Creating a character

Story by Pierce on SoFurry

, , ,

#2 of Golden Sun Campaign Setting


Creating a Character

To create a character you will need the basic 3.5 supplements

Race

This is a game where all the humanoid species of the world are replaced by anthropomorphic animal characters, Presented below are forty-three races for your use. Races can appear in any culture but a large number of certain races are more likely to appear in certain cultures (Fox in Gaillen)

Culture

A unique quality of the Golden sun setting is that each character is required to pick a Culture. For instance; John wishes to create a Fox rogue, in the game Foxes are found in the north western corner of the world, so he would most likely chose Gaile or Norr culture to state his Foxes origin. Say he chooses Gaile culture, in addition to the foxes racial statistics he gains the cultural Statistics of the Gaile people.

Lets also say john wishes to multi-class as a barbarian; He cannot do this, as Barbarian is a prohibited class to the Gaile People. Lets say Jane wishes to create a Rashanian Tiger, this she can do, she wants to make him a Paladin, this she cannot do as Paladin is a prohibited class to the Rashanian People.

When a PC picks a Culture he gets it at first level for free, and should treat it as a Feat. A PC may take two Culters if he wishes (Ex. Rashanian Father, Currash Mother) but loses Racial Features and Bonus Languages, But gains +2 in diplomacy in dealing with creatures of both Cultures.

