Emerald Enclave Initiation, Ranks and Titles
From Forgotten Realm Wiki - CANON
The Enclave was organized into a hierarchy of circles, each of which had a different responsibility:
Circle of Initiates
Circle of Earth
Circle of Air
Eldath's Circle
Circle of Alluvium
Planar Circle
The Elder Circle
The heart of the Emerald Enclave lies in The Vilhon Reach, and those who wish to join the Enclave must travel to The House of Silvanus, on the island of Ilighôn. On the full moon of each month, those who would join go through the rite of initiation. Once the rites are completed, the initiates join the first of seven circles of the Enclave, the Circle of Initiates, and thus begin their journey as members of the Emerald Enclave.
When a member has proven their loyalty to the cause of the Enclave, they join the second circle, the Circle of Earth. Above this is the Circle of Air, and to join a druid must demonstrate their wildshape abilities or, a non-druid has to perform an outstanding service to the Enclave.
Above this rank, the members choose one of three paths:
The first, the Eldath Circle, sail the waterways of Faerûn, searching for knowledge and secrets beneath the waves that would benefit the Enclave.
Second, the Circle of Alluvium, walk the lands of Faerûn, observing for any unnatural forces that need to be put down and ensuring there is a peaceful existence between civilizations and the wilderness.
Lastly, the Planar Circle, pledged to watch for the most unnatural forces beyond the Material Plane. Many never return to the Material Plane, but send word through other means while they keep their vigilance.
Above all of these, there exists the Elder Circle, which has only three members. They are not only the most sought-after personalities of the Enclave, admired for their wisdom and hunted by those who wish to destroy the Enclave, but they are also said to be blessed and protected by the gods, Eldath, Mielikki, and Silvanus.
It is said that they are immune to mind and divination magic. Tales also claim that they are impervious to all kinds of diseases, the effects of aging, and do not even need sleep. Within the elder circle, there are three ranks where the topmost is called The Grand Cabal of the Enclave.
The second role is referred to as The Hierophant of the Emerald Enclave, and is seen as the spiritual leader of the faction, and should defend the proactive actions.
The third role is that of The Elder of the Enclave, the role of rational and conservative thought.[citation needed] A bit more on these levels From riseoftiamat - CANON ? Circles of the Emerald Enclave: The Circle of Initiates is filled with fresh recruits who have passed the Initiation ritual. The Circle of Earth is filled with the newest members to have proven loyalty to the Enclave after Initiation. The Circle of Air is the final recruit Circle, primarily for those who have demonstrated talent in their natural magic. Those within the Circle of Air may proceed into another Circle of their choice when they are deemed worthy. The Circle of Eldath sails the seas, searching for knowledge and power within the vast oceans of Aleph (Reference to Homebrew World?) The Circle of Alluvium roams the lands, fighting those who upset the natural order. The Planar Circle is the Enclave’s special forces Circle, watching the most unnatural powers in the other planes. The Horizon Walkers (note: type of rangers) make up most of this Circle. Above all is The Elder Circle, which dictates in secret the goings-on of the Enclave.
Members of the Emerald Enclave usually operate in isolation, relying on their own instincts and abilities to survive. Some, however, engage with the people of the world as protectors, emerging from the wilderness to help others survive its perils. At times, all are called together to combat foes great enough to disrupt the natural order of the land.
The Emerald Enclave comprises mostly druids and rangers, but welcome all with a strong tie to nature and a willingness to live with the land. RANKS (based on Renown) Springwarden (1 Renown) Summerstrider (3 Renown) Autumnreaver (10 Renown) Winterstalker (25 Renown) Master of the Wild (50 Renown)
RANK 1: Springwarden (1 Renown)
This is the rank a character receives when first joining the Emerald Enclave. For more information on the general benefits of this rank, refer to Factions. Receive Your Faction's Insignia. The insignia for the Emerald Enclave is a copper cloak clasp in the shape of a leaf and accented with green enamel.
