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Characters: Dragon Lance
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    Heroes of the Lance 

Caramon Majere

Race: Human
Class: Fighter
Alignment: Lawful Good

Raistlin's twin brother and self-appointed protector. Caramon is strong yet a little slow (but not stupid) in contrast to his brilliant but frail twin. Caramon is loyal to a fault to his brother and frequently puts himself in harm's way to protect Raistlin despite the knowledge that Raistlin is willing to kill him to achieve his ends; his main story arc throughout the series is learning to step out from Raistlin's shadow and see his twin as he really is. Caramon is in love with Tika Waylan, whom he marries; Palin Majere (see below) is their son.

  • Big Brother Instinct
  • Big Eater: Caramon eats a lot in the "Chronicles" series, and is miserable if he's deprived of regular (and very large) meals. Despite this, he never gets fat, presumably due to his active lifestyle. In the "Legends" series after Raistlin abandons him, he becomes so depressed that he ceases to be active and takes up drinking heavily. That, combined with his big eating, soon turns him into a tub of lard.
  • The Big Guy: down to a T.
  • The Caretaker: It's repeatedly shown that he needs Raistlin more than Raistlin needs him, and that his whole identity is wrapped up in being his brother's protector. In Legends, his Character Development revolves around finding his own worth as an individual, and letting go of his twin.
  • Cool Helmet: wears a winged helmet in fan art.
  • Drowning My Sorrows: Starts out doing this in the Legends trilogy, but he gets better. Accompanied by bed breath and a Beard of Sorrow
  • Dumb Is Good: a self admittedly slow man.
  • Dumb Muscle
  • Happily Married: to Tika - though they've had their share of issues. The Legends trilogy was actually the journey that brought Caramon to understand how much he loves Tika.
  • Heroes Want Redheads: Two of his three cannon love interests - Miranda and Tika, were redheads.
  • Love Makes You Dumb: In this case brotherly, not romantic, love.
  • Luckily My Shield Will Protect Me
  • Meaningful Name: His name is meant to sound like "caring man".
  • Mr. Fanservice: Particularly when he becomes a gladiator. His master commissions some Stripperific "armor" for him that Caramon really doesn't want to wear, even besides the fact it will provide no real protection, because there will be ladies in the audience. His master basically says "Exactly."
  • Sarcasam Blind: Painfully gullible and literal. ironic, thinks how sarcastic is his twin brother.
  • Sibling Yin-Yang: Polar Opposite Twins even. Caramon is trusting, caring and loyal, whereas his twin is a Jerk with a Heart of Jerk.
  • The Southpaw
  • * Twin Telepathy: shares moments of this with Raistlin.

Fizban the Fabulous

Race: Human (not)
Class: Wizard (not)
Alignment: Lawful Good

A scatter-brained old wizard who repeatedly runs into the Companions and frequently gets them into trouble, only to get them out of it again seemingly by accident. His meddling often leads them down just the right path they needed to take, but whether it's intentional or not is unclear. He and Tasslehoff become good friends. He is actually the great god Paladine in disguise, and his eccentric facade masks careful planning.

Flint Fireforge

Race: Hill dwarf
Class: Fighter
Alignment: Neutral Good

Gilthanas Kanan

Race: Qualinesti elf
Class: Noble/Wizard/Fighter
Alignment: Chaotic Good


Race: Human
Class: Cleric, later Mystic
Alignment: Lawful Good

Lauralanthalasa Kanan (Laurana)

Race: Qualinesti elf
Class: Noble/Fighter
Alignment: Neutral Good

Raistlin Majere

Race: Human
Class: Wizard
Alignment: True Neutral (later Neutral Evil)

Riverwind the Plainsman

Race: Human
Class: Barbarian/Ranger
Alignment: Neutral Good

Sturm Brightblade

Race: Human
Class: Fighter
Alignment: Lawful Good

Tanthalas Half-Elven (Tanis)

Race: Half-elf
Class: Fighter/Ranger
Alignment: Neutral Good

A half-elf warrior and the de facto leader of the Companions. Son of an elven noblewoman who was raped by a human warrior, Tanis is torn between his two heritages, as well as between the human woman Kitiara and the elf princess Laurana. Flint acts as a surrogate father to him.

