Things to Do TALE 73 Bird-nesting in Winter

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What good are old bird-nests? These are some of the ends they serve. A Deermouse seeking the safety of a bramble thicket and a warm house, will make his own nest in the forsaken home of a Cat-bird. A Gray Squirrel will roof over the open nest of a Crow or Hawk and so make it a castle in the air for himself. But one of the strangest uses is this: The Solitary Sandpiper is a bird that cannot build a tree nest for itself and yet loves to give to its eggs the safety of a high place; so it lays in the old nest of a Robin, or other tree bird, and there its young are hatched. But this is only in the Far North. There are plenty of old bird-nests left for other uses, and for you.

Bird-nesting in summer is wicked, cruel, and against the law. But bird-nesting in winter is good fun and harms no one, if we take only the little nests that are built in forked twigs, or on rock ledges. For most little birds prefer to make a new nest for themselves each season.

If you get: A Goldfinch, floss nest;

A Phoebe, moss nest;

A Robin, mud nest;

A Vireo, good nest;

A Kingbird, rag nest;

An Oriole, bag nest;

you have six different kinds of beautiful nests that are easily kept for the museum, and you do no harm in taking them.

TALE 74
The Ox-eye Daisy or Marguerite

The Ox-eye Daisy or Marguerite The Ox-eye Daisy or Marguerite

Do you know that "Daisy" means "day's eye," because the old country Daisy opens its eyes when day comes, and shuts them every night. But our Daisy is different and much bigger, so we have got into the way of calling it "Ox-eye." Some of our young people call it "Love-me; love-me-not," because they think it can tell if one is loved. They pull out the white rays of the flower one by one, saying, "He loves me; he loves me not; he loves me; he loves me not." Then what they are saying as the last is pulled, settles the question. If the Daisy says "He loves me," they take a second Daisy and ask the next question, "Will he marry me?" Then, pulling the rays as before, "This year, next year, some time, never." And in this way they learn all that the Daisies know about these important matters.

We call it "our Daisy," but it is not a true native of America. Its home is Europe. The settlers of New England, missing the flower of their homeland, brought it over and planted it in their gardens. It spread widely in the North; but it did not reach the South until the time of the Civil War, when it is said to have gone in with the hay for Sherman's Army, to become a troublesome weed in the fields.


This scrap of history is recorded in a popular ballad.

TALE 75
A Monkey-hunt

The Monkeys in the Tree Tops The Monkeys in the Tree Tops

We all love to go a-hunting; every one of us in some way; and it is only the dislike of cruelty and destruction that keeps most of us from hunting animals continually, as our forebears did.

Some of my best days were spent in hunting. The Arabs say, "Allah reckons not against a man's allotted span the days he spends in the chase."

I hope that I may help many of you to go a-hunting, and to get the good things of it, with the bad things left out.

Come! Now it is the spring of the year, and just the right time for a Monkey-hunt. We are going prowling along the brookside where we are pretty sure of finding our game. "See, there is a Monkey tree and it is full of the big Monkeys!"

"What! That pussy-willow?"

Yes, you think they are only pussy-willows, but wait until you see. We shall take home a band of the Monkeys, tree and all, and you will learn that a pussy-willow is only a baby Monkey half done.

Now let us get a branch of live elderberry and one or two limbs of the low red sumac. It is best to use sumac because it is the only handy wood that one can easily stick a pin through, or cut. The pieces should be five or six inches long and about half an inch to an inch thick. They should have as many odd features as possible, knots, bumps, fungus, moss, etc.; all of which add interest to the picture.

To these we must add a lot of odd bits of dry cane, dry grasses, old flower-stalks, moss, and gravel, etc., to use for background and foreground in the little jungle we are to make for our Monkeys to play in. It is delightful to find the new interest that all sorts of queer weeds take on, when we view them as canes or palms for our little jungle.

Now with the spoils of our hunt, let us go home and preserve the trophies.

Cut off about three inches of the elderberry wood and have it clear of knots; cut a flat ended ramrod so as just to fit the bore, and force out the pith with one clean sharp push: or else whittle away the surrounding wood. The latter way gives a better quality of pith.

Now take a piece of the pith about one-third the size of a big pussy-willow, use a very sharp knife and you will find it easy to whittle it into a Monkey's head about the shape of "a" and "b."

Use a very sharp-pointed, soft black pencil to make the eyes, nose, the line for the mouth and the shape of the ears; or else wait till the pith is quite dry, then use a fine pen with ink.

If you are skilful with the knife you may cut the ears so that they hang as in "d."

Stick an ordinary pin right down through the crown of the head into a big pussy-willow that will serve as a body (e). If you glue the head on it is harder to do, but it keeps the body from being mussed up. Cut two arms of the pith (ff) and two feet (gg), drawing the lines for the fingers and toes, with the sharp black pencil, or else ink as before.

Cut a long, straight pointed piece of pith for a tail, dip it in boiling water, then bend it to the right shape "h."

Cut a branch of the sumac so that it is about four inches high, and of the style for a tree; nail this on a block of wood to make it stand. Sometimes it is easier to bore a hole in the stand and wedge the branch into that.

