Emerald Enclave
An organization devoted to protecting the natural
world, the Emerald Enclave allows those of any race or
profession to join their ranks. The Emerald Enclave is
opposed to everything that is unnatural and destructive
toward nature. This includes elemental evil, the undead,
demonic forces and abominations from the Far Realm.
While members are not opposed to civilization, they
do strive to preserve a balance between nature and
the civilized world. Often, the Emerald Enclave will
come to the defense of a town or city when it comes
under the threat of powerful elemental forces or otherworldly invaders.
The Emerald Enclave is very loosely organized, with
small cells across the world. Individual members are encouraged to be self-reliant.
The beliefs of the Enclave are as follows:
• Preserve the natural order of the world.
• Seek out and destroy unnatural forces that
threaten nature.
• Strive to help the civilized world and the natural
world exist in balance.
Emerald Enclave Operatives
Nature’s Chosen. These are the members who are
the most in tune with nature. To be a member you must
be devoted to one of Faerûn’s non-evil nature gods
such as Eldath, Mielii and Silvanus. However, other nature gods are also acceptable, such as Baervan
Wildwanderer, Eilistraee, Gwaeron Windstrom,
Marthammor Duin and Rillifane Rallathil.
• Classes: Barbarians, Clerics (Nature Domain), Druids,
Monks, Paladins (Oath of the Ancients) Rangers
Circle of Alluvium. These members strive to keep
the balance between the civilized world and the natural world. Your job is to be one of the primary contacts
between the Emerald Enclave and the governments of
cities and towns.
• Classes: Bards, Clerics (non-Nature Domain),
Fighters, Rogues
Planar Circle. These are members devoted to studying unnatural and otherworldy threats to nature. You
have been tasked with trying to curtail the destructive
use of magic.
• Classes: Artificers, Sorcerers, Warlocks, Wizards
Emerald Enclave Enemies
Cryonax is an arch foe of the Emerald Enclave as he is
an elemental prince of evil. The Emerald Enclave also
despises Ssendam, for she threatens to corrupt the
natural world with her filth.
Emerald Enclave Quests
The Emerald Enclave is focused on combating threats to
the natural world.
Random Quests from the Emerald Enclave
d6 Quest
1 Logging Camp. Raid a hobgoblin logging camp
2 Spider Nest. Clear out a den of sword spiders and
giant spiders that have infested a forest
3 Inferno. Help to put out a forest fire by destroying
the efreet who is keeping it going
4 Snake Men. Destroy the nest of yuan-ti that is
poisoning the headwater of a major river
5 Shadow Druid. Capture the shadow druid who is
terrorizing a town with his charmed animals
6 Alkilith. Close a portal to the abyss that is
corrupting a beautiful mountain valley
Emerald Enclave Secret Trails Trail The Trail Leads to... Required Level Dangers of the Trail Folk path Llyrath forest in the Moonshae islands 1 Blights Mythal paths Myth Rynn in the forest of Tethyr or Myth Drannor in the forest of Cormanthor 1 Quicklings The unicorn run The Star Mounts or the Grandfather Tree in the High Forest 3 Displacer beasts Forest pool to the Feywild The fens bordering the Summer Court 5 Ettercaps and giant spiders Tree roots to Ysgard The Gates of the Moon—home to the goddesses Selune and Sune 7 Lone green hag or a coven Forest paths to the Beastlands The Grove of the Unicorns—the realm of the goddess Mielikki 7 Fomorian giants Mushroom ring to Bytopia Whispertree—the ancient oak tree that is home to the god Baervan Wildwanderer 7 Lone night hag or a coven
Emerald Enclave Perks Druidic Service. The Emerald Enclave can send a druid to assist your group when needed. You must be in the wilderness and it takes 24 hours before a druid arrives. The druid is able to cast any spell of up to 3rd level. These spells are cast without cost, however any material components must be paid for. Proficiencies. Each member of your party gains proficiency in the Survival skill, if the character doesn’t already have it.
Secret Trails. The Emerald Enclave knows of secret trails that lead to wondrous natural locations within Faerûn. Some trails lead to beautiful wild lands in the outer planes or on other worlds. These trails can be found in any of Faerûn’s forests. After walking the trail for 8 hours you will arrive at your destination. However, there is a 1 in 4 chance that you will run across one of the dangers of the trail. There is no cost to learning these trails, but your contact must feel that you are ready before they will teach you how to access it.
Emerald Enclave Secret Trails Trail The Trail Leads to... Required Level Dangers of the Trail Folk path Llyrath forest in the Moonshae islands 1 Blights Mythal paths Myth Rynn in the forest of Tethyr or Myth Drannor in the forest of Cormanthor 1 Quicklings The unicorn run The Star Mounts or the Grandfather Tree in the High Forest 3 Displacer beasts Forest pool to the Feywild The fens bordering the Summer Court 5 Ettercaps and giant spiders Tree roots to Ysgard The Gates of the Moon—home to the goddesses Selune and Sune 7 Lone green hag or a coven Forest paths to the Beastlands The Grove of the Unicorns—the realm of the goddess Mielikki 7 Fomorian giants Mushroom ring to Bytopia Whispertree—the ancient oak tree that is home to the god Baervan Wildwanderer 7 Lone night hag or a coven
Emerald Enclave Perks Druidic Service. The Emerald Enclave can send a druid to assist your group when needed. You must be in the wilderness and it takes 24 hours before a druid arrives. The druid is able to cast any spell of up to 3rd level. These spells are cast without cost, however any material components must be paid for. Proficiencies. Each member of your party gains proficiency in the Survival skill, if the character doesn’t already have it.
Secret Trails. The Emerald Enclave knows of secret trails that lead to wondrous natural locations within Faerûn. Some trails lead to beautiful wild lands in the outer planes or on other worlds. These trails can be found in any of Faerûn’s forests. After walking the trail for 8 hours you will arrive at your destination. However, there is a 1 in 4 chance that you will run across one of the dangers of the trail. There is no cost to learning these trails, but your contact must feel that you are ready before they will teach you how to access it.
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