Within the three quest of 'awaken the ancient of war/lore/protector' we are told sunwell invites catastrophe yet, sin'dorei is clinging to it.
I don't understand, how this writing passed the the Metzen's writing room (does it still called dojo?) or was he too busy regretting about the franchise being called warcraft, but excuse me? This comes from same night elves that cling to their fount of nature to literal *death* and beyond? I speak of course the world trees. How many did these tree huggers created these things again? How many calamities they caused. One in Val'sharra caused so much nightmare corruption, it almost turned every single wild god to nightmare beast.
One we are standing right on to make this plea to Shandris, literally made from death energy and came from shadowlands, with unkown long term effects to those who live around it and azeroth itself. Nordrassil still literally sucking from the juices of what remained from Well of Eternity...
Who wrote this? Who approved it? What is the point of having lore if nothing except the scene we are on matters. Am I going insane? *silent scream*
Quest
Awaken the Ancient of War
A World of Warcraft quest in Amirdrassil. Facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
Also, this quest in particular. Ancient of War! Here are some big rocks. They should come in handy against the black hole wielding demons of the void.
You have to wait for the roots to spawn. They can spawn far away from the quest giver.
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(88925))
Description
If we are to muster for war, then there is an ancient we must bring with us or they will never forgive us. They are a mentor to myself and nearly every sentinel who serves the kaldorei. They are skilled in war, tactics, and rallying our greatest forces. And they fell asleep again. If history is any lesson, they will only awaken with the aid of someone who has known war. Will you seek out their grove keeper to learn how to awaken them?
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 areaObjective areaObjective areaObjective areaObjective areaIn-game waypoint: /way #2239 48.3 70.7
Coordinates
- Turn-inAmirdrassil 48.3, 70.7
/way #2239 48.3 70.7 - Objective areaAmirdrassil 50.7, 51.5
/way #2239 50.7 51.5 - Objective area (centre of the marked area)Amirdrassil 50.8, 51.3
/way #2239 50.8 51.3
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 Amirdrassil map
- Andu-falah-dor about 270 yards
- New Moon about 280 yards
- Offerings for the Well about 280 yards
- A Personal Offering about 280 yards
- Auspicious Gathering about 280 yards
- Something Worth Celebrating about 430 yards
- A Different Enthusiasm about 430 yards
- A Disquieting Feeling about 430 yards
- A Barrow Den Burial about 1,000 yards
- Sins of the Sister about 1,000 yards
Quests whose map markers the client places closest to this one on Amirdrassil, nearest first. Distances are straight lines between the markers.
Getting there
Flight points closest to the quest’s turn-in marker on Amirdrassil:
- Bel'ameth, Amirdrassil
- Shady Sanctuary, Ohn'ahran Plains
From the turn-in, the objective areas lie:
- Objective area
- Objective area
- 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.
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Storyline
Gathering of the Elves
Part 3 of 14.
Muster the might of the elves.
Previous: Children of the Stars · Next: Awaken the Ancient of Lore
- 1The Kaldorei
- 2Children of the Stars
- 3Awaken the Ancient of War
- 4Awaken the Ancient of Lore
- 5Awaken the Ancient Protector
- 6The Quel'dorei
- 7Symbols of the Past
- 8Rest for the Restless
- 9For Quel'Thalas
- 10The Shal'dorei
- 11Drained Mana
- 12An Illusion!
- 13Into the Darkway
- 14The Elves are Going to War
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.
- Children of the Stars
You have traveled far to ask my people to march to yet another war. Maiev's fervor is blunt but not misplaced. While Silvermoon is under threat, let us not forget how many of my people burned when the sin'dorei failed to aid us at Teldrassil. However, Bel'ameth stands tall thanks to their aid.
After this quest
Taken from the storyline's own step order.
- Awaken the Ancient of Lore
While our forces gather, I would like you to have the honor of awakening our ancients. There is a particular ancient of lore we will need awakened. They are a master of magic, a teacher of our druids, and a force that has walked alongside us across many battlefields.
Quests that require this one
The storyline at a glance
Gathering of the Elves has 14 steps, from The Kaldorei to The Elves are Going to War.
Maps its steps are placed on (steps per map): Amirdrassil (5), Eversong Woods (3), Silvermoon City (3), Suramar (3).
Steps of this storyline count toward:
Other storylines on the Amirdrassil map
- New Beginnings
- The Emerald Dream
- Sins of the Sister
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.