HALLOWE’EN MERRYMAKING
=Novel Ways of Telling Fortunes=
THIS year the annual festival of the fairies is to be celebrated with
wilder pranks and madder mysteries than for many a long season, and if
we enter heartily into the spirit of the fun and make preparations for
them, the little folks will surely reveal many secrets the future holds
in store for us.
Ask the fairies, gnomes and elves to your Hallowe’en frolic; they will
be delighted to come, though of course, you cannot invite them in the
usual fashion. Instead of writing notes, you must braid three
=Invitation Rings of Grass—=
fresh grass is best, but the dried will do—and hang the rings on bushes
(Fig. 48), or lay them on the outside window-sill, making a wish on
each grass ring as it is put into place. To insure the fulfilment of
the wish, you must not see the rings again until after Hallowe’en. The
fairy troupe will find the green circles as they come floating along
through the air on gay-colored bubbles from the magic spring waters of
Fairyland. During the last days of October fairies are always looking
for such invitations.
[Illustration: Fig. 48.—Hang the rings on bushes.]
Here are some of the ceremonies and games newly revealed to me by the
old witch who lives in the black clouds that sail southward on the
northwest wind.
=Black Cats,=
the friends and companions of witches, are wonderful creatures to
conjure with, but all cats can work a charm, and it is cats, or
preferably kittens, you must have for the first rite. There must be a
pussy in hiding for each girl and boy present at the Hallowe’en frolic.
With different colored bright ribbons tie a tinkling bell around the
neck of every cat, leaving one end of the ribbon one yard long. Seat
your Hallow-e’en guests in a semicircle around the room. Ask them to
sit quietly for a few moments, and suddenly put out the lights. With
the room in total darkness let absolute stillness ensue for a second;
then say very slowly and distinctly:
[Illustration: Kittens Telling Who Will be the First to Marry.]
“Hold out your right hand and there will come to each one of you
a disguised gnome or fairy. Be very gentle and kind to the little
creature (here pause for a moment); for if by any chance ill befall
the disguised sprite the fairies will be angry and will do nothing for
you until next Hallowe’en.” Again pause; then say: “So I caution you
once more—be kind and gentle.”
Have some one keep the kittens near by, in readiness, so that you
may lead all into the darkened room without a moment’s delay. Hold
the ends of the ribbons in one hand while with the other you take
one ribbon at a time, and as you pass along the line place it in the
outstretched hand of each successive guest, saying as you do so, “Hold
fast this magic clue.” The instant the last ribbon has been given to
a guest, turn on the lights and while the girls and boys are looking
with surprise at the little creature they hold captive and laughingly
exchanging comments, you must pin a piece of white tape on the floor
across one end of the room about four feet from the wall. Request
the guests to kneel, with their funny little gnomes, in a row on the
enclosed space next to the wall, and face the tape. Announce that there
will now take place the race of fate. Each player must hold his or her
pussy with its fore paws directly on the tape, and at a given signal
all the girls and boys must exclaim in unison, “Run!” at the same time
releasing the kittens that they may scamper away in any direction they
choose. The guests should remain stationed back of the tape line and
watch them as they scatter wildly over the room trailing their bright
streamers. No one may touch or in any way molest a kitten after the
signal has been given to let them go. The girl or boy whose pussy first
reaches the centre of the room, which has previously been marked with a
second strip of tape, will be the first to marry.
Do not wait for the other kittens to make the goal, but gather up the
little creatures and lead them away to be seen no more, or the spell
will be broken.
Old shoes possess strange and occult powers as we all know, else why
should we throw them after the coach of a newly wedded couple? So we
must have a
=Pair of Old Slippers=
After the last cat has disappeared, bring out the slippers; any kind
except toy ones will do. Place the slippers on a sheet of white paper
laid on the top of a table where all present may see.
[Illustration: Fig. 49.—Place one slipper on top of the other.]
Explain to the girls and boys that they must take one turn each in
trying their fortunes by putting one slipper crosswise on top of the
other, both right side up (Fig. 49), and while holding them so, repeat
the following verse:
These slippers I toss into the air.
Will my love be dark? Will my love be fair?
What future is mine? I pray you show
By the turning of sole or the pointing of toe!
Lift the paper and give the slippers a slight upward toss to fall on
the floor as they may, and the manner in which they reach the floor
indicates the fortune:
When both slippers land upside down and do not touch, the player will
be a great traveller and have no settled home.
When both slippers land right side up and do not touch, the player will
go on the stage.
When the right slipper is upside down, the future mate will be cross
and selfish.
When the left slipper is upside down, the future mate will be unselfish
and kind.
When the slippers are crossed there will be an early marriage.
