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Cho
listens to your question about ranks and nods. "Yes, all of our members
have ranks of some sort. They detail what their duties are within the
Sleuth and give everyone a sense of purpose. For example, a Sentry
should have met you before you got too far into our territory. Fleur
could tell you better than I could."
The
two of you go out in search of Fleur, record keeper for the Sleuth. You
find her sitting down on a pile of already-fallen leaves, fluffing and
cleaning a wing. When she sees you and Cho she stands in surprise,
folding her feathered wings and looking at you curiously. She's very
much aware of your current 'stranger' status.
"They're interested in what kind of ranking system we use here," Cho
tells her. "I'm sure you can remember the descriptions more completely
than I can."
Ranks Currently Needed
- Gardener -- There is one at
this time. With the current size of the Sleuth, one Lead Gardener and
one more would be acceptable.
- Healer -- There are none at this time. With the current size of
the Sleuth, Lead Healer and one or two more would be acceptable.
- Hunter -- There are three at this time. The Sleuth will always
accept more hunters. When they're not hunting, they can be helping
others with their duties.
- Sentry -- There is one at this time. With the current size of
the Sleuth, one or two more would be acceptable.
Sleuth Rank Descriptions
- Advisor -- They are the Leader's
right-paw helper...insofar as helping equals giving their opinions day
and night on Sleuth policy and suggesting ways to improve our daily
life. Basically, they have the ear of the Leader all day. Whether they
provide constructive input or constant bitching is their choice. Only
one individual may be the Advisor.
- Defender -- They guard and patrol the whole of Sleuth
territory, responding to the signals of Scouts and Sentries. They report
directly to the Leader and must be able to follow orders. Skills in
battle will be invaluable to them.
- Elemental Trainer and Advisor -- They
help to train current elementals and assist them in learning attacks. On
their recommendations, elemental attacks may be bought for members with
Sleuth funds. They also advise non-elementals in element selection,
helping them realize which one(s) are best suited to them. Only one
individual may be the Elemental Trainer and Advisor.
- Gardener -- They care for the
communal Sleuth gardens on a more permanent basis than other members,
weeding and watering whenever necessary. Come harvest time especially
they will be busy and can recruit the help of others at any point.
- Healer -- They have/will learn the skills of the healing arts
and are able to use certain herbs and medicines when their expertise is
called for. They will need to be ready to learn a great deal about
primitive medicines and have a willingness to help their fellows.
- Hunter -- They hunt the local wildlife, from small creatures
singly to larger creatures in groups. Most of the Sleuth's food supply
will come from them, so we'll need a good amount. They will also be
responsible for gathering certain nuts, berries, and roots to satisfy
the omnivorous appetites of the Sleuth's members. Rough furs from hunted
creatures may be traded with the main Charm for properly treated furs
and hides or other commodities unobtainable in the wild.
- Leader -- They are responsible
for every aspect of Sleuth life not touched on by the others, as well as
seeing that things run smoothly and that members stay active. That
includes doing things to encourage activity such as holding meetings,
planning out training sessions, and anything else they can think of.
They do everything in their power to keep the Sleuth successful. Only
one individual may be the Leader.
- Maestro -- They keep valuable
oral traditions alive by putting them to song and passing them on to
younger generations. They are also able to incorporate offworld
influences into Naisuk music and hold performances for the Sleuth during
meetings. Only one individual may be the Maestro, though others may
learn from them.
- Record Keeper -- They keep track
of all records pertaining to the Sleuth such as funds, member lists,
events, and anything else that needs to be recorded. They need to be
willing to work hard to keep everything up-to-date, since the Leader
uses their data constantly. Only one individual may be the Record
Keeper.
- Scout -- They warn the Sentries
and Defenders if they spy any unusual happenings or intruders in Sleuth
territory. They'll need to know the territory inside and out, as well as
be fleet of foot.
- Sentry -- They guard certain key points within Sleuth territory
and question intruders as to their business in the area. If they
perceive trouble, they warn the Defenders. They'll need a good sense of
judgment and a cool head.

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