WoW Blog/Legion Dungeon Previews

This article is a copy of a set of official blogs referred to as "Legion Dungeon Previews", by Blizzard Entertainment. It's about the dungeons found in .
==Articles==
===Vault of the Wardens & Assault on Violet Hold===
Many challenges await the heroes of Azeroth in Legion, and among the most dangerous are the dungeons found in and around the Broken Isles. In this preview, we take a look at two of the expansion’s new dungeons: Vault of the Wardens and Assault on Violet Hold.
====Vault of the Wardens====
*Minimum Level: 110
*Location:Azsuna
*Bosses: 5
This secret Warden facility was carved into the mountainside deep in Azsuna, and sealed with magical wards both to keep intruders out and to ensure that the terrors locked within could never escape. Many of the most dangerous foes the Wardens have encountered were locked away within the Vault, but in the aftermath of Cordana’s betrayal and the Legion’s attack, those creatures now roam the halls freely.
:Developer Insights: This dungeon was one of the very first concepts we locked down early in the development of Legion. From the moment we’d settled on Demon Hunters emerging from stasis in the midst of a Legion attack on their ancient prison, we knew we wanted to let players revisit that location in its aftermath.
:In this dungeon, players enter a ruined version of the once-pristine Vault, where the inmates are running the prison, so to speak. Once we decided on some of the monstrosities that would be unleashed as bosses, we went back to the Demon Hunter starting experience and gave enemies like Ash’golm and Glazer cameos, to create a greater sense
The Vault of the Wardens is broken up into three floors, where the dungeon’s five bosses dwell:
=====The Warden’s Court=====
Tirathon Saltheril – Once ally to the Master, Tirathon made a bargain with the Legion in exchange for more power. Embittered after years of imprisonment, Tirathon is eager to dole out pain and suffering to whomever crosses his path. If that happens to be one of his former captors, then so much the better.
=====Vault of the Wardens=====
Inquisitor Tormentorum – Of all the foul creatures that serve the Legion, the hooded inquisitors are perhaps the most mysterious, and the most menacing. Tormentorum arrived in the aftermath of the initial assault upon the Vault. As he drifts through its halls, his gaze piercing the shadows in search of some vital secret, and even other demons give him a wide berth.
Glazer – Like many demons of this type, Glazer can focus his gaze into a potent weapon against his enemies. The Wardens discovered that the creature's magical emissions could be reflected back to their source to debilitating effect. They used this knowledge to ensnare the demon and crafted a special prison of mirrors to contain its power—until now.
Ash'golm – Ash'golm was one of Ragnaros' lieutenants who burned a violent scar across the forests of Kalimdor before the Wardens finally managed to bind him. Unable to fully destroy Ash'golm, the Wardens locked him in a prison of ice. Unfortunately, the recent incursion by the Legion has weakened the countermeasures that kept Ash'golm frozen all these years. . . .
=====Vault of the Betrayer=====
Cordana Felsong – Traitor. Betrayer. Outcast. Cordana was among the vanguard that pursued Garrosh into the Dark Portal, fighting by Khadgar's side and working to thwart the influence of the Shadow Council. But Gul'dan's dark sorcery wormed its way into her heart, turning her into the warlock's ultimate pawn. Once a paragon of duty, she will now forever be known as the instrument of the Wardens' undoing.
====Assault on Violet Hold====
*Location: Dalaran
*Minimum Level: 105
*Bosses: 8 (must defeat 3 different bosses each run)
In the aftermath of the Northrend campaign and the Blue Dragonflight’s attack on this Dalaran prison, the Violet Hold was repaired and its cells were repurposed to house some of the most dangerous servants of the Lich King. Now, as Dalaran floats above the Broken Isles as the flagship of the war against the Legion, a shadowy threat once again seeks to strike at the Kirin Tor from within. 
Located within the floating city of Dalaran—recently relocated to the Broken Isles—the Violet Hold now houses some new prisoners who are looking for a little payback on the Kirin Tor.