Race Statistics

Alligator: +4 Str, -3 Dex, +2 Con, -2 Int, -1 Cha, +2 Natural Armor, Large

Badger: +4 Str, -2 Dex, +2 Con, -2 Cha, Medium

Bat: -4 Str, +3 Dex, -2 Con, +2 Wis, -1 Natural Armor, Small

Bear: +4 Str, -3 Dex, +2 Con, -2 Int, +1 Natural Armor, Large

Boar: +4 Str, -2 Dex, +2 Con, -2 Int, -1 Cha, Large

Bobcat: +2 Str, +3 Dex, +1 con, -1 Wis, Medium

Bull: +4 Str, -3 Dex, +2 Con, -2 Int, +1 Natural Armor, Large

Cheetah: +2 Str, +3 Dex, +1 Con, +1 Cha, Medium

Cougar: +2 Str, +3 Dex, +1 Con, Medium

Coyote: +2 Str, +3 Dex, +1 Con, -1 Cha, Medium

Crocodile: +4 Str, -3 Dex, +2 Con, -2 Int, +2 Natural Armor, Large

Deer: +4 Str, -2 Dex, +2 Con, Medium

Dog: -2 Str, +2 Dex, +1 Cha, Medium

Eagle: +2 Con, +1 Dex, -1 Natural Armor, Small

Elephant: +6 Str, -4 Dex, +4 Con, +3 Natural Armor, Huge

Falcon: +2 Con, +1 Dex, -1 Natural Armor, Small

Fox: -2 Str, +2 Dex, +1 Cha, +1 Wis, Medium

Gazelle: -2 Str, +2 Dex, +1 Cha, Medium

Hare: +2 Con, +1 Dex, +1 Wis, Small

Hawk: +2 Con, +1 Dex, -1 Natural Armor, Small

Hippo: +6 Str, -4 Dex, +4 Con, -2 Int, +3 Natural Armor, Huge

Horse: +4 Str, -3 Dex, +2 Con, +1 Natural Armor, Large

Hyena: +2 Str, +3 Dex, +1 Con, -2 Cha, Medium

Jackal: +2 Str, +3 Dex, +1 Con, Medium

Jaguar: +2 Str, +3 Dex, +1 Con, Medium

Kangaroo: +2 Str, +4 Con, Medium

Leopard: +2 Str, +3 Dex, +1 Con, Medium

Lion: +2 Str, +3 Dex, +1 Con, +1 Cha, Medium

Lizard: +1 Str,+2 Dex, -2 Cha , + Natural Armor, Medium

Lynx: +2 Str, +3 Dex, +1 Con, Medium

Mouse: -4 Str, +3 Dex, -2 Con, +1 Wis, -1 Natural Armor, Small

Orca: +6 Str, -4 Dex, +4 Con, +4 Natural Armor, Huge

Otter: +2 Con, +1 Dex, Small

Panda: +4 Str, -2 Dex, +2 Con, +1 Wis, +1 Natural Armor, Large

Panther: +2 Str, +3 Dex, +1 Con, Medium

Puma: +2 Str, +3 Dex, +1 Con, Medium

Raccoon: -4 Str, +3 Dex, -2 Con, Small

Ram: +4 Str, -2 Dex, +2 Con, +1 Wis, Medium

Rat: +2 Con, +1 Dex, -1 Wis, +1 Cha, -1 Natural Armor, Small

Shark: +6 Str, -4 Dex, +4 Con, -2 Int, +3 Natural Armor, Huge

Tiger: +2 Str, +3 Dex, +1 Con, +1 Cha, Large

Wolf: +2 Str, +3 Dex, +1 Con, Medium

Zebra: +4 Str, -2 Dex, +2 Con, +1 Wis, Large

Cultural Statistics

Currash

The Currash people inhabit the Melotep Subcontinent. They are widely known as farmers and excellent architects. The family unit of the Currash people is the most open in the world; women can inherit land and refuse marriage. They deal well with outsiders but hold harsh laws for those of foreign blood. They have a reputation of being vary fatalistic.

Culture

The harvest and family dominate Currash culture; a single family will live together on a patch of land. Currash merchants have a slight reputation as being cheap and difficult to deal with.

There are three castes in Currash society; the serfdom, the priesthood and the military. The serfs till the field, the priest govern and administer justice and the military fights bandits and warlords.

The Currash have a high tolerance for abuse from their masters, which is perhaps a reason the nobles in Currash culture rule for generations.

Names

Male; Ipep, Wahofo, Merotep, Habanukuk. Female; Zotuso, Esk, Mehebus

Religion

Currash Pantheon

Racial Features

+1 Strength +1 Constitution

+2 Handle animal +2 Ride, The Currash are sons of the soil, as such they have good basic skills

Races

Most of the races you would find belonging too the Currash culture would be common in warm deserts

Background Skills

Handle animal, Ride, Use Rope

Favored Classes

PC; Fighter, Cleric, Paladin. NPC; Commoner, Expert, Aristocrat

Prohibited Classes

PC; Barbarian, Wizard, Druid. NPC; Adapt

Automatic Languages

Currash

Bonus Languages

Kledish or Rashanian

Lands

Curra, Cudea, Uftna, Nmar

Gaile

The Gaile are a people concentrated in the northwestern edge of the known world, they are known for their tight-knit family structure and extreme distrust of outsiders and with good reason, the slave trade is growing fast in the Gaile Lands and due to their good nature they make easy targets for slave hunters and conquerors. Gaile lands also hold the attraction as being one of the few places in the world where foxes can be found and many a noble and merchant will pay a good price for such a rarity. The Gaile as a people are good-natured but slow to trust and even slower to forgive.

Culture

The Gaile have a vary clan and family oriented culture and tend to isolate themselves from outsiders and other tribes. The basic organization of their culture is into clans and tribes, an extended family counts as a clan and a number of clans joined by ancestry will form a tribe.

The vast majority of the Gaile People depends on game and farming as a source of food, trade falls second. A patriarch rules each clan and a chieftain rules a tribe. Most live in small villages but a few build small cities to support sea trade.

Names

Male; Ayden, Cael, Cumal, Cael, Ean, Jan, Finne. Female; Fion, Slaine, Maev, Racael.

Religion

Gaile Pantheon, Norr Pantheon

Racial features

+2 Dexterity 2 Strength, the Gaile are a flexible people but rarely match up in bulk to other races, they make up for this in stealth and agility

+2 Survival, The Gaile make a good deal of their diet off of game making them good hunters

Races

Most of the races you find in Gaile lands are ones that would be common to a colder temperate forest

Background Skills

Handle Animal, Hide, Survival

Favored Class

PC; Ranger, Bard, Druid, Fighter. NPC; Warrior, Adapt

Prohibited Classes

PC; Barbarian, Cleric, Wizard/Sorcerer. NPC; Aristocrat

Automatic Languages

Gailish

Bonus Languages

Norr

Lands

Gaillen, Griton, Norrgot

Kledish

Kled is one of the great empires of the world; it dominates much of the Southern Continent and controls the land Bridge to the Melotep Subcontinent. The great empire is in decline and after the death of the last king countless city-states vie for power. Smaller states like Zok or Kura eat away at the lands of Kled.

