on receiving this intelligence; though it may easily be imagined that he was not generally delighted at it.
When dinner-time came, the youth felt a longing to partake of the king's fare, and his host was at a great loss how this could be brought to pass. But the youth said: "Snipp! go up to the palace, and bring me a piece of game from the king's table. Fondle the young princess; but strike the false courtier a blow that he may not soon forget." Snipp did as his master had commanded him; he went up to the palace, caressed the fair princess, but struck the courtier a blow that made him black and blue; then, seizing a piece of game, he ran off. Hereupon there arose a great uproar in the hall, and all were filled with wonder, excepting the king's daughter; for she had recognised her gold neck-chain, and thence divined who the dog's master was.
The next day a similar scene was enacted. The youth was inclined to eat some pastry from the king's own table, and the fisherman was at a loss how this could be brought about. But the youth said: "Snapp! go up to the palace, and bring me some pastry from the king's table. Fondle the young princess; but strike the false courtier a blow that he may not soon forget." Snapp did as his master had commanded him; he went up to the palace, broke through the sentinels, caressed the fair princess, but struck the false courtier a blow that made him see the sun both in the east and west; then, seizing a piece of pastry, he ran off. Now there was a greater uproar than on the preceding day, and every one wondered at what had taken place, excepting the king's daughter; for she again recognised her gold neck-chain, whereby she well knew who the dog's master was.
On the third day the youth wished to drink wine from the king's table and sent Snorium to fetch some. Every thing now took place as before. The dog burst through the guard, entered the drinking apartment, caressed the princess, but struck the false courtier a blow that sent him tumbling head over heels on the floor; then, seizing a flask of wine, he ran off. The king was sorely vexed at all this, and sent the courtier with a number of people to seize the stranger who owned the three dogs. The courtier went, and came to where the young man dwelt with the poor fisherman. But there another game began; for the youth called to his three dogs: "Snipp! Snapp! Snorium! clear the house." In an instant the dogs rushed forward, and in a twinkling all the king's men lay on the ground.
The youth then caused the courtier to be bound hand and foot, and proceeded to the apartment where the king was sitting at table with his men. When he entered, the princess ran to meet him with great affection, and began relating to her father how the courtier had deceived him. When the king heard all this, and recognised his daughter's gold chain and ring, he ordered the courtier to be cast to the three dogs; but the brave youth obtained the princess, and with her half the kingdom.
In another version from South Smaland, it is related that there was a peasant's son, who tended the cattle of the village in the forest, and who one day met a huntsman mounted on a tall horse, and accompanied by three very large dogs. The dogs were far more powerful than other dogs, and were named Break-iron, Strikedown, and Hold-fast. The boy becomes master of the three dogs; but it is a current story among the people, that the huntsman, who gave them to him, could be no other than Odin himself.
The youth then bids his employment farewell, and sets out in search of the king's daughter, who has been carried off. In his wanderings he meets with an aged crone, who directs him on the way. But the princess is confined in a large castle, that is well provided with locks and bars; and the lord of the castle has fixed his marriage with the fair damsel to be solemnized within a few days.
The youth is now at a loss how he can gain entrance into the castle. With this object he goes to the warders, and asks for employment to procure game for the feast. He is admitted, goes to the forest, and gets an abundance of game. Towards evening he returns, and in the night calls his dog, Break-iron, orders him to clear the way, and so, in spite of doors and bars, reaches the tower in which the princess is confined. The noise wakes the lord of the castle, who comes hurrying to the spot with weapons and attendans. But the youth calls his other two dogs, Strike-down and Hold-fast, and a bloody fight ensues, which ends in the youth's favour, who takes possession of the whole castle.
After the release of the princess the herd-boy sets out on his return to the old king, the damsel's father. On the way he has to engage in combat with a courtier, who would carry off the princess; but the youth is well seconded by his dogs, and comes off victor. The conclusion is the usual one, that the lad gets the king's daughter, and, after his father-in-law's death, becomes ruler over the whole realm.
See also Norse Mythology and Viking Legends - 115 Books on DVDrom
For a list of all of my digital books and books on disk click here
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