Friday, September 17, 2021

Adams' "Watership Down" (1972)

Richard Adams' 1972 "children's novel" Watership Down takes the narrative viewpoint of a group of rabbits who, after being driven out of their home, go in search of a new place to settle. Along the way, the rabbits encounter various other forms of animal life (dogs, cats, birds, rats, etc.) who end up becoming either deadly enemies or staunch allies. However, their greatest challenges come from members of their own kind when rabbits from nearby warrens either try to enslave these wanderers or destroy them. Although the "behavioral" details of the rabbits are based on real facts (taken from R. M. Lockley’s The Private Life of the Rabbit), the narrative takes these characters on an anthropomorphized dramatic arc which has each member of the group develop as classical heroic archetypes as the adventure progresses. 

Additionally, at several points in the narrative, the rabbits relate stories about the "folk hero" El-ahrairah, a legendary rabbit trickster who uses his wits to protect his people from the destructive spirits of the natural world. Thus, the main narrative is enriched by tales from the rabbits' own mythology. 
 
The novel is divided into four large sections:
  1. The Journey: Based on a disturbing vision experienced by his "seer" friend Fiver, a young rabbit named Hazel leads a group of followers on a journey into the unknown. When they stumble upon a new warren, they find the other rabbits evasive about certain subjects. Eventually, they learn that the entire warren is monitored by a farmer who systematically harvests rabbits after fattening them up.
  2. On Watership Down: After escaping the "warren of the snares", Hazel's group reaches a high, protected area (Watership Down) and creates an underground complex in which to live. After a brief period of settlement, Hazel decides to send a party to a large warren to the east named Efrafa to see if any does there would like to join the Watership Down warren. While awaiting their return, he mounts a smaller mission to free some does from a nearby rabbit farm (but is nearly killed in the operation). 
  3. Efrafa: Hazel's friend Bigwig infiltrates the Efrafa warren, ruled by a warlord named General Woundwort. After many close scrapes, Bigwig manages to free some does from the Efrafan warren and leads them to a river. There, Hazel brings them all aboard a boat and they escape down a river.
  4. Hazel-Ra: General Woundwort soon learns the location of Bigwig's warren and leads a large force of officers to capture (or destroy) Watership Down. While Hazel's people are held under a siege, Hazel undertakes a dangerous mission to a nearby farm to lure a dog back to engage Woundwort's forces. In the meantime, Bigwig faces off against Woundwort in a brutal personal duel.
Detailed Synopsis

  1. PART I. THE JOURNEY: The Notice Board: In Sandleford, a precognitive rabbit named Fiver experiences a vision in which he sees a field covered in blood. Later, he and his friend Hazel see a human-erected sign which, unbeknownst to the rabbits, states that the surrounding area will soon become refurbished into a new real estate development.
  2. The Chief Rabbit: Hazel and Fiver visit Threarah, Chief Rabbit of the Sandleford warren, and ask him to order a mass evacuation. With little to go on, Threarah is skeptical of Fiver's portents of doom.
  3. Hazel's Decision: With Threarah unwilling to order an evacuation of the warren, Hazel and Fiver decide to warn as many rabbits as they can themselves, in the hopes of forming their own escape group. An impulsive rabbit named Bigwig is the first to join their party.
  4. The Departure: Several other rabbits join Hazel's party, but a few of the Owlsa (warren enforcers) arrive in order to arrest them, believing that they are mounting a coup. After a brief scuffle, Hazel's large friend Bigwig drives off the Owsla (led by a rabbit named Holly).
  5. In the Woods: Hazel's group make it into the woods outside Sandleford but soon require a halt for rest. He asks his friend Dandelion to tell a story.
  6. The Story of the Blessing of El-ahrairah: According to legend, a folk hero rabbit named El-ahrairah looked after the first rabbits. Under his leadership, the rabbits prosper and multiply. Eventually, the sun god Frith, disturbed by the appearance of so many rabbits, makes it so that many other animals prey on them. However, Frith eventually feels sympathy for the rabbits, and decides to give them speed and resourcefulness in order to evade their enemies.
  7. The Lendri and the River: A lendri (badger) appears, which forces the rabbits towards the Enbourne River.
  8. The Crossing: Due to the danger of an approaching dog, the group are forced to quickly cross the river. Hazel's clever friend Blackberry comes up with the idea of using a piece of driftwood as a raft for the two weaker members (Pipkin and Fiver).
