Quest For Glory
Chronicles
Campaign ran for 3½ years until June 13, 2007.
Welcome to Spielburg |
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Showing Off | Tarm kindly demonstrates Ray of Frost on a convenient chair. |
Shadowhorn | A memorable meeting with a noble creature. |
Hiring Toran | The Treasure Hunter joins the party. |
Gathering | Emerging from the collapsed cave. |
Duel 1 | Tarm observes a duel between Marcus and Toran. |
Duel 2 | |
Duel 3 | |
Diseased | Urraka is striken with the "Blue Tongue" sickness, but Toran sleeps on. |
Tarm's Show | The crowd roars with applause as Tarm's show reaches an end. |
Curse of the Elements |
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WITT 1 | A visit to the mystical planes of Wizards' Institute of Technocery. |
WITT 2 | |
Hermit | Meeting Henry the Hermit, senile wizard extraordinaire. |
Exploring | In the goblin caves outside Spielburg. |
Waroi 1 | Arriving at the windswept gates of Waroi. |
Waroi 2 | |
Fricana 1 | Making the journey through the jungles of Fricana. |
Fricana 2 | |
The Laibon | Socializing a bit in the Simbani village. |
Uhura | |
Rakeesh | |
Setting Things Right | |
Travelling 1 | Getting to know each other on the road from Syval to Daventry. |
Travelling 2 | |
Travelling 3 | |
Pordirin Inn | Enjoying the first good meal in weeks at the inn outside the city of Pordirin. |
Pordirin Blacksmith | The group goes shopping while waiting for the party to start. |
Party Clothes | The group all stashed out in the Countess' spare clothes so they may attend the party. |
Pordirin Party | The party at the Countess' mansion. |
Bone Omen | A meeting by an impressive skull will prove to be an omen of troubles ahead. |
Surprise | On the way to Castle Daventry, the party encounters some bad news. |
Venaria Battle | A sudden attack by undead forces the party to help defend the village they've just reached. |
Venaria | Having saved the village from the undead hordes, it is time to move on. |
Belgen | The councillor of King Edward proves difficult to deal with. |
Olga's Place | Toran has finally had enough with Gaereal, and flings an axe at it in blind rage. |
Road | A tranquil road northward towards disquieting caves where much will be revealed. |
Gas Caves | Too late will the party realize what purpose the grates in the floor serve. |
Beacon 1 | A supernatural compulsion brings the party to a mystical beacon in a sinister cavern. |
Beacon 2 | |
Aftermath | Thanks to a mysterious powersurge from Marcus, the party escaped the caves. But worse surprises are in store for them... |
Song 1 | Urraka opens Tarm's magic show in Pordirin with a song from the desert. |
Song 2 | |
Song 3 | |
Show 1 | Tarm displays an impressive visage of flying colours when he finally appears on stage. |
Show 2 | |
Show 3 | |
Summoning Act | Tarm summons a fairytale creature from far-away realms of magic. |
Disappearance Act | In a shocking feat of magic, Tarm makes two members of the audience vanish! |
Ghaldar's Room | The party is reunited in Ghaldar's quarters at WITT. |
Trial 1 | The masters' court meets to decide the fate of Marcus Bimm. |
Trial 2 | |
Simon's Shop | One last visit to Simon's Shop to hear if he'd made progress in Urraka's quest. |
Wagon | The party negotiates the price of a horse wagon. |
Horse Purchase | After some considerable trouble, the party gets a pair of horses at a decent price. |
Wagon Repairs 1 | Ghaldar and Marcus fix the last problems with the wagon. |
Wagon Repairs 2 | |
Wagon Interior | The interior of the newly obtained wagon. |
Gobville 1 | A visit to the rather peculiar subterranean goblin town. |
Gobville 2 | The goblins throw a party to celebrate that the party agreed to rescue their shaman. |
Making Plans | The party tries to figure out how to go about finding the abducted shaman. |
Taikarae | Marcus and Ghaldar (far right bugbear and troglodyte, respectively) make a visit to the savage town in cognito. |
Castle Tunnels | The group investigates the secret tunnels beneath Castle Spielburg to make sure they're safe. |
Decisions | |
Manticores | Two fearsome manticores guard the gate to a possible sanctuary in the sinister, bleak forest. |
Creepy Forest 1 | The party examines a set of gongs while Toran attempts to lockpick the gate. |
Creepy Forest 2 | Toran tries to disable a nasty trap while the others watch him anxiously. |