Culture

The Kledish people are a collection of tribes and clans loosely formed into a single culture, there are few consistencies. One is that the father and eldest son are in control of the household and polygamy is freely practiced. The Kledish faith is made of thousand of local deities and demigods

Nobility in Kled is based not on blood but power; any one powerful enough to take the power of a Kledish noble is entitled to it. Kled is organized into semi-independent City states, Zok was once a larger state in Kled until it broke off, As was Kura and Kuth.

Names

Male; Idi, Samu, Saund. Female; Shem, Meya

Religion

Tribal beliefs

Racial Features

+2 Strength +1 Dexterity

+2 Climb +1 Move Silently, The Kledish people are renowned for being some of the best thieves and assassins the world over

Races

Animals found in the jungle are best

Background Skills

Climb, Hide, Survival

Favored Classes

PC; Wizard, Barbarian, Rogue. NPC; Warrior, Adapt

Prohibited Classes

PC; Cleric, Monk. NPC; Aristocrat

Automatic Languages

Kledish

Bonus Languages

Currash or Kuthite

Lands

Kled, Kura, Zok

Krincian

Krince is the southern most of the Westland's, its peoples robust and proud serve as the gatekeepers of the west.

Culture

Krince is a highly feudal society, with rigged castes of nobles and serfs. Most Krincians will never go beyond the land of their lord, and few still beyond Krince.

The none-first born sons often take up wandering, out of wanderlust and to gain a sense of purpose. Some Freemen take up a sword out of a plethora of reasons, a diesire for more in life, love or darker a lust for blood. Most however stay upon the farms of their forefathers

Names

Male; Robin, Erl, Suk, Maar. Female, Maran, Stet, Fout

Religion

Krincian Pantheon, Gaile Pantheon

Racial Features

+2 Strength +2 Constitution

+2 Handle Animal +1 Survival, The Krincians are farmers and fishermen by trade and have built up into a robust people

Races

Races found in colder forests are recommended

Background Skills

Craft, Ride, Swim

Favored Classes

PC; Fighter, Ranger. NPC; Warrior, Commoner, Expert

Prohibited Classes

PC; Wizard, Bard. NPC; Adapt

Automatic Languages

Krincian, Gaile

Bonus Languages

Norr

Lands

Krince

Kuranese

The land of Kuran is a long valley that connects the wastes and the central lands, they are the best Merchants in the central lands save the Nmarians

Culture

The People of Kuran are social and opportunistic. Centuries of being in control of the Gold road have led them to being excellent merchants. Kuranese society is highly mercantilist, leading man to consider them greedy.

The structure of Kuranese society is highly tradition, father at front daughters safely tucked away and slaves properly beaten into submission.

Names

Male; Saqi, Jakar, Mulbi. Female; Mepa, Diha

Religion

Kuranese Pantheon, Rashanian Pantheon, Nmarian Pantheon

Racial Features

+2 Intelligence +1 Charisma

+2 Appraise +1 Sense Motive, The Kuranese are excellent merchants and traders and cannot easily be fooled

Races

Races found in the dry desert would be best

Background Skills

Appraise, Bluff, Diplomacy, Knowledge (Geography)

Favored Classes

PC; Fighter, Bard, Cleric. NPC; Expert, Commoner

Prohibited Classes

PC; Wizard. NPC; Adapt

Automatic Languages

Kuranese

Bonus Languages

Rashanian, Nmarian

Lands

Kuran, Rashan, Nmar

Kurash

The Kurash are a people who have only recently escaped the bondage of the Kledish

Culture

The Kurash organize into small tribes and clans, they hold males in tradition power but freely practice group marriage. They greatly dislike outsiders and are highly shamanistic. Some explorers also tell of certain tribes who practice cannibalism and grisly sacrifices, although any slave of Kura would vehemently deny it.

Names

Male; Ozia, Nubu, Idi. Female; Mara, Salom, Juma

Religion

Shaministic local beliefs

Racial Features

Feat (Alertness)

+2 Survival

Races

Races found in rainforests and dense jungles are best

Background Skills

Climb, Jump, Survival

Favored Classes

PC; Druid, Barbarian, Sorcerer. NPC; warrior, Adapt

Prohibited Classes

PC; Cleric, Monk, wizard. NPC; Aristocrat

Automatic Languages

Kurrash

Bonus Languages

Druidic, Kledish

Lands

Kura, Kled

Kuthite

The Kuthite people are considered little more then savages by most other peoples of the known world. They live on the border of Kled and Zok

Culture

Any real organization to the Kuthites is sporadic at best, often they will join together only to hunt and mate. Sometimes a war-band will develop, controlled by the strongest and will last until the fragile alliance falls apart.

