This article or section contains concepts and developmental ideas, and new stories from Lori and Corey Cole outside of the official Quest for Glory series. This information may not reflect the official Quest for Glory universe as portrayed in the original material published, owned and copyrighted to Sierra On-line or Activision.

It has been stated by the creators Lori and Corey Cole that the series was always supposed to only consist of four games. The locations visited within the tetralogy were to correspond with various other symbolic cycles of four, such as the 4 classical elements, the 4 seasons, and the 4 cardinal directions. These icons are not merely design inspirations for each game, however - they are also allegory for the Hero's own personal maturation and the honing of skills, a cyclical representation of his own "coming-of-age" story. This is best explained in several statements given by the Coles in the past:

“The concept of seasons in the games represents the maturation of the Hero as he moves from story to story. It's a critical component in a series that - from the very beginning - was designed to be a defined quartet of stories, representing an overall saga with a distinct beginning, middle, and end.

“One of the unifying themes,” explained Corey, “is the growth of your character, going from being an adolescent Hero in the first game to being a young man in the second. You're strong and confident...”

“The third game,” continued Lory, “was to show you as a master of your profession, with the fourth depicting you at the mature peek of your powers.”

“Somewhere between finishing Trial by Fire and cranking up the design process for Shadows of Darkness, the husband-and-wife team realized a fifth chapter would have to be added to bridge the games. That chapter became Wages of War...If all the reasons Lori and Corey found for creating a bridge between Trial by Fire and Shadows of Darkenss. the most compelling was the feeling that the Hero character simply hadn't matured enough to face the very grim challenges awaiting him... “Wages of War is the bridge,” she continues. “You start with people you know to help you along in the beginning. But when push comes to shove, you're the one who's on his own, who has to solve the ultimate mystery.” As you go along, just when you think you're all alone, your allies come back to you, but you have to face the final challenge by yourself.” -Lori & Corey Cole

Blackwine: My question is about the world of Gloriana in general. I knew each game was supposed to correspond to a place on a compass (like North, South, East, West) and a season. For example, Spielburg was North, and the season was Spring. Shapeir-South, Summer. Where was Tarna located? Mordavia was Fall, and Silmaria will be winter, but where are they located?
Lori C: Tarna broke the rules. It was in Fricana, which is Africa. We added Wages of War to the series because the game called for it. So we broke our own metaphor.” -Lori (Chat Room)

Regional TetradEdit

Each region below is arranged by the rough cardinal directions that the games were originally intended to represent, as well as their position in relation to one another (or their real-world equivalents, as the case may be).

Spielburg Valley
Landscape spielburg
Landscape silmaria

Map Compass

Landscape mordavia
Shapeirian Desert
File:Landscape shapeir.png
Middle Eastern


  • According to QG1 VGA, Silmaria is south of Spielburg. According to QFGV, Silmaria is west of Shapeir[1].

Cite error: <ref> tags exist, but no <references/> tag was found