Underdev/Silithus Preview

This article is a copy of "Silithus Preview", an official article by Blizzard Entertainment. It was a preview for the revamp of Silithus in patch 1.8.0.
The original article, formerly located at http://www.wow-europe.com/en/info/underdev/1p8/silithus/silithus-intro.html and http://wow-europe.com/en/info/underdev/1p8/silithus/silithus-map.html, did not survive the overhaul of the World of Warcraft Official Website.
==Article==
===Introduction===
I stood poised over the body of the prone Twilight's Hammer cultist, straining for any sound of discovery. After weeks in the desert, the unceasing drone of insect wings from the various hives was almost shut out - it remained just noticeable enough to make my brain itch. I peered slowly around the corner of the crystal, making a quick check on the base camp just down the hill. There were no signs of pursuit. The patrols continued on their way, eyes scanning the dunes for the slightest sign of opposition as they guarded the stonecallers while they chanted their incomprehensible incantations around those clusters of floating rock.
At least no one had heard the short scuffle. I leaned against the crystal that provided my only cover, feeling its warmth through my cloak, and breathed a soft sigh of relief. This entire expedition had been nothing but strange from the very beginning, and my latest task had my nerves on edge.
I kneeled and busied my hands by checking the Orc's coinpurse, dwelling on recent events. The Cenarion Circle had requested my presence in Silithus weeks ago, and, as a dutiful Druid, I'd heeded the call, riding my trusty kodo down to the shifting sands in southeast Kalimdor. I was an experienced adventurer, after all; surely I'd be able to handle whatever this sand pit could throw at me!
It was no secret that the Druids held concerns about the presence of the Silithid, alien creatures slowly invading the continent, and I shared them. They were... unnatural, somehow, a blight upon Azeroth. If I could do anything to get to the bottom of their existence here, I would, and that meant coming to this dusty, arid hole.
One thing led to another, as it always did, and now I found myself working against the Twilight's Hammer. My eyes drifted over the Orc's vestments - they held the familiar dark purple of similar cultists when I'd encountered them before in Blackfathom and the prisons of Blackrock Depths. The zealot's light had long left this particular fanatic's eyes, but his expression still held the fervor of one willing to die for his insane cause. I shuddered inwardly. If even half of what I'd heard about their goals was true, stopping them was more important now than ever before.
I'd nearly left this all when I heard my current task. The plan was ludicrous, and I desperately wanted to be flying back to Mulgore, leaving this insanity behind. But to do that would be turning my back on the order I swore to follow; I'd never forgive myself. Gritting my teeth, I started picking at the knot holding the Orc's cowl on his head with my thick fingers, gently working it loose. Though it was tied tightly, the cloth yielded to persistent pressure, and it came free. Making as little noise as possible, I removed his mantle and robe, and then began removing my own chestpiece. I squeezed into the robe, trying not to breathe - while the cultist was large for his race, he was still no match for a Mulgore-bred Druid like myself. I tied the mantle in place and put on the cowl, working the fabric around my horns.
"This is crazy," I muttered under my breath. "I'm going to get killed."	
Once again I peeked around the crystal discreetly. Despite my disguise, they would surely recognize a stranger, particularly a large, hulking, horned one. I'd need to avoid their patrols if at all possible. I closed my eyes. The image of a familiar form - sleek, horned, and furred - came into focus. My form melted, muscle and bone molding into a new shape, one that specialized in avoiding notice.
I slunk around the crystal, waiting for my chance. The patrol passed; it was a simple matter to slip in step behind the hammer-wielding Forsaken. My careful paws worked through the maze of zealots - my goal was deep in the camp, and a single misstep would bring agonizing failure. Carefully I crept around the strange blue firelight they tended. At last, the pedestal - and the object I sought - lay before me. I only hoped I was far enough away that they would think me one of their own. As quickly as I could manage, I shifted back, my disguise thankfully still intact.
The stone lay before me, a miniature obelisk floating over its pedestal. There was nothing for it. To delay further would bring about discovery and death. I shut my eyes and placed my hands on the wind stone.
Searing fire lanced through my brain...
===Welcome to Silithus===
Ancient forces stir in the heart of the Silithus desert - forces that have not been seen or felt for thousands of years. When the next content patch releases, adventurers will take note of a foulness that has seeped into the land of Silithus. This zone has been overhauled and is now major quest hub with episodic storylines that will send adventurers into its depths and past its borders. The redesign of this zone includes high-end outdoor quest areas for solo players, 5-man groups and mini-raids. Silithus is loaded with repeatable quests and bosses, providing a more casual alternative to dungeon raiding. Will you uncover the secrets of Silithus?
*Advance the story of Silithus through a brand new and exciting quest chain!
*Engage in solo, group and raid-level content as you fight the Twilight's Hammer cult and their elemental masters in the Abyssal Council!