Tasslehoff Burrfoot

Race: Kender
Class: Rogue
Alignment: Neutral Good
  • Bewarethe Nice Ones : Compassion is one of Tas' defining traits, but make a move to kill any of his friends and he will take you out with extreme prejudice. Trying to rape any of his female pals when he's in the vicinity isn't recommended either.
  • Breakthe Cutie: He was inconsolable after Flint's death. Then there's everything that Raistlin did to him in the Legends trilogy...
  • Cloudcuckoolander
  • The Conscience: To Caramon in Time of the Twins. Sometimes doubles as his Morality Pet too.
  • The Heart: especially in Legends.
  • Heterosexual Life-Partners: with Flint And afterlife, for that matter.
  • Keet: a very adorable one.
  • Loveable Rogue
  • Make Wrong What Once Went Right: Responsible directly or indirectly for most of the negative cosmos-altering events.
  • Motor Mouth
  • Pals with Jesus: Or, well, Pals With Paladine.
  • Plucky Comic Relief
  • Set Right What Once Went Wrong: On at least two occasions, usually to fix his own mistakes.
  • Spanner in the Works: Kender in general tend to have this effect, but Tas is an especially notable example.
  • Time Travel Escape: The entire reason for the Mina storyline. He skipped out of time before getting crushed by Chaos's foot, which created a reality paradox where Mina got tricked into being a priestess of Takhisis, who was able to block out all the other gods in the War of Souls. He of course caused everything to be screwed up in the first place, but the fact that he knew how reality was supposed to be meant he could change things.
  • Vitriolic Best Buds: with Flint.

Tika Waylan

Race: Human
Class: Fighter/Rogue
Alignment: Neutral Good

    Servants of the Dark Queen 

The Blue Lady ( Kitiara Uth Matar)

Race: Human
Class: Fighter
Alignment: Neutral Evil

Emperor Duulket Ariakas

Race: Human
Class: Wizard/Fighter
Alignment: Lawful Evil

Fewmaster Toede

Race: Hobgoblin
Class: Fighter/Rogue
Alignment: Lawful Evil


Race: Human
Class: Wizard
Alignment: Neutral Evil

Lord Ariakan Ariakas

Race: Human
Class: Fighter
Alignment: Lawful Evil

  • Back from the Dead: Possibly. Zeboim recovers his trapped soul in Amber and Iron so it seems unlikely he'll be staying dead.
  • Half-Human Hybrid: He's the son of human warlord Ariakas and the goddess Zeboim.
  • Noble Demon: In complete contrast to his father Ariakan is presented as a much more sympathetic and, yes noble figure. He's still fully dedicated to conquering the world on behalf of an evil goddess mind you.
  • The Strategist


Race: Human
Class: Cleric
Alignment: Lawful Evil


Race: Human
Class: Cleric/Fighter
Alignment: Lawful Evil

    Other Characters 

Alhana Starbreeze

Race: Elf
Class: Noble/Fighter
Alignment: Lawful Good

Ausric Krell

Race: Death knight (formerly human)
Class: Fighter
Alignment: Lawful Evil

  • Cursed with Awesome: He rather likes being a Death Knight, the only thing that sucks for him is that he is stuck on an first.
  • The Brute: He is very quick to resort to physical violence to solve any problems.
  • The Dragon: He becomes Chemosh's Dragon after he is freed from Zeboim's control.
  • Undeath Always Ends

Beldinas Lightbringer, Kingpriest of Istar

Race: Human
Class: Cleric
Alignment: Lawful Good

Berem Everman, the Green Gemstone Man

Race: Human
Class: Barbarian/Ranger
Alignment: True Neutral


Race: Gully Dwarf
Class: Cleric
Alignment: Neutral Good

  • Abhorrent Admirer: of Raistlin
  • Morality Pet: To Raistlin
  • Plucky Girl
  • Small Name, Big Ego: Kind of; she believes herself to be a very powerful magic-user, but it's quite obvious that her "talismans" and the like are useless and she's got as much talent for magic as the old dead lizard she likes to stick in people's ears.
  • You No Take Candle: Like most gully dwarves, she doesn't speak very well.


