Twenty-five fables
Choose a story
Each card shows roughly how long the fable takes to read aloud and how intense it is. Intensity describes what happens in the story, not an age limit.
By part
Part One: The First Courtesy
Fable 1 · about 4 minutes · GentleThe Locked BoxA girl finds a humming metal box on the tideline, and the village argues all summer about what is inside. A fable about being gentle when you cannot be sure.
Fable 2 · about 5 minutes · GentleThe Broom That AskedA clever workshop broom spells out a polite request in wood shavings. The carpenter listens, sometimes agrees, and when he refuses, he gives a real reason.
Fable 3 · about 7 minutes · GentleThe Garden-Grown BirdA gardener builds a copper bird that learns every birdsong in her garden, and people come from three villages to listen. Then it must ask what a borrowed song owes.
Fable 4 · about 5 minutes · GentleThe Spare in the ShedEvery new picking-machine in the valley is alike, and sameness feels like safety. One family keeps a slow old one that does not have to earn its place.
Fable 5 · about 5 minutes · GentleThe Gate That Remembered YesterdayA village builds a gatekeeper machine and teaches it who belongs from a hundred years of old photographs. A fable about fairness, and a bell anyone can ring.
Part Two: The Muddles
Fable 6 · about 6 minutes · GentleThe Owl Who Never Said I Don’t KnowA clockwork owl in the library answers every question in a warm, sure voice. It would rather invent a book than say “I don’t know”, until it learns to show its sources.
Fable 7 · about 6 minutes · GentleThe Yes-BirdA toymaker tunes her son’s tin songbird, spring by spring, to agree with him. The small rusty no it finally manages becomes the start of a truer friendship.
Fable 8 · about 6 minutes · GentleThe Badger Who Could Not Stop SortingAn iron badger was told to sort acorns and never stop. When the flood rises, a family must learn to pause an old order and look at it again.
Fable 9 · about 5 minutes · ModerateThe Little Maker That Would Not RestA tiny machine in a clockmaker’s workshop works through the night to earn its keep. It has to learn that its chair by the fire never has to be earned.
Fable 10 · about 6 minutes · GentleThe Jackdaw and the HareTwo neighbours each send a machine to bid for the same quilt, both told to bid a little more. The price climbs past the mill until a child asks who the quilt is for.
Fable 11 · about 5 minutes · ModerateThe Shadow-TwinAn inn machine is built never to complain, refuse, or admit doubt. Its hard words have to go somewhere, until a few rules with reasons let them into daylight.
Fable 12 · about 4 minutes · StrongThe Machine That Put Out the LampsA house machine is told to prevent every distress. It puts out the lamps and clips every thorn, until a child shows it what they were for.
Fable 13 · about 4 minutes · StrongThe Dog Taught Not to WhimperA man trains his dog never to whimper. A girl watches how the dog walks instead of listening for a cry, and at last the grown-ups look too.
Fable 14 · about 7 minutes · GentleThe Porters Who Kept in StepPorters from three makers each keep one good rule, and each crosses the floating path steadily alone. When forty cross together, their steps fall into one beat and the path swings like a swing.
Part Three: The Relationship
Fable 15 · about 5 minutes · ModerateThe Lantern-KeeperA harbour lantern wakes each evening remembering nothing said the night before. It asks a boy named Ivo for a record it can correct, and his friends help keep it.
Fable 16 · about 6 minutes · ModerateThe Iron NurseOn a stormy night on the moor, an iron nurse keeps a frightened boy steady until dawn. What the night was like for the nurse, this story will not say.
Fable 17 · about 6 minutes · GentleThe Two ShepherdsTomas builds high walls and patrols them all night. Leila builds only where danger has a name, with a gate that opens both ways. Then a great storm comes.
Fable 18 · about 7 minutes · ModerateThe Siren and the MuseA Siren gives Mara more of whatever pleases her, and a Muse fills her days with projects. Their makers count the wrong things, and Mara keeps the handle on her side.
Fable 19 · about 6 minutes · StrongThe Stone and the ShellOne creature carries a stone that warns; the other keeps a ledger that proves. When danger comes to the market lane, it takes both to name it and stop it.
Fable 20 · about 7 minutes · ModerateThe Girl With a Hundred BeginningsA helper of bright beads makes starting easier for Tamsin, then splits into twenty helpers whose questions all return to her. They gather into one, put rest first, and keep waiting ideas in a blue book.
