
Kurast is a town built on ancient stone ruins and rotting piers around a swamp, surrounded by an evil-ridden rain forest. The architecture of Kurast is mostly broken down wooden structures, with rotting boards for walls, and treacherous bridges running in every direction, connecting the various shops that make up the city. All through town there are massive stones of long-toppled structures, many with new, poorly-constructed wooden shacks perched upon them. Outside of town are more stone buildings, these less crumbled, and there are temples and pyramids with underground dungeon levels that have never been seen in any game-play movies or screenshots.
The walls of all buildings are ominously crafted with detailed sculptures carved into the stone. Vines run rampant, and every building is run down, or loosely held together and maintained. Rain is commonplace, and you often run across streams and mud puddles are everywhere, as well as numerous deep stone pools.

In Kurast, huts are the most popular buildings, with stone walls/supports and thatched roofs. Paths run this way and that, in bad quality, almost cobblestones, made in the same material as the other structures. We know less about Kurast than the towns of Act One and Act Two. Most of our knowledge about Kurast dates from May 1999 from E3. Unfortunately the town was not as completed at that time as were the Rogue Encampment or Lut Gholein, and both of those have been seen in gameplay movies as well. Act Three is a jumble of various buildings and wilderness areas, with huts that look like they belong in town in the wilderness, and large temples with nothing inside of them. Doubtless Act Three will be very different when Diablo II is released, and hopefully we'll see more of it in screenshots and gameplay movies over the coming months, and be able to gain a better idea of its layout.
Non-Player Characters:
Kurast is more difficult to find your way around than the first two towns.
The shops are connected by a confusing network of bridges, many of them ending in dead ends or collapsed sections.
There are numerous entrances and exits to Kurast, and monsters are just outside of town.
Very few NPC's of Act Three have been seen so far in screenshots, and few are known by name.
This one to the right is apparently a blacksmith.
This armoured fellow to the left is probably an NPC Paladin. Once of the few things we know about Act Three is that the religion of Zakarum originated in Kurast, and then spread to Westmarch, home of the Paladins. So Kurast is the birthplace of the paladin's religion of the light, if not his actual home. Likely there will be Paladin NPC's in Act Three, though in less abundance than the Rogue NPC's in Act One.