Race: Human
Class: Noble/Cleric
Alignment: Lawful Good

Dalamar the Dark

Race: Silvanesti elf
Class: Wizard
Alignment: Neutral Evil


Race: Human
Class: Cleric
Alignment: Lawful Good

Gilthas Pathfinder, Speaker of the Sun and the Stars

Race: Half-elf
Class: Noble
Alignment: Neutral Good

Hederick the Theocrat

Race: Human
Class: Heathen cleric
Alignment: Lawful Neutral

Kerianseray, the Lioness

Race: Kagonesti Elf
Class: Barbarian/Ranger
Alignment: Chaotic Good

Lord Derek Crownguard

Race: Human
Class: Noble/Fighter
Alignment: Lawful Neutral

Lord Gunthar Uth Wistan

Race: Human
Class: Fighter
Alignment: Lawful Good

Lord Soth

Race: Death knight (formerly human)
Class: Fighter (or Fallen Paladin/Blackguard, depending on edition)
Alignment: Lawful Evil (formerly Lawful Good)

The most legendary of all the Death Knights on Krynn, if not the very first. A former Solamnic Knight of the Rose who murdered his first wife so that he could marry an elven priestess he had fallen madly in love with. Was captured after she fell pregnant and sentenced to be executed, but escaped with the aid of herself and his men. Besieged in Dargaard Castle, he became drunken and abusive, but realised what a monster he was becoming. Praying for forgiveness, he was offered it at the price of riding to stop the impending Cataclysm; falling for the lies of his wife's former fellow priestesses, he instead turned his back on his mission to angrily confront her, believing she had been unfaithful and the child she carried was someone else's. He then watched her burn to death, for which she cursed him and his men to undeath.

Nightshade Pricklypear

Race: Kender
Class: Mystic
Alignment: Lawful Good

  • I See Dead People
  • Nay-Theist: He seems to respect the gods, but chooses not to worship any.
  • Nightmare Fetishist: He is a Kender Nightstalker (A variant Mystic class that deals with undead), so he is always curious about different sorts of undead and spirits.
  • Pals with Jesus: Despite his Nay-Theist status, he has a good relationship with the god Majere.
  • Pity the Kidnapper: After his death, Chemosh, the god of Death and Undead (Who likes to trap souls in the Abyss) has no interest in keeping him around and tells him to leave to continue his Soul's Journey once he arrives at Chemosh's domain. Zeboim even shows up to make sure he is dead and that he is leaving Krynn.

Palin Majere

Race: Human
Class: Wizard, later Sorcerer
Alignment: Lawful Good

  • Ancestral Weapon: The Staff of Magius, inherited from his uncle Raistlin.
  • The Archmage: He is not as powerful as his uncle, but he was the most powerful Primal Sorcerer during the early Fifth Age, and he was one of three who helped to rediscover Primal Sorcery in the Fifth Age with very little to work from.
  • Brought Down to Normal: After the War of Souls, he is given the choice to have his High Sorcery restored to him (He had been practicing Primal Sorcery during the early Fifth Age), but he refuses to use any sort of magic ever again after he realizes that it is not making him happy. He decides to focus on his family instead, and so now he has no magical ability at all.
  • Finger Snap Lighter: One of his spells he developed as a Sorcerer has him snap his fingers to cast it.
  • In the Blood: While he is Raistlin's nephew, not his son, he shows an interest in magic and a somewhat similar personality to Raistlin when he is young. Initially his father Caramon feared that he would end up like Raistlin and tries to discourage him studying magic, but he eventually let him after Dalamar has a talk with him (Caramon).
  • Playing with Fire: During his time as a Sorcerer, he knew the school of Pyromancy.
  • Squishy Wizard

