Emerald Enclave

The Emerald Enclave was an organization of druids and other nature worshipers based from the island of Ilighôn off the coast of the Vilhon Reach. The were referred to by many names, including Caretakers, Nature's Chosen, the Circle, and the Chosen of Silvanus. Despite the power of Vilhonese nations, such as Turmish, as of the 14 century DR they did nothing involving the land and nature without the approval of the Enclave.

"No major activity within the Reach goes on without at least the tacit approval of the Emerald Enclave. That group of green-thumbed peace keepers is the biggest threat to business and wellbeing that exists in the Reach. Not that I, personally, mind them, of course."

- Erixal the Black, Wizard of Alaghôn

Organization
The Emerald Enclave was renowned for its benevolent deeds as much as it was feared for swift actions against those responsible for crimes against nature. The Emerald Enclave's actions were regularly discussed by politicians and drunk gossips, eventually leading to exaggerated recounts of true events and almost-mythical reputation in the Reach. The Enclave's vindictive ways were common cautionary tales in the areas of the Vilhon Reach bordering forests.

Despite its reputation, the Emerald Enclave was not an exclusively druidic organization. Its membership also extended to bards, and other beings who venerated nature and neutrality. No member of the Enclave could follow paths of good nor evil, but apart from that narrow path between light and darkness, the Emerald Enclave imposed little restrictions.

Ranks
The Enclave had the following ranks from lowest to highest: Springwarden, Summerstrider, Autumnreaver, Winterstalker, and Master of the Wild.

Hierarchy
The Enclave was organized into a hierarchy of seven circles, each of which had a different responsibility. Each member of the organization belonged to a single circle and could move between them with experience and reaching certain prominence within the order. These circles were: the Circle of Initiates, aptly named for including new members of the Enclave. The Circle of Earth, the second circle of prominence that welcomed members of the Circle of Initiates as they ranked up. The third in the hierarchy was the Circle of Air that usually had its members join after learning the ability to take on a wild shape. Non-druids were promoted to the Circle of Air after performing an outstanding service for the Enclave. From the Circle of Air, members of the organization could move to one of the tree groups: Eldath's Circle, the Circle of Alluvium, and the Planar Circle.

Eldath's Circle did not necessarily mean worshiping the goddess of Calm Waters, but all of its members took on the role of sailing and protecting the waterways of Toril. They searched information beneficial to the Emerald Enclave in the process. The Planar Circle was the group of individuals whose calling laid beyond the Prime Material plane – the most respected of all roles within the organization many of whom perish in the planes or elect to never return to Toril, continuing to send information from the planes to the Emerald Enclave. Lastly, the members of the Circle of Earth were travelers. They crossed the entirety of Faerûn, while some stuck to traversing the Vilhon Reach. The circle's members served as scouts and spies, keeping tabs on kingdoms, organizations, and politics that could interfere with the natural balance.

The Elder Circle, or the Elder Circle of Three, was the governing body of the Emerald Enclave and the highest circle one could be promoted to. The circle consisted of only three members at one time. Members of the Circle of Three were the most powerful druids or religious leaders, and with such fame came pilgrims searching for the Elder Circle's wise advice and those seeking to end the Emerald Enclave, starting with its leaders.

Activities
Most members worshiped one of these deities and all wore some sort of green symbol. They traveled often, hunting for threats to the natural resources of the Reach and seeking potential allies in other lands.

The goals of the Enclave were six-fold. Firstly, they swore an oath to protect nature in all its forms and members of the Emerald Enclave were ready to give up their own lives in service of the cause and to preserve the balance. However, this did not mean that every lumberjack was an enemy of the Enclave, instead, the organization demanded that all logging was done responsibly. Loggers had to spent time planting trees to compensate for the trees they felled and selection of the logging area was also important to maintaining the balance. Historically, this dogma brought the Emerald Enclave to blows with the nations of Chondath and Turmish over their logging operations in the Vilhon Reach, as following the Enclave's demand meant logging would be too expensive and inconvenient.