Mordavia Rest | Ghaldar keeps watch over the party resting in the thieves' cabin in the island forest. |
Interrogation | Urraka tries to extract some useful information out of Bruno. |
Journey by Sea | The party takes some time to get to know their new companion during the journey to Ivanhov. |
Ghostly Tales | Grappige the ghostly jester rewards the party with some knowledge for making it through his "dungeon". |
Door of Light | Armed with a robe and a crystal, the group attempts to pass a magical barrier in the dark fortress of Ivanhov. |
Redemption 1 | After convincing him that redemption cannot be gained by killing more people, the party prepares to free the dark "priest" of the Ivanhov cult from his cursed existence. |
Redemption 2 | |
Redemption 3 | |
Gypsy Seer | The party consults a gypsy who tells them where to go to get the cursed dwarves cured. |
Bleakstone Gorge | The path to the cure goes through the cliffs of Bleakstone Gorge. |
Gorfirion's Shack 1 | Inside the modest hut of Ghaldar's father's old friend, the party meets the group of Gorfirion's old pupil. |
Gorfirion's Shack 2 | After a lengthy debate, Ghaldar pulls Darian and Marcus outside to tell them about Syval City. |
Leaving Mordavia 1 | Our heroes backtrack through the Mordavia cavern with their allies and the arrested thieves. |
Leaving Mordavia 2 | The party plus their various hangers-on regard the bleak woods of Mordavia for the last time... for now. |
Datis Interrogation 1 | Moderate pressure is applied to Datis, the spellslinging chief thief, to make him talk. |
Datis Interrogation 2 | The Baron of Spielburg and Sheriff Meistersson ponder the current situation. |
Sneak's Place | Urraka and Darian investigate a blind lead but gain a new pet. |
Return To Groonfeld | On their way to Syval City, the party dumps their horses in Groonfeld. |
Polymorph | Ghaldar shows off a new spell. |
Mithminas 1 | The party admires the crystal which is said to fuel the powerful magicks protecting the city. |
Mithminas 2 | Ghaldar informs the guards outside the closed council building of the possible threat of Ad Avis. |
Elven Temple | A visit to the temple of the elven forest god yields limited results. |
Glittering Glade | Lord Jaladystine interrupts breakfast at the Glittering Glade to ask about Ad Avis. |
Elven Midwife | The kattas are picked up from the midwife's where Shema has been recovering for a week. |
Heading Home | The return journey is calm and allows for some quiet reflection on recent experiences. |
Revelations | |
Tavern Discussions | The party convenes in the the Kattas' inn to discuss their plans after returning from Syval City. |
Red Handed | In a flash of chaos, the night is lit up by magic as Toran kills Zara and reveals himself as the spy. |
Spyhunting 1 | Our heroes are determined to catch their Judas, but the sneaky dwarf is not an easy prey. |
Spyhunting 2 | In anticipation of an imminent showdown, the heroes break into a run to catch up with Toran. |
Cornered | After trying to shake off his relentless persuers, Toran is caught in a dead end. |
Toran Escort | Toran the traitor is taken back to Spielburg for detainment. |
Funeral 1 | The heroes attend the funeral of Zara the sorceress at WITT. |
Funeral 2 | |
Funeral 3 | |
Beyond The Barrier | Having opened the door of light under Castle Spielburg, the party prepares to face the unknown. |
Mirror Image 1 | A stirring riddle recalls images of heroes from the past. |
Mirror Image 2 | |
Chaos Portal | The objective appears to have been reached: An ancient portal, dangerously out of control. |
Spirit of Erana | The celestial form finally reveals itself as the spirit of the legendary sorceress Erana. |
Erana's Vision 1 | Erana's vision begins as she is struggling to master the arcane arts on a distant continent. |
Erana's Vision 2 | Following advice from the god Keldar, she travels to a new continent in search of a magic rift. |
Erana's Vision 3 | On her travels through Glorianna, Erana encounters druids among others. |
Erana's Vision 4 | When she finally finds the rift, Erana immediately starts to absorb its powers. |
Erana's Vision 5 | Back home, Erana's brother and her friends are getting worried and decide to search for her. |
Erana's Vision 6 | As they land on the shores of Glorianna, Keldar appears before them to help them avoid a disaster. |