[Illustration: Fig. 50.—Decided difference of opinion between husband
and wife.]
[Illustration: Fig. 51.—Very congenial.]
When the toes of the slippers point in opposite directions, there will
be decided difference of opinion between husband and wife (Fig. 50).
When the toes of the slippers point in the same direction, husband and
wife will be very congenial (Fig. 51).
When the soles cross, lying one on top of the other, the player will
own a gold mine.
=Cups and Bowls=
have supernatural power on this night and exercise a peculiar influence
over marbles placed under them; consequently you must get three china
cups and three marbles, a crystal (clear glass marble), a commie
(ordinary brown marble), and a china (a white marble crossed by
different colored lines).
Set three cups in a row (Fig. 52), under one place a “crystal,” under
another a “commie,” and under the last a “china.” Blindfold each player
in turn and let the girl or boy raise one of the cups. If the marble
under the lifted cup is the crystal, the husband or wife will be young
and life will be easy and full of sunshine. If it is the china, the
husband or wife will be middle aged and life will be hard but famous.
If the commie, the husband or wife will be old, and life will be filled
with adventure. The marbles must be changed into different cups after
blindfolding each player.
[Illustration: Fig. 52.—Set three cups in a row.]
As no Hallowe’en ceremonies are complete without
=The Apple,=
there must be a dish of apples and a box of wooden toothpicks.
With the apples and toothpicks you can ascertain for your guests the
nationality of their future mates.
[Illustration: Fig. 53.—You will marry an American.]
[Illustration: Fig. 54.—Your future partner will be English.]
[Illustration: Fig. 55.—Your future mate will come from France.]
Give every one an apple and a wooden toothpick. Each player may
push the toothpick in any part of the apple; the spot occupied by
the toothpick tells the fortune, but the apple must be kept in one
position, and on no account turned after the toothpick is once in. When
all have inserted the toothpicks each boy and girl in turn must hold
up his or her apple that all may see while you read the fortune.
When the toothpick stands straight and erect in the top of the apple,
the life partner will be an American (Fig. 53); if in the left side
of the apple, the mate will be English (Fig. 54); in the right side,
French (Fig. 55), in the back, German; in the front, Italian; sideways
at the top of the apple, the mate will be a West Indian; sideways
in the right side, the mate will be a Japanese; in the left side, a
Russian; in the front, Spanish. When the toothpick breaks the player
will not marry.
[Illustration: Fig. 56.—You must prepare a card like this for the
Wedding Race.]
Now comes the fun of forecasting to learn where the wedding will take
place, so prepare for
=The Wedding Race=
For this you must have a card like Fig. 56; fill in the spaces under
“The way you go” with the following words according to the numbers: (1)
Walk slowly,(2) Walk backward, (3) Walk on toes, (4) Walk on heels, (5)
Run, (6) Walk fast, (7) Skip, (8) Walk without raising feet, (9) Run on
toes, (10) Walk on toes of one foot and the heel of the other, (11) Run
on heels, (12) Walk sideways.
In the spaces under “Wedding” insert: (1) Church, (2) On shipboard,
(3) Boarding house, (4) Hotel, (5) Home, (6) Friend’s home, (7) Top
of mountain, (8) Minister’s house, (9) Tent, (10) Out of Doors, (11)
Courthouse, (12) Cave. Inform the guests that each in turn must go
the length of the room. He or she may walk slowly, walk fast, walk
sideways, walk backward, walk on toes, walk on heels, walk on the toes
of one foot and the heel of the other, etc., etc.
If many guests are present, start two at a time crossing the room,
one from each end. Write the initial of every player on the line of
the card corresponding to the manner in which he or she crosses the
room; for example, if the first player’s name is Barbara Carter, and
she runs across the room, put down her initials B. C. on the line No.
5 on which is written the word “Run.” If the second player’s name is
Jamie Bartlett and he also runs write his initials J. B. on the same
line of the card, but, should Jamie decide to go backward across the
room his initials would then belong on line No. 2. When all the girls
and boys have crossed the room, and quiet again reigns, read to them
the various places where the different players will be married, for
instance, if referring to your card you find the initials of Jessie
Douglass on line No. 12, you should read, “Because Jessie Douglass
walked sideways across the room, she will be married in a cave. Won’t
that be romantic?” Always add some pleasant remark after reading
each record; such remarks make things run easier and add to the fun.
Probably you will be able to think of many delightful little speeches,
but in case you find any difficulty, the following list may be of some
assistance. Remark for line No. 1: There could not be a better place.
