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By ERNEST THOMPSON SETON
Biography of a Grizzly
Krag and Johnny
Lives of the Hunted
Monarch, the Big Bear of Tallac
Two Little Savages
Wild Animal
Play
Wild Animals I have Known
Trail of a Sand-Hill Stag
Lobo,
Rag and Vixen
Studies in Art Anatomy of Animals
THIS is a time when the whole nation is turning toward the outdoor life, seeking in it the physical regeneration so needful for continued national existence— is waking to the fact long known to thoughtful men, that those live longest who live nearest to the ground, that is, who live the simple life of primitive times, divested, however, of the evils that ignorance in those times begot.
Half our diseases are in our minds and half in our houses. We can safely leave the rest to the physicians for treatment.
Sport is the great incentive to outdoor life; nature study is the intellectual side of sport. Camping is the simple life reduced to actual practice, as well as the culmination of the outdoor life.
Camping has no great popularity to-day, because men have the idea that it is possible only after an expensive journey to the wilderness, and women that it is inconvenient, dirty, and dangerous.
These are errors. They have arisen because camping as an art is not understood.
When intelligently
Consumption, the white man's plague since he has become a house race, is vanquished by the sun and air, and many ills of the mind also are forgotten when the sufferer boldly takes to the life in tents.
The wilderness affords the ideal camping, but many of the benefits can be got by living in a tent pitched on a town lot, piazza, or even house-top.
I should like to lead this whole nation into the way of living out-doors for at least a month each year, reviving and expanding a custom that as far back as Moses was deemed essential to the national well-being.
These bands have been organized to spread the taste for camping, by showing how it can be done to best advantage. They are simply outdoor clubs: the Indian name and style were given chiefly because they add the charms of color and romance, and because they are so appropriate.
When two or three young people camp out, they can live as a sort of family, especially if a grown-up be with them, but when a dozen or more go, it is necessary to organize.
There are four possible forms of government: First, the patriarchal, as above; it
answers fairly for two or three, but fails with a considerable party. Second,
Fundamentally this is a republic or limited monarchy, and has proved far the
best. It makes its members self-governing. It offers appropriate things to do outdoors; it is so plastic that it can be
adopted in whole or in part, at once or gradually; its picturesqueness takes immediate hold of the boys, and it lends itself
so well to existing ideas that soon or late most camps are forced into its essentials, call them what they will.
No large band of boys ever yet camped out for a month without finding it necessary to recognize leaders, a senior form, or ruling set whose position rests on merit, some wise grown person to guide them in difficulties, and a place to display the emblems of the camp; that is, they have adopted the system of Chiefs, Council, Medicine-man and Totem-pole. Moreover, the ideal Indian, whether he ever existed or not, stands for the highest type of the primitive life, and he was a master of Woodcraft, which is our principal study. By Woodcraft we mean nature-study, certain kinds of hunting, and the art of camping, but we add all good outdoor athletics to our pursuits.
Photography is recognized as a branch of nature-study, and camper-craft is made
to include the simplest
Two other important ideas underlie the scheme. The first is personal decoration for personal achievements; second, no competitive honors.* All our honors are bestowed
according to world-wide standards.
In our colleges to-day every effort is made to discover and develop a champion.
The great body of the students are neglected. That is, the ones who are in need
of physical development do not get it, and those who do not need it are over
developed. The result is much unsoundness of many kinds. A great deal of this
would be avoided if we strive to bring all the individuals up to a certain
standard. In our non-competitive tests the enemies are not "the other fellows," but time and space. We try
not to down the others, but to raise ourselves. A thorough application of this
principle would end many of the evils now demoralizing college athletics.
About one hundred and fifty deeds or exploits are recognized in these various
departments, and the braves are given decorations that show what they have
achieved. The plan aims to give the young people "something to do, something to
think about, and something to enjoy in the woods," with a view always
And we would make the outdoor the real life, the indoor the incident, reversing the present way.
We do not, however, disband when the camping season is over. As will be seen, ample provision is made in the games and honors for continuing the organization the whole year round. Most of the Tribes find abundant amusement throughout the winter in preparing their weapons, dress, teepees, ornaments, and songs for the summer camp.
By leading the young people along these lines we shall be helping the whole nation on the road to health.
First get the young people together, any number from ten up—fifteen to fifty are best for a beginning—and with them at least one experienced grown-up person, who will act as Medicine-man in the Council, and as teacher when needed.
OUTFIT FOR SMALL TRIBE
EACH BRAVE NEEDS
ARTICLE I
Name
This organization
shall be known as the * Tribe of Woodcraft (or Seton
Indians as many have preferred to call themselves).
ARTICLE II
Objects
The objects of
this organization are the promotion of interests in Out-of-Door Life and
Woodcraft, the preservation of Wild Life and Landscape, and the promotion of
Good Fellowship among its members.
ARTICLE III
Membership
SECTION I.
Persons eligible for membership must be over
years of age (18 is usual for a grown-up tribe, 8 for a boy tribe, but some
tribes take all ages).
SECTION II. The membership shall be limited to .
SECTION III. Application for membership must be made in writing through one
of the Council. The name of such applicant shall then be proposed and
seconded by members in good standing, and shall be
ARTICLE IV
Meetings
SECTION I. A
monthly Council of the Tribe shall be held on the first Monday of each
Moon.
