The Emerald Enclave

  The Emerald Enclave is a widespread group of wilderness survivalists who preserve the natural order while rooting out unnatural threats. The organization is decentralized, hardy, and reclusive. Barbarians, druids, and rangers of good or neutral alignments are commonly drawn to the Emerald Enclave.    

Beliefs

 
  • The natural order must be respected and preserved.
 
  • Forces that upset the natural order must be destroyed.
 
  • Civilization and the wilderness must learn to coexist peacefully.
    Members of the Emerald Enclave are spread far and wide and usually operate in isolation. They learn to depend on themselves more than others. Survival in a harsh world also demands great fortitude and mastery of certain fighting and survival skills. Members of the Enclave who dedicate themselves to helping others survive the perils of the wilderness are more social than others who are charged with defending sacred glades and preserving the natural balance

Structure

Emerald Enclave Advancement  
Rank Renown Other Requirements
1 - Springwarden 0 None
2 - Summerstrider 3 None
3 - Autumnreaver 10 5th level, 1 secret mission
4 - Winterstalker 25 11th level, 3 secret missions
5 - Master of the Wild 50 17th level, 10 secret missions
   

Rank 1 - Springwarden

  This is the rank you receive when first join the faction. It is available at character creation or any time the character wishes to join.  

Participate in Faction Activities

  You can participate in any activities that are considered specific to the Emerald Enclave.  

Earn Renown

  You earn renown points in your faction and advance in rank.  

Faction Assignments

  As an Initiate, you are eligible to take on faction assignments during adventures.  

Receive Your Faction’s Insignia

  You receive an insignia of your faction, fashioned into a wearable or held item.   Fraction Insignias - Leaf Clasp  

Rank 2 - Summerstrider

  You have shown that your are aligned with the Enclaves goals and can take on more responsibility.  

Secret Missions

  During certain adventures, you may be given the opportunity to undergo a secret mission on behalf of the Emerald Enclave. Completion of these missions might earn you additional benefits or enable you to advance to higher ranks within the ranks.  

Apprenticeship to an Adventurer Mentor

  You can serve as an apprentice to a higher-ranking adventurer from within your faction. See the Apprentice-Mentor Benefits section, below, for more details.  

Apprentice Activities

  Each character in the relationship gains a story award, “Faction Mentor (Apprentice Name)” or “Faction Apprentice (Mentor Name)” and is eligible to participate in specific activities.  

Adventure Details

  When an apprentice and mentor bond they reveal the locations of magic items and faction secret missions that they have participated into each other. There is no additional cost associated with this activity.  

Item Trading

  When trading magic items between the apprentice and mentor, the cost is only 10 downtime days instead of the usual 15.    

Fighting Partners

  By practicing fighting together before adventures, an apprentice and mentor can gain complimentary combat abilities. When both an apprentice and mentor are participating in the same adventuring group the apprentice and mentor may spend 5 downtime days before the start of the adventure. If they do, they gain the following benefits:   • Any saving throw made by one participant to save against an effect created by the other is made with advantage.   • Once per short rest, a participant may use the Help action to assist the other as a bonus action.   • Neither participant acts as cover against ranged attacks made by the other.    

Apprentice Activities

 

Language and Tool Training

  The apprentice may learn any language or tool proficiency that their mentor possesses for 125 downtime days (no GP cost).  

Word of Advice

  Mentors grant their apprentice advantage on one check, save, or attack roll once during an adventure or chapter. This activity costs 5 downtime days to the apprentice, spent prior to the adventure and declared to the Dungeon Master prior to the start of the adventure.    

Faction Training

  You can take advantage of accelerated training programs for tool kits most often used by your faction. This training comes at a lesser cost than usual tool training, taking half as long (60 downtime days), but you must pay an additional 125 gp as a training expense for each proficiency.   Enclave Faction Training - Herbalism Kit, Woodcarver’s tools, Cartographer's tools  

Rank 3 - Autumnreaver

  Stalwarts are reliable faction members, entrusted with many secrets and deserving of additional support during adventures.  

Faction Downtime Activity

  You gain access to a Enclave downtime activity that gives you additional benefits when you use it.  

Item Procurement

  With an expenditure of resources, you can acquire a magic item from your faction. To procure the item, you must go on minor adventures for your faction (represented by downtime days), and perform bribes, charitable acts, and provide provisions (represented by the expenditure of gold) in service of the Emerald Enclave.   The item received in exchange for this increases your magic item count and is not tradeable. A character may purchase any number of items so long as they pay the associated downtime day and gold costs for each item. Additionally, you must be at least 5th level to acquire a rare item.  