Cannibalism is an often-practiced aspect of their grisly diet. Slavers generally dislike the use of Kuthite slaves for the reason that they are uncontrollable and often others slaves wake up with pieces missing.

Names

Both sexes; Nere, Grorg, Xussk

Religion

Ruug

Racial Features

+4 strength

+4 Intimidate, Must be either Neutral Evil or Chaotic Evil

Races

Races found in dry grasslands are best

Background Skills

Intimidate, Survival

Favored Classes

PC; Barbarian. NPC; Warrior

Prohibited Classes

All others

Automatic Languages

Kuthite

Bonus Languages

None

Lands

Kuth, Kled

Nmarian

Fat, Greedy and unrepentant, such are the words which describe the Nmarian People. While the rest of the world builds wealth on conquest and thievery the Nmarians are Merchants and traders. Their cities devote huge space to markets and inns; they know brokering inside and out.

The Nmarians are descended from the numerous tribes who once made Nmar. They have a reputation as fat and greedy but also as some of the best archers in the world.

Culture

Nmarians live in a highly traditional family structure. A house may contain an extended family or a wealthy merchant. They pay heed to barons, who in turn pay heed to the Princes who rule individual City-states

Names

Persian and Greek based names work well for the Nmarians. Male names; Ctrn, Iarers, Ponon, Pulil. Female names; Pofode, Kryna, Nerer

Religion

Nmarian Pantheon, Rashanian Pantheon, Thranese Orthodox Church

Racial Features

+1 to Charisma +3 Dexterity -1 from constitution

  • 2 to Appraise, Nmarians are the best merchants in the world

Weapons Focus (Ranged Weapons)

Races

Races of Ancient Greece and Persia make excellent examples; Rams, Lions, Wolves, Rats, Mice, Boars, Hyenas

Background Skills

Appraise, Forgery, Profession

Favored Classes

PC; Bard, Cleric, Rogue. NPC; Aristocrat, Expert, Commoner

Prohibited Classes

PC; Barbarian, Druid. NPC; none

Automatic Languages

Nmarian

Bonus Languages

Rashanian, Kuranese, Zikhish, Currash

Lands

Nmar, Thran, Rashan, Curra, Kuran

Norr

The Norr are the terror of the north, they raid down further and further each year, taking gold, treasures and buxom women, as well as leafing destruction and their seed in the wake

Culture

The Norr are a warrior people, they live for battle and savor the finer things in life. All males become warriors while all females are housekeepers.

The Norr take many slaves when they raid, it is not uncommon to find a warrior with several wives, each a captive. Across Gaillen are communities descended from Both Gaile and Norr blood.

The Norr are raiders, they plunder the seas and pillage the coast, the lands of Gaillen have long been a place where the Norr have raided, the Northern Barbarians have began to take an active interest in the rest of the world, and while the Gaile have learned the tactics of the Norr, the rest of the world are like sheep to a slaughter...

Names

Male; Vorga, Borr, Salj. Female; Orhal, Frey, Mar

Religion

Norr Pantheon

Racial Features

+2 Strength +2 Constitution

Feat (Iron will)

Races

Races found in cold forests are best

Background Skills

Climb, Jump, Ride, Swim

Favored Classes

PC; Barbarian, Fighter. NPC; Warrior

Prohibited Classes

PC; Wizard, Cleric. NPC; Adapt, Aristocrat

Automatic Languages

Norr

Bonus Languages

Gaile, Krincian

Lands

Norrgot, Northern Wastes, Gaillen

Rashanian

Across the known world that Rashanians are both renowned for their Might and cruelty. Located near the center of the known world, the Rashanians are one of the five great empires of the world, their conquests strike deep into the wastes, the dark jungles of the southern continent and more recently westward to the barbaric lands.

The Rashanians are descended from three races; the native (now extinct) Shan, Conquerors from Kled and conquerors from the Wastes. Rashanians have a reputation for being extremely Arrogant as well as hedonistic.

Culture

The Rashanians are tightly organized into noble and slave castes... While there is a substantial peasantry the main work engine is slavery and a vast slave trade exists in Rashanian lands. While peasants and downtrodden either are crowded into cities or work in vast Latifundias, a large number of peasants are forced into slavery for infractions of the law or debt.

