                          The Chaos Sagas - Part I
                          ========================
                             The War of Powers
                             -----------------

 COPYRIGHT NOTICE: Please note that the terms "Chaos Sagas", "Chaos Lords",
   "War of Powers", and "Mage Wars", is copyrighted to Darrin Hutchison,
                 for use in the upcoming Chaos Saga novels.

Provincial, geographical, and racial titles, along with city and ruin names
      used with the "War of Powers" campaign are copyrighted to Darrin
                                 Hutchison.

     The god-names "Zithraan" and "Fithraan", along with the hero names
      "Kolaal", "Krael", and "Mage of Chaos"  are also copyrighted to
                             Darrin Hutchison.

Any duplication or use of these terms and names outside the "War of Powers"
  campaign provided for the game Warlords 2, published by SSG, is strictly
                                prohibited.

Foreword by the Author
----------------------

        Please let me know what you think of this and following scenarios
of the Chaos Sagas!  Your input, feedback, and suggestions  will be
appreciated.  Contact me via Compuserve: Darrin Hutchison, 100352,506

                                  --oOo--


Introduction
------------

        Let it be known, that the centuries that followed the Mage Wars
were a time of conflict and suffering.  Each of the individual ruling
powers now vied for ownership of the lands previously ravaged by the
madness that was the magical Mage Wars:

        Chaos Lords
        -----------
                The Chaos Lords are a sect of Dark Mages, governed by the
        Mage of Chaos, a renegade Dark Mage of the Order of Zithraan.  The
        Chaos Lords broke away from their Order after the Mage Wars were
        lost.

        Faranthians
        -----------
                These Children of Nature - or Elves - generally keep to
        themselves and remain uninterested with the affairs of the other
        races.  Their home is within the impregnable Great Forest of the
        west.

        Garunthians
        -----------
                These Children of Nature - or Dwarves - also keep to
        themselves, and like their Elven brethren, like to remain
        impartial to the affairs of the other races. Their mountainous
        lands are to the east, on an island continent, separated from the
        lands of man by the Garunthian Chasm. The only road across to
        Garunthia is via the LifeSpan, a huge Garunthian-built steel
        bridge.

        Northern Barbarians
        -------------------
                These fierce warriors have their homeland in the far
        northern continent of Jaruk. During the chaos of the Mage Wars, the
        Northern Barbarians managed to capture the northern ice-lands of
        Continent of Chaos.  The barbarians are the only race capable of
        successfully surviving in the harsh ice-lands of the north.

        Free-Landers
        ------------
                The Free-Lander Coalition is the government of the humans.
       The Free-Landers inhabit most of the Mid-Lands of Chaos.

        Skentarkian Outlaws
        -------------------
                During the founding of the Free-Lander Coalition, all
        criminals were driven out of Terra and its surrounding towns.
        Travelling northwards, they finally made their home on a series of
        islands north-west of the Great Forest. The Faranthians tolerate
        their close proximity because the Outlaws provide an excellent
        defense against unwanted sea-intruders.

                                  --oOo--

                             Unit Descriptions
                             =================

Standard Units
--------------

Giant Bat       -       A useful flying unit for scouting unknown territory
                        and investigating hidden stacks.
Ranger          -       Same as Giant Bat but more effective in concealing
                        terrain such as woods and hills.
Siege Engine    -       Useful tools of war that enable the conquering of
                        cities (cancels city bonus).
Archer  (G)     -       Useful within forests or amongst high terrain where
                        they can pick off their enemies at will.
Fighter         -       The standard soldier of any army, though slightly
                        better trained in the use of weapons.
Assassin        -       Not strong individually but highly effective in a
                        stack. They are trained with the sole purpose of
                        hunting out Heroes. More effective at the rear of a
                        combat order.
Knight          -       The gallant warrior on horseback, resplendant in
                        their shining armor. Most effective in open
                        terrain.
DeathKnight     -       Powerful death-bringers; these warriors are
                        exceptionally trained in all aspects of combat and
                        war.
Giant Spider    -       Dangerous creatures at home within forests.

                                    ----

Dwarf           -       Otherwise known as the Garunthians, these people
                        make a dangerous enemy amongst high country.
N. Barbarian    -       The Northern Barbarians are from the frozen lands
                        of the north. They are effective killers in the
                        open.
Faran Folk      -       Otherwise known as Elves, these people are very
                        dangerous in their natural woodland terrain.

                                  --oOo--

Magical Units
-------------

Wiccan (G)      -       Old english for Witch, these druids of Nature offer
                        great benefits to armies travelling through
                        woodlands.
Wizard (G)      -       These old practitioners of White Magic are useful
                        for protecting armies in open battlefields.
Mage (G)        -       Dark Mages are trained not only in magic but in
                        hand to hand combat as well. These worshippers of
                        Zithraan - the Dark Ghod - are effective in all
                        combat situations!

                                    ----

Pegasi          -       Powerful and swift flying units.
Skeleton        -       Strong units that are most effective within city
                        confines.
Spirit          -       These lost souls are powerful within city limits
                        where they love to haunt.
Guardian        -       Originally created by the Mage of Chaos - a
                        renegade Chaos Lord - these powerful creatures
                        strike fear and dread into the hearts of the most
                        powerful of warriors!

                                  --oOo--

Ally Units
----------

Fire Elemental  -       A flying force of destruction in all forms of terrain.
Water Elemental -       A tide of force that sweeps aside all in its path.
Earth Elemental -       A juggernaut of brute force that is hard to withstand.
Air Elemental   -       A swift and powerful flying unit.

                                    ----

Lich            -       Powerful mages long dead, these creatures of
                        darkness are deadly.
Archon          -       Deadly angels of death, these creatures are most
                        effective against heroes (cancels hero bonus).
Daemon          -       These evil creatures are certain death to all units
                        (cancels non-hero bonus).
Dragon          -       Incredibly powerful flying allies.

                                  --oOo--

                              Future Scenarios
                              ================

War of Powers           -       You're looking at it!

Barbarian Tides         -       While the races of the Mid-Lands battled
                                for supremacy in the War of Powers, the
                                Northern Barbarians massed an army within
                                their homeland of Jaruk. The Mid-Land races
                                must force the barbarians back. (Includes
                                new map of the northern ice-lands of Chaos
                                and the continent of Jaruk.)

Free-Land Agenda I      -       The Free-Lander Coalition is mounting an
                                all out effort to take Chaos for itself.
                                The first part of their agenda is to invade
                                Garunthia. (Includes complete new map of
                                Garunthia).

Free-Land Agenda II     -       The second part of the Free-Land Agenda is
                                to invade Faranthor and crush the Elves.
                                (Includes complete new map of the Great
                                Forest and the sacred island of Faran
                                Enor.)

Daemon Hoards          -       The magical barrier that surrounds the
                                southern desert-lands of the daemons has
                                been destroyed! The daemon hoards are
                                pouring out of Hell's Gate! (Includes
                                complete new map of the southern
                                desert-lands of Chaos.)

        More scenarios will follow if your responses are encouraging!

                                  --oOo--

   *** All contents of this file are copyrighted to Darrin Hutchison ***
