Characters / Quest for Glory
aka: Quest For Glory I

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The Hero

Obviously a graduate of the Famous Adventurer's Correspondence School.

  • Acquired Poison Immunity: In QFG 1, drinking the Dragon's Breath killed you. By QFG 5, you've become tough enough that it doesn't, though it does mess you up a bit.
  • Adventurer Archaeologist
  • An Adventurer Is You
  • The Chosen One: In the first game, there is a prophecy that a hero will save them. In the second game, there is a prophecy that a hero will stop the return of Iblis. In the third game, the hero is one chosen one of a total of seven, the others being Uhura, Rakeesh, Yesufu, Johari, Reeshaka, and Manu. The fourth and fifth games have no prophecy, and the hero just saves the day because he is a hero and happens to be there.
  • Cloud Cuckoolander: He definitely has his moments. In of the few times he canonically says something concrete, in Quest for Glory II, he tries to describe the smell of Victory to himself, and ends up mumbling about "sweat... no, oregano... nooo, Victory! Yea, that's the ticket, Victory!"
  • Everyone Calls Him "Barkeep": You are referred to by your name a handful of times. For the most part, you are referred to as "Hero", "Prince of Shapeir", and "Paladin" (if you are that class).
  • Fighter, Mage, Thief: The core classes, but since points are given at the beginning to help build the character, he can have some cross-class skills.
  • Guile Hero: Particularly as a Thief, but all of his incarnations qualify: the chief villains (among many others) are almost inevitably outsmarted rather than outfought.
  • Happily Married: Potentially, there's a Romance Sidequest in the fifth game of four potential suitors, although not everyone can get them all (Thieves only have two choices, fighters and paladins have three, wizards have all four.)
  • The Hero: It's in the job description. The whole series is about the Hero becoming more and more heroic over time.
  • Heroic Mime: Not literally, as the character is able to communicate with others, but the Hero will almost never say anything directly, instead having the gist of his speech relayed by the narrator. There are several exceptions, in the first two games. Clicking the mouth on him in the VGA remake in QFG1 will yield "Overworked... underpaid... no control over my life". QFG2 has him talking to Aziza when talking about Julanar, with "Yes ma'am", "Only the facts ma'am", and "What's a pomegranate?". He also babytalks to Simba, who shuts him up pretty good.
  • Knight Errant: The Hero is wandering from place to place, righting wrongs and fighting evil.
  • Magic Knight: Giving Magic to a non-Wizard allows this, as does being a Wizard (the first spell a Magic-User learns in the first game is Zap, a spell to assist in close combat). A Paladin gets a few spells, but they use Stamina, and aren't considered magic.
  • Mighty Whitey: In the third game. Your character will pick up spear throwing and wrestling on the wooden bridge of the Simbani. Within a week or so of training he'll be able to defeat Simbani warriors who trained at this all their lives. Can be considered Justified since he's a skilled adventurer who's had to do more than his fair share of throwing and balancing in the past, and fighting if you use that playstyle.
  • The Paladin: Can become one over the course of the series.
  • Prestige Class: Two.
    • Can become The Paladin in the second or third game if he acts with honor, which gives him a little semi-magical power alongside his fighting skills.
    • In the second game, a Magic-User can become a Wizard. This is more a title than a class, and remains the name for the Magic-User class in later games.
  • Red Is Heroic: The main character and latest graduate of the Famous Adventurer's Correspondence School who answers a newspaper ad from the valley of Spielburg, which is in dire need for a hero, wears a red cape in the VGA remake of the first game.
  • Took a Level in Badass:
    • Dude went from fighting bandits aided by magicians to fighting Eldritch Abominations.
    • Culminates in the final game, when the Big Bad of the game, the Dragon of Doom, is outright stated to be unkillable, and can only be sealed. But the hero is so badass at this point that he can safely ignore that and kill it.
    • In a less dramatic sense, some of the stuff that killed you in the first game (running out of stamina during a fightnote , drinking Dragon's Breath) only wounds you in later installments.
  • Walking the Earth: If you so choose, at the end of the series you can turn down the crown to the kingdom and continue your heroic journeys.
  • What the Hell, Hero? / What the Hell, Player?: The few truly evil deeds you can do in the games will be noticed. Except for the Thievery optional quests.


A powerful and pun-loving wizard who lives in Spielberg with a summer home in Silmaria. He and his familiar, the smart aleck rat Fenrus, help the hero out directly in games So You Want to Be a Hero? and Dragon Fire as well as mentoring him at the Wizards' Institute of Technocery in game Trial By Fire (and making a cameo at the end of Shadows of Darkness).
  • A Spot Of Tea: Sips from a magically-refilling cup of tea during your visits to Zauberberg in So You Want to Be a Hero.
  • Blow You Away: Teaches the Whirlwind spell to a mage.
  • Eccentric Mentor
  • Familiar: Fenrus is Erasmus'...or is it the other way around?
  • Light 'em Up: His own personal spell, Erasmus's Razzle Dazzle. He can teach it to a mage who beats him at Mage's Maze. Presumably, he also taught it to Shakra, given that he sells it as his store.
  • Magic Staff: Has one, befitting his wizard look
  • Mage Tower: Lives in a truly epic one atop a mountain called Zauberberg ("Magic Mountain" in German). Has another one in Dragon Fire, but it's in another dimension.
  • Obfuscating Stupidity: He's a lot sharper than he looks.
  • Pungeon Master: Sometimes painfully.
  • Purple Is Powerful: Erasmus is wearing purple and is one of the most powerful Wizard in the series.
  • Robe and Wizard Hat: Erasmus wears them; Fenrus just has the hat.
  • These Questions Three: Don't expect to get into his house in either game unless you can answer his gatekeeper's riddles.
  • Wizard Classic: Long robe, fairly solitary lifestyle (though he certainly doesn't dislike company, it's just hard to get to him), eccentric, and old.
  • Wizard Beard: Quite the long and impressive one.
  • Shock and Awe: Possesses the Lightning Bolt spell, but uses it to swat flies. Sometimes, he hits the drapes.


A mysterious half-Faerie Folk archmage whose presence is seen throughout the series even though she herself isn't. She is known for creating magical gardens of incredible peace and safety. She is presumed dead because her attempts to prevent the Dark One from coming into the world resulted in her being trapped between worlds, until the hero's actions in banishing Avoozl release her spirit and finally allow her to pass on to the afterlife. In Dragon Fire, the player can choose to rescue her from Hades, which allows a romance with her; she can be romanced by both honourable Wizards and Paladins.
  • Back from the Dead: Potentially, if the Hero chooses her in the Sadistic Choice.
  • Barrier Maiden
  • Betty and Veronica: The Betty to Katrina's Veronica in Dragonfire for a wizard. She's all-loving, friendly, and devoted to protecting all living things.
  • Broke Your Arm Punching Out Cthulhu: She sacrificed her life to banish the Dark One from Mordavia and was only partially successful.
  • Dying Curse: "By all my will, I banish you to-"
  • Expy: Specifically stated in the second game to be an Expy of Genesta from King's Quest IV
  • Friend to All Living Things: She has devoted her life to protecting life, leaving peaceful glades in her wake where no creature can harm another.
  • Greater Scope Paragon: The Hero hears legends about starting with his very first adventure. Both Spielburg from the first game and the town in Mordavia are only safe from deadly nearby monsters because of her magic protecting the settlements. Furthermore, in games 1, 3, and 4 you can find safe places in the monster infested wilderness because of her influence. During her life she did many great things and worked tirelessly for peace among different races, while facing down great magical threats. When finally encountered in the fourth game, she promptly sacrifices her life to banish the Eldritch Abomination Avoozl, a threat that The Hero had absolutely zero chance of defeating without her.
  • Green Thumb: Her power can nurture beautiful gardens, and grow plants that defy natural laws.
  • Healing Hands: She's quite adept at healing, and teaches the Hero a healing spell if he visits her in the fifth game.
  • Half-Human Hybrid: Half-elf, half human.
  • Heroic Self-Deprecation: Surprisingly, one can learn in the fifth game that in spite of all her power and good deeds, her half-human status has led to an inferiority complex that she never managed to overcome. Since humans were not welcome among elves and elves were not welcome among humans, she grew up being unwelcome everywhere. Her dialogue strongly implies that this is what put her on the path of peacemaking magic in the first place.
  • Humans Are Good: It's strongly implied that while Erana's elven heritage is what makes her powerful, her human one is what makes her compassionate.
  • Human Mom Non Human Dad: Per Word of God, her father was an elf lord.
  • Last Girl Wins: If you romance her in the fifth game. Of all of the girls, Erana is met last at the end of the fourth game.
  • Picked Flowers Are Dead: A hero attempting to romance her can give her a gift of picked flowers. She appreciates the gesture, but feels sorry you had to kill them and uses their seeds to plant new ones.
  • Posthumous Character: She's been dead for a while before the hero starts coming in contact with the peaceful areas she has left behind. The hero can choose to bring her back to life in Dragon Fire or can allow her spirit to rest, although unhappily.
  • Psychic Dreams for Everyone: In the fourth game, sleeping by her staff in town will give The Hero dream visions of her, both showing her past and hinting that her spirit is still trapped and tormented by Avoozl.
  • Sealed Good in a Can: She attempted to banish Avoozl when near death, but since the banishment was not completed, both she and Avoozl were sealed halfway between dimensions, caught between life and death. Unsealing her will allow her to finish banishing Avoozl, and then die afterwards.
  • The Ghost: For the first three games and almost until the end of the fourth, although legends of her are being told from the very start.
  • You Killed My Father: Word of God is that her father had died fighting Avoozl.

