Rooms in Ahn'Qiraj
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- A Celestial Hallway - A sudden feeling of lonliness and hopelessness starts to sink in as you progress through this strange castle. As elegant as it seems, there is not another soul around, except for strange whispers that seem to echo and amplify off the empty walls. You now stand in a long hallway, equipped with a long white carpet, white chandeliers, even white torches lighting the way to wherever it may end.
- A Celestial Hallway - A sudden feeling of lonliness and hopelessness starts to sink in as you progress through this strange castle. As elegant as it seems, there is not another soul around, except for strange whispers that seem to echo and amplify off the empty walls. You now stand in a long hallway, equipped with a long white carpet, white chandeliers, even white torches lighting the way to wherever it may end.
- A Celestial Hallway - A sudden feeling of lonliness and hopelessness starts to sink in as you progress through this strange castle. As elegant as it seems, there is not another soul around, except for strange whispers that seem to echo and amplify off the empty walls. You now stand in a long hallway, equipped with a long white carpet, white chandeliers, even white torches lighting the way to wherever it may end.
- A Celestial Hallway - A sudden feeling of lonliness and hopelessness starts to sink in as you progress through this strange castle. As elegant as it seems, there is not another soul around, except for strange whispers that seem to echo and amplify off the empty walls. You now stand in a long hallway, equipped with a long white carpet, white chandeliers, even white torches lighting the way to wherever it may end.
- A Celestial Hallway - A sudden feeling of lonliness and hopelessness starts to sink in as you progress through this strange castle. As elegant as it seems, there is not another soul around, except for strange whispers that seem to echo and amplify off the empty walls. You now stand in a long hallway, equipped with a long white carpet, white chandeliers, even white torches lighting the way to wherever it may end.
- A Dead End - As you cautiously slip into this part of the dome, you realize no immediate exits except back from where you came. There are several corpses lying around the room, some with weapons protruding from them in different places. In order to serve in the elite Battleguard unit, some strict training must be undertaken. Failure must mean death, since you can forsee no other reason that piles of Qiraji corpses would be left to rot inside their very own temple.
- A Dead End - As you cautiously slip into this part of the dome, you realize no immediate exits except back from where you came. There are several corpses lying around the room, some with weapons protruding from them in different places. In order to serve in the elite Battleguard unit, some strict training must be undertaken. Failure must mean death, since you can forsee no other reason that piles of Qiraji corpses would be left to rot inside their very own temple.
- A Dead End - As you cautiously slip into this part of the dome, you realize no immediate exits except back from where you came. There are several corpses lying around the room, some with weapons protruding from them in different places. In order to serve in the elite Battleguard unit, some strict training must be undertaken. Failure must mean death, since you can forsee no other reason that piles of Qiraji corpses would be left to rot inside their very own temple. You slip in a puddle of blood and fall into the western wall of the dome. As your body makes impact with the wall, you notice loose sand falling from it, revealing the frame of a door.
- A Desecrated Battlefield - A portion of the Scarab Wall has been smashed in here. This must have been where the above-ground portion of the temple was situated. Smashed pillars and overturned statues make the terrain rather hard to traverse, but one statue stands upright and untarnished. It is eerily quiet, as if all the pain and suffering in the world all fell under these very sands. This is where the final battle between Titan and Old God took place. The last of the Old Gods would have its powers sealed and lay dormant for centuries while the young world it once knew would grow into an older, and more evolved one, housing many new species that never existed in its days.
- A Desecrated Battlefield - A portion of the Scarab Wall has been smashed in here. This must have been where the above-ground portion of the temple was situated. Smashed pillars and overturned statues make the terrain rather hard to traverse. It is eerily quiet, as if all the pain and suffering in the world all fell under these very sands. This is where the final battle between Titan and Old God took place. The last of the Old Gods would have its powers sealed and lay dormant for centuries while the young world it once knew would grow into an older, and more evolved one, housing many new species that never existed in its days.
