Characters: The Dreamstone

A guide to the residents of the Sleeping World in The Dreamstone.

    open/close all folders 

    The Land Of Dreams 

Tropes shared throughout the Land Of Dreams:

  • Adults Are Useless: Inverted. The younger characters spend a large portion of the show getting bailed out or otherwise outshone by their older peers.
  • Born Lucky/Born Winner: The Land of Dreams is a utopian bliss outside it's occasional wars with the Urpneys, who rarely cause any harm anyway, either due to the heroes' vast magic capabilities, greater competence and power, or at fail of them all, near elaborately better luck. They have odd Butt Monkey moments or cases they are forced to struggle for a victory however, especially later on.
  • Bunnies for Cuteness: The Noops are basically green anthropomorphic rabbits, and the sweet residents of the Land Of Dreams' city.
  • Denser and Wackier: Rufus and Amberley tended to be more prone to slapstick and wisecracks in the final season, compared to earlier episodes where the Urpneys provided nearly all the comic relief.
  • Depending on the Writer: Episodes varied into how much the heroes participated in the physical and verbal humour, especially Rufus and Amberley, sometimes barely at all, sometimes only marginally less than the Urpneys. Their competence and genuine heroics also varied. In some cases they were legitimately good natured and resilient. In others they were far more sadistic, or benevolent but ineffective and reliant on good fortune to win (in some cases both and they would classify more as Jerkass Miles Gloriosus than Blob and Urpgor).
  • Disproportionate Retribution: They are not against submitting enemies to sadistic pranks or lengthy beatings for trying to ruin their lovely dreams, sometimes long after they'd already defeated them. Later episodes subverted this a fair degree. Most of their retaliations were through wits or blatant self defence.
  • Earn Your Happy Ending: On very rare cases, the heroes wouldn't win easily and put up a real struggle to win. The pilot and "A Day Out" are key examples.
  • Flanderization:
  • Giving The Sword To A Noop: Rufus and Amberley are almost always given the means to stopping the villains plans. Half the time it works. The other half they screw up, winning only through dumb luck or when their more competent allies give it a go instead.
  • Glass Cannon: The heroes almost always outmatch the Urpneys with little effort. Perhaps because of this however, they rarely ever anticipate the odd times the latter prove Not So Harmless, usually left helpless and reliant on dumb luck. The Noops and even Albert cowered before Frizz and Nug after they so much as implied they could fight back.
  • Good Is Not Soft: The heroes can be very brutal, if not borderline sadistic, towards someone trying to take their stone.
  • Hero Antagonist: Most episodes tend to give the Urpneys the greater Sympathetic P.O.V. than the heroes themselves. There are occasional exceptions however.
  • Horrible Judge of Character: They seem perfectly and utterly convinced the Urpneys are menacing and willing enforcers of evil.
  • Invincible Hero/Invincible Incompetent: While the competence of either side varies from episode to episode, the heroes usually have all the leverage and win with next to no hardship at all. Some later episodes gave them Worthier Opponents however.
  • Kick Them While They Are Down: The heroes had a somewhat uneasy fondness for this initially, sometimes giving the Urpneys a post victory beatdown in order to "teach them a lesson" or just to ease the monotony of their harmless schemes. "Blob's Incredible Plan" revolves almost half the episode around the Dream Maker torturing the Urpneys in his daydream wall after already securing the stone from the very start.
  • Miles Gloriosus: Implied at times. Some occasions the Urpneys get too close to being the scheming evil menaces the heroes constantly tout them as, they start to look a lot more incompetent and panicky. "The Dream Beam Invasion" is the most blatant case of this. The later episodes nulled this by having them take on bigger threats competently.
  • Naughty Is Good: The children of the group are usually well behaved and kind intentioned, but can be rather boisterous and have an occasional habit of disobeying orders when no one is looking.
  • No Sympathy/Revenge Before Reason: Being The Drag-Along and having brutal execution via your Bad Boss as your only alternative is no excuse to go around ruining good dreams, Frizz and Nug.
  • Out of Focus: While the Urpneys still had a hefty amount of Sympathetic P.O.V., the pilot still clearly played Rufus and the other heroes as the main focus. In most later episodes, they are Hero Antagonists. Rufus and Amberley at least shift back into center focus a little in later episodes however.
  • Plant Aliens: The Wuts, while not technically alien (though they certainly don't live on Earth at least); in one episode, Pildit is unrecognizable as an aged-looking yellowish Wut until he gets a drink by stepping into a pool of water.
  • Pragmatic Hero: Few of the heroes seem to really give a flying fish if the Urpneys are Trapped in Villainy, and will take any brutal measure to stop them. This bordered Unscrupulous Hero or outright Black and White Insanity territory in early episodes, where they also favoured violent revenges, though later points made their retaliations more defensive, only attacking the Urpneys as far as to protect the stone and even showing mercy if it made their victories simpler. They sometimes relapsed however.
  • Ridiculously Cute Critter: The Noops and Wuts very frequently. And then there's the "ferocious" Wottles.
  • Selective Enforcement: The heroes devote a lot more time punishing Drag Alongs Frizz and Nug than they do the willingly malicious Zordrak.
  • Serious Business: Their entire provocation for most of the series is based on dreams and the stone that grants them. Great elaboration is put into making and perfecting them (including travelling to different planets among other things), and depriving people of them or, even worse, turning them into nightmares is considered nothing short of pure evil.
  • Spotlight-Stealing Squad: The later episodes focus more squarely on Rufus and Amberley going up against the Urpneys, with the other heroes only getting a couple token key roles.
  • Strong as They Need to Be: The heroes' competence can range anywhere between completely outclassing the Urpneys with little effort, or Fools who rely on sheer luck to win. For the large part however, it abides by whatever makes the Urpneys' downfall most comically harrowing.
  • Sugar Bowl: The place is fairly cheery and peaceful, to almost saccharine levels outside when Zordrak and the Urpneys attack them.
    • Sugary Malice: At which point they often inflict this. It says something when such a cutesy environment can absolutely terrify the Urpneys.
  • Superpower Lottery: Rufus and Amberley are Badass Normals. Albert can fly. The Dreammaker and the Wuts have magic abilities capable of Super Strength, teleportation, dream creation, and borderline reality bending.
  • A Taste Of Defeat: While usually well sheltered, the Urpneys sometimes succeeding in giving them nightmares or ruining some process. "The Dream Beam Invasion" is the only episode to outright end on the Noops being humiliated by the Urpneys however. Doubles as Laser-Guided Karma since they were pretty much Kicking Them While They Were Down at the time.
    • "The Spidermobile" has almost every member of the hero ensemble (including the entire Wut army) overpowered by the Urpneys' new weapon twice over. While they manage to get the stone back, it's through dumb luck, and the vehicle and Blob's troops get through the whole episode without so much as a scratch.
  • Took a Level in Kindness/Badass: The closing points of the series made a greater effort to ensure the Noops looked heroic, making them more easy going and pragmatic, and having them face legitimate menaces more often. Their less violent zeal also made them more reliant on outsmarting their foes, thus becoming more cunning and resourceful. They tended to require help from the Dream Maker and the Wuts far less often as well.
  • Unscrupulous Hero: A lot of their bouts go from protecting the stone to just screwing with the Urpneys for fun. Lessened in later episodes, where they are more in Pragmatic Hero territory, though they remain somewhat mischievous.