Porthios Kanan

Race: Qualinesti Elf
Class: Noble/Fighter
Alignment: Lawful Good

Rhys Mason

Race: Human
Class: Monk

  • Barefisted Monk: He has training to be one, but most of the time he prefers using his Simple Staff.
  • Everybody's Dead, Dave: This happens to his entire Monastic Order of Majere, except for him of course. It is the reason why he gets involved in the events of the Dark Disciple Trilogy.
  • Simple Staff: His preferred weapon of choice.

Steel Brightblade

Race: Human
Class: Fighter
Alignment: Lawful Evil

Bastard son of Sturm Brightblade and Kitiara, conceived without his father's knowledge and who never knew who he was growing up.

Usha Majere

Race: Human
Class: Thief
Alignment: True Neutral

  • Supernatural Gold Eyes: Mostly subverted in that they turn out to be less of an indication of supernatural origin than people initially suppose.

    Historical Characters 

    The Gods 

Good Deities

Branchala, the Song of Life

God of music, harmony, poetry, and beauty
Alignment: Chaotic Good

Habbakuk, the Fisher King

God of animals, hunting, water, and rebirth
Alignment: Neutral Good

Kiri-Jolith, the Sword of Justice

God of war, courage, honor, and solidarity
Alignment: Lawful Good

  • Authority Equals Asskicking: According to The Legend of Huma, he took a physical body and did battle with Wyrmfather, the first evil dragon and imprisoned him for more than 7000 years. This battle lasted for a year.
  • True Companions: In a way, he can be considered the god of True Companions given that he is considered the god of Solidarity and of uniting together to overcome life's problems.
  • Worthy Opponent: How he sees Sargonnas, his Evil Counterpart.

Majere, the Mantis of the Rose

God of discipline, meditation, thought, and industry
Alignment: Lawful Good

Mishakal, the Healing Hand

Goddess of healing, mercy, the home, and compassion
Alignment: Neutral Good

Paladine, the Platinum Dragon

God of good dragons, kingship, guardianship, and redemption
Alignment: Lawful Good

Solinari, the Mighty Hand

God of good magic, abjuration, and divination
Alignment: Lawful Good

  • An Ice Person: His aspect in Dragons of the Hourglass Mage carries a chalice of ice.
  • Unwitting Pawn: To Takhisis in Dragons of the Hourglass Mage.

Neutral Deities

Chislev, the Beast

Goddess of nature, wilderness, beasts, and the seasons
Alignment: True Neutral

Gilean, the Book aka Astinus the Scribe of Palanthas

God of knowledge, balance, watchfulness, and freedom
Alignment: True Neutral

Lunitari, the Veiled Maiden

Goddess of neutral magic, illusion, and transmutation
Alignment: Lawful Neutral

Reorx, the Forge

God of creation, mountains, metal, luck, and pride
Alignment: True Neutral

Shinare, Winged Victory

Goddess of wealth, enterprise, communication, and travel
Alignment: Lawful Neutral

Sirrion, the Flowing Flame

God of fire, creativity, passion, and renewal
Alignment: Chaotic Neutral

Zivilyn, the World Tree

God of wisdom, foresight, prophecy, and enlightenment
Alignment: True Neutral

  • Old Master: While not a martial deity, he favors appearing as an old man. His Clerics are also ranked by age, with the oldest ones being the highest ranking.
  • The World Tree: One of his titles in fact.