SECTION II. The Annual Council for the election of officers shall be held on the first sun of the Awakening Moon (March).*
SECTION III. Special Councils may be called by the Chief, and must be called by him upon the written request of one fourth of the Council or one third of the Tribe.
SECTION IV. A majority shall be a quorum of the Council or Tribe.
Section V. A member may vote at any Council of the Tribe by proxy in his own handwriting.
ARTICLE V
The Officers and Their
Duties
HEAD WAR CHIEF. He should be strong as well as
popular, because his duties are to lead and to enforce the laws. He is head
of the Council and of the Tribe and also Herald or Crier.
He has charge of the standard of the Tribe. This is a staff about eight feet long, painted red and ornamented with any of the designs shown in the illustrations, the drawing on the shield being always the totem of the Tribe. The small shield on top is white with blue horns. This standard is carried around when a proclamation is being made. If the Chief deputes another to be Herald, he also gives him the standard to carry as a badge of authority.
When not thus in use it is stuck in the ground near the Chief's teepee or place in Council, or perhaps hung on the totem pole.
SECOND WAR CHIEF. To take the Head Chief's place when he is absent; otherwise he is merely a Councillor.
THIRD WAR CHIEF. For leader when the other two are away.
WAMPUM CHIEF. He has charge of the money and public property of the Tribe, except the records. He ought to have a lock box or small trunk to keep valuables in.
CHIEF OF THE PAINTED ROBE, OR FEATHER TALLY. He keeps the tribal records, including the Book of Laws, the Roster or Roll, the Winter Count or Record of Camps and Seasons, and the Feather Tally or Record of Honors and Exploits. He enters nothing except on instructions from the Council. He should be an artist.
CHIEF OF THE COUNCIL-FIRE. It is his exclusive privilege to make fire. He must do it without matches. He must also see that the camp and woods are kept clean.
Sometimes one Councillor or Chief holds more than one of these last three offices; especially it is well to have the Head Chief also Chief of the Council Fire.
One or even two Medicine-men may be voted into the Council without regard to age, attainments, or position.
Add to these not more than twelve elected Councillors, and all the Sachems or Sagamores. (See p. 46.) These officers and Councillors form the governing body.
All disputes, etc., are settled by the Chief and the Council. The Council makes the laws and fixes the dues. The Chief enforces the laws.
All officers are elected for one year or until their
(Whenever in doubt we try to follow the National
Constitution.)
Vow of the Head Chief
(To be signed with his name and totem in the
Tally-book)
I solemnly promise to maintain the Laws, to see fair play in all the doings of the Tribe, and to protect the weak.
Vow of Each Brave on Joining
(To be signed with the name and totem of each in the
Tally-book)
I solemnly promise that I will obey the Chief and Council of my Tribe, and if I fail in my duty I will appear before the Council when ordered and submit without murmuring to their decision.
ARTICLE VI
Amendments
SECTION I. Amendments to this
Constitution may be made at any meeting by a two-thirds vote of all the
Tribe.
SECTION II. Notice of proposed amendments shall be made public for at least seven suns before the meeting.
ARTICLE VII
Dues
SECTION I. Dues
shall be, first, a year; second, all
assessments made by the Council for
tribal property; and third, when necessary the Council shall assess those
taking part in camp.
SECTION II. The initiation fee for new braves shall be , which shall include the first year's dues, but this shall not include assessments.
ARTICLE VIII
Council of Tribe The doings
of the Tribe in Council shall be considered confidential.
ARTICLE IX
Laws
Punishments are meted out by the Chief and Council after a hearing of the case. They consist of,— Exclusion from the games or boats for a time. Of reduction in rank or of fines. The extreme penalty is banishment from the Tribe.
ORDER OF DOINGS IN COUNCIL
The Head Chief, or the
Herald he may appoint, walks around with the standard announcing that a
Council is to be held, and all must come to Council.
TOTEM
The Totem of the whole nation of Woodcraft
Indians is the White Buffalo head, symbolized by the Horned White
Shield.
Each band needs a totem of its own in addition. This is selected by the Council, and should be something easy to draw. Each brave adds a private totem of his own, usually a drawing of his Indian name.
The first of these Tribes took as its totem a Blue Buffalo, and so became the Blue Buffalo Band, and Deerfoot, the Chief, uses the Blue Buffalo totem with his own added underneath.
Any bird, animal, tree, or flower will do. It is all the better if it have some special reason.
One Tribe set out on a long journey to look for a totem. They agreed to take
the first living wild thing
TOTEM POLE In some prominent place in camp is set up
the Totem-pole. This bears the national emblems, tribal totems, enemies'
scalps, and the totems of warriors who have brought honors to the Tribe. It
also serves as a notice board and carries the Sacred Medicine Scalp. The
board below is supposed to be the skin of a White Buffalo.
The big shield is white and twenty inches across, the horns pale blue and
each twenty inches long. The pole is twelve feet high and the arms four and
one half feet across; pole and arms are red. This is the same in all tribes.
The smaller shield is twelve inches across; it bears the tribal colors and
totems, and, of course, varies in color with each tribe. The skin is four
and one half feet long and eighteen inches at widest place. It is dull
yellow where dotted, but the circle at its upper end is white; in the middle
of this is a peg on which
INDIAN NAMES
Each brave aims at winning a name.
