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Echtra

 

Echtrae, Ectra, Echtrai (pl.)

The Old Irish word for ‘adventure’, the first word in the title in a category of narrative that flourished from medieval to early modern times, especially during the 15th to 17th centuries. The thematic distinction of the Echtra is the setting of the hero's visit to the Otherworld; his journey, whether in a coracle or underground, is but a subordinate framework. The Echtra should be differentiated from stories beginning with the word Imram [voyage], which tell of the hero's voyage and adventures to an Otherworld located on islands in the western ocean. These adventurous tales became so popular that Echtra came to be used in the titles of any romance. Although titles of Old Irish narratives are sometimes given Modern Irish spellings, the Modern Irish Eachtra lacks the specificity of Echtra and may be used in titles of comic or anti-heroic stories that do not follow earlier convention.

In the Echtra the hero is often enticed by a beautiful woman or wonderful warrior telling of the marvels of a mysterious land, where every pleasure may be had and illness, grief, old age, and death are unknown. To reach this land the hero must usually cross either the western ocean or a plain in which he is lost in a magic mist. When the invitation to visit the marvellous land comes from a wonderful warrior, he will be revealed to be a member of the Tuatha Dé Danann, the divine race of early Ireland, often Lug Lámfhota or Manannán mac Lir. Sometimes the hero never returns, but often he returns bearing gifts and great wisdom. The gravest danger facing the returning hero is that he will turn to dust as soon as his foot touches Ireland.

Bibliography

  • David Dumville, ‘Echtrae and Immram: “Some Problems of Definition’”, Ériu, 27 (1976), 73–94
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An Echtra or Echtrae (pl. Echtrai) is one of a category of Old Irish literature about a hero's adventures in the Otherworld (see Tír na nÓg and Mag Mell); the otherworldly setting is the distinctive trait of these tales. More generally, echtra was the Old Irish word for "adventure", the Modern Irish word is eachtra.

The echtra was one of the most popular of Old Irish genres, so much so that the word later came to be used in the titles of any romance, regardless of otherworldly content. Earlier on, however, an echtra's emphasis was on the hero's time in the Otherworld, the journey to which served merely as a frame story. This distinguishes the echtrai from the Immrama, or "Voyages", which focus on the hero's journey rather than the otherworldly destination.

The hero of the echtra is usually invited to the Otherworld by a beautiful maiden or a great warrior, and he must cross either the western ocean or a plain blanketed by a mystical fog. The host is revealed to be one of the Tuatha Dé Danann, or fairy folk, and Manannan or Lugh often figure into the tale. The hero's fate after his sojourn varies from tale to tale. Sometimes he stays among the sídhe forever, and sometimes he returns with knowledge and gifts for his people. Sometimes the hero discovers his visit has lasted for years or even centuries though he thought no time had passed. He is warned that if he ever touches his home soil again, he will surely perish. In the Voyage of Bran, the heroes describe their adventure to listeners shore, then sail off into oblivion. In a popular story from the Fenian Cycle, Oisín touches the ground and instantly ages three hundred years. He tells his story to Saint Patrick and receives a Christian baptism before passing away.

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Copyrights:

Celtic Mythology. A Dictionary of Celtic Mythology. Copyright © James MacKillop 1998, 2004. All rights reserved.  Read more
Wikipedia. This article is licensed under the Creative Commons Attribution/Share-Alike License. It uses material from the Wikipedia article "Echtra" Read more