Secondly, the Emerald Enclave was to control human expansion, as nature was a finite collection of resources, its raw materials could be exhausted, wildlife driven to extinction, and as such, not all areas need to be developed, not all farms needed to plant more food to feed ever-expanding settlements, and not all cities needed to be connected via roads.

The Emerald Enclave believed that everything in nature had its place and it recognized that nature encompassed more than just forests. Balance between plains, mountains, rivers, and forest was important and anyone who sought to reshape the nature to their monetary gain was to be opposed. Similarly, the magic needed to be controlled and never be used for mass destruction – the creed adopted following the disaster known as the Rotting Wars. The Emerald Enclave warned against the use of magic on a grand scale as it was nothing but a disastrous accident waiting to happen.

Lastly, despite the Enclave's true functions, they always presented themselves as a united front to the outside world. Any internal disagreements were always only voiced internally and never outside the Oakenhall of Ilighôn. Actions showing discord and disagreement within the Enclave was disrespect to the Elder Circle of Three and weekend the organization as a whole.

The Emerald Enclave of the post-Spellplague era believed that the natural order had to be respected and preserved, and that forces that would upset that natural order should be destroyed. They were also to keep elemental forces in check, and prevent the wilderness and civilization from wiping out one another. They also accepted that the wilderness could be harsh, and some could not survive in it without aid, and so they would help them.

Abilities
All members of the Enclave were taught a unique language – "druidspeak", that had some similarities to thieves' cant. "Druidspeak" was never taught to outsiders and it usually took a year or more to learn it.

Members of the Elder Circle received magic divine gifts from the patron gods of the Emerald Enclave. They became hidden from magical sight, under the constant effects of the nondetection spell, they became unaffected by any sort of charm, indoctrination, and mind control, and immune to all mundane and magical diseases and afflictions such as lycanthropy. Lastly, the Elders received the gift of dramatically slowed aging process, aging only a year per decade. Similarly, they only needed to sleep one night out of ten. Additionally, they also received a special gift from the deity they worshiped. Eldathyn Elders could breathe underwater and transport themselves to the Elemental Plane of Water at will, Mielikki's faithfuls could shapechange into treants and healing when transforming back, and Silvanintes could meld into stone and travel to the Elemental Plane of Earth at will.

Those members of the Emerald Enclave who sought to master wilderness survival still, reportedly, traveled to the isles of Wavecrest, neighboring the isle of Ilighôn. The island was known for its untamed jungles full of mysteries and danger, however, the Enclave did not share its knowledge of the island with outsiders.

Those divine spellcasters of the Emerald Enclave who worshiped Silvanus, Mielikki, and Eldath gained access to several unique spells. These spells included faith-magic zone, the same magics that sheltered Ilighôn – a gift from Mystra to Silvanus. The spell called re-target allowed the caster to redirect any spell, friendly or not, within its range. And lastly the spell of windlance that launched the caster and any creature within its vicinity high into the air.

Initiation
Initiates were required to serve neither good nor evil, to not serve any other organization (apart from the churches of Eldath, Mielikki, or Silvanus), to be innocent of crimes against nature, and to have performed at least one act that benefited nature in the Vilhon Reach. The rites of initiation were held each full moon at the Oakenhall – the House of Silvanus at the heart of Ilighôn.

Base of Operations
Based out of the isle of Ilighôn, the Emerald Enclave's heart was the House of Silvanus, or Oakenhall, built atop the mountain range at the center of the island. The island itself was guarded by a circular reef called Eldath's Ring and the waterways around – by Emerald Enclave's allies from the Elemental Plane of Water. By the late 14 century DR, the Emerald Enclave expanded its scope to the rest of Faerûn, beyond the Vilhon Reach. To protect forests that would surely eventually face danger from encroaching civilization, it formed splinter cells in such woods as High Forest, Cormanthor, the Wealdath, and the Great Dale. Despite the cells' humble sizes, they remained vigilant, keeping watch of foes such as the Church of Talos and the People of the Black Blood. Older established cells included Chondalwood and Winterwood.