No. 2, How charming. No. 3, Better there than not at all. No. 4, I
wonder if that will be a runaway match. No. 5, The dearest spot on
earth. No. 6, A friend in need is a friend indeed. No. 7, I hope we
will all be invited. No. 8, An elopement, you may be certain. No. 9,
Delightful. So gypsy-like. No. 10, I am sure there will be room for us
all at this wedding. No. 11, Many a happy marriage has taken place in a
court-house. No. 12, Won’t that be romantic?
[Illustration: The Vesper Rite.]
The communicative old witch of the northwest wind imparted so many
methods of Hallowe’en fortune telling you can take your choice. Here
are the rest just as she told them.
=The Vesper Rite,=
if observed with due solemnity, will disclose the principal
characteristics of any one submitting to the test.
Take six large potatoes and cut them in half. Shape each half into a
candlestick by scooping out a round hole in the small end, making it
large enough to hold a candle.
Place a half candle in each of the potato candlesticks and pin around
each candle a strip of paper on which is written one word indicating a
trait of character, such as “modesty,” “bashfulness,” “vanity,” etc.
Then form a magic ring of the candles in the centre of a dimly lighted
room. The ring should be about three feet in diameter.
Blindfold one of the players and have the entire party join hands and
run three times around the lighted candles.
Then, leaving the blindfolded player standing two feet from and facing
the ring, let the others fall back while a chair is placed before her,
a fan is handed to her and she is told to make three trials at fanning
out the candles over the back of the chair.
After the third trial she must remove the bandage from her eyes and
examine the papers on the candles that are left burning, reading aloud
the words which reveal her character.
To avoid any danger of skirts catching fire, care must be taken that no
one approaches the candles too closely after they are lighted.
Another game is called the
=Bean Bag Test=
Into a bag that will hold four or five quarts, pour three quarts of
dried beans and in their midst hide a ring, a thimble and a brass
button.
Have ready a bright new tin cup and let each player in turn dip into
the bag and take out a cupful of beans which must be emptied into a
plate.
If either a girl or boy finds the ring in the beans it is a sign of an
early marriage. If a girl gets the thimble she will be an old maid, and
when the thimble falls to the lot of a boy he will marry an old maid.
The brass button in a girl’s cup of beans denotes that she will marry a
widower, but in a boy’s cup it is a bachelor’s button and shows that he
will be a bachelor all his life and will sew on his buttons himself.
Each player can have but one trial, and if only beans fall to her
share, it signifies that her fate is still undecided.
Here is another test called
=The Witch Screen=
[Illustration: Fig. 57.—Through the lengthwise centre of the cloth cut
two slits for each player.]
Across the end or corner of the room fasten a breadth of inexpensive
cloth for the witch screen; old muslin or any material most convenient
will answer the purpose if not too thin. Through the lengthwise centre
of the cloth cut two slits for each player. Fig. 57 has eight slits
and is intended for four players. Seat the company in a row near to
and facing the witch screen, adjust it so that the slits will come
on a level with the hands of the players, then, standing behind the
screen and looking over the top, say, “I have some wonderful treasures
which the witches have loaned us for this evening, but, as the objects
are very valuable and must be returned, I ask that you use the utmost
caution in handling them, and take great care not to drop or break any
of the things while passing them from one to another down the line.
[Illustration: Fig. 58.—The lava from Mt. Pelee.]
[Illustration: Fig. 59.—Slip your hands through openings in the witch
screen.]
“The first charm is
=A Piece of Lava=
brought from Mt. Pelee in a witch’s pocket (Fig. 58). If you will all
kindly slip both of your hands through openings directly opposite you
in the witch screen (Fig. 59), you may have the pleasure of passing the
lava from one to another. Receiving and giving the lava according to
rule means a successful year, but woe to the one who drops it, for to
him will come disappointment.”
After you have made your little speech, sit down and, hidden by the
screen, take from a tray at your side a hot potato (Fig. 58), which has
been in the oven only long enough to become thoroughly heated; place
it in the hand at the head of the line with the words, “I give you the
charmed lava; pass it on.” Though the girls and boys may not see what
they have, they can assuredly feel it, and there comes in the fun, for
each in turn will be sorely tempted to drop the hot potato and yet not
dare to do so, and no hint being given, the next neighbor will in turn
be equally startled. When the lava reaches the last player, some one
back of the screen at that end must receive the precious object and
store it away on a tray.
[Illustration: Fig. 60.—The wonderful Japanese crystal.]
[Illustration: Fig. 61.—The baby porcupine.]
