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The Hero

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

  • Acquired Poison Immunity: In Quest for Glory I, drinking the Dragon's Breath killed you. By Quest for Glory V, 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.
    • In later games; casting "Detect Magic" with no strong source nearby will pickup you as a minor source; as being a Hero actually physiologically changes you.
  • 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".
    • Upon climbing down the castle walls at night...
      After climbing down the wall you says to yourself, "Self", you says, "that wasn't too bad."
    • Upon defeating Toro, he also exclaims "I'M BAAAD"; He will also utter the following lines when bashing down the fortress door.
      "Well I'll huff, and I'll puff, and I'll smash the gate down."
      "Boy that feels good."
    • 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 (Magic Users start with the Zap spell, which assists in close combat). A Paladin gets a few spells, but they use Stamina, and aren't considered magic.note 
  • Master Swordsman: By the fifth game all the characters can qualify, since equipment is no longer locked to class, and even Thieves and Wizards can use a sword. However especially the Fighter and Paladin.
  • Mighty Whitey: Fighters and Wizards in the third game:
    • As a Fighter, 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 play style.
    • As a Wizard, your character will demonstrate superior magical skill and wits to those of the Leopardmen's most powerful magic user, the Shaman. Unlike the Fighter, this will most likely happen in less than a day.
  • Naïve Newcomer: Especially in the first games, as the Hero learns the ropes of the trade.
  • Only Sane Man: The Hero falls into this trope while everyone else in the cast is rather... colorful.
  • 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.
  • The Sneaky Guy: If you have the Stealth skill, you become able to play for a Stealth Run. If you have the Lock-Picking skill, you also become capable of disarming traps here and there.
  • Spanner in the Works: Either by intent or accident, The Hero tends to always end up becoming this in every 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, fighting Elsa and Bruno) only wounds you in later installments.
  • Unscrupulous Hero: A Thief Hero CAN be this. You can steal an old man's only memento of his dead wife and kill the Chief Thief of Mordavia, to earn yourself a promotion and lose all your Honor.
  • 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.
    • Even some of your good deeds will be called out by those who suffer a loss as a result. In particular, Katrina does not take kindly to your decision to restore Tanya to life at the cost of Toby's life.


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).

  • 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 Keapon Laffin and Shakra, given that they sell it at their stores as well.
  • 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.
  • Reasonable Authority Figure: He is the only one willing to sponsor you to WIT, and after you complete the entrance exam and refuse to commit to studies, he is the only one who doesn't berate your decision as childish and shortsighted.
  • Robe and Wizard Hat: Erasmus wears them in the VGA games, though he just wears the robe in the EGA games; 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.

  • Adaptation Dye-Job: Is depicted as blonde in Trial by Fire but a brunette in the last two games when she actually appears. The Fan Remake of Trial by Fire uses her portrait from Shadows of Darkness instead.
  • 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.
  • Girl of My Dreams: The Hero never met her before she started sending him dreams about her while he was sleeping in her garden or near her staff. Sometimes those dreams are about meeting her, sometimes they're about being her, and for a Wizard or a Paladin, one of those dreams is romantic. The Hero doesn't meet her in person until some time after he had those dreams.
  • Greater-Scope Paragon: The Hero hears legends about her 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 fairies and fairies 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.
  • 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.

Shema and Shameen
Shameen and Shema
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.
  • Cat Folk: They're both cat-like Katta.
  • 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.
  • Supreme Chef: Shema's cooking is consistently described as wonderful. Even when she prepares a particular dish the hero doesn't like, he admits it's better than he expected.

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 chafed 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 exposes 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.
  • Rebellious Princess: Zigzagged. As the Brigand Leader, she leads an open rebellion against her father the Baron, but she is so Brainwashed and Crazy at the time that she doesn't even know that he is her father. After being cured, she returns to his side... but it isn't long before he abdicates and is succeeded by Barnard. She eventually gets so fed up with Barnard's sexist nonsense that she rebels against him too, of her own volition, and leaves Spielburg for good.
  • Samus Is a Girl: As the Brigand Leader, she always wore a hood or a helmet so that nobody could see her face or realize that she was a woman.
  • 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 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. A thorough search reveals that it's weighted with silver coins.
  • Gentle Giant: When he returns in V.
  • Heel–Face Turn: Downplayed, as he wasn't very evil, even though he was with the brigands, and even though the fighter has to fight him. He was probably there simply to be with Elsa. He is shown in the crowd at the end of the game, even if the fighter defeated him.
  • Hulk Speak
  • Loincloth: 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.