These Indian names are a sort of honorable nickname given in recognition of
some exploit or personal gift. Thus Deerfoot was the great runner and
Hawkeye had the sharp eyes. Killdeer was famous in our deer hunt, as also
was Deerslayer; Gray-wolf was the best scout; Eel-scout was the one who
slipped through the enemies' lines as often as he pleased; Little Beaver was
the best worker; Chicadee was the smallest; the noisy chatterer, forever
showing off without doing any work, was called Bluejay; Spycatchcer was
given to a warrior who captured a Hostile Spy by a deed of unusual daring;
one small boy whose tears were ever ready to flow was named
Rain-in-the-Face, and an awkward brave who upset the canoe several times was
called Tippecanoe.
When a brave has an objectionable nickname he can get rid of it by doing some great exploit. The chief then writes the old name on a piece of birch bark and publicly burns it in the camp-fire. After that it is forgotten; no one may use or mention it. Then the warrior is given his new name of honor. The following have been bestowed as distinctions:—
"Black Hawk," "Redjacket," "Wolverine," "Krag," "Mustang," "Bald Eagle," "Big Otter," "Karonawa" (the runner), "Speardeep," "Deerblinder," "Little Thunder," "Neverscare," "Strongheart," "Big Moose," "Redarrow," "Manytongues," "Strongbow," "Eagle Eye," "Hawkeye," "Little Beaver," etc.
On rare occasions the name is an inglorious one. Thus a lazy boy was called "Young-man-afraid-of-a-Shovel," or "Shovel" for short; another was "Scare-cat," because of his timidity, but they can get rid of them as soon as they do something highly creditable.
When the Council decides that a bad name is to be dropped, the Chief or Medicine-man writes it on a piece of wood or bark. Then, making a speech explaining the circumstances, he burns the bark in the Council Fire, announcing that that name is forgotten. No one must mention it again under pain of punishment.
When a new name is given, the Chief makes a speech as before, tells of the exploit and announces the name. It is written down in the Tally; then each Chief and Councillor comes forward, shakes hands with the brave, saying "Bo-jou, Nichy"—followed by the new name.
HEAD-BAND
Each brave needs a head-band. This
holds his feathers as they are won, and his scalp is fastened to it behind.
It consists of a strip of soft leather, long
The feathers are made of white Pond-eagle* quill feathers, the tip dyed dark brown or black; a leather loop is lashed to the quill end of each to fasten it on to the head-band. Each feather stands for an exploit and is awarded by the Council. (See p. 45, etc.) An oval of paper is glued on near the high end. This bears a symbol of the feat it commemorates. If it was Grand Coup or High Honor, the feather has a tuft of red horsehair lashed on the top.
WAR-BONNET
As each feather is won it is fastened
in the head-band and thus forms part of the war-bonnet.
The feathers are held in place on the band by a lace through the bottom loop
to hold them to the body of the cap, and another lace around them higher up.
When the circle is complete the upper lace is not needed; instead is a stout
thread through the
The war-bonnet is the most important of all decorations. It is a complete
record of the owner's exploits, as well as a splendid ornament. The making
of it is fully described in The Ladies' Home Journal
for July, 1902, and in "Two Little Savages."
One cannot always wear the war-bonnet, and yet may wish to wear a visible record of his rank. To meet this need we have a badge adapted from an old Iroquois silver brooch.
In this the White or Silver Buffalo head represents the whole nation. The owner can put his initials on the Buffalo's forehead, if desired.
To pin in the middle is the real Indian style. To fasten the brooch, throw back the pin, work a pucker of the coat through the opening from behind; when it sticks out far enough bend it to one side and pierce it with the pin, then press the pin down and work the pucker back smooth. This can never work loose or get lost.
The rank of the wearer is thus shown:—
The ordinary brave as soon as admitted wears the simple badge.
Every one in the Council may add a beard to the
The Head Chief wears a horned shield. On the circle of the shield is engraved the totem of the Tribe.
The horns are worn only by a War Chief. The following shows their importance:—
"No one wears the headdress surmounted with horns except the dignitaries who are very high in authority, and whose exceeding valor, worth, and power are admitted by all the nation.
"This man (Mah-to-toh-pa) was the only man in the nation who was allowed to wear the horns, and all, I found, looked upon him as the leader who had the power to lead all the warriors in time of war." (Catlin, Vol. I, p. 103.)
The second and third War Chiefs wear the same badge as the first, except that it has the lower half of the shield hidden with a lashing of colored thread.
The Medicine-man's badge has a shield without horns.
These medals are made of very beautiful shells, flat and cut in two
sizes, the largest being about one inch by three quarters of an inch.
They are engraved with the symbol of the deed for which given. They make
decorations for the coat, the head-band or necklace, etc. They are
awarded according to the standards
Each brave wears a long tuft of black horsehair that answers as his scalp. The skin of this should be about one and a half inches across; it is furnished with a cord loop; the hair is as long as possible. This scalp is presented to the brave on entering the Tribe. After he has promised obedience and allegiance and signed the roll, the Medicine-man gives it to him, saying:—
"This is your scalp. Treasure this as your honor. You may lose it without absolute disgrace, but not without some humiliation."
He can lose it only in an important competition, approved by the Council, in which he stakes his scalp against that of some other brave. If he loses he surrenders his tuft to the winner and goes tuftless until the Council thinks proper to give him a new scalp. But he never gets back the old one, which remains the property of the winner for a teepee or other decoration.
