Zones
Droga, Temple of
A goblin-held temple complex carved into the Frontier Mountains, the upper sister dungeon to the Mines of Nurga and a clean mid-Kunark camp run.
- Frontier Mountains
- Nurga
Temple of Droga is one of the two goblin dungeons cut into the Frontier Mountains cliffs, paired with Mines of Nurga below. Droga is the upper temple — the religious half of the goblin holding, where the priest caste lives, the named shamans hold court, and the deeper chambers open onto the mining tunnels below. The complex is multi-level and tightly packed; pulls inside the temple proper are clean once a group has the entrance secured, and the named in the inner sanctum carries some of the better mid-Kunark caster drops. Faction here is goblin-internal: the Kunark goblin factions, the Sarnak factions, and the small religious offshoot living in the temple are all connected, and grinding here moves several meters at once. Most groups treat Droga and Nurga as a paired loop — one for the named shamans, one for the named miners.
Content
- Goblin warriors — the standing patrols of the temple corridors, mid-thirties to mid-forties.
- Goblin shamans and acolytes — caster mobs on the upper levels, root and nuke discipline matters.
- Named priest caste — the inner sanctum drops, including a few of the better mid-Kunark caster pieces.
- Goblin temple guard — heavier melee on the deeper levels, scaled to the high forties.
- Sebilite-aligned undead — small pockets in the deeper chambers, mostly flavor.
- Tunnel connection to Nurga — the lower passages open into the mines for the paired-loop run.
- Quest turn-ins — a handful of goblin-faction quests tied to both temples.
Why bother
Droga is the cleaner of the two goblin dungeons. The upper temple has shorter pulls, more caster mobs (which means real loot for casters), and a tighter named timer than Nurga's longer corridors. The level band fits the awkward late-thirties to mid-forties stretch where the standard outdoor camps thin out and the deeper Kunark dungeons start to feel underleveled.
The Last Camp's any-race-any-class doctrine helps here — the goblin factions don't check race, so an Iksar Cleric or a Half-Elf Necromancer runs the same camp as a vanilla Wood Elf Druid, and the named shaman drops are class-restricted by item rather than by who's allowed in the room. The paired loop with Nurga is the practical play: clear Droga, drop down to Nurga for the matched named, and rotate back through the tunnel. Faction here is goblin-internal and stays goblin-internal — kills don't move the larger Sarnak or Iksar meters in any direction that matters.
Using it well
Pull the entrance clean before pushing the upper levels. The corridor patrols add fast if a fight runs long; a real puller saves the group from doubles and triples. Caster pulls in the upper sanctum need root or stun coverage — the shamans nuke heavy and chain heal each other if more than one lands at once.
The named priest caste in the inner sanctum is harder than the trash leading in; don't push the deepest fight until the camp is clean. Bind in Frontier Mountains before zoning in; the temple has no bind and the corpse run from a wipe in the inner sanctum is long. The Nurga tunnel is a useful escape route if a wipe at the entrance cuts off the main exit, and it's the natural rotation path between the two zones' named timers.