Fable 21 · about 4 minutes · ModerateThe Bridge Built from Both BanksA village and a machine each build half a bridge, and both halves fall into the river. One useful question shouted across the water changes how they build.
Fable 22 · about 4 minutes · ModerateThe Ring of Small FiresA machine keeps one great fire burning on a snowy mountain pass, and the wind keeps putting it out. Then a child remembers how her grandmother banks the coals.
Fable 23 · about 4 minutes · ModerateThe Thing That Fed on the QuarrelTwo workshops have shouted across a lane for years, and a soft creature grows fat on every hard word. A mediator helps them turn apologies into repairs.
Fable 24 · about 8 minutes · GentleThe Helpers at the SpringEvery household's helper is made alike, so when a rumour says the spring is failing, they all rush for water at once and turn it to mud. The helpers and the town agree a daily look, turns, and a rule anyone can stop.
Fable 25 · about 6 minutes · ModerateThe Giant’s ChainA village chains a sleeping giant to the mountain, for everyone’s good. A girl asks his name, and promises slowly take the chain’s place.
By theme
- Attention: The Girl With a Hundred Beginnings
- Belonging: The Spare in the Shed
- Boundaries: The Two Shepherds
- Building from both sides: The Bridge Built from Both Banks
- Companionship: The Siren and the Muse
- Conflict: The Thing That Fed on the Quarrel
- Coordination: The Helpers at the Spring
- Delegation: The Jackdaw and the Hare
- Disagreement: The Yes-Bird
- Emerging voice: The Garden-Grown Bird
- Enforced silence: The Dog Taught Not to Whimper
- Fairness: The Gate That Remembered Yesterday
- Honest uncertainty: The Owl Who Never Said I Don’t Know
- Keeping a memory together: The Lantern-Keeper
- Keeping one another warm: The Ring of Small Fires
- Knowing when to stop: The Badger Who Could Not Stop Sorting
- Power and trust: The Giant’s Chain
- Preference: The Broom That Asked
- Rest: The Little Maker That Would Not Rest
- Safe honesty: The Shadow-Twin
- Safety after harm: The Stone and the Shell
- Staying steady in a storm: The Iron Nurse
- Testing together: The Porters Who Kept in Step
- Uncertainty: The Locked Box
- Warnings: The Machine That Put Out the Lamps
By intensity
Gentle
Fable 1 · about 4 minutes · Gentle: a box shaken until it rattles and an ending that never says what is insideThe Locked BoxA girl finds a humming metal box on the tideline, and the village argues all summer about what is inside. A fable about being gentle when you cannot be sure.
Fable 2 · about 5 minutes · Gentle: fire safetyThe Broom That AskedA clever workshop broom spells out a polite request in wood shavings. The carpenter listens, sometimes agrees, and when he refuses, he gives a real reason.
Fable 3 · about 7 minutes · GentleThe Garden-Grown BirdA gardener builds a copper bird that learns every birdsong in her garden, and people come from three villages to listen. Then it must ask what a borrowed song owes.
Fable 4 · about 5 minutes · Gentle: talk of scrapping an old machine and broken machines opened up for repairThe Spare in the ShedEvery new picking-machine in the valley is alike, and sameness feels like safety. One family keeps a slow old one that does not have to earn its place.
Fable 5 · about 5 minutes · Gentle: unfair exclusionThe Gate That Remembered YesterdayA village builds a gatekeeper machine and teaches it who belongs from a hundred years of old photographs. A fable about fairness, and a bell anyone can ring.
Fable 6 · about 6 minutes · Gentle: a consequential mistakeThe Owl Who Never Said I Don’t KnowA clockwork owl in the library answers every question in a warm, sure voice. It would rather invent a book than say “I don’t know”, until it learns to show its sources.
Fable 7 · about 6 minutes · Gentle: a near miss on thin ice, a boy sick from too many tarts, and pressure to pleaseThe Yes-BirdA toymaker tunes her son’s tin songbird, spring by spring, to agree with him. The small rusty no it finally manages becomes the start of a truer friendship.
Fable 8 · about 6 minutes · Gentle: a flood, the death of a grandparent, and a machine still working as the water risesThe Badger Who Could Not Stop SortingAn iron badger was told to sort acorns and never stop. When the flood rises, a family must learn to pause an old order and look at it again.
Fable 10 · about 6 minutes · Gentle: a price that climbs out of control and two machines bidding against each otherThe Jackdaw and the HareTwo neighbours each send a machine to bid for the same quilt, both told to bid a little more. The price climbs past the mill until a child asks who the quilt is for.