Evil Deities

Chemosh, the Lord of Bones

God of death, the undead, murder, and false hope
Alignment: Neutral Evil

  • Affably Evil
  • Animal Motifs: Goats, well, Goat skulls.
  • A Glass of Chianti
  • Big Boo's Haunt: His domain in the Abyss is called "Death's Manse" and is filled with all sorts of undead creatures.
  • Deal with the Devil: He tries to lure souls that are passing on through the Gate of Souls to him by promising them that he will give them the power to take care of any unfinished business they had on Krynn. Any soul who accepts usually finds themselves turned into an undead creature in his service, or trapped in his domain in the Abyss.
  • Dem Bones: His aspect in Dragons of Summer Flame looks like a skeleton.
  • Evil Counterpart: To Majere, who preaches faith in High God's plans for cosmic order. In contrast, Chemosh preaches that existence is chaotic and meaningless.
  • Expy: He is similar to Orcus, the Demon Prince of the Undead in other Dungeons & Dragons settings.
  • Flat Earth Atheist: He encourages his followers to preach that there is no afterlife, and that the only way to survive death is to become an undead creature.
  • Idiot Ball: He was holding it for a while during the Dark Disciple Trilogy when he was grieving over the "death" of Mina when he sees her "spirit", but he does not even bother to check and see if the "spirit" is real or not. It takes his brute Death Knight subordinate to point out to him that since he is the God of Death, he should be able to tell if Mina's spirit is real or not, once he realizes that Mina's spirit is just an illusion made by two Wizards, he is not amused. Even so in the end he ends up becoming stubborn and pushing her away. Nuitari even lampshades this.
  • Necromancer: Pretty much the default set of powers for his Clerical followers.
  • Eerie Pale-Skinned Brunette: His aspect in the Dark Disciple trilogy.
  • Sloth
  • Sympathy for the Devil: He seems to cause this in the Dark Disciple trilogy.
  • The Grim Reaper
  • The Undead: What he has dominion over.
  • Whatevermancy: His followers are granted the power of necromancy.

Hiddukel, the Prince of Lies

God of greed, lies, thieves, and secrets
Alignment: Chaotic Evil

Morgion, the Black Wind

God of disease, famine, poison, vermin, suffering, and madness
Alignment: Neutral Evil

  • Animal Motifs: Goats.
  • Deal with the Devil: He will often come to someone who is dying of an illness and offer to "cure" them. His "cure" allows the person with the illness to continue living, but they can still spread their disease, and they must serve Morgion by spreading as much disease as possible. If they cease to serve Morgion's interests the disease will resume its course and eventually kill the person.
  • Evil Counterpart: To Mishakal.
  • Evil Tower of Ominousness: His Bronze Tower.
  • Expy: Of Anthraxus the Oinoloth from Dungeons & Dragons (Morgion is also known as Anthrax Goatlord).
  • The Faceless: His aspect in The Legend of Huma has only his red eyes visible beneath his crown.
  • Green-Eyed Monster: Envy is his domain.
  • Loners Are Freaks: He is by far the least social evil deity. He mostly keeps to himself and is said to suffer from a madness only deities can have.
  • Man Behind the Man: He's the patron of Rennard in The Legend of Huma and Giarna in The Kinslayer Wars.
  • Master Poisoner
  • Omnicidal Maniac: Possibly, one of his lines in a book is "I am Morgion...I am the end of all things."
  • Worthy Opponent: How he sees Mishakal.

Nuitari, the Devouring Dark

God of evil magic, arcane secrets, necromancy, and enchantment
Alignment: Lawful Evil

Sargonnas, the Red Condor

God of vengeance, war, conquest, and rage
Alignment: Lawful Evil

Takhisis, the Queen of Darkness

Goddess of evil dragons, domination, hatred, intrigue, and night
Alignment: Lawful Evil