- A Gas Filled Chamber - The hallway you now walk down is made purely of marble. Everything from the floors to the walls is a surprisingly blinding sight in comparison to the disgusting living walls that made up the entire temple until now. There are several pictures hanging on the wall, but oddly enough they have been corroded and disfigured by something. It looks like the corridor ends at a throne room up ahead.
- A Massive Dome - This new room is very well lit, and tt appears to be a large underground dome. The faint smell of noxious fumes begins to fill your nostrils. Once your eyes adjust to the light, you can make out your surroundings. The walls here are an irridescent purple color, and the ceiling seems to be leaking some sort of disgusting green ooze. Echoes of laughter resonate off of the strange walls, which seem to be amplifying the sound made by anything nearby.
- A Narrow Ledge - After rising to the top of this incline, the whole temple of Ahn'Qiraj becomes visible beneath a gigantic altar that is situated almost directly beneath the pathway. Strangely, the temple is much smaller than anyone would have expected. Unless most of it has been sunken beneath the sand, there is just a small area behind the altar that takes up the entirety of the temple. The Scarab Wall stretches far to the east and west, straight into a mountain range on either side. It is quite odd that such a large wall would protect such a small area.
- A Narrow Ledge - After rising to the top of this incline, the whole temple of Ahn'Qiraj becomes visible beneath a gigantic altar that is situated almost directly beneath the pathway. Strangely, the temple is much smaller than anyone would have expected. Unless most of it has been sunken beneath the sand, there is just a small area behind the altar that takes up the entirety of the temple. The Scarab Wall stretches far to the east and west, straight into a mountain range on either side. It is quite odd that such a large wall would protect such a small area.
- A Narrow Ledge - After rising to the top of this incline, the whole temple of Ahn'Qiraj becomes visible beneath a gigantic altar that is situated almost directly beneath the pathway. Strangely, the temple is much smaller than anyone would have expected. Unless most of it has been sunken beneath the sand, there is just a small area behind the altar that takes up the entirety of the temple. The Scarab Wall stretches far to the east and west, straight into a mountain range on either side. It is quite odd that such a large wall would protect such a small area.
- A Narrow Ledge - A blackened stone similar to that of obsidian has been intricately carved and shaped to form the base of the altar. This must have taken years to construct. The rocks are completely smooth, and carved in perfect symmetry, illustrating the mathematical genius of its crafters. There are no stairs visible to climb this towering monstrosity, but there is a very thin ledge winding its way around to the apex. It looks quite dangerous, but there are no other obvious entrances to what is believed to be one of the greatest underground fortress-cities in existence.
- A Narrow Ledge - This ascent is proving to be more and more difficult with every step. A narrow path winds itself all the way to the top of the altar, with hardly any footing and nowhere to grasp onto. The Scarab Wall still looms overhead many feet, and the temperature is still stifling hot. Silithid swarm around the edges of the altar, making it rather difficult to stay hidden.
- A Narrow Ledge - This ascent is proving to be more and more difficult with every step. A narrow path winds itself all the way to the top of the altar, with hardly any footing and nowhere to grasp onto. The Scarab Wall still looms overhead many feet, and the temperature is still stifling hot. Silithid swarm around the edges of the altar, making it rather difficult to stay hidden.
- A Sand-Blasted Pathway - Sand can be a destructive force, especially combined with wind. Overturned pillars and statues in this region are quite smooth to the touch, due to massive amounts of gradual weathering. At one point in time before the Dragonflights intervened, the Great Gate must have been open to all, allowing the hot desert sands in. In the corner of the room, there are massive skeletal remains of an enormous beast. Oddly enough, it is too big to fit through any of the doorways inside of the temple. Nearby, a giant altar fades closer into view with every step.
- A Steep Incline - The crack in the wall has proved to be very resourceful, providing passage to new areas in the temple. The next obstacle seems to be a very steep ascent onto a dangerously thin ledge far above. The footing is very loose and unstable, and obviously not used very often. It is easy to conclude that the majority of these Silithid are very capable at flight, and use that as an alternative and quicker means of transportation. Small stones break off during the ascent and fall far below into the battlefield from where you came.
