The Emerald Enclave
Work in progress, text in need of refinement.
Places of great nature corruption: -The Dead Scar at the Themorian and Vestmark border. -The Deepwoods of Themoria -Ravenholme -Old Kingdom Capitol -Ashmourne
Archdruid Cara 5 druids acting directly on behalf of Cara travel to the different corners of the continent to seek out and map corruption in nature for healing. These Druids all have a pendant made with Cara's own hands and Enchanted by Donovan the Blessed. When activated these druids are able to call on Cara's Stag for a short time to combat corruption. As long as the Stag isn't called by another druid at the time, it will come to the druids aid.
Places of great nature corruption: -The Dead Scar at the Themorian and Vestmark border. -The Deepwoods of Themoria -Ravenholme -Old Kingdom Capitol -Ashmourne
Archdruid Cara 5 druids acting directly on behalf of Cara travel to the different corners of the continent to seek out and map corruption in nature for healing. These Druids all have a pendant made with Cara's own hands and Enchanted by Donovan the Blessed. When activated these druids are able to call on Cara's Stag for a short time to combat corruption. As long as the Stag isn't called by another druid at the time, it will come to the druids aid.
Structure
The enclave is led by its Archdruid, its councilors the leaders of the enclaves different branches of office, be it governmental, religious and military. The council is comprised of one High-Druid, one High-Advisor, High-Guardian, High-Ranger, Grand-Keeper and a Spokesman from the Commons - A person speaking on behalf of none-druidic inhabitants.
Its governing body is often called the Council of Seven.
Adviser
They can act as counselor to a ruler-- perhaps a local knight or a high king. An Adviser can use his "eyes in the wilderness" to provide his master with timely and vital information. At the same time, the druid subtly manipulates his master to serve the ends of the enclave. For example, An Adviser might encourage his lord to hunt in a beautiful forest the druid wishes to protect. Why? Because the Druid knows the lord is a jealous man. Once he sees the beautiful forest and its fine animals, the lord will pass a law making the forest a royal game preserve. As a result, the lord's foresters will keep poachers away and prevent peasants from cutting the trees down. The ruler and his courtiers will hunt there only once or twice a year'not enough to threaten the animals seriously. For similar reasons, a Druidic Adviser might take over part of the education of the lord's children, ostensibly to teach them herb lore, history, survival, and similar skills. Actually, he uses the opportunity to instill in them a respect for Nature and the neutral world view--and perhaps encourage them to become Druids when they grow up. Role: An Adviser is usually a man of subtlety and mystery. He rarely speaks unless he has something important to say, and he always thinks carefully before he says it. While not a fixture at his lord's court, he keeps an eye on things from a distance, often using animals to observe the ruler. He tends to pop up when most needed or least expected, stay a day or a month, then vanish into the wilds. Always hungry for information, an Adviser often roams the land disguised as a common traveler or in animal form, listening to the gossip of peasants, traders, and innkeepers to better serve the interests of the Enclave and those of his lord.Keepers of the Grove
A Keeper of the Grove associates himself closely with a village, town or city even a city. As with most gods, they have temples. The followers of Maeve has groves as their place of worship. These groves often takes form as beautiful and well kept parks in the bigger cities. Its the Keepers duty to maintain the grove. A Keeper always hopes to see ordinary folk live in harmony with Nature. As a Keeper, their aim is twofold: to keep people from exploiting Nature (by short-sighted agricultural practices, etc.) and to defend and protect villagers who follow the proper Druidic path. Thus, although he will not stand idly by to see the wilderness threatened, his more vital interest lies with the local crops, domestic animals, and the people of the place he lives.. He uses his skills and magic to protect all living things within his village from foes, disease, drought, forest fires, or natural disasters. A Keeper normally replaces a conventional priest or cleric in villages. As well as offering protection and guidance, the druid leads the citizenry in ceremonies to observe births (of humans and animals), deaths, marriages, harvests, the changing of the seasons, and so on.Guardian
Some Druids establish themselves as the guardians of a particular place--the habitat of an endangered species, a stand of ancient trees, a true dryad or a sacred grove. Often the Druid watches over a sacred grove with magical powers that others try to exploit for selfish or evil purposes. A deep--perhaps instinctive--knowledge of the habits, actions, and behavior of animals comes naturally to a Guardian. A Guardian Druid is always in the forefront in conflicts and can often be seen paroling the streets together with city and village guards.Ranger
Rangers travel widely with their animal companions, delighting in Nature's infinite variety of life. They typically have a better idea of the "big picture" in the world than other druids and usually remain on good terms with local bards and other more mundane rangers. Druidic leaders often use Rangers as messengers or missionaries.History
A s tales go; when Good Company led by Donovan the Blessed and Cara the Green went west of the scar and into uncharted territory. Upon meeting a devastated tribe of Dryads and Moon Elves, managing to communicate enough to understand their plight, they ended the Elven cruse cast ages ago upon the area. In doing so both the Dryads and the Moon Elves swore to aid Cara and Donovoan the Blessed in their coming war with the Old Kingdom - As did the Wolfkin, their minds freed and their curse lessened.