Rakeesh Sah Tarna

A Liontaur Paladin, Rakeesh was the king of Tarna until he abdicated power to his brother Rajah in order to pursue the demons that threatened the land. In his travels he became a Paladin and suffered a Game-Breaking Injury that keeps him out of action. The hero meets him in Shapeir, and Rakeesh rapidly becomes his mentor and father figure (even more so if the player chooses to become a Paladin himself). In Dragon Fire, he Takes The Poison Dagger for the hero, and will die if one fails to give him an antidote and locate the source of the poison.
  • Cool Old Guy
  • Cool Sword: Soulforge, a flaming paladin sword
  • Game-Breaking Injury: A poison sting from a demon left him with one bad leg.
  • Flaming Sword: Soulforge is a Paladin's sword, which can burst into flame in the presence of evil.
  • Handicapped Badass: The Hero can challenge him the day before he leaves for Raseir, and the player will find that even with a bad leg, he still puts up a damn good fight.
  • Happily Married
  • Ho Yay: In Universe, you can offer him the engagement ring in game 5; he'll actually consider it, but he's married.
  • Knight Errant
  • Knight in Shining Armor
  • The Mentor: He is a support figure and teacher to all of the classes, but he's particularly important to a fighter who becomes a Paladin.
  • My Species Doth Protest Too Much: The Liontaurs are Always Lawful Good to the extreme, considering honor to be more precious than life and willing to go to war to protect it. However, Liontaurs are also extremely proud, aggressive, and tend to be eager for combat, and while Rakeesh is also quite Lawful Good he is far more laid back, sees far more value in protecting life than most Liontaurs, and works hard to broker peace whenever possible.
  • Named Weapons: His sword is named "Soulforge."
  • Petting Zoo People: He's some combination of lion and human, with the body of a lion, torso of a human, and head of... a lion again.
  • Supporting Leader: Especially in the third game, where as a former King of Tarna it's his word, reputation, and influence with the council that keeps the Liontaurs from declaring war immediately after the slaughter of their ambassadors.

Baba Yaga

An ogress witch with a taste for human flesh and a mean streak a mile wide. She serves as the Greater Scope Villain for the original game, her curse being the reason everything bad is happening in Spielburg. After you break the curse and get rid of her, she returns in game 4, hanging out in Mordavia because of the dark energy given off by the Dark One's cave. She isn't fully antagonistic in this game, despite her desire for revenge (which can be bought off), but you still have to deal with her to win.
  • Affably Evil: She may want to eat you, but darned if she isn't polite about it. She's also got quite a dark sense of humor, and is willing to be surprisingly friendly and chummy with The Hero in the fourth game... as long as he's bringing her something to eat instead of him, anyway.
  • Anti-Villain: Confirmed by Corey Cole. In the backstory she didn't actually do anything to provoke the Baron other than just being in the valley, and if anything just wants to be left alone. She does seem to get on well enough with Erasmus (though she cheats at cards) and in fact doesn't even do anything to interfere with the Hero's efforts. It's even completely possible to finish the game without defeating her (only rescuing Elsa is necessary to win the game).
  • Baleful Polymorph: One of her favorite tricks.
  • Even Evil Has Standards: While Baba Yaga loves dark magic and is certainly plenty evil herself, Bonehead remarks in conversation that the Cult trying to summon a Dark One into the world is too evil even for her.
  • Extreme Omnivore: In addition to mandrake mousse and elderberry pie (and humans, of course), she is also partial to bones, the secretions of an Eldritch Abomination, and garlic. She'll also go into explicit details about the "wyvern waffles" she had for breakfast, if you dare to ask...
  • Greater Scope Villain: In I, Baba Yaga is responsible for everything that's going on through her curse on the Baron, but she doesn't actually do much during the game and defeating her is not strictly necessary (despite the prophecy). The brigands are the active force of evil that you must destroy to become the Hero.
  • I'm a Humanitarian: Although Shadows of Darkness does point out it's not cannibalism for ogres to eat humans.
  • Public Domain Character
  • Wicked Witch

Ad Avis

The Big Bad of Trial By Fire and debatably Shadows of Darkness. An evil wizard who rules over the land of Raseir with an iron fist while attempting to release the demon Iblis. Because the prophecy says he needs a hero to recover the statue in which Iblis is sealed, he engineers events to get the hero to Raseir and hypnotizes him, but this ultimately causes his downfall, as he cries out to his master. Shadows of Darkness reveals that the "master" is Katrina, who bit Ad Avis seventy years ago, causing him to rise as a vampire after his death. He resents Katrina and seeks revenge against her and the hero, succeeding in killing Katrina but causing his own death because of it.
  • Back from the Dead: Killed in II, returns as a vampire in IV.
  • Batman Gambit: How he gets rid of Katrina. See Loophole Abuse below.
  • Beard of Evil: He has a beard and is very evil.
  • Charm Person: His stand-by ability.
  • Disney Villain Death: At the end of Quest for Glory II.
  • Ethnic Magician
  • Evil Sorcerer: Ad Avis is formidable sorcerer who uses magic for his own selfish desires. Aziza believed he was very likely to be responsible for what happened to Rasier long before The Hero proved it to be true.
  • Failure Gambit: When he summoned the elementals to attack Shapeir, he was expecting them to be defeated by a hero, (as the prophecy foretold) with the intention of brainwashing and using The Hero once The Hero inevitably went to Rasier to look for the source of the elementals.
  • Hoist by His Own Petard: You wouldn't be able to beat him in Trial By Fire if he didn't try to trap you.
  • Lecherous Licking: Of the "staring at a person and licking his lips" variety. Boris calls it "most unsavory," and even Katrina's goons say that it gives them the creeps.
  • Loophole Abuse: As a vampire slave to Katrina, he can't lift a finger against her, unless she strikes him first. But he can attack someone she loves without any provocation, knowing this will provoke Katrina into striking him...
  • The Man Behind the Man: As far as anyone knows, the coup in Rasier is the doing of the Emir's brother and his Dragon-in-Chief, Khaveen. Very few people know Ad Avis is using the Emir's brother as a Puppet King, and it's Ad Avis that Khaveen truly answers to.
  • Never Found the Body: Well, the first time around. And technically, he was either sucked into Erana's staff or devoured by the Dark One the second time around, so you never found the body then either.
  • Older Than They Look: He's served the Dark Master for either 50 or 70 years, depending on whom you ask, but he doesn't look a day over 40.
  • The Plan: His actions in Trial By Fire are part of a larger one.
  • Politically Incorrect Villain: He hates women or maybe just one in particular and he enjoys stripping away freedoms from every woman in Rasier and making their lives miserable.
  • The Starscream: His actions in Quest for Glory II are primarily aimed at gaining the power he needs to free himself of Katrina's control. In Quest for Glory IV he tries to manipulate the Hero into killing her (since Ad Avis can't attack her due to their bond, nor can he avenge himself on the Hero directly so long as Katrina is alive) to free him. Later he tricks Katrina into attacking him so the bond between them will be broken and he can fight back, then plays on her feelings for the Hero to kill her. All because he chafes under her control and wants to be the Dark Master himself.
  • Visionary Villain: In a sense. In both games II and IV, Ad Avis is looking to potentially change the world and enslave an all powerful djinn or an Eldritch Abomination to do his bidding, power that would enable him to Take Over the World, or more. In both games his partners (Khaveen and Katrina) have much more pragmatic goals in mind; Khaveen wants to conquer and rule a single city, and Katrina wants to become a Daywalking Vampire because she's terrified of being killed while she's helpless and sleeping in her coffin.
  • You Have Failed Me: When a servant fails him in any way, Ad Avis is...less than merciful. He subjected one apprentice to a Baleful Polymorph, and locked him in a cage in the desert to die.

