Zones
Drunder, the Fortress of Zek
Rallos Zek's war-fortress. Trial-themed deity raid, Solusek Ro branch entry, the warrior god's seat in PoP.
- Plane of Tranquility (flag-gated)
- Bastion of Thunder
- Plane of Valor
Drunder, the Fortress of Zek is the realm of Rallos Zek, the Warlord — a war-fortress carved into the cliffs of his domain, populated by the Zek pantheon's foot soldiers, ogre and giant guardsmen, and the Warlord's named champions. The architecture is military: barracks, training yards, walled inner courtyards, and the throne hall at the center. Combat in Drunder is the most physical in PoP — Rallos's followers favor melee, and the zone's named cycle hits harder per swing than any other deity-plane in the era. Drunder is also the entry point for the Solusek Ro branch, with the fire god's plane reachable from Drunder's outer halls via flag-gated portal. The Zek family sits at the heart of the zone, with Tallon, Vallon, and Sullon each guarding a wing.
Content
- Zek warriors — high-tier melee patrols across all outer halls.
- Giant guardsmen — ogre and giant tank-types, physical mitigation gear required.
- Tallon and Vallon Zek — Rallos's sons, named lieutenants in the side halls.
- Sullon Zek — daughter of Rallos, mid-fortress named with class-loot drops.
- Champion of Zek — named pre-Rallos, gates the throne hall.
- Rallos Zek — plane boss, multi-phase fight in the throne hall, drops the Drunder flag.
- Solusek Ro portal — Drunder-gated entry to the fire god's branch.
Why bother
Drunder is the warrior-class home plane of PoP. Rallos Zek's gear is best-in-era for several Warrior, Berserker-adjacent, and Monk slots — the Warlord rewards melee classes specifically, and his drops itemize that way. Tallon, Vallon, and Sullon Zek each hold class-armor and weapon drops that rotate predictably enough that a guild can plan a clean farm cycle. The Zek family itself is a memorable encounter set — three siblings with overlapping mechanics that punish guilds who cut corners on tank rotations.
The Drunder flag is the gate to the Solusek Ro branch. Without it, Plane of Fire and the wider Ro chain stay closed. For guilds working the full elemental progression, Drunder is one of the two or three required deity-plane kills before the elemental tier opens up. The zone is also a prestige clear — a clean Rallos Zek kill is one of the era's recognized markers for a guild's main raid force, and the throne-hall fight is mentioned as often as Saryrn or Bertoxxulous in guild progression posts.
Using it well
Enter from Plane of Tranquility via the Drunder stone, after the prerequisite flag chain. Bring physical mitigation tanks and AC gear — the Zek line hits harder per swing than the equivalent named in other planes, and a low-AC tank gets eaten alive. Magic resist matters but secondary; the Zek pantheon fights physically, and most damage is straight melee or weapon-skill procs.
Pull from the outer halls inward. The Tallon-Vallon-Sullon chain can be done in any order, but locking in a consistent cycle helps the loot rotation stay predictable. The Last Camp's open class system pays off here: the Warlord's plane is the natural home for any class playing a martial role, and the open system lets guilds stack Warriors and Monks in races that would normally be locked — a Halfling Warrior or Erudite Monk fits Drunder's ethos as well as the canonical races. Save the Champion and Rallos for the back of the run; the throne hall is the single most demanding fight in the deity tier and deserves a fresh raid force, not a tired one.