The Parliament of Nature

In the last days of Atlantis, an enormous amount of magic was expended during its final invasion. Vast devastation was wrought on the known world, with forests blazing up, and islands sinking into the sea. Eventually Gaea became aware of the savage conflict. Shocked by the destruction, she gave sentience to a grove of trees (the original Throne of Trees) and began to send a visions to the humanoid races. Through the vision, those most receptive to it understood that the fragile remains of the world's ecology had to be preserved. Thus came about the first Elementals, Geomancers, Rangers and Shaman. For thousands of years these various agents of Gaea have acted as guardians of the earth and all the different forms of life which inhabit it. The Throne trains new Shaman and Geomancers and oversee the appointment of new Elementals. 

The Parliament exists in the Grove of Serenity which is capable of shifting between space and time. The Grove has representative leaders and agents from each of the four different types of Thrones. The Grove currently favours alternating between the Parklands in Basilica City and the Tivoli Gardens outside of Rome.

Hierarchy
First and foremost, each of the Thrones (Clouds, Fire, Streams and Trees) are all Gaea's servants. The Parliament has divided up the world into regions called Arboreals. An Arboreal is a well defined geographic area bounded by mountain ranges, rivers, seas, or deserts. Parliament regions do not rely on national borders, or on racial or ethnic groups. An Arboreal can encompass several countries and peoples. See the separate tables below for the different setups for each of the Thrones. All members of the Parliament must be of Good alignment.
Operations
Throughout the history of Earth, when times of great trouble has arisen, Gaea has created various Elementals and Geomancers that act as the world's protectors. 

The Parliament realizes all creatures have basic needs for food, shelter, and self-defence. Humans must hunt animals for food and must clear trees to farm and build houses. These actions constitute a necessary part of the natural cycle. However they do not tolerate unnecessary destruction or exploitation of Nature. Sensing violations, an Elemental investigates the motives of the people involved, weighing them against the risk to the land. Then he decides whether to take action.

The Parliament frowns upon killing animals simply for sport, over hunting a region, and treating animals with excessive cruelty. Even more than trapping for food or fur, they hate to see animals captured for use in events like bear baiting, bullfighting, or other such sports. Members of the Parliament always try to stop these spectacles and free the animals. They may wreak terrible vengeance on those who capture wild beasts for sport or operate the arenas where animals are forced to fight. 

The Parliament has nothing against most forms of farming, even if it means clearing woodlands or draining swamps to create new fields. Although they feel a special reverence for trees, crops are plants too, and civilized races have a right to practice agriculture. However they will object to destroying a wilderness area for a farm extension that is strictly for profit. They also will oppose farming that requires the destruction of ancient wilderness areas, large spreads of land, or any region that serves as a sanctuary for rare, endangered, or magical plants and animals. Also discouraged are farming practices that harm the soil and selfish irrigation schemes (dams, aqueducts, etc.) intended to parch one region to slake another's thirst.

The Parliament sees all forms of undead as the greatest perversion of Nature. Things exist in a natural cycle: birth, growth and death. The undead break this cycle, worse, they are the enemies of life. Therefore the Parliament sees the undead as abominations to stamp out to restore the proper workings of Nature. Yet they do not actively hunt the undead themselves. Instead they will pass on information and sometimes aid to Undead Slayers and let them deal with it. 

The Parliament relies on both plants and animals to act as their spies all over the land to keep watch on the movements of friends and enemies alike. Normally, small, inconspicuous animals work best, especially birds, with their excellent mobility, aerial vantage point, and good eyesight. Rodents, from squirrels to mice, rarely get noticed. Domestic animals constitute another good choice due to their intelligence. They have the added bonus of being able to tell about activities inside a building. Animals have a limitation though. They often don't understand what they see and hear and sometimes can't determine what is worth reporting. A dog can recognize certain people and usually has a general idea what its owners are doing, but it cannot understand speech. A mouse or bat probably cannot tell one person from another. 