Shema and Shameen

A married couple of Katta (a race of anthropomorphic cats), Shameen and Shema came to Spielburg in order to find a hero to help solve the crisis in Raseir, but were trapped by the avalanche that sealed off the valley. They quickly landed on their feet and set up the Hero's Tale Inn, which is where the hero first meets them. After dealing with Baba Yaga, he travels along with them back to Shapeir, where they open the Katta's Tale Inn and provide the hero with free room and board for the duration of Trial By Fire.
  • Adam Smith Hates Your Guts: Averted in Trial By Fire. Since you helped Shameen and Shema get out of Spielburg by getting their flying carpet back from the brigands, they give you free room & board at their inn in Shapeir.
  • Belly Dancer: Shema, you can even watch her dance in the second game!
  • Barefoot Cartoon Animal: Like most if not all other Katta. They use human clothes apart from footwear, though.
  • Happily Married: The two have nothing but positive things to say about the other.
  • Holding Out for a Hero: During the first game and, to a lesser extent, the second.
  • Ms. Fanservice: Let's face it, Shema's dancing probably helped turn more than a few young gamers into furries.
  • Petting Zoo People: They're both cat-like Katta.
  • Supreme Chef: Shema.

Elsa von Spielburg

The missing daughter of Baron Spielburg, whose rescue is one of the central goals of So You Want To Be A Hero? It eventually turns out that she was given amnesia and delivered to the brigands, who raised her as their own. She eventually rose through the ranks and became their leader, which the hero must undo with a Dispel Potion. Elsa returns in Dragon Fire, having chaffed under her brother's Stay in the Kitchen attitude and striking out as an adventurer herself (thanks to her retained knowledge and experience from her time with the brigands). She's also a potential bride for the hero, available to all character classes.
  • Action Girl: Good with sword, daggers, and bows.
  • Bare Your Midriff: In the last game, her outfit expose her belly.
  • Brainwashed and Crazy: As the Brigand Leader. It takes a Dispel Potion to undo it.
  • Chainmail Bikini: In the fifth game.
  • Deadpan Snarker:
    Elsa: Are you always so polite to someone who breaks into your bedroom, or only to the women who do so?
  • Easy Amnesia: Justified, since it was caused by a magic spell.
  • First Girl Wins: If you choose to court Elsa during Dragon Fire.
  • Lady of War: She's a lovely young woman who is a Hopeless Boss Fight if you make the mistake of trying to take her on in the first game, and remains quite capable when she reappears in the fifth.
  • Lovable Rogue: While she's only ever seen fighting, she was a Brigand Queen, and knows the Thief Sign. When she's kidnapped, she needs her lockpicks to break free. And of course, she's pleasant and friendly to the hero.
  • She Is the King: If the Hero refuses to take the throne at the end, she will be the obvious second choice.
  • Sword and Sorcerer: To a Wizard in the fifth game.
  • The Von Trope Family: As part of the "von Spielburg" family.


A member of the Simbani tribe from Tarna, Uhura left her homeland in order to get around the restrictions placed on women. She took up residence in Shapeir, becoming the head of the Fighters' Guild and having a son, Simba, by one of the palace guards. She helps the hero with information and sparring, then returns to Tarna along with him and Rakeesh. Back home, Uhura again helps the hero by showing him the Rite of Passage for Simbani warriors and trying to convince the Laibon (chief) to seek peace with the Leopardmen.
  • Action Girl/Action Mom: Uhura is a capable warrior who is quite capable of handing The Hero his ass in sparring.
  • Eloquent in My Native Tongue
  • I Am Not Left-Handed: If you break any of the rules she lays down for your practice duels (throwing knives or spells) she'll stop playing around and immediately knock you on your ass. In conversation with you she mentions it's hard to fight magic with just a spear so it makes sense for her to go all out if magic is involved.
  • Lady of War
  • Proud Warrior Race Girl
  • Take a Third Option: The Simbani let their women be mothers OR warriors, so Uhura left, had Simba out of wedlock with a Shaperian palace guard, and returned home as both. The storykeeper of her tribe will point out how much of a break in tradition this is, in an attempt to get the Simbani to change their ways.
  • Training Boss: Uhura loves a good fight and you can spar with her in the Adventurers' Guild in Shapeir anytime you want. The rules are melee only, and no magic allowed. It's a very good way to increase your combat skills without risking death out in the desert, and Uhura and Rakeesh will teach you new moves.
  • Vapor Wear: In the third game, and retroactively in the Fan Remake of the second game, Uhura wears a large necklace instead of a top.
  • Weapon of Choice: Spear and shield.