Erana's Vision 7 | When her friends find her, Erana has just inadvertently opened a portal to a realm of aggressive creatures. |
Erana's Vision 8 | At the expense of his corporeal form, Master Senace casts a powerful spell that enables Erana to banish the creatures. |
Erana's Vision 9 | With the staff created by Senace, Erana sucks the creatures back into the portal from whence they came. |
Erana's Vision 10 | But to her horror, Erana watches her brother sucked into the portal as well. |
Seeking Advice | After receiving some rather blunt criticism from Marcus, Urraka seeks advice from Amelia Appleberry. |
Practice | Ghaldar and Marcus come up with a slightly crude way of practicing combat spellcraft. |
Urraka and Wesh | Urraka gives Wesh a note requesting information about the thieves of Erana's staff. |
Meet The Riddler | Back in the jungles of Fricana, the mysterious and evasive Riddler is briefly and cryptically encountered. |
Failed Rescue | A Simbani tribesman fails to "rescue" Urraka from the rest of the group. |
New Village | Our heroes are taken to the current Simbani village atop a large tree. |
Leopardmen Seer | Ghaldar and Marcus are led to the village of the Leopardmen, where they find the tribe's seer alone. |
Lake of Peace | On the shore of the Lake of Peace, Urraka's prayer triggers the water to drain miraculously from the lake. |
Damp Caverns | The entrance to a series of damp, murky caverns is exposed as the water vanishes. |
Statue of Machiel | A solemn statue of Machiel guards a door of light behind a magical barrier. |
Divine Light | Without warning, a beam of light engulfs the party and knocks Marcus out cold. |
Veron's Trials 1 | The rest of our heroes wake up to find themselves in a strange vision reminiscent of Urraka's poem. |
Veron's Trials 2 | |
Veron's Trials 3 | |
Search and Rescue | With the help of Elara, the party sets off to find Marcus. |
Underwater Vista | A peek through a metal fence shockingly reveals that a force field is all that keeps a large body of water at bay. |
Freeing Marcus | After Ghaldar has awaken Damiano the Imp from magical sleep, Darian destroys a pedestal holding Marcus trapped. |
Noble Company 1 | The party enters the throne room to find a small group gathered to congratulate them on Bernard's rescue. |
Noble Company 2 | |
Remnants of the Spielburg Heist | |
Strategic Meeting | The future plans of the party are discussed in the Baron's strategy room. |
Dark Castle | After traversing a haunted forest and a chaotically elemental mine, the group arrives at a set of heavy iron gates. |
The Beast | The heroes are taken to the castle's master by an exotic creature. |
Blood Ritual 01 | A sinister ritual confirms that Marcus is Erana's descendant and enables the party to locate the other pieces of Senace's staff. |
Blood Ritual 02 | |
Demon Child | On the way out of the dark castle, the group meets the inhabitant of the tower. |
Visiting Hours | In passing through Spielburg, the party drops in to check up on Sheriff Meistersson. |
New Rags | King Holdewyr of Waroi keeps his promise to the Baron. |
Subterranean Mansion | In a dark cave in the mountains, the party finds a set of old, dark buildings. |
Mantern | Having passed several magical trials, the party finally meets Mantern, the current occupant of a wizard's abandoned interplanar fortress. |
Mantern Story 1 | Mantern describes his old partners in crime in vivid detail... |
Mantern Story 2 | ...he tells of how they were camping in the woods when they met their enigmatic last "client"... |
Mantern Story 3 | ...and he reveals how the "client" took his piece of the staff along with his right hand when he failed to turn up with the whole staff. |
Staff of Erana | |
Welcome Committee | Returning to Fricana for the fourth piece of the staff, the party runs smack dab into the middle of a battle. |
Veron's Wall | After following the map from the Lake of Peace for several days towards the red dot, the party encounters a bit of an obstacle. |
Veron's Last Test | Sucked into another of Veron's odd trials, the heroes are made to swear an oath each. |
Spirit Riddle | Arriving back on the other side of the magical wall, the party is faced with a strange riddle in an overgrown house. |
Temple of Veron | As she finally gains entrance to the temple she has long sought, Urraka kicks her friends out because they don't follow Veron. |
