Dzagonur Bastion (mission)

Mission Objectives and Rewards
Master of Whispers must be in your party to enter this mission.

If your character chose to follow Margrid the Sly (after the primary quest Mysterious Message) and has not yet gained Master of Whispers, you can still enter this mission (after completing the primary quest Warning Kehanni) by partying with another player who can bring him.

Objectives
Defeat the Margonite Generals before their forces take the citadel. Preserve the perimeter bombards to aid you in the battle. Defend the gates to prevent enemy forces from reaching the Citadel.
 * Speak to Prince Ahmtur the Mighty.
 * n of 3 gates still stand.
 * n of 3 bombards still function.
 * n of 4 generals still remain.
 *  *BONUS*  Keep the bastion's defenses intact.
 * n of 6 defenses left intact.

Walkthrough
To defeat the four attacking generals, first order the Whispers to guard two of the three gates, while you take the third gate. The Whispers themselves are generally incompetent at stopping the generals advances, so after you finish a battle, you have to quickly run back and provide reinforcements. If the Margonite generals get too close to capture points, gates, or bombards, they themselves can capture and disable it.

If the Margonite generals make it too deep past the defenses, immediately run back towards the checkpoint on the map (press [u]) to prevent the generals from capturing it as well and causing you to fail. Just stand your ground as each general takes turns pummeling your henchmen and heroes, make sure your party is well healed. Finally the fourth general will probably be outside of the fortress, just go outside and kill him.

Bonus
This bonus is a little tricky, as the Whisper groups will get overwhelmed pretty soon once the generals show up. The four generals that spawn from East to West are: Elementalist, Paragon, Monk, and Warrior. The one that does the most damage is the Elementalist general, followed by the Warrior. These two generals will cut through the defenders very quickly. Therefore, it is most advantageous to accomplish the Master's requirement by attacking and killing the Elementalist general first, followed by the Warrior. This way the Whisper groups can hold out against the two center generals, the Paragon and Monk, for as long as possible. One strategy is to split the group, sending a Minion Master and possibly another hard to kill member of the group, such as a Ranger, to harass and delay the Margonites on whatever side the rest of the party is currently not focussing on, allowing the Whisper groups to hold out until the rest of the party can get there to help.

Minion masters are very effective in this mission. A Minion Master can effectively hold a bombard with one or two whisper groups for a significant amount of time, while the rest of your party attacks the generals. The bonus can be completed solo in one or two attempts by bringing both Olias and Master of Whispers into the mission as minion masters, and assigning one of them to hold at the west bombard, while the party focuses on defeating the Elementalist general at the east bombard first. This strategy will buy ample time to finish the other generals. A third minion master (either a player character or another copy of Olias or Master of Whispers will make accomplishing the bonus a relatively easy task. Another method is to tell each one of the Whisper's groups to take one gate each in the beginning, then fight the enemy forces as they approach each bombard. The constant fire of the bombards will greatly assist you in accomplishing this. Wait until you have a significant break to fight the boss groups. I still believe it is best to take out the elementalist boss and group first, as they tend to rush the eastern bombard early, but none of the other bosses approached while the waves of groups were being taken out in my experience.

A significant amount of the mission is spent running from location to location. "Fall Back!" and "Charge!" are extremely effective.

NPCs

 * 20 Prince Ahmtur the Mighty
 * 20 Lieutenant Murunda
 * 20 Vabbian Guard
 * 20 Disciple of Secrets

Monsters

 * Kournan military
 * 16, 20 Kournan Guard
 * 16, 20 Kournan Bowman
 * 16, 20 Kournan Priest
 * 16, 20 Kournan Oppressor
 * Margonites
 * 24 Margonite Executioner
 * 24 Margonite Bowmaster
 * 24 Margonite Cleric
 * 24 Margonite Warlock
 * 24 Margonite Reaper

Bosses

 * 28 General Doriah: Magehunter's Smash
 * 28 General Nimtak: Spell Breaker
 * 28 General Tirraj: Invoke Lightning
 * 28 General Kumtash: Anthem of Guidance

Follow-Up

 * Upon completion of the mission players will find themselves in: The Kodash Bazaar.
 * To continue the storyline, take on the following Primary Quest: Pledge of the Merchant Princes, from Zerai the Learner in Kodash Bazaar.