- A Titan's Throne - Another Throne slowly fades into existence with every step. This one is not the shape of a normal throne, rather a raised platform in the center of the room with intricate carvings surrounding it. Looking up, the ceiling seems to have disappeared, and only the cosmos themselves can be seen. There seem to be no other exits to the area, meaning that this must be the final room of the castle. Maybe it holds the key to returning home. You find yourself confronted by a writhing mass of tentacles, and can only conclude that this must once again be C'Thun himself.
- A Triangle-Shaped Room - Emerging in a triangle-shaped room, blackened walls cover the area, and are illuminated by torches as you progress. The humidity is quite uncomfortable, and the air is musty and smells of death and decay. Several large beetles scurry by your feet, almost as if they are trying to block you in.
- A Triangle-Shaped Room - Emerging in a triangle-shaped room, blackened walls cover the area, and are illuminated by torches as you progress. The humidity is quite uncomfortable, and the air is musty and smells of death and decay. Several large beetles scurry by your feet, almost as if they are trying to block you in.
- A Triangle-Shaped Room - Emerging in a triangle-shaped room, blackened walls cover the area, and are illuminated by torches as you progress. The humidity is quite uncomfortable, and the air is musty and smells of death and decay. Several large beetles scurry by your feet, almost as if they are trying to block you in.
- Above the Altar - Harsh winds blast the sides of the narrow ledge, causing it to shake violently in the wind. Being this far above the temple, the desert winds begin to play a deathly factor once again. The wind carries with it hot sands that feel as though they could sear flesh, and the fear of losing balance is quickly becoming more and more of a reality. When the winds clear, it is quite a jaw-dropping sight. The entire desert of Silithus sparkles in the sunlight, and the ruins of Southwind Village, where ghosts are said to inhabit, is clearly visible. The temple beneath looks to have been quite a beautiful place at one point in history, but now unfortunately lies in complete and utter ruin.
- Approaching the Altar - The colossal altar of Ahn'Qiraj slowly fades closer and closer into existence. It is several stories tall, and at the base of it is a wide open area with thousands of insect-like footprints still fresh in the sand. This must be where battle commands are issued and carried out. There is a powerful voice booming from atop the altar instructing its underlings far below. The temperature is still uncomfortably hot due to the lack of wind inside the walls.
- Approaching the Twin Thrones - The Silithid in the room seem to separate from one another, creating a path for you to the two thrones up ahead. You can see two massive creatures sitting on each throne, but they have not spotted you yet. This area seems to be incredibly well kept, despite a few blood stains here and there. Perhaps you should stop for a moment and ask yourself why you are walking towards these creatures.
- Base of the Altar - A blackened stone similar to that of obsidian has been intricately carved and shaped to form the base of the altar. This must have taken years to construct. The rocks are completely smooth, and carved in perfect symmetry, illustrating the mathematical genius of its crafters. There are no stairs visible to climb this towering monstrosity, but there is a very thin ledge winding its way around to the apex. It looks quite dangerous, but there are no other obvious entrances to what is believed to be one of the greatest underground fortress-cities in existence.
- Before a Throne Room - Behind the revolving wall, you emerge into a dimly lit corridor. There seem to be no signs of life nearby except for the occasional sand worm underfoot. There is a series of broken chandeliers overhead, and an elegant but partially destroyed rug leading further into the corridor.
- Before the Scarab Wall - Sandstorms and brutal temperatures are enough to make anybody second guess themselves, and even lose hope and eventually perish. Surviving the sands of the desert is a milestone to the strong-willed and courageous, being a difficult enough task before even undertaking the vast underground fortress-cities that exist in this forsaken tundra. The desert is satisfied thus far, and slowly calms itself, revealing through the sandstorm a massive gate in the near distance. Something flaps in the wind, partially sticking out of the ground.
