Path of the Warden
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How to start
- How to startFind the old man's cabin northwest of the Moorne Head.
Map
Every place this quest sends you.
Walkthrough
Who to see, what to do and what changes hands, in order.
- 1. Meeting a Master
- The old hermit in the cabin northwest of the Moorne Head keeps no company and collects stories instead. Sit with him a while. Sit with the old man in the cabin northwest of the Moorne Head.
- 2. The First Story
- The Grand Master Warden wants a tale of heroism - of standing against impossible odds for someone in their darkest hour. Tell him one. Tell the Grand Master Warden a tale of heroism.
- 3. The Second Story
- Return to the Grand Master Warden with a tale of mystery, of a truth others let lie that you brought back into the light. The fire in Badongerst or an old painter's unfinished work could give you one. Live through a mystery worth telling, then return to the Grand Master Warden.
- 4. The Third Story
- Visit the Grand Master Warden again and tell him a tale of difficult decisions, so he can weigh how he might have chosen himself. A young druid torn over her circle, or the historian Orvyn's search into the past, could give you one. Face a difficult decision worth telling, then return to the Grand M
- 5. Your New Story
- The Grand Master Warden has a story of his own to tell, and a question at the end of it. Hear him out and give him your answer. Return to the Grand Master Warden and hear his story.
Rewards
What you receive when the quest is complete.
- 1 Quest PointQuest progression
275 Warden XPSkill experience