RANK 2: Summerstrider (3 Renown)
Summerstriders have shown that they are aligned with the Enclave's goals, and can take on more responsibility. For more information on the general benefits of this rank, refer to Factions.
Faction Training. The Emerald Enclave offers training in Herbalism kit, Woodcarver’s tools, or Cartographer's tools.
RANK 3: Autumnreaver (10 Renown)
Autumnreavers are reliable faction agents, entrusted with many secrets and deserving of additional support during adventures. For more information on the general benefits of this rank, refer to Factions.
Item Procurement. The Emerald Enclave can procure the following items for an Autumnreaver:
Uncommon rarity: +1 weapon or +1 shield, cloak of the manta ray
Rare rarity: +1 armor, ring of animal influence
RANK 4: Winterstalker (25 Renown)
Winterstalkers are trusted voices within the Emerald Enclave. They are looked up as champions of the Enclave. For more information on the general benefits of this rank, refer to Factions.
Becoming a Mentor. The Emerald Enclave can requisition an emerald enclave scout or emerald enclave druid to serve the Winterstalker. Comment: Downloaded the Factions booklet for Adventure League - Will add more details later, including Master of the Wilds. -------------------------------------------------------------------------------------------------------------------------------------------------------------
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.
Springwarden (Rank 1)
• Springwarden: Rank 1. You are newly brought into the Enclave, and have much to prove yet.
Prerequisite: Emerald Enclave renown 1+
Sponsor: You have a sponsor in the Emerald Enclave to whom you report. They are likely to assign you any faction missions, and are responsible for the imparting of Enclave renown when appropriate.
Insignia: You receive an insignia in the shape of a copper leaf stamped with the stag symbol of the Emerald Enclave. Magics are worked into it which allow Enclave members to identify if it is a real insignia by touch. Animals trained to do so can also identify real clasps by smell or taste.
Druidic Secrets: You can understand the secret language of druids. If you already have this from a class ability, you instead gain the druidcraft cantrip.
Summerstrider (Rank 2)
• Summerstrider: Rank 2. Your contributions to the Enclave's goals and philosophies have been acknowledged, and you are counted among those the Masters can reliably call upon for aid.
Prerequisite: Rank 1 and Emerald Enclave renown 3+
Natural Introductions: Upon arriving in a new area, it is customary for Enclave members to introduce themselves to their faction-mates who are already there. Once per day, you can cast animal messenger without expending any spell slots or material components. This message is carried to the highest-ranking member of the Enclave in the spell's range automatically. You regain this ability when you complete a long rest.
Tool Training: You may go to the faction for training in useful tools. When you take the Training downtime action to gain proficiency with the herbalism kit, woodcarver's tools, or cartographer's tools, you may do so at half the time and cost.
At Home in Nature: Emerald Enclave learn to work in natural environs comfortably. You become proficient in Nature or Survival skills. If you are already proficient in both, choose another skill from your class list options instead.
Magic Access: You can get access to Common potions and scrolls at half the cost it takes to create those items, and have them within one day. You can get access to Uncommon potions and scrolls at the cost it takes to create those items and have them within 1d6 days.
Autumnreaver (Rank 3)
• Autumnreaver: Rank 3. Your leadership and mentorship potential has elevated you to a position of renown among the Enclave's stalwarts.
Prerequisite: Rank 2 and Emerald Enclave renown 10+
Companions: You gain companions which are either humanoids or beasts, gaining either two CR 1/4 companions, or one CR 1/2. Humanoids are apprentices, junior Enclave members, or just folk aligned with the philosophy of the Enclave who have come to aid you. Beasts are animals who sense in you an alignment to the natural order and wish to accompany you. You gain the same number of new companions for every 3 full points of renown you gain beyond 2. These companions are loyal to you; if they die, they are replaced by other companions within the next tenday.
