IMPORTANT NOTE: This scenario is not meant to be played as the Lizardmen. They start out with a huge advantage and merely meant to be a strong adversary. The reason they are not permanently set as "CPU Squire, Knight, etc." is so you can change their level to increase difficulty.
All races (except the Lizardmen) are playable. This scenario can be extremely easy or pleasantly challenging depending on the levels at which you put the AIs. It's a quick play, and you may want to try playing it several times as many of the different races.
I recently downloaded my own scenario to see how it was working, and I found out that there was a zip file within a zip file! I don't know how that happened; however, I confess that I had no clue as to what I was doing when I sent in this scenario to Angel Draco. So... *looking on bright side* ...you get two scenarios instead of one! I believe that they are the same, but I know that the unzipped file at 30 KB is the correct one.
Also, I was playing "Bluejem Valley" as the Goblins and noticed that the cave leading to the Highmen islands was blocked. This really throws a wrench into the scenario because of AI behavior. The AI will only build Dragon Ships which take much longer to build than standard Transport Ships. Also, I do not think that I have ever seen an AI load troops into a ship. They might; I don't know. When I was playtesting it as the Highmen, I just used the Shipyard because boats are much faster than wandering through tunnels. I really hate to send troops into the underground because I end up forgetting about them and just losing them.
In about a week I should come out with a version 2.0 which will:
1: Fix the problem with the Highmen cave
2: Add text bubbles
3: Add custom heroes and items
4: Maybe throw in some more races