War in Midkemia This Empire Deluxe Scenario is based on the Riftwar Legacy books by Raymond E. Feist and takes place on the major continents of the planet Midkemia. It is a fantasy setting and is therefore low-tech using only Infantry, Cavalry (Armor), Traders (Transports), and Frigates (Destroyers). You must use Advanced Rules and set all computer opponents to Expert. The Five Powers are the Kingdom of the Isles (Red), the Empire of Great Kesh (Green), the Kingdom of Queg (Cyan), the Elf and Dwarf Alliance (Magenta), and the Brotherhood of the Dark Path (Navy). Each power starts with either two or three cities and a small force in each city or in the field. Red--Starts out with the most widely spaced holdings and will face an immediate three front war. It will be difficult to hold Crydee in the west, shrewd alliances will help here if other powers are human-controlled. In the middle, Krondor must be held at all costs. Expansion here may have to wait for reinforcements from the East. In the east, the wide-open neutral cities must be conquered and the various enemy expeditionary forces must be vanquished before the march to the West can begin. The Kingdom of the Isles is one of the more challenging powers to play but can also become one of the strongest. Green--Starts out all alone at the western end of the Southern Continent. Expand here quickly and move east against Krondor. Make good use of your expeditionary forces at the far eastern end of the continent. The Empire of the Great Kesh is a good, strong power to play. Beware of attacks from the sea. Cyan--Starts out on a small island in the Bitter Sea. You must quickly expand toward the Free Cities along the coast to the north. Use your powerful starting navy wisely. The Kingdom of Queg starts out in a precarious position but can quickly become very powerful if its expansion is not held in check and if no amphibious attacks against the home island hinder it at the start. Magenta--Starts out as the most strongest power in the west. All three of its cities are close together and well-defended. Coordinate your attacks against the other powers in the region. Beware of the Brotherhood since it too starts from a strong position in the area. Move quickly against the neutral cities to the east. Your small force in the far east should be used to gain a foothold there from which to launch skirmishing attacks. The Elf and Dwarf Alliance is a very strong power which can quickly dominate the game if it subdues the west in the early stages of the war. Navy--Starts out with a medium strength force in the west which must hold against the stronger Elf and Dwarf forces. Its forces to the north should seek to conquer the rich cities of the central valley then move west to support the effort there. The small force in the far east can quickly gain a foothold in the region and expand from there. Even if you lose the west, all is not lost. The Brotherhood of the Dark Path is one of the more enjoyable powers to play. For all the powers it is important to study the terrain closely and use it to your best advantage. Many choke points and killing fields exist which can be exploited by the intelligent General. It is also important to recognize that this is a predominantly land-based scenario, but one in which wise use of small naval forces can have a major impact. I hope you enjoy the War in Midkemia scenario. I have also included the .map file so that you can easily create your own scenarios from it. Designed and created by, Michael Pflug (75110,1547)