Set the Monkey on the limb by driving the pin into it as at "i," or else glueing it on; and glue on the limbs and tail. Sometimes a little wad of willow-down on the Monkey's crown is a great help. It hides the pin.

Now set this away for the glue to harden.

Meanwhile take an ordinary cigar box about two inches deep, line it with white paper pasted in; or else paint it with water colour in Chinese white. Colour the upper part sky colour; the lower, shaded into green, getting very dark on the bottom. Lay a piece of glass or else a scrap of an old motor-car window-isinglass on the bottom, and set in a couple of tacks alongside to hold it; this is for a pool.

Make a mixture of liquid glue, one part; water, five parts; then stir in enough old plaster of Paris, whitening, or even fine loam to make a soft paste. Build banks of this paste around the pool and higher toward the back sides. Stick the tree, with its stand and its Monkeys, in this, to one side; dust powder or rotten wood over the ground to hide its whiteness; or paint it with water colours.

Use all the various dry grasses, etc., to form a jungle; sticking them in the paste, or glueing them on.

And your jungle with its Monkeys is complete.


Many other things may be used for Monkeys. I have seen good ones made of peanuts, with the features inked on, and a very young black birch catkin for tail. Beautiful birds also can be made by using a pith body and bright feathers or silks glued on for plumes. The pith itself is easily coloured with water colours.

You will be delighted to see what beautiful effects you can get by use of these simple wild materials, helped with a little imagination.

And the end of the Monkey-hunt will be that you have learned a new kind of hunting, with nothing but pleasant memories in it, and trophies to show for proof.

TALE 76
The Horsetail and the Jungle

The Horsetail and the Jungle The Horsetail and the Jungle

Long, long ago, millions of years ago, this world was much hotter than it is now. Yes, in mid-winter it was hotter than it is now in mid-summer. Over all Pennsylvania there were huge forests of things that looked a little like palms, but some looked like pipes with joints, and had wheels of branches or limb wheels at every joint. They were as tall as some palms, and grew in swamps.

When one of those big joint-wheels fell over, it sank into the mud and was forgotten. So at last the swamp was filled up solid with their trunks.

Then for some unknown reason all the big joint-trees died, and the sand, mud, and gravel levelled off the swamp. There they lay, and slowly become blacker and harder under the mud, until they turned into coal.

That is what we burn to-day, the trunks of the wheel-jointed swamp trees. But their youngest great-grandchild is still with us, and shows, in its small way, what its great ancestors were like.

You will find it along some railway bank, or in any damp woods. Country people who know it, call it Joint Grass or Horsetails; the books call it Equisetum. The drawing will show you what to look for.

Gather a handful and take them home. Then get some of the moss known as ground-pine, a small piece of glass (the Guide should see that the edges of the glass are well rubbed with a stone, to prevent cutting the fingers), a cigar box, and white paste or putty, as in the Monkey-hunt.

Make a pool with the glass, and banks around it of the paste. Now cover these banks with the ground pine; using a little glue on the under side of each piece, but leave an open space without moss at the back, near the pool. Take a pointed stick and make holes through the moss into the clay or putty, and in each hole put one of the Horsetails, cutting it off with scissors if too tall for the top, till you have a thicket of these stems on each side; only make more on one side than on the other.


Now for the grand finish. You must make an extinct monster. Get half a walnut shell; cut a notch at one end where the neck will be; fill the shell with putty; stick in wooden pegs for legs, tail, and head. The central stalk of a tulip-tree fruit makes a wonderful sculptured tail; the unopened buds of dogwood do for legs, also cloves have been used. Any nobby stick serves for head if you make eyes and teeth on it.

When dry this makes a good extinct monster. Set it on the far bank of the water, and you have a jungle, the old Pennsylvania jungle of the days when the coal was packed away.

TALE 77
The Woods in Winter

Go out to the nearest chestnut tree, and get half a small burr; trim it neatly. Fill it with putty; set four wooden pegs in this for legs, a large peg for a head and a long thin one for a tail. On the head put two little black pins for eyes. Now rub glue on the wooden pegs and sprinkle them with powdered rotten wood, or fine sand, and you have a Burr Porcupine. Sometimes carpet tacks are used for legs. You will have to wear strong leather gloves in making this, it is so much like a real Porcupine.

Now go into your woods and get a handful of common red cedar twigs with leaves on, or other picturesque branches, some creeping moss of the kind used by flower dealers to pack plants, various dried grasses, and a few flat or sharp-cornered pebbles. Take these home. Get a cigar box or a candy-box, some paper, clay or putty and glass, as already described for the Monkey-hunt. Make a pond with the glass and a bank with the clay and pebbles. Paint the top of the clay, and tops of the pebbles with the thin glue, and also part of the glass; then sprinkle all with powdered chalk, whitening, plaster of Paris or talcum powder for snow. Put the Porcupine in the middle, and you have the "Woods in Winter."