- Beneath the Dome - What was once tight corridors and narrow pathways has now expanded into quite a large underground dome. Although at once this place was obviously an important room in the temple, it has since then been overrun by large winged creatures and the creep and living walls that seem to be growing in every other area. There are bloodied Qiraji weapons strewn about the dome in an unorganized fashion, as well as the faint scent of death. Battle cries can be heard from every area around you. This must be a training ground of sorts. It's probably best not to stick around for much longer.
- Beneath the Throne - You slide down the passage beneath the Princess' Throne, and find yourself in a huge cavernous area. The walls run at least 15 feet high in some parts, and immediately after observing this, you realize why. Up ahead you can see gargantuan two-legged creatures that are barely tall enough to fit into these caves. This room appears to be hidden quite well, so you are safe for the moment.
- Beside the Scarab Wall - This pathway leads directly west of the Great Gate. A species of insect long have been though to be extinct once again makes itself known to the world, marching and flying to and from the Scarab Wall, as if assembling in some fashion. The Scarab Wall has been carefully carved with intricate and precise patterns, repeating themselves hundreds of thousands of times. Though mostly black, gemstones have been places in the eyes of certain heads that have been engraved into the wall, which signifies perhaps the guardians or crafters of this supreme architecture.
- Beside the Scarab Wall - This pathway leads directly west of the Great Gate. A species of insect long have been though to be extinct once again makes itself known to the world, marching and flying to and from the Scarab Wall, as if assembling in some fashion. The Scarab Wall has been carefully carved with intricate and precise patterns, repeating themselves hundreds of thousands of times. Though mostly black, gemstones have been places in the eyes of certain heads that have been engraved into the wall, which signifies perhaps the guardians or crafters of this supreme architecture.
- Beside the Scarab Wall - This pathway leads directly west of the Great Gate. A species of insect long have been though to be extinct once again makes itself known to the world, marching and flying to and from the Scarab Wall, as if assembling in some fashion. The Scarab Wall has been carefully carved with intricate and precise patterns, repeating themselves hundreds of thousands of times. Though mostly black, gemstones have been places in the eyes of certain heads that have been engraved into the wall, which signifies perhaps the guardians or crafters of this supreme architecture.
- Entering the Gauntlet - The tunnel is coated with a green powder-like substance that has the consistancy of dust, and seems to dissolve upon contact with your skin. There are several silithid in the area, and they seem to be patrolling around the edges of the room. In the center you notice a giant eyeball on a stalk sticking out of the ground, scanning the area. You can easily conclude that it will probably be impossible to make it through this area without being seen. This seems to be the beginning of a very long tunnel.
- Inside of the Living Wall - This place is completely and utterly disgusting. The walls make a sickening sound as they produce a green, sludge-like compound that seeps into the ground below and disappears. The air smells foul, and there is really no light entering the area at all. There are two red eyes staring at you in the darkness.
- Inside the Scarab Wall - Stepping from the desert through the Great Gate has offered no relief from the elements. Instead of sand and wind, now it has become blistering heat and mild affects of dehydration. The path here is quite cluttered, similar to the ruins that lay to the west. Pillars have been overturned, walls broken through, and desecrated statues tarnish the magnificence of your surroundings. The Silithid are quite active in this area, as are their hosts, the Qiraji. Towering stone beings patrol the corridors, sure to keep any intruder from entering their sanctuary. Far above you, a large narrow ledge protrudes over the entire temple, while just under it, an altar of ridiculous proportions wards off outsiders.
- Inside the Tunnel - You enter a tunnel. No end to the tunnel has come into sight yet. You progress slowly, descending into the underground temple of Ahn'Qiraj. What horrors could lay ahead, that have stayed dormant until your arrival?