: Developer Insights: With Dalaran moving to the Broken Isles, that meant that the Violet Hold was coming along with it. While the space is used for a couple of Artifact and Class Order quest lines, its classic function has always been as a dungeon. We used this as an opportunity to modernize some of the mechanics from the old dungeon, such as checkpointing and progress tracking, revisited some of our favorite creature types that players haven’t seen in quite some time.
:Since Dalaran’s last function was as a major staging ground for the Northrend campaign, it follows that its cells might now house all manner of Scourge monstrosities. In Legion, the dungeon serves as a throwback to Icecrown Citadel’s greatest hits, with close relatives of some familiar foes like Blood Queen Lana’thel, Festergut and Rotface, and Sindragosa making an appearance as the Legion unleashes them upon adventuring parties. Oh, and a gnome.
While there are eight possible bosses to fight in the Violet Hold, you’ll encounter a different set of three each time you venture into the dungeon. 
Millificent Manastorm – An engineering genius of undeniable prowess, Millifecent Manastorm seems to be the complete opposite of her husband Millhouse. Smart and resourceful, she is a force to be reckoned with.
Blood-Princess Thal’ena – Blood-Princess Thal’ena is the daughter of the powerful San’layn Queen Lana’thel. She has been locked inside the Violet Hold since the Northrend campaign, suffering the gnawing pain of her eternal hunger. Now that her cell has been opened, she intends to feed on the world.
Festerface – Professor Putricide had many experiments seized when Icecrown Citadel fell. At best guess, Festerface appears to be a failed prototype that predated the construction of the professor’s two most notorious creations: Rotface and Festergut.
Anub’esset –' Anub’esset, one of the few remaining ancient Nerubian crypt lords, was captured by the Kirin Tor durning the invasion of Icecrown Citadel and imprisoned in the Violet Hold. Set free during the Legion’s invasion, his thoughts turn only to revenge against the living.
Mindflayer Kaahrj – This eldritch creature was captured in the depths of Ulduar, ensnared as it lapsed into a catatonic state after the defeat of Yogg-Saron. Since Dalaran arrived at the Broken Isles, the monstrosity has mysteriously awakened, and only the powerful wards of the Violet Hold keep its powers in check.
Shivermaw – Rumored to be one of Sindragosa’s own brood, this fearsome frost wyrm was captured from the Frostwing Halls of Icecrown Citadel, where the forces of the Lich King labored to create these winged abominations.
Sael’orn – The origins of these arachnid demons are not fully understood. Scholars who have studied the Legion speculate that they are the remnants of a forgotten race on a world long ago conquered by the armies of Sargeras. Sael’orn is a particularly vicious specimen, and has been tasked with leading the infiltration of Dalaran.
Fel Lord Betrug – This ruthless Legion commander stands ready to lead an invasion of Dalaran from within its walls.Vault of the Wardens and Assault on Violet Hold: Official Site | Archive Link
===Eye of Azshara and Neltharion’s Lair===
Many challenges await the heroes of Azeroth in Legion, and among the most dangerous are the dungeons found in and around the Broken Isles. In this preview, we take a look at two more of the expansion’s new dungeons: Eye of Azshara and Neltharion’s Lair. 
====Eye of Azshara====
*Minimum Level: 98
*Location: Azsuna
*Bosses: 5
Amidst outlying shoals off the coast of Azsuna, an ancient source of power lies beneath the waves. Long ago, the power of Queen Azshara extended throughout these lands, and the naga seeking the Tidestone of Gloganneth still act at her behest. As clouds roll in and the air crackles with the energy of an approaching storm, Azshara’s followers prepare to summon an incarnation of her wrath to lay waste to the land. '
:Developer Insights: This large outdoor dungeon, which serves as a capstone to the Azsuna storyline, was one of the first to enter development. With such a wide-open space to work with, we resolved from the start to embrace non-linearity. Though most groups will navigate the dungeon either clockwise or counter-clockwise, the first four bosses can be fought in any order. As players defeat the different bosses around the Eye, the ritual being performed at the center of the Eye progresses, causing the weather to intensify. These effects are not merely cosmetic, but include changes like periodic lightning strikes, or gusts of wind that buffet the party about. Some of these effects may interact with specific boss encounter mechanics in a way that might influence a group’s choice of boss order.