After the great war ended, Cara prompted by her trusted companion Dirk, which broken soul was merged with The Lady of The Forest's. Making Evelune, Maeve's Dire Wolf whole and new again.
The curse which was cast ages ago by the Highelves of Thalor had captured a powerful spirit of nature, a spirit of a wolf. And through some nefarious arcane ritual managed to merge it with a broken slavewoman. Making her into the first of the wolfkin, completely overtaken by anger, hunger and fury, its bite infecting and turning others into its kind, to stalk the border between the High-Elf and Dark Elf lands for all time. Kept in check by carefully tended to wards, these beasts would roam the woods of the Dark Forest until a group of Dryads and Moon Elves tried to lift the curse. They failed. through the broken ward werewolves came, attacking the nearby Dryad and Moon Elf camps and villages. Turning them into more werewolves. A newly resettled human colony that had fallen to these beasts not 50 years ago was also attacked. This is when Cara, Donovan and the Good Company arrived.
According to the Emerald Enclave, the land now called Milneas (After Mildred Milneas, who where one of their leaders towards the end of the war with the Old Kingdom who where killed with his family in their beds by assassins. It all orchestrated by a traitor of their own kind. The land was named so, as not to forget the betrayal, also as a symbol to not forget the elven betrayal of Meave and Evelune, their capitol is called Everlune. Commemorating their living-god ruler... Or so they say.
Mildred Milneas, a High Elf and a former warden of the wards became the defacto leader of the Wolfkin once the curse was broken and for a time The Lady of the Woods and/or Dirk/Evelune was gone. She/It disappeared few moments after the curse was broken. Cara was left grieving for her trusted animal companion until one day. Evelune herself visited her and told her of the Betrayal of Mildred, and wanted her help. When the betrayal was avenged Evelune took up her mantle of ruler of Milneas and rarely left Cara's side for long.
Now able to continue her mission of seeking out and healing corruption in nature, which she hadn't been able to do for the past 1000 years. Evelune prompted Cara to create The Emerald Enclave, of which Cara would later become the Archdruid. To his day, the Enclave travel the continent to battle corruption and restore balance wherever it might be.
After the great war ended, Cara prompted by her trusted companion Dirk, which broken soul was merged with The Lady of The Forest's. Making Evelune, Maeve's Dire Wolf whole and new again.
The curse which was cast ages ago by the Highelves of Thalor had captured a powerful spirit of nature, a spirit of a wolf. And through some nefarious arcane ritual managed to merge it with a broken slavewoman. Making her into the first of the wolfkin, completely overtaken by anger, hunger and fury, its bite infecting and turning others into its kind, to stalk the border between the High-Elf and Dark Elf lands for all time. Kept in check by carefully tended to wards, these beasts would roam the woods of the Dark Forest until a group of Dryads and Moon Elves tried to lift the curse. They failed. through the broken ward werewolves came, attacking the nearby Dryad and Moon Elf camps and villages. Turning them into more werewolves. A newly resettled human colony that had fallen to these beasts not 50 years ago was also attacked. This is when Cara, Donovan and the Good Company arrived.
According to the Emerald Enclave, the land now called Milneas (After Mildred Milneas, who where one of their leaders towards the end of the war with the Old Kingdom who where killed with his family in their beds by assassins. It all orchestrated by a traitor of their own kind. The land was named so, as not to forget the betrayal, also as a symbol to not forget the elven betrayal of Meave and Evelune, their capitol is called Everlune. Commemorating their living-god ruler... Or so they say.
Mildred Milneas, a High Elf and a former warden of the wards became the defacto leader of the Wolfkin once the curse was broken and for a time The Lady of the Woods and/or Dirk/Evelune was gone. She/It disappeared few moments after the curse was broken. Cara was left grieving for her trusted animal companion until one day. Evelune herself visited her and told her of the Betrayal of Mildred, and wanted her help. When the betrayal was avenged Evelune took up her mantle of ruler of Milneas and rarely left Cara's side for long.
Now able to continue her mission of seeking out and healing corruption in nature, which she hadn't been able to do for the past 1000 years. Evelune prompted Cara to create The Emerald Enclave, of which Cara would later become the Archdruid. To his day, the Enclave travel the continent to battle corruption and restore balance wherever it might be.
Demography and Population
The old capitol of Northrest is the biggest City with nearlt 2000 inhabitants, there are a dozen villages dotted around the landscape such as Northpines.
Its demographics comprise mostly of human, though after the war ended and the Enclave was established, as a way to foster relations between Humans, Elves, Dryad, Norhmen, Wolfmen, Ehrdane, Dragon-kin and even Centaurs it has seen a influx of different species and races.
Territories
The Enclave holds what was considered the Jarldom of Northrest before the Kilrune war, the northwestern territory of Westfold.
Military
The Enclave boasts its Druids and Rangers though the bulk of their military forces comprise of Good Company mercenaries.
Foreign Relations
With all kinds of different peoples and customs coming together, the Enclave does a good job at fostering relations with most factions. A place of neutrality for disagreements to be sorted out and treaties to be signed.
Founding Date
543 of the Second Age
Type
Druidic Circle
Leader
Government System
Stratocracy
Power Structure
Autonomous area
Deities
Location
Neighboring Nations
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