Item Procurement Costs

 
Rarity Downtime Gold
Uncommon 50 days (-5 days for every point of charisma over 15) 500 gp
Rare 100 days (-5 days for every point of charisma over 15) 5000 gp
   

Item Procurement Options

 
Uncommon Rarity Rare Rarity
+1 Weapon or +1 Shield +1 Armor
Cloak of the Manta Ray Ring of Animal Influence
   

Rank 4 - Winterstalker

  Winterstalkers are trusted voices within their given faction. They are looked upon as champions of the faction’s beliefs, and as mentors by those of lower rank.  

Become a Mentor

  You can designate Agents or Stalwarts as your charge.  

Mentor Activities

 

Mentorship Renown

  When a mentor takes on a new apprentice, they immediately gain the benefit of a successful Secret Mission for their faction. This can only be done once per character.  

Learn by Teaching

  Mentors gain advantage on one check, save, or attack roll once during a module or hardcover chapter due to reflecting on their prior adventures with their apprentice. This activity costs 5 downtime days to the mentor, spent prior to the adventure and declared to the Dungeon Master prior to the start of the adventure.  

Faction Pedagogue

  By taking on an apprentice you become approachable to other members of your faction who ask you for advice. As you dispense this advice you become better known in your faction. You may spend 30 downtime days in exchange for 1 renown. This can only be done once per character.  

Mentor’s Pride

  As your apprentice grows in power their deeds reflect on you. Each time your apprentice gains a level that would put them into a higher tier (levels 5, 11, or 17), you gain 1 renown.  

Faction Philanthropist

  As a Mentor of your faction, you may choose to pay for or cast raise dead, resurrection, or true resurrection spells for a member of your faction after an adventure is completed even if you were not adventuring together. In doing so, assuming you aren’t casting the spell yourself, you must pay the full cost of the spellcasting service plus 25 downtime days (to deliver the body and find a cleric)  

Rank 5 - Master of the Wild

  Masters of the Wild are deeply ensconced within the leadership of their faction and have a great degree of influence, guiding faction decisions.  

Become a Faction Exemplar

  When you play this character along with other members of your faction, you can choose one lower-ranked member of your faction (Agent, at a minimum) to begin the game with Inspiration. This must be used by the end of the game session, or it is lost.

Public Agenda

  • Restore and preserve the natural order.
 
  • Destroy all that is unnatural.
 
  • Keep the elemental forces of the world in check.
 
  • Keep civilization and the wilderness from destroying each other.

History

The Emerald Enclave was founded in the Year of the Thoughtful Man (374 DR) in the Vilhon Reach—on the island of Ilighon—by a group of druids prior to 717 DR. They were established as a powerful force when they defeated the Turmish forces sent to engage them by a conclave of wizards known as the Windlass.   In 1150 DR, the Emerald Enclave comes to the aid of the cities of the Vilhon Reach when the mohrg Borran Klosk raises undead armies to attack those cities. The druids of the Enclave cause the Alaeorum River to rise at the Battle of Morningstar Hollows, flooding the invading armies.   In 1358 DR, Silvanus provided his special blessing to the island of Ilighon.   The mohrg Borran Klosk rose again in 1370 DR and summoned an army of drowned ones to sack Alaghon. Haarn Brightoak and the Emerald Enclave came to Alaghon’s aid.   By 1372 DR, the Emerald Enclave had begun to establish splinter cells in other major forests across Faerun—the High Forest ,Cormanthor, Wealdath, and the Forests of the Great Dale. A series of portals were established to link Ilighon to each of the other locations, though the portal in Cormanthor was soon lost (disguised by misdirection and permanency spells to prevent it from being used by drow in the region).   Shadowmoon Crystalembers was the elven representative on the Elder Circle of the Emerald Enclave when the Spellplague hit in 1385 DR. She succumbed to a Shar-induced madness and changed her name to Cindermoon and slowly descended into insanity.   After the Spellplague, most of the order died or left. The remaining druids—those less experienced—harbored a deep hatred of the spellscarred, and the Enclave made efforts to stop the scar pilgrimages that passed through to the plaguelands south of Turmish.   In 1486 DR, the Chosen of Lathander, Stedd Whitehorn, cured Cindermoon of her madness. She changed her name back to Shadowmoon and reorganized and revitalized the Emerald Enclave.
Founding Date
Year of the Thoughtful Man (374 DR)
Type
Secret, Brotherhood

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