The brave without tuft cannot vote or sit in Council or take part in the competitions.
The member is a brave till he has taken a scalp, after that he is a warrior.
The Indian teepee has the advantage of picturesqueness, also of comfort in cold weather, because it admits of an open fire inside. It has the disadvantages of allowing some rain to enter through the smoke-vent in very wet weather. A twelve-foot teepee (needing fourteen poles), big enough for half a dozen boys, can be made for three dollars, plus labor (see "Two Little Savages"), or it can be bought ready made for about thrice that.
There is one great evil that campers should beware of, that is rheumatism. But none need suffer if they will take the simple precaution of changing their wet clothes when not in action and never sleeping directly on the ground. A warm, dry place for the bed should be prepared in every tent and teepee.
An adapted teepee that is rain-proof is among those now on the market, or the old-fashioned teepee may be improved with a three-foot "bull boat" or storm-cap of canvas, to cover the ends of the poles.
Tents of any good kind will answer, but they do not admit of a fire within. They are, however, excellent for storage. A tent painted teepee-fashion may be made very picturesque.
The drawing (p. 26) shows a real Sioux teepee at present in my collection.
This was made of skins. The ground color was of soft gray; the design in pale flat tints of delicate red, yellow, and green, as below. No other outlines were used.
Putting up the Teepee. Drive a small stake in the
ground where the centre of the teepee will come, and about this as
centre mark a circle, the same diameter as the tent. For a twelve-foot
teepee, a twelve-foot circle, etc.
With one end of a twenty-foot rope tie together three of the poles at a point as high as the top of the
canvas. Set them as a tripod, their ends touching the edge of the
circle. Then set up the other poles (except three, including the two
slender ones) for the frame of the teepee, their ends on the
circumference of the circle, their tops resting in the angles of the
tripod. Now with the loose end of the twenty-foot rope bind all the
poles where they cross by walking several times around the frame on the
outside, and drawing the rope tight as you go. The loose end may be left
hanging down inside for an anchor.
Now fasten the top of the teepee cover to one of the poles left over, at
a point twelve feet up. Raise this into its place, and the teepee cover
with it, opposite where the door is to be. Carry the two wings of the
tent around till they overlap and fasten together with
All students of the Indian art are satisfied that in this we find the
beginnings of something that may develop into a great and original
school of decoration. Not having learned their traditions, conventions,
and inner impulse, we believe that
Therefore, in decorating teepees, etc., we use only literal copies of the good Indian work.
We encourage musical talent as much as possible. Around the nightly camp-fire songs and music are in great demand. The drum is essential also for the numerous song-dances and song-plays.
The Tribe should own a Standard Target, that is,
four feet across, circular, made of straw, with a thin oilcloth cover,
marked with a nine and six-tenths inch centre of gold (called by some of
our Tribes "the Buffalo's Eye"); outside of that a four and eight-tenths
inch band of red, next a similar band of blue, next of black, next of
white. In scoring, the gold is 9, the red 7, the blue 5, the black 3,
the white 1. The shortest match range for the target is forty yards. If
it is a three-foot target the match range is reduced to thirty
yards.
A target can be made of a burlap sack about five feet square. This should be stuffed full of hay or straw, then flattened by a few quilting stitches put right through with a long packing needle. On this the target is painted of exact right size and color.
Each brave should have a bow that pulls from ten pounds up; about one pound for each year of his age is a safe guide for boys up to sixteen. He should have at least six arrows and a quiver. The arrows twenty-five inches long, with three feathers, cone-points of steel or iron; brass points are useless. A guard or bracer for the left wrist is needed, and most boys require a glove to protect the fingers of the right hand.
The correct way to shoot with a bow is fully set forth in "Two Little Savages."
DEER-HUNTING
The Deer Hunt has proved one of
our most successful games.
The Deer is a dummy, best made with a wire frame, on which soft hay is wrapped till it is of proper size and shape, then all is covered with open burlap. A few touches of white and black make it very realistic.
If time docs not admit of a well-finished Deer, one can be made of a sack stuffed with hay, decorated at one end with a smaller sack for head and neck, and set on four thin sticks.
The side of the Deer is marked with a large oval, and over the heart is a smaller one.
Bows and arrows only are used to shoot this deer.
A pocket full of corn, peas, or other large grain is now needed for
scent. The boy who is the Deer for
The hunters now hunt for this Deer just as for a real Deer, either
following the trail or watching the woods ahead; the best hunters
combine the two. If at any time the trail is quite lost the one in
charge shouts "Lost Trail!" After that the one
who finds the trail scores two. Any one giving a
false alarm by shouting "Deer" is fined five.
Thus they go till some one finds the Deer. He shouts "Deer!" and scores ten for finding it.
The others shout "Second," "Third," etc., in
order of seeing it, but they do not score.
The finder must shoot at the Deer with his bow and arrow from the very
spot whence he saw it. If he misses, the second hunter may step up five
paces, and have his shot. If he misses, the
third one goes five, and so on till some one hits the Deer, or until the
ten-yard limit is reached. If the finder is within ten yards on sighting
the Deer, and misses his shot, the other hunters go back to the ten-yard
limit. Once the
A shot in the big oval is a body wound; that
scores five. A shot outside that is a scratch; that scores two. A shot in the small oval or heart is a heart wound; it scores ten, and ends
the hunt. Arrows which do not stick do not count, unless it can be
proved that they passed right through, in which case they take the
highest score that they pierced.