A mysterious and beautiful young woman who is the first person the hero meets in Shadows of Darkness. She only appears by night, never in the town, and has brief conversations with the hero. As it turns out, however, she is the Dark Master, a powerful sorceress and vampire who is attempting to bring the Eldritch Abomination Avoozl into the world, casting eternal night over the land. She develops feelings for the hero, which would prove to be her undoing as Ad Avis threatened the hero, leading to a fatal Taking the Bullet. In Dragon Fire, the hero can choose to rescue her from Hades, restoring her humanity and opening up the potential for a romance. That can end in marriage unless you're a Paladin or Thief.
  • Action Girl: Of the Lady of Black Magic variety.
  • Affably Evil
  • All There in the Manual: Katrina's full backstory didn't even make it into the manual. It was first published on Lori Cole's blog in 2012, almost twenty years after the game was first released.
  • An Ice Person: She is fond of the spell "Frost Bite" and teaches the spell to a Wizard.
  • Anti-Villain: Katrina doesn't see herself as a villain. She genuinely looks upon the people of Mordavia as her subjects, and she their benevolent master. She genuinely believes she was doing the right thing by taking Tanya from her parents and turning her, arguably saved Boris's life by hiring him as the gatekeeper, and her sole motivation is fear of being staked while helpless in her coffin during the day.
  • The Archmage: Word of God said she's the youngest WIT's graduate to attain the rank.
  • Back from the Dead: Well, she is a vampire. And again in Dragon Fire, as a normal human.
  • Betty and Veronica: She's the Veronica of a choice between her and Erana. Erana is a Friend to All Living Things and a Greater Scope Paragon, while Katrina has a Dark and Troubled Past and has travelled a dark, if not evil path.
  • Broken Bird
  • Charm Person: Much like her student Ad Avis, she has the ability to do this to The Hero, although she uses a much more subtle version during their initial meeting and later conversations.
  • Dark and Troubled Past: Good GOD, where to begin. Her full backstory (at least what's been released so far, here and here) is one long Kick the Dog moment of pain, loss, and rejection.
  • Dark Magical Girl
  • Dating Catwoman: She's interested in and attracted to The Hero, and he can return that if he brings her back from the dead in the fifth game.
  • Death by Irony: Katrina berated Ad Avis because he kept letting his emotions overclouding his judgment. Fast forward to the final showdown: Ad Avis tries to kill you and Katrina takes the bullet to save you. In the next installment, she admits it was a foolish thing to do.
  • Even Evil Has Standards: Katrina could easily have mind-controlled the Hero into helping her from the start, however it's only after he angers her by rescuing Tanya and returning her to her rightful parents that she takes an active hand and forces him to assist her with a geas. She specifically tells Ad Avis, who objects to her letting the Hero go about freely, that she doesn't want him to be a puppet, but to help and love her by his own free will. Furthermore, when Ad Avis attacks the Hero in the climax Katrina steps in to defend him and attacks Ad Avis in turn. It's really saying something about Ad Avis that the one who's seeking to release a friggin' Eldritch Abomination into the world is the one with standards.
  • Femme Fatale: Even from a very early age, Katrina was more than willing to use her looks to get what she wanted, and eventually it turned into a survival mechanism as well.
  • Friendly Neighborhood Vampire: She doesn't seem to have any real malice towards the people of Mordavia; it's just that her idea of good and evil is very... weird. For example, she thought that she was doing Tanya a huge favor by turning her into a vampire, and that the Hero condemned Tanya to a fate worse than death by bringing her back to life. And she taught Tanya to read and write.
  • '80s Hair: Sports a positively impressive mane when she drops the peasant girl pretense. Even then, her flowing mane wouldn't look out of place fronting a Hair Metal band. See here.
  • Hello, Nurse!: When she appears without her shawl/scarf in IV (see Impossibly-Low Neckline below). Yowza.
  • I Hate You, Vampire Dad: Katrina was not happy when the previous Dark Master turned her. She eventually used a hero to rid herself of him, and took his place as Dark Master herself. Rather ironic when you consider what Ad Avis had in mind...
  • Impossibly-Low Neckline: When she goes fully into Femme Fatale mode. See for yourself here. About the only thing keeping her in her dress is the ESRB.
  • Lady of Black Magic
  • Love Makes You Dumb: Somewhat. After Ad Avis rose again as her vampire slave, he couldn't attack her unless she attacked him first, and she knew it. But when Ad Avis attacked the Hero, whom she was so fond of, she seemed to forget all about that; she attacked Ad Avis and thereby removed the one obstacle to his bid to overthrow her.
  • Love Redeems: When the Hero flirts with her, and particularly if he attempts to touch or kiss her, Katrina shyly remarks just how interested she is and wants to do it, but fears she would not be able to control herself with him and would let things go too far. At the time, it comes across as her playing demure and hard to get. And then you learn what she really is, and those comments suddenly sound a lot like she might not be able to resist biting you. This becomes especially poignant when Katrina comments in other dialog she doesn't want you to be a puppet, and wishes for you to love her by your own free will.
  • The Master: Kind of subverted, since she has an actual name, but most people know her only as "the Master" or "the Dark Master."
  • Most Definitely Not a Villain: Like it needs to be spoilered.
  • Our Vampires Are Different: Initially, Katrina almost seems to come across as the stereotypical vampire. Then you start to learn just how complicated and lonely she is, and despite her actions she never loses the player's sympathy. Quest for Glory IV was released in 1994, long before the concept of the Friendly Neighborhood Vampire entered mainstream popular culture.
  • Taking the Bullet: The Batman Gambit Ad Avis uses results in throwing herself into the path of a spell he means to use on you.
  • Well-Intentioned Extremist: A possible interpretation of her actions in Mordavia prior to the events of Shadows of Darkness:
    • She hired Boris as daytime gatekeeper of Castle Borgov after he had a falling out with his wife and ran away into the woods. Considering that he was still in the woods when night fell, she may have saved his life by finding him before any other undead did.
    • She sent Toby to comfort and befriend Tanya when Tanya didn't have any other friends and really needed the comfort. (Yuri's and Bella's treatment of Tanya at this time could charitably be described as harsh, or uncharitably be described as abusive.) Especially if you tell her why you resurrected Tanya, it is pretty clear that she really thought she was doing the right thing: "You think it was wrong of me to take her from her parents? They ignored her! They never gave her anything! I gave her everything!"
    • Katrina's whole "plunge the land into darkness" plan ends up sounding a lot less evil when it's explained that she thought this was literal. While it's intensely stupid to summon an Eldritch Abomination and expect to use it as a dimmer switch for the sun, she wasn't actually intending to directly hurt anyone on purpose. She really did think she could control it. She was, in short, what Magda would call a "powerful fool" who thought she could control the Dark One, not knowing that it was too powerful for anyone to control.
  • What the Hell, Hero?: "You break into my home, steal away my child, kill my servant Toby, and then return to kill me? After I befriended you and helped you? Some hero you are!"

Signor Ferrari

A "legitimate businessman" in Raseir, Ferrari is the player's main contact in the final act of the game. He informs the hero about the particulars of Khaveen and Ad Avis' rule over the city. Thief characters go one step further, stealing a rather familiar statue from Khaveen for him. When Khaveen has the hero arrested, Ferrari seems to abandon him, but he returns in Dragon Fire as the head of the Dead Parrot Inn, trying once more to win the hero's trust. He's in the running to become Silmaria's Chief Thief, as well as effectively blackmailing Gnome Ann out of her inn. All classes can help Ann, but the Thief can go a step further, getting Ferrari the real Blackbird and then stealing it right back from under his nose — but Ferrari can screw you right back by getting you removed as king via blackmail if you do things wrong.


Ferrari's right-hand man; like the hero, he seems to be something of an unwilling accomplice (more so as the game progresses). In Trial By Fire, he smuggles water in Raseir, a capital crime which sees him dragged off supposedly for execution. However, Ugarte returns in Dragon Fire, having been freed thanks to the hero's actions and much more grateful than Ferrari, serving as the Thief's source of info in the underground dealings of Silmaria. Ugarte gets poisoned just before revealing the identity of King Justinian's assassin, and like Rakeesh, will die unless the player takes the proper steps.


A giant minotaur working as the doorman for the brigands in Spielburg. While a mage or thief can simply sneak by him, for a fighter he's essentially the toughest fight in the game. He eventually returns in V alongside Elsa, where he now runs Silmaria's Adventurer's Guild.
  • An Axe to Grind: A two-handed version in the fifth installment.
  • Beef Gate: Though there are ways around him if you aren't playing as a fighter.
  • Easily Forgiven: He doesn't seem to hold a grudge against the Hero for the events of the first game, and doesn't even bring up his possible defeat when he reappears in the last game even if you played as a fighter.
    • This is to protect ambiguous canon. Since as far as the scripts themselves are concerned there is no "true canon" as to how the hero dealt with each multiple choice dilemma.
  • Epic Flail: In the first game.
  • Gentle Giant: When he returns in V.
  • Heel–Face Turn: Apparently did this after the first game, joining Elsa after the brigands are driven from Spielburg.
  • Hulk Speak
  • Loin Cloth: His only piece of clothing in the first game, pretty much.
  • Only Mostly Dead: Even if the hero "kills" him to get into the brigand base, he reappears among the crowd of people at the end of the game with his arm in a sling.