The Eye of Azshara is an outdoor dungeon with five bosses located along its coastal area:
Serpentrix: The naga camped at the Eye of Azshara keep a healthy distance from its northern reaches. An ancient scaled beast makes its home in the shallows there, occasionally bursting forth with one of its many snakelike necks to devour nearby prey.
King Deepbeard: Sailors tell of a behemoth that strides the ocean floor, surging from the deptsh to tear vessels apart with his bare hands. They say he wears the intact prow of a ship as a pauldron — as a trophy. Most listeners dismiss these reports as fools’ tales, the product of too much grog.
Warlord Parjesh: This fierce commander oversees the military might of the naga that have overrun Azsuna in search of the Tidestone of Golgonnath. He is second only to Athissa among the Hatecoil, and commands obedience with an equal measure of fear and respect.
Lady Hatecoil: This naga sea witch hails from a long line of Hatecoil nobility, favored by Queen Azshara herself. The waves and the skies heed her call, as she harnesses their power to crush any who would oppose the Hatecoils.
Wrath of Azshara: One of Azshara’s most loyal handmaidens offered herself willingly to her Queen to serve as the instrument of her vengeance. Summoned by Hatecoil channelers as a last resort after Parjesh’s failure, the terrifying Wrath of Azshara exists to wash away all landwalkers who would stand against her.
====Neltharion’s Lair====
*Minimum Level: 98
*Location: Highmountain
*Bosses: 4
Located within Highmountain Neltharion’s Lair takes you into the craggy depths of what was once Deathwing’s lair.
:Developer Insights: When setting out to build this dungeon, our brainstorming revolved around two pillars: this massive cavern complex used to be the home of the Earth Warder Neltharion, and thus needed a truly massive scale; we also wanted to showcase the culture of the drogbar, the primary antagonists in Highmountain, hinting at a sprawling civilization with far more sophistication than players might have realized. These twin goals led us to include vast amounts of unplayable space along the outskirts of the main player path through the dungeon, with dwellings carved into the cavern walls and massive waterwheels harnessing the power of the rapids that churn their way through the Lair. Speaking of which, those rapids also provided a natural solution to the question of how to move players quickly through the vast space we’d created!
Rokmora: Ularogg Cragshaper’s unfinished masterpiece, Rokmora,is a massive crystal fury constructed to annihilate all who stand against the Underking. The wild magic used to create this behemoth has yet to take hold imbuing any piece of Rokmora, attached or not, with Ularogg’s malevolent will to crush his enemies.
Ularogg Cragshaper: Ularogg Cragshaper, is an ancient drogbar who has committed his life to the pursuit of power. Through violence and deception, Ularogg rose to become the Underking’s trusted advisor. He detests Navarogg for bringing “intruders” into their home and will take pleasure in bringing about their violent end.
Naraxas: Naraxas, mother of monsters, has been worshipped by the drogbar since the Age of Neltharion. Constant sacrifices are made to this creature so she can nurture the generations of horrors the drogbar use against their enemies. One way or another, you must make it past this beast and strike at the Underking before this terror is unleased on Highmountain.
Dargrul the Underking: Dargrul is the most powerful Underking since the age of Neltharion. Certain that only he has the right to wield the power of Khaz’goroth, Dargul murdered High Chieftain Ulan and seized the artifact from the Highmountain tauren. Now, he uses the Hammer’s power to devastate the region and any who oppose him.Eye of Azshara and Neltharion’s Lair: Official Site | Archive Link
===Black Rook Hold and Darkheart Thicket===
Many challenges await the heroes of Azeroth in Legion, and among the most dangerous are the dungeons found in and around the Broken Isles. In this preview, we take a look at two of the expansion’s new dungeons: Black Rook Hold and Darkheart Thicket. 