The Dreammaker

Wise head council of Dreammakers, responsible for sending dreams within the sleeping world.

Albert

The Dreammaker's loyal dogfish. Brought to life from a dream, Albert swims in the air and has the general mannerisms of a normal dog.

  • Badass in Distress: After Amberley, Albert was most liable to be kidnapped in some scheme to get the Dreamstone. He frequently saves himself.
  • Big Friendly Dogfish: Very "boisterous" as the Dreammaker puts it, but very friendly overall...
  • Blood Knight: While none of the heroes (par Spildit) are particularly sympathizing to the Urpneys, Albert is the most exceptionally violent and merciless in stopping them. As the heroes' retaliations tamed a little, he seemed to settle for just scaring them off. Justified since Albert is more or less the form of a temperamental guard dog.
  • Breakout Character: Meta example. He was the mascot for Martin Gates Productions during the nineties.
  • Evil Detecting Dogfish: Sometimes able to see through the villains' plans.
  • Flying Seafood Special
  • Hyper Competent Sidekick: In some early episodes, where even the Dream Maker is ignorant to the Urpneys plotting right under his nose. Frequently met with bouts of Not Now, Kiddo.
  • Miles Gloriosus: At times he shows a fearful streak, eg. "The Dream Beam Invasion". Like anyone he's terrified of Zordrak as well.
  • Narrative Shapeshifting: Often does this when trying to alert the heroes of impending danger.
  • Plucky Comic Relief: He's the only hero character who takes part in cartoon antics almost as much as the Urpneys.
  • Silent Snarker
  • Team Pet
  • Terror Hero: Type 3. The heroes can usually easily sway the Urpneys away by threatening to send Albert on them.
  • Tulpa: Started off as part of a dream to an unsatisfied Noop. The Dream Maker was endeared by him so brought him into the real world so he wouldn't disappear with the rest of the dream.
  • The Voiceless: The only word he has ever managed to say is a somewhat distorted "Tower!".
  • Why Did It Have to Be Snakes?: Ironically enough, Albert is terrified of water. An Out-of-Character Moment occurs in the final episode where Albert nonchalantly swims in the ocean.