If all the arrows are used and none in the heart, the Deer escapes, and
the boy who was Deer scores twenty-five.
The one who found the dummy is Deer for the next hunt. A clever Deer can add greatly to the excitement of the game.
Originally we used paper for scent, but found it bad. It littered the
woods, yesterday's trail was confused with that of to-day, etc. Corn
proved better, because the birds and the squirrels kept it cleaned up
from day to day, and thus the ground was always ready for a fresh start.
But the best of all is the hoof mark for the shoe. These iron hoof marks
are fast to a pair of shoes, and leave a trail much like a real Deer.
This has several advantages. It gives the hunter a chance to tell where
the trail doubled, and which way the Deer was going. It is more
realistic, and a boy who can follow this skilfully can follow a living
Deer. In actual practice it is found well to
This is played by half a dozen or more boys. Each has a club about the
size and shape of a base ball club, but made of straw tied around two or three switches and tightly sewn up in
burlap.
One big fellow is selected for the Bear. He has a school-bag tightly strapped on his back, and in that a toy balloon fully blown up. This is his heart. On his neck is a bear-claw necklace of wooden beads and claws. (See cut.)
He has three dens about one hundred yards apart in a triangle. While in his den the Bear is safe. If the den is a tree or rock, he is safe while touching it. He is obliged to come out when the chief hunter counts 100, and must go the rounds of the three till the hunt is settled.
The object of the hunters is to break the balloon or heart, that is, kill the Bear. He must drop dead when the heart bursts. The hunter who kills him claims the necklace.
But the Bear also has a club for defence. Each hunter must wear a hat,
and once the Bear knocks a hunter's hat off, that one
is dead and out of this hunt. He must drop where his hat
falls.
Tackling of any kind is forbidden.
The Bear wins by killing or putting to flight all the hunters. In this case he keeps the necklace.
The savageness of these big Bears is indescribable. Many lives are lost in each hunt, and it has several times happened that the whole party of hunters has been exterminated by some monster of unusual ferocity.
This game has also been developed into a play.
This water game is exceedingly popular and is especially good for public exhibition, being spectacular and full of amusement and excitement.
The outfit needed is:—
(1) A Sturgeon roughly formed of soft wood; it should be about seven feet long and nearly a foot thick at the head. It may be made realistic, or a small log pointed at both ends will serve.
(2) Two spears with six-inch steel heads and wooden handles (about four feet long). The points should be sharp, but not the barbs. Each head should have an eye to which is attached twenty feet of one-quarter inch rope. On each rope, six feet from the spearhead, is a fathom-mark made by tying on a rag or cord.
(3) Two boats with crews. Each crew consists of a Spearman, who is captain, and one or two oarsmen or paddlers, of which the after one is the pilot. All should be expert swimmers or else wear life belts during the game.
The Game. Each boat has a base or harbor; this is
a given part of shore opposite that of the enemy. The Sturgeon is left
by the Medicine-man's canoe at a point midway between the bases. At the
word "Go!" each boat leaves its base and, making for the Sturgeon, tries
to spear it, then drag it by the line to his base. When both get their
spears into it the contest becomes a tug of war until one of the spears
pulls out.
The Sturgeon is landed when the prow of the boat that has it in tow
touches its proper base, even though the spear of the enemy is then in
the fish; or it is landed
Matches are usually for one, three, or five Sturgeon. Points are counted only for the landing of the fish, but the Medicine-man may give the decision on a foul or a succession of fouls, or the delinquent may be set back one or more boat lengths.
Sometimes the game is played in canoes or boats, with one man as Spearman and crew.
Rules. It is not allowed
to push the Sturgeon into a new position with the spear or paddle before
striking.
It is allowed to pull the Sturgeon under the boat
or pass it around by using the line after spearing.
It is allowed to lay hands on the other boat to
prevent a collision, but otherwise it is forbidden to touch the other
boat or crew or paddle or spear or line, or to lay hands on the fish, or
to touch it with the paddle or oar, or touch your own spear while it is
in the fish, or to tie the line around the fish except so far as this
may be accidentally done in spearing.
It is allowed to dislodge the enemy's spear by
throwing your own over it. The purpose of the barbs is to assist in
this.
It is allowed to run onto the Sturgeon with the
boat.
It is absolutely forbidden to throw over the other
boat or over the heads of your crew.
In towing the Sturgeon the fathom-mark must be over the gunwale—at
least six feet of line should be
The Spearman is allowed to drop the spear and use the paddle or oar at will, but not to resign his spear to another of the crew. The Spearman must be in his boat when the spear is thrown.
If a boat is upset the Medicine-man's canoe helps them to right.
Each crew must accept the backset of its accidents.
For this we usually have two boats or war canoes manned by four men each. These are a Spearman, who is also Captain, a Pilot, and two Oarsmen.
The Spearman is armed with a light pole or bamboo twelve feet long, with
a soft pad on the end. Sometimes this is further provided with a hook.
