Roamer Positions - Below you'll find the different position the Roamers offer. Below that an explanation of the many positions Positions Chief (s) (1+) Hunt Leader (1) Scout Leader (1) Magical Healer (1) Scouts (2-4) Hunters (4-6) Waterrunners (1-3) Animal Takers (1-3) Makers Children Chiefs Unlike with wolfriders these elves don't always have óne leader. When a chief bares 2 children, both have the same status in the tribe. Often this is tried for, because two can work better and more effeciantly then one. Required; Blood right –Fulltime- Waterrunners In the world of … water is of great importance. The elves often have to hide out for long amounts of time and water is only rarely a part of their hide-out. No elf can survive long without clean water, to drink this is. Many small lakes are poisoned, not by elf influences but by plants in the water. Flesh eating plants can't always rely on flies and other bugs so some found a different way to drag prey to them. Water get's poisoned and every elf/animal that drinks from it slowly looses the power over it's arms and legs, soon they loose all power. Vines then slowly start to take it's prey by wich time it is usually unconcious. Waterrunners are of hígh importance, there are a few that have waterdetection and that go out in front to search for clean water. Then two or maybe more go out, often with a Ringeyed to gather large amounts of the water and take it back with them to camp. The ones that take the ringeyed often posses over a kind of animal communication, wich comes from animal bonding. This trip is made once in every 2 eights and the whole camp is held on a ready for it. These two trips usually take 2 full days sometimes longer to complete. Hunters go with to defend the waterdetectors and the animal bonders. Required; Magic: Water Detection –Part time- Animal takers 2 elves usually have this task upon them. For every water run a Ringeyed is needed, and there is not always a ‘tame' Ringeyed close. Animal takers pocess Animal imitation and with that ‘capture' the animal, convincing it to help. Required; Magis: Animal Imitation –Part time- Tattooist There at all time is 1 tattooist in camp. An elf picks it's place in the tribe at an early age, he or she from that point forward is taught by the one that at that time is in that position. As soon as it is fulllearned the student will receive the appropriate tattoo for the position. A mix from it's masters blood and different plant dies make for the tattoo-flueds. Required; Skill: Tattooing –Parttime- Elders After a student has taken up the position (partly) it's master is made an elder in it's craft. An elder-tanner for instance. It's tattoo is broadend and he or she will help the student at times when needed. Elders don't just sit back and look for even when the student has taken it's position it still won't know éverything yet. An elder is well-respected. Required; Skill: Lore –Fulltime- Healer Like in every elf-tribe a healer is very important, as is here. With a habitat with so many dangers the healers is very important. The healer doesn't get to hunt or go on waterruns and is always highly protected. Healers have to stay at camp _always_. The tribe wouldn't be able to afford loosing a healer. Though able to rest and ‘have fun' being a healer isn't a laugh, for they always have to stay in camp, always, only when they change camps does he or she get to see the rest of the outside. There are two types of healers, magical and herbal healers. Required; Magic: healing/ Skill: Herbal Lore. –Fulltime- Hunters Hunters are highly skilled and strongly trained elves, a hunting group in it's minimum would consist of 5 elves, for with less it'd be too much of a risk. Hunting is risky and dangerous, yet many of the hunters take pride in the chase and kill. Required; Nothing in particular –Fulltime- Huntleader Leader of the hunt. Required; Nothing in particular –Fulltime- |