Women in Rashan has a lot little better then slaves; a father is known to marry daughters off only minuets after being born. A husband is the virtual master of his wife, and while the Rashanians do not practice polygamy, a man of even moderate wealth is known to keep a harem.

Names

Rashanian names are based on ancient Egyptian and Assyrian names. Male names; Arem, Atrus, Iyar, Jareb, Sargon. Female names; Atal, Jaffa, Leah, Yafit

Religion

Rashanian Pantheon

Racial Features

+2 to Intelligence, -2 Constitution

+2 to Intimidate, Rashanians are feared and hated across the world for their conqueror spirit and their slaver activities

Races

Most of the races you would find in Rashan are ones that would be common to ancient Assyria and Persia Particularly big cats who make all of Rashans Nobility; Lions, Tigers, Panthers, Leopards, Cheetahs, Wolves, Rams, Hyenas

Background Skills

Appraise, Bluff, Diplomacy, Intimidation

Favored Classes

PC; Bard, Cleric, Fighter, Wizard/Sorcerer. NPC; Aristocrat, Commoner

Prohibited Classes

PC; Barbarian, Druid, Paladin. NPC; Warrior, Adapt

Automatic Languages

Rashanian

Bonus Languages

Nmarian, Kuranese

Lands

Rashan, Nmar, Kuran, Krince

Sei'Tanese

The Sei'Tanese are a mysterious race located on the eastern edge of the known world, tales are spoken of men who fight with the fury of gods armed with no more then their bare hands and speak only in parables

Culture

Sei'Tan is a nation located on the eastern most edge of the known world, from their strange lands come silk, spices and other astonishing objects.

The Common people of Sei'Tan live in simple quarters and eat a simple diet. A daughter is married before she even meets her husband and the son tills the land until he becomes the head of the family.

The Emperor of Sei'Tan rules with divine authority, his offcials collect taxes, and his generals fight off Seranese raiders.

So few travelers go as far as Zikh leaving Sei'Tan untouched. Some Sei'Tanese travel beyond the borders of the homeland-risking expose to Barbarians' in the search of riches or a life away from the rice paddies

Names

Male; Hru, Zoen, Fye, Fr. Female; Wo, Caopo, Swe

Religion

Sei'Tanese Pantheon

Racial Features

+2 Dextarity 2 Strength

+2 Move silently, +2 Climb, the Sei'Tanese pride themselves on silence

Races

Races found in steppes and light jungles are best for the Sei'Tanese

Background Skills

Handle Animal, Use rope, Climb

Favored Classes

PC; Wizard, Monk, fighter. NPC; Commoner, Expert, Aristocrat

Prohibited Classes

PC; Barbarian, Druid. NPC; None

Automatic Languages

Sei'Tanese

Bonus Languages

Seranese

Lands

Sei'Tan, Seran

Seranese

Cruel, Ruthless, Violent and merciless, Such are the words used to describe the Seranese Raiders

Culture

The Seranese the terror of the east; sweeping out of the frozen steppes and slaughtering all who stand in their path. Year by year the raids grow bolder, further west and with more vigor. The tales of skull pyramids and men who can ride horses from the cradle frighten the villages of the wastes and more recently the central lands.

Endless grasslands and frozen steppes dominate the vast land of Seran; the people live as roving nomads. Some build cities near the west for trade while some closer to the east builds no more then war machines.

Some become merchants while others resign themselves to the life of raiders. The Seranese can be found trading silks in Sei'Tan and rounding up slaves in gaillen, even defending settlements in Kuth

Names

Male; Attla, Kue, Chr. Female; Yuk, Sy

Religion

Seranese Pantheon

Racial Features

+2 Strength +2 Constitution

+4 Ride +2 Survival, The Seranese are said to ride in the saddle before they can walk

Races

Races found in Grasslands and Dry Steppes are best

Background Skills

Balance, Climb, Ride, Survival

Favored Classes

PC; Barbarian, Fighter. NPC; Warrior

Prohibited Classes

PC; Wizard/Sorcerer, Cleric. NPC; Aristocrat

Automatic Languages

Seranese

Bonus Languages

Any

Lands

Seran, The Wastes, Sei'Tan

Thranese

By far the smallest race, the Thranese make up for it in craftiness and prestige, they are mainly descended from Nmarian but years of trade has bleed many different cultures into theirs. They have a reputation for being aloof and clever.