  • Asshole Victim: Considering the terrible wrongs he's done in the first and the last game, no one will shed a tear over his demise.
  • Badass Normal: He doesn't appear to 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. The normal part gets subverted in Quest for Glory V when he is revealed as the Assassin, and it turns out that he has developed some form of Invisibility.
  • 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.
  • Hypocrite: Bruno doesn't want to give you the Thieves' Guild password because he'll risk losing his Guild license. Considering he's already betrayed the guild by spying on the behalf of the brigands, yeah pretty low.
  • The Kingslayer: Responsible for the death of King Justinian.
  • Knife Nut: He's very quick with the throwing knives. The knives are poisoned; they're invariably fatal in the first game. In the fifth, poison-cure pills will prevent death.
  • Knowledge Broker: He acts the part in the first game, but the information he offers is available in other, less expensive ways, with the advantage of being accurate. 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!")
  • Professional Killer: Bruno's main job in the fifth game is murdering people for his employer. Before the start of the game, he already slain the King and a wealthy merchant (actually the Chief Thief of Silmaria). Near the end of the game, he has killed Kokeeno, Magnum Opus, five guards and committed three murder attempts on Ugarte, Rakeesh and you.
  • Roaring Rampage of Revenge: Against Elsa and the hero in Dragon Fire.
  • Smug Snake: Downplayed somewhat, because while he may not be as clever as he thinks, he is a genuinely lethal fighter.
  • 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.
  • Villain Forgot to Level Grind: In the first game, he'll one-shot you if you try to attack him. In the last game, you can fight him and take him out for good.
  • Walking Spoiler: Not so much in the first game as he is fairly minor and you know much about him early on. However, in the fifth game, he's a VERY significant villain as he is responsible for many of the murders.

Baba Yaga

An ogress witch with a taste for human flesh and a mean streak a mile wide unless you appeal to her stomach; then she's Easily Forgiving. 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). In fact, she becomes effectively one of your major aides in winning the game.

  • 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.
  • Easily Forgiven: She forgives both the hero and the jester in game IV, provided that the hero understands that the way to her heart is through her stomach.
  • 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.
  • Pragmatic Villainy: Despite being a very dangerous and wicked spellcaster, Baba Yaga is a very passive force of evil in the world, and generally keeps to herself until she's provoked. Even then, she usually satisfies herself with curses and hexes rather than destroying her enemies outright. And while she very well can devour the Hero if she desires, she ultimately leaves him off the menu; In I she lets him live when he proves useful by running an errand for her (which comes back to bite her when you return and turn the tables on her with the magic mirror). By the time of IV she's decided eating the Hero is altogether far more trouble than it's worth, and finds the various snacks the Hero brings her in exchange for her help and advice much more appealing, anyway.
  • Public Domain Character
  • Took a Level in Badass: She was surprised once by the Hero; and she never is again. When the Hero initially visits her in IV, she "indirectly" yet immediately incapacitates him; either by spilling water on him and freezing the water or by gluing his shoes to the ground. Both the Magic Mirror he used to have or the Reversal Spell are useless here.
  • Wicked Witch: Downplayed.

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.

  • Career-Ending Injury: A poison sting from a demon left him with one bad leg. While not completely career ending, Rakeesh admits that he's not nearly the hero he used to be, and during a strenuous fight there's a chance that his leg will suddenly give out on him, potentially leaving him helpless.
  • Cool Old Guy
  • Cool Sword: Soulforge, a flaming paladin sword
  • Flaming Sword: Soulforge is a Paladin's sword, which can burst into flame in the presence of evil.
  • Half-Human Hybrid: He's some combination of lion and human, with the body of a lion, torso of a human, and head of... a lion again.
  • 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.
    • In the fighter's path in the second game, Rakeesh attempts to fight the Earth Elemental, and was driving it back with his flaming sword. He might have succeeded in defeating it had his bad leg not given out on him, requiring him to lend the Hero his sword in order to finish off the elemental.
  • 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."
  • 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.


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 Adventurers' 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.
    • Taking it a step further, whenever she trains the hero, her toddler son Simba is watching, showing a rare positive example of a child training from birth to fight.
  • Eloquent in My Native Tongue
  • I Am Not Left-Handed: If you break any of the rules she lays down for your practice duels (melee weapons only, no 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 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 for free.
  • 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.
    • 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. Culminating in a more vibrant tune when she gives the Hero the Fruit of Compassion. More than one 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.