This is a forked branch with limbs a foot long; one is lashed to the
bamboo, the other projecting out a foot, and slightly backward. The end
of the spear and the fork are now thoroughly padded with burlap to the
shape of a Duck's head and bill. And it is all the better if cased in
waterproof, as this keeps it from getting wet and heavy. The object of
the hook is to change suddenly from pushing, and to pull the enemy by
hooking round his neck. Each boat should have a
The battle is fought in rounds and by points.
To put your opponent back into the canoe with one foot counts you 5; two feet, 10. If he loses his spear you count 5 (excepting when he is put overboard). If you put him down on one knee on the fighting deck, you count 5; two knees, 10. If you put him overboard it counts 25. One hundred points is a round.
A battle is for one or more rounds, as agreed on.
It is forbidden to hook or strike below the belt.
The umpire may dock for fouls.
Any number of canoes or boats may engage in this. A rubber cushion, a
hot-water bag full of air, any rubber into it.
The rules are as in ordinary cross-tag.
Scouts are sent out in pairs or singly. A number of points are marked on the map at equal distances from camp, and the scouts draw straws to see who goes where. If one place is obviously hard, the scout is allowed a fair number of points as handicap. All set out at same time, go direct, and return as soon as possible.
Points are thus allowed:—
Last back, zero for travelling.
The others count one for each minute they are ahead of the last.
Points up to 100 are allowed for their story on return.
Sometimes we allow 10 points for each Turtle they bring back; 10 for each Owl seen and properly named; 5 for each Hawk, and 1 each for other wild birds; also 2 for a Cat; 1 for a Dog.
No information is given the scout; he is told to go to such a point and do so and so, but is fined points if he hesitates or asks how or why, etc.
Each competitor is given a long, straight stick, in daytime, and told to lay it due north and south. In doing this he may guide himself by sun, moss, or anything he can find in nature,—anything, indeed, except a compass.
The direction is checked by a good compass corrected for the locality. The one who comes nearest wins.
It is optional with the judges whether the use of a time-piece is to be allowed.
Make two boards about a foot square, divide each into twenty-five
squares; get ten nuts and ten pebbles. Give to one player one board,
five nuts, and five pebbles.
This game is a wonderful developer of the power to see and memorize quickly.
Take two six-inch squares of stiff white pasteboard or whitened wood. On each of these draw an outline Rabbit, one an exact duplicate of the other. Make twenty round black wafers or spots, each half an inch across. Let one player stick a few of these on one Rabbit-board and set it up in full light. The other, beginning at one hundred yards, draws near till he can see the spots well enough to reproduce the pattern on the other which he carries. If he can do it at seventy-five yards he has wonderful eyes. Down even to seventy he counts grand coup; from seventy to sixty counts coup. Below that does not count at all.
The game of Rabbit-hunting is suited for two hunters in limited grounds.
Three little sacks of brown burlap, each about eight inches by twelve, are stuffed with hay.
At any given place in the woods the two hunters stand in a ten-foot circle with their bows and arrows. One boy is blind-folded; the other, without leaving the circle, throws the Rabbits into good hiding places on the ground. Then the second hunter has to find the Rabbits and shoot them without leaving the circle. The lowest number of points wins, as in Golf. If the hunter has to leave the circle he gets one point for every step he takes outside. After he sees the Rabbit he must keep to that spot and shoot till it is hit once. One shot kills it, no matter where struck. For every shot he misses he gets five points.
After his first shot at each Rabbit the hider takes alternate shots with him.
If it is the hider who kills the Rabbit, the hunter adds ten points to his score. If the hunter hits it, he takes ten off his score.
If the hunter fails to find all the Rabbits he scores twenty-five for each one he gives up.
The hider cannot score at all. He can only help his friend into trouble. Next time the two change places.
A match is usually for two brace of Rabbits.
Hanging from the Totem-pole is a red or yellow horsetail. This is the
Grand Medicine Scalp of the Tribe. The Hostile Spy has to steal it. The
Medicine-man goes around on the morning of the day and whispers to
various braves, "Look out—there's a spy in camp." At length he
gets secretly near the one he has selected for Spy and whispers, "Look
out, there's a spy in camp, and you are it." He
gives him at the same time some bright-colored badge, that he must wear
as soon as he has secured the Medicine Scalp. He must not hide the scalp
on his person, but keep it in view. He has all day till sunset to get
away with it. If he gets across the river or other limit, with warriors
in close pursuit, they give him ten arrowheads (two and one half cents
each), or other ransom agreed on. If he gets away safely and hides it,
he can come back and claim fifteen arrow-heads from the Council as
ransom for the scalp. If he is caught he pays his captor ten arrow-heads
ransom for his life.
This is played with a Scout and ten or more Hostiles, or hounds, according to the country, more when it is rough or wooded.
The Scout is given a letter addressed to the "Military
The Hostiles are sent to a point half way, and let go by a starter at the
same time as the Scout leaves the Camp. They
are to intercept him.
If they catch him before he delivers the letter he must ransom his life by paying each two arrow-heads (or other forfeit) and his captor keeps the letter as a trophy. If he gets through, but is caught on the road back, he pays half as much for his life. If he gets through, but is over time, it is a draw. If he gets through successfully on time he claims three arrowheads from each Hostile and keeps the letter as a trophy.
They may not follow him into the house (that is, the Fort), but may surround it at one hundred yards distance, or nearer if they do not show themselves. They do not know which three houses he is free to enter, but they do know that these are within certain narrow limits.