====Black Rook Hold====
*Minimum Level: 110
*Location: Val’sharah
*Bosses: 4
Carved from the greatest mountain of Val’sharah by ancient elven masons, Black Rook Hold stood as a bulwark against the Burning Legion during the War of the Ancients. The nigh-impregnable fortress is also the ancestral home of Lord Kur’talos Ravencrest, one-time mentor of Illidan himself. But since the latest Legion attack, a strange dark energy emanates from the Hold, and restless dead plague the surrounding lands. 
*Developer Insights: The encounter team was excited to tackle Black Rook Hold, which is probably the closest thing to a traditional castle that World of Warcraft has seen since Shadowfang Keep. It’s also a very different take on elven architecture than we’re used to seeing. Not much was known about the structure, other than the fact that it was built as a bulwark against the Legion, was named for its tower’s resemblance to a certain chess piece, and that it was closely associated with Lord Kur’talos Ravencrest, one-time mentor of Illidan. We doubled down on that last angle, beginning in the Ravencrest family crypt beneath the Hold and having the players work their way up through cobweb-filled corridors as the presence and influence of the Legion grow. The source of the troubles that have been plaguing the nearby town of Bradensbrook awaits at the top.
Black Rook Hold is a dark presence looming over the Howling Dale. It stands on an island on the west side of Val’sharah, connected to the mainland by a wide, intimidating bridge over the Emerald Bay. Inside, four bosses are waiting to give you a warm welcome.
=====The Ravenscrypt=====
The Amalgam of Souls: Immense soul energy was released when Gul’dan conducted the ritual to sever Illidan’s soul from his body at Black Rook Hold. This energy brought the souls of the Ravencrest clan back to their ancestral home—and residual soul energy has merged them into a massive monstrosity.
=====The Grand Hall=====
Illysanna Ravencrest: The daughter of Lord Ravencrest, imprisoned for millennia in the Vault of the Wardens shortly after the War of the Ancients, found herself free after Maiev released the demon hunters from their prison. Returning to her ancestral home, she sacrificed everything—including her very soul—to defend what she could not during the War of the Ancients.
=====The Rooks’ Roost=====
Smashspite the Hateful: A brutal, imposing Mo’arg Lieutenant, Smashspite the Hateful led the Legion’s invasion of Black Rook Hold and commanded defense of the keep from the air via his colony of felbats.
=====The Raven’s Crown=====
Lord Kur’talos Ravencrest: Kur’talos Ravencrest, Lord of Black Rook Hold, was the commander of the Kal’dorei Resistance during the War of the Ancients until he was assassinated by Varo’then under the order of Queen Azshara. Millennia later, Gul’dan’s foul soul magic has awoken Ravencrest’s soul, and those of his ancestors, from their eternal repose. The Legion, seeking revenge gleefully forced his soul into his body and mesmerized him, forcing him to eternally relive the horrors of the War of the Ancients.
====Darkheart Thicket====
Minimum Level: 98
Location: Val’sharah
Bosses: 4
In the shadow of Shaladrassil, the Nightmare permeates every inch of the once-lush forest. Where the eldest and greatest druids once tended to the woods, meditating beneath the great world tree, corruption and madness now reign. Deep within the tangled thicket, the Nightmare Lord Xavius works to break the will of his greatest prize. 
:Developer Insights: This dungeon represents the pinnacle of the Nightmare’s corruption in Azeroth, showing the most intense effects of its power on a grove that was once a sanctuary for all Azerothian druids. We began work on this dungeon very early in Legion's development, and it actually served to inform the look and feel of the Nightmare corruption in Val’sharah, letting our artists and level designers define maximum corruption and then de-escalate as distance from Shaladrassil increases.
Darkheart Thicket is an outdoor dungeon in what once was an idyllic wood in the shadow of Shaladrassil. Now nightmares roam unfettered.
Archdruid Glaidalis: Glaidalis was once known as among the most talented shapeshifters in all of Azeroth, and the elders of Moonglade would regularly send their most promising disciples to his care for instruction. But as has sadly too often been the case, those who are closest to nature are often the first to fall into the Nightmare’s clutches.
