This is the outside of Undercity, shrouded in mist, as viewed from Tirisfal Glades. Well, technically, this is the outside of the Ruins of Lordaeron; and it isn't easy to find your way down to the city. Even regular visitors get turned around occasionally, and the elevators have a rather deadly drop.
The courtyard in the Ruins of Lordaeron are confusing enough to navigate by daylight, let alone at night. With a moat, several passages that lead in circles or to nowhere important (although you can find a secret portal to Silvermoon here), and recessed doorways, the Undead haven't made it easy to discover their city.
This dusty chamber was once the throne room of Lordaeron. Now, it is only one more barrier between the world and the depths of the Undercity; it is seldom used, except on the occasional holiday.
This is the claustrophobic, circular chamber leading to the Undercity elevators. I'd be careful though; those elevators don't like tardy passengers.
Undercity's bank, rather than being hidden in some building, a simulacrum of all the others, is a rather impressive feat of architecture. It forms the center pillar around which all of Undercity revolves, and it also serves to link the upper ruins to the thriving scene below.
It's a Shakespearean mixed metaphor! Wait, no; a Shakespearean with an identity crisis? No, no, no. It's Ophelia Montague, a tribute to a character in the 1983 movie, Trading Places. In fact, she and the other Montagues seem to have a monopoly on the banking business in Undercity; she's also the only banker in the game who is a ghost.
In most cities, people are paid to eliminate the cockroach "problem." Not in Undercity! Jeremiah Payson (or is it Felstone?), although he does keep to an area that is rather low in foot traffic, proudly sells cockroach pets beneath a foot bridge leading from the bank. He is also the city's most eligible bachelor - or are people perhaps too eager to see him married and settled in some other locale? Nevertheless, he is a big hit during Valentine celebrations.
No one can claim that the Forsaken don't have a sense of style. They can decorate with the best of them! This lovely curtained doorway actually leads out from the center of Undercity into the first, or inner, ring of hallways. Here, one can find auctioneers as well as paths leading to the outer hallways, which allow passage to the various quarters of Undercity. By choosing the correct curtained doorway, navigating the city becomes much quicker and much less confusing. Because of this, it is actually one of the city's more brilliant security features that this curtain accentuates; foes, unfamiliar with the city, are likely to become lost and spotted by the watchful guards. Hint: for all you would-be attackers, this door is the right door.
Speaking of security, Undercity does have one tiny little flaw. In their eagerness to give the sewer system its double purpose of waste disposal and bat pathway, allowing flight to and from the heart of the city, the citizens seem to have overlooked the fact that the sewers also serve as a sparsely guarded, easily navigated, tunnel that leads straight past most of the city's confusing architectural features, dumping enemy troops right next to the Royal Quarter. Oops.
It seems that not all of the abomination guards have been kicked out of the Undercity. A few still reside in the sewers, quietly doing their duties for a city that no longer welcomes them.
Here, you can see how confusing Undercity's architecture can seem, even once you've found the quarter you're looking for! This is the Apothecarium - well, the upper, friendlier part of it anyway - but across the bridge, you can see the entrance to the Royal Quarter. It is hidden, here, on the very outer ring, through a long and winding corridor. Even on a Hordeling's map, the quarter is not named, and although you can see it drawn in, one might mistake it for the basement. None of the signs will even direct your way, unless of course, you are already within a few feet of its massive doorway.
In the back of the Apothecarium is a curiously empty area, although some stalls have been erected for shopkeepers, including a rather lonely looking alchemical supplier. There is also a rather interesting doorway that seems to be leading downward.
In the belly of the Apothecarium, if one can get past the stench and the bodily remains littering the floor, you will notice a distinct nod to Frankenstein's monster, complete with lightning-channeling apparatus.
The profession trainers in Undercity all have their own little booths and shops. The fishing trainer has his dock, the herbalist, an alcove, and so on. But Undercity's alchemy trainers seem a little less interested in service with a smile than they are with gruesome experiments. They have commandeered the entire basement of the Apothecarium for their own vile purposes.
On second thought, maybe these apothecaries are not so much building an homage to Frankenstein's monster as they are taking inspiration from it and attempting to build an army. Those quirky guys!
The basement of Undercity's Apothecarium is a frightening place. Hidden in a small room off the main area is, at first glance, a much less disturbing room. After all, there are no bloody corpses, cackling apothecaries, or body parts strewn across the floor. Yes, it seems much less disturbing; that is, until you notice the expressions on the faces of the caged prisoners.
Ganoosh hangs out by the other mysterious, half-hidden path into Undercity's basement rooms. He's a deformed Goblin, or perhaps he is a Leper Gnome - or is he undead? Well, he sounds like a Gnome, anyway. I wonder what sort of contraption he's guarding? It's all so mysterious!
Although one might posit that the vibrant green, uh, waters (?) that run throughout Undercity could support no life, in fact, fishing is a favorite sport of Undercity denizens. One would be well advised, of course, to heed the warnings set forth by the CDC (Concerned Druids Council) against cooking the Sickly Fish.
In Undercity, the various class trainers are housed in very elaborate buildings. Above, is a look inside the Rogue training facility.
Here's a look at the outside of the building that houses the Rogue trainers.
The Warriors and Priests decorated their apartment with a tasteful toxic waterfall; how lovely! At first glance, it doesn't even look as though it is a building that could be entered at all.
Not to be outdone by the others, the Warlocks and Mages have their own extravagant apartment. Although, to be honest, I think theirs is a little less welcoming. On a related note, Undercity does not house Druid or Shaman trainers; I really don't think that their philosophies are compatible with those of the Undead. Paladins can find trainers, but they have not been given a house; instead, Paladins must make their way into the heart of the Royal Quarter. Perhaps Sylvanas does not yet fully trust the Blood Elves.
This runed space, protected and isolated by a moat of bubbling green goop, is where burgeoning Warlocks come to learn to master their demon companions.
In the Magic Quarter, magic-wielding classes take advantage of the target dummies in order to brush up on their Alliance-killing skills.
After completing a quest obtained in the Ghostlands, Sylvanas will begin singing with a banshee accompaniment, who, I might add, have much better voices than the name "banshee" implies.