@decoy there are 4 components to a quaternion, w,x,y,z the x,y,z parts effectively describe the vector of rotation and the w part is the amount of rotation applied.
you can think of it like this: x,y,z is the location of a point in space compared to the origin of the object you are rotating. this point defines an arbitrary axis for rotation, basically the rotation is "looking at" that point. from there, you rotate by w, w being 1 means a rotation of 180 degrees clockwise, while -1 is 180 degrees counterclockwise. all numbers in a rotation quaternion should be in a range of 1 to -1. x,y,z is a normalized vector.
this is the basic understanding of what the numbers represent but quaternions are really complicated and there's a lot more to them, especially if you go outside the bounds of basic rotations.