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THE LAST CAMP
ContinentKunark
Level35–55
BindYes
DB shortfrontiermtns
Kunark
Connections
  • Burning Woods
  • Chardok
  • Droga
  • Nurga

Frontier Mountains is the broken mountain corridor of northern Kunark — a high, jagged outdoor zone that links Burning Woods to the Sarnak fortress of Chardok and to the goblin strongholds of Droga and Nurga. Trolls and goblins hold the lower passes; Sarnak patrols mark the approach to Chardok; and the air thins enough that a caster has time to think before the next pull. The zone is a passage zone first and an XP zone second, but the XP is real if you respect the patrols.

Compared to the deep jungle zones to the south, Frontier feels open. Sight lines are long, line-of-sight pulls work, and tracking-class pullers can stage a hunt on whatever they want. The zone's main problem is logistics: every connector here leads to something dangerous.

The mountains also matter for the Iksar racial story. This is the inner ring of the Sarnak resistance — the zone where the Iksar Empire's reach stops and the older powers start. Iksar players moving north from Field of Bone and Cabilis toward the Chardok storyline pass through here, and the zone reads as the edge of the world for them.

Content

  • Mountain goblin patrols — 35–45, in roving warbands
  • Sarnak patrols — 40–50, near the Chardok gates
  • Frontier giants — outlier camps, 45–55
  • Chardok zone-in — northern face, guarded by Sarnak
  • Droga entrance — west-side cave mouth
  • Nurga entrance — separate cave, shared goblin lore
  • Wyvern flybys — high-elevation roamers
  • Hill giant outliers — solo named on the upper ridges
  • Kromrif scouts — Velious-flavored ambushes near specific named spawns

Why bother

Frontier Mountains is the staging zone for three of Kunark's best mid-game dungeons. Anyone working through the Iksar racial faction tree, the Chardok loot pool, or the Droga/Nurga goblin questlines passes through here, often more than once a session. For a 40–50 group that wants outdoor XP without the train risk of Burning Woods, the goblin warbands and Sarnak patrols are clean and predictable.

The zone also matters for explorers. The Droga and Nurga entrances are easy to miss without a guide, and learning the geography pays off later when you are leading a corpse run for a guildmate who wiped to a Chardok pull. The hill giant outliers and rare named drops give the zone a small but real loot pool of its own — not enough to camp for, but enough that a tracking-class character will pick up a few pieces a session.

For Iksar players in particular, this is also a story zone. The Sarnak hold the Chardok gates against the Iksar Empire's interests, the goblins keep their cities outside Iksar control, and the player effectively walks the edge of Iksar political reach by crossing the mountains. The Last Camp's any-race-class doctrine flips this entire framing — a Halfling Necromancer with the right faction work can stand at the same gates and the lore does not push back.

Using it well

Bind on the Chardok approach if you intend to camp Chardok seriously; otherwise bind near the Burning Woods exit, which is the cleanest reset point. Wyvern flybys are a real risk for casters in the open — break behind cover when possible, and consider posting a low-level scout for incoming patrols if your group is grinding the goblin warbands deep in the zone.

Pull goblin warbands singly. The mountain terrain hides their respawn waves and a careless puller will bring two camps at once. Sarnak patrols near Chardok are tougher than they look and they will run for adds — root before they break low.

On The Last Camp the any-race-class doctrine extends naturally to the Chardok approach — a Halfling Shadow Knight can grind Sarnak hate as easily as an Iksar can, and a Wood Elf Monk has the same Chardok loot table available. The Iksar racial framing of the mountains is preserved as story texture, but the gates are open to everyone who puts in the faction work.

Related

Pivot

Era reference