Rufus

Young assistant of the Dreammaker. Clumsy and not to bright but often relied on to protect the stone when the Urpneys attack.

  • Aborted Arc: A handful of early episodes referred to his ambition to become a dream maker, learning light magic and at one point even suggested to have an Imagination Based Super Power. This is never looked into again afterwards.
  • Adorkable: Rather oafish and spacey at times (especially in the pilot).
    • Dork Knight: Balanced by being a somewhat competent hero on occasion.
  • Adventure Duo: With Amberley.
  • Advertised Extra: Lower scale example. He is a main character but most merchandise and promos billed him as the main character, in the show itself however he is usually eclipsed by the Urpneys and even some of the other heroes in spotlight.
  • The Artifact: Not as badly as Zordrak, but once the Urpneys took centre spotlight, Rufus' lead role and development was cut rather noticeably.
  • Characterization Marches On: In the pilot Rufus was played more as the main protagonist of the show. He is also far more eccentric and comedic, and almost as much of a Butt Monkey as the Urpneys. In most later episodes, Rufus is downplayed into a Hero Antagonist and toned down into a cutesier and far less introspective character. The final season reverts him back partially however.
  • Cheerful Child
  • Cloud Cuckoo Lander: A downplayed case, Depending on the Writer. Especially evident in the pilot.
  • Crouching Moron, Hidden Badass
  • Decoy Protagonist: In the pilot he is played as the lead and undergoes the most Character Development. Most episodes after overlook this in favour making the Urpneys Villain Protagonists. He becomes more important again later on, though is probably still closer to a...
    • Deuteragonist: When not a Hero Antagonist. Some later episodes attempt to give him and Amberley small side plots alongside the Urpney's schemes.
  • Depending on the Writer: Out of the main cast, Rufus' personality tended to be the most erratic. His intellect and temperament were the most frequent victims.
  • The Ditz: At his worst.
  • Early Installment Weirdness/Later Installment Weirdness: Rufus' Cloud Cuckoo Lander habits faded after the pilot. And then reappeared in the final season. He's similarly a lot more slapstick prone in both eras.
  • The Everyman: Half the time, due to playing a Hero Antagonist role, Rufus is downplayed heavily. The aforementioned changes to his personality didn't help in this regard.
  • Flanderization: Subverted and Reconstructed. While he became more lucid and less cartoony after the pilot, he also became more incompetent. By Season Two he is often Too Dumb to Live and screwing things up on a regular basis (something he only did a moderate number of time in Season One). By Season Four he is back to his goofier but more competent characterisation.
  • The Fool: Depending on the Writer Rufus can be rather formidable. Other times however, immense luck seems to be the only thing preventing him from being more pitiful than the Urpneys.
  • Forbidden Fruit: Anytime the Dream Maker wards the Noops away from something, it's almost certainly a sign Rufus will disobey it, usually with the stone getting stolen as a result.
  • The Hero: A strange nominal case. Rufus is usually billed as such, but is usually of no greater prominence than the others. In most of Seasons One and Two, he borders more as a Tagalong Kid.
  • Hero Antagonist: A lot less Sympathetic P.O.V. is given to Rufus in a lot of episodes, in favor of making the Urpneys Villain Protagonists. It varies from episode to episode however (in the pilot he is in fact the main protagonist).
  • Hidden Depths: Implied to be a great cook.
  • Idiot Ball/Strawman Ball: Usually whenever one of the heroes is required to say or do the wrong thing, he will take the role. Most often to happen when an act of carelessness is required for the Urpneys to get their hands on the Dreamstone.
  • Idiot Hero: Of varying degrees Depending on the Writer.
  • Indy Ploy: Most of his defining competent moments are these.
  • Invincible Incompetent: He has moments of bravado, but he relies very much on the Urpneys' complete incompetence most of the time. Either way, he is almost always on the winning end.
  • The Klutz: Not nearly as much as the Urpneys, but it's definitely there at times.
  • The Load: After having Took a Level in Dumbass, most especially in Season Two. Gradually averted afterwards, though he's still the most liable to screw things up.
  • Miles Gloriosus: Has moments of this, perhaps most blatantly in "The Dream Beam Invasion".
  • Motor Mouth: At times. Leans into Talkative Loon territory in some later episodes.
  • Mr. Imagination: Pretty much Rufus' most defining trait, and the key reason he searched for employment from the Dream Maker.
  • Non-Action Guy: Most of the time, he has Badass Normal moments however.
  • The Meddling Kids Are Useless: Starting from the second season, Rufus became rather ineffective in stopping the Urpneys, usually relying on dumb luck or his more competent peers sorting things out Despite the Plan. This reversed during the third season, though still shifts back every now and then.
  • Ornamental Weapon: Wears a sword on his belt in the first season, which remains there unused outside the first two episodes. It disappears altogether when he is redesigned.
  • Overshadowed by Awesome: Rufus is a Crouching Moron, Hidden Badass Muggle, while next to every other hero is more experienced, level headed and has near insurmountable magic powers on top of it.
  • Ricky Morton: The recurring formula for almost every mid-point episode was for Rufus and Amberley to get sent to stop the Urpneys' new plan, only to be outsmarted or captured until their more powerful comrades took over at the last minute. This was mercifully downplayed for the remainder of the series, where they could more frequently handle things themselves.
  • Simple-Minded Wisdom: Not nearly as much as Nug, but being over imaginative has it's strong points odd times.
  • Took a Level in Dumbass/Dumbass No More: Zigzagged. Started off a fairly intelligent Cloud Cuckoo Lander then downgraded into Too Dumb to Live territory by Season Two. Season Three and Four gradually reverted him back into a dippy but deceptively clever hero.
  • Vitriolic Best Buds: A more subtle case with Amberley.
  • The Watson: Usually utilised to ask questions about the current situations so the Dream Maker could provide exposition.

