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 ***