TEXT: Emerald Conclave v3.5                                                                                                                                                   1
  The Emerald Conclave
  A loose gathering of druids who seek to aid and guide the common people
  The Emerald Conclave traces its roots to the Old Faith (druidism) hegemony, but has since grown into its
  own titular organization. They favor the fertility, nurturing, and life-giving aspects of nature, rather than its
  raw elemental traits, which can sometimes be terrifying and violent. The Conclave supports and assists
  the common populous that till the land, raise animals, and lead a rural working life.
  Organization
  The druids work closely with the many villages that dot the western plains of the Principality of Ulek. They
  attend to crops, restore barren land, plant seeds, bless weddings, and sometimes act as midwifes. Some
  druids live permanently among the communities, becoming herbalists, healers, and respected advisers.
  Others wander from village to village, carrying news and protecting travelers. They are well liked by the
  mostly human, gnomish, and halfling inhabitants of this region.
  The Emerald Conclave has very little hierarchy, and the members are loosely recognized by their own
  capabilities. Druids who are still new to the mysteries and power of nature call themselves “Ovates”. After
  they have proven themselves, members become “Initiates”; and they are expected to actively protect the
  surroundings lands. In time, members turn introspective and again seek further knowledge. Only these
  individuals feel comfortable calling themselves “Druids”.
  Members of the Conclave usually meet on an ad-hoc basis, swapping stories, recent happenings, or
  sharing their knowledge. They are generally good-hearted and very welcoming, though they are intolerant
  of druids who follow the Old Faith or who worship Obad-Hai. 
  They formally congregate four times a year. The lesser moon Celene comes into full brilliance only once
  each season, and it is at these events that the seasonal festivities are celebrated: Needfest (winter),
  Growfest (spring), Richfest (summer), and Brewfest (autumn). All members of the Conclave are expected
  to attend these gatherings, which are typically held around tall standing stones or in eldritch groves.
  Issues that affect the entire region are debated at these meetings, sometimes at great length.
  Decisions are reached by consensus, with the less experienced members usually deferring to the wisdom
  of the more senior members. The Conclave is typically slow to act, but they never forget past
  transgressions.
  Members are typically human or gnomish, though there are some halfling and half-elven druids as well,
  with the occasional dwarf or half-orc. The worship of Ehlonna is common, though many druids also
  worship Phyton, Baervan Wildwanderer (gnome deity), Segojan Earthcaller (gnome), Sheela Peryroyl
  (halfling), or venerate nature as an abstract force.
  History
  Druidism predates the Oeridian and Suloise migrations into the Sheldomar valley, and was originally
  practiced by the native Flan tribes. Monolithic circles and groves that were sacred to the Flan can still be
  
