Clansinger

Clansingers are a type of goodbeast found throughout the game. They are described in unfamiliar hunt options as large furbeasts with a predatory scent, and are found in forested hunting grounds. There are four encounters where Clansingers may communicate with Spiritkeeper, one in Heartbone Valley and the other three in the Great Green. In Part 2, it is possible to forge an alliance with a pack of them, for which you will earn a Tarot Card.

Mastery Description
''This is a Clansinger, sometimes simply called a Singer for its beautiful voice, which fills the Air at times of victory, at times of joy, and on Moon-stained hunting-nights. Their Music echoes throughout the Great Green, carrying the voice of their people. They live together in Clans, which are to them a sacred institution, and they hunt and fight together. Beloved Children of Great Mother Earth, they possess a noble bearing and are both intelligent and honorable. Even a Great Lumberer would not dare to challenge an entire Clan of Singers, only when alone are they vulnerable to attack by any normal animal, and even then they are not gentle foes.''

Encounters
Clansingers may be encountered in Part 1 and Part 2 of Golden Treasure: The Great Green. All encounters provide Clansinger Mastery in some form or another.

Part 1
During the Clansinger encounter of Part 1, Spiritkeeper happens upon a Clan singing of their ways together on a moonlit night. The player is given multiple options as to how they feel about their Song: Different responses to this encounter provide different advances for Elemental Masteries.
 * Fascination about their unity
 * Disgust for their dependence on one another
 * Moved to sing their own Song
 * Indifferent and disinterested

Part 2
There are three separate Clansinger encounters in Part 2, here described in order from right to left. Each encounter is important to the Clansinger alliance sidequest and Tarot Card, and each action you take during these encounters is important to your reputation among the Claw-of-Spirits Clan. In order to strike an alliance with this Clan, you must both have full Clansinger mastery and a clan reputation of 4 or higher.

In the rightmost encounter location, Spiritkeeper stumbles across an individual Singer leaving its Clan. Exhausting every dialogue option will give you an abundance of Clansinger mastery, and leaving it in peace one way or another will give you +1 reputation. Attacking it under false pretenses will give you -1 reputation. In the central encounter location, Spiritkeeper finds the Claw-of-Spirits Clan around a resplendent dinner, singing a Song of victory. The player has several dialogue options to choose from, which each affect your reputation with the Clan differently. Responses of note are as follows: In the leftmost encounter location, an old Clansinger of the Claw-of-Spirits clan is guarding a treasure. The player can challenge it honorably, or ambush it should they have a high enough Water Mastery. Ultimately, it turns out that the old Clansinger was guarding not a shiny treasure, but a litter of cubs. You have various options here, the reputation changes of which are: After completing all 3 encounters, the Claw-of-Spirits Clan will seek out Spiritkeeper and consult it in the dead of night. If it has passed both the Clansinger knowledge check and the reputation check, the opportunity is granted for it to challenge the two Chief-Creators of the Clan for the right to become the chief of the Claw-of-Spirits Clan. If it can defeat one of the Creators, it is allowed, and Spiritkeeper obtains the Claw-of-Spirits Clan as a treasure. Additionally, if this is the first time that the player has befriended the Clansingers, they will gain The Moon card. As a treasure, the Claw-of-Spirits Clan shows in the open in the player's lair, and slows the rate at which Spiritkeeper loses its energy. Additionally, if they are obtained before Bloom has been defeated, they may be used to skip the battle with it. The Clan will persist as a treasure into Part 3 if Spiritkeeper additionally prevents the forest fire in Part 2, which is a necessary condition for both The Empress and Temperance cards as well.
 * Telling them that their way encourages weakness will give -1 reputation
 * Leaving for a reason that they believe will give +1 reputation; leaving for a reason that they don't will give -1
 * Challenging them for a share of the kill and winning will give +2 reputation; losing will give -1
 * Sneak attacking the cubs' protector grants -1 reputation; honorably challenging it and allowing it to escape grants +1
 * Eating the cubs grants -3 reputation; sparing them provides +2. The ramifications of taking one home with you are uncertain, but it is not recommended.