TALE 78
The Fish and the Pond

The Fish and the Pond—and the Cone The Fish and the Pond—and the Cone

Go out and get the cone of a Norway Spruce tree, or a White Spruce; this is the body of your Fish. Cut two round spots of white paper for eyes, glue them on, and when dry, put a black ink spot in the middle of each. Add a curved piece of paper on each side for gills. Then with an awl or with the point of the scissors make holes in the sides, in which put fins cut out of brown paper, fixing them in with glue. Then, with the knife blade, make a long cut in the back, and split the tail, and in each cut glue a thick piece of brown paper cut fin shape. When dry, draw lines on these with ink. Now you have a good Fish.

For the pond, take a cigar-box, paint the lower quarter of it dark green, and the upper part shaded into light blue, for sky. Glue a piece of glass or else carwindow celluloid level across this near the bottom. This is for water. Hide all the back and side edges of the glass with clay banks as described in the Monkey-hunt, or with moss glued on. Put a fine black thread to the Fish's back, another to his tail, and hang him level above the water by fastening the threads to the top of the box. Label it "Pond Life" or the "Fish at Home."

TALE 79
Smoke Prints of Leaves

Smoke Prints of Leaves Smoke Prints of Leaves

Collect one or two leaves that have strongly marked ribs; elm and raspberry are good ones. Take a piece of paper that is strong, but rather soft, and about as big as this page. Grease, or oil it all over with paint-oil, butter, or lard. Then hold it, grease-side down, in the smoke of a candle, close to the flame, moving it about quickly so that the paper won't burn, until it is everywhere black with soot.

Lay the paper flat on a table, soot-side up, on a piece of blotting paper. Lay the leaf on this; then, over that, a sheet of paper. Press this down over all the leaf. Lift the leaf and lay it on a piece of soft, white paper; press it down as before, with a paper over it, on which you rub with one hand while the other keeps it from slipping; lift the leaf, and on the lower paper you will find a beautiful line-drawing of the leaf, done in black ink; which, once it is dry, will never rub out or fade away.

At one corner write down the date and the name of the leaf.

TALE 80
Bird-boxes

Bird-boxes Bird-boxes

You can win honours in Woodcraft if you make a successful bird-box. That is one made by yourself, and used by some bird to raise its brood in.

There are three kinds of birds that are very ready to use the nesting places you make. These are the Robin, Wren, and Phoebe. But each bird wants its own kind exactly right, or will not use it.

First the Robin wants a shelf, as in the picture. It should be hung against a tree or a building, about ten feet up, and not much exposed to the wind. It should also be in a shady place or at least not where it gets much sun.

The nails sticking up on the floor are to hold the nest so the wind will not blow it away. The Phoebe-shelf is much the same only smaller.

The Wren-box should be about four or five inches wide and six inches high inside, with a hole exactly seven eighths inch wide. If any bigger, the Wren does not like it so well, and other birds may drive the Wren away. Many Wren-boxes are made of tomato tins, but these are hard to cut a hole in. The Wren-box should be hung where the sun never shines on it all summer, as that would make it too hot inside.

TALE 81
A Hunter's Lamp

A Hunter's Lamp A Hunter's Lamp

In the old pioneer days, every hunter used to make himself a lamp, for it was much easier to make than a candle. It is a good stunt in Woodcraft to make one. Each woodcrafter should have one of his own handiwork. There are four things needed in it: The bowl, the wick, the wick-holder and some fat, grease, or oil.

For the bowl a big clam shell does well.

For wick a strip of cotton rag rolled into a cord as thick as a slate pencil, and about two inches long; a cotton cord will do, or perhaps the fibrous bark of milkweed or other native stuff is the truly woodcraft thing.

For wick-holder get a piece of brick, stone, or a small clam shell about as big as a half dollar. Bore a hole through the middle to hold the wick. It is not easy to get the hole through without splitting the stone, but sometimes one can find a flat pebble already bored. Sometimes one can make a disc of clay with a hole in it, then burn this hard in a fierce fire, but the most primitive way is to rub the bump of a small clam shell on a flat stone till it is worn through.

For oil use the fat, grease, lard, or butter of any animal, if it is fresh, that is without salt in it.

Fill the bowl with the grease, soak the wick in grease and set it in the holder so that half an inch sticks up; the rest is in the grease. The holder rests on the bottom of the bowl.

Light the end that sticks up. It will burn with a clear, steady light till all the oil is used up.

To have made a lamp that will burn for half an hour is counted an "honour" in Woodcraft, and may win you a badge if you belong to a Woodcraft Tribe.

TALE 82
The Coon Hunt

Take a little bundle of white rags, or paper, as large as a walnut; call this the "Coon." While all the young folks hide their eyes or go out of the room, the Guide puts the Coon on some place, high or low, but in plain view; then, going away from it, shouts "Coon!"

Now the young scouts have to find that Coon, each looking about for himself. As soon as one sees it, he says nothing, but sits down. Each must find it for himself, then sit down silently, until all are down. Last down is the "booby"; first down is the winner; and the winner has the right to place the Coon the second time, if the Guide does not wish to do it.

This is often played indoors and sometimes a thimble is used for the Coon.

TALE 83
The Indian Pot

This is something everyone can make, no matter how young, and each, including the Guide, should make one.

Get a lump of good stiff clay; yellow is better than blue, only because it is a better colour when finished.