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.
  • Blackmail: He'll blackmail a Thief character off the throne in Dragon Fire by revealing your "night job" — but it is possible to prevent this.
  • Insistent Terminology: Not necessarily by him, but in the second game, Ferrari will take offense if you refer to him by anything but Signor Ferrari. This softens in Dragon Fire, as the two of you are considered close enough to be more familiar. Of course, Ferrari is more than likely toadying to the Hero at this point, as The Hero has become the man of greater influence and prestige.
  • The Don
  • Man of Wealth and Taste
  • Most Definitely Not a Villain
  • No Celebrities Were Harmed: If the name wasn't enough of a tip-off, Ferrari is based wholesale on Sydney Greenstreet's character from Casablanca, with elements of Kasper Gutman from The Maltese Falcon thrown in.
  • Shame If Something Happened
  • Worthy Opponent: In Dragon Fire you have to give him the real Blackbird to keep him from blackmailing you. If you subsequently steal the Bird back to win the Chief Thief contest, he'll concede that you're the better thief and says that he'll still honor his promise not to expose you.


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.

Ad Avis
Click here for spoilers 

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 from the north" to recover the statue in which Iblis is sealed, he engineers events to get a hero from the north 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, and dies for real there.
  • Bad Boss: He transformed his apprentice into a chimera and left him in a metal cage without food or water in the middle of the desert.
  • Baleful Polymorph: This seems to be a favourite trick of his to get rid of particularly bothersome people. In the second game he did this to his former apprentice, the Emir or Raseir, and will try it on a Wizard-class Hero. He’ll also do it in a death scene if the Hero botched opening Iblis' tomb.
  • Batman Gambit: How he manipulates the Hero in the second game, tries to manipulate him in the fourth game, and ultimately 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.
  • Dramatic Irony: He summoned the elementals to Shapeir because of a prophecy about a "hero from the north," not knowing that thanks to the events of the first game, The Hero was already a "hero from the north."
  • The Dreaded: The people of Raseir (at least those who know about him) fear and/or hate him. Ferrari and Ugarte in particular are afraid even to speak his name.
  • Ethnic Magician: Subverted. Despite his appearance and presence in part II, his name's Latin (though pronounced as if it were Arabic: Ad A-vis, rather than Ad A-vis) and his true background is closer to Eastern European.
  • Evil Sorcerer: Ad Avis is formidable sorcerer who uses magic for his own selfish desires and is particularly cruel to his apprentice. Aziza believed he was very likely to be responsible for what happened to Raseir 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 Raseir 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.
  • Hypnotic Eyes: He uses these to brainwash the Hero upon them first encountering each other.
  • Kill It with Fire: He has a preference for fire spells. Ironically, the method by which a Wizard or possibly a Fighter can defeat him in the second game involves dropping a flaming brazier on him.
  • 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. He also can't attack the Hero, because Katrina specifically forbids it. But he can attack the ground on which the Hero is standing to make him trip and nearly fall to his death, knowing that this will provoke Katrina into attacking Ad Avis...
  • The Man Behind the Man: As far as anyone knows, the coup in Raseir 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.
  • Meaningful Name: "Ad Avis" is Canis Latinicus for "against the birds."
  • 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.
  • Nice Job Fixing It, Villain: If Katrina had known about the Hero's plan to free Erana from the Dark One and help her complete her spell of banishment, it's a good bet that she, Katrina, would have stopped him. It's a good thing Ad Avis killed Katrina before it became an issue.
  • 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. According to Word of God, this is a result of trading blood with a vampire.
  • The Plan: His actions in Trial By Fire are part of a larger one.
  • Politically Incorrect Villain: He hates women and particularly enjoys stripping away freedoms from every woman in Raseir and making their lives miserable. Naturally he is also quite sore about being bound to a female master.
  • 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.
  • Take Over the World: Ad Avis was plotting to summon Iblis for this purpose in the second game, and went along with Katrina's plan to summon Avoozl in the fourth game for this purpose too.
  • Villain Ball: He holds it at the end of game IV. Game II established (for Wizards, anyway) that he knew the Reversal spell. However, he didn't bother to cast Reversal while dueling Katrina, or while he was about to kill the Hero, at the end of game IV; thus a wizard, after incapacitating him with the Ultimate Joke, can just blast him to death with Erana's Staff.
  • 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.

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.
  • Meaningful Name: "Salim Nafs" roughly translates to "peaceful soul".
  • 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.