Item Procurement: Though an expenditure of time and coin, you can secure access to magic items the Emerald Enclave finds particularly useful. For 5 tendays and 500 gp, you can secure a +1 weapon, a +1 shield, or cloak of the manta ray. For 10 tendays and 5000 gp, you can secure +1 armor or a ring of animal influence.
Tool Training: Your cost to train proficiency in an herbalism kit, woodcarver's tools, or cartographer's tools is now free, though you must still spend half the time to do so.
Winterstalker (Rank 4)
• Winterstalker: Rank 4. You are a leader in your own right, mobilizing and teaching parts of the Enclave entrusted to you by the Masters of the Wild. Prerequisite: Rank 3 and Emerald Enclave renown 25+ xxx Master of the Wild (Rank 5)
• Master of the Wild: Rank 5. You are one of the few true leaders of the Enclave, acknowledged both as wise and fierce in your defense of the Enclave's highest aims. Prerequisite: Rank 4 and Emerald Enclave renown 50+ xxx
Personal Comments - very interesting, still rank 4 and 5 to complete (or ignored?) I very much like the system - to homebrew at one point. ------------------------------------------------------------------------------------------------------------------------------------------------------------- From Dungeonmusings ... EMERALD ENCLAVE: “The balance of nature must be protected.”
Typical quests include preventing the destruction of a natural region, destroying a threat to the natural balance, or convince a political or military leader of the value of maintaining the natural balance.
Renown Title Available Benefits 1 Springwarden - A carved wooden pendant that resembles an oak leaf. 3 Summerstrider -A Pearl of Power or Winged Boots or a Brown Bear mount/follower or a Hippogriff mount/follower. 10 Autumnreaver - A Staff of the Woodlands or a Stone of Controlling Earth Elementals or an Owlbear follower or five Dire Wolf followers. 25 Winterstalker- A Ring of Regeneration or a Tome of Understanding or a 10th level Druid of the Emerald Enclave follower or five Werewolf followers. 50 Master of the Wild - A Legendary Magic Item or a powerful new follower.
Personal Comments- Another Homewbrewed (?) reward section for Renown points - nice to see what kind of magical artifacts is being used. -------------------------------------------------------------------------------------------------------------------------------------------------------------
ORGANISATION
The Enclave was organized into a hierarchy of circles, each of which had a different responsibility:
Circle of Initiates
Circle of Earth
Circle of Air
Eldath's Circle
Circle of Alluvium
Planar Circle
The Elder Circle
DETAILS
The heart of the Emerald Enclave lies in The Vilhon Reach, and those who wish to join the Enclave must travel to The House of Silvanus, on the island of Ilighôn. On the full moon of each month, those who would join go through the rite of initiation. Once the rites are completed, the initiates join the first of seven circles of the Enclave, the Circle of Initiates, and thus begin their journey as members of the Emerald Enclave.
When a member has proven their loyalty to the cause of the Enclave, they join the second circle, the Circle of Earth. Above this is the Circle of Air, and to join a druid must demonstrate their wildshape abilities or, a non-druid has to perform an outstanding service to the Enclave.
Above this rank, the members choose one of three paths:
Above all of these, there exists the Elder Circle, which has only three members. They are not only the most sought-after personalities of the Enclave, admired for their wisdom and hunted by those who wish to destroy the Enclave, but they are also said to be blessed and protected by the gods, Eldath, Mielikki, and Silvanus.
It is said that they are immune to mind and divination magic. Tales also claim that they are impervious to all kinds of diseases, the effects of aging, and do not even need sleep. Within the elder circle, there are three ranks where the topmost is called The Grand Cabal of the Enclave.
The second role is referred to as The Hierophant of the Emerald Enclave, and is seen as the spiritual leader of the faction, and should defend the proactive actions.
