First, the various pillows, or cushions, must be made. The girls can first make the plain, square, muslin foundation bags, and then embroider covers for them, or they can make the covers by sewing bright ribbons together in strips, or by crocheting them, or in various other ways to suit their own taste. Each Junior girl, from the oldest to the youngest, will want to make one.
Meanwhile, both boys and girls can collect, prepare, and sort the materials for filling them. Some can be filled with cotton, with a little sachet-powder sprinkled in; others, with paper torn into small pieces; others, with pine needles; others, with dried rose-leaves—or the rose-leaves, if not very plentiful, may be mixed with bits of paper, or used with cotton instead of sachet-powder. The clean, fine inner husks of corn, torn into shreds, and dried, make excellent ones; and a recent fancy is for pillows filled with dried autumn leaves. I would not advise feathers; they are not so inexpensive, and are usually too much trouble when flying about in a room full of people. The other materials named above are all easy to manage, and still other good ones will be likely to occur to the Juniors and their friends.
When the foundation pillows are filled and sewed up, which in itself will be both fun and work for the whole society, and before the decorated covers are put on, is the time to have the pillow-fight. Divide the Juniors into two companies; line them up across the room from one another, with their ammunition; and if they are normal children they will need no instructions how to proceed. The pillows are “fired” merrily back and forth until one company or the other is driven from its stronghold or has had all its ammunition confiscated by the opposing forces. It is a good test of the sewing, too; for, unless the stitches are secure, there may be a sudden shower of rose-leaves, paper snowflakes, or autumn treasures, when least expected.
Nuts and apples, or other simple refreshments, will be welcome when the battle is over. The outside covers are then put on the pillows, and the last bit of sewing—the one seam left open in the pretty cover—may be finished if there is time, or taken home by the Juniors to be completed there. The pillows, when done, may be either sold at a fair or given to some home for invalids, where there never can be too many or too great a variety. If the latter plan is adopted, a cheering message, either a comforting verse from the Bible—the health promises are the best, and will often do what the doctor’s medicine cannot—or a bit of sunshine from some bright or restful poem may be written on a slip of paper and pinned to each pillow. Selecting, writing, and attaching these will make more pleasant work for the Juniors, which may be done separately or together.
A Good-Luck Social.
For a late October social, perhaps for a Hallowe’en frolic, this will be liked by many; but it is good at any time of the year.
A good-luck fairy, or witch, in a long red cloak and high pointed hat, should be mistress of ceremonies. If the time is Hallowe’en, the rooms may be lighted with Jack-o’-lanterns. One doorway may have a portière of apples hung on strings of different lengths. The tallest Juniors are to stoop and “bite” for those hanging on the longest strings; the shorter ones reach for those above, in the same way. In the middle of this portière hangs a horseshoe, and for the first game let the Juniors each try to throw three tiny apples between the prongs of the horseshoe. Those successful in doing so are supposed to have good luck throughout the coming year.
Another game that might be played is apple-shooting. Place apples of distinctive colors, red, yellow, and green, afloat in a tub of water, and let the Juniors shoot at them with toy bows and arrows. To fire an arrow into a red apple assures one of good health; to shoot a yellow one means wealth; and those who succeed in hitting the green ones are to have some especial piece of great good luck.
Arrange the chairs in the form of a horseshoe, and seat the Juniors, all except two—one who goes out of the room, and one who acts as “reporter,” and must have a good memory. This is the game of “wishes and compliments.” Each player makes a remark or wish concerning the one out of the room. For instance, one says, “She wears a wig.” Another, “I wish she would sing a song.” A third, “She can’t sing a note.” A fourth, “She can recite beautifully.” A fifth, “I wish she may go to Africa as a missionary.” A sixth, “She is dreadfully conceited.” A seventh, “She is the best scholar in her class,” etc. The “compliments” will not all be of the most flattering kind, and the wishes will be either sensible or nonsensical ones, as occur to the wishers. Then the reporter calls in the absent one, tells her that one person has said so-and-so about her, and asks her to guess from the remark who the person is. She has only one guess for each remark. As soon as she guesses one correctly, the one thus discovered must take her place; and so on throughout the game.