Obsidian Throne Campaign
Background
The last High King of Cartasonne, Angoulaime the Unready, died senile and enfeebled more than a century ago, unable to keep together the powerful noble families of Cartassonne. The external threat of the Orcs of the wild had been beaten back long since, and the various Central Nations no longer considered them a threat. With no external threat the office of High King had been weakened by graft and politics and cronyism, and none of the claimants to the Obsidian Throne of Angoulaime could muster enough strength to force the other nations to recognize his claim. Thirty years of civil war petered out into surly negotiations that did nothing more than recognize the status quo; the various Central Powers of Cartasonne as we now know them.
Three generations have passed since the Compact of Cartasonne, marked by trade and numerous minor wars between the Central Nations. The empty throne of Angoulaime stands mute witness to the fact that no leader is strong enough to claim it -- the one thing that will unite the fractious powers that remain is one of their rivals trying to claim the High Kingship.
But the Orcs were not destroyed, just driven back. Left alone for more than a century, they have regained their strength. And now Cartasonne is weaker than ever before, squabbling and divided, as an Orcish Horde stands ready to descend upon the borderlands. Who now will have the strength to unite Cartasonne against their depradations?
The Map
There are three types of province: normal provinces (small coloured circles), capitals (large coloured circles), and Chavis, the High City (purple central large coloured circle).
Most provinces are Arable topography. The exceptions are clearly marked as follows:
Nations and Armies
The following powers exist at the start of the game:
Capitol City of Chavis
Player: none. One of the Orcish players will fight out any battles where a Central Nation fights against Chavis; one of the Central Nation players will fight out any battles where an Orcish power attacks Chavis. The Capitol never sends allied contingents out nor declares war on anyone nor moves its army from the capitol. It is not forced to defend if attacked; it may decide to stand siege instead. The decision is made by the same power(s) that would fight as the defender if a battle were fought that turn against the attacker.
Provinces: Chavis City (only)
Army: 1x3Kn (Gen), 6x4Sp, 2x4Bw.
Rebuild costs: the forces do not rebuild and if the capitol is ever captured the whole army disappears permanently from the game.
Duchy of Lahrsownee
Player: Jack "the Butcher" Sheriff
Provinces: Zarantium (Capitol), Nikaea, Trapezun, Thrakesia
Army: 1x3Cv(Gen), 3x3Cv, 1x6Kn or 4Sp, 3x4Sp, 2x8Bw or 4Sp, 2x2Ps.
Rebuild costs: 2 for Cv/Kn, 1 for Sp/Bw/Ps
Duchy of Arbino
Player: Mark Pozniak
Provinces: Arbino (Capitol), Minal, Tirenze, Fenettia
Army: 1x3Kn(Gen), 1xWWg, 1x3Kn, 1x3/6Kn or 2LH, 2x4Sp, 2x4Sp or 4Ax, 2x4/8Cb or 2Ps, 2x7Hd
Rebuild costs: 2 for Kn/WWg, 1 for Sp/Ax/Cb/Ps, 0 for Hd
Lordship of the Hessian Order
Player: Russell Loiselle
Provinces: Hofburg (Capitol), Sudentor, Lechfeld, Thorn
Army: 1x3Kn(Gen), 3x3Kn, 1x3Cv, 2x2LH, 2x4Cb, 1x4Sp, 2x7Hd
Rebuild costs: 2 for Kn, 1 for Cv/LH/Cb/Sp, 0 for Hd
Shires of Elmet
Player: Chris Brantley
Provinces: Elmet (Capitol), Tookburg, Pimscup, Fallolan
Army: 1xWWg or 4Ax (Gen), 3x3/4Ax, 2x3Ax or 3Bw, 2x3Ax, 2x2Ps, 2x3Ax or 7Hd
All elements cost 1 to rebuild except Hd, which are free.
Orcs of the Misty Mountains
Player: David Kuijt
Provinces: Mount Gundabad (Capitol), Trollshaws, Redgate Mountains
Army: 1x 3Bd(Gen), 2x 3Bd (Uruk-hai), 2x4Troll, 1xArt or HCh, 4x5Wb, 2x2Ps
Rebuild costs: Army rebuilds at one element per season. Rebuilds can only be 5Wb or 2Ps elements; the army can have up to 6x5Wb and 6x2Ps at any time (12 elements maximum as always). General must be a 3Bd if any remain; otherwise it must be a 5Wb element.
Orcs of the Dark Forest
Player: Dave Schlanger
Provinces: Barad Uruk (Capitol), Blackwood, Wild Forest
Army: 1x 3Bd(Gen), 2x 3Bd (Uruk-hai), 2x3Bw (Uruk-hai Bow), 3x2Wg or 5Wb, 2x5Wb, 2x2Ps
Rebuild costs: Army rebuilds at one element per season. Rebuilds can only be 2Wg or 5Wb or 2Ps elements; the army can have up to 3x2Wg, 6x5Wb and 6x2Ps at any time (12 elements maximum as always). General must be a 3Bd if any remain; otherwise it must be a 5Wb element.
Sea Raiders
Player: none, or whoever is present at DBA night of our less frequent gamers and wants to play
Provinces: Pen Draig (Capitol), Monnaght, Firbolg Isle, Cadwyr
Army: 1x3Ax or 3Wb(Gen), 9x3Ax, 2x2Ps
Rebuild costs: all elements cost one to rebuild.
Steppe Nomads
Player: none, or whoever is present at DBA night of our less frequent gamers and wants to play
Provinces: Khand (Capitol), Brown Lands, Sea of Grass, Tyrol Gap
Army: 1x3Cv or 2LH (Gen), 11x2LH
Rebuild costs: all elements cost one to rebuild.
Capitols, Homelands, and Ending the Game
Capture of the capitol of another central nation makes them a subject ally as per the rules. Capture of the capitol of an Orcish or Raider Human nation eliminates that whole nation for the rest of the game.
The Orcs win if either Orcish player captures Chavis.
A Raider Nation will win if it can capture Chavis.
A Central Nation needs the following to win:
Special Campaign Rules
Special Battle Rules
Determining the Defender for Tactical Battles
Allied Contingents
Last Modified: June 11, 2003: added Sudentor to the list of Woods topography provinces.
Page Created: May 11, 2003