A member of the brigands from the first game, Bruno conspired with his friend Brutus to overthrow their leader and take over. He can usually be found hanging out at the town gate and will give the hero information (almost all of it false) about the goings-on in the valley... for a price. He suddenly returns in Dragon Fire as the assassin of King Justinian and attempts to exact revenge on Elsa and the hero for their part in the dissolution of the brigands.
  • Badass Normal: He doesn't have any magic powers or superhuman abilities in a game series filled with such beings, but trying to attack him at any point in the first game will automatically result in a serious case of poisoned knife in the chest, no matter how tough your character is or what sort of magic they use. It's not until he is revealed as the Assassin in V that you will have a straight-up fight with him that you can actually win.
  • Beard of Evil: He has a full beard. It's a little trimmed in the fifth game.
  • Carrying the Antidote: Averted. You have to Find the Cure yourself before you face him.
  • Knife Nut: He's very quick with the throwing knives.
  • Knowledge Broker: He acts the part in the first game, but the information he offers is available in other, less expensive ways. Bruno is only there to prevent the game from becoming Unwinnable. Furthermore, most of the information he offers is pretty useless: "Oh, and if you want a good time, try the Dragon's Breath!" This will reduce you to a pile of ashes in the first game. "The thieves' guild is in the graveyard, head over there at nighttime" The Graveyard at night is filled with ghosts that will either kill you, or drag you to hell on sight.
  • The Mole: He appears to be a normal (if untrustworthy) thief at first, but it turns out he's part of the brigand band who joined the thieves to spy on them.
  • Poisoned Weapons: In both games he appeared in. You have a chance to find the cure in the fifth game.
  • Pre Ass Kicking One Liner: When he reveals himself as the Assassin in Dragon Fire. (He doesn't lead with it, but there's also something to be said for, "This one's for free!")
  • Roaring Rampage of Revenge: Against Elsa and the hero in Dragon Fire.
  • Smug Snake
  • The Starscream: He plans to take advantage of the hero's actions in Spielburg to help him take control from "Her Nibs" the Brigand Leader. It turns out much later, in Dragon Fire, that he's still carrying a grudge over, effectively, the hero and — later — Elsa driving all the other brigands from the valley, regrets not killing them then, and looks forward to getting another shot at them both.

    Quest for Glory I: So You Want To Be A Hero 

Baronet Barnard von Spielburg

Baron Stephan von Spielburg's son, who disappeared while on a hunting trip several years before QFG1. The hero finds him captured by the Kobold, transformed into a bear and bound by an enchanted shackle. His rescue restores hope to the despondent baron.


A frost giant from Jotunheim, he comes to Spielburg to fill his food stores with the local fruit. He is willing to barter a glowing gem (one the hero needs for his quest) in exchange for fifty apples, after which he leaves satisfied.

Zara Shashina

A stern, no-nonsense wizard and owner of the magic shop in Spielberg.
  • Big Entrance: Whenever you enter her shop, she appears with sparkles, a big puff of smoke, and Dramatic Thunder. Erasmus thinks this is a bit showy.
  • Eerie Pale-Skinned Brunette: In the EGA version Zara is depicted with very pale or outright white skin (difficult to say for sure given the limited color palette) and dark hair. The game describes her as "unearthly." She's a redhead with much more normal skin pigmentation in the VGA remake.
  • Familiar: She has one, a demonic-looking creature with red eyes, batlike wings, and a tail, appropriately named Damiano. Unlike Fenrus, he never speaks (not within the player's hearing, anyway).
  • Impossibly-Low Neckline: Not to the same extent as Katrina, but there's not much holding up her robe in the VGA remake.
  • Half-Human Hybrid: Both human and fairy-folk.

The Chief Thief

The head of the Thieves' Guild in Spielburg, he is less than happy about the brigands moving into his territory, and dealing with multiple inexperienced thieves working for him. (Including, potentially, The Hero.)
  • Character Tics: Has a tendency to absentmindedly toss his throwing knives toward a target, even while talking.
  • Knife Nut: He is very skilled with his throwing knives.
  • Pragmatic Villainy: He dislikes the brigands because their tactic of attacking all the merchants passing through the valley is driving away people he and his men could steal from using less violent means.
  • Surrounded by Idiots: How he feels about most of his men, many of whom are novice thieves and not all that good at their job.


The Baron's jester who was deeply devoted to Elsa, when she disappeared as a child he vowed to find her and left the Baron's castle. He eventually discovered her among the brigands with no memory of her past, and became her friend and protector again, later using his "magic" to help her become the brigand leader.
  • Magical Clown: He doesn't actually do any real magic, all his "magic" come from devices used for slapstick style humor and a few things like blinding powders, (and his labyrinth being able to screw with space and dimensions) but the spirit is clearly there.
  • Pungeon Master
  • Undying Loyalty: To Elsa

    Quest for Glory II: Trial By Fire 


The resident spellcaster of Shapeir, Aziza is a powerful water-attuned sorceress with a focus on divination and mind for manners. She serves as the hero's magical contact in Trial By Fire and instructs him in how to defeat the elementals and help Julanar.
  • Making a Splash: While knowledgable in all areas of magic, water is her specialty.
  • Ms. Exposition: Tells you all you need about the elementals and Julanar and Iblis in the 2nd game. In the third game she gives the player a recap of the end of the second game, and sets up the plot of the third.
  • Older Than They Look: Very likely, as Wizards Live Longer is in full effect. It's notable that while Aziza looks like a serious woman in her 30s or 40s, she speaks of events that happened centuries earlier with great knowledge.
  • Proper Lady: Aziza puts a very high value on politeness and manners. You should be on your best behavior if you want to stay on her good side. Even Keapon Laffin will tell you as much.
  • Sacred Hospitality: She grants this to you, and expects you to appreciate it and act appropriately. Violating it will result in no longer being welcome in her house and having a ding on your Honor.
  • Seers: She is able to see distant events and look through time thanks to her powers.
  • Stern Teacher: Rakeesh's son apprenticed under her for a time, and, perhaps unsurprisingly, says that she was this.

Poet Omar/Sultan Harun al-Rashid

A fabled poet of Shapeir, Omar's poems clue the player as to what is going on with the plot. Poet Omar is also The Sultan of Shapeir in disguise. In the end of the game, he adopts the player as his son.

Keapon Laffin

A gnome magician who runs the magic store in Shapeir. He loves jokes, puns, and silly references, and you should probably prepare to be the butt of some of his jokes if you interact with him much.
  • Blow You Away: He's a master of air magic.
  • Delighting In Riddles: He loves wording things unclearly and indirectly, peppering them with humor and references. It'll be up to you to puzzle out how to interpret what he says. If he ever drops speaking in riddles, you should be very sure to pay attention.
  • Pungeon Master: Possibly the biggest pun lover and maker in the entire series, which is really saying something.
  • The Trickster: His shop is filled with traps and gags simply so he can watch people get tripped up by them and make jokes about it.


The arrogant and Hot-Blooded blacksmith of Shapeir. He's a member of a local group known as the EOF (Eternal Order of Fighters) who pride themselves on their strength and fighting ability. A fighter hero may impress them enough to be invited to join.
  • Dude, Where's My Respect?: He constantly downplays or belittles the accomplishments of The Hero. In the original game, due to technology constraints, this would extend even after The Hero is inducted into the EOF. In the remake he will show much more respect after The Hero becomes a member of EOF and even acts somewhat friendly.
  • Dumb Muscle: He's got muscles to spare, but his brain clearly doesn't get as much exercise as his arms.
  • Hates Small Talk: In his shop, at least, Issur only wants to talk about business, his wares, and a few other interests. Trying to question him, especially about stuff he's not interested in, will result in you getting kicked out once he gets angry enough.
  • He-Man Woman Hater: He talks smack about the Adventurer's Guild because Uhara, a woman, is running it, and refers to other women, like Dinarzad in somewhat crude terms.
  • Hot-Blooded: The guy is quick to take offense and to solve issues with violence.
  • Jerk Jock: He loves showing off is muscles and bragging, and is an all around rude, abrasive Jerk Ass.
  • No Hero Discount: He won't give you the bellows you need to stop the Air Elemental despite the threa it poses. He is the only one though.
  • Small Name, Big Ego: He generally acts as though he's the Ultimate Blacksmith, and charges high rates for his wares accordingly. While the narration will admit he's good, he's certainly not at that level.
  • Sore Loser: He'll react this way if you beat him in arm wrestling.


