The Southern Continent
Welcome back to Pern. Many turns have passed since the conclusion of the last and final Pass of the Red Star, and the world has changed.
Dragons and their riders have drastically decreased in number and prestige. The absence of Thread, the development of the southern continent and the incorporation of the Aivas' technology has greatly altered the balance and structure of Pern's culture. No longer united in a single purpose, the planet has grown unstable.
The descendants of Toric of Southern Hold and Fax of the High Reaches have lost none of their ancestors' lust for power. Independently, they have gathered their followers and threaten to overrun the rest of Pern. In desperation, rapidly-shifting alliances have formed among the other Lord Holders to resist the onslaught. Allegiances are for sale, betrayal is inevitable, and intrigue rules with a velvet glove.
The Crafthalls and Dragonriders try to remain aloog, but as conflict spreads across the face of Pern like the memory of now-vanquished Thread, their days of avowed neutrality are numbered.
As the land descends into bloodshed, who shall prevail and rule the fate of all Pern?
Each Major Hold is marked with a fortress icon . Major holds will generate +1 unit per turn on themselves, and an additional +1 unit for each Minor Hold (circles, darker background color) that you own in the same region. Major holds defend against all attacks with d7.
Dragons reside in the nine Weyrs, located in the craters of ancient volcanoes. This location provides defense against ground attack (defend with d7) but not against aerial assault from another weyr (attack with d7 to all weyrs). However, dragons do not fight well on the ground, so move with caution against the surrounding territories (attack with d5). Dragons are expensive to upkeep, and each weyr will lose -6 units per turn. However, dragon upkeep is offset by tithes from the minor and major holds who enjoy the weyr's protection in their region: each minor and major hold you control in the weyr's region will generate +2 units on the weyr each turn. So, you need to control at least three holds to maintain your weyrs.
The thirteen Crafthalls offer their services to all holds in their region. Controlling a crafthall will generate +1 unit on every minor and major hold in the same region, regardless of who owns it (except for neutral). In addition, crafthalls are the centers of creativity, science, and industry on Pern, and they are often driven to new feats of ingenuity by collaboration and rivalry among themselves. Thus for each pair of crafthalls you own, you will get a +1 unit "collector" bonus to your reserves. If you control just one hall, you will get 0. Two halls yields 1, three halls yields 3, four halls yields 6, and so forth.
You are free to sail the seas of Pern, but beware that it is difficult to transition between land and sea. Seas attack land (including Holds, Crafthalls and Weyrs) with d5, but also defend against land with d7. Note that it is possible to sail around the world (the sides wrap), but at a severe penalty.
Miscellaneous rules: 4,5,6,7... card scale, return to attack from fortify is on, unlimited reserves, medium fog default.
By the Egg, go now and conquer!
*Note: Original design by Hurricane. Reproduced and adapted for WarGear with permission.
*Note: "The Dragonriders of Pern" is under Copyright Protection by its respective owners (Anne McCaffrey). All credit for theme, setting, and character go to those individuals. This board is strictly released only for fair use on WarGear.net.
Bonuses, Limits and Dice