Culture

The Thranese base much of their culture on Nmarian society, save instead of the Nmarian Pantheon they hold one of the few monotheistic faiths.

Names

Nmarian Names

Religion

Thranese Orthodox Church

Racial Features

See Nmarian

Races

See Nmarian

Background Skills

See Nmarian

Favored Classes

See Nmarian

Prohibited Classes

See Nmarian

Automatic Languages

See Nmarian

Bonus Languages

Any

Lands

Thran, Nmar

Zikhish

Zikh is a land shrouded in mysticism and legend. The Zikhish people are one of the oldest races upon the face of the world.

Culture

Zikhish Culture is divided into rigged castes; The Priests, The Solders, The Nobles, The Commoners and The Slaves.

The Priests rule Zikh, conducting almost all duties of medicine, government and spirituality. The Solders defend from the growing Raids of the Seranese and Waste Barbarians. The Nobles rule over the peasantry with ruthless efficiency. The Commoners till the fields and built the empire. And the slaves drudge the waste of the empire in misery.

The Zikhish people fully accept their station in life and pass scorn down onto the lower countrymen. This leads some slaves to escape and some peasants to leave in search of a better life for themselves elsewhere.

The Zikh's are highly mystical people, making them some of the best practitioners of magic in the world.

Names

Male; Bhun, Ghan, Krish. Female; Shar, Maja

Religion

Zikhish Pantheon

Racial Features

+2 Intelligence +2 Wisdom

Races

Any race is good for the Zikhish people

Background Skills

Diplomacy, Knowledge (Arcana)

Favored Classes

PC; Wizard, Cleric, Fighter. NPC; Adapt, Commoner, Expert

Prohibited Classes

PC; Druid, Paladin. NPC; none

Automatic Languages

Zikhish

Bonus Languages

Any

Lands

Zikh, Nmar, Sei'Tan

Zok

Upon the Southern Continent, is a growing power, Zok is the carrion eating away at the dieing empire of Kled.

Culture

The Zok people are related to the Peoples of Rashan, born both of Kledish invaders and Shan slaves brought by the invaders of Kled. The cultures of the two peoples are remarkably similar, Both worship the god Skemset, Whom the Zok only call Skem. Both cultures hold slaves as little more then Cattle.

The nobility in Zok is highly regimented and under much tighter control by the state theocracy. Many odd customs are observed in Zok; for example in the presence of a high priest or Royal all slaves an peasants are expected to throw themselves down as not to sully their social betters with their gaze, another is that the first born son is expected to be given to the Priesthood or Army as a slave. Unlike Rashan the people of Zok practice polygamy without so much as a blink, it is even said that the Emperor of Zok owns two hundred concubines and a hundred wives.

Names

See Rashanian

Religion

Rashanian Pantheon

Racial Features

+2 Strength +2 Intelligence

+2 Intimidate 2 Diplomacy, The Zok people are not known for hospitality, they are known for intimidating their lesser into their bidding

Races

Races found in Semi-Arid deserts are common in Zok, as well as Jungle races

Background Skills

Intimidate, Knowledge (Nobility and Royalty)

Favored Classes

PC; Fighter, Barbarian, Ranger. NPC; Warrior, Aristocrat

Prohibited Classes

PC; Bard, Druid. NPC; None

Automatic Languages

Zok

Bonus Languages

Rashanian, Kledish, Nmarian

Lands

Zok, Kled

Jackal Tribes

Iron will... steel muscles... And the courage of the demi-gods... Such is used to describe the members of the Seventeen Jackal Tribes.

Culture

In the Entire world, no race truly merits the term Barbarian like the Seventeen Jackal Tribes; Direct to the point of Bluntness, Brave to the Point of suicidal and as refined as raw iron, these warriors are the subject of scorn and terror.

The Jackal Tribes are organized into clans; the clans then organize into one of the Seventeen Tribes. A Patriarch heads each Clan, and each tribe is headed by a Chieftain. All the tribes are brothers in blood; intermarriages between them common as day and companionship a mark of pride. It is not to say however that rivalry exists between them; For example the El Tribe and the Sur Tribe compete in every thing from who can hang the longest from the edge of a cliff to who has the longer cocks.

Women in the Jackal Tribes are essentially no different in status then men; They fight alongside them and eat with their mates, it is expected that a women should care for the young for the sole reason that they produce milk.

