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Comparison of the Tir na nÓg and Urashima Taro tales

Updated: May 7, 2023

Having read both the Irish folktale Tír na nÓg and the Japanese folktale Urashima Taro, their similarities and differences have been identified, and will be compared for this interpretation.



Both these tales begin with the simple, mundane lives of the protagonists, Oisín and Tarō, and describe their routines as a hunter and fisherman respectively. This was suddenly interrupted by the appearance of an interesting character that leads them away from their familiar lives. For Oisín, it was the princess of Tír na nÓg named Niamh, while for Tarō, it was the turtle he saved, who turned out to be the princess of the Dragon Palace named Otohime.




The story then progresses as both the protagonists visit the new places they were told about. Oisín and Niamh crossed the seas on a white horse to get to Tír na nÓg, while Tarō rode on the turtle’s back to dive into the sea. The deep waters may symbolize the unknown, as well as the path of chaos and ambiguity that one experiences when leaving a comfort zone. Oisín and Niamh’s white horse may symbolize purity, independence and freedom, while Otohime’s turtle form may symbolize wisdom. As for their motivations to explore, Oisín left home out of love for the princess he met, without regard for the things, people and place he would leave behind. On the other hand, Tarō decided to leave home for other reasons, most likely curiosity, but not without thinking of his old mother. Upon arrival at Tír na nÓg and the Dragon Palace, both the main characters begin their long, happy lives in love and prosperity.


This was until both the main characters remembered their homes, and gained a desire to go back. Expressing this to their wives, they were both given specific instructions and items in order to come back safely. The instruction for Oisín is that he must go back riding the white horse, and not step foot on his homeland so that he may return to Tír na nÓg. Meanwhile, Tarō was given a special box, which may once again symbolize the unknown, that he must not open before coming back to the Dragon Palace. Heeding these instructions and bringing the items, off they went.


Back at home, the protagonists quickly realized that everything is different. They have both been away longer than they realized. Their families and friends were gone, and their names held barely any relevance at all. While reacquainting themselves with the environment, the protagonist experienced different things. Oisín encountered some men who were trying to move a large stone. Wanting to help them, he had tried to push it along with them, but his saddle broke and he fell off his horse. Because of this, he had withered into an old man and died. However, for Tarō, he became too devastated and overwhelmed by the fact that nothing was the same anymore. He then decided to open the box, and he too, withered into an old man and died.



After discussion in the group about the possible meaning of the tales, it was concluded that both these tales illustrate a significant stage of life that most young people would have to experience, one way or another. That is, exploring both themselves and the wide world around them, and facing the trials that may arise from dealing with things, environments and people that are completely unfamiliar. A constant challenge that would present itself after the discovery phase is the acceptance that things change, and that even though the once familiar feeling of home will not be the same, this does not mean that it is no longer your home.


written by : Dalal , Lyra , Daria and Mohammad



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