The third role is that of The Elder of the Enclave, the role of rational and conservative thought.[citation needed] A bit more on these levels From riseoftiamat - CANON ? Circles of the Emerald Enclave: The Circle of Initiates is filled with fresh recruits who have passed the Initiation ritual. The Circle of Earth is filled with the newest members to have proven loyalty to the Enclave after Initiation. The Circle of Air is the final recruit Circle, primarily for those who have demonstrated talent in their natural magic. Those within the Circle of Air may proceed into another Circle of their choice when they are deemed worthy. The Circle of Eldath sails the seas, searching for knowledge and power within the vast oceans of Aleph (Reference to Homebrew World?) The Circle of Alluvium roams the lands, fighting those who upset the natural order. The Planar Circle is the Enclave’s special forces Circle, watching the most unnatural powers in the other planes. The Horizon Walkers (note: type of rangers) make up most of this Circle. Above all is The Elder Circle, which dictates in secret the goings-on of the Enclave.
RANKINGS (Based on Renown)
Still canon but more based on Adventure League ...Emerald Enclave Ranks
Members of the Emerald Enclave usually operate in isolation, relying on their own instincts and abilities to survive. Some, however, engage with the people of the world as protectors, emerging from the wilderness to help others survive its perils. At times, all are called together to combat foes great enough to disrupt the natural order of the land.
The Emerald Enclave comprises mostly druids and rangers, but welcome all with a strong tie to nature and a willingness to live with the land. RANKS (based on Renown) Springwarden (1 Renown) Summerstrider (3 Renown) Autumnreaver (10 Renown) Winterstalker (25 Renown) Master of the Wild (50 Renown)
RANK 1: Springwarden (1 Renown)
This is the rank a character receives when first joining the Emerald Enclave. For more information on the general benefits of this rank, refer to Factions. Receive Your Faction's Insignia. The insignia for the Emerald Enclave is a copper cloak clasp in the shape of a leaf and accented with green enamel.
RANK 2: Summerstrider (3 Renown)
Summerstriders have shown that they are aligned with the Enclave's goals, and can take on more responsibility. For more information on the general benefits of this rank, refer to Factions.
Faction Training. The Emerald Enclave offers training in Herbalism kit, Woodcarver’s tools, or Cartographer's tools.
RANK 3: Autumnreaver (10 Renown)
Autumnreavers are reliable faction agents, entrusted with many secrets and deserving of additional support during adventures. For more information on the general benefits of this rank, refer to Factions.
Item Procurement. The Emerald Enclave can procure the following items for an Autumnreaver:
Uncommon rarity: +1 weapon or +1 shield, cloak of the manta ray
Rare rarity: +1 armor, ring of animal influence
RANK 4: Winterstalker (25 Renown)
Winterstalkers are trusted voices within the Emerald Enclave. They are looked up as champions of the Enclave. For more information on the general benefits of this rank, refer to Factions.
Becoming a Mentor. The Emerald Enclave can requisition an emerald enclave scout or emerald enclave druid to serve the Winterstalker. Comment: Downloaded the Factions booklet for Adventure League - Will add more details later, including Master of the Wilds. -------------------------------------------------------------------------------------------------------------------------------------------------------------
HOMEBREWED (?)
More detail, likely homebrewed, on each rank from Oakthorne.net wiki ... 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.
Springwarden (Rank 1)
• Springwarden: Rank 1. You are newly brought into the Enclave, and have much to prove yet.
Prerequisite: Emerald Enclave renown 1+
Sponsor: You have a sponsor in the Emerald Enclave to whom you report. They are likely to assign you any faction missions, and are responsible for the imparting of Enclave renown when appropriate.
Insignia: You receive an insignia in the shape of a copper leaf stamped with the stag symbol of the Emerald Enclave. Magics are worked into it which allow Enclave members to identify if it is a real insignia by touch. Animals trained to do so can also identify real clasps by smell or taste.
Druidic Secrets: You can understand the secret language of druids. If you already have this from a class ability, you instead gain the druidcraft cantrip.
Summerstrider (Rank 2)
• Summerstrider: Rank 2. Your contributions to the Enclave's goals and philosophies have been acknowledged, and you are counted among those the Masters can reliably call upon for aid.
