CHAPTER V

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.]

Things Worth Doing and How To Do Them · 第 5 / 19 章