Oakheart: An ancient who formed from an offshoot of Shaladrassil itself, Oakheart has survived the Sundering, the Cataclysm and the countless blights. The ancient was able to weather these storms by drawing strength from the essence of the Dream itself. But now, that wellspring has become his undoing.
Dresaron: Once a young green drake, tending to whelps in the shadow of the great world tree, Dresaron is now engulfed in nightmare, lost in a fog of hatred and fear. He lashes out with powerful wings and a withering breath, unleashing his rage on any who stumble into his clutches.
Shade of Xavius: Once a powerful mage and a councilor to Queen Azshara, Xavius forged a pact with Sargeras to enable the Legion’s first invasion of Azeroth. Cursed and tormented in the wake of that defeat, Xavius now projects his true power from the Nightmare into our world, focusing his dark might to break the spirit of his old rival, Malfurion.Black Rook Hold and Darkheart Thicket: Official Site | Archive Link
===Halls of Valor and Maw of Souls===
Many challenges await the heroes of Azeroth in Legion, and among the most dangerous are the dungeons found in and around the Broken Isles. In this preview, we take a look at two of the expansion’s new dungeons: Halls of Valor and Maw of Souls. 
====Halls of Valor====
*Minimum Level: 98
*Location: Stormheim
*Bosses: 5
In the clouds high above Stormheim, the titanic keeper Odyn has called the greatest vrykul warriors of Azeroth to be his Valarjar. Amidst feasting halls and hunting grounds, these ascended vrykul test themselves and prepare for the great war that is to come. Adventurers must pass through these halls and prove their worth if they hope to stand before Odyn and claim the Aegis of Aggramar. 
:Developer Insights: The look and feel of this dungeon was inspired by the Norse mythos of Valhalla, and we began by asking ourselves: What would the greatest and fiercest vrykul warriors look forward to as their eternal reward? Our answers to that question defined each of the major locales within the Halls of Valor: feasting, drinking, hunting, smithing, and testing their combat prowess. The scale and architectural style hint at the titan influence over the vrykul, as well as Odyn’s origins as the titan Pantheon’s Prime Designate charged with watching over Azeroth before the turmoil chronicled in the Storm Peaks during Wrath of the Lich King.
The Halls of Valor can be found in the southeast of Stormheim. You’ll need to fight your way to the Gates of Valor to gain access to what lies beyond. In this multi-level dungeon, you'll prove your worth against five mighty bosses.
=====Fields of the Eternal Hunt=====
Fenryr: In the Fields of the Eternal Hunt, the greatest vrykul champions keep their skills sharp, competing to see who can fell the largest beast. But man and beast alike give a wide berth to the fearsome worg Fenryr, true master of the Fields, who stalks his prey and pounces with unnerving quickness.
=====The High Gate=====
Hymdall: Clad in gleaming golden armor, with an imposing frame that looks to have been chiseled from granite, Hymdall remains ever vigilant at the gates of the Halls of Valor. Tasked by Odyn to keep the unworthy from entering the Halls with deadly storm drakes circling nearby ready to heed the call of his horn, he will never falter in his charge.
Hyrja: In life Hyrja was a warrior without equal, defending the Valkyra from all threats. Her valor and courage drew the attention of Eyir, a titan watcher. Upon her death and ascension to the Halls of Valor, Eyir has awarded Hyrja with her greatest honor, transformation into a Val’kyr.
=====Halls of Valor=====
God-King Skovald: Gul’dan approached the vrykul king Skovald with a simple proposition: he could join the Legion and receive ultimate power, or he could see his people destroyed. Dreaming of conquest and glory, Skovald has taken up the Legion’s offer and been set to a single crucial task. He must claim the Aegis of Aggramar from Odyn in the Halls of Valor and deliver it to Gul’dan. Only then can his endless conquest begin.