Prerequisite: Rank 1 and Emerald Enclave renown 3+
Natural Introductions: Upon arriving in a new area, it is customary for Enclave members to introduce themselves to their faction-mates who are already there. Once per day, you can cast animal messenger without expending any spell slots or material components. This message is carried to the highest-ranking member of the Enclave in the spell's range automatically. You regain this ability when you complete a long rest.
Tool Training: You may go to the faction for training in useful tools. When you take the Training downtime action to gain proficiency with the herbalism kit, woodcarver's tools, or cartographer's tools, you may do so at half the time and cost.
At Home in Nature: Emerald Enclave learn to work in natural environs comfortably. You become proficient in Nature or Survival skills. If you are already proficient in both, choose another skill from your class list options instead.
Magic Access: You can get access to Common potions and scrolls at half the cost it takes to create those items, and have them within one day. You can get access to Uncommon potions and scrolls at the cost it takes to create those items and have them within 1d6 days.
Autumnreaver (Rank 3)
• Autumnreaver: Rank 3. Your leadership and mentorship potential has elevated you to a position of renown among the Enclave's stalwarts.
Prerequisite: Rank 2 and Emerald Enclave renown 10+
Companions: You gain companions which are either humanoids or beasts, gaining either two CR 1/4 companions, or one CR 1/2. Humanoids are apprentices, junior Enclave members, or just folk aligned with the philosophy of the Enclave who have come to aid you. Beasts are animals who sense in you an alignment to the natural order and wish to accompany you. You gain the same number of new companions for every 3 full points of renown you gain beyond 2. These companions are loyal to you; if they die, they are replaced by other companions within the next tenday.
Item Procurement: Though an expenditure of time and coin, you can secure access to magic items the Emerald Enclave finds particularly useful. For 5 tendays and 500 gp, you can secure a +1 weapon, a +1 shield, or cloak of the manta ray. For 10 tendays and 5000 gp, you can secure +1 armor or a ring of animal influence.
Tool Training: Your cost to train proficiency in an herbalism kit, woodcarver's tools, or cartographer's tools is now free, though you must still spend half the time to do so.
Winterstalker (Rank 4)
• Winterstalker: Rank 4. You are a leader in your own right, mobilizing and teaching parts of the Enclave entrusted to you by the Masters of the Wild. Prerequisite: Rank 3 and Emerald Enclave renown 25+ xxx Master of the Wild (Rank 5)
• Master of the Wild: Rank 5. You are one of the few true leaders of the Enclave, acknowledged both as wise and fierce in your defense of the Enclave's highest aims. Prerequisite: Rank 4 and Emerald Enclave renown 50+ xxx
Personal Comments - very interesting, still rank 4 and 5 to complete (or ignored?) I very much like the system - to homebrew at one point. ------------------------------------------------------------------------------------------------------------------------------------------------------------- From Dungeonmusings ... EMERALD ENCLAVE: “The balance of nature must be protected.”
Typical quests include preventing the destruction of a natural region, destroying a threat to the natural balance, or convince a political or military leader of the value of maintaining the natural balance.
Renown Title Available Benefits 1 Springwarden - A carved wooden pendant that resembles an oak leaf. 3 Summerstrider -A Pearl of Power or Winged Boots or a Brown Bear mount/follower or a Hippogriff mount/follower. 10 Autumnreaver - A Staff of the Woodlands or a Stone of Controlling Earth Elementals or an Owlbear follower or five Dire Wolf followers. 25 Winterstalker- A Ring of Regeneration or a Tome of Understanding or a 10th level Druid of the Emerald Enclave follower or five Werewolf followers. 50 Master of the Wild - A Legendary Magic Item or a powerful new follower.
Personal Comments- Another Homewbrewed (?) reward section for Renown points - nice to see what kind of magical artifacts is being used. -------------------------------------------------------------------------------------------------------------------------------------------------------------
Comments