As soon as the hot lava is disposed of, arise and tell the company that
the next charm is a piece of
=Wonderful Japanese Crystal=
(Fig. 60). It will enable them to see and understand everything more
quickly and clearly; it will also gain new friends and delightful
surprises. To drop the crystal brings dulness of comprehension, no
friends and no surprises. Use a piece of ice for this. The third charm
is a rare natural history specimen, called
=The Baby Porcupine=
(Fig. 61). The little creature signifies difficulties successfully
overcome, but if dropped the fortune will be reversed. The porcupine
is in reality a chestnut bur.
=A Harmless Serpent=
forms the fourth charm; it renders all girls and boys proof against
fear of wild animals, and imparts the faculty of taming and making pets
of many inhabitants of the forest, but the charm will be lost with one
failing to pass it on its way. The serpent is a snake made of soft
dough.
One of the best fairy gifts is
=A Treasure from the Great Blue Sea=
It means a joyous ocean voyage to new and beautiful lands, but if
dropped, the player will encounter storms and perils. Hand the first
player a slippery raw oyster.
When all the charms have been tested, announce that before returning
the treasures to the witches you will place them on exhibition; then
turn back the witch screen and let the girls and boys gather around the
tray of queer charms, where they can laugh and exchange comments to
their hearts’ content. The effect of the witch screen may be enhanced
by using a breadth of brilliant-red muslin and pasting on it black
moons, stars, cats, etc. Erect at each end of the screen a comic
pumpkin lantern head, with white paper fastened on the inside over the
features to light them up, instead of a real light placed inside. Slide
each pumpkin head on the end of a pole, and rest the pumpkin firmly on
four long, strong nails driven in around near the top of the pole. The
lower end of each pole may be steadied and supported by being inserted
in a hole bored through the centre of a heavy piece of plank, where it
must form a very tight fit; or you can sink the pole into a deep pail
of stones and earth. If it is possible to have the only light in the
room placed back of the screen, the effect produced will add to the
mystery and enchantment. Make all decorations as funny as you like, but
avoid anything grotesquely unpleasant. Let every item be agreeable,
from the least to the most important arrangement for the evening’s fun.
A very pretty way of telling fortunes is with
=Fairy Airships=
made of feathers. Take as many fluffy feathers as there are girls and
boys in the party and paste on each feather a prophecy written on a bit
of paper, such as:
Yes,
No,
Sometime,
Possibly,
Never,
At twenty-five,
Probably,
Depends on myself,
If I can,
I’ll try,
When the time comes,
Of course,
Three times,
Before you know it,
Not if I can help it,
Certainly,
Doubtful,
Surely.
Put all the fairy airships into a pasteboard box-lid, which you have
previously punched full of holes, and, standing on a stool or chair,
hold the box-lid high in the air while you slowly and impressively say
to the company: “These fairy airships will decide your fate regarding
marriage. Will you marry?” At the word “marry” launch the ships of
fate by fanning vigorously under the box-lid with a large palm-leaf
fan, which will send the ships flying in every direction; as they sail
through the air each player must endeavor to catch one before it falls.
When order has been restored and all have their airships, each girl
and boy in turn must read aloud the prophecy brought by the fairy
vessel.
All the party will enjoy the
=Blarney Stone Game=
Place a large, clean stone on a doily-covered fancy plate which rests
on a table in the centre of the room, and tell your guests that a
certain spell cast on the famous Blarney Stone in Ireland caused
the virtues of that wonderful stone to be transmitted to the stone
in the very room where they stand, and that if a girl or boy, when
blindfolded, can walk up to the table and kiss the Hallowe’en Blarney
Stone, she or he will ever after be jolly and happy and prove a most
agreeable companion. Then tie a handkerchief across the eyes of each of
the players in turn and let them walk up to and try to kiss the stone
before the witches come to take away the magic spell, which they will
do long before the clock strikes twelve at midnight.
During the evening be sure to try fortunes by the
=Fortune Jingle=
On different sheets of paper write one of the following verses:
“One is good fortune,
Two a light heart,
Three is a carriage,
Four is a cart,
Five is a new dress,
Six, a new hat,
Seven is a pet dog,
Eight, a pet cat,
Nine is a letter,
Ten is a pleasure,
Eleven is a great joy,
Twelve is a treasure.”
Place each verse in a separate envelope and hang all on a string
stretched and tied to the backs of two chairs. Distribute squares of
paper each marked with a number beginning at number one. The player
receiving number one has first choice of envelopes from the line. Two
brings second choice, and so on. When all missives have been taken
and the signal given for opening the envelopes, the player receiving
verse one reads aloud, “One is good fortune”; immediately after the
person with number two reads, and the other verses follow in numerical
succession, every envelope bringing its gift to the recipient.
[Illustration: Titania Stands on Her Toes, She Floats, She Drops to the
Floor in a Deep Curtsy.]