Katrina without her hood
Katrina in her true form
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.
  • Accent Slip-Up: While courting the Hero, in addition to disguising herself as a human, she takes on a flirtatious tone of voice. However, if your health is less than 100% the first time you meet her outside the town gate, she will briefly slip out of that tone to say "I would be most displeased..." before resuming it to say "I mean, sorry... if something were to happen to you."
  • 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. She is not exclusively an ice person, though: See "Kill It With Fire" below.
  • 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.
  • Benevolent Boss: Katrina treats her gatekeeper, her servant and her guards well. Her apprentice however is another matter and for good reason.
  • 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 traveled a dark, if not evil path.
  • Blue-and-Orange Morality: Katrina is not truly good or evil. For example, most people would consider her taking Tanya from her parents and turning her into a vampire is a decidedly evil action. However Katrina genuinely believes Tanya's parents mistreated and abused her,note  that she offered the poor lonely girl far more love and affection than Yuri and Bella, and that it was the right thing to do.
  • Broken Bird: In the game she's ultimately a deeply lonely and unhappy woman terrified of her vulnerability during daylight. She kidnapped Tanya both because she desired a daughter of her own, and saw how her parents treated her and thought they were horrible to her. Katrina later refused to force the Hero into helping her because she wanted him to help her and love her on his own. She only turned to the geas after he "steals" Tanya away from her, which she viewed as an attack against and betrayal of her. Her backstory was later expanded upon in Lori Cole's blog, and revealed she has suffered a long history of misogyny-fueled resentment and jealousy from male wizards over her great magical aptitude because of her beauty and gender. She was later seduced, turned against her will, and enslaved by the previous Dark Master. All of this fed into the distrust, emptiness, and feelings of powerlessness evident in the game, which then led to her attempt to awaken Avoozl.
  • 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.
    • For extra irony, Ad Avis used the dragon fire spell, which was taught by Katrina herself.
    • For further situational irony, her whole reason for moving to Mordavia in the first place was that she wanted to summon the Dark One and bring "endless night" to Mordavia so that she would no longer need to fear the light of the sun... but in the end, it was the darkness that destroyed her, not the light.
  • '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.
  • 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.
  • Flirty Voice Ploy: Part of her "charade," as Ad Avis would call it, was that in addition to disguising herself as a human, she took on a demure or flirtatious tone of voice when speaking to the Hero.
  • 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.
  • Gone Horribly Right: Twice over in the fourth game.
    • First she lets the Hero do pretty much whatever he pleases in Mordavia, figuring that she needs him to build up a rapport with the townsfolk before he can start carrying out her agenda. The Hero does indeed build up a rapport with the townsfolk... especially by "stealing" Tanya away from Katrina and allowing Toby to sacrifice his life to restore Tanya's so that she can go back to her parents.
    • Then there's Katrina's agenda itself: Finding the Rituals of the Dark One and completing the summoning so that the Dark One can block out the sun. When the summoning is complete, the Dark One turns out to be much more powerful than Katrina expected, and it ends up devouring her.
  • Head-Turning Beauty: When she appears without her shawl/scarf in IV (see Impossibly-Low Neckline below). Yowza.
  • Hot Witch: She is not only attractive in her human guise; she is an extremely powerful sorceress.
  • 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...
  • Immortals Fear Death: Her motive for summoning the Dark One is simply that she is terrified of the possibility that somebody could kill her while she is sleeping during the day.
  • 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.
  • King Incognito: When she has business outside of her castle, she disguises herself as a peasant.
  • Kill It with Fire: She taught Ad Avis the "Dragon Fire" spell and will do the same for the Hero in the fifth game if he resurrects her. Also, if you try to eavesdrop on her argument with Ad Avis in Castle Borgov without first oiling the hinges on the door, she'll blast you with a Flame Dart.
  • Kill It with Ice: She has a preference for cold spells.
  • 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: Downplayed, since she has an actual name, but only Tanya, Ad Avis, and the Hero seem to know it; everyone else knows her only as "the (Dark) Master."
  • More Than Mind Control: What she intended to do to the Hero in Shadows of Darkness: instead of mind-controlling him outright (as she could), she planned to gain his trust and love with careful hints and manipulation, so he could put his full faculties towards helping her achieve her goal. Too bad she ended up falling for him for real, leading directly to her own untimely demise.
  • Mortality Ensues: If the player brings her back to life in V, it's as a human instead of as a vampire. She still doesn't like the sun, and warps time around her new castle so it's always night (meaning if you go visit her, the game clock automatically skips ahead to nightfall).
  • Most Definitely Not a Villain: Like it needs to be spoiled.
  • 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.
  • She Is the King: "Master" has masculine connotations in English, and Ad Avis was "quite appalled" at the fact that the Dark Master was a woman.
  • 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.
  • Undead Barefooter: She always appears barefoot, even in cold and dark places; this may be one of the first hints that she's actually a vampire. Especially noticeable in fan art.
  • 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!"
  • You Have Outlived Your Usefulness: She only does this to you if you really screw things up by springing Davy from the Burgomeister's jail but failing to rescue Igor; nonetheless, the Game Over that follows indicates that she either kills you not long afterwards or sends Ad Avis to kill you.

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

Baronet Barnard von Spielburg

Baron Stefan von Spielburg's son, who disappeared while on a hunting trip several years before Quest for Glory I. 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.