  9. The Crow and the Beanfield: Hazel leads his group to the safety of hollow area in the middle of a bean field, but on the way they are forced to fight off a black crow.
  10. The Road and the Common: The rabbits then encounter a road (which puzzles some of them for its alienness). Later, Fiver points out some distant hills and tells Hazel that that he somehow knows that that is where they must go. Meanwhile, when some of the other rabbits begin having second thoughts about the dangerous journey, Bigwig browbeats them into order.
  11. Hard Going: Despite some hardships, the rabbits cross the heather to reach the safety of a field.
  12. The Stranger in the Field: While the party try to dig some holes to make camp in, an unfamiliar rabbit named Cowslip is spotted. The large, well-mannered rabbit invites Hazel's party to his own warren and then departs before a rain starts. During a break in the rain, Hazel's party decides to visit Cowslip's warren, although Fiver has foreboding feelings about this decision.
  13. Hospitality: Hazel's group arrives at Cowslip's surprisingly enormous warren. They are treated well by the other rabbits, but they seem evasive at times as well.
  14. 'Like Trees In November': Cowslip introduces Hazel's friends to a strangely bountiful garden from which food is easily gathered. However, Fiver still maintains that something "evil" is afoot. That night, the rains come again and the new rabbits are asked to tell a story to pass the time.
  15. The Story of the King's Lettuce: El-ahrairah accepts a challenge from Prince Rainbow to steal from the vegetable garden of King Darzin (who hates rabbits). He does this by having his friend Rabscuttle infiltrate the King's storeroom and "spoil" the lettuce (by soiling it). When the King becomes sick, El-ahrairah visits the King disguised as a doctor and convinces him to send the food to the rabbits in order to "poison" them. Thus, El-ahrairah wins the challenge.
  16. Silverweed: One of Cowslip's rabbits, a poet named Silverweed, delivers a poem about wind. For some reason, Fiver is horrified by it.
  17. The Shining Wire: The next day Bigwig is caught and almost killed by a rabbit snare (a "shining wire"). Fiver finally explains that Cowslip's warren is maintained by a farmer who systematically harvests a few rabbits from the field while fattening the rest up, thus saving him the trouble of maintaining rabbit pens. Living in denial, Cowslip and the rabbits had hidden this fact from Hazel's party. Hazel leads his friends away from Cowslip's warren, but one member of the doomed "warren of the snares", Strawberry, begs to join them (and is accepted).
  18. PART II. ON WATERSHIP DOWN: Watership Down: After a long trek, the rabbits make it to Watership Down, a high hill with a very good view. They also discover some abandoned rabbit holes. 
  19. Fear In the Dark: The rabbits begin working on digging new burrows higher up the hill. However, strange cries in the dark lead them to discover the tattered form of Captain Holly (the Owsla who had tried to halt their departure from the Sandleford warren).
  20. A Honeycomb and a Mouse: While Holly and his companion Bluebell sleep, Hazel and Strawberry begin building the "Honeycomb", an underground cave held up by roots, a design based on Cowslip's enormous underground hall. When a mouse is endangered by a kestrel, Hazel charitably gives it shelter so that it can escape.
  21. ‘For El-ahrairah to Cry’: After they recover from their journey, Holly and Bluebell describe how humans had used gas on the Sandleford warren to massacre all of the rabbits, with only a very few escaping. Holly and a couple other survivors had then followed tracks left behind by Hazel's party and eventually ran into Cowslip's people (who immediately attacked them after they mentioned Hazel's name). Holly and Bluebell eventually learned from Cowslip where Hazel's group had gone.
  22. The Story of the Trial of El-ahrairah: Bluebell tells a story in which Prince Rainbow had once planted a spy named Hufsa amongst El-ahrairah's people. One day, El-ahrairah brings Hufsa on a carrot-stealing spree, but on the way El-ahrairah's friends act strangely (as per El-ahrairah's instructions). Later, Hufsa exposes El-ahrairah to Prince Rainbow and the accused is put on trial. However, when Hufsa begins describing the strange behavior exhibited by the animals they had met on the way to the scene of the crime, the jury decides that Hufsa is insane. El-ahrairah is acquitted and the rabbits enjoy the carrots El-ahrairah had stolen.