  Emerald Conclave v3.5                                                                                                                                                   2
  found, dotting the landscape. The migrating Oeridians adopted the Old Faith into their own customs, and
  have since spread its practice wherever they have traveled.
  The Old Faith has divided the Flanaess into nine regions, each one holding a Druidic Circle. The entire
  Sheldomar Valley is one of these regions, and is overseen by a Great Druid and a small number of
  Archdruids. The ruler of the County of Ulek has always been a prominent member of the region’s Druidic
  Circle, and has traditionally venerated Beory, the Oerth Mother. Additionally the Colleges of Old Lore, a
  group of noble-born bards and skalds, are strong allies of the Old Faith in the Sheldomar region.
  Disenchanted by the political nature of the region’s Druidic Circle, and having deep philosophical
  differences with its leadership, a group of druids left the County of Ulek and settled south, in the region
  that is now the Principality of Ulek. Here they found halflings and gnomes who shared their own views.
  They spread out over the fertile plains West of the Lortmil Hills, and initially did not interact much with the
  dwarves, who for the most part left them alone. Druids from Keoland also immigrated to the Principality,
  escaping the superstitious and fearful people of that land.
  In time these druids gradually lost all ties to the Old Faith, and a new conclave of druids slowly emerged.
  They are careful to avoid what they see as the failings of the Old Faith, and avoid strict hierarchies or
  official titles. Owing to their own history of being outcasts, they welcome new druids that travel to the
  Principality of Ulek.
  They have mixed feelings towards the Principality’s monarchy. While the Emerald Conclave approves of
  agriculture and animal husbandry, they have less tolerance towards the logging of the Suss forest, which
  is used to build the nation’s fleet of ships. The general dwarven attitude of disregard for nature also grates
  against the group's sensibilities. However, with the aftermath of the Hateful wars and the recent
  occupation by the Pomarj, the Conclave realizes that the dwarves are far better than the alternative. They
  tentatively work with the Prince, all the while trying to make him more sensitive to their concerns.
  Notable Members
  Ulred Stonesplitter – Male dwarven Initiate. Somewhat of an oddity among the members of the Emerald
  Conclave, Ulred is an experienced underground-dweller and tracker. He is well known to many of the
  miners near Eastpass, and is never far from his animal companion Boryl, a dire badger of sometimes-
  furious temperament. Ulred watches over the native fauna and flora that live underground, such as the
  fungus spreads and rothe herds.
  Keegon – Male halfling Initiate. A reckless youth and a daredevil, Keegon flies over the Lortmil Hills on
  top of Obryn, a Giant Owl whom he befriended. The two met during one of Keegon’s escapades that had
  turned sour, and they both helped each other to flee the enraged Hill Giants. Since then they have
  learned to work as a team, and have become a deadly pair of adversaries to any foe of nature.
  Cyrlinn Arnwold – Female human Druid. A contemplative and unassuming woman, Cyrlinn keeps to
  herself most of the time and has removed herself from worldly matters. She can often be seen
  communing with nature or scrying into clear ponds. It is unknown what secrets she holds, but the recent
  lines on her face and the haunted look in her eyes worries her friends. An eagle of legendary reputation
  among the Conclave looks over her, though Cyrlinn appears unaware.
  Requirements
  Each tier’s requirements are built upon those of the ranks below, and costs are cumulative. Thus a
  member who joins as an Initiate will need to meet all the requirements for both Initiate and Ovate. But
  when an Initiate is promoted to Druid status mid year, he need pay only the additional costs of the Druid
  (because he has already paid for all Initiate benefits that year). Annual costs must be paid for all
  qualifying ranks on the first AR of the new year. Initial costs are paid only once. If at any time you fail to
  
  Emerald Conclave v3.5                                                                                                                                                   3
  meet the requirements of your rank (through level loss or another tragedy) your rank will be reduced to
  the highest rank for which you qualify.
  General
  • 
  Cannot venerate Obad-Hai, or be a member of the Old Faith.
  • 
  Must spend 4 TUs attending the seasonal moots.
  • 
  Must be a citizen of the Principality of Ulek (Must have had Principality of Ulek as home region for the
  past 52 Time Units. Characters created within the last year whose home region is the Principality of
  Ulek are also eligible.)
  Ovate
  • 
  Able to cast 1st level divine spells, including Summon Nature’s Ally I.
  • 
  Must have 4 ranks in Knowledge (Nature).
   
  Initiate
  • 
  All requirements of Ovate.
  • 
  Able to cast 3rd level divine spells, including Summon Nature’s Ally III.
  • 
  Must slay a dozen humanoids, which are enemies of nature. This is represented by the character
  collecting humanoid ears, and must be signed by the judge on the AR.
  • 
  Must have 8 ranks in Knowledge (Nature).
  Druid
  • 
  All requirements of Initiate.
  • 
  Able to cast 5th level divine spells, including Summon Nature’s Ally V.
  • 
  Must have been an Initiate for at least 6 months.
  • 
  Every calendar year, the Druid must encounter at least one type of magical beast that is new to them.
  Have the judge note and sign the encounter on your AR.
  • 
  Must have 12 ranks in Knowledge (Nature).
  Note:  If an Initiate fails to slay a dozen humanoids, or if a Druid fails to encounter a new magical beast,
  then the character spends an additional one TU during which time they pursue their appointed tasks.
  Benefits
  Ovate
  • 
  A +2 reaction bonus when dealing with rural villagers in the Principality of Ulek.
  • 
  A –2 reaction bonus when dealing with urban city-dwellers in the Principality of Ulek.
  • 
  Access to purchase the following magic items:
  Collar of Cleverness 3 tricks (MotW)
  Dragonhide Plate (DMG)
  Collar of Resistance +4 (MotW)
  Periapt of Wisdom +4 (DMG)
  Torc of Animal Speech (MotW)
  Rod of Python (DMG)
  Boots of Striding and Springing (DMG)
  • 
  Access to purchase the following mundane items:
  Healing Salve (T&B)
  Scentbreaker (T&B)
  • 
  Access to either one weapon or armor made from the following special material:
  Darkwood (DMG)
  • 
  Access to the following feats, using the Advanced Training costs:
  Extra Wild Shape (MotW) 
  Scent (MotW)
  • 
  Access to the following spells, using the Advanced Training costs:
  Creeping Cold (MotW)
  Regenerate Light Wounds (MotW)
  Dawn (MotW)
  Persistence of the Waves (MotW)
  Might of the Oak (MotW)
  Scarecrow (MotW)
  Regenerate Mod. Wounds (MotW)
  • 
  Access to the following animal tricks (MotW):
  