Amberley

Best friend of Rufus and fellow child assistant to the Dreammaker. Somewhat more level headed than Rufus, though equally boisterous.

Pildit

Leader of the Wuts, who guard the Land Of Dreams. Usually mellow but intelligent and powerful in magic.

Mr Blossom

The Dream Maker's curmudgeonly gardener.

  • The Chew Toy: The most likely to suffer collateral damage from the Urpneys' antics.
    • Most of the rare occasions the heroes suffered a Downer Ending, he was at the main brunt of it (eg. having his surprise gift stolen in "Mr Blossom's Present", the Noops accidentally destroying his plant in "Trouble With The Miners" or crushing his glasses in "Little Urpip").
  • Grumpy Old Man
  • Hates Everyone Equally: Is apathetic to heroes and villains alike, especially due to their tendencies to take their war all over his precious garden.
  • Jerkass: The nearest the Land of Dreams can get to one at least. It's natural in that case he has odd Jerk with a Heart of Gold moments though.

Wildit

Pildit's somewhat hyperactive grandmother. Also one of the most competant of the Wuts.

Spildit

Wildit's playful niece.

The Wottles

Shy creatures that help maintain the Wut forest from underground.

    Viltheed 

Tropes shared throughout Viltheed:

  • Adorable Evil Minions: The Urpneys are somewhat schlubby humanoid creatures with reptilian features, and not nearly as cutesy as the heroic Noops, but they are rather cartoony and harmless and hard not to sympathise with.
  • Anti-Villain: The Urpneys are rarely actively evil or spiteful towards the heroes, and openly hate their job, Just Following Orders to avoid the wrath of their Bad Boss.
  • Bad Dreams: What Zordrak's main motive is based around. Specifically giving ones to the Land of Dreams.
  • Better Living Through Evil: They were implied to be Slave Mooks in early episodes, though later on they are shown more willing to stay in Viltheed under Zordrak's rule than fend for themselves.
  • Beware the Silly Ones: While it's not seen a whole lot, it seems