  23. Kehaar: Hazel's group discover a wounded seagull and give it shelter. After it is fully recovered, Hazel convinces it to reconnoiter the surrounding woodland for other rabbits, since Hazel's goup needs does to mate with (and ensure the survival of their warren). The seagull, Kehaar, returns after a few days and reports on a warren of rabbits with "mothers" to the southeast. He also reports on rabbit hutches at a nearby farm. Holly is chosen to lead a small group to go to the warren supposedly having mothers.
  24. Nuthanger Farm: In order to enhance his own reputation, Hazel decides to investigate the rabbit farm on a separate expedition. He and Pipkin journey to the Nuthanger Farm and tease the captive rabbits there about a life of freedom. However, the appearance of a cat forces their quick departure.
  25. The Raid: Despite Fiver's premonition of disaster for Hazel, Hazel convinces Bigwig and a few other rabbits to help him free the rabbits at Nuthanger Farm. Unfortunately, during the raid a car pulls up and the headlights cause the rabbits to freeze. Eventually, the other rabbits manage to escape while Hazel draw the attention of the humans. Hazel evades the men by hiding in a ditch, although he is crippled after being shot in his leg. Worse, Holly and his party return to Watership Down empty-handed (without does).
  26. Fiver Beyond: Back at Watership Down, the rabbits believe that Hazel is dead, but Fiver has a dream in which a human gloats over his friend, who is trapped in a hole. When he awakes, he makes Blackberry bring him to the ditch near Nuthanger Farm where he finds a drainpipe in which a severely-injured Hazel is stuck.
  27. ‘You Can’t Imagine it Unless You’ve been There’: Back at the Honeycomb, Holly's party returns, and explains that they had found the Efrafa warren spotted by Kehaar. The Efrafans are ruled by a warlord named General Woundwort and his ruling Council. Oppressed under Woundwort's draconian measures (designed to protect the warren from mankind), rabbits are given very little freedom and are mercilessly maimed or executed for trespasses. Taken as prisoners, Holly and his group had eventually tricked their guard and fled from Efrafa. At one point they had been nearly recaptured by the Efrafa Owlsla, but the intervention of a train had saved them from their pursuit.
  28. At the Foot of the Hill: Hazel is pulled out of the drainpipe and brought to the foot of the Honeycomb's hill in order to fully recover before making the final part of the climb. After he is informed of Efrafa, he asks Blackberry to come up with a plan to obtain does from Efrafa.
  29. Return and Departure: After Hazel returns to his warren he tells everyone that they need to trick General Woundwort somehow. Kehaar offers to help, although he is eager to leave for the ocean afterwards.
  30. PART III. EFRAFA: A New Journey: Hazel and his group head off towards Efrafa in the east. Hazel decides that they should find a temporary site outside Efrafa from which to make their plans. Kehaar tells him of a spot on the far side across the Test River.
  31. The Story of El-ahrairah and the Black Rabbit of Inlé: Dandelion tells a story in which El-ahrairah's people were being starved to death by King Darzin. El-ahrairah seeks out the Black Rabbit of Inlé (a rabbit "grim reaper" of sorts) in order to seek out aid. After El-ahrairah proves his willingness to give his own life for his warren, the Black Rabbit helps El-ahrairah's people win their war against Darzin's forces. However, a generation later the younger rabbits disregard the heroism shown by their elders during the war.
  32. Across the Iron Road: When a fox is spotted approaching the area, Bigwig lures it away where he soon runs into an Efrafa patrol. While the fox attacks the Efrafa rabbits, Bigwig hastily rejoins Hazel's party. Later, Hazel's group race across the train tracks in order to evade detection by an Efrafan patrol.
  33. The Great River: After Hazel's group crosses the Test River (on a wooden bridge), they discover a small raft, anchored to the riverbank by a rope. Blackberry realizes that they can escape on the boat  after they have liberated the does from Efrafa (and in the process covering any tracks leading back to Watership Down). Hazel sends Bigwig on a solo mission to Efrafa. 
  34. General Woundwort: In Efrafa, General Woundwort reminisces on his savage upbringing and subsequent quest for power. He also worries about the over-crowding at Efrafa and the recent loss of two of his best officers (one run over by a train and the other slain by a fox while tracking a group of trespassers). Bigwig arrives in Efrafa, seeking to join General Woundwort's impressive warren.
