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THE LAST CAMP
ContinentAntonica
Level1–15 newbie play (guild trainers, guards, and named to 61)
BindYes
Classic
Connections
  • Freeport / East Freeport (zone lines)
  • West Freeport (zone line)

North Freeport is the civic and religious heart of Freeport — the third of the city where the temples, the knightly orders, and the city's lawful institutions keep their halls. Where East Freeport is the working waterfront and West Freeport is commerce and the Academy, North Freeport is militia and temples: the Hall of Truth where the paladins of the Knights of Truth train, the Temple of Marr where the clerics of Mithaniel Marr take their vows, the bard college of the League of Antonican Bards, and the broad market streets run by the Coalition of Tradesfolk. It is a low-level human and half-elf quarter — newbies train here, travelers pass through on the way between the city's other two zones, and the good-aligned guilds anchor their power on this side of the wall.

Districts

North Freeport reads as a cluster of guild halls and temple precincts rather than open hunting camps:

  • The Hall of Truth — the paladin guild of the Knights of Truth, the largest single presence in the zone (37 NPCs). This is where paladins of the good orders train, led by the guildmaster Edwardian Holyblade.
  • The Temple of Marr — the clerical seat of the Priests of Marr, devoted to Mithaniel Marr. Cleric trainers and temple staff (24 NPCs) keep the precinct; healers bind and train here.
  • The bard college — the League of Antonican Bards hall, where the city's bards train and take contracts (9 NPCs).
  • The market streets — the Coalition of Tradesfolk civilian quarter: general and supply merchants, bankers, innkeepers, and the tradesfolk families (Steadirt, Silverfield, Greenglade, Wyspin) that run the shops. The densest non-guild cluster in the zone.
  • The militia presence — Freeport Militia guards patrol the streets and gates. (The militia's command and Sir Lucan D'Lere sit in West Freeport; North Freeport gets the patrols.)

Named NPCs

North Freeport's "named" are overwhelmingly guild trainers, guards, and merchants — civic NPCs rather than killable bosses. They respawn on the city's standard ~11-minute timer.

NPC Level Respawn Notes
Edwardian Holyblade 61 ~11 min (TAKP-canonical) Knights of Truth paladin guildmaster
Knights of Truth trainers 61 ~11 min Paladin guild cohort (Hall of Truth)
Priests of Marr clerics 61 ~11 min Temple of Marr cleric cohort
League of Antonican Bards 61 ~11 min Bard college trainers
Rashinda Elore 50 ~11 min Caster-line trainer
Coalition tradesfolk 45 ~11 min Merchants, bankers, innkeepers (Steadirt / Silverfield / Greenglade / Wyspin families)

Primary factions

North Freeport is a good-aligned, lawful quarter — most residents reward or punish faction with the city's knightly and clerical orders:

  • Knights of Truth — the paladin order; the dominant faction in the zone.
  • Coalition of Tradesfolk — the merchant guild that runs the markets and bank.
  • Priests of Marr — the clerics of Mithaniel Marr at the Temple of Marr.
  • League of Antonican Bards — the bard college.
  • The Freeport Militia — the city guard.

Killing the good-aligned guildmasters and clerics damages standing with the Knights of Truth and Priests of Marr; the Coalition tradesfolk and Militia share the city's web of allied and opposing factions.

Loot highlights

North Freeport is a training and vendor hub, not a loot zone. Its NPCs are civic — drops are limited to vendor-tier basics (guard ringmail and rawhide pieces, plain swords and warhammers, research scrolls, and the incidental city fish). Players come here to train, bank, buy supplies, and bind — not to farm. Loot is TAKP-canonical with no era-incorrect drops.

Related


Verified TAKP-canonical via crushbone-zone-audit on 2026-05-24. Bestiary entries at /wiki/bestiary/freportn.

Pivot

Era reference