Age of Wonders I Wiki

Garrison Supply is the third scenario in the Highmen route of the campaign and the 10th scenario in the campaign overall.

Story[]

Select a campaign faction from the tabs above to view the corresponding text.

Choke hold

The Cult of Storm's forces have been taxed by many campaigns of exploration and assaults made against them by the Undead. The Cult has left a vast region, rich in farming and mining, weakly guarded by a city to the south called Durlag. I will capture the resources and remove the Cult from Durlag. Naturally, the Frostlings are also interested in this fertile area, and I can expect to have to fight Undead as well. A victory should give the Highmen sufficient resources to overwhelm the mounting Undead masses which migrate toward the Valley of Wonders.
IN-GAME TEXT (KEEPERS VERSION)

Choke hold

My next mission will be delightful. I am to take the Cult's city named Durlag. It is a strong city but not well guarded due to stupidity. Gabriel launched into another lengthy speech as to why the acquisition is necessary. He treats me as a child. He says it is not about treasure, but about controlling the Cult. Of course, I know this. Without their supplies the Cult will be crippled. Still, it would be a shame to waste all those precious resources and let the farms go fallow. I'll do the right thing and keep the treasures "sacred."
IN-GAME TEXT (CULT VERSION)

Map features[]

Starting positions and cities[]

  • Highmen (player-controlled) - The player begins at the northwest corner with a single size 1 city
  • Frostlings (CPU Lord) - The Frostlings begin close to the player, including the size 4 city Claster to the west of the player's starting position. The Frostlings begin neutral with all other factions (but generally declare war on the player right away) and have an external income of 30 gold/turn.
  • Dark Elves (CPU Lord) - The Elves begin with multiple cities on the east side of the surface, including the size 4 city Durlag mentioned in the story text. Durlag is located in the southeast quadrant of the surface. The Dark Elves begin at war with all other factions and have an external income of 30 gold/turn.
  • Undead (CPU Lord) - The Undead begin with one city on the surface, the size 3 city Calpus at the west side of the map, along with an additional city in the caverns level. The Undead begin at war with all other factions and have an external income of 50 gold/turn.

Notable structures[]

  • Castle Ruin (average item value) - Northeast of the player's starting position
  • Castle Ruin (average item value) - East side of the map, northeast of Durlag
  • Monster Lair (average item value) - East side of the map, northeast of Durlag
  • Altar of Air - At the mountains at the east side of the map
  • Water Node - In the water on the east side of the map

Heroes[]

Miscellaneous[]

  • In the east side of the caverns level, there is a small island marked by a sign that reads "Gullar the Kobold lives here." This island contains a item bag with a Ring of Invisibility guarded by the Kobold.

Walkthrough[]

The Frostlings begin very close to the player, so close that their main city is reachable by a leader with at least 40 movement points, making it possible to defeat the Frostlings on the first turn of the scenario if your leader is capable of breaching walls and capturing the city alone. Defeating the Frostlings opens up the map to towards the Dark Elves and the Undead.

Although the story text mentions Durlag as the objective, completing this map will require defeating all other factions.

Outcome[]

Select a campaign faction from the tabs above to view the corresponding text.

Aims

I have taken the Cult's lands and given all the excess to the Highmen. These resources will go far in establishing them upon this world. They are pleased with my offering, and have allotted me further resources that I can better serve them. Things are modest, yet comfortable. Gabriel is anxious to tell me more of the Highmen and I admit I find it all quite fascinating. I have nearly forgotten Julia in all this. I see now that while her ways were good, they were for a different time, one which has passed into ancient history.
IN-GAME TEXT (KEEPERS VERSION)

Forced Charity

Curse Gabriel! The Highmen have confiscated my holdings, claiming that it is better served for their common needs. I tried to explain that the treasures were sacred and he only rolled his eyes and muttered something about children. Still, I suppose it is premature to stockpile a treasure. That will come later, when we have conquered all the lands. Then I will face the High Council and demand my reward. Still, I take comfort in the fact that I chose not to remain with the Cult. I do not covet the rewards that the Highmen will give them.
IN-GAME TEXT (CULT VERSION)