- Outer Edge of the Cosmos - A majestic castle looms in front of this area. Giant white gates and white shining bricks glisten in the darkness. There is noone in sight, but as you look around, you notice that you are no longer in the temple, but in another dimension. All around, you notice stars twinkling and strange unknown planets. A shooting star whizzes from out of sight to right beneath your feet where it suddenly stops. Without realizing you have just been floating this entire time, you step onto it reluctantly and it begins to draw you closer to the castle.
- Sanctuary - The Twin Emperor's Thrones lie directly north and south of where you stand. Despite your situation, this seems to be a very calming spot. A breeze blows in from the walls, carrying with it fresh air from outside of the Scarab wall. You seem to be out of the line of sight of the enemy, and take a moment to collect your wits and regain some lost strength.
- The Chamber of Fate - As you step through the doorway into another dimension, not much is visible. You are suspended in the air, and there is no visible footing to be seen. Blueish mists cloud your sights, and nothing can be heard but a strange voice coming from the nether. The doorway that you entered from is still visible, but you seem to be drifting further and further away from it with every passing second.
- The Gauntlet - The tunnel is coated with a green powder-like substance that has the consistancy of dust, and seems to dissolve upon contact with your skin. There are several silithid in the area, and they seem to be patrolling around the edges of the room. In the center you notice a giant eyeball on a stalk sticking out of the ground, scanning the area. You can easily conclude that it will probably be impossible to make it through this area without being seen. The path extends on as far as the eye can see.
- The Gauntlet - The tunnel is coated with a green powder-like substance that has the consistancy of dust, and seems to dissolve upon contact with your skin. There are several silithid in the area, and they seem to be patrolling around the edges of the room. In the center you notice a giant eyeball on a stalk sticking out of the ground, scanning the area. You can easily conclude that it will probably be impossible to make it through this area without being seen. The path extends on as far as the eye can see.
- The Gauntlet - The tunnel is coated with a green powder-like substance that has the consistancy of dust, and seems to dissolve upon contact with your skin. There are several silithid in the area, and they seem to be patrolling around the edges of the room. In the center you notice a giant eyeball on a stalk sticking out of the ground, scanning the area. You can easily conclude that it will probably be impossible to make it through this area without being seen. The path extends on as far as the eye can see.
- The Gauntlet - The tunnel is coated with a green powder-like substance that has the consistancy of dust, and seems to dissolve upon contact with your skin. There are several silithid in the area, and they seem to be patrolling around the edges of the room. In the center you notice a giant eyeball on a stalk sticking out of the ground, scanning the area. You can easily conclude that it will probably be impossible to make it through this area without being seen. The path extends on as far as the eye can see.
- The Gauntlet - The tunnel is coated with a green powder-like substance that has the consistancy of dust, and seems to dissolve upon contact with your skin. There are several silithid in the area, and they seem to be patrolling around the edges of the room. In the center you notice a giant eyeball on a stalk sticking out of the ground, scanning the area. You can easily conclude that it will probably be impossible to make it through this area without being seen. The path seems to end here, and connect to another area.
- The Great Gate - The barren desert sands and harsh winds all subside at the Great Gate of Ahn'Qiraj. This majestic structure looms over everything nearby. Carved by the Titans and the ancients many millennia ago, its superior craftsmanship has allowed it to remain untarnished by time or the elements. As breathtaking as it may be from the outside, the evil contained within plagues the walls as well as any adventurer who seeks to satisfy his sense of adventure. A great battle was fought on these very grounds, and an Old God fell beneath these very sands. A large sign is crudely planted here in the sand.
- The Halls of Despair - These hallways have been completely overrun by creep and pulsating, disgusting membranes and valves. This entire area seems to be alive, and seems to constrict as you pass. There are several Qiraji lieutenants patrolling the halls, but luckily the darkness of the area seems to keep you out of their view.
- The Halls of Despair - These hallways have been completely overrun by creep and pulsating, disgusting membranes and valves. This entire area seems to be alive, and seems to constrict as you pass. There are several Qiraji lieutenants patrolling the halls, but luckily the darkness of the area seems to keep you out of their view.
