Emerald Enclave

The Emerald Enclave is a widespread group of wilderness survivalists who preserve the natural order while rooting out unnatural threats. The organization is decentralized, hardy, and reclusive. Barbarians, druids, and rangers of good or neutral alignments are commonly drawn to the Emerald Enclave.

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.

Springwarden, Rank 1
(0 Renown)

Faction Insignia
Leaf Clasp

Summerstrider, Rank 2
(3 Renown)

Faction Training (half priced and half as many downtime days)
Herbalism Kit, Woodcarver's Tools, Cartographer's Tools

Become an Apprentice
If your mentor saves against an effect, you gain advantage.
1/short rest you can help your mentor as a bonus action.
You don't grant cover against attacks from your mentor.
You may learn any language or tool proficiency your mentor has for 125 downtime.

Autumnreaver, Rank 3
(10 Renown, 5th level, 1 secret mission)

Faction Downtime Activity
 

Item Procurement
1 weapon or shield, cloak of the manta ray (uncommon: 50 days, 500 gp) 
+1 armor, ring of animal influence (rare: 5th level
, 100 days, 5,000gp)

Winterstalker, Rank 4
(25 Renown, 11th level, 3 secret missions)

Become a Mentor
If your apprentice saves against an effect, you gain advantage.
1/short rest you can help your apprentice as a bonus action.
You don't grant cover against attacks from your apprentice.
Taking on apprentice counts as secret mission.
May spend 30 downtime to gain 1 renown

Master of the Wild, Rank 5
(50 Renown, 17th level, 10 secret missions)

Exemplar
1/session you can grant one ally from the same faction Inspiration

 

Emerald Enclave

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