Three Boulders Cove | Proceeding onwards to Three Boulders Cove, the party are slowed down temporarily by an odd puzzle. |
Fishy Business 1 | Ghaldar manages to procure four potions that turn the party into sea-people so they may safely traverse the seabed! |
Fishy Business 2 | The party finds a cave entrance blocked by large rocks, but manage to clear the way. |
Yellow Wand Puzzle 1 | On the other side of the cave, another cryptic puzzle awaits, centered on a magically trapped statue hiding the fourth wand. |
Yellow Wand Puzzle 2 | The heroes' first attempts to remove the trap prove futile, but eventually they succeed and walk away with the yellow wand. |
Meeting The Troops | On the way back to Fricana, the party meets a knight of Daventry and gain command of a small force of soldiers and rangers. |
Tactics | The party, now including Johari, discuss their plans for the immediate future with Sgt. Izzard. |
Dead End | Having come to investigate an old set of catacombs, the group has to solve a minor puzzle to open a large door that won't budge. |
Tentative Reunion | Back out of the catacombs, the heroes have a lot of catching up to do with their old friend Tarm, now leading a group of refugees. |
Some Time Alone | In the evening when the party returns to their camp, Ghaldar tries to console the frustrated Johari, whose magic is running amock. |
Tracking With Pierico | Next morning, the group meets up with the ranger Pierico, who has been tracking a large force of shadows to an old ruin. |
Charge 1 | The heroes lead the attack against the shadows' mage school, which is now serving as a hub for the evacuation of the shadows. |
Charge 2 | |
Charge 3 | |
The Scribe | Urraka sits down with a captured scribe to get some answers out of him. |
Arcane Dreams | Marcus draws the attention of his friends by waking noisily from a strange vision in a state of panic and confusion. |
The Speech 1 | Ghaldar decides to speak to the troops, headed to Tanar, before the party rides off back to Spielburg. |
The Speech 2 | |
Parting Ways | The heroes say their goodbyes to Sgt. Izard and Pierico and mount their horses. |
In Gallop | Ghaldar and Marcus in full gallop towards Fricana, with Urraka following closely, outside the frame of the picture. |
The Shadow War | |
Reporting Back | The group returns to Castle Spielburg to report on their findings. |
Meeting In The Lab | In Ghaldar's new laboratory in Spielburg, the party encounters Sheriff Meistersson. |
Crystal Experiments 1 | With the new laboratory equipment, Johari and Ghaldar create a communication crystal with which to contact the Mordavian lord. |
Crystal Experiments 2 | The new crystal must first be tuned to the dark energies within Darian, however. |
Dark Summons | Summoned to the dark castle in Mordavia, the group makes great haste to arrive before the shadows. |
Celor Unveiled | Upon entering the castle, our heroes are shocked as the Mordavian lord reveals himself to be Celor, Erana's lost brother. |
Celor's Fate | Celor tells of how he became one with the shadows after being sucked into the portal under Spielburg. |
Barricades | Our heroes decide to fortify the halls against the impending attack while they wait for Celor to investigate his orb spies. |
Celor's Final Hour | Celor surrenders the last piece of advice he can offer the party, and is then executed by Darian. |
Taking The Fall 1 | Marcus is the first to take the plunge off the castle's balchony as rubble rains down around him. |
Taking The Fall 2 | Darian follows after throwing down his heavy armour, badly wounded and prepared for the worst. |
Waking Urraka | Marcus spots Urraka on the ground, knocked out from the fall after being pushed off the balchony by Toby. |
Escape From The Dark Castle 1 | Back on the ground, Darian somewhat patched up, the group flees the haunted forest. |
Escape From The Dark Castle 2 | |
Stocking Up | Having returned to Spielburg, the group meets up in Ghaldar's lab and prepare for the journey to Tanar. |
A Hero's Farewell | The Sheriff leads the party around to Zara's tower, where the whole village has gathered to give their heroes a proper farewell. |
Boarding the Alexander | In Groonfeld, the party boards the warship Alexander from Daventry and meets its experienced captain. |