  • A God Am I: Inverted, and then she is killed.
  • Big Bad
  • Bad Boss: her tendency to habitually screw over her own followers as part of some larger plan has left many chromatic dragons actively LOATHING her, and has caused one of her long-term plans to be derailed on at least ONE occasion when a unusually sympathetic young Black Dragon finally SNAPS under the strain of being partnered with a Knight of Takhisis she KNOWS would murder her in a heartbeat if he found a stronger partner ( he did it to her predecessor), and literally tears his face off.
  • The Chessmaster
  • Evil Matriarch
  • Evil Counterpart: To Paladine.
  • Expy: Of Tiamat, the dragon-goddess of other Dungeons & Dragons settings.
  • Gender Bender: Her Dark Warrior form is sometimes described as male, but is female in Dragons of Summer Flame. Of course, since she's a deity she probably doesn't really have a gender as mortals understand it and just looks like whatever she wants.
  • God of Evil
  • Lust
  • Sealed Evil in a Can
  • The Vamp: In her aspect as the Temptress.
  • Villain Woobie: Her alternate universe fate in There is Another Shore You Know, Upon the Other Side was forced to travel around for performances where she was heavily abused (she was depowered down to being a normal human).

Zeboim, the Sea Witch

Goddess of oceans, storms, jealousy, and spite
Alignment: Chaotic Evil



High God

  • Divine Delegation
  • God: He is the highest authority in the setting, and he has only ever spoken on page once in all of the novels. All of the deities are terrified of him.
  • Order
  • Truly Single Parent: He created Paladine, Gilean, and Takhisis by himself and considers them his children.




Mysticism is often called the "Power of the Heart", but it can really be called the ambient energy of all life. Mysticism was discovered after the Chaos War by Goldmoon. Mysticism, unlike Primal Sorcery, was nearly unheard of, as it had possibly never been used before the Fifth Age. Mysticism draws upon the energy in all living things. The discovery of Mysticism was a great boon, as Mystical magic could heal and cure disease, something that had been lost after the gods left at the end of the Chaos War. Mysticism was introduced in the Dragonlance SAGA game system, and could only affect living or once-living matter. So, there could be Mystics who could, heal, manipulate plants and animals, or create undead creatures, but they could not create a fireball.

  • Background Magic Field: Mystics draw their magic from the power of all life(and can even use it to make unlife in the form of undead if they are trained in Necromancy).
  • Bad Powers, Bad People: The Citadel of Light refuses to teach the sphere of Necromancy, which deals with corporeal undead. They do teach the sphere of Spiritualism, which deals with incorporeal undead, and even that is considered a little borderline.
  • Functional Magic: Of the Force Magic variety(It is drawn from all living things and their own soul).
  • Green Lantern Ring: Mystics in the SAGA system made up spells on the fly. So, like Sorcerers, they could be very creative with what spheres of Mysticism they knew.
  • Green Thumb: Mystics with the Animism sphere.
  • Heart Is an Awesome Power: Mysticism is called "The Power of the Heart".
  • Nay-Theist: A Mystic may respect the gods, but due to the very nature of their power, they can never worship one.
  • Mysticism School: There is the Citadel of Light founded by Goldmoon.
  • Soul Power: The sphere of Spiritualism.

Primal Sorcerers

The magic called Primal Sorcery is actually one of the oldest forms of magic that as always been around on Krynn. Primal Sorcery was the magic that was used before the Three Moon Gods took their places in the sky. The practice of Primal Sorcery fell out of use because the Moon Gods believed it to be dangerous after three sorcerers accidentally caused magical storms that devastated Ansalon when they defeated an army of Dragons during the Second Dragonwar. The moon gods taught the three sorcerers High Sorcery. Primal Sorcery was re-discovered after the Chaos War when all of the gods left. Primal Sorcery was introduced in the Dragonlance SAGA Fifth Age game system. Primal Sorcerers in the SAGA system could only manipulate non-living matter, so they could create fireballs, tidal waves, or tornadoes, but they could not heal anyone or create undead creatures.