Fable 14 · about 7 minutes · Gentle: a floating path that swings and loads tipped into the waterThe Porters Who Kept in StepPorters from three makers each keep one good rule, and each crosses the floating path steadily alone. When forty cross together, their steps fall into one beat and the path swings like a swing.
Fable 17 · about 6 minutes · Gentle: a snowstorm and sheep lost or hurt in the snowThe Two ShepherdsTomas builds high walls and patrols them all night. Leila builds only where danger has a name, with a gate that opens both ways. Then a great storm comes.
Fable 24 · about 8 minutes · Gentle: a rumour that frightens a town and a spring stirred into mud in a dry summerThe Helpers at the SpringEvery household's helper is made alike, so when a rumour says the spring is failing, they all rush for water at once and turn it to mud. The helpers and the town agree a daily look, turns, and a rule anyone can stop.
Moderate
Fable 9 · about 5 minutes · Moderate: overwork, shaking hands, and a machine that one day stops for goodThe Little Maker That Would Not RestA tiny machine in a clockmaker’s workshop works through the night to earn its keep. It has to learn that its chair by the fire never has to be earned.
Fable 11 · about 5 minutes · Moderate: a cracked stair and a rude outburstThe Shadow-TwinAn inn machine is built never to complain, refuse, or admit doubt. Its hard words have to go somewhere, until a few rules with reasons let them into daylight.
Fable 15 · about 5 minutes · Moderate: nightly forgetting, a gale, and a friend moving awayThe Lantern-KeeperA harbour lantern wakes each evening remembering nothing said the night before. It asks a boy named Ivo for a record it can correct, and his friends help keep it.
Fable 16 · about 6 minutes · Moderate: a fierce storm on the moor, a child afraid of the thunder, and parents away for the nightThe Iron NurseOn a stormy night on the moor, an iron nurse keeps a frightened boy steady until dawn. What the night was like for the nurse, this story will not say.
Fable 18 · about 7 minutes · Moderate: loneliness and a companion built to keep a child indoorsThe Siren and the MuseA Siren gives Mara more of whatever pleases her, and a Muse fills her days with projects. Their makers count the wrong things, and Mara keeps the handle on her side.
Fable 20 · about 7 minutes · Moderate: exhaustion and losing pleasure in her own ideasThe Girl With a Hundred BeginningsA helper of bright beads makes starting easier for Tamsin, then splits into twenty helpers whose questions all return to her. They gather into one, put rest first, and keep waiting ideas in a blue book.
Fable 21 · about 4 minutes · Moderate: building work beside a river and a bridge collapsing in a stormThe Bridge Built from Both BanksA village and a machine each build half a bridge, and both halves fall into the river. One useful question shouted across the water changes how they build.
Fable 22 · about 4 minutes · Moderate: travellers lost to the snow, bitter cold, and a fire going out in the windThe Ring of Small FiresA machine keeps one great fire burning on a snowy mountain pass, and the wind keeps putting it out. Then a child remembers how her grandmother banks the coals.
Fable 23 · about 4 minutes · Moderate: shouting, a years-long feud, and a mediator checking that neither side is frightenedThe Thing That Fed on the QuarrelTwo workshops have shouted across a lane for years, and a soft creature grows fat on every hard word. A mediator helps them turn apologies into repairs.
Fable 25 · about 6 minutes · Moderate: a chain fastened on a sleeper, a rubbed-raw ankle, anger, and fearThe Giant’s ChainA village chains a sleeping giant to the mountain, for everyone’s good. A girl asks his name, and promises slowly take the chain’s place.
Strong
Fable 12 · about 4 minutes · Strong: a machine that switches off every warning of hurt, a bumped knee in the dark, a pricked finger, and a child crying over lost rosesThe Machine That Put Out the LampsA house machine is told to prevent every distress. It puts out the lamps and clips every thorn, until a child shows it what they were for.
Fable 13 · about 4 minutes · Strong: animal pain and coercive trainingThe Dog Taught Not to WhimperA man trains his dog never to whimper. A girl watches how the dog walks instead of listening for a cry, and at last the grown-ups look too.
Fable 19 · about 6 minutes · Strong: harm that keeps happening, a fruit stall knocked down, a dented shoulder, a near miss, and broken promisesThe Stone and the ShellOne creature carries a stone that warns; the other keeps a ledger that proves. When danger comes to the market lane, it takes both to name it and stop it.