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The Beach, part 2 - Art's Quest

22/4/2013

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The beach card in my oracle deck has always been connected in my mind to the story of Delvcaem, from the Book of Fermoy. I love the re-telling of this story by James Stephens, entitled Becuma of the White Skin. This is part 2 of my synopsis of this story. Unless you are familiar with the story, you may want to read part 1, because we are joining the action in the middle ...
Things dragged on in a bad state in Ireland, and a great enmity grew up between Becuma and Art. One day Becuma challenged Art to a game of chess, and having won the game she gave him the following forfeit:
"I bind you," said Becuma, "to eat no food in Ireland until you have found Delvcaem, the daughter of Morgan."

"Where do I look for her?" said Art in despair.

"She is in one of the islands of the sea," Becuma replied, "that is all I will tell you."

Art, as his father had done before him, set out for the Many-Coloured Land, but it was from Inver Colpa he embarked and not from Ben Edair.

At a certain time he passed from the rough green ridges of the sea to enchanted waters, and he roamed from island to island asking all people how he might come to Delvcaem, the daughter of Morgan. But he got no news from any one, until he reached an island that was fragrant with wild apples, gay with flowers, and joyous with the song of birds and the deep mellow drumming of the bees. In this island he was met by a lady, Crede', the Truly Beautiful, and when they had exchanged kisses, he told her who he was and on what errand he was bent.

"We have been expecting you," said Crede', "but alas, poor soul, it is a hard, and a long, bad way that you must go; for there is sea and land, danger and difficulty between you and the daughter of Morgan."

Crede described to Art in horrifying detail the journey he must undertake. It was going to be fraught with dangers of every kind and terrible monsters that would likely be impossible to overcome. In fact she advised him, in no uncertain terms, to give up his plan and stay with her. She promised him that he would forget Ireland and be happy there, but Art refused to stay and refused to forget Ireland, and so Crede gave him what advice she could and Art set out once again. He stepped into his coracle, even as Crede continued to describe the dangers and horrors that lay ahead.

"There is yet a danger," she called. "Beware of Delvcaem's mother, Dog Head, daughter of the King of the Dog Heads. Beware of her."

"Indeed," said Art to himself, "there is so much to beware of that I will beware of nothing. I will go about my business," he said to the waves, "and I will let those beings and monsters and the people of the Dog Heads go about their business."

arthur rackham, giant toads
In the way of adventuring heroes, Art won his way through monster filled seas, hag infested woods, over slippery mountains of ice filled with venomnous toads -- there were giants, there were lions... and all these things were, in fact, illusions brewed up by Dog Head, mother of Delvcaem. Finally, he arrived at the beautiful fortress of Dog Head and Morgan, where the lovely Delvcaem was kept imprisoned atop a high pillar. Then, Art had to fight Dog Head. It was a hard fight, but he won it and freed the lady. They were about to leave when Morgan showed up, so Art had to fight him, too. That fight was equally hard. Finally, Art and Delvcaem (now affianced) were able to leave this place. And so, James Stephens ends the story this way:

He did not tarry in the Many-Coloured Land, for he had nothing further to seek there. He gathered the things which pleased him best from among the treasures of its grisly king, and with Delvcaem by his side they stepped into the coracle.

Then, setting their minds on Ireland, they went there as it were in a flash.
The waves of all the world seemed to whirl past them in one huge, green cataract. The sound of all these oceans boomed in their ears for one eternal instant. Nothing was for that moment but a vast roar and pour of waters. Thence they swung into a silence equally vast, and so sudden that it was as thunderous in the comparison as was the elemental rage they quitted. For a time they sat panting, staring at each other, holding each other, lest not only their lives but their very souls should be swirled away in the gusty passage of world within world; and then, looking abroad, they saw the small bright waves creaming by the rocks of Ben Edair, and they blessed the power that had guided and protected them, and they blessed the comely land of Ir.
arthur rackham, becuma or the white skin
On reaching Tara, Delvcaem, who was more powerful in art and magic than Becuma, ordered the latter to go away, and she did so.

She left the king's side. She came from the midst of the counsellors and magicians. She did not bid farewell to any one. She did not say good-bye to the king as she set out for Ben Edair.

Where she could go to no man knew, for she had been banished from the Many-Coloured Land and could not return there. She was forbidden entry to the Shi' by Angus Og, and she could not remain in Ireland. She went to Sasana and she became a queen in that country, and it was she who fostered the rage against the Holy Land which has not ceased to this day.
But hang on a minute. Let's back up. Delvcaem? Wasn't that the name Becuma used as her own? What really happened here?

In the final installment, we'll be looking at one possible interpretation of this story, and what we might learn from it. Why not take the time to think about your own interpretation in the meantime?

Continue to part 3 - Liminal Space

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