Quest for Glory Omnipedia
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Aziza ("Highly Prized") is a powerful Wizard living in the city of Shapeir.

Background[]

Her name was the name of her mother. Her magic is based on the element of water and focuses on Sight and Healing. Aziza was one of Shakra Sah Tarna's teachers of magic in Silmaria, along with his mother, Kreesha Mar Asha.

Aziza values Honor and good manners. She lives near Shmali Tarik in Shapeir and before accepting someone in her house, she puts them in a test. Her house is adorned with themes related to the element of Water and uses her table to create visions.

Quest for Glory 2[]

She provides the hero with background information and clues toward solving several major puzzles in the game such as defeating the four Elementals that attack the city. She also explains what the Hero must do to restore Julanar's soul, and can give him information about the caged beast, and finally finds the identity of Roget the Saurus.

She will refuse to sponsor the Magic User if he asks for her patronage in WIT, as she only accepts those who have done several years of apprenticeship with her first.

On Day 15 Shameen says that Aziza expects the Hero the other day.

After the death of Ad Avis, if the Hero has rescued Julanar and/or healed the beast, she will praise him.

Quest for Glory 3[]

Aziza appears briefly at the beginning of the third game, Wages of War, to pass on a request from Kreesha for the hero and Rakeesh to travel to Tarna without delay, and delivers the troubling news that Ad Avis's body was not found after he fell from his tower.

Quest for Glory 5[]

In Quest for Glory V: Dragon Fire, Shakra Sah Tarna mentions that he studied under Aziza. He describes her as a harsh, but good teacher.

Personality and traits[]

She is a master of illusion, with the ability to conjure up images past, present, and future. She works mostly with water magic, seeing things at a distance and know their true nature. She can reflect spells back upon the caster, like water.

As Keapon Laffin warns, she cares much about manners, and appreciates when the Hero leaves saying "farewell".

Titles and nicknames[]

  • Enchantress of Shapeir
  • Wizard of Water
  • The Enchantress
  • The Sorceress
  • Aziza the Enchantress
  • Aziza of Shapeir[1]
  • Auntie Azizie
  • End Chant Dress

Behind the scenes[]

  • Aziza's dialogs and descriptions show that she is very attentive to manners. She appreciates when the Hero greets or says farewell before leaving. She will not tolerate rudeness, like attempting to enter her chamber or ignore the offer for tea; she will teleport the Hero outside, depleting his stamina.
  • Aziza's dialogues, specifically narrating the story of Julanar, is one of the few cases affected by the Silly Clowns setting; the Hero will respond "Right" or say "Just the facts, ma'am".
  • If the hero attempts to kiss Aziza, she will say that he is most brash, but she will assume he meant only to flatter her.
  • If asked about fish, she says that all water creatures are her friends, and asks not to mention it to Keapon Laffin. Indeed, if asked about fish, he starts laughing and talking with puns.

At any time, even before or without meeting the caged beast, the Hero can tell about beast. Aziza will say she is unable to detect inside the cage, and recommends to use a Dispel Potion. After the Hero frees Al Scurva, he can repeat it, and Aziza will only comment that Ad Avis is dangerous.

Topics[]

name, weather, rumor, magic, true seeing, water, elementals, fire elemental, air elemental, earth elemental, water elemental, contrary elements, container, keapon, sultan, omen, astrologer, WIT, Raseir, Shapeir, emir, darkness, tree, monsters, Rakeesh, paladin, guild hall, Omar, manners, fish, books, dervish, Djinni, desert, Iblis, Suleiman, fountain, kattas, caravan, enchantment, dispel potion, thief, Ad Avis, tea

Also see[]

Aziza (unofficial)

References[]

  1. Shakra (QFG5)
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