The Scout should wear a conspicuous badge (hat, shirt, coat, or feather,) and may ride a wheel or go in a wagon etc., as long as his badge is clearly visible.
To "tag" the Scout is not to capture. "The blockade to be binding must be effectual."
These exploits are intended to distinguish those braves who are first class in their department and those who
are so good that they may be considered in the
record-making class. They may be called Honors and High Honors,
but the Plains Indians speak of their exploits as Coup (pronounced coo) and Grand Coup.
The Sioux, I am informed, use the French word coup, but call them "Jus-tee-na coo"
and "Tonka coo," the "Little Deed," and the "Big
Deed."
The decoration for a Coup or Honor is a Pond-eagle feather for the war-bonnet, or a wampum medal for the coat, or both.
For the High Honor or Grand Coup the Pond-eagle feather has a red tuft of horsehair on the top, and the wampum medal is of double size with a circle around the symbol.
No one can count both Coup and Grand Coup, or repeat their honor in the same department, except for Heroism, Mountain-climbing, and others that are specified as "repeaters," in which each honor is added to that previously worn.
No honors are conferred unless the exploit has been
An honor once won can never be lost for subsequent failure to reach the standard.
Except when otherwise stated the exploits are meant for all ages.
Any brave making Coup according to the class above him may count it a Grand Coup in his own class, unless otherwise provided.
Those with 12 Coups are Sub-Sachems.
Those who have won 24 Coups, that is, who have completed the circle of feathers in their headdress, are Sachems.
Those with 24 Grand Coups are Grand Sachems.
Those with 48 Coups, that is, who have completed both circle and tail of the headdress, are Sagamores.
Those with 48 Grand Coups are Grand Sagamores.
All of these except the Sub-Sachems are entitled to sit in the Council without election.
They are Red, White, or Blue Sagamores or Sachems, according to the class in which they have won most honors, and they rank in the order here given.
CLASS I. RED HONORS HEROISM
CLASS II. WHITE HONORS CAMPERCRAFT
FISHING (Outdoors)
Revised by Mr. L.S. Darling, of New York.
SHOOTING (Open to men only)
Revised by Mr. Will H. Thompson, of Seattle,
Wash.
Other mountains will be added later.
Advisers: J.E. Sullivan, Secretary of Amateur Athletic Union; Dr. Luther M. Gulick, Director of Physical Training, New York Public Schools.
The following honors are open to those only who are 21
years old or over:
Until further notice the National Council will allow honors on all properly recognized outdoor exploits, not herein listed, on the following general basis: Contestants over eighteen must make 90 per cent of the amateur record distance for coup, and 95 per cent for grand coup; or if it is a time exploit, not exceeding the record by 10 per cent, for coup; 5 per cent for grand coup. Contestants under eighteen and over fourteen must make 85 and 90 per cent, or not exceed time by more than 15 and 10 per cent. Those under fourteen must make 80 and 85 per cent of distance and not exceed time by more than 20 and 15 per cent. The records are as given in Spalding's Official Athletic Almanac (10 cents of all booksellers).
CLASS III. BLUE HONORS NATURE
STUDY—VERTEBRATES
NATURE STUDY—LOWER FORMS OF LIFE
Revised by Mr. John Burroughs.
GEOLOGY, ETC.
Revised by Prof. Charles D.
Walcott, Chief U.S. Geological Survey
PHOTOGRAPHY
Revised by Mr. A. Radclyffe
Dugmore, of "Country Life," New York.
This list is made by the National Council. The exploits are founded on
world-wide standards, and
Published by DOUBLEDAY, PAGE & CO. 133 East 16th
Street, New York City
TWO LITTLE SAVAGES, 1903
A book of adventure and
woodcraft and camping out for boys, telling how to make bows, arrows, moccasins,
costumes, teepee, war-bonnet, etc., and how to make a fire with rubbing sticks,
read Indian signs, etc. Price, $1.75 net.
THE WILD ANIMAL PLAY, 1900
A musical play in which the
parts of Lobo, Wahb, Vixen, etc., are taken by boys and girls. Price, 50c.
Published by CHARLES SCRIBNER'S SONS 153 Fifth Avenue, New
York City
WILD ANIMALS I HAVE KNOWN, 1898
The stories of Lobo,
Silverspot, Molly Cottontail, Bingo, Vixen, The Pacing Mustang, Wully and
Redruff. Price, $2.00.
LOBO, RAG AND VIXEN, 1900
This is a school edition of
the above, with some of the stories and many of the pictures left out. Price,
50c net.
THE TRAIL OF THE SANDHILL STAG, 1899
The story of a
long hunt that ended without a tragedy. Price, $1.50.
THE LIVES OF THE HUNTED, 1901
The stories of Krag,
Randy, Johnny Bear, The Mother Teal, Chink, The Kangaroo Rat, and Tito, the
Coyote. Price, $1.75 net.
KRAG AND JOHNNY BEAR, 1902
This is a school edition of
the above, with some of the stories and many of the pictures left out. Price,
50c net.
PICTURES OF WILD ANIMALS, 1901
Twelve large pictures
for framing (no text), viz., Krag, Lobo, Tito Cub, Kangaroo Rat, Grizzly,
Buffalo, Bear Family, Johnny Bear, Sandhill Stag, Coon Family, Courtaut the
Wolf, Tito and her family. Price, $6.00.
