After about an hour, wet the rim, and build up on that round and round with laces as before, until you have turned the saucer into a cup, about four inches across, and, maybe three inches high. Set this away to stiffen. Then finish the shape, by adding more coils, and drawing it in a little. When this has stiffened, make a "slip" or cream of clay and water, rub this all over the pot inside and out; use your fingers and a knife to make it smooth and even. When this is done, use a sharp point, and draw on the pot any of the Indian designs show in the sketches, using lines and dots for the shading.
Now set the pot in some shady place to dry. High above the stove in the kitchen is a good place, so long as it is not too near the stove-pipe. After one day bring it nearer the heat. Then about the second day, put it in the oven. Last of all, and this is the hardest part to do, let the Guide put the bone-dry pot right into the fire, deep down into the red coals at night, and leave it there till next day. In the morning when the fire is dead, the pot should be carefully lifted out, and, if all is well, it will be of hard ringing red terra cotta.
The final firing is always the hardest thing to do, because the pots are so easily cracked. If they be drawn out of the fire while they are yet hot, the sudden touch of cold air usually breaks them into pieces.
Now remember, O Guide! A pot is made of the earth, and holds the things that come out of the earth to make life, that feed us and keep us. So on it, you should draw the symbols that stand for these things. At the foot of preceding page you see some of them.
TALE 84
Snowflakes, the Sixfold Gems of Snowroba
You have heard of the lovely Snowroba, white calm beautiful Snowroba, the daughter of King Jackfrost the Winter King, whose sad history was told in the first Tale. You remember how her robe was trimmed with white lace and crystal gems, each gem with six points and six facets and six angles, for that is one of the strange laws of the white Kingdom, the sixfold rule of gems. I did not give a good portrait of the White Princess, but I can show you how to make the Jewels which sparkled on her robe.
Take a square of thin white paper three or four inches wide (a). Fold it across (b), and again, until it is a square (c), half as wide as "a." Mark on it the lines as in "d," and fold it in three equal parts as in "e." Now with pencil draw the heavy black lines as in "f, g, h." Cut along these lines with scissors, open out the central piece, and you have your snow-gems as on facing page.
You can see for yourself that these are true to the gem-law of the White Kingdom, if, when next the snow comes down, you look for the biggest flakes as they lie on some dark surface. You will find many patterns all of them beautiful, and all of them fashioned in accordance with the law.
Are You Alive?
Little boy or girl, are you all alive? Just as alive as an Indian? Can you see like a hawk, feel like a blind man, hear like an owl? Are you quick as a cat? You do not know! Well, let us find out in the next eight tales. In these tests 100 is kept in view as a perfect score in each department, although it is possible in some cases to go over that.
TALE 85
Farsight
1. Hold up a page of this book, and see how far off you can read it. If at 60 inches, measured with a tapeline from your eye to the book, then your eye number is 60, which is remarkably good. Very few get as high as 70.
2. Now go out at night and see how many Pleiades you can count; see Tale 52. If you see a mere haze, your star number is 0; if you see 4 little pin points in the haze, your number is 8; if you see 6, your number is 12. If you see 7 your number is 14; and you will not get beyond that.
3. Now look for the Pappoose on the Squaw's back, as in Tale 50. If you do not see it, you score nothing. If you can see it, and prove that you see it, your number is 14 more.
Now add up these, thus: 60 plus 14 plus 14; this gives 88 as your farsight number. Anything over 60 means you can see like a hawk.
TALE 86
Quicksight
Take two boards, cards or papers, each about half a foot square; divide them with black lines into 25 squares each, i. e. 5 each way; get 6 nuts and 4 pebbles, or 6 pennies and 4 beans; or any other set of two things differing in size and shape.
Let the one to be tested turn his back, while the Guide places 3 nuts and 2 pebbles on one of the boards, in any pattern he pleases, except that there must be only one on a square.
Now, let the player see them for 5 seconds by the watch; then cover it up.
From memory, the player must place the other 3 nuts and 2 pebbles on the other board, in exactly the same pattern. Counting one for every one that was right. Note that a piece exactly on the line does not count; but one chiefly in a square is reckoned to be in that square.
Do this 4 times. Then multiply the total result by 5. This gives his quicksight number, to be added to his aliveness score.
TALE 87
Hearing
Can you hear like an owl? An owl can find his prey by hearing after dark. His ears are wonderful. Let us try if yours are.
1. Watch-test. First, you must be blindfolded, and in some perfectly quiet place indoors. Now have the Guide hold a man's watch (open if hunting-cased), near your head; if you can hear it at 40 inches, measured on a tapeline, and prove that you do, by telling exactly where it is, in several tries, your hearing number is 40, which is high. If at 20 inches, it is low (20 pts.); if at 60 inches (60 pts.), it is remarkable. Anything over 50 points means you can hear like an owl. In this you go by your best ear.
Woodland Tales · The Wunder Library — complete classics, free to read, with narration.