Bloom

Bloom is a rival kin that challenges Spiritkeeper for control of the Spiritwood during Part 2 of Golden Treasure: The Great Green. It appears to be either especially crafty or especially cowardly, coming to challenge Spiritkeeper with a following of various Goodbeasts, including a Suncaller Giver who announces its presence and intentions on its behalf, and both a Surefoot and a Tusksnort Giver who it employs in battle against Spiritkeeper. Its exact relationship with its menagerie is uncertain, but it appears to have told them that it is an envoy of Earth herself, and it is attempting to lead them to a "promised land."

Encounters
It is encountered only once in the game, during Part 2, shortly after Flare's challenge. Unfortunately, relative to Flare's challenge, there are very few checks Spiritkeeper may make preceding any direct fang-to-talon confrontation with it: Given that its followers add an extra risk to Bloom's battle, it is highly recommended that the player befriend the Clansingers in its territory. It is also recommended that the player Lucid Dream of Fire or earth before the challenge, especially if they failed a first attempt.
 * An Air check, to scare away its lackeys. Succeeding this check will make it so that you only have to battle Bloom itself to retain control over your territory.
 * There is a hidden option. If you have become the chieftain of the local Clansingers, you may call upon their aid to scare away Bloom's followers, allowing you to skip either the animals or the entire fight itself.

In Battle
Bloom's menagerie make it a risky fight for the unprepared. If, on the off-chance that Spiritkeeper fails to drive away the followers, you will have to contend with the Surefoot and Tusksnort Giver in short order. After these two are defeated, you must then face off with Bloom. Similarly to the other rivals, Flare and Whisper, Bloom's attacks are telegraphed for you to make the battle less of a trial. The Suncaller Giver on its head will announce the element of its next attack, so the player may easily deduce which element to use in retaliation.
 * The Surefoot is not the worst of the battle. If you have particularly high Water or Fire Masteries, you can typically take it down in two or three turns of using Flowing Strike or Power Strike.
 * The Tusksnort Giver is more likely to offer a challenge or frustration. If the player has a Boom or any Black Balls saved, it is highly recommended that they be used here.

Biography
There is little to go on as to Bloom's backstory, if anything. Spiritkeeper has little to say based on its appearance or personality, and Bloom is never seen or mentioned again after its defeat. The gallery description states that it finds a territory of its own and has many facinating adventures.