Dragonriders of Pern - The Tenth Pass

The world of Pern is a place where survival depends on the ancient compact between dragonriders and the people they protect. This is a world of tradition and cyclical struggle, where the Red Star returns in the sky every two hundred turns to herald the coming of Thread, a silvery menace that falls from the heavens to consume all organic matter it touches. The land is divided into territories protected by five great Weyrs, each home to the magnificent telepathic dragons and their bonded riders who alone can combat the Thread with searing dragonflame. Between the Passes, when Thread does not fall, the relationship between the dragonriders and the groundbound people grows strained, for Holds and Craft Halls must tithe food and goods to support Weyrs that seem to do little in return. Yet when the Red Star approaches and Thread begins its relentless assault, all remember why the dragons are a necessary part of Pern. The current age stands at the threshold of the Tenth Pass, two centuries after the beginning of the Ninth. The world has been reshaped by loss and consolidation. High Reaches Weyr fell silent a century past, its riders scattered to Fort and Telgar after plague and brutal winters broke their strength. Ista Weyr was consumed by the sea eighty turns ago when a great wave destroyed the island stronghold, forcing its survivors to flee between to other Weyrs while Southern assumed protection of those distant waters. Now only five Weyrs remain to guard all of Pern: Fort, the oldest and most traditional; Benden, proud and innovative; Telgar, strengthened by absorbed riders; Igen, masters of desert survival; and Southern, isolated and mysterious. Each has developed its own culture and approach to the eternal struggle, shaped by the tragedies and triumphs of recent history. --- Set approximately two hundred years after the Ninth Pass books (Lessa and Ramoth, Menolly and her firelizards, Jaxom and Ruth). AIVAS was not found in this AU, Pern remains low-tech and mostly traditional. The AI may try to push forgotten ancient tech, alien tech, or magic as plots into the story, so I have tried to remove any 'triggers' for such content in the base game to stave it off as long as possible. Impression restrictions are relaxed according to the rules I enjoyed while playing in various Pern RPs back in the day. - Women can Impress green, blue, brown, and gold. - Men can Impress green, blue, brown, and bronze. - White dragons and another bonus "sport" color are in the game, but at the time you start playing, none exist. NOTE: If you attend a hatching in-game, the AI may try to default canon Impression where all male dragons only Impress men and women can only have green or gold. You can simply have your character think about what they'd like to Impress, the opportunity will usually arise. World creation stuff: - Tons of dragonriding abilities - Multiple starting options for candidate, weyrling and established riders, plus a custom start - Triggers to add necessary traits as you move up in the dragonriding world - Firestone resource - Triggers to introduce Threadfall into the game once you've had some time to prepare for it - Plenty of drama set up in pretty much every location Changelog: 26/5/9 - Updated to current version and added Coherent NPC Intents and Massive Names List mods.

Cover art for Dragonriders of Pern - The Tenth Pass, a fantasy world on Voyage