The Parliament also often has to deal with natural disasters. Infestations of beetles, locusts, aphids, and other insects can strip forests and pastures in a matter of days or weeks. Moulds and rusts can ravage woodlands if unchecked. Old trees, which aren't as resistant to disease as younger ones, are particularly vulnerable. To prevent the spread of destructive insects and fungi, Elementals remove and dispose of infested plants as quickly as possible.
An excess of precipitation, sudden snowmelt, or high winds producing strong coastal waves may result in flooding. Floods can wash away valuable topsoil, destroy trees and buildings, and drown the unprepared. Elementals reduce the severity of river flooding by planting and maintaining the trees and grasses in elevated lands. This vegetation controls runoff and absorbs melted snow, preventing it from running off into rivers and causing the water to rise over the embankments. Seacoast floods, on the other hand, are almost impossible to prevent. However with sufficient warning, Elementals can warn others to seek protection in the highlands until the storm subsides.
Violent shifting of the earth's inner layers may produce earthquakes, which can occur anywhere in the world. Earthquakes can indirectly cause flooding and fires, but the biggest danger comes from avalanches, falling rocks, trees, mudslides, and collapsing buildings. Unusual animal behaviour (such as the agitated prancing of small mammals), spontaneous geyser eruptions, and clusters of small tremors often indicate an impending major earthquake. Earth Elementals of course can sense approaching quakes.
Higher than average temperatures and a lack of rainfall may result in a drought. When water is scarce, rivers dry up, vegetation withers, and animals suffer from dehydration. Elementals can't offset the overall effects of a drought, but he can reduce the local impact of the drought on marginal habitats by storing water, and encouraging others to do the same.
Fires are perhaps the most devastating of all natural disasters. A fire not only wipes out trees and vegetation, it also kills animals and pollutes lakes and rivers with ash. Travellers who carelessly burn trash or toss unwanted torches into the brush are a common source of fires. While lightning strikes are a primary cause of forest fires, some fires are intentionally set by enemies. Fighting fires isn't easy, nor is it something one agent can effectively do alone (unless he's a Fire Elemental). Because fires spread so rapidly, particularly in dry seasons, the chance of stopping a fire decreases with every moment it's allowed to burn. Water or dirt can be used to smother small fires. A fireline can be built, an area cleared of all vegetation and other combustible material. This helps contain larger fires, but an adequate fireline usually requires the efforts of many individuals working as a team. Once a fire is extinguished, a close watch must still be kept for many days, lest a smouldering limb start the fire blazing once again.

Groves of Serenity
The Grove of Serenity reveals itself readily to those who know what to look for. No trees or plants within the grove may be harmed, cut, or pruned. No one may pick or cut branches, berries, nuts, or fruit, either; visitors can eat or otherwise use only that which has fallen to the ground. No one may fight within the grove. No bird or animal within the grove may be harmed. If a hunted creature flees into the grove hunters must break off the chase, they cannot shoot at the beast from outside the grove once it enters. No one may fish in the waters of the grove, nor foul these waters in any way. None may light a fire within a grove's bounds.

Each Arboreal also consecrates its own lesser serene grove, awakening it to its magical properties. To this end, they must find a suitable natural site, then sanctify it. Once finished, the grove becomes a living shrine to Nature, where the Parliament's agents or others can seek sanctuary and contact the Grove of Serenity. The Grove will have on average 10 +D10 intelligent plants, 2 +D4 Servants of the Foliage, Scorch, Fog or Creek; and one Lord of the Botanical, Blaze, Mist or Tributary (although there can be more).

All in the grove are rendered immune to magical fear while within it. Natural (nonmagical) lightning never strikes trees or beings in the grove. Undead cannot enter the grove. Agents or those considered allies of the Parliament may heal wounds at twice the rate of natural healing while in the grove. Any source of water within the grove also has unusual healing properties. Anyone bathing in the water gains the benefit of simultaneous healing of all diseases, poisons, and any serious wounds. The water loses all special properties outside the grove's boundaries. A Parliament agent who spends the night sleeping in the grove may receive a magical portent in a dream concerning the past, present, or future. The nature of the prophecy remains the GM's decision, but usually warns of danger or hints at a task Nature wishes the agent to perform. All wild animals that enter the Grove are influenced by an aura of peacefulness within it and will not attack anyone.