  • Adaptational Dye-Job: He has black hair in the EGA version of Quest for Glory I, but blond hair in the VGA version.
  • Badass Normal: Somewhat. While this did happen offscreen, the guy has no powers other than his sword skills and managed to slay a troll, as the Adventurer's Guild logbook can attest.
  • Baleful Polymorph: Was turned into a bear by the kobold wizard.
  • Royal Brat: Not technically royal, but definitely that level of brat, given that he refers to himself with the royal we, despite only being a baronet.
  • Stay in the Kitchen: Holding this mentality is what drove Elsa away from Spielburg circa Dragon Fire.
  • Ungrateful Bastard: The "gratitude" for his rescue is more of a formality forced upon him by his father.
  • Upper-Class Twit
  • The Von Trope Family

Baron Stefan von Spielburg

The ruler of the land and town of Spielburg, who angered Baba Yaga and got cursed for his trouble. He was morbidly depressed until the Hero came along, and freed his son, then his daughter, and driving away Baba Yaga, thus breaking the curse.

  • Heartbroken Badass: Qualifies ever since the birth of Elsa, during which his wife died.
  • Orcus on His Throne: With the curse and loss of his dear children, he is too depressed to do anything. This changes when the Hero frees his son from the form of beast.
  • Royals Who Actually Do Something: Not a royal per se, but he does DO something. In his youth, he was a full-fledged adventurer in his own right, and once the Hero frees Elsa, he leads his troops to disband the brigands.
  • Retired Badass: Definitely one, given he has slain a dragon in his youth. You can see the result in the Adventurer's Guild.
  • The Von Trope Family


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.

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 Weaponsmaster

The Weaponsmaster is in charge of training all of the Baron's soldiers in the use of arms, and will also extend his services to the Hero while practicing in the castle courtyard, allowing the player to practice their swordsmanship in an environment where they can't actually die.

  • Arrogant Kung-Fu Guy: Arrogant Master Swordsman, but it still applies; He thinks quite highly of his skills, is unafraid to let you hear about it, and can certainly back is bragadiccio up.
  • Bitch in Sheep's Clothing: He's an arrogant jerk, but much of the time when dealing with the Hero he couches it behind subtle jabs.
  • Drill Sergeant Nasty: The Weaponsmaster trains all of the Baron's guards, and will also teach the Hero how to fight. However this practice mostly consists of letting him kick your ass, (especially in the VGA remake) after which he gives some advice that's not particularly useful.
  • Good Is Not Nice: He's one of the good guys, though he doesn't do anything to actively help fight the problems plagueing the valley. He's also a dick. Most of the time he couches it behind subtle jabs, but if you beat him in your training sessions...
  • Jerkass: He's much subtle about it with the Hero, but much of his dialogue ranges from patronizing to insulting. And if you beat him in a fight...
  • Master Swordsman: The Weaponsmaster doesn't make idle boasts. He is good at what he does, and it requires a lot of stat grinding before the Hero can beat him in a fight. Up to Eleven in the VGA Remake: The first time you fight him it's highly likely you'll be done within a couple moves.
  • No Name Given: His real name is never revealed.
  • Shields Are Useless: The Weaponsmaster is quite vocally of this mindset, dismissing shields as the tool of a weak and unskilled fighter, and accuses the Brigands of cowardice for using them in battle (though he grudgingly admits their effectiveness). That he then tells the Hero he definitely needs a shield is one of the subtle insults he gives the Hero.
  • Sore Loser: Hoo boy is he sore. If the Hero defeats him during a training session there's no more subtlety in his insults, he gets outright nasty before storming off in a huff, and never appears in the courtyard again.
  • Stay in the Kitchen: Just in case you miss his subtle jabs at the Hero, he had this attitude towards Elsa, refusing to teach her to fight when she asked simply because she was a girl to firmly establish his Jerkassitude. That Elsa's reaction was to run to Yorick in tears suggests he wasn't polite about it, either.
  • Stealth Insult: If you really pay attention to his dialogue, it becomes clear he doesn't think much of the Hero. For example, after giving a rant about how only weak or unskilled fighters need a shield, he then concludes by telling the Hero that he definitely should use one.


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.

  • Fake Wizardry: Most of his "magic" is fake, the result of using intelligence, props, (like powders to blind somebody, or causing them to itch or sneeze uncontrollably) and the like. What little real magic he does is so rudimentary that any non-magic user can do it if someone teaches them the right incantations or gives them the right ingredients.
  • Half-Human Hybrid: The Baron thinks that he's probably part-Gnome, and with good reason.
  • Magical Clown: Building a physics-defying maze for the Brigand Leader requires some pretty powerful magic, but other than that he generally resorts to slapstick humor that doesn't require any actual magic.
  • Pungeon Master: Like most Gnomes in the series.
  • Undying Loyalty: To Elsa. He journeyed out into the dangerous countryside to find her as a child, and after discovering her among the brigands, he has been protecting her ever since. This became very useful once she became the brigand leader, as ambitious underlings looking to overthrow her would first have to deal with Yorick and get past his trap filled labyrinth.