  35. Groping: Due to his size, Bigwig is assigned to one of Efrafa's "Marks" (monitored feeding shifts) as an Owsla. After witnessing the conditions of General Woundwort's harsh rule, he contacts Hyzenthlay, one of the does who had helped Holly's party when they had visited earlier. He also befriends a mutilated rabbit named Blackavar who Groundwort had maimed for recently trying to escape.
  36. Approaching Thunder: Bigwig meets Kehaar during a silflay (above ground feeding shift) and tells him that he plans to escape with some willing Efrafan does at sunset. He asks Kehaar to scare off the sentries so that Bigwig can also liberate Blackavar before they make a run for it. Later, when sunset arrives, Bigwig moves to execute his plan but is unexpectedly accosted by General Woundwort. 
  37. The Thunder Builds Up: When Bigwig is recognized by one of the Efrafan patrols, General Woundwort interrogates Bigwig about the fox which had killed one of his officers. Although Bigwig cleverly deflects Woundwort's questions, his escape plan is foiled for that night, and must be postponed for the next day. However, Hyzenthlay, worries that the secret may come out amongst the does who have now been informed of the plan. Fortunately, the night passes uneventfully. The next day thunderclouds approach.
  38. The Thunder Breaks: When one of the Hyzenthlay's does is summoned for questioning, Bigwig realizes that time has run out. He tricks the sentries into allowing the does out for an early feeding shift and then sounds the signal for his fugitives to make a run for it. When they get to a rendezvous point, Bigwig is alarmed when there is no sign of his friends or of Kehaar (whom he had been expecting). General Woundwort and his soldiers soon surround them. Just as General Woundwort is about to kill Bigwig, Kehar swoops down and scatters the Efrafa soldiers. Additionally, a thunderstorm breaks. While dodging General Woundwort's henchmen, Bigwig finally finds his friends and manages to get everyone on the escape boat. General Woundwort stares at them in fury as Hazel's boat floats away.
  39. PART IV. HAZEL-RAH: The Bridges: The boat carries the rabbits downstream where it goes under a bridge. However when it encounters a second bridge it gets caught against the supports. Exhausted, the rabbits manage to swim underneath the bridge and make it to a swampy area.
  40. The Way Back: Hazel's group gradually make their way back towards Watership Down. At one point, Blackavar warns them about a possible nearby fox, but Bigwig's skepticism costs them a doe's life. Later, as they near the Honeycomb, they run into an Efrafan patrol led by a rabbit named Campion. Outnumbered, the Efrafans are forced to let Hazel's friends pass. However, Campion secretly follows them and soon learns the location of Watership Down.
  41. The Story of Rowsby Woof and the Fairy Wogdog: Dandelion tells a story of how El-ahrairah and Rabscuttle once discovered a cottage guarded by a dog named Rowsby Woof. El-ahrairah uses a piece of rubber to pretend to be the nose of a "fairy wogdog" and tricks the dog into allowing the rabbits a chance to steal vegetables from the cottage.
  42. News At Sunset: For a time, Watership Down experiences prosperity, and one of the does gives birth to a litter of young. However, one day Holly discovers that a large force of Efrafan rabbits are approaching. While the other rabbits prepare to fortify the Honeycomb, Hazel decides that their only chance for survival is to try diplomacy with General Woundwort.
  43. The Great Patrol: General Woundwort is disappointed when he learns that he has lost the element of surprise. However, he soon runs into Hazel who proposes an alliance, one which would strengthen both warrens. General Woundwort insists on Watership Downs' total surrender.
  44. A Message from El-ahrairah: Before General Woundwort's forces arrive, Hazel's rabbits seal up the entrances to the Honeycomb and prepare for a long siege. When they arrive above the Honeycomb, General Woundwort's soldiers begin digging a hole directly into the complex from above. With time running out, Fiver somehow enables Hazel to see a vision involving a dog from the past. Hazel then takes Blackberry and Dandelion with him on a mission while Bigwig is ordered to hold off General Woundwort as long as possible.
  45. Nuthanger Farm Again: Hazel and Dandelion go to Nuthanger Farm and free the dog leashed there. While the dog chases Dandelion towards Watership Down, Hazel is pinned down by a cat.