  Emerald Conclave v3.5                                                                                                                                                   4
  Armor, Subdue, Steal
  Initiate
  • 
  All benefits of Ovate.  
  • 
  Access to the following feats plus the previous ones, using the Advanced Training costs:
  Animal Defiance (MotW)
  Fast Wild Shape (MotW)
  • 
  Access to the following spells plus the previous ones, using the Advanced Training costs:
  Embrace the Wild (MotW)
  Regenerate Ring (MotW)
  Languor (MotW)
  Spikes (DotF)
  Nature’s Favor (MotW)
  WaterBall (MotW)
  Regenerate Serious Wound (MotW)
  • 
  Access to the following prestige class:
  Windrider
  • 
  Access to the following special mount. This doubles the lifestyle cost for the PC, and additionally the
  mount has a one-time gold cost that reflects the resources used to find the mount.  If it is not part of a
  class ability nor is it a cohort, then it is added to the APL calculations.  
  Giant Owl (4000gp)
  • 
  Access to the following shapes for the wild shape, greater wild shape, or similar abilities:
  Dire Hawk (MotW)
  Dire Elk (MotW)
  Druid
  • 
  All benefits of Initiate.
  • 
  Access to the following feats plus the previous ones, using the Advanced Training costs:
  Blindsight (MotW)
  Resistance to Energy (MotW)
  • 
  Access to the following spells plus the previous ones, using the Advanced Training costs:
  Big Sky (MotW)
  Regenerate Critical Wounds (MotW)
  Cloak of the Sea (MotW)
  Regenerate Circle (MotW)
  Energy Immunity (T&B)
  • 
  Access to the following magic item enhancement:
  Merciful (DMG)
  • 
  Access to the following special mount. This doubles the lifestyle cost for the PC, and additionally the
  mount has a one-time gold cost that reflects the resources used to find the mount.  If it is not part of a
  class ability nor is it a cohort, then it is added to the APL calculations.  
  Griffon (7000gp)
  • 
  Access to the following shapes for the wild shape, greater wild shape, or similar abilities:
  Legendary Eagle (MotW)
  Legendary Wolf (MotW)
  Advanced Training
  The druids of the Emerald Conclave meet on an irregular basis, swapping knowledge and training. For
  every 1 TU that the character spends seeking out and training with other druids in the Emerald Conclave,
  they may learn one feat. For every 100 gp they may learn two spells from the lists above.
  Leaving the Emerald Conclave
  The Emerald Conclave is slow to forget perceived slights or fickle behavior. Characters may leave at any
  time, but they suffer a –2 reaction penalty with any member druid and a –1 reaction penalty with a rural
  villager of the Principality of Ulek. These reaction modifiers increase to –4 with member druids of the
  Conclave if the character ever joins the Old Faith or converts to Obad-Hai.
  Credits:
  Author: 
  Terry Duchastel
  Additional Design & Editing:
  PoU Metagaming Committee
  
  Emerald Conclave v3.5                                                                                                                                                   5
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Ulek/Emerald Conclave v3-5.pdf