*Cenarion Hold - a brand new quest hub for both Horde and Alliance!
*All new triggered outdoor raid content!
*Repeatable quests which allow players to build their faction with the Cenarion Circle!
*Brand new Graveyard and Flight point for both factions!
File:Underdev Silithus Image 05.jpg
File:Cenarion Hold.jpg
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File:Underdev Silithus Image 10.jpg
===Interactive map===
Since the beginning of recorded history, Azeroth has seen the most terrible conflicts imaginable. The War of the Ancients and the Sundering of the World. The coming of the Tides of Darkness. The return of the Burning Legion, the Scourge of Lordaeron and the rise of the Lich King. Yet all this time, deep beneath the shifting sands of Silithus, an unspeakable horror has been lying in wait, ever patient, ever enduring. Mortal hands are at work awakening an ancient menace that, once set lose, will shake the very foundations of this world. Evil is stirring where mortals were never meant to tread. The world is waiting for a champion to step forward and stop the coming darkness before it is too late.
The time has finally come for the hero to assume the role fate has bestowed upon him.
====Valor's Rest====
Some say that in the harsh wasteland of Silithus, an ancient war was waged between the Night Elves and a malign, alien power. Along the northern road leading to Silithus lies Valor's Rest, the final resting place for the fallen of the wastes.
It is there that many travelers will catch their first glimpse of the wastes... and Valor's Rest has seen many brave souls turn their mount around and retreat to the relative safety of Un'Goro crater. Few are those who are strong enough to brave the wastes and unlock the secrets of the shifting sands.
====Silithid Hives====
Silithus is the home of a species of insectoids named after the region, the voracious Silithid. These remarkable creatures build enormous hives where they hatch their offspring. These hives and the worker drones which constantly expand them are guarded aggressively by several kinds of fighting Silithid. There are airborne, wasplike Silithid that inject their victims with powerful toxins and gigantic hulking Silithid that command swarms of smaller bugs which can penetrate the armor of any intruder in seconds. 
Since the Silithid are not only fierce but also numerous, it is best not to go to their hellish hives alone. 
====The Crystal Vale====
In the northwest lies the Crystal Vale. Scattered throughout the vale are the remnants of what appears to have been a rather recent settlement, but the ultimate fate of those who set foot here is still unknown. Now, unbound elementals of air and earth roam the area and attack on sight any who seek to unravel the mystery of the Crystal Vale.
====Twilight's Hammer====
Not long ago, several groups of cultists all belonging to the Twilight's Hammer established a number of bases in Silithus. Although it is unclear what the cult is doing in Silithus, the presence of so many of its followers is a clear sign that they are planning something big.
The cultists must be stopped before their evil scheme (whatever it may be) succeeds. Their camps are spread throughout the region; thinning their numbers should be one of the first items on the to-do list of all newly arrived adventurers. 
====Cenarion Hold====
Cenarion Hold is a location of utmost strategic importance in Silithus. The Cenarion Circle has taken over the duty of defending the ancient Night Elven settlement against the increasingly hostile and aggressive Silithid and other forces that have set foot in this troubled region recently.
The town can be reached either by Gryphon or Wyvern from Gadgetzan. The merchants of Cenarion Hold gladly sell their goods to any adventurer who passes through, since business is hard to come by in these trying times. 
====Southind Village====
Southwind Village was once a Night Elven base of operations in Silithus, but it has long since been overrun by the relentless Silithid that infest large parts of this region. The horror of the village's initial sundering still echoes through time - the tortured spirits of fallen druids and sentinels wander the ruins aimlessly.
The Cenarion Circle, whose members are defending the nearby Cenarion Hold, would surely be grateful to anyone who dared venture into the haunted village and free the souls of the fallen Night Elves.
====Dwarven Expedition====
The famous explorer Brann Bronzebeard has led a dwarven expedition all the way to the southernmost part of Silithus. The dwarves have established a base camp near the Scarab Wall in order to study the relics that can be found all over Silithus and to unlock the secrets of the past which still lie buried underneath the hot desert sands.
Adventurers seeking to aid the dwarves in their undertaking just need to follow the road south from Cenarion Hold. The dwarves will surely appreciate any help they can get.
====The Scarab Wall====
Beyond Bronzebeard's encampment stands a structure of truly cyclopean proportions, called the Scarab Wall by those who have made Silithus their home. The origins and the purpose of this wall have been long forgotten in time; there are only a few left who saw the day when it was built, and those who do know of its use prefer not to speak of it.
Perhaps it was a testament to the might of those who used to rule over the wastes, perhaps it was built to keep out those who wished to venture farther south and into the lands of ancient Ahn'Qiraj. Or perhaps its purpose is to keep whatever lingers beyond the Scarab Wall sealed beneath the cold of stone... forever. 
==Source==
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Category:Underdevs