The money changer of Shapeir, who allows foreign travelers to exchange their coins for the local ones. Secretly, she is also Thief's contact for jobs and his fence for any stolen goods.
  • Brains and Brawn: She and her always silent guard Franc form such a duo. Make any untoward move towards Dinarzad and it's an automatic game over as Franc cuts you down.
  • Quest Giver: Serves as this for thief, as she is his contact for all thieving missions in Shapier.
  • The Tease: She flirts with her customers, and she will get noticeably more flirty if The Hero is a thief.
  • Thieves' Guild: She dislikes guilds because of the rules and regulations, although since the guards of Shapier are quite good at catching thieves, she's the closest thing there is to one in the city.
  • Unknown Rival: To Issur, she's just some hot chick. Dinarzad hates him because of loutish ways, and will have you steal from Issur for no reward for herself other than seeing his House impoverished.

The Dervish

An old hermit who sits beside an oasis near the city of Shapeir. He knows nearly everything that happens in the desert. It is said that many people travel to see him in search of the wisdom, but the Dervish seldom if ever answers questions directly.
  • Deadpan Snarker: Many of his comments come out like this.
  • Delighting In Riddles: His preferred method of speaking is in riddles. It's noted that few people understand his responses, which may often contain a Stealth Insult.
  • Friend to All Living Things: He seems to dislike violence, and when he hears about the caged beast he enlists the hero in trying to free it.
  • The Hermit: He hangs out at the oasis, never leaving it. Regardless, people sometimes come to him, either for wisdom or to poke fun at the old hermit.
  • Stealth Pun: Comments that he can sometimes get a date from Julanar. Presumably he means a date as in the fruit, but you can feel free to interpret it for yourself.


A long time ago, a Shaperian woman went against the sexist rules of society and became a healer. Unfortunately, one day a bandit tricked her into coming to his camp. As she tried to escape from the bandits, she cried out for help and was transformed into a tree by a passing djinn. In Trial By Fire, Aziza relates this story to the hero and tells him how to restore Julanar's sense of self in order to obtain the Fruit of Compassion he needs for a Dispel Potion. In between games, Salim ventures to Shapeir and restores Julanar's humanity, the pair falling in love and marrying before moving to Silmaria, where they meet their friend the hero once more.
  • Emergency Transformation: Her abrupt change into a tree to escape amorous pursuers mirrors that of Daphne in Classical Mythology.
  • Granola Girl
  • Happily Married: By the time of Dragon Fire, to Salim.
  • The Medic: In Dragon Fire, all you have to do is walk into the Apothecary while injured and boom, she'll instantly heal you.
  • Sentimental Music Cue: In the second game, any time you enter the screen where she stands frozen in tree form, a very sad melody will play. Combined with the image of a poor woman frozen in the form of a tree, the emotional impact is quite powerful.
    • Crowning Moment of Heartwarming when you start helping her as the melody changes, first as she rotates her crops, meaning something finally managed to get through to her. And then, when you come back after that, the same melody is played on a more happy and heartwarming chord, as if she was warmly welcoming you back. More than a gamer was moved to tears.
  • Transflormation: For whatever reason, a djinn decided to give her the form of a tree.
  • Women Are Wiser: Shows this trait relative to her husband when she appears in the fifth game.

He Who Waits Behind

A genie who volunteered to be the guardian of the tomb where Iblis is imprisoned 1,000 years ago. Prophecy foretold how someone would attempt to set Iblis free, and the genie will aid The Hero in preventing Iblis' release.

  • The Fog of Ages: 1,000 years of being stuck in a ring has resulted in him having forgotten a lot.
  • Inept Mage: Most other djinn laughed at him when he volunteered to be the guardian because of this trait.
  • Sealed Good in a Can: Volunteered to be left behind for when Iblis's prophesized return might come about, and aid the hero who'd come to stop it.


The captain of the guards in Rasier, Khaveen is the iron fist of the oppressive regime, and it is fear of him and his guards that keeps the population in check.
  • Arranged Marriage: With Zayishah, the niece of the old Emir of Rasier.
  • Big Brother Is Watching: Ferrari mentions that Khaveen has orders among his men to watch The Hero at all times.
  • The Dragon: To Ad Avis.
  • Dragon-in-Chief: Most of Rasier assumes he is this to the new Emir, and that said Emir is just Khaveen's puppet. Only a few know or suspect the existence of Ad Avis, the true Big Bad.
  • Fantastic Racism: He hates the Katta, and it was he who ordered them all expelled from Rasier.
  • Make an Example of Them: Does this Ugarte, in order to show the Hero that Khaveen can crack down on him at any time. Ferrari confirms that Khaveen had known about Ugarte's smuggling for a long time, but only arrested him now to make a point with The Hero.
  • Master Swordsman: Downplayed in the original game, but still in evidence because The Hero is used to taking on multiple enemies, (Jackalmen, the guards of Rasier) yet Khaveen gives him a challenge one on one. In the Fan Remake, this is much more in evidence, as when Khaveen gets serious in his duel, he's an extremely lethal Lightning Bruiser.
  • Sadist: The Emir's niece Zayishah comments that she watched Khaveen torture men with the exact same expression of longing that he had when he looked at her.


One of the many harem girls in Raseir's palace, Nawar's first introduction is a voice making lots (and we do mean lots) of innuendo when the hero sneaks through the harem on his way to battle Ad Avis. She returns in Dragon Fire, having been uncomfortable with the peace and going with Ferrari to Silmaria. At the Dead Parrot Inn she serves as a dancer and the manager of the inn's games of chance. She's also a potential love interest for the hero (and the most obvious), being best suited to Thieves but available to all classes.

    Quest for Glory III: Wages of War 


Son of the leader (Laibon) of the Simbani. Less eager for war than his father, he is divided by his father and people's wishes, and the hero and Uhura's words for peace. Yesufu is soon to enter his rite of passage, in which he will compete against The Hero if he is a fighter or paladin. Despite this rivalry, he forms a strong friendship with the hero, and eagerly comes to his aid at the end of the game.
  • Friendly Rival: He and The Hero compete in the Simbani initiation ceremony and over Johari, but it's completely amicable between them and Yesufu enjoys playing games with and talking to The Hero.
  • The Lancer: He becomes a fast friend to The Hero, and is ready to back you up and be there for you when you need him.
  • The Strategist: He enjoys mental challenges and games of strategy.
  • The Wise Prince: Yesufu is a thoughtful young man who enjoys games of strategy and learning about new people and places.
  • You Killed My Father: He immediately kills the leopardman chief when he kills Laibon.
  • Young Love Versus Old Hate: Yesufu is immediately interested in Johari, from the rival Leopardmen tribe, who have very different customs and beliefs, and she eventually returns those feelings. Their fathers, on the other hand, are ready to declare war on each other.

Rajah Sah Tarna

Rakeesh's younger brother, and current king of Tarna. Eager to send Tarna to war, and comes off as a bit of a General Ripper, but not without reasons. A bit of an ego.
  • General Ripper: Subverted, in that he does give Rakeesh's peace solution a chance and...
    • Papa Wolf: The main reason he is so eager for war: He sent Rakeesh's daughter as an envoy to the Leopardman. She was like a daughter to him, and when her peace mission was attacked, Rajah wants nothing more than to avenge her. He even questions Rakeesh's reluctance to go to war over his own daughter.
  • Hot-Blooded: By the time you have an audience with him, Rajah is practically itching for a fight, and he takes every opportunity to bad mouth The Hero and Rakeesh for not being similarly eager for war.
  • Jerk Ass: Rajah is not a polite fellow at all, and will openly insult both you and Rakeesh when the two of you speak to him.
  • Revenge Before Reason: Has a streak of this, but good points to him for actually giving the peace solution a chance BEFORE resorting to war.
  • Superior Species: Like many of the Liontaurs, he believes in the inherent superiority of his people compared to humans.
  • This Means War!: Wants to invoke this, and gets to in the end. Once the Simbani and the Leopardmen leaders kill each other in Tarna, all restraint is off.