Work the clay up with water till soft, pick out all stones, lumps, and straws. Then roll it out like a pancake; use a knife to cut this into laces a foot long and about as thick as a pencil.

Dip your fingers in water, take one of these laces and coil it round and round as in "a," soldering it together with water rubbed on and into the joints. Keep on adding, shaping and rubbing, till you have a saucer about three inches across and a quarter of an inch thick. Put this away in some shady place to set, or harden a little; otherwise it would fall down of its own weight.

After about an hour, wet the rim, and build up on that round and round with laces as before, until you have turned the saucer into a cup, about four inches across, and, maybe three inches high. Set this away to stiffen. Then finish the shape, by adding more coils, and drawing it in a little. When this has stiffened, make a "slip" or cream of clay and water, rub this all over the pot inside and out; use your fingers and a knife to make it smooth and even. When this is done, use a sharp point, and draw on the pot any of the Indian designs show in the sketches, using lines and dots for the shading.

The Indian Pot The Indian Pot

Now set the pot in some shady place to dry. High above the stove in the kitchen is a good place, so long as it is not too near the stove-pipe. After one day bring it nearer the heat. Then about the second day, put it in the oven. Last of all, and this is the hardest part to do, let the Guide put the bone-dry pot right into the fire, deep down into the red coals at night, and leave it there till next day. In the morning when the fire is dead, the pot should be carefully lifted out, and, if all is well, it will be of hard ringing red terra cotta.

The final firing is always the hardest thing to do, because the pots are so easily cracked. If they be drawn out of the fire while they are yet hot, the sudden touch of cold air usually breaks them into pieces.

Now remember, O Guide! A pot is made of the earth, and holds the things that come out of the earth to make life, that feed us and keep us. So on it, you should draw the symbols that stand for these things. At the foot of preceding page you see some of them.

TALE 84
Snowflakes, the Sixfold Gems of Snowroba

Snowflakes Snowflakes

You have heard of the lovely Snowroba, white calm beautiful Snowroba, the daughter of King Jackfrost the Winter King, whose sad history was told in the first Tale. You remember how her robe was trimmed with white lace and crystal gems, each gem with six points and six facets and six angles, for that is one of the strange laws of the white Kingdom, the sixfold rule of gems. I did not give a good portrait of the White Princess, but I can show you how to make the Jewels which sparkled on her robe.

Take a square of thin white paper three or four inches wide (a). Fold it across (b), and again, until it is a square (c), half as wide as "a." Mark on it the lines as in "d," and fold it in three equal parts as in "e." Now with pencil draw the heavy black lines as in "f, g, h." Cut along these lines with scissors, open out the central piece, and you have your snow-gems as on facing page.

You can see for yourself that these are true to the gem-law of the White Kingdom, if, when next the snow comes down, you look for the biggest flakes as they lie on some dark surface. You will find many patterns all of them beautiful, and all of them fashioned in accordance with the law.

Are You Alive?

Little boy or girl, are you all alive? Just as alive as an Indian? Can you see like a hawk, feel like a blind man, hear like an owl? Are you quick as a cat? You do not know! Well, let us find out in the next eight tales. In these tests 100 is kept in view as a perfect score in each department, although it is possible in some cases to go over that.

TALE 85
Farsight

1. Hold up a page of this book, and see how far off you can read it. If at 60 inches, measured with a tapeline from your eye to the book, then your eye number is 60, which is remarkably good. Very few get as high as 70.

2. Now go out at night and see how many Pleiades you can count; see Tale 52. If you see a mere haze, your star number is 0; if you see 4 little pin points in the haze, your number is 8; if you see 6, your number is 12. If you see 7 your number is 14; and you will not get beyond that.

3. Now look for the Pappoose on the Squaw's back, as in Tale 50. If you do not see it, you score nothing. If you can see it, and prove that you see it, your number is 14 more.

Now add up these, thus: 60 plus 14 plus 14; this gives 88 as your farsight number. Anything over 60 means you can see like a hawk.

TALE 86
Quicksight

Take two boards, cards or papers, each about half a foot square; divide them with black lines into 25 squares each, i. e. 5 each way; get 6 nuts and 4 pebbles, or 6 pennies and 4 beans; or any other set of two things differing in size and shape.

Let the one to be tested turn his back, while the Guide places 3 nuts and 2 pebbles on one of the boards, in any pattern he pleases, except that there must be only one on a square.

Now, let the player see them for 5 seconds by the watch; then cover it up.

From memory, the player must place the other 3 nuts and 2 pebbles on the other board, in exactly the same pattern. Counting one for every one that was right. Note that a piece exactly on the line does not count; but one chiefly in a square is reckoned to be in that square.

Do this 4 times. Then multiply the total result by 5. This gives his quicksight number, to be added to his aliveness score.

TALE 87
Hearing

Can you hear like an owl? An owl can find his prey by hearing after dark. His ears are wonderful. Let us try if yours are.