Naval Battle | Near the island of Trol-Nok, the Alexander is attacked by 3 boarding ships, but with the party's help they are swiftly defeated. |
Trol-Nok Landing | The group finally sets foot on foreboding Trol-Nok, where a mind-controlling demon may await them. |
Ritual Papers | Darian uncovers a group of papers detailing a ritual, all that remains in the dungeons of Trol-Nok. |
Joining the Army | Near Tanar, the heroes find the massive collective army of The Alliance waiting for them. |
Rein Rejoins | On the way to the Generals' meeting point, Rein practically assaults Darian, having followed the soldiers from Demas. |
Erasmus' Briefing | Erasmus awaits in the druid's grove, ready to fill our heroes in on the current status of the siege on Tanar. The group makes plans. |
Last Goodbyes | After a week of meticulous planning and preparations for the big battle, the group sets off under cover of night. |
The Listening Ear | The group follows the rangers' instructions to The Listening Ear inn, where a small resistance has kept Pierico hidden. |
Setting Out | Pierico leads the small strike force outside and leads them towards the warehouse where the demon is hiding. |
Ambush | A brief encounter with a guard is handled quietly by a terminally precise arrow from Pierico's bow. |
Joining the Fray | Having defeated the mind-controller, the party makes haste to join the battle for the city hall. |
Charging the City Hall | Ghaldar covers his friends as they charge through the frontlines towards the barricaded city hall, where Ad Avis waits. |
The Docks | After ending Avis' reign of terror, the party is quickly summoned to the docks, where the Black Hand himself is trapped in a ship. |
Confrontation | Elsa is found alone, brooding, contemplating her fate. She tries to fight the Black Hand but fails and attacks! |
Black Hand Defeated | Elsa is badly wounded, drops her sword, and falls prone. Finally the Black Hand leaves her, and she falls limply to the floor. |
After the Battle 1 | As the Regime forces fall apart without their leaders, the victors convene before the city hall to celebrate their triumph. |
After the Battle 2 | |
Fireworks 1 | Pierico sets off a keg of dwarven fireworks brought in by General Tondaral to signal victory to the citizens of Tanar. |
Fireworks 2 | |
Fireworks 3 | |
Escort 1 | Escorted by half the Daventry navy, The Alexander takes the Heroes back to Groonfeld. |
Escort 2 | Ghaldar and Marcus discuss how to destroy the pillars that will hopefully collapse the chaos portal. |
The Path to Shadow | Having assembled Senace's staff, the group approaches the chaotic mess that is the portal to the shadow world. |
Calming the Chaos | With Erana's assistance and Senace's staff, Ghaldar calms the portal under Castle Spielburg. |
Preparations | The party prepares themselves for the final strike against the shadows. |
The Final Strike 1 | The fearless heroes desperately strike at the four pillars while staving off an army of shadow clones of themselves. |
The Final Strike 2 | |
Head for the Light | As the last pillar falls, the group makes a beeline for the portal back to Glorianna. |
Severed Link | Markus and Darian make it out as the last ones just in time to watch the portal collapse in on itself behind them. |
The End | Exhausted, the Heroes of Spielburg wearily slump to the floor while the reality of their deeds slowly sinks in. |
Knighting Ceremony 1 | As virtually everybody who has ever met the heroes convenes in the throne room of Castle Spielburg, the heroes of the Shadow War are made the first Alliance Knights and celebrated for the deeds. |
Knighting Ceremony 2 | |
The Denouement Video | |
QFG Epilogue (.rar, 67 MB) | And so it comes to a close. Here is a suitably epic ending to 3½ years of campaigning. |
Other screenshots | |
The Party | All seven player characters (and Rein) from Quest for Glory posing in the town of Spielburg. |
Poster | Burrie presents: Quest for Glory. Created before Darian replaced Tarm and Toran. |
New Animations | The guys fooling around with the new animations. |
Raphael's Party | The adventuring band of Raphael Janis, Ghaldar's father. |
NWN2 QFG | An attempt to render the QFG party in NWN2. |
NWN2 QFG Wallpaper | A hi-res wallpaper based on the same concept. |
Wallpapers based on the portrait by Obsidian: |
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1280 x 1024 1.13 MB |
1680 x 1050 1.30 MB |