The Story Thus Far


You began your Quest for Glory as a graduate of the Famous Adventurers' Correspondence School for Heroes.  A poster in your local Adventurers' Guild said a Hero ("no experience necessary") was needed in Spielburg.

It sounded good, especially the "no experience necessary" part.  That was before you learned that being a Hero meant fighting vicious monsters, solving puzzles and evading traps, having to walk miles through the trackless desert, and generally working your tail off.  As you rescued the Baron's children Elsa and Barnard from enchantment, you learned that the brigands were only part of a larger problem.  The Baron had offended Baba Yaga, a powerful Ogress, and her curse had caused disaster throughout Spielburg Valley.  Only when you used her own magic against her to drive her out of Spielburg was the land once again free from her enchantments.  (This story was told in Quest for Glory I: So You Want To Be A Hero.)

Quest For Glory I

Then you travelled with your friends Shameen, Shema, and Abdulla Doo on Abdulla's magic carpet to the mysterious desert land of Shapeir.  There you fought against the elemental forces of nature themselves to guard one city and release another from the evil rule of the Wizard Ad Avis.  You also made more friends, Rakeesh the Linotaur Paladin and Uhura, the Simbani warrior woman, among them.  The wise Sultan Harun Al-Rashid adopted you as his son for your heroic deeds there (as recounted in Quest for Glory II: Trial By Fire.)

Quest For Glory II

But something went wrong.  Although you saw Ad Avis fall to his doom, streaming with flames and calling to his Dark master for help, the body was never found.  The Sorceress Aziza informed you that Ad Avis was certainly dead but that his magic had somehow survived him.  Part of his influence allowed a powerful Demon Wizard to break through the veil between worlds to attack Rakeesh and Uhura's homeland of Tarna.  Travelling through a magical portal, you accompanied your friends to help stop the Demons from bringing more of their kind into our world and to prevent a Demon-incited war between Linotaurs, the Simbani, and the Leopard People.  (You helped shape these events in Quest for Glory III: Wages of War.)

Even as your friends and companions were congratulating you after your final battle with the Demon Wizard and your closing of the world portal, you were seized by a dark magical force and was wrenched away from the land of Tarna.

Quest For Glory III

Stripped of your possessions, you awaken in a dark cave in an unknown land.  It is time to become a Hero once more!  You are no longer a green 'wannabe adventurer'.  You are a seasoned adventurer with many skills and talents to help you in your Quest for Glory.

Quest For Glory IV


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