Emerald Enclave

"“The Emerald Enclave exists as gatekeepers to that vast space beyond the city walls. We are the defenders of the wilderness and of the society that does not understand it. Most have forgotten that there is an ancient, natural order that existed long before our intellectual concepts of it. To come into contact with that primal order is to touch the power that guides all of life." "“Those who walk the way of the Emerald Enclave are infused with this power; we embody it, and it moves us to do our work. That is why we are never alone. Even in the midst of a noisy, crowded city we can feel the presence of the natural world inside us, fresh, strong, and alive. The Enclave seeks to make awareness of this power available to all.""“Freedom. Is not this the highest of callings?”"Delaan Winterhound

The Emerald Enclave is a far-ranging group that opposes threats to the natural world and helps others survive in the wilderness. Branches of the organization are scattered throughout Faerûn and often operate in isolation from the others. This existence teaches the Enclave’s members a fierce self-reliance and mastery of certain fighting and survival skills.

A ranger of the Enclave might be hired to lead a caravan through a treacherous mountain pass or the frozen tundra of Icewind Dale. A druid might volunteer to help a village prepare for a long, brutal winter. Barbarians and druids who live as hermits might appear from nowhere to help defend a town against marauding orcs.

Members of the Emerald Enclave know how to survive and, more importantly, to help others do the same. They are not opposed to civilization or progress, but they strive to keep it in balance with the wild. They restore and preserve the natural order, even as they root out and destroy all that is unnatural. They keep the elemental forces of the world in check and keep civilization and the wilderness from destroying one another.

Based on the island of Ilighôn off the Vilhon Reach, the Emerald Enclave is an organization of druids and other people who protect the natural resources of the Vilhon Reach and nearby lands. The members of the Enclave, known as the Caretakers, eschew good and evil to focus on the needs of the natural world and resist the encroachment of mankind. Founded in the Year of the Thoughtful Man (374 DR), the actions of the Enclave have influenced the lives of the high and the low.

The Enclave is organized into a hierarchy of circles, each with a different responsibility. The three members of the Elder Circle are the Chosen of Eldath, Mielikki, and Silvanus.

The group accepts new members as long as they do not serve good or evil, are not members of another organization (except the churches of the aforementioned deities), are innocent of any crimes against nature, and have performed a significant act that benefits nature in the Vilhon Reach.

The tenets of the Caretakers are sixfold: preserve nature in all its forms, control human expansion, recognize that nature encompasses more than just forests, agree that magic should not be used for mass destruction, warn against the use of magic on a grand scale for fear of unexpected side effects, and present a united front to the outside world. Most members worship Eldath, Mielikki, or Silvanus, and all wear some sort of green symbol. They travel often, searching for threats to the natural resources in the Reach and potential allies in other lands.

While the Emerald Enclave's primary goal is to preserve nature, its members are not direct opponents of progress. They prefer to work with civilized folk to promote the health of the natural world rather than using acts of violence to deter it. The druids have been known to allow woodcutters to work in areas of forests that need culling, although they still oppose indiscriminate logging.

Recently the Enclave has started splinter cells in other areas that they believe may become threatened, such as the High Forest, Cormanthor, the Wealdath and the forests of the Great Dale. These cells are small, often consisting of only one or two people, but they keep a close eye on organizations dangerous to their aims, such as the church of Talos or the People of the Black Blood.



Goals

 * 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.

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.

Member Traits
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.

Ranks

 * Springwarden (rank 1)
 * Summerstrider (rank 2)
 * Autumnreaver (rank 3)
 * Winterstalker (rank 4)
 * Master of the Wild (rank 5)

Known members
Klarz - A hobgoblin who owes his life to an Enclave ranger. He is repaying his debt. Captain of the Koalinth.

Abbot Elardin Darovik - Ruler of Goldenfields.

Sevembra Tumbleleaf - Halfling druid who sells seeds in Goldenfields.

Tharra Shyndle - Half-elf druid, friends with a treant named Turlang.

Zindra Winterbow - A guide who is noticing lots of giant activity.

Dasharra Keldabar - A dwarf who teaches people to ride griffons.

Quinn Jalanthar - Runs Jalanthar, part of his ear bitten off by a barbarian.

Turlang - Treant, primary caretaker of Shadowtop.

Ghalvin Dragonmoor - Half-elf scout, imprisoned at Grudd Haug, reports to the Abbot of Goldenfields..

Reidoth the Druid

Seranolla the Whisperer (DDEX1-3, DDEX1-12)

Delaan Winterhound (RoT)

Buhrell Caah (DDEX1-1.4)

Ellardin Darovik (PotA)

Yavendel (DDEX2-1.3)

Haeleeya Hanadroum (PotA)

Hendle (half-elven Rashemi druid, DDEP11

Morista Malkin She is an advisor to King Bruenor. She is stern and stubborn. She can give the heroes giant lizard mounts and 3 NPC dwarf scouts.

Sladis Vadir - high elf druid who was mad in Underdark

Ghalvin Dragonmoor

Brim Coppervein -

Amarith Coppervein -

Ilasera - local ylpharon druid

Screaming Wind

A typical Emerald Enclave cache
(Often hidden in den or nest of natural, but dangerous creature)

2 mundane melee weapons (nonmetallic)

2 mundane ranged weapons (nonmetallic)

2 pieces of natural light armour (nonmetallic)

40 pieces of ammunition (Flint-tipped)

1 shield (nonmetallic)

a barrel of water

a clay bottle of wine (unlabelled, but high quality)

a clay bottle of mead (unlabelled, but high quality)

a crate of dried nuts and fruit

6 natural salves of healing (Equivalent to potion of healing, but slower acting)

A level 2 spell scroll