	The Kingdom of Karameikos is found on the world of Mystara, an AD&D adventure world.  It is mainly a frontier nation, filled with sweeping forests and the harsh Black Peaks to the north.  In this scenario, there are five nations that have an interest in Karameikos:  The Shadow Elves, the Thyatians, Darrokkin, and the island nation of Minrothad.  To make matters worse, rebels and insurgents have caused a revolt, that effectively made all the cities of Karameikos neutral at the start of the game.  As the King of Karameikos, you must bring the renegade cities back to  your banner, while protecting your borders from invaders.

	Shadow Elves:  A poor starting location, but a good local city base that is very defensible.  The only immediate rival is Darrokkin.
	Darrokkin:  Similar to the Shadow Elves, their starting position isn't the most advantageous, but they share an easily defendable border with only one nation, the Shadow Elves.  Once the passes through the Black Peaks are secure, nothing can threaten the capital.
	Karameikos:  The best starting position, being near several ruins and many cities, but the central location makes all of the other opponents immediate enemies.  Once several key locations are secured, Karameikos becomes a virtual fortress.
	Thyatis:  A favorable starting location, with easy access to ruins and Karameikos, though most of Thyatis' beginning land is forest and hills, making initial expansion difficult.
	Minrothad:  The most favorable starting position, with several cities in easy reach.  The mobility of sea going vessels gives Minrothad excellent expansion possiblities.  However, conquest of the mainland will be difficult without first establishing a secure beach head.
	Pirate Kings:  This nation was added to give Minrothad something to worry about early in the game.  Expansion possibilities are minimal, but the mobility of sea travel makes the Pirate Kings a viable force if used properly.
	Rugalov Clan:  The renegade nobles that incited Karameikos to rebellion.  They were added because all of the games where I played Karameikos usually had me controlling most of the cities on the mainland.  The Rugalov Clan gives Karameikos someone to worry about early on.

New Units:

	Pioneers:  Pioneers provide extra provisions to armies they support, and know the land around their homes intimately.  (Mv Bonus Forest/Hills, Group Bonus +1)
	Veterans:  These old campaigners have known battle for many years, and make able sergeants. (Group Bonus +1)
	Healers:  By tending the wounded and healing the sick and injured, the effectivness of armies supported by healers is increased.  (Group Bonus +2)
	Mercenaries:  These soldiers fight for gold, and plenty of it.  Tough and easy to assemble, they also cost a fortune to maintain.
	Spy:  By slinking through the woods, Spies are able to report on enemy forces, reducing their effectiveness.  (Mv Bonus Forest, Enemy Bonus -1)
	Cavalry and Knights:  Increasing effeciveness from Light, to Heavy, the the elite Knights, all cavalry are terrors if given room to charge.  (Terrain Bonus Plains +1/+2/+2)
	Avariel:  Winged elves from the far west, they can provide much need air support to embattled armies, and their flight ability makes enemy walls useless (Mv Bonus Fly, Siege Bonus)
	Rangers:  Rangers are elite guerilla warriors, able to move through the forest like the wind.  (Mv Bonus Forest, Strength Bonus +1/Forest)
	Priests:  Armies accompanied by priests receive the blessing of the Immortals.  (Group Strength Bonus +2)
	Mages:  Powerful flying wizards, their fireballs and lightning bolts can decimate entire units, decreasing an armies effectiveness.
	Spectre:  Sometimes, the spirits of fallen warriors join their living comrades.  Their terrible visage inspires great fear among enemies.  (Enemy Bonus -2, Mv Bonus Fly)
	Warlord:  A warrior of the greatest caliber, only greatest of nations can produce a man such as this.  (Group Bonus +2)



New Allies
	
	Fire Sprites:  Called from the Plane of Fire, these Sprites embue their allies' swords with fire.
	Dryads:  'Children of the Trees', Dryads can help armies move swiftly through the thick trees of Karameikos.  (Mv Bonus Forest)
	Adventurers:  Sometimes, powerful adventurers flock to the banners of their lords.
	Wrath Angel:  An Angel of War, an Ally granted by the Immortals of Goodness.
	Dark Angel:  Also an Ally granted by the Immortals, Dark Angels are usually allied with tyrants and warlords.
	Dragons:  These might creatures are rulers of the battlefield, able to turn a unit of elite horsemen to a charging barabecue in a matter of moments.
	Assassins:  Just as Dragons rule the field of battle, Assassins rule the night, killing leaders and heroes before they can be brought to bear upon their enemies.

New Items:

The following items grant flight:
Falcon Wings	Shiera's Mask	Witches Broom	Wand of Flight	Magic Carpet	
Wings of the Eagle

The following items increase a Hero's movement speed:
Potion of Speed	Five Winds Boots	   Amulet of Speed   Ring of Travel   Moonstone  Staff of Movement

The following items increase all the cities Gold:
Cornucopia   Alchemist   Bag of Holding   Diamond Mine   Gold Mine   Elven Horn

The rest of the items either increase a Hero's Battle Score, or his Command Score

Design Notes:

	I tried to design this scenario with an eye toward strategy.  By controlling certain points, a ruler can keep his cities safe with only a minimal army.  The sea and rivers, too, can prove to be an effective weapon, but that weapon can also be used against you.  I purposely made the city incomes low, so engagements are made by small, effective forces, rather than a horde of light infantry overwhelming a Dragon.  An army of three Light Cavalry, one Archers, and one or two Pioneers makes an effective fighting force on Plains.
	I'd like to thank everyone in advance if I borrowed or adapted an army icon you created.  I myself don't have an artistic bone in my body, but I'm glad someone else out there does!

Any comments or suggestions can be sent to cn2942@coastalnet.com.  

Enjoy!