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.
  • The Cameo: If you play as a magic user in the second game, you can see her portrait in WIT, and can try to choose her as your sponsor. She'll decline, since the only thing she knows about you is that she sold you a few spells.
  • 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.


    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.
  • The Cameo: After being a major NPC in the second game, she has some opening exposition in the third, but that's all the involvement she has in the events of the game.
  • 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 was her apprentice for a time, and, perhaps unsurprisingly, says that she was this.
  • Water Is Womanly: A water sorceress who highly values proper, ladylike manners.

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.
  • Expy: Of the real Harun Al-Rashid.
  • The Good King: The sultan is very good to his people and is revered by all, even in Raseir.
  • King Incognito
  • Royals Who Actually Do Something: He cares very much for his city and its people, and the feeling is mutual, pretty much every single character will refer to him in some manner of "May he reign/live/rule forever", due to his wisdom and benevolent rule. And there is a very good justification for how he can know the city so well when he is fabled to remain in his palace: he actually observes the city under the guise of the Poet Omar... Also, further points for him since before relying on a Hero, he DID try to take matters into his hands regarding Raseir, by sending an army there.
  • Sesquipedalian Loquaciousness: He's very... poetic. Good thing he hangs out with a translator who will interpret everything for you.
  • Translator Buddy

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.
  • Crouching Moron, Hidden Badass: Implied. Aziza notes that despite his lighthearted, childish style, he truly is a master in matters of air magic and is capable of much more than he seems. At least, if he were to ever be serious.
  • 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.
  • Manchild: His gags and general style very much give the impression of one.
  • Our Gnomes Are Weirder: Most of the tropes that apply to Keapon seem to be characteristic of Gnomes in general in these games.
  • Pungeon Master: Possibly the biggest pun lover and maker in the entire series, which is really saying something.
  • Punny Name: He sure keeps on laughing.
  • Trap Master: 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 (indeed, his idle animation includes flexing his biceps), but his brain clearly doesn't get as much exercise as his arms.
  • Getting the Boot: Make the thief sign or annoy him and he'll throw you out of his shop.
  • Fantastic Racism: As if being a prick and a chauvanist wasn't enough.
    Issur: Hero of the Katta, huh? Only a Katta would call you a Hero.
  • Hates Small Talk: In his shop, at least, Issur only wants to talk about business, his wares, and a few other interests that he cares about. Trying to question him about other things, 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 Uhura, 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 his muscles and bragging, and is an all around rude, abrasive Jerkass.
  • No Hero Discount: He won't just give you the bellows you need to contain the Air Elemental despite the threat it poses. A fighter has to beat him in arm wrestling, while mages and thieves need more indirect routesnote . This is notable as he is the only merchant to do this, and others will gladly donate their wares to help The Hero if he explains that he needs them to defeat the elementals.
  • 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: Although not to the extent as the Weaponsmaster. You can challenge him to an arm-wrestling match to build your strength, and the fighter needs to defeat him to obtain his bellows to capture the Air Elemental and later to use against the Water Elemental. If you do win he will dismiss it as luck, but he will also refuse another round saying he has better things to do. He only turns down arm-wrestling after he loses, he will happily keep arm wrestling you again and again as long as he keeps winning. (And happily keep taunting you about his victories.)


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 moves while you're around 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 Shapeir.
  • 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 Shapeir 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 his loutish ways, and will have you steal from him for no reward for herself other than seeing his House impoverished.

Harik Attar

The apothecary of Shapier, he makes pills that help recover stamina, health and mana, all vital tools for an adventurer.
  • Deadpan Snarker: Well, it's hard to tell if he's this or a Cloud Cuckoolander going by some of his comments. For example, he says that if you die as a result of taking one of his pills, he will happily refund your money. Uh... thanks?
  • Insistent Terminology: He makes pills, and not drugs. He doesn't like drugs and advises you not to take them.
  • Meaningful Name: He says his name means "Fire Druggist", and then lampshades how well it applies.
  • Omniglot: Implied. If the Hero looks at the books on his shelves he will note that they appear to be in many different languages.
  • Pyromaniac: He has a bit of an obsession with fire and burning things. He's upset at the fire elemental being defeated, although he will grudgingly admit it had to be done, and is fascinated by the description of the earth elemental burning. He's also designed his store to look like a bunch of flames and even dresses in fiery colors. Furthermore, when asking his advice about the fire elemental, he'll demonstrate the flammability of the incense he sells and briefly gesticulate with glee after doing so.
  • Quest Giver: Maybe more like Sidequest Giver. He has bounties posted for the various monster parts that he uses in his pills.
  • Small Role, Big Impact: Not only is he a source of necessary goods for an adventurer, he has valuable advice for dealing with the fire elemental, (namely, that it will be too fast and mobile to weaken with water unless it is lured somewhere more confined, and he supplies you with the incense then used to lure it away from the plaza) supplies the Thief with the burning powder that is the only way the Thief can defeat the Earth Elemental, and also makes the dispel potions that are used on Al Scurva and the Emir. Oh, and the Thief can't successfully perform their robberies without the oil that Harik sells. Not bad for a random NPC shopkeeper.
  • Utility Magic: He uses magic to make his pills, although he admits that he has no real knowledge of magic beyond what he needs to do that.

