Creating a character
#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)