Kurn's up to 20ish works well, you can always go a couple more levels if you want to and don't mind venturing further up/in.
Alternatives if you dont want to travel:
1. Orc highway in Oasis - enough mobs to sink a ship.
2. Nybright sisters in Lesser Fay - if you can get the camp.
3. Unrest trash outside - careful of multiple pulls.
4. Kerrans in Erud's Crossing - still a bit of a journey unless you're playing erudites/humans.
5. Upper Guk - though I don't know it well enough to recommend where exactly. Perhaps crocodiles and graduate to spiders next door when you've levelled a few times.
If you want to have the Kunark experience though, Kurn's is a great start
[You must be logged in to view images. Log in or Register.]
As for strategy, charm I remember being a bit iffy to start with - it gets better as you level into the 20s. Experiment with it but load up on tiny daggers for standard pets too. If mobs are even con/yellow/etc then you'll get a lot of resists and early breaks.
If you've got a steady pet that isn't sinking your mana from charm breaks I'd recommend the cleric just keeps the pet healed and keep using it if its good! No exp penalty for the pet doing 90% of the damage because you're grouped
[You must be logged in to view images. Log in or Register.]