MONARCH, THE BIG BEAR OF TALLAC, 1904
The story of a
big California Grizzly that is living yet. Price, $1.25 net.
ANIMAL HEROES, 1905
The stories of a Slum Cat, a Homing
Pigeon, The Wolf that Won, A Lynx, A Jackrabbit, A Bull-terrier, The Winnipeg
Wolf and A White Reindeer. Price, $1.75 net.
MAMMALS OF MANITOBA.
To be issued shortly.
Published by THE CENTURY COMPANY
Union Square, New York City
BIOGRAPHY OF A GRIZZLY, 1900
The story of old Wahb from
Cub-hood to the scene in Death Gulch. Price, $1.50.
WOODMYTH AND FABLE, 1905
A collection of fables,
woodland verses, and camp stories. Price, $1.25 net.
Published by DOUBLEDAY, PAGE & CO.
A WOMAN TENDERFOOT
A book of outdoor adventures and
camping for women and girls. How to dress for it, where to go, and how to profit
the most by camp life. Price, $2.00.
MAMMALS OF THE ADIRONDACKS
By C. HART MERRIAM, M.D.
Henry Holt & Co., New York City. Price,
$2.00
HANDBOOK OF BIRDS OF EASTERN NORTH AMERICA
BY FRANK M. CHAPMAN
D. Appleton & Co., New York City.
Price, $3.00
HANDBOOK OF BIRDS OF WESTERN UNITED STATES
FLORENCE MERRIAM BAILEY
Houghton, Mifflin & Co., Boston, Mass.
Price, $3.50
THE NATURE LIBRARY
Published by Doubleday, Page & Co. Sold
by subscription. Price on application.
Volume I contains the general introduction to the library, by John Burroughs, and
Neltje Blanchan gives an introductory acquaintance with 150 birds usually found in the gardens, meadows, and woods about our
homes. The birds are classified in five different ways, making identification
immediately possible without technical knowledge. There are 48 plates in colors,
and 16 in black-and-white.
Volume II, by Neltje Blanchan, is devoted to "Birds that
Hunt and are Hunted." G.O. Shields has written the introduction to this account
of 170 birds of prey, game birds, and waterfowl. 64 color plates and 16 plates
in black-and-white.
Volume III, by A. Radclyffe Dugmore, is a complete manual of bird's-nests, eggs, and breeding habits, containing also valuable
hints on nature photography, by an author whose intimate photographs of bird
life have made him famous. 16 color plates and 82 other pictures.
Volume IV is the only book which sums up in popular form the mass of new
knowledge about American mammals which
Volume V, by David Starr Jordan and Barton W. Evermann, fills a long-felt need in
popular scientific works, being a full account of the life-histories and methods
of capture of North American food and game fish. With 10
lithographed color plates, 100 photographs of live fish in the water, and 200
text cuts.
Volume VI is by Dr. W. J. Holland, who has introduced thousands of readers to the
delightful study of butterflies and caterpillars. Its 48
color plates are the finest ever made by the three-color photographic process,
and in these and the text cuts fully a thousand different species of butterflies
are shown. There are chapters on the capture and preservation of
butterflies.
Volume VII, also by Dr. Holland, takes up the subject of moths. There are 1,500 figures in the colored plates and 300 text cuts
of the moths of North America.
Volume VIII, by Dr. L. O. Howard, treats of bees, wasps, ants, grasshoppers,
flies, and other North American insects, admirably suited
to the general reader. It has 16 color plates and 32 black-and-white, all
photographed from the insects themselves, besides nearly 300 text cuts.
Volume IX, by Neltje Blanchan, enables any one to identify all the common wild flowers of the North American continent, and
introduces the reader to their marvellous life-histories and the part which
insects play in these. Illustrations: 32 color plates and 48 black-and-white,
all from photographs of the actual flower.
Volume X, by Nina L. Marshall, is an invaluable aid to all who are interested in
fungi as food or as a limitless subject of study. 24
color plates and 40 black-and-white from photographs by Mr. and Miss
Anderson.
Volume XI, by Julia E. Rogers, has many features that no other work on trees approaches. It tells how to know the trees; the uses
and value of trees; the care of trees; how to grow trees; the preservation of
forests. The 350 beautiful photographic illustrations, by A. R. Dugmore, show
bud, blossoms, full leaf, fruit,
Volume XII is a most fascinating work by Mary C. Dickerson, and contains a wealth
of original observation and pioneer work on frogs and toads
that is a real contribution to science. Sixteen plates in color and nearly 300
black-and-white photographs from life by the author.
OUR NATIVE TREES
HARRIET L. KEELER, 1900
Charles Scribner's Sons, New York City.
Price, $2.00
GEOLOGICAL STORY BRIEFLY TOLD
JAMES D. DANA
American Book Co., New York City. Price,
$1.15
PRIMER OF GEOLOGY
ARCHIBALD GEIKIE
American Book Co., New York City. Price,
35c.
ASTRONOMY WITH AN OPERA GLASS
GARRETT P. SERVISS
D. Appleton & Co., New York City.
Price, $1.50
SPALDING'S OFFICIAL ATHLETIC ALMANAC
EDITED BY J. E. SULLIVAN
American Sports Publishing Co., New York
City. Price, 10c.