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:

Farsight88
Quicksight50
Hearing50
Feeling84
Quickness80
Guessing Length82
Aim64

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.

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

Horns for 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 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.