- The Halls of Despair - These hallways have been completely overrun by creep and pulsating, disgusting membranes and valves. This entire area seems to be alive, and seems to constrict as you pass. There are several Qiraji lieutenants patrolling the halls, but luckily the darkness of the area seems to keep you out of their view.
- The Halls of Peril - These rooms seem to be ruins of some sort of ancient palace. Large, dirty tiles cover the floors, and marble shines out from behind the sand-covereed walls. This area seems to be very well lit for a change, and it is much easier on your eyes. There are paintings strewn along the walls in an unorganized fashion, and it seems areas are even carpeted. You wonder how a place like this could have ended up this far beneath the sands.
- The Halls of Peril - These rooms seem to be ruins of some sort of ancient palace. Large, dirty tiles cover the floors, and marble shines out from behind the sand-covereed walls. This area seems to be very well lit for a change, and it is much easier on your eyes. There are paintings strewn along the walls in an unorganized fashion, and it seems areas are even carpeted. You wonder how a place like this could have ended up this far beneath the sands.
- The Halls of Peril - These rooms seem to be ruins of some sort of ancient palace. Large, dirty tiles cover the floors, and marble shines out from behind the sand-covereed walls. This area seems to be very well lit for a change, and it is much easier on your eyes. There are paintings strewn along the walls in an unorganized fashion, and it seems areas are even carpeted. You wonder how a place like this could have ended up this far beneath the sands.
- The Halls of Peril - These rooms seem to be ruins of some sort of ancient palace. Large, dirty tiles cover the floors, and marble shines out from behind the sand-covereed walls. This area seems to be very well lit for a change, and it is much easier on your eyes. There are paintings strewn along the walls in an unorganized fashion, and it seems areas are even carpeted. You wonder how a place like this could have ended up this far beneath the sands.
- The Halls of Peril - These rooms seem to be ruins of some sort of ancient palace. Large, dirty tiles cover the floors, and marble shines out from behind the sand-covereed walls. This area seems to be very well lit for a change, and it is much easier on your eyes. There are paintings strewn along the walls in an unorganized fashion, and it seems areas are even carpeted. You wonder how a place like this could have ended up this far beneath the sands.
- The Halls of Peril - These rooms seem to be ruins of some sort of ancient palace. Large, dirty tiles cover the floors, and marble shines out from behind the sand-covereed walls. This area seems to be very well lit for a change, and it is much easier on your eyes. There are paintings strewn along the walls in an unorganized fashion, and it seems areas are even carpeted. You wonder how a place like this could have ended up this far beneath the sands.
- The Halls of Suffering - Creatures of enormous size, consisting of body parts you would have thought impossible, patrol the pathways in this area. The temperature steadily decreases as you descend into the pit below. The walls here pulsate, as though they are alive, and larvae constantly shuffle along at your feet. It smells of death, and looking around you can see a gut-strewn paste coating the walls. You can see the bottom of the pit right below you.
- The Halls of Suffering - Creatures of enormous size, consisting of body parts you would have thought impossible, patrol the pathways in this area. The temperature steadily decreases as you descend into the pit below. The walls here pulsate, as though they are alive, and larvae constantly shuffle along at your feet. It smells of death, and looking around you can see a gut-strewn paste coating the walls. You can see the bottom of the pit right below you.
- The Halls of Suffering - Creatures of enormous size, consisting of body parts you would have thought impossible, patrol the pathways in this area. The temperature steadily decreases as you descend into the pit below. The walls here pulsate, as though they are alive, and larvae constantly shuffle along at your feet. It smells of death, and looking around you can see a gut-strewn paste coating the walls. You can see the bottom of the pit right below you.
- The Halls of Suffering - Creatures of enormous size, consisting of body parts you would have thought impossible, patrol the pathways in this area. The temperature steadily decreases as you descend into the pit below. The walls here pulsate, as though they are alive, and larvae constantly shuffle along at your feet. It smells of death, and looking around you can see a gut-strewn paste coating the walls. You can see the bottom of the pit right below you.