1. Watch-test. First, you must be blindfolded, and in some perfectly quiet place indoors. Now have the Guide hold a man's watch (open if hunting-cased), near your head; if you can hear it at 40 inches, measured on a tapeline, and prove that you do, by telling exactly where it is, in several tries, your hearing number is 40, which is high. If at 20 inches, it is low (20 pts.); if at 60 inches (60 pts.), it is remarkable. Anything over 50 points means you can hear like an owl. In this you go by your best ear.

2. Pindrop-test. Sometimes it is difficult to get a good watch-test. Then the trial may be made with an ordinary, silvered brass stick-pin, 1-1/8 inches long, with small head. Lay the pin on a block of wood that is exactly half an inch thick. Set this on a smooth polished board, or table top of hardwood, not more than an inch thick, and with open space under it. Set it away from the edge of the table so as to be clear of the frame and legs. After the warning "ready," let the Guide tip the block of wood, so the pin drops from the block to the table top (half an inch). If you hear it at 35 feet in a perfectly still room, your hearing is normal, and your hearing number is 35. If 20 feet is your farthest limit of hearing it, your number is 20, which is low. If you can hear it at 70 feet, your number is 70, which is remarkable.

You can use either the watch-test or the pin-test. If you use both, you add the totals together, and divide by 2, to get your hearing number.

TALE 88
Feeling

1. Have you got wise fingers like a blind man?

Put 10 nickels, 10 coppers and 10 dimes in a hat or in one hand if you like. Then, while blindfolded, separate them into three separate piles, all of each kind in a separate pile, within 2 minutes. If it takes you the full 2 minutes (120 seconds), you are slow, and your feel number is 0. If you do it without a mistake in 1 minute and 20 seconds, your feel number is 40, one point for each second you are less than 2 minutes. But you must take off 3 points for every one wrongly placed, so 3 wrongly placed would reduce your 40 to 31. I have known some little boys on the East Side of New York to do it in 50 seconds without a mistake, so their feel-number by coins was 70. That is, 120 seconds minus 50 seconds equals 70. This is the best so far.

2. Now get a quart of corn or beans. Then when blindfolded, and using but one hand, lay out the corn or beans in "threes"; that is, three at a time laid on the table for 2 minutes. The Guide may move the piles aside as they are made. Then stop and count all that are exactly three in a pile (those with more or less do not count at all). If there are 40 piles with 3 in each, 40 is your number, by corn.

3. The last test is: Can you lace your shoes in the dark, or blind-folded, finishing with a neat double bow knot?

Arrange it so your two shoes together have a total of at least 20 holes or hooks to be used in the test, i. e., which do not have the lace in them when you begin. Allow 1 point for each hole or hook, i. e., 20 points, finish the lacing in 2 minutes, in any case stop when the 2 minutes is up; then take off 2 points for each one that is wrongly laced, or not laced. Thus: Supposing 4 are wrong, take off 4 times 2 from 20, and your blindfold lacing number is 12; if the number wrong was 10 or more, your lacing number is 0; if you had 3 wrong, your number is 14.

Suppose by these three tests—coins, corn, and laces—you scored 40, 30, and 14; add these together and they give your feel number; 84.

TALE 89
Quickness

Put down 12 potatoes (or other round things) in a row, each one exactly 6 feet from the last, and the last 12 feet from a box with a hole in it, just large enough to take in one potato. Now at the word "go," run and get the first potato, put it through the hole into the box; then get the second, bring it to the box, and so on, one at each trip. After one minute, stop. Now multiply the number of potatoes in the box by 10, and you have your quickness number. If you have 8 in the box, you score 80 points, you are as quick as a cat. Very few get over 80. No one so far has made 100 points.

TALE 90
Guessing Length

Take two common nails, or other thin bits of metal, and lay them on a table or board, at what you guess to be exactly one yard (36 inches) apart. Then let the Guide lay the tape-line on it, and, allowing 20 points for exactly right, take off 1 point for each half inch you are wrong, over or under. Do not count quarter inches, but go by the nearest half-inch mark. Do this 5 times, add up the totals, that will give your guessing-length number.

Thus, if your first guess turns out to be 37 inches, that is, 2 half-inches too much, 2 from 20 gives 18 points. Your next guess was 34 inches, that is 4 half-inches too little, 4 from 20 gives 16 points. Your next guess gave 12 points, your next 17, and your last 19. The total, 18 plus 16 plus 12 plus 17 plus 19, equals your number of guessing length or 82.

TALE 91
Aim or Limb-control

Take 25 medium-sized potatoes, and set up a bucket or bag whose mouth is round and exactly one foot across. Draw a line exactly 10 feet from the bucket or bag. Toe that line, and throw the potatoes, one by one, into the bag. Those that go in, then bounce out, are counted as in. Do it four times, then add up all the four totals of those that went in; that gives your aim or control number.

For example, suppose that in the 4 tries you got 10 in the first time, 15 in the second, 20 in the third, 19 in the fourth. Add these together, it gives your arm-control or aim number as 64.

Now add up all these high numbers:
Farsight 88
Quicksight 50
Hearing 50
Feeling 84
Quickness 80
Guessing Length 82
Aim 64

Your aliveness number is

498

But very few can score so high. If you can score 400 you are surely alive; you can see like a hawk, you can take in at a glance, you can hear like an owl, you can feel like a blind man, you are quick as a cat, you are a good judge of size, and you can aim true; That is, you are as alive as an Indian.

