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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.  
 
 
 
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==
 
==Physical Appearance==
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==Society and Culture==
 
==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.
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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.
 
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.

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