- The Halls of Suffering - Creatures of enormous size, consisting of body parts you would have thought impossible, patrol the pathways in this area. The temperature steadily decreases as you descend into the pit below. The walls here pulsate, as though they are alive, and larvae constantly shuffle along at your feet. It smells of death, and looking around you can see a gut-strewn paste coating the walls. You can see the bottom of the pit right below you.
- The Halls of Suffering - Creatures of enormous size, consisting of body parts you would have thought impossible, patrol the pathways in this area. The temperature steadily decreases as you descend into the pit below. The walls here pulsate, as though they are alive, and larvae constantly shuffle along at your feet. It smells of death, and looking around you can see a gut-strewn paste coating the walls. You can see the bottom of the pit right below you.
- The Master's Domain - This appears to be the final area in the temple of Ahn'Qiraj. There is a powerful aura coming from a colossal creature nearby, and the whispers echoing throughout the temple seem to originate from it alone. The tattered corpse of the Prophet Skeram lies nearby, charred and seared by something. This room appears to be the heart of the entire temple. The living, pulsating walls seem to merge with the creatures tentacle-like appendages. There is a large breeze exiting the room every couple of seconds, but it appears as though it is being caused by the creatures breathing.
- The Master's Terrace - This corridor is blood-red, and the whispers that you have been hearing since entering the temple suddenly become quit loud and clear, although you still cannot understand what is being said. There are no creatures in the area, but the walls seem to be pulsating at a much faster rate than before. Perhaps you are getting close to the end of this nightmarish place.
- The Master's Terrace - This corridor is blood-red, and the whispers that you have been hearing since entering the temple suddenly become quit loud and clear, although you still cannot understand what is being said. There are no creatures in the area, but the walls seem to be pulsating at a much faster rate than before. Perhaps you are getting close to the end of this nightmarish place.
- The Master's Terrace - This corridor is blood-red, and the whispers that you have been hearing since entering the temple suddenly become quit loud and clear, although you still cannot understand what is being said. There are no creatures in the area, but the walls seem to be pulsating at a much faster rate than before. Perhaps you are getting close to the end of this nightmarish place. To the north seems to be the place of ultimate evil.
- The Prince's Throne - The Throne you stand before has been delicately carved from a glowing white stone, and it's vibrant beauty is quite ashtonishing. There is a carved figurehead just over the throne, but you cannot quite make out what it is supposed to resemble. All is quiet, and it slowly begins to affect you, driving you close to the brink of insanity. Not only do you not know where you are, but you have no idea how to return, or even how you got here. The thought of spending the rest of your existence in this place is a very unsettling thought.
- The Prophet's Stand - A giant pulpit rests in the center of the room, with a large open book perched upon it. This must be where the Silithid's brainwashing takes place, where they are enslaved under powerful Qiraji lieutenants gifted with the power of mind control. The footing here consist of the same obsidian-like material that was used to construct the altar, but it is cooled by the shade of the temple's roof above. A large, frightening creature is here, blocking what appears to be a tunnel further into the depths of the temple.
- The Shrine of Ahn'Qiraj - Pressing further on, the pathway seems to lead to a dead end. A large idyllic shrine sits here, covered in layers of sand. The ruby eye of the shrine's statue seems to follow every movement made within the room. Beneath the shrine, insect-like chatter resonates throughout some sort of chamber, and the sand vibrates with the footsteps of much larger creatures. There isn't much else in this room.
- The Stomach of C'Thun - Before even realizing what happened, you appear inside of a pulsating, damp, toxic, cavernous area that you can only conclude must be the stomach of C'Thun. Digestive juices are slowly eating away at the mound of sand that was engulfed with you. The air is thick with poisonous fumes, and incredibly humid. It looks as though there is an exit from this creature however. There is a strange tentacle flapping around wildly unlike any other so far.