Odyn: Odyn, a titan keeper, was empowered by the titan Pantheon to lead the titan-forged armies against the Old Gods. In the aftermath, he raised the Halls of Valor into the skies, assembling a force of the greatest vrykul champions to defend Azeroth. But when Ulduar fell into the clutches of Yogg-Saron, he was betrayed by Loken and cursed by Helya, now trapped within these halls for eternity.
=====Maw of Souls=====
Minimum Level: 110
Location: Stormheim
Bosses: 3
While the greatest vrykul warriors are spirited away to the Halls of Valor to glory eternal, shiny and gold, the cursed and damned find themselves on the shores of the Maw of Souls. Amidst fog and mist, they await the Naglfar, a fearsome ship formed from sinew and bone, which comes to deliver these poor souls to Helheim, and the clutches of Helya. 
:Developer Insights: This max-level dungeon is the direct counterpoint to the Halls of Valor. If the Halls were based on Valhalla, the Maw of Souls was based on the mythos of the Naglfar. We decided early on that, just as the Grimrail Depot dungeon in Warlords had largely taken place on a moving train, that the ship itself would be the location for most of the action in the Maw of Souls. Our art and encounter team explored a few different concepts, including an eerie sea of mist and ghosts, before one of our effects artists demonstrated a prototype of a tumultuous ocean that did an incredible job of making the player feel like they were caught in a terrible storm. Once we saw that, we quickly honed in on that vision, and the rest was history.
Beginning in the Hellmouth Cliffs, players will make their way to the cursed ship Naglfar to experience a cruise of a more sinister kind.
=====Hellmouth Cliffs=====
Ymiron, the Fallen King: Ymiron, one-time king of the vrykul of Northrend, was a mighty warrior held in awe by his people. The gates of the Halls of Valor awaited him in the afterlife. But, hungry for more power, he struck a dark bargain with the Lich King. When adventurers struck him down, he found the eternal Halls closed to him. And so, the damned king waits in purgatory on the shores of the Maw of Souls.
=====The Naglfar=====
Harbaron: The mysterious ferryman of souls stands at thehelm of the Naglfar, gathering the damned and bringing them to Helya’s domain. His connection with the fallen queen of the val’kyr is unclear but when the breeze catches Harbaron’s cloak, an expanse of shimmering stars unfolds beneath. Strange.
Helya: Helya, fallen queen of the Val’kyr, was once at Odyn’s right hand, raising the spirits of vrykul champions to the Halls of Valor to prepare for the final battle for the fate of Azeroth. But following Loken’s betrayal, she was persuaded to join him and turn upon her master. She now lurks in the shadowy realm beneath the world, plotting her revenge.Halls of Valor and Maw of Souls: Official Site | Archive Link
===The Arcway and Court of Stars===
Many challenges await the heroes of Azeroth in Legion, and among the most dangerous are the dungeons found in and around the Broken Isles. In this preview, we take a look at the final two of the expansion’s new release dungeons: The Arcway and Court of Stars. 
The Arcway and Court of stars are accessible a little differently than a dungeon like Maw of Souls. To gain access to these two maximum-level dungeons, you’ll need to work on your reputation with Suramar which you’ll be able to do as a part of the zone questline. You’ll also need a premade group to take them on as neither of these dungeons will be available in Normal or Heroic. Read on to learn more about them.
====The Arcway====
*Minimum Level: 110
*Location: Suramar
*Requirements: Faction with Suramar, Mythic Premade Groups Only
*Bosses: 5
As vast as the city of Suramar is, the vast network of tunnels beneath the city spans an even greater reach. Nightborne society has grown to depend on the power of the Nightwell, and the Arcway delivers that lifeblood throughout the city. This labyrinthine complex was built thousands of years ago, running beneath the foundations of the city’s largest buildings, and most modern citizens live their lives entirely unaware of what may lurk in the shadows beneath their feet….
