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The Great Divide is a heavily mountainous area, cutting the continent of Velious into two halves, east and west. The harsh environment is home to all nature of powerful creatures.
The Great Divide is dangerous mostly because of the powerful creatures that roam the area, but also because the broken mountainous terrain hides them until the last minute. The only thing that makes this slightly less dangerous is that there are relatively few wandering monsters in the open areas of the Divide. The exceptions to this are near the shardwurm caverns and just south of them, in the northeast where there are lots of wandering wolves, frost giants, and Coldain, and in front of the Tizmak caverns, which are heavily patrolled by the Tizmak.
The other thing for good races to worry about is that the Coldain, despite being very familiar with wolves, apparently do not recognize wolf forms as something that is not dangerous and will attack you on sight if you approach the city of Thurgadin in wolf form.
The other thing an adventurer must be careful of is faction. The two separate groups of Coldain and frost giants are heavily represented here, and hunting wolves will adversely affect your faction with one side or the other, drakkel wolves with the frost giants and all others with the Coldain. Also, the Tizmak have their own faction. Although you start out indifferent to them, you rapidly become their enemy and since they control the northwestern portion of the zone, it's a dangerous thing to do.
Benefits
There are several discrete areas in the Great Divide to hunt. Depending on which factions you care about, you can pick out a spot and hunt there in relative safety from other wandering creatures. The downside is the middling zone experience modifier(ZEM). Grinding out levels 47-49 on giants took a long time, only reaping 1% xp per kill on average. On the other hand, this is a great way to improve faction with the Coldain and CoV, and the frost giants often drop velium and/or Drakkal forged weapons, so it's reasonably lucrative hunting.
There are also easy to get to and evenly spaced exits to other zones for escaping, if you need to. The Coldain will also function as guards if you need for them to against the giants and their wolves. Also, the giants and dire wolfs don't seem to run at above normal speed so you can usually strafe run away from them.
The Tizmak caves, followed by the Kodiak caves, are hands down the best EXP in the game from lvl 33 - 40. You can charm a quad damage level 35 a coldain wolfmaster and go to town.
Traveling To and From Great Divide
The Great Divide can be reached through several fashions. The most common entrance is from the Eastern Wastes through a small pass, at loc -1850, 6660. This opens into the Great Divide at -1785, -5080.
The entrance to Thurgadin is located in a secret door behind the waterfall located at -100, -100.
The Druid Portal/Dragon Circle is located at -3860, +3200.
The Wizard spires located at -1910, -2710 are not used by the wizard teleportation spells. Wizards port to the Dragon Circle just like druids.
Velketor's Labyrinth is located at -6770, +3130, in a tunnel above the Kodiak bear cave entrance.
Safe Spot/Succor/Evac/Egress spot is located at -7720, -965, -555 in the south part of the zone.