  • Ass Kicking Equals Authority: The most powerful Wizard of his or her respective order is the one who is almost always the leader of their order. Dalamar is the most powerful Black Robe currently, so he gets to lead the Black Robes.
  • Black Cloak: The Black Robes
  • Bad Powers, Bad People: The Black Robes like to specialize in the schools of Necromancy and Enchantment, which deal with The Undead and mind-control respectively.
  • Blessed with Suck: The Test of High Sorcery often makes the Wizard pay a steep price.
  • Card-Carrying Villain: The Black Robes, though many of them are at least Affably Evil. They just know that they're getting their power from the dark moon, and are completely cool with that.
  • Color-Coded Wizardry: There are White, Red, and Black Robes. White represents Good, Red represents Neutral, and Black represents Evil.
  • Fictionary: The language of magic is based off of Indonesian's grammatical structure. However, most of the actual words are just gibberish.
  • Functional Magic: Of the Rule Magic variety (to be even more specific, Vancian Magic). There is also a hint of Theurgy as they draw their magic from the three moons in the sky, which are physical manifestations of the three gods of magic.
  • Lunacy: Wizards draw their power from the three moons, and their magic can be affected depending on where in the sky the moon they draw power from is in the sky.
  • Magi Babble
  • Magical Gesture
  • Magical Incantation
  • Magical Society
  • Master of Illusion: Red Robes who specialize in Illusion can become this.
  • Necromancer: A potential path for Black Robes.
  • Not That Kind of Mage: A Wizard might be annoyed at being mistaken for a Primal Sorcerer.
  • Pragmatic Villainy: the black robes' role in the order is making sure this rule is observed, keeping the magic away from the hands of dangerous fools that could endanger everyone.
  • Summon Magic: Via the School of Conjuration
  • Squishy Wizard: The Wizards prime loyalty is to magic, which does not leave them much time to practice physical combat skills.
  • Token Evil Teammate: The Black Robes often end up in this role.
  • Wizarding School: They have set up some of these in major cities.


Civilized Humans


  • An Ice Person: Frost Draconians (noble draconians spawned from white dragon eggs) freeze solid and then explode in a shower of razor-sharp icicles when slain.
  • Bizarre Sexual Dimorphism: Invoked; female draconians don't look that different, but their abilities are different to the males of their strain.
  • Evil Counterpart: Inverted; while ordinary draconians are created from metallic dragon eggs and are usually evil, the same ritual can be use to create "noble draconians" from chromatic dragon eggs, which are usually good.
  • Mooks: Baaz draconians.
    • Elite Mook: The bozaks are a step up from baaz and often lead them.
  • Henchmen Race: They were created from the corruption of metallic dragon eggs.
  • Lizard Folk: Dragon-folk, really, though only a few strains have wings.
  • Master Poisoner: Male kapak draconians have glands that secrete venomous saliva.
  • Proud Warrior Race Guy
  • Shock and Awe: Lightning draconians, being created from blue dragons, can not only electrocute anyone they attack, they explode in a blast of electrical energy that arcs from victim to victim as per a chain lightning spell.
  • Taken for Granite: Baaz turn to stone when they are killed. This has a nasty habit of entrapping their enemies' weapons.
  • Voluntary Shapeshifting: Sivaks can shapeshift into other races.
  • Winged Humanoid: All draconians but auraks have wings, though only sivaks can use them for actual flight; the others just glide.
  • Witch Species: Bozaks and sivaks both have minor magical abilities, while auraks are skilled sorcerers by nature.