Salim Nafs

The resident apothecary in Tarna, as well as an out-and-out tree-hugging hippie. Salim is eager to help out the hero because of his auspicious aura, and in return learns that his dreams of a tree becoming a beautiful woman are real. While the hero is in Mordavia, Salim heads to Shapeir and restores Julanar's humanity; the couple then moves to Silmaria and opens up an apothecary, where they once more encounter their friend the hero and help him save those poisoned by the assassin.
  • Cloudcuckoolander: He rambles about Colonel Mustard following the murders and poisonings in Dragon Fire, only for Julanar to remind him that mustard is just a seed.
  • The Cameo: Corey Cole provided the visuals for Salim in Wages of War.
  • Erudite Stoner: He doesn't actually light up in-series, but he has a hookah in Wages of Warnote , and Julanar mentions his dipping into their "celebration stock" when they make the antidote in Dragon Fire.
  • Friend to All Living Things: Besides being friendly New-Age Retro Hippie, he has a practical reason for being nice, as his healing pills are made from honey bird feathers. If the feathers are acquired through hostile action, it ruins the pills.
  • Happily Married: To Julanar by the time of Dragon Fire.
  • The Medic: His role as apothecary involves the preparation and sale of restorative pills and potions.
  • New-Age Retro Hippie: Without the sexual promiscuity or railing against the Man.
  • Stealth Pun: A literal tree-hugging hippie.
  • Steve Blum: Plays him in Dragon Fire.

Kreesha Mar Asha

Rakeesh's wife, a rare Liontaur magic-user and a member of Tarna's ruling council. Along with her husband, Kreesha helps the hero's attempts to bring peace to Tarna, as well as serving as a mentor for Wizard characters and helping them create their magic staff.
  • Happily Married: It's quite obvious that she and Rakeesh are a loving and affectionate couple.
  • Ms. Exposition: She fills both Rakeesh and The Hero in on a lot of current events.
  • Reasonable Authority Figure: On the council, she is the one most in favor of avoiding war, and is quick to realize that it's likely that another faction, specifically the Demons, are behind the recent feud between the Simbani and the Leopardmen.
  • Seers
  • Significant Anagram: Her name is an anagram of her husband's name.
  • The Mentor: Can be this for a Wizard player, and teach him how to make his own magic staff.

Harami the Thief

A thief the player helps capture early in the game. As the hero shows him kindness, Harami begins to reconsider his life. Not enough to risk his skin for you however. Or maybe...
  • Because You Were Nice to Me: His Heel–Face Turn is due to this; despite you causing his arrest, you and Rakeesh were the only ones who still treated him like he was a human being when he was unpersoned.
  • Big Damn Heroes/Changed My Mind, Kid: After refusing to help the Hero fight the Demons, he suddenly arrives and backstabs the Hero's doppelganger just as the Hero is about to be slain, buying him time to escape to confront the Big Bad and end the threat permanently.
  • Dirty Coward: Although he appreciates the help you give him, he thinks only of himself and all he wants is to get away from Tarna. When the rest of the Hero's allies arrive, Harami refuses to help face the Demons. Shortly after, when the Hero is about to be defeated by his doppelganger, Harami arrives and backstabs it, saving the Hero's life and enabling him to escape to confront the Big Bad.
  • Eleventh Hour Ranger: He's the last of the Hero's allies to actively help out the hero.
  • Heel–Face Turn: Starts out as a scummy thief, then becomes your Eleventh Hour Ranger after you show him kindness after he's declared honorless.
  • Unperson: This is essentially what being declared "honorless" means in Tarna. No one will speak to or have any dealings with such a person. And since the threat of war means that the trade caravans are avoiding the area, Harami is really screwed, because he can't safely travel to another city, and no one in Tarna will allow him to purchase food, water, or shelter.

Manu The Monkey

A talking monkey the hero frees from a trap. Manu quickly declares the hero to be his friend, willing to invite him to the Monkey Village and make him an honorary monkey. Manu is one of the few who know where the lost city is.
  • Sixth Ranger: Agrees to take Harami's place as one of the hero's allies in the prophecy.
  • Talking Animal: While Manu may not be winning any awards for eloquence, he certainly speaks far better than the average monkey.
  • Team Pet


Daughter of the Leopardmen's chief, she is captured by the Simbani attempting to sneak into their village to recover the Magic Drum of the Leopardmen. After undoing her enchantment and changing her from her leopard form back to her human form of an attractive woman, the hero pays the Simbani bride price to release her and discover her peoples' intentions.

The Laibon

Yesufu's father, and the chief of the local Simbani tribe. He is completely incensed by the theft of the Spear of Death, and is determined to go to war with the Leopardmen in order to retrieve it.
  • Bad Liar: Rakeesh immediately sees that the Laibon is not telling the whole truth about how the Simbani acquired the Magic Drum, a magical artifact as meaningful to the Leopardmen as the Spear of Death is to the Simbani.
  • General Ripper: The theft of the Spear of Death is a great dishonor to the Simbani, and a major blow to their pride. As a result, he will not consider peace at all until it is recovered.
  • Gondor Calls for Aid: It's mentioned that he is calling together other Simbani tribes in an effort to band together and destroy the Leopardmen.
  • O.O.C. Is Serious Business: Both Rakeesh and Uhura note that he is behaving much more aggressively and erratically than normal. He's also willing to bend the truth, when normally the Simbani believe in complete honesty. This worries both of them.
  • Reasonable Authority Figure: He has this reputation from his past actions, but he certainly isn't living up to it during this crisis.
  • The Wise Prince: As a young man he was this, in particular he had a reputation for speaking very little and always listening intently to the stories and lessons he would hear from the storytellers.

Demon Wizard

Behind all the growing tension in Tarna schemes this vile character from the infernal realm. He's back to finish what he started many years ago.
  • Arch-Enemy: To Rakeesh.
  • Big Bad: It is he who must be defeated to bring about peace in the land.
  • Demonic Possession: How he means to instigate war in Fricana.
  • It's Personal: While his scheme serves a greater evil, he does whatever he can to make sure Rakeesh gets the worst of it. Be it engineering his dishonor at a peace conference by triggering a murder, kidnapping his beloved daughter, or striking at him through his demonic link to his injured leg.
  • Nigh Invulnerable: It takes more than ordinary magical attacks and weapons to harm him. He even takes impalement by Soulforge as a minor nuisance until the sword's power of good kicks in
  • One-Hit Kill: A single blast from one of his spells utterly vaporizes you if you're a thief character.

The Demon Master

An indescribable horror that seeks to enter our world.
  • Bad Boss: Harsh and demanding, the Demon Wizard's efforts are not met with any form of gratitude.
  • Eldritch Abomination: Only his face is seen, and it's not a pleasant sight.
  • Large and in Charge: If the immense visage in the portal is to scale.
  • Man Behind the Man: Unheard of by even Rakeesh and Kreesha, who are most aware of the demons' plans.
  • Mood Whiplash: Although he speaks to his own minion in a very impatient and terrorizing way, when nearing the dimensional gateway, the paladin suddenly hears a gentle, inviting voice in his head that praises his accomplishments and warmly offers to teach him of honor and goodness... a voice that becomes eerily more persistent the more he tries to ignore it.
  • The Unfought: If he gets through the barrier, he triggers an immediate thermonuclear blast — the same spell the Hero can learn in Game V.

    Quest For Glory IV: Shadows Of Darkness 

Dr. Cranium

A Mad Scientist who has taken up residence in Mordavia in order to conduct his experiments which include controlling electricity, raising the dead, and brewing the perfect cup of tea. He helps the hero out by brewing up healing potions in return for running minor fetch quests. He's an ancestor of Dr. Brain in his own video games.
  • Copy Protection: In order to advance in the game, you need to give Cranium some missing formulae...which come printed in the game manual.
  • Expy: Of Dr. Brain, from another Sierra series; gets a lampshade in-game.
  • Flat-Earth Atheist: He insists that all magic is either nonsense or science that people don't understand yet. His skepticism is strong enough to prevent the Hero from casting spells in his presence.
    • Perhaps best demonstrated if you try giving him one of the mana-restoring fruit from Erana's garden: "That fruit is clearly scientifically impossible. Since it violates all known laws of chemistry, physics, and biology, I have no use for it!"
  • Frankenstein's Monster: Frankie, his greatest creation. And later love interest (offscreen, fortunately).
  • I Love the Dead: Better keep your Brain Bleach handy when he unveils Frankie...
  • Mad Scientist
  • The Medic: Cranium is the only consistent source of healing and poison cure potions in the game.
  • They Called Me Mad!: "Mad? Mad?! They ALL call me mad, but what do they know of madness? I am not mad! A bit perturbed about the world situation and how I get so little respect, perhaps. But certainly not mad!"
    • Also: "Some call me mad, but I much prefer 'Dr. Cranium'."
  • Suspiciously Similar Substitute: The doctor's Rehydration Solution, when you finally get it, is described as "If you didn't know any better, you'd think this was just an ordinary bottle of water".) Although, since an ordinary bottle of water won't do what the Rehydration Solution does, there might be something more to it.