  46. Bigwig Stands His Ground: At the Honeycomb, Bigwig has his people retreat to a deeper part of the warren. When General Woundwort's forces eventually break into the main burrow hall from above, Bigwig uses guerilla tactics to attack the General from a hidden, buried position in the burrow wall.
  47. The Sky Suspended: While Dandelion and Blackberry lure the Nuthanger dog to Watership Down, General Woundwort and Bigwig engage in a brutal tunnel fight which leaves them both injured and weakened. Eventually deciding not to risk his own life any further, Woundwort tries to send an Owsla officer to finish Bigwig off (despite the possible damage to his own reputation). However, his ranks begin to break, and when the Nuthanger dog suddenly arrives, General Woundwort finds himself facing the animal alone.  
  48. Dea ex Machina: At Nuthanger Farm, a young girl rescues Hazel from the cat. After showing the rabbit to her doctor friend, she lets Hazel back into the wild. The Nuthanger dog returns with some scratches on its nose.
  49. Hazel Comes Home: With General Woundwort missing, his forces retreat from Watership Down and eventually make it back it Efrafa with many casualties. Hazel returns and Bigwig recovers from his near-fatal battle wounds. 
  50. And Last: Weeks later, the rabbits of Watership Down prepare for the winter ahead. Hazel is treated like a hero and Bigwig begins training a new generation of Owsla, while more young rabbits with Fiver's precognitive powers are born.
  • Epilogue: In the years that follow, legends arise around both Hazel and General Woundwort, whose body is never found. One day, Hazel awakens next to a strange rabbit who leads him to fields beyond mortal rabbits.

Lapine Glossary

Adams transcribes the rabbits' conversations and thoughts in English, but from time to time words from "Lapine" (the rabbits' own language) appears. A partial glossary appears below.

  • Bob-stones: A traditional game among rabbits.
  • Crixa, the: The center of Efrafa, at the crossing point of two bridle paths.
  • El-ahrairah: The rabbit folk hero. The name (Elil-hrair-rah) means "Enemies-Thousand-Prince" = the Prince with a Thousand Enemies.
  • Elil: Enemies (of rabbits).
  • Embleer: Stinking, e.g. the smell of a fox.
  • Flay: Food, e.g. grass or other green fodder.
  • Flayrah: Unusually good food, e.g. lettuce.
  • Frith: The sun, personified as a god by rabbits. Frithrah! = the lord Sun--used as an exclamation.
  • Fu Inlé: After moonrise.
  • Hlao: Any dimple or depression in the grass, such as that formed by a daisy plant or thistle, which can hold moisture. The name of a rabbit.
  • Hlao-roo: "Little Hlao." An affectionate diminutive of the name of Hlao, one of the rabbits in the story.
  • Hlessi: A rabbit living above ground, without a regular hole or warren. A wandering rabbit, living in the open. (Plural, hlessil.)
  • Homba: A fox. (Plural, hombil.)
  • Hrair: A great many; an uncountable number; any number over four. U Hrair = The Thousand (enemies).
  • Hrairoo: "Little Thousand." The name of Fiver in Lapine.
  • Hraka: Droppings, excreta.
  • Hrududu: A tractor, car or any motor vehicle. (Plural, hrududil.)
  • Inlé: Literally, the moon; also moonrise. But a second meaning carries the idea of darkness, fear and death.
  • Lendri: A badger.
  • Ni-Frith: Noon.
  • Owsla: The strongest rabbits in a warren, the ruling clique.  
  • Owslafa: The Council police (a word found only in Efrafa).
  • Pfeffa: A cat.
  • Rah: A prince, leader or chief rabbit. Usually used as a suffix. E.g. Threarah = Lord Threar.
  • Roo: Used as a suffix to denote a diminutive. E.g. Hrairoo.
  • Silf: Outside, that is, not underground.
  • Silflay: To go above ground to feed. Literally, to feed outside. Also used as a noun.
  • Tharn: Stupefied, distraught, hypnotized with fear. But can also, in certain contexts, mean "looking foolish," or again "heartbroken" or "forlorn."
  • Thlay: Fur.
  • Thlayli: "Fur-head." A nickname used for Bigwig.
  • Threar: A rowan tree, or mountain ash.
  • Yona: A hedgehog. (Plural, yonil.)
  • Zorn: Destroyed, murdered. Denotes a catastrophe.