TALE 92
A Treasure Hunt

Make 24 little white sticks, each about three inches long, and as thick as a pencil. They are easy to make of willow shoots, after the bark is peeled off. While the young folk hide their eyes, the Guide walks off in the woods, ties a white rag on a tall stake or limb, for the point of beginning. Then, one step apart and in a very crooked line, sets each of the little white sticks in the ground, standing straight up. Under the last stick should be buried the treasure; usually a stick of chocolate. This the players are to find by following the sticks.

When the young folk get used to it, the line should be longer, the sticks farther apart, and the last one may be ten steps from the last but one.

When they are well trained at it, scraps of paper, white beans, corn, or even chalk marks on trees, instead of sticks, will serve for trail; and still later holes prodded in the ground with a sharp pointed cane will do.

This game can be played in the snow; in which case, the track of the Guide, when he hides the treasure, takes the place of the sticks.

Finally it makes a good game for indoors on a rainy day. In which case we use buttons, corn, or scraps of white cotton for trail sticks. Of course the trail now should be upstairs and down, and as long and crooked as possible.

TALE 93
Moving Pictures

One of the best developers of imagination is the Moving Picture. Sometimes called Pantomime, or Dumb-show which means all signs without sounds.

The one who is to put on the "movie" is given a subject and must then stand out on the stage or Council Ring, and carry all the story to the spectators, without using any sound and with as few accessories as possible.

The "print between the reels" is supplied by the Guide who simply announces what is needed to explain.

The following subjects have been used successfully (unless otherwise stated they are for one actor each):

Miss Muffet and the Spider—the well-known Nursery Rhyme

Old Mother Hubbard

Little Jack Horner

Mary and her Little Lamb

Red Ridinghood—walk through the woods, meeting the wolf, etc.

Robinson Crusoe—finding the track of a man in the sand

A Barber Shop—shaving a customer (two actors)

The Man's First Speech at a Dinner

The Politician who was rotten-egged after vainly trying to control a meeting

Joyride in a Ford Car—ending in a bad upset (two actors)

The Operation—a scene in a hospital following the accident (two or more)

The Professor of Hypnotism and His Subject (two actors)

The Man who Found a Hair in His Soup

The Young Lady Finds a Purse, on opening it a mouse jumps out and she remembers that it is 1st of April

A Young Man Telephoning to His Best Girl

A Man Meeting and Killing a Rattlesnake

Lighting a Lamp

Drawing a Cork

Looking for a Lost Coin—finding it in one pocket or shoe

A Musician Playing His Own CompositionThe Sleeping Beauty and the Prince (two actors)

Goldilocks and the Three Bears

William Tell and the Apple (best rendered in caricature with a pumpkin and two actors)

Eliza Crossing the Ice

The Kaiser Signing His Abdication

The Judgment of Solomon (three actors)

Brutus Condemning His Two Sons to Death.

TALE 94
A Natural Autograph Album

If you live in the country, I can show you an old Woodcraft trick. Look for a hollow tree. Sometimes you can pick one out afar, by the dead top, and sometimes by noting a tree that had lost one of the biggest limbs years ago. In any case, basswoods, old oaks and chestnuts are apt to be hollow; while hickories and elms are seldom so, for once they yield to decay at all, they go down.

Remember that every hollow tree is a tenement house of the woods. It may be the home of a score of different families. Some of these, like Birds and Bats, are hard to observe, except at nesting time. But the fourfoots are easier to get at. For them, we will arrange a visitors' book at the foot of the tree, so that every little creature in fur will write his name, and some passing thought, as he comes to the tree.

How?

Oh, it is simple; I have often done it. First clear and level the ground around the tree for three or four feet; then cover it with a coat of dust, ashes, or sand—whichever is easiest to get; rake and brush it smooth; then wait over one night.

Next morning—most quadrupeds are night-walkers—come back; and you will find that every creature on four feet that went to the tree tenement-house has left us its trail; that is its track or trace.

No two animals make the same trail, so that every Squirrel that climbed, every 'Coon or 'Possum, every Tree-mouse, and every Cottontail that went by, has clearly put himself on record without meaning to do so; and we who study Woodcraft can read the record, and tell just who passed by in the night.

TALE 95
The Crooked Stick

Once upon a time there was a girl who was very anxious to know what sort of a husband she should get; so, of course, she went to the old wood-witch.

The witch asked a few questions, then said to the girl: "You walk straight through that woods, turn neither to right nor left, and never turn back an inch, and pick me out a straight stick, the straighter the better; but pick only one, and bring it back."

So the girl set out. Soon she saw a fine-looking stick close at hand; but it had a slight blemish near one end, so she said: "No; I can do better than that." Then she saw another that was perfect but for a little curve in the middle, so she passed it by.

Thus she went, seeing many that were nearly perfect; but walking on, seeking one better, till she was quite through the woods. Then she realized her chances were nearly gone; so she had to take the only stick she could find, a very crooked one indeed, and brought it to the witch, saying that she "could have got a much better one had she been more easily satisfied at the beginning."