Names

Male; Sibuna, Kunaba, Sabar. Female; Sana, Hura

Religion

Xala

Racial Features

+3 Strength, +2 Constitution 2 Intelligence

+2 Climb +2 Jump, The Jackal Tribes are athletic and robust, although they have little patience for books and other useless contraptions

Races

Jackals of course

Background Skills

Climb, Jump, Survival, Swim

Favored Classes

PC; Barbarian, Druid. NPC; Warrior, Adapt

Prohibited Classes

PC; Wizard/sorcerer, Cleric, Paladin. NPC; Aristocrat

Automatic Languages

Tribal Language

Bonus Languages

Any

Lands

The Wastes

Classes

Barbarian

From the Frozen Mountains to the sun baked deserts, Barbarians are one of the best classes to play in the Golden sun setting. Barbarians are able to travel the world without so much as a second thought. They are free from the trappings of allegiances and the delicate diplomatic processes. In almost every culture in Golden Sun barbarians can blend in with few difficulties, though most abhor the cities and irritating trappings of it.

Bard

The songs of the heroes and poems of history are the bard's weapons. A bard is able to enter places few would be granted, so long as he is willing to play pro bono. Life in the open country however can be rather difficult as many savages and monsters care little if the pen is mightier then the sword

Cleric

The Holy Healers and Dark cultists, The Sages and Prophets, the Priests and Acolytes... All Clerics are complex characters to play; A Rashanian Priest in Rashan is as powerful as a noble, a man to be feared and revered. A Rashanian Priest in Kuran however is a symbol of tyranny, a man who embodies all that the Kuranese hate, and most stop at nothing to harm the embodiment.

A cleric can walk all paths; Saintly or Corrupt, Village healer or High Priest, Champion of Light or Lord of Darkness. I will go further in Religion in the next chapter.

Druid

Called the daughters of Sowin in Gaile, honored as the elders of communities in Kura, and feared by the Tribes in the wastes. Druids are the hand of nature, in low-tech communities the spiritually leaders, in the barren wilderness they are powerful men whom primitive clans offer virgins and gifts to stave off their wraith.

In civilization these men are woefully out of place, villages are a horror and cities are like hell. Like barbarians they can enter border town with relatively little difficulty

Fighter

Across the world there are fighters; Solders, Royal guards, Mercenaries. In Golden sun, Fighters are the second most common class next to Barbarians. The have advantages barbarians don't; they feel just as at home on the open plains as they do in tight alleys, in dark jungles and royal palaces. These men range from champions of the defenseless to the cruel tyrants

Monk

Monks in Golden sun are a rare class; temples hold acolytes who perform minor religious functions, in Sei'Tan monks act as teachers and scholars, in Rashan the catacombs are patrolled by grim figures who serve as the vanguards of the dead. However it would be good to note that Monks would be rare to encounter

Paladin

Use at the DM's discretion

Ranger

Rangers serve a variety of purposes in Golden Sun; Bounty Hunter, Scouts, Borderers, their ability to hunt relentlessly finds them many job opportunities from kings who wish a unruly captain dead, or a merchant who could stand to have a few less rivals. The most common work however is set by small villages that wish to see a bandit or monster dead

Rogue

Thieves in layman's terms, present a host of possibilities. Thieves are more common then a competent official. The slums of Thran are crawling with the cutthroats who wish to turn their luck. The city of Haas is virtually ruled by criminals who have wormed their way to the top and the men of Kuran are said to be the best thieves in the world.

Rogues are often hired by nobles to steal what cannot be purchased with money. More often the not however Rogues act on their own accord; whether it be cracking into Rashans palaces or exploring sand blasted ruins of the Wastes

Wizard/Sorcerer

As I mentioned in the previous chapter Magic is not a frivolous thing to make a convenient patch for a plot hole; In Golden Sun there are no stores on the street corner, where a bumbling old mage with a heart of gold sits scratching a tabby... Wizards are madmen whom from ancient towers watch the world with a bloodshot eye, Sorcerers make kings tremble and high-priests shutter! Magic is by no means a simple thing, and when playing a Magic using character I would suggest the DM and PC remember that for even a simple spell there can be dire consequences. I will go further into Magic in the next chapter.

(Questions? Comments? Don't be the least bit bashful, I would greatly appreciate any constructive criticism or advice, I would love to hear of what you think of it so far, Best wishes Pierce)