Possessions
Members of the Emerald Enclave did not wear uniforms, instead, each individual was adorned with an article of clothing or jewelry green in color. Most commonly it was a green pendant, or a pair of emerald earrings. Druids of high standing could be discerned by their eyes that turned bright green color and shimmered with Silvanus's holy symbol.

Relationships
The Emerald Enclave was at odds with the Red Wizards of Thay for many, many years, mages of the Zhentarim, as well as other wizards, in fears of the spellcasters abusing the Art and unleashing a disaster similar to the Rotting Wars.

The only settlement on the isle of Ilighôn, Sapra was granted only limited land by the Emerald Enclave, stopping its growth and overpopulation. The port town's existence fully depended on Emerald Enclave's good will. The cities of the Vilhon Reach with logging industries operated with the Enclave's permission. The city of Hlath's main export was lumber with the industry carefully monitored. The metropolis of Reth's logging was being phased out by the late 14 after years of tensions between it and the Emerald Enclave. Turmishan city of Gildenglade was on good terms with the Enclave thanks to its elven population who handled negotiations, forestry, and forest preservation.

Founding
Many considered the to be the year when the Emerald Enclave was established. However, that was not entirely true, as that was the year when the Church of Silvanus built a shrine to their deity during a ceremony in Midsummer Night. The shrine was known as Oakenhome, or the House of Silvanus, on the isle of Ilighôn. It initially was a small druidic conclave for those who mastered shapechanging and was able to reach the island in a shape of a bird. The actual temple's construction was finished just a few years later. The druids of Ilighôn quietly watched the developing civilization and increasing ships passing the island, entering into the Vilhon Reach. In the, the druids of Oakenhome joined the Emerald Enclave, eventually becoming the center of the organization.

The first conflict that established the Emerald Enclave as the power to be reckoned with was its conflict with the nation of Turmish and its leaders at the time – The Windlass. They sent an army to the druidic sanctuary of Cedarsproke in the Gulthmere Forest and fleet to Ilighôn in 717 DR. The troops were ambushed passing through the Orsraun Mountains by giant allies of the Enclave, while water elementals who served the druids vanquished the Turmite fleet. This monumental loss costed the members of the Windlass their heads and allowed the Emerald Enclave to expand its presence to the forests of Chondalwood and Winterwood.

The Enclave's initial goal was to protect the interests and resources of nature within the Vilhon Reach in the face of despoilers of nature. One such despoiler was a mohrg warlord servant of Malar, Borran Klosk, who led an undead army on the Vilhon Reach in the. The Emerald Enclave allied with the dwarves of Alaoreum and partook in the Battle of Morningstar Hollows where the Enclave's druids flooded the Alaoreum River, washing away Borran Klosk's undead. The creature itself survived and imprisoned by the Church of Eldath under the city of Alaghôn in the Temple of the Trembling Flower. The same year, Turmish, under the leadership of Lord Saros, entered tough negotiations with the Enclave, electing to avoid open war over the nation's booming population. As a gesture of good will, druids of the Emerald Enclave offered magical protection to Turmishan cities against plagues and afflictions that ravaged the Vilhon Reach at the time.

Not long after the creation of Turmish's Assembly of Stars in the Year of the Cockatrice, 1248 DR, the town of Ironcloak in Turmish was granted logging rights, despite some members of the Assembly of Stars' protests. Lord Ironcloak started cutting down trees recklessly and filling the Alaoreum River with industrial waste. The Emerald Enclave issued a stern warning to Ironcloak that was unheeded. A single Enclave druid arrived to Ironcloak with an order to cease and desist and was promptly murdered by the Lord's men. Two days later, the druids delivered their final warning, attached to numerous arrows, declaring the town would be destroyed at dawn. Lord Ironcloak mocked their threats and sent his people into the forest. Enclave's earth elementals emerged from the forest floor and began killing every person they found. Lord Ironcloak joined the battle, but then the river itself flooded its banks and inundated the town, wiping away buildings and people, the lord and his fortune.

