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==The Dying and the Dead==
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Appropriately, for the draconic firstborn of the season of Death, the ''Ghost Dragons'' are entirely obsessed with their mortality.
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They were never numerous - even with their strong Pneuma most found that the ''Birthing Sickness'' was too high a price to pay for the privilege of offspring. When the ''Ascendancy'' started hunting the ''Ghosts'', their numbers dwindled further, and the desperate flight south has claimed its toll of casualties as well.  
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Now they are told that ''Endless Night'' has declared their future extinction - they have only four hundred and nineteen years before the dreaded ''Prophecy Clock'' runs out. They are all going to die - few can deny the certainty of this - the only question is how they will choose to face their fate.
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==Character Creation: Game Rules==
 
 
 
===Sphere Ratings===
 
 
 
*'''Soma 4'''
 
*'''Sophia 5'''
 
*'''Pneuma 6'''
 
 
 
''Ghost Dragons'' are unusual in that they are adept magi, but weak at charisma and manipulation. They are amongst the most effective, learned and puissant necromancers in the Realm however, especially when it comes to dealing with restless spirits.
 
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===Birthrights===
 
 
 
'''Deathsight''' - ''Ghost Dragons'' can visualise the energy they call ''Deathforce'', which flows into the world from the ''Void Beyond'', and surrounds that which is touched by death. With Ghostsight they can instantly identify if someone is dying, if a creature is alive or dead (or undead), can detect even the most subtle of necromantic magics, can determine to the nearest year how old any creature is, and to the nearest five years how much longer they would likely survive before death from old age, natural causes or pre-existent disease were to take them.
 
 
 
'''Voidtongue''' - Undead, elemental creatures of death energy and (rare) ghosts typically do not communicate in mortal fashion, instead simply moaning and wailing. When these entities do speak they speak ''Voidtongue'', the empty and formless language of the nothingness beyond. This language is somewhat unique in that it can never be learnt - even by the most skilled linguist - but ''Ghost Dragons'' find they can understand and speak it intuitively.
 
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===Flaw===
 
 
 
'''Masque of Disquiet''' - ''Ghost Dragons'' make for disturbing and unpleasant company. Their voices seem soft, but also seem to cause others to feel uncomfortable. Their physical forms seem basically normal (if unhealthy), but there is something oddly wrong about the way they move. On actions relating to any positve socialisation (i.e. any socialisation except intimidation and attempts to cause fear or discomfort) ''Ghost Dragons'' must remove any dice they roll that roll a "6". These "6s" neither count towards achieving a success, nor contribute to the power of an action.
 
 
 
When dealing with other ''Ghost Dragons'', ghosts, undead or any other creature that speaks ''Voidtongue'', this flaw is not activated.
 
 
 
'''Fated''' - If you are using the default metaplot, the ''Ghost'' breed as a whole has a major world-changing event ahead of it that will happen inevitably on a certain date, and beyond player control. Players who select this breed should be aware that the metaplot has this surprise in store and that they probably won't be able to do anything about it.
 
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==Physical Appearance==
 
 
 
'''Ghost Dragons''' are pale grey in colour, with jaundiced-looking yellow eyes, and an overall build that seems sickly and unhealthy to other breeds. Their horns are spiralled and a dirty off-white colour. Their skin seems to be drawn a little too tightly across their ribs and limbs. Others cannot help but note that there is a certain intensity to them - they stare too long, breathe a little too quietly and are generally unsettling to be around.  
 
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==Society and Culture==
 
 
 
Its been over one and a half millennia since the ''Ghost Dragons'' fled the north, and just over 1200 years since the breed settled in their current location. Every ''Ghost Dragon'' now alive was born in the south, but almost every one can remember stories from parents or grandparents of the long flight. The new generation may be southern-born, but they still regard themselves as refugees.
 
 
 
Their place of settlement is ''Ghosthome'', which that lies on the outskirts of ''Arrantis'', only a short distance from the ''Ashen Kingdom''. Once ''Ghosthome'' was just empty and misty marshland, but its new inhabitants have changed it to their liking, building their lairs from the twisted wood of the long-petrified mangroves and establishing a defensive perimeter of wards and protective sorceries. Within ''Ghosthome'' the ''Ghost Dragons'' converse only in ''Voidtongue'' and are wary of all strangers - even their ''Alliance'' protectors. This little patch of dirt may not be much, but they consider that it is their own sovereign territory now. While the ''Alliance'' may have been planning to just foist off a piece of unwanted and unpleasant domain on the refugees, the ''Ghosts'' have found that the place is very much to their liking, the cloying mists and grey swampland suiting their temperaments and preferences well.
 
 
 
Within the breed there is a general obsession with their refugee status, but even more so with the ''Prophecy Clock'' - a prediction/threat by ''Endless Night'' made a quarter of a century ago that the ''Ghost Dragons'' would be extinct within 444 years. With only 419 years left (far less than a lifetime, for dragons) the ''Ghost Dragons'' have found their society is fracturing into different factions.
 
 
 
The ''Fatalists'' believe that ''Endless Night'' has never been wrong in his arcane predictions, and that the ''Prophecy Clock'' cannot be denied. They are preparing to face extinction, and deciding how best to deal with this. The key Fatalist belief is that the only thing to do now is to put personal affairs in order. ''Fatalists'' are understandably keen that no new births should occur, but otherwise believe that individual ''Ghosts'' should be allowed to fade any way they choose.
 
 
 
The ''Vengeful'' also believe that the ''Prophecy Clock'' is true - or at least is probably true. They argue that ''Ghosthome'' should be abandoned, and that the ''Ghosts'' should head north again, to meet their end bravely and in battle. ''Ghosts'' being ''Ghosts'', they wonder if there is some puissant arcane sorcery they can invoke to wreak revenge, perhaps fuelled by their own lifeforce.
 
 
 
The ''Deniers'' are probably the largest faction, though their numbers shrink year by year. They believe that the ''Prophecy Clock'' is just an ''Ascendancy'' propaganda tool, intended to divide prior to conquering. They don't believe extinction is inevitable, and will do all they can to convince others of this. They also believe in being proactive in fighting, but they seek to fight their prophesied destiny rather than going out in a blaze of glory like the ''Vengeful''.
 
 
 
The ''Concilators'' are the smallest faction. They believe that the ''Clock'' is a threat, and that only ''Endless Night'' has the power to revoke it. They want to go back to the ''Ascendancy'', arguing that maybe they can earn mercy. Their beliefs are understandably extremely unpopular, and expressing ''Concilator'' sympathies is a surefire way to earn hostility from most ''Ghosts''.
 
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==Lifepaths and the Ghost Dragons==
 
==Lifepaths and the Ghost Dragons==

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