Zones
Plane of Justice
The Tribunal's prison-realm. The unflagged PoP entry point, where every progression chain begins.
- Plane of Tranquility
- Plane of Knowledge
Plane of Justice (PoJ) is the realm of The Tribunal, the seven judges who weigh the deeds of mortals and pass sentence on the cosmically guilty. Built as a vast prison and courthouse complex, it is the one PoP zone any character can enter without a flag — making it the entry point for every Plane of Power progression chain. The Tribunal's plate-clad wardens, escaped prisoners, and quest-giver judges fill out the population. Players come for the introductory PoP XP, the gateway flag turn-ins, and the early progression quests that ladder out into Halls of Honor, Plane of Valor, and the deity-plane web beyond. PoJ sits at the bottom of the PoP era pyramid, and every character that ever runs the expansion will pass through it at least once.
Content
- The Tribunal — seven seated judges in the central court, central to several flagging questlines.
- Tribunal wardens — plate-clad patrols policing the cell blocks; mid-50s through low-60s.
- Escaped prisoners — hostile humanoid named scattered across the cell tiers, with quest-relevant drops.
- Court guards — caster-melee mix in the upper galleries, occasional good-faction armor drops.
- Hand of the Tribunal — named lieutenant guarding the inner court, a common group target.
- Justice quest NPCs — tucked into side chambers, hand out the introductory PoP flag arcs.
- Cell block patrols — short-arc patrols that double back; manageable XP camps for fresh 60s.
Why bother
Plane of Justice is the funnel. Without a PoJ visit there is no PoP progression — every other plane gates behind a flag, and the earliest of those flags route through Justice. For a fresh 60-65 group it doubles as a reasonable XP zone: the wardens and prisoners drop respectable group-tier loot, and the named cycle quickly enough to keep a group moving. The Tribunal court itself functions as a quest hub, with multiple flag-turn-in NPCs clustered in the central chamber.
The zone also doubles as a faction lever. Several PoP-era class quests, the start of the Tribunal favor chain, and a handful of Cleric and Paladin good-aligned reputation steps all begin here. Even after a guild has cleared the elemental planes, alts and recruits will keep making the trip — PoJ stays in rotation longer than most other tier-1 zones because every new character runs it.
Using it well
The standard entry path is Plane of Knowledge → Plane of Justice via the PoJ stone, no flag required. Once inside, work the cell blocks for XP and drift toward the central court when the group is ready for named pulls. The wardens hit hard but resist physical poorly — The Last Camp's open class system means a Troll Wizard or Halfling Shadow Knight tank works fine here, and the wider tank pool helps fill spots when guilds are spinning up new PoP groups in parallel.
Watch the patrols in the upper galleries — they path long, and a careless pull will chain three groups together. Mez and snare on the casters; positional control on the wardens. Bring disease and magic resist gear for the inner court named, and keep a cleric on the Hand of the Tribunal at all times. Faction-shift carefully; killing the wrong court NPC can lock out later turn-ins, and the Tribunal does not forgive missed shifts. Save the Tribunal-NPC quest steps for last in any session so you finish the run with the flag turn-ins ready.