Spiritkeeper

Spiritkeeper is the player character of Golden Treasure: The Great Green, and a member of the Emerald Kin. Depending on the player's actions, Spiritkeeper can be known variably as "compassionate and self-sacrificing" or a "fierce survivor" among the other Kin, and during its adulthood, may be tested on these qualities by the Allmother or Many-Times-Burned respectively. It is generally familiar with tradition, though whether it grows to disregard or embrace it, once again, depends on the actions of the player.

Biography
It was born to Darktooth and Emerald Flame in the Heartbone Valley, where it spent its earliest Suns learning to survive. During its infancy in the valley, it may accomplish various different things, but through all playthroughs it must flee to the Great Green, lest it be slain by the very No-Tails who killed its Birther-Creator.

In its adolescence, it settled in the Spiritwood region of the Great Green, where it spent its first Great Sleep. What it accomplishes here depends again on the player's whims, but it has an abundance of opportunity. It may take the Great Lesson, challenge the rulers of its neighboring territories for various artifacts, and befriend the local Clansingers. Over the course of its adolescent Suns, Spiritkeeper is challenged for its territory by three rival kins, who it dubs Flare, Bloom, and Whisper.

It is called upon by Darktooth to attend the third Grand Moot of all Draak-kin shortly after waking up from its second Great Sleep. Between this summons and the Moot itself, it has many Suns to prepare, during which there are a wide array of tasks it may accomplish. As a freshly-formed adult, it is now capable of challenging its neighbors, Vantage and Tempest, for their territories. It is additionally capable of attempting trials set before it by the Allmother and Many-Times-Burned, for which it will be rewarded with their favor, useful to it during the Grand Moot. Spiritkeeper may also incur the wrath of the No-Tails, who may attempt to hunt and pursue it. Regardless of what it does and does not accomplish, however, it must always attend the Grand Moot, where it is called upon to help decide upon a course of action by three of the elders. Depending on its favor with these elders, it can choose between three courses of action in the hopes of preventing, escaping, or easing the predicted Grey Future.

Abilities
Spiritkeeper is never shown to make use of any particularly distinct or special powers outside of what it learns through its Elemental Masteries.