In the, the Emerald Enclave clashed with the nation of Sespech when government-sponsored lumberjacks entered Chondalwood, believing its elven population left in the Retreat. They were met with a volley of arrows unleashed by the Enclave and its allies. Sespechian foragers entered the forest from the west but, luckily, were turned away after meeting the Enclave's druids, with no blood spilled this time.

During the Time of Troubles of the, when gods walked on Toril, Malar's avatar personally entered the Gulthmere Forest to destroy the members of the Emerald Enclave there.

The same year as gods walked Toril, citizens of the city of Gildenglade became concerned by Mount Kolimnis increased volcanic activity. Wizard Danirro of Alaghôn was hired by the city to stop the volcano's inevitable eruption. In the summer of, Danirro discovered magics to stop the eruption. He scaled Mount Kolimnis to perform the ritual as agents of the Emerald Enclave emerged from hiding and pushed him into the volcano's gaping mouth. The wizard was unlucky enough to be wearing a ring of feather falling. He slowly roasted on his way down before being disintegrated by lava. Danirro's laboratory was destroyed by a fire at the time of his death and all records of the spell were lost. Following the wizard's disappearance, Gildenglade received a grim warning from the Emerald Enclave not to meddle with the forces they did not understand. Mount Kolimnis continued spewing heated steam but its eruption was not to come for another century.

Mohrg warlord Borran Klosk was freed in the and once again threatened the Vilhon Reach. His new undead army of drowned ones from the Whamite Isles sought to activate the legendary Taraketh's Hive that could devastate the natural order in Turmish for many centuries to come. The undead plot was stopped by a druid of the Emerald Enclave, Haarn Brightoak.

Post-Spellplague
After the Spellplague of 1385 DR, the Sea of Fallen Stars drained, turning the isle of Ilighôn into mainland and part of the nation of Turmish. This change resulted in the organization becoming perverted and xenophobic, bent on destroying all forms and manifestations of the Spellplague. Much of the order died or left for Gulthandor. The remaining druids, led by the increasingly mad female eladrin Cindermoon (formerly Shadowmoon Crystalembers), were less capable and experienced, and harbored a deep hatred of the spellscarred. Several agents were sent to the plaguelands south of Turmish, and the organization also tried to stop the scar pilgrimages that passed through, usually by violent means.

In the, Mount Kolimnis finally erupted, as it was left untamed thanks to the Emerald Enclave. Gildenglade and its 50,000 inhabitants were buried under several hundred feet of ash and hot mud.

The Second Sundering
The Enclave was revitalized in 1486 DR when the Chosen of Lathander, Stedd Whitehorn, cured Cindermoon of a Shar-induced madness and the Great Rains refilled the Sea of Fallen Stars.

Along with other factions, the Enclave rose up to oppose a plot by the Cult of the Dragon to return Tiamat to the mortal realm.

The Elder Circle

 * Lady Shadowmoon Crystalembers (later Cindermoon), Hierophant of the Emerald Enclave in the 14 century DR.
 * Shinthala Deepcrest, Grand Cabal of the Enclave in the 14 century DR.
 * Ashenford Torinbow, Elder of the Enclave in the 14 century DR.

Other Circles

 * Delaan Winterhound
 * Haarn Brightoak, a druid tasked with protection of Turmishite land in the late 14 century DR.
 * Tick Tary Tanner, Archmage of the High Forest
 * Rolen Naïlon, High Priest of Silvanus

Appearances

 * Adventures
 * The Rise of Tiamat
 * Hoard of the Dragon Queen
 * Novels
 * The Jewel of Turmish
 * Lies of Light &bull; The Ruby Guardian &bull; The Emerald Scepter &bull; Venom's Taste
 * Board Games
 * Dungeons & Dragons Dice Masters: The Zhentarim
 * Board Games
 * Dungeons & Dragons Dice Masters: The Zhentarim

Connections
El Enclave Esmeralda

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