The daughter of Yuri and Bella Markarov, the innkeepers in Mordavia. When things got bad in the valley, her parents tried to keep her safely locked up, but a large furry creature named Toby befriended her by visiting her secretly at night. When he gave her a doll, her parents got even more worried, and Toby took her away to Castle Borgov, where Katrina turned her into a vampire. She does miss her parents, but is convinced they hate her and would be scared of her now that she's a "Bad Thing". The hero can restore Tanya, but it requires "the sacrifice of life for love" — which Toby willingly gives, to Tanya's horror.


Katrina's servant and Tanya's close friend. While he looks like a terrifying furry monster, he's friendly and is very protective of Tanya.
  • Berserk Button: Do not harm Tanya if you value your health.
  • Equivalent Exchange: He agrees to sacrifice himself so that Tanya is restored to humanity.
  • Fluffy the Terrible: He is named Toby, but look like a giant-ape with spiky fur, red eyes and huge fangs.
  • Gentle Giant: While he's large and look menacing, he's friendly... providing you don't anger him or hurt Tanya.
  • Red Eyes, Take Warning: Defied. Toby has red eyes and look frightening, but isn't evil.
  • Secret Keeper: When you ask Tanya to keep your meeting with her a secret, Tanya tells Toby he has to promise to keep it secret too. He agrees, if a bit reluctantly.
  • The Unintelligible: He can only say growls or grunts, but Tanya seem to understand him well.


Mordavia's gravedigger, he, well, he's the standard Igor type. The biggest departure is his generally chipper attitude and love of graveyard humor. The first major event of the game is Igor's disappearance, which leads to the villagers capturing a gypsy in their paranoia. The hero finds Igor trapped in a grave at the graveyard and rescues him, earning him the friendship of both Igor and the gypsies.
  • Distressed Dude: Gets stuck under a grave. Saving him is the key to exonerating Gypsy Davy.
  • Catch Phrase: "Hah hah, little graveyard humor there!"
  • The Igor: Duh!
  • Pungeon Master: Oh lord, the puns...
  • Suspiciously Specific Denial: If you ask him about Rumors, he'll say something like "Igor not hear rumors. Igor not hear [Insert rumor here]. Igor not know [Insert another rumor here]... Igor not hear many things."
  • Something We Forgot: It IS possible to let the Gipsy escape, especially as a Thief, and let him die in his grave, or to even find the body. This is not an instant Non-Standard Game Over, but this makes it impossible for you to come back to town during day since the Burgomeister will try to arrest you for assisting the gypsy in escaping. It should be noted it IS technically possible to beat the game if you time things right and try for a time-run.
  • Third-Person Person

The Burgomeister

Dmitri is the Burgomeister (somewhere between a Mayor and sheriff) for the town of Mordavia. He is highly suspicious of outsiders and can be abrasive to them, but he genuinely cares about people and the law, and as such his rule of the town is fair, if stern. He is also the grandson of Piotyr, a respected paladin who worked together with Erana to defeat the cultists of The Dark One, only to disappear afterward.


More commonly referred to as the Dark One, it is the source of Mordavia's woes. The hero must prevent it from being summoned to Glorianna, lest it shroud the world in (non-literal) darkness.

    Quest for Glory V: Dragon Fire 

Famous Adventurer (TM)

The creator of the Famous Adventurer's Correspondence School. He is, unknown to him the mentor of the hero, his writings have jumpstarted the hero's career.
  • Cool Old Guy: He was an adventurer just like the hero once and has the wisdom and experience to show for it.
  • The Eeyore: He's depressed about being too old to adventure. The hero can make him better by giving him some magical waters said to rejuvenate the mind and body, at which point he becomes more happy and energetic and begins planning new adventures.
  • Everybody Calls Him Barkeep: Famous Adventurer (TM) is all he's called, including the (TM). He offers to tell you his real name a few times, but instead tells you tales of his own adventures as a means of presenting you who he is.
  • Mr. Exposition: One of the most reliable source of intel on what to do with each tasks. He's actually very knowledgeable about adventuring.
  • Retired Badass: Most of the stuff you end up doing during the game? He's done it before.
  • Starcrossed Lovers: With the Queen of Atlantis - she still pines for him. As does he for her.

Magnum Opus

A Hesperian hero who came to Silmaria to participate in the Rites of Rulership. He has a reputation for heroism, but unfortunately not one for his massive ego. He is the second sacrifice made to destroy the Dragon Pillars that bind the Dragon of Doom.


A frankenstein-esque creation of Dr. Pretorius and Dr. Mobius, the scientists of the Silmaria Academy of Science, he was created purposely to enter the Rites of Rulership so that his masters could use him to win, proving the superiority of science over magic (and ruling the island with Gort as their puppet). For most of the game, Gort appears as little more than a mindless, silent servant of his masters... But there's more to him.
  • Eleventh Hour Ranger: He will join the fight against the Dragon.
  • Hidden Depths: Despite by all appearances being a mindless puppet of his amoral masters, it is possible to find out during the ending that Gort is everything but... He's actually fully sentient, and even a noble, heroic individual, joining the final boss fight against the Dragon Of Doom of his own volition because it's the right thing to do, and in some circumstances he will offer himself as sacrifice to weaken the dragon.
  • Puppet King: His ultimate purpose is to serve as a front while Dr. Pretorius and Dr. Mobius rule over Silmaria from the shadows.
  • The Voiceless: For most of the game, letting Dr. Pretorius or Dr. Mobius speak for him. He is only able to speak for himself when he decides he's done being just a puppet and wants to be a true hero.


The patron of Elsa who paid her entry into the rites of rulership. Minos is an adviser or the former king, and a Silmarian noble who owns his own fleet and army of mercenaries which he wants to use to help Elsa win - she will have none of it. In centuries past, his family used to rule Silmaria. He's the Big Bad, having sponsored the murder of King Justinian and that of a few others via Bruno; he's also the one behind the return of the Dragon.
  • Big Bad: He's the one behind the assassination, the invasion, and the breaking dragon pillars, and intends to use the events plaguing the island to blackmail them into making him king.
  • Blue Blood: His family were once the undisputed rulers of Silmaria, but they lost the title at some point in the past. He still considers himself the rightful ruler of the island.
  • Devil in Plain Sight: Pretty much only the player and Toro figure Minos is out to no good. Elsa eventually figures this out too, despite her initial brushing off Toro's concerns. But for most of the game, no one is remotely suspicious of Minos despite all the above.
  • Horrible Judge of Character: He picked Elsa for the rites as his candidate figuring that she had the skills to win, but he thought that she led the brigands in Spielburg, and was a rogue without scruples, like himself. Elsa catches on.
  • Obviously Evil: No one likes or trusts him. Toro distrusts him, Elsa dislikes being around him. No one has anything nice to say about him. He's also a Jerkass when talked to. Consider that the villain had to be able to afford assassinating a king, hiring a mercenary army to invade Silmaria, & afford the entry fee to the rites of rulership... It becomes fairly obvious who the only possible candidate for Big Bad really is.
  • Taking You with Me: Resorts to this when exposed and cornered, using his death as the final sacrifice to release the Dragon of Doom - if he can't rule Silmaria, he'd rather have it follow him in death.

Alternative Title(s): Quest For Glory II, Quest For Glory I, Quest For Glory III, Quest For Glory IV, Quest For Glory V