- The Throne of Darkness - The Emperor's Throne is pitch black, made of large, polished rock that is smooth to the touch. There are two large torches illuminating the throne before you, but there is no longer anyone sitting upon the throne. Perhaps it was just your imagination. A sudden loud noise causes you to quickly turn around, and Emperor Vek'lor stands before you, clutching his enormous staff. There is no escape now.
- The Throne of Dismay - The Emperor's Throne is a very clean white, made of large, unpolished rock that are very rough to the touch. There are two large torches illuminating the throne before you, but there is no longer anyone sitting upon the throne. Perhaps it was just your imagination. A sudden loud noise causes you to quickly turn around, and you narrowly duck as Emperor Vek'nilash's sword grazes your hair.
- The Throne of Poison - The consistancy of the air thickens about three times what it was in the previous room. Noxious gas seems to be flooding the room, produced by pulsating valve-like sacs growing from the ceiling. It is no surprise that no creatures seem to inhabit this place. There is a throne up ahead, which seems to have been the heart of this temple at one point in history. There are several marble statues lining the pathway up to the throne, which have all been corroded by the elements or overturned.
- The Vile Lair - This room is a horrific sight. There are dozens of corpses, partially corroded and eaten, piled along one of the walls. Along the other, you see tentacle-like creatures moving around like snakes. They seem to be part of the wall. In the center of the room, you can see the sand shifting, and moving straight towards you. There is something massive just under it.
- Through the wall of sand - A small corridor fades into view as the tunnel comes to an end. The air reeks of death and decay, and several corpses lie stacked upon one another. The walls are made of what appears to be marble now, and are is quite cold to the touch. A low humming sounds cuts through the silence from the west. As relieving as it is to be out of the direct sunlight, this place does not seem to be any safer.
- Top of the Altar - At least the top of the altar has been reached. The Scarab Wall extends quite far to the east and west, eventually colliding with a mountain range that seems to circle the area, enclosing the temple. The area is quite smaller than imagined. Old ruins seem to jut up out of the sand in areas, signifying that the temple might now be primarily beneath the ground. The back of the altar seems to lead into a giant monument, which was unnoticeable until now. A powerful voice echoes off the walls at the top of the altar.
- Top of the Altar - At least the top of the altar has been reached. The Scarab Wall extends quite far to the east and west, eventually colliding with a mountain range that seems to circle the area, enclosing the temple. The area is quite smaller than imagined. Old ruins seem to jut up out of the sand in areas, signifying that the temple might now be primarily beneath the ground. The back of the altar seems to lead into a giant monument, which was unnoticeable until now. A powerful voice echoes off the walls at the top of the altar.
- Wandering Aimlessly - You fear for your life, as you step through this maze of darkness. Small creatures brush against you as you wander aimlessly in what seem to be circles. You feel as though someone is watching you, and you're probably right!
- Wandering Aimlessly - You fear for your life, as you step through this maze of darkness. Small creatures brush against you as you wander aimlessly in what seem to be circles. You feel as though someone is watching you, and you're probably right!
- Wandering Aimlessly - Nothing is visible. You let your instincts lead you around aimlessly. All you can hear is a steady dripping sound coming from the southwest, and the insect-like chatter coming from the Qiraji. It is quite obvious that everything nearby has their eyes on you.
- Wandering Aimlessly - Nothing is visible. You let your instincts lead you around aimlessly. All you can hear is a steady dripping sound coming from the southwest, and the insect-like chatter coming from the Qiraji. It is quite obvious that everything nearby has their eyes on you.
- Within an Illusion - All physical discomfort is quickly forgotten upon entering this barrier. Large trees loom over a serene meadow, with a small creek bubbling and trickling underfoot. Is this some sort of illusion? Magical energy swirls around the room, originating from a giant winged creature resting just beneath the trees. Perhaps this is his doing. Regardless, there is no evil within this barrier, and all fear abandons the mind.