Tales of Telluria: Birthright and DeathRight
Emerald Enclave (NN)
Overview: This organization is dedicated to s A widespread group of wilderness survivalists who preserve the natural order while rooting out unnatural threats. The organization is decentralized, hardy and reclusive. Founded by the elves the Emerald Enclave has spread far and wide and each member usually operates in isolation. Members of the Emerald Enclave 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 more social than others who are charged with defending sacred glades and preserving the deep wilderness. Includes weather witches and those whom must rely on them such as many rural farming villages.
Replaces in 5E: Emerald Enclave from the 5E ALPG (http://media.wizards.com/2015/downloads/dnd/DDALPG_EEv1.pdf)
Rolls-Up in Old: Daughters of Dawn, Warriors of the Emerald Wave, The Raiser, Cult of the Creatorix
Ideals, Goals, & Beliefs:
Restore and preserve the natural order.
Destroy all that is unnatural such as Aberrations and the Undead.
Keep civilization and the wilderness from destroying each other.
Benefits: At tier 1 you receive a contact whom can put you in touch with druids, shamans, medicinewomen, trappers, trackers, and perhaps even fey circles. At tier 2 they grant a magic item, usually a Cloak of Elvenkind?.
Faction Activity: Madness Ward + Mental Fortitude?
By performing cleansing
rituals and warding areas where demonic madness has
been seen or felt, you and your companions can bolster your
resistance to that madness. For each downtime day you
spend, you can grant yourself or an ally a madness ward that
lasts until your next long rest. A creature with this madness
ward can use a reaction to gain advantage on a saving throw
against madness. A character can have only one madness
ward active at a time.
Moreover, under the tutelage of your faction-mates, you have learned the secrets of healing the mind. If you are afflicted with any type of madness, you can spend
one downtime day to reduce your madness level by 1, and
to cure any short-term madness or long-term madness
that afflicts you. You can do the same for allies, but the
cost is three downtime days per ally cured. You cannot use
this benefit to cure indefinite madness, and you cannot
reduce your madness level to 0 if you are afflicted with