: Developer Insights: Right around the time we needed to begin planning this Suramar dungeon, we had been reflecting on some of our older dungeons like Blackrock Depths, which covered a massive swath of territory and were full of twists and turns. We decided that the foundations beneath the massive city of Suramar would be the perfect setting to revisit something on that scale. While the Arcway does not feature randomized bosses like the Assault on Violet Hold, each time players enter the dungeon they will find a different configuration of open doors, varying the gameplay experience and providing different choices for how to navigate the labyrinthine corridors.
Ivanyr: Cut off from the power of the Nightwell and cast into the dark expanse of the Arcway, Ivanyr wandered aimlessly, slowly withering away, until he came upon a trove in the foundations beneath the great library of Suramar. He spends his days feverishly working to decipher the tomes there, feeding off the power of relics in the archives in order to sustain himself. But, even as that magic sustains his body, his mind cracks and weakens.
Corstilax: This massive construct patrols the tunnels beneath Suramar, searching for anomalies and correcting them. He has detected one such anomaly — a breach in one of the conduits that carries the power of the Nightwell — and works to repair it. But living outsiders wandering the tunnels are also an anomaly; one that Corstilax is empowered to remedy.
General Xakal: When Gul’dan threatened Suramar with his demands, those were not idle words. A Legion invasion force burrowed into the tunnels beneath the city, and Xakal leads those forces. He awaits further command, ready at a moment’s notice to surge forth and bring death and destruction to the streets of Suramar.
Nal'tira: This massive spider made its nest in the hollows beneath a great mana tree. Over the years, loose magical energies and runoff have warped the creature, imbuing Nal’tira with arcane energy that makes her perhaps the deadliest predator in the Arcway.
Advisor Vandros: Vandros is one of Elisande’s closest advisors and an adept at harnessing the arcane magic of the nightwell, second only to Elisande herself. He would not ordinarily venture in to the Arcway himself, but after monitoring the state of the nightfallen resistance and their allies, he now feels the need to take matters into his own hands.
====Court of Stars====
*Minimum Level: 110
*Location: Suramar
*Requirements: Faction with Suramar, Mythic Premade Groups Only
*Bosses:3
Even as Legion troops patrol the streets, casting a pall over the grand city of Suramar, the socialites of the Nightborne nobility continue to cling to custom and routine. On this clear night, the cry of revelers echoes through the chill air, as the largest mansion in the Noble District opens its doors for a grand gala. Rumor has it that Grand Magistrix Elisande herself may be making an appearance in an effort to reassure several of her closest allies despite recent turmoil. 
: Developer Insights: From the outset, we knew that this was going to be a non-traditional dungeon. It is set in a portion of Suramar City, which is not inherently an untamed, active combat space full of aggressive enemies. Rather, we decided to focus on a specific moment in time, and an event: a dinner banquet replete with targets of opportunity, setting the stage for an infiltration mission. In many ways, the old-school Dire Maul “tribute run” served as an inspiration for the structure of the dungeon. Why does violence always have to be the answer? What if we could encourage and reward players for seeking out creative solutions to obstacles in their path, leveraging unique class abilities, tradeskills, and even basic powers of observation and communication?
Patrol Captain Gerdo: Captain of the Duskwatch, Gerdo has devoted his life to keeping the peace within the walls of Suramar. Though he has a growing unease since the arrival of the Legion, he remains faithful and loyal to the leadership of Suramar. Elisande has safeguarded them for generations, and she knows what is best for the people of the city. Tonight, Gerdo’s task is to ensure that only citizens with the proper credentials are able to enter a gathering of particular importance at the manor.
Talixae Flamewreath: A sadistic eredar sorcerer, even as she understands the importance of the nightborne to her master’s plans, Talixae chafes at the indignity of standing guard over a building full of elves. Nevertheless, she and her lieutenants remain vigilant, and while they live, no intruders will disrupt the gathering.
Advisor Melandrus: First Blade of the Grand Magistrix, Melandrus rarely leaves Elisande’s side. He has eschewed the magical arts, instead harnessing the power of the Nightwell to heighten his reflexes and his movements to inhuman levels.The Arcway and Court of Stars: Official Site | Archive Link
==Sources==
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