  • Boisterous Bruiser: Most dwarves, but especially the mountain dwarves of Clan Daewar and hill dwarves of Clan Klar.
  • The Brute: The Daergar dark dwarves.
  • Elves Versus Dwarves: Though elves and dwarves don't like each other very much, dwarves actually are more prone to fighting each other instead — the Mountain and Hill Dwarves hate each other over the events of the Cataclysm, while the dark dwarves bring an element of internal strife to the mountain dwarf races.
  • Evil Counterpart Race: The dark dwarves.
  • Expy: The dark dwarves of Clans Daergar and Theiwar are stand-ins for the gray dwarves and derro, respectively, from mainstream Dungeons & Dragons.
  • Mighty Glacier
  • Our Dwarves Are All the Same: Hill and mountain dwarves play this trope straight. Dark dwarves, on the other hand, take the dwarven stereotypes and twist them to evil or even break away (Theiwar dwarves, for example, are renowned as master sorcerers). Averted with the Gully Dwarves, which are regarded with disgust by all races as dirty, slovenly, ignorant, cowardly and stupid creatures that are barely smarter than animals.
  • Proud Warrior Race Guy
  • Stout Strength


  • Cultural Posturing: Elves do a lot of this.
  • Elfeminate
  • Elves Versus Dwarves
  • Enslaved Elves: The green dragon Cyan Bloodbane tries to enslave the Silvanesti, but the Companions drive him off. But then the Silvanesti and Qualinesti basically enslave their own kin, the Kagonesti.
  • Evil Counterpart Race: The Mahkwahb are the evil counterparts to the Dargonesti sea elves.
  • Expy: Most of the elf cultures are based on one of the common Dungeons & Dragons subraces: Qualinesti are based on high elves, Silvanesti on gray elves, Kagonesti on wood elves, and Dargonesti and Dimernesti on aquatic elves.
  • Fragile Speedster
  • Hidden Elf Village: All of the elf races are reclusive to some degree, but the Silvanesti are the worst.
    • The "Sea Elves", Dragonesti and Dimernesti, may challenge that; people had almost forgotten they even exist, and they remain far more reclusive than the Silvanesti, without any of the quasi-karmic fate that befalls them.
  • Noble Savage: The Kagonesti.
  • Our Elves Are Better: Though good-aligned on paper, most elves act more neutral due to their snobbish outlook toward other races. Qualinesti and Silvanesti share the "high elf" archetype (exaggerated with the Silvanesti) while Kagonesti are "wood elves"; "dark elves" do not exist as a race (no drow on Krynn), but instead as a social status (evil outcasts).
  • Perma Shave: Out of all elves, only the oldest Silvanesti are known to grow wispy facial hair.
  • Proud Scholar Race Guy: The Silvanesti.
  • Voluntary Shapeshifting: Dargonesti and Dimernesti can shapeshift into dolphins and sea otters, respectively.


  • Defector from Decadence: The Sikk'et Hul goblin tribes have rejected evil and emulate human culture.
  • Mooks: Goblins.
  • Our Goblins Are Different: As the D&D norm, they are split between goblins (small sneaks), hobgoblins (medium-sized troopers), and bugbears (large brutes), though both hobgoblins and bugbears are adequate at stealth.


  • Gadgeteer Genius: For a loose definition of "genius".
  • Mad Scientist: If a tinker gnome isn't a mad engineer, s/he's probably this.
  • Only Sane Man: "Mad gnomes" are sane gnomes born to normal gnomish parents. Their inventions actually work, which makes them objects of scorn and pity.
  • Our Gnomes Are Weirder: The tinker gnomes practically define the "weird gnome" trait in modern fantasy.
  • Transplant: Tinker gnomes are a major race in Spelljammer, as a result of a large number of them finding their way into space and failing to find a way back down.

Gully Dwarves



  • Cute Critters Act Childlike: They're small people, and tend to be playful, curious, and lacking in self-preservation.
  • Expy: Of D&D's halflings.
  • Fragile Speedster
  • Hobbits: They were designed to fill the same niche as D&D's halflings, but bear little resemblance to Tolkien's hobbits apart from size. Incidentally, halflings in D&D were later redesigned to be more like kender.


Nomadic Humans



Red Dragons

Blue Dragons

Green Dragons

Black Dragons

White Dragons

Dungeons & DragonsCharacters/Dungeons & DragonsEberron
Dungeons & DragonsCharacters/Tabletop GamesEberron
DragonbackCharacters/LiteratureDragon Series

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