World Quests found in BFA zone do count for this quest. There is no need to do any world quests in the Broken Shore.
Quest
A Peaceful World
A World of Warcraft quest in The Wandering Isle. Facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
Shadowland World Quests do count!
Looks like this is down to 10 World Quests to complete as of 7.2.
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(41086))
Requirements
Read from the Blizzard quest API.
Description
Word has reached us that the Legion is advancing on the Broken Isles. They beset us from all sides, and if we do not stand strong, they will spill over into the rest of Azeroth. {name}, we need your help more than ever. Lend your strength to those defending at the front. We cannot fail here.
Where to go
Pins are the quest’s own POI points from the current retail client, projected onto the in-game zone map. The game marks one blob as the quest’s turn-in; the rest are objective areas. Points that fall outside a map’s window are dropped rather than guessed at.
Turn-inObjective areaIn-game waypoint: /way #709 51.4 48.4
Coordinates
- Turn-inThe Wandering Isle 51.4, 48.4
/way #709 51.4 48.4 - Objective areaThe Wandering Isle 55.4, 57.2
/way #709 55.4 57.2
Map coordinates of the pins above. An area the client draws as a shape is given by the centre of its points.
Nearby on the The Wandering Isle map
- The Dawning Light same spot
- Prepare To Strike same spot
- The Emperor's Gift same spot
- Rebuilding the Order same spot
- Brick By Brick same spot
- Report from Tian Monastery same spot
- Growing Power same spot
- Tech It Up A Notch same spot
- The Trial at the Temple same spot
- Spiced Rib Roast same spot
Quests whose map markers the client places closest to this one on The Wandering Isle, nearest first. Distances are straight lines between the markers.
Getting there
From the turn-in, the objective areas lie:
- Objective area
Straight-line distances in yards between the quest’s own map markers (QuestPOI) and the client’s flight-point positions (TaxiNodes); flight paths and terrain are not modelled.
Community notes from Wowhead · 19 comments
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Storyline
Journey of the Grandmaster III
Part 4 of 11.
Previous: Freya's Spring · Next: Amaranthine Hops
- 1The Mead Master
- 2Stolen Knowledge
- 3Freya's Spring
- 4A Peaceful World
- 5Amaranthine Hops
- 6Making A Trade
- 7Halls of Valor: The Brewmaster
- 8Halls of Valor: Odyn's Cauldron
- 9Impending Danger
- 10Storm Brew
- 11Champion: Aegira
Storyline order is the client’s own QuestLine data from the current retail build.
Where this quest fits
Before this quest
Taken from the storyline's own step order.
- Freya's Spring
First, we need water from Freya's Spring. Once a year, on the first day of solstice, the sun hits the white-capped summit of the highest peak in Highmountain. The melting snow runs through a ravine and collects in a crystalline pool. Some say these waters grant eternal youth.
After this quest
Taken from the storyline's own step order.
- Amaranthine Hops
The hops for our brew must be a very specific, and they will also be hard to acquire. Amaranthine Hops only grow in the realm known as the Emerald Dream, meaning we can only acquire this ingredient from a druid.
The storyline at a glance
Journey of the Grandmaster III has 11 steps, from The Mead Master to Champion: Aegira.
Maps its steps are placed on (steps per map): The Wandering Isle (7), Stormheim (2), Val'sharah (1), Halls of Valor (1).
Steps of this storyline count toward:
Other storylines on The Wandering Isle map
- The Broken Temple
- Journey of the Grandmaster II
- Journey of the Grandmaster IV
- Journey of the Grandmaster I
- Class Mount: Monk
Steps, storylines and map placement from the client’s QuestLine, prerequisite and QuestPOI data; neighbouring quest text is Blizzard’s own (quest API), shortened to its opening sentences.