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Quest for Glory Omnipedia

Spielburg Pass

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Spielburgpass
Spielburg Pass is the main road into and out of Spielburg Valley.

BackgroundEdit

The pass is the only means by which the average traveler can enter Spielburg Valley. Leaving by any other means would require flight, magic, or an extraordinary strength and constitution for crossing the mountains.

Some time before the events of Quest for Glory I, Abdulla Doo used the pass to enter the valley and was attacked there by the local brigands, losing all of his merchandise.

It would seem that, during the winter, the pass is frequently subjected to snow, landslides, and avalanches coming down from the mountains. Shortly after the Hero arrived in the valley via the pass, such a landslide blocked the road, effectively trapping him in the valley.

The pass was likely cleared shortly after the events of Quest for Glory I.

Geography Edit

Spielburg Pass lies between the Barony of Spielburg and region of Willowsby. It also be used to reach southern lands, for travelers trying to reach the Med Sea (Silmaria) or the Middle East (Shapeir Desert)

The Pass is subject to blizzards and storms, which makes travels rough. It can take two or more weeks to cross, and often about a month to reach Spielburg from Willowsby.

The region nearer to Willowsby is fairly remote, barren and exposed to the elements. Travelers are best to be prepared, or they will be stuck having to forage for food along their way.

There is a cave high on a rocky ledge in this region that can be used for shelter from the storms.

Often the pass was blocked by snowdrifts or by the remains of early avalanches, in particular during the late winter. Cold peaks rise above, and only cold sunshine reaches the narrow mountain pass. As it gets closer to spring, the snow melts into a shallow mix of ice chunks and mud. The muck makes travel difficult, as the slushy footfalls become heavier.

In the pass near the edge of Spielburg, lies a stretch of dense forest, where only weakening rays of the sun penetrate the thick trees, only to wither to an opaque gloom.

There is a large flat rock shelf and crevice set deep in the mountainside nearby the forest, where travelers can rest before continuing into the woods on the final stretch to reach Spielburg.

The road continues passing under the shadows of giant trees, with only occasional errant patches of sunlight passing through. The road turns into a narrow path, leading out of the forest. An ancient oak lies where the forest opens up to the sky, overlooking the valley below.

Behind the scenesEdit

  • The proper name Spielburg Pass is mentioned in a single line in Quest for Glory II.
  • The pass is featured mainly in backstory for Quest for Glory I, and the Prologue in Quest for Glory: The Authorized Strategy Guide.
  • According to the guide, the sign seen on a tree in the title screen in Quest For Glory 1 and the remake is actually a shot of the end of the pass from top of the mountain's rise leading into the valley.
Locations in Quest for Glory I
Realm Barony of Spielburg
Major Locations Spielburg Castle · Spielburg Pass · Spielburg Valley · Spiegelsee · Town of Spielburg
Town Locations Aces and Eights Tavern · Adventurer's Guild · Alley · Bakery · Barber Shop · Butcher Shop · Dry Goods Store · Farmer's Mart · Hero's Tale Inn · Little Old Lady's House · Magic Shop · Sheriff's House · Sheriff's Office · Thieves' Guild
Forest Locations Archery Range · Baba Yaga's Hut · Brigand Fortress · Dryad Oak · Erana's Peace · Flying Falls · Goblin Central Combat Training Zone · Graveyard · Healer's Hut · Heinrich's Farm · Kobold Cave · Meeps' Peep · Mushroom Ring · Snow Field · Troll Cave · Zauberberg (Erasmus' House)
Other Curiosities Antwerp · Fox · Spore-Spitting Spirea

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