The in-game map for this zone. North is up.
Qeynos is the great human city on the southern coast of Antonica and the primary starting city for good and neutral humans and half elves, split into the North and South districts of one continuous walled city. North Qeynos holds the temples, mage guilds and the palace, while South Qeynos holds the markets, the docks and the rougher taverns. It is a fully serviced hub with banks, guild trainers for nearly every classic class, and merchants for weapons, armor, spells and trade goods.
The west gate opens into Qeynos Hills, the overland route toward Blackburrow and the Karanas. Ladders and grates in South Qeynos descend into the Qeynos Aqueducts and Catacombs below the city. The docks in South Qeynos offer a boat across the sea to Erud's Crossing and on to Erudin.
The greatest hazard for a newcomer is wandering into the wrong faction's tavern or the rougher parts of South Qeynos where thugs and pickpockets operate. Evil aligned characters are attacked on sight by the city guard, and straying out the west gate can expose a low level player to tougher gnolls in Qeynos Hills.
Bind your spell casters in Qeynos so you have a safe recall point, sell junk loot to the appropriate district merchants for better prices, and farm Fippy Darkpaw and his kin at the gate for easy early experience. Use the aqueduct entrances for a slightly tougher dungeon crawl once you outgrow the newbie yard.
Zone data is early and community-sourced, so confirm details in-game.
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