Pern
After the Ninth Pass
Narrative
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. Together, they have gathered their followers and formed a powerful alliance, threatening to overrun the rest of Pern.
In desperation, two separate alliances have been formed to resist the onslaught. The first has been brought together by Benden in defense of the ancient ideals and in the hopes for peace. The second is united around Fort Hold by those Lords who wish to defend their own.
However, much of the northern continent now lies nearly abandoned, and the peoples of Nerat and Ista have refused to take sides, hoping to avoid the devastation by remaining neutral. Indeed, few allies remain to the North, as the allegiance of Bitra Hold has been bought by the South, creating a threat within the very heart of their strongholds.
With the Dragonriders now a shadow of their former selves, they no longer hold the power and influence to unilaterally prevent this conflict. Who then shall prevail and rule the fate of Pern?
Rules
Bonuses go to reserves, and are listed per territory. Each weyr grants +3 bonus.Each territory has maximum unit count equal to 10 + 5 x bonus (for example, a territory of bonus 2 would have a unit max of 10 + 5 x 2 = 20). Weyrs have 20 maximum units. Water territories can hold unlimited units, but grant no bonus.Placement is enabled on all territories except water.Water territories can only attack mainland holds with an anchor symbol. Exception is Drake Lake, which can attack all bordering holds.Each weyr can attack each other weyr at default dice.Dice:Default - attacker kills 60%, defender kills 75%Water to land - attacker kills 50%, defender kills 75%Across the Ring Sea (wrap-around) - attacker kills 30%, defender kills 75%Weyr to hold - attacker kills 65%, defender kills 85%Hold to weyr - attacker kills 55%, defender kills 85%Across bridge - attacker kills 50%, defender kills 75%Fatigue: 5% per 10 turns.Cards: 5,5,5,5,...