The witch took the stick, waved it at the girl and said: "then this is your fortune; through the woods and through the woods and out with a crooked stick. If you were less hard to please, you would have better luck; but you will pass many a good man by, and come out with a crooked stick."


Maybe some of our Woodcraft girls can find an initiation in this. Put it just as the witch did it, but let it be considered a success if the stick is two feet long and nowhere half an inch out of true line. Let me add a Woodcraft proverb which should also have its mead of comfort—The Great Spirit can draw a straight line with a crooked stick.

TALE 96
The Animal Dance of Nana-bo-jou

For this we need a Nana-bo-jou; that is, a grown-up who can drum and sing. He has a drum and drumstick, and a straw or paper club; also two goblins, these are good-sized boys or girls wearing ugly masks, or at least black hoods with two eyeholes, made as hideous as possible; and any number of children, from three or four up, for animals. If each has the marks, colours, etc., of some bird or beast, so much the better.

First, Nana-bo-jou is seen chasing the children around the outside of the circle, trying to catch one to eat; but failing, thinks he'll try a trick and he says: "Stop, stop, my brothers. Why should we quarrel? Come, let's hold a council together and I will teach you a new dance."

The animals whisper together and the Coyote comes forward, barks, then says:

"Nana-bo-jou, I am the Coyote. The animals say that they will come to council if you will really make peace and play no tricks."

"Tricks!" says Nana-bo-jou, "I only want to teach you the new songs from the South."

Then all the animals troop in and sit in a circle. Nana-bo-jou takes his drum and begins to sing:

"New songs from the South, my brothers,
Dance to the new songs."

Turning to one, he says: "Who are you and what can you dance?"

The answers are, "I am the Beaver [or whatever it is] and I can dance the Beaver Dance."

"Good! Come and show me how."

So the Beaver dances to the music, slapping the back of his flat right hand, up and under his left hand for a tail, holding up a stick in both paws to gnaw it, and lumbering along in time to the music, at the same time imitating the Beaver's waddle.

Nana-bo-jou shouts: "Fine! That is the best Beaver Dance I ever saw. You are wonderful; all you need to be perfect is wings. Wouldn't you like to have wings so you could fly over the tree-tops, like the Eagle?"

"Yes," says the Beaver.

"I can make strong medicine and give you wings, if all the animals will help me," says Nana-bo-jou. "Will you?"

"Yes," they all cry.

"Then all close your eyes tight and cover them with your paws. Don't look until I tell you. Beaver, close your eyes and dance very fast and I will make magic to give you wings."

All close and cover their eyes. Nana-bo-jou sings very loudly and, rushing on the Beaver, hits him on the head with the straw club. The Beaver falls dead. The two goblins run in from one side and drag off the body.

Then Nana-bo-jou shouts: "Look, look, now! See how he flies away! See, there goes the Beaver over the tree-tops." All look as he points and seem to see the Beaver going.

Different animals and birds are brought out to dance their dances and are killed as before. Then the Crow comes out, hopping, flopping, cawing. Nana-bo-jou looks at him and says: "You are too thin. You are no good. You don't need any more wings," and so sends him to sit down.

Then the Coyote comes out to do the Coyote Dance, imitating Coyote, etc.; but he is very suspicious and, in answer to the questions, says: "No; I don't want wings. The Great Spirit gave me good legs, so I am satisfied"; then goes back to his seat.

Next the Deer, the Sheep, etc., come out and are killed; while all the rest are persuaded that the victims flew away. But the Coyote and the Loon have their doubts. They danced in their turns, but said they didn't want any change. They are satisfied as the Great Spirit made them. They are slow about hiding their eyes. At last, they peek and realize that it is all a trap and the Loon shouts: "Nana-bo-jou is killing us! It is all a trick! Fly for your lives!"

As they all run away, Nana-bo-jou pursues the Loon, hitting him behind with the club, which is the reason that the Loon has no tail and has been lame behind ever since.

The Loon shouts the Loon battle-cry, a high-pitched quavering LUL-L-L-O-O-O and faces Nana-bo-jou; the animals rally around the Loon and the Coyote to attack the magician. All point their fingers at him shouting "Wakan Seecha" (or Black Magic). He falls dead in the circle. They bury him with branches, leaves, or a blanket, and all the animals do their dances around him.

Before beginning, the story of the dance should be told to the audience.

TALE 97
The Caribou Dance

The easiest of our campfire dances to learn, and the best for quick presentation, is the Caribou Dance. It has been put on for public performance after twenty minutes' rehearsing, with those who never saw it before, because it is all controlled and called off by the Chief. It does equally well for indoor gymnasium or for campfire in the woods.

In the way of fixings for this, you need only four pairs of horns and four cheap bows. Real deer horns may be used, but they are scarce and heavy. It is better to go out where you can get a few crooked limbs of oak, cedar, hickory or apple tree; and cut eight pairs, as near like those in the cut as possible, each about two feet long and one inch thick at the butt. Peel these, for they should be white; round off all sharp points of the branches, then lash them in pairs, as shown. A pair, of course, is needed for each Caribou. These are held in the hand and above the head, or in the hand resting on the head.

