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Woodland Tales

Page 12

by Ernest Thompson Seton


  TALE 84

  Snowflakes, the Sixfold Gems of Snowroba

  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 poin
ts. 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 Composition

  The 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.
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  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."

 

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