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 in general, 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.
  • Rapunzel Hair: His beard is long enough to tie himself to one of the palm trees surrounding the oasis. Apparently it has magical properties that are of interest to Keapon Laffin too.

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.

  • Benevolent Genie: Although he can't do much more than boost your skills and teleport you near Iblis, he really wants to be helpful.
  • 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 Raseir, 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: He has forced Zayishah's father, (who is a Puppet King Ad Avis placed on the throne) to arrange a marriage between Khaveen and Zayishah. This has resulted in Zayishah desperately trying to flee the city before the marriage goes through.
  • 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: Subverted. Most of Raseir assumes he is this to the new Emir, and that said Emir is just Khaveen's puppet. However the true Big Bad is Ad Avis, whose existence in not known to most of the people of Raseir, and who is firmly in charge of Khaveen.
  • Fantastic Racism: He hates the Katta, and it was he who ordered them all expelled from Raseir.
  • Make an Example of Them: Does this to 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 Raseir) 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: Zayishah comments that she watched Khaveen torture men with the exact same expression of longing that he had when he looked at her.
  • What Happened to the Mouse?: Fighters and mages get to deal with Khaveen as they prepare to confront Ad Avis, but thieves never do, as they sneak through an area that is not near where he is stationed. It’s unclear, therefore, what happens to Khaveen in their route.
    • Clarified in the remake, where he tries to kill the Hero while he is walking the tightrope, only to fall to his death.


The niece of the old Emir of Raseir and daughter of the new Emir that Ad Avis and Khaveen have installed. Khaveen has forced her father to make an Arranged Marriage between Khaveen and Zayishah, and as a result she is desperately looking for a way to flee Raseir.


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.

Emir Arus al-Din

The rightful ruler of Raseir, who was ousted from power by Khaveen and Ad Avis, and has been missing ever since. Ad Avis transformed him into a saurus, and he ended up being sold to the Hero in Shapeir.
  • Baleful Polymorph: Turned into a saurus by Ad Avis.
  • Good Is Dumb: As a ruler he is described to have been good-hearted, but nowhere near as wise as the Sultan of Shapeir.

    Quest for Glory III: Wages of War 

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: Downplayed somewhat, because while he's quite eager for war he does give Rakeesh's peace solution a chance and the main reason he is so eager for war is more personal; he sent Rakeesh's daughter Reeshaka as an envoy to the Leopardman. She was like a daughter to him, and when her peace mission was attacked and she went missing, Rajah wanted nothing more than to avenge her.
  • 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.
  • It's Personal: His niece Reeshaka was Like a Daughter to him, so the fact that the peace mission she was sent on was attacked and she is missing and presumed dead has made Rajah much more invested in the conflict than he would be otherwise.
  • Jerkass: Rajah is not a polite fellow at all, and will openly insult both you and Rakeesh when the two of you speak to him.
  • Minor Major Character: He's the ruler of Tarna, the brother of your mentor Rakeesh, and it will likely be him who decides whether the savannah is engulfed by war... and he barely appears on screen and interacts with The Hero only twice, very briefly, due to Rajah's impatience and anti-human bias.
  • 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.

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.

  • Exact Words: Her home is partially in a separate plane, which exempts her home for the ban on magic within Tarna's city limits.
  • 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. She was also this for her son.


Rakeesh's daughter, she was escorting the caravans and is missing as the story opens. As it turns out, she is being used to incubate demons.

  • Action Girl: Reeshaka learned at the feet of her father, and it shows.
  • I Will Find You: Rakeesh is looking for her after she went missing.

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.
  • 11th-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 11th-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.


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.

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.
  • OOC 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, and is an early hint that both the Laibon and Leopardman chief are being influenced by the demons.
  • 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.


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.