The four Caribou look best in white. Three or four hunters are needed. They should have bows, but no arrows. The Chief should have a drum and be able to sing the Muje Mukesin, or other Indian dance tune. One or two persons who can howl like Wolves should be sent off to one side, and another that can yell like a Lynx or a Panther on the other side, well away from the ring. Otherwise the Chief or leader can do the imitations. Now we are ready for

THE DANCE OF THE WHITE CARIBOU

The Chief begins by giving three thumps on his drum to call attention; then says in a loud, singing voice: "The Caribou have not come on our hunting grounds for three snows. We need meat. Thus only can we bring them back, by the big medicine of the Caribou Dance, by the power of the White Caribou."

He rolls his drum, then in turn faces each of the winds, beckoning, remonstrating, and calling them by name; Kitchi-nodin (West); Keeway-din (North); Wabani-nodin (East); Shawani-nodin (South). Calling last to the quarter whence the Caribou are to come, finishing the call with a long KO-KEE-NA. Then as he thumps a slow single beat the four Caribou come in in single file, at a stately pace timed to the drum. Their heads are high, and they hold the horns on their heads, with one hand, as they proudly march around. The Chief shouts: "The Caribou, The Caribou!" After going round once in a sun circle (same way as the sun), they go each to a corner. The Chief says: "They honour the symbol of the Great Spirit." The drum stops; all four march to the fire. They bow to it together, heads low, and utter a long bellow.

Then the Chief shouts: "They honour the four Winds, the Messengers."

Then the Caribou back up four paces each, turn suddenly and make a short bow, with a short bellow, then turn and again face the fire.

The Chief shouts: "Now they live their wild free lives on the plain." He begins any good dance song and beats double time. The Caribou dance around once in a circle.

The Chief shouts: "Full of life they fight among themselves."

The first and second Caribou, and third and fourth, close in combat. They lower their heads, lock horns held safely away from the head, snort, kick up the dust, and dance around each other two or three times.

The music begins again, and they cease fighting and dance in a circle once more.

The music stops. The Chief shouts: "They fight again." Now the first and fourth and second and third lock horns and fight.

After a round or so the music begins again and they cease fighting and again circle, dancing as before.

The Chief calls out: "The Wolves are on their track."

Now the howling of Wolves is heard in the distance, from the fellows already posted.

The Caribou rush toward that side and face it in a row, threatening, with horns low, as they snort, stamp, and kick up the dust.

The Wolf-howling ceases. The Caribou are victorious. The Chief shouts: "They have driven off the Wolves." They turn away and circle once to the music, holding their heads high.

Now Panther-yelling (or other menacing sound) is heard in the other direction. The Chief shouts: "But now the Panthers have found them out."

Again the Caribou line up and show fight. When it ceases, the Chief cries out: "They have driven off the Panther." Now they dance proudly around, heads up, chests out as they step, for they have conquered every foe.

Then the Chief calls out: "But another, a deadlier enemy comes. The hunters are on their trail." The hunters appear, crawling very low and carrying bows. They go half around the ring, each telling those behind by signs, "Here they are; we have found them," "Four big fellows," "Come on," etc. When they come opposite the Caribou, the first hunter lets off a short "yelp." The Caribou spring to the opposite side of the ring, and then line up to defy this new noise; but do not understand it, so gaze as they prance about in fear. The hunters draw their bows together, and make as though each lets fly an arrow. The first Caribou drops, the others turn in fear and run around about half of the ring, heads low, and not dancing; then they dash for the timber. The hunters run forward with yells. The leader holds up the horns. All dance and yell around the fallen Caribou and then drag it off the scene.

The Chief then says: "Behold, it never fails; the Caribou dance brings the Caribou. It is great medicine. Now there is meat in the lodge and the children cry no longer."

TALE 98
The Council Robe

The Woodcraft Council Robe is something which every one may have, and should make for himself. It may be of any shade, of gray, buff, orange, or scarlet. The best ones are of a bright buff. In size they are about five feet by six feet, and the stuff may be wool, cotton, silk, or a mixture. My own is of soft or blanket cotton.

The Council Robe The Council Robe

The robe is used as a wall banner, a personal robe, or a bed spread, and has for the first purpose two or more tag-loops sewn on the top. For the second, it has a head-hole or poncho-hole, an upright slit near one end (hh), and for the last, there are one or two buttons or tie-strings to close the poncho-hole. These are the useful features of the robe.

The ornamental features are the records on it. While these vary with each owner, the following usually appear: The Fourfold fire, near the middle; the Woodcraft shield, the owner's totem, the symbols of each coup and each degree won by the owner.

To this many add a pictographic record of great events or of camps they have visited.

The easiest way to make the robe is to use paints on the cotton fabric.

The favourite way and more beautiful way, is to use appliquÉs of coloured cloths for the design.

The most beautiful is to embroider in silk or mercerized cotton. But the last is very slow, and calls for much labour as well as some money.

On the preceding page are shown four different styles of robe; you may choose or adapt which you please, except that only a Sagamore may use the one with the 24 feathers in the centre.


                                                                                                                                                                                                                                                                                                           

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