A young woman walks through the sewers of Sharn. The rats whisper to her as she passes, and beetles gather in the wake of her footsteps. Her name is Malady, and she is here to save Sharn. She intends to destroy the mystical stones that cleanse the water and keep the people of the city from becoming sick. Her actions are a gift: Thousands will die, but those who survive will be stronger for their suffering. The Children of Winter are the bogeymen of the western woods. Eldeen farmers are quick to curse the Children when crops fail and plague spreads. These fears and suspicions have a solid foundation. The Children of Winter actively spread disease and blight, and in recent years they have brought tragedy to communities that might otherwise have prospered.
Most believe that the Children of Winter are nihilists who worship death, but little could be further from the truth. Although they surround themselves with vermin and the trappings of decay, the Children see themselves as champions of life. They believe that all natural things have a purpose, even those that seem malevolent. Death clears the way for new life. Disease weeds out the weak.
The Children work to preserve this cycle. They battle undead wherever they find them, because these abominations break the cycle of life and prey on the living. They fight aberrations, which have no place in nature. But they also fight to restore a balance that was broken long ago. Healing rituals stave off plagues that would otherwise eradicate overgrown populations. House Lyrandar’s control of the weather can turn a season of drought into one that yields a prosperous harvest. Sharn relies on magic to sanitize its water, to hold up its towers, to light its streets, and for hundreds of other tasks. The Children of Winter seek to restore the balance between life and death that civilization has upset.
To outsiders, their goals might seem ridiculous and selfish. The Children stand in the way of progress and kill innocent people. But the Children of Winter believe those people need to die. In their eyes, this isn’t just a point of philosophy. Like most druids, the Children see Eberron as the source of all life and the spirit of the natural world. They believe that she had a grand design for nature, a purpose yet unfulfilled. And they believe that if humanity strays too far from the path of Eberron’s design, she will wipe the slate clean and start again.
For generations, the Children have sought to forestall this apocalypse with their actions. Today, most of the druids believe that their efforts have been in vain; to them, the Mourning is a sign that humanity has gone too far. Some still hope that there is a way to avert the ultimate disaster. Most simply do what they can to prepare people for what is to come by culling the weak and showing the strong the hardships they will have to overcome.
As a Dungeon Master, you must decide if the Children are correct. If their beliefs are mistaken, then they are misguided villains whose actions threaten civilization. But if they are right, then clashes with the Children could be a harbinger of the coming fall of Winter—a cataclysm that will completely change the shape of Eberron.