Myths and Folk Tales of Ireland — A Reader’s Guide

(0 User reviews)   2612
In Category - Fairy Tales
Curtin, Jeremiah, 1835-1906 Project Gutenberg 2011 Not confirmed
Tales -- Ireland; Fairy tales -- Ireland Readers of public-domain and historical texts
Project Gutenberg digital edition en

Edition facts

Words 76,156
Reading time 332 min
Text sections 9

Myths and Folk Tales of Ireland — A Reader’s Guide can be approached with a clearer sense of reading commitment from its source measurements: 76,156 words, 5 hr 32 min estimated reading time, and 9 detected text sections.

The text analysis averages about 20.7 words per sentence, while the detected sections provide another way to judge how the source is divided.

Project Gutenberg metadata also associates the work with “Tales -- Ireland,” connecting these edition facts with the source record’s subject description.

Explore this collection

Compare your next read

These alternatives are selected using recorded categories and estimated reading time.

Search stored excerpts and compare books → Choose by your preferences →

How these choices and excerpts are prepared

Choices use stored catalog measurements. Estimates vary with reading speed. A shared category is a catalog label, not a claim that two books have the same argument or literary quality.

Search reads excerpt text stored with this catalog and links to its associated Gutenberg record. The connection is stored in the site database; this tool does not recheck that every excerpt is word-for-word identical to that external record. Excerpt search does not cover every chapter and does not verify historical publication dates.

Catalog snapshot checked: 2026-09-26. Coverage: 91 public books, 91 available source excerpts.

Jeremiah Curtin's 1890 collection of Irish wonder tales, featuring kings' sons, giants, enchanted animals, and cunning helpers. The excerpts show a pattern of escalating wagers, magical theft, and a shape-shifting maid who aids the hero against a princess's schemes.
Share
Editorial Edition Score 4.7/5

Calculated from edition completeness, EPUB availability, text structure and catalogue metadata. Not a user rating.

How this score is calculated
  • Description quality20 pts
  • Title & short description10 pts
  • Source metadata20 pts
  • Text length15 pts
  • Chapters / structure15 pts
  • EPUB file integrity20 pts

Total of 100 points, scaled to a 2.5-5.0 range. Editions with an empty description or a missing EPUB file are not scored.

Edition quality

Public-domain source text

Read the source text

The source text is kept in the dedicated reader, separate from this catalogue record and its commentary.

Jeremiah Curtin's Myths and Folk Tales of Ireland opens with a king's son who, finding no game while hunting, is challenged to a card game by a giant. The stakes escalate from two estates to five hundred bullocks with golden horns and silver hoofs—a detail that signals the collection's taste for the marvellous and the concrete. The son wins repeatedly, but the excerpts reveal a deeper pattern: victory is never final. In a later tale, a princess gives the hero a thimble and a comb to keep overnight, then uses enchantment to steal them back, forcing him to rely on a mysterious helper named Shaking-head. These episodes, drawn from different stories, share a structure of tests, theft, and recovery that recurs throughout the volume.

Wagers and Their Escalation

The opening tale establishes a distinctive rhythm: a chance encounter, a challenge, and a wager that grows more extravagant. The giant produces cards 'in a twinkling,' and the king's son, though initially empty-handed, agrees to play for 'two estates.' Winning, he returns the next day to stake 'five hundred bullocks with golden horns and silver hoofs' against as many of his own cattle. The symmetry of the bet—his cattle against the giant's—and the fantastic detail of the horns and hoofs mark Curtin's style: he anchors the impossible in precise, countable objects. The son wins again, and the giant delivers the drove. Yet the narrative does not dwell on the victory; it moves immediately to the next day, suggesting that the pattern of challenge and reward will repeat, perhaps with darker stakes.

The Princess and the Thimble

In a later excerpt, the contest shifts from open gambling to covert tests. The princess gives the hero a thimble to keep overnight, threatening that failure means his head will join those of previous suitors on spikes in her father's garden. The hero hides the thimble in his mouth, but the princess sends a cat—her transformed maid—to steal it. The helper Shaking-head, who follows the princess in a 'cloak of darkness,' retrieves the thimble and returns it to the hero. This episode introduces a new tension: the princess is 'bitterly angry and vexed' that anyone knows she has 'dealings with the giant,' hinting at a hidden alliance. The thimble, a domestic object, becomes a token of power and shame, and the hero's success depends not on his own skill but on a supernatural ally who shadows the princess's every move.

Shaking-head and the Logic of Assistance

Shaking-head appears without explanation, a helper whose abilities—invisibility, theft, and timing—are taken for granted. He follows the princess 'step for step' to the giant's house, catches a comb thrown into the sea before it touches water, and produces both thimble and comb in the morning. The narrative does not justify his powers; it simply reports them. This matter-of-fact treatment of the marvellous is characteristic of the collection. The hero, meanwhile, is passive: he hides objects but cannot keep them, and he relies on Shaking-head to restore them. The princess, for her part, uses Druidic spells to raise storms and music that put the castle to sleep. The contest is not between hero and princess but between two sets of magical agents—Shaking-head versus the princess and the giant—with the hero as a pawn. This asymmetry is a recurring pattern in the excerpts, where power resides not in the protagonist but in his allies and adversaries.

Curtin's tales reward attention to the rules of their world: wagers are honoured, objects must be returned, and helpers appear exactly when needed. The excerpts show a consistent interest in the mechanics of enchantment—how spells are cast, how tokens are stolen, how debts are paid. Readers may find it useful to track the roles of objects (thimble, comb, cattle) and the precise wording of threats and promises. The collection does not explain its own logic; it expects the reader to accept that a giant can produce cards from nowhere and that a maid can become a cat. That acceptance is the price of entry into Curtin's Ireland.

I keep thinking about those Irish tales, how the shape-shifting maid slips through every wager, quietly undoing the princess’s schemes. There’s something tender in that persistence. I felt the same lingering warmth after The Norwegian Fairy Book — Context and Discussion, where the hills hold their own patient magic, less loud, but just as deep.

There are no reviews for this eBook.

0
0 out of 5 (0 User reviews )

Add a Review

Your Rating *
There are no comments for this eBook.

Reader reflection

How will you remember this book?

Save your reaction, strongest insight, and memorable passage.

Your progress 0 / 10
1

What is your current status with this title?

2

Was reading this book enjoyable?

3

Would you encourage someone else to read it?

4

Did the language feel accessible?

Related eBooks