  • Action Girl
  • Animorphism: Like the rest of her tribe, she is a master of it, with their chosen form being a leopard.
  • Beta Couple: Accepts Yesufu's marriage proposal at the end of the game, becoming the hero's only love interest not available in Dragon Fire.
  • The Chief's Daughter
  • Ethnic Magician: Like all Leopardmen.
  • Hot Witch: She can use magic, and she is noted in-universe for her attractiveness while in human form.
  • Magic Knight: She's a gifted mage like all her Leopardmen kin, and her shapeshifting makes her an adept fighter.
  • Nubile Savage
  • Samus Is a Girl: Before her shapeshifting is dispelled, she looks like any other Leopardman.
  • Tsundere: Justified, what with being imprisoned and purchased against her will.
  • Shock and Awe: She favors lightning spells in combat, and is the source of the Ball Lightning spell for Wizard players.
  • Voluntary Shapeshifting: Again, like all Leopardmen.

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

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.
  • The Voice: Paladins don't encounter him at all, except as the gentle, inviting voice mentioned above.

    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...
  • I'm a Doctor, Not a Placeholder: Inverted: "I am a scientist, not a doctor."
  • 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'."


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.
  • Catchphrase: "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 Gypsy 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.

  • Defrosting Ice King: Even without doing any heroic actions or showing him the truth about his grandfather Piotyr as listed under Restored My Faith in Humanity, if you're unfailingly polite to him for long enough Dmitri will eventually acknowledge your kindness and good manners, and admit that he has not treated you as well as you have treated him. After that he will become less gruff and antagonistic.
  • Freudian Excuse: He grew being told that Piotyr abandoned his grandmother while she was pregnant with his father, leaving her to raise her son alone and heartbroken. It's why he doesn't believe Heroes exist, as Piotyr was a Paladin, yet seemingly dishonored himself. Piotyr actually died hunting the Dark One Rituals to destroy them, slain by a wraith. Revealing what happened to Piotyr leads to him having having a bit of Restored My Faith in Humanity.
  • Identical Grandson: He more or less looks the same as his grandfather, just with more facial hair.
  • Jerk with a Heart of Gold: Until you can start proving your quality as a hero, Dmitri will be quite a rude, confrontational, and unhelpful jerk to you. However he really does care about the townspeople, (including Igor, whom the others mistreat, and he has a major soft spot for Nikolai) about applying the law well and fairly, and doesn't share the prejudices that a number of the local have towards the gypsies. Once you win him over, the heart of gold comes out more often.
  • Reasonable Authority Figure: Although he cannot keep the other townspeople in check for more than two days when Igor goes missing, he's quite clear that he thinks the gypsy is innocent and he's willing to stall the townspeople for as long as he can so you can find out the truth of what had happened.
  • Restored My Faith in Humanity: The Paladin can do this by showing him proof that his grandfather had died trying to destroy the Rituals of the Dark One, and had not simply abandoned his pregnant fiancee.
  • Silly Rabbit, Idealism Is for Kids!: Until the above-mentioned restoration of faith, however, Dmitri believes that there are no such things as heroes, which is the main reason why he's so suspicious of you when you identify yourself as such. Igor calls Dmitri a "bitter man."

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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.

  • Beware the Nice Ones: She's really nice as long as you're friendly to her, but if you try to attack her or Toby, she'll hypnotize and then bite you.
  • Big "NO!": When she realizes what Toby is willing to do to restore her to life.
  • Genki Girl: Surprisingly energetic for a vampire.
  • Heroic Sacrifice: She was on the receiving end of one.
  • Morality Pet: To Katrina, and even more so to Katrina's servant Toby.
  • Noble Demon: Being turned into a vampire did not change her personality at all, except for making her concerned that her parents would only see her as a "Bad Thing."
  • Our Vampires Are Different: Within the same game. She has pure white skin and glowing yellow eyes, rimmed with red and with no irises. Ad Avis has similarly glowing eyes. Katrina, though, looks perfectly human except for the fangs.
  • Undead Child: Downplayed. She is pretty much an ordinary little girl who just happens to be a vampire, until she is restored to life.

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.
  • Act of True Love: What he ultimately did for Tanya only worked because it was done out of love.
  • 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.


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, and 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 with who he is.
  • Implausible Deniability: If you make the Thief Sign to him, he refuses to admit that he recognizes it, even though he wrote the publications from which you learned it in the first place.
  • The Mentor: Becomes something of one to the hero, especially after Rakeesh gets taken out after the first few levels. After all, the hero learned to be a hero from this guy's training course.
  • 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. He even wrote the manuals and field guides that came with the older games.
  • Starcrossed Lovers: With the Queen of Atlantis - she still pines for him. And so 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.
  • 11th-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.
  • Big Fancy House: Minos' house is so huge it's actually a palace! He's obviously far wealthier than Ferrari and all those living on Nob Hill.
  • 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.
  • Evil Old Folks: Minos is already in his senior years when he tries to take the crown of Silmaria by force.
  • 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 since she led the brigands in Spielburg, she 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