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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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