Southern Plains of Karana

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General Zone Info | Description | Dangers | Benefits | Travel To/From
Adjacent Zones: Northern Plains of Karana | Lake Rathetear | Lair of Splitpaw
Skarana.jpg
  • 1 Undead Ruins with Lord Grimrot
  • 2 Treants
  • 3 Vhalen Nostrolo's Well
  • 4 Centaur Stables with Merchant selling Bowyer Supplies
  • 5 Obelisk with Zombies
  • 6 Entrance to Splitpaw
  • 7 Hermit House
  • 8 Ruined Stone Ring
  • 9 Aviak Town

Please note that there is an encampment of Shadowed Men at roughly -4500, + 2900 on the above map. Please note that there is a bandit camp located at roughly +2460, -1360 on the above map.

General Zone info[edit]

Level of Monsters: 4-30
Types of Monsters: Shadow Wolves, Grey Wolves, Silvermist Wolves, Young Lions and Lionesses, Lions and Lionesses, Elephant Calves, Elephants, Bull Elephants, Skeletons, Putrid Skeletons, Zombies, Escaped Splitpaw Gnolls, Tesch Mas Gnolls, Centaur Foals, Centaur Archers, Centaur Coursers, Centaur Chargers, Aviak Egrets, Darters, Rooks, Harriers, and Avocets, Werewolves, Shadowed Men, Treants, Cyclops, Undead Cyclops
Notable NPC's: Baenar Swiftsong, Brother Drash, Brother Qwinn, Coloth Meadowgreen, Cracktusk, Ghanex Drah, Gnashmaw, Gnawfang, Grgaraxx, Grizzleknot, Groi Gutblade, Hermit, Knari Morawk, Krak Windchaser, Kroldir Thunderhoof, Lord Grimrot, Marik Clubthorn, Mroon, Narra Tanith, Quillmane, Sentry Alechin, Synger Foxfyre, Undead Cyclops, Vhalen Nostrolo
ZEM: 75 (100%)
Zone spawn timer:
Indoor/Outdoor: Outdoor
Dungeon: No
Bindability (Self/Others) : Yes/No
Succor point : X (1294) Y (2348) Z (-6)
COTH possible : Yes
Can summon corpses : Yes
Ground Spawns:
Foraged items: Berries, Fishing Grubs, Fruit, Plains Pebble, Pod of Water, Rabbit Meat, Roots, Thunderhoof Mushroom, Vegetables
Allaclone links: Bestiary, Drops/Equipment

Description[edit]

The Southern Plains of Karana mark the southernmost expanse of the vast Plains of Karana, and lie just north of the Rathe mountain range and the swamplands beyond. They are generally quieter than the other areas of the plains, there are no hill giants or griffons around. Wolves, lions, and elephants roam the plains here, with the occasional centaur hunter in chase.

Dangers[edit]

Can you say dangerous? This zone is almost painfully dangerous, and the largest reason is that it has very high level, powerful, aggressive creatures that roam the entire thing. Hill Giants and the Griffins all fit into this category, and you can't even think of taking on the lowest level Griffawn until at least 14th level, and even then I don't know. Once my 10th level Ranger and my friend's 10th level Warrior met a gamble griffawn that attacked us. I think I kicked it once for 3 points of damage before my friend was killed. Needless to say, they are very powerful and should be avoided. The guards at the lone tower are the most overworked guards in the game, and its not uncommon to see one of them at half health...

Given that the above is true, hunting in this area is very dangerous, although it can be quite lucrative. If you know how to hunt, and by that I mean to pull creatures to the zones edges and use your far distance view to keep an eye on what's coming, you can actually do quite well fighting the many types of beetles at lower levels. Like I said, though, hill giants are fast and can spawn practically on top of you, and the run from Qeynos is long...

Benefits[edit]

The largest benefit in this area is the high-level hunting it affords. Well-coordinated groups of 15th level and higher (usually low 20's) can make quite a bit of money and experience in this area, travelling and killing off Griffins.

It is possible to bind in the gypsy camp here as well, making the trip for melee-types a bit better.

There are also some items to be had in this area which are unique on this half of the continent. The only place to get combine weapons on the western half of Antonica (other than Rathe Mountians) lies within the Northern Plains. Also, there is a good chance that werewolves can be found in the northern part of the zone next to the mountains where the Fangbreakers roam, providing all of their associated items as well. There is also a merchant who sells high level Druid spells, as well as a trainer for Druids near the eastern bend of the river.

This is also where Magicians will need to farm (or acquire through an MQ) the cloak required for their Epic weapon. Quillmane can be tricky to track down, luckily there is a write up here.

Travelling To and From Southern Plains of Karana[edit]

The western border marks the vast edge with the Western Plains of Karana. Travelling that way leads eventually to the cities of Erudin, Qeynos, and Halas.

The southern and eastern edges of the zone are bordered by an impassable river. The only ways across it are two bridges. The southern bridge leads into the Southern Plains of Karana, and is guarded by the Qeynos Guard.

The eastern bridge is a vast wooden structure, rumored to have been built by the hill giants, that passes over the eastern stretch of the river. Nobody guards this bridge.

External Resources: EQAtlas