 

Throne of Clouds Hierarchy

The Throne which governs air and birds.

Geomancer The voice of all nature.
Elemental The fist of the Clouds.
Servants of the Fog Eventually when an Air Elemental tires of an active existence and seeks to escape the distractions of the world, he transforms into a living fog of 20 +D20ft diametre. As fog he becomes physically immobile but psychically enhanced. They serve to pass on commands and messages from the Throne to their agents. Powers are identical to an Air Elemental but doubled.
Lords of the Mist  These Clouds have widened their areas of influence, becoming guardians of entire mountains. They reach a diametre of 40 +3D10ft. Powers are identical to an Air Elemental but x5.
Throne of Clouds The leaders of the Throne of Clouds. These clouds reach diametres of 60 +4D10ft, with the most senior being 100 feet. They are responsible for keeping harmony between their own agents and the different elemental Thrones. They also rally their forces against any local or global threats to Nature. Powers are identical to an Air Elemental but x10.

 

Throne of Embers Hierarchy

The Throne which governs fire, heat and magma.

Geomancer The voice of all nature.
Elemental The fist of the Fire.
Servants of the Scorch Eventually when a Fire Elemental tires of an active existence and seeks to escape the distractions of the world, he transforms into a ball of flame of 20 +D20ft. In this form he becomes physically immobile but psychically enhanced. They serve to pass on commands and messages from the Throne to their agents. Powers are identical to an Fire Elemental but doubled.
Lords of the Blaze  These Fires have widened their areas of influence. They reach a height of 40 +3D10ft. Powers are identical to an Fire Elemental but x5.
Throne of Embers The leaders of the Throne of Embers. These balls of flame reach heights of 60 +4D10ft, with the most senior being 100 feet. They are responsible for keeping harmony between their own agents and the different elemental Thrones. They also rally their forces against any local or global threats to Nature. Powers are identical to an Fire Elemental but x10.

 

Throne of Streams Hierarchy

The Throne which governs water and sea life.

Geomancer The voice of all nature.
Elemental The fist of the Streams.
Servants of the Creek Eventually when a Water Elemental tires of an active existence and seeks to escape the distractions of the world, he chooses a creek to merge with. As part of the creek he becomes physically immobile but psychically enhanced. These creeks serve to pass on commands and messages from the Throne to their agents. They have a diametre of up to 20 +D20ft. Powers are identical to an Water Elemental but doubled.
Lords of the Tributary  These Streams have widened their areas of influence, becoming guardians of entire rivers. They reach a length of up to 40 +3D10ft. Powers are identical to an Water Elemental but x5.
Throne of Streams The leaders of the Throne of Streams. These streams reach diametres and lengths of up 60 +4D10ft, with the most senior being 100 feet. They are responsible for keeping harmony between their own agents and the different elemental Thrones. They also rally their forces against any local or global threats to Nature. Powers are identical to an Water Elemental but x10.

 

Throne of Trees Hierarchy

The Throne which governs earth, plants and land animals.

Geomancer The voice of all nature.
Elemental The fist of the Trees.
Servants of the Foliage The first stage of becoming a Throne Tree. Eventually when an Earth Elemental tires of an active existence and seeks to escape the distractions of the world, he transforms into a living tree of 20 +D20ft. As a Tree he becomes physically immobile but psychically enhanced. These are the Trees which pass on commands and messages from the Throne to their agents. Powers are identical to an Earth Elemental but doubled.
Lords of the Botanical  These Trees have widened their areas of influence, becoming guardians of entire forests or mountains. They reach a height of 40 +3D10ft. Powers are identical to an Earth Elemental but x5.
Throne of Trees The leaders of the Parliament of Nature. These Trees reach heights of 60 +4D10ft, with the most senior being 100 feet. They are responsible for keeping harmony between their own agents and the different elemental Thrones. They also rally their forces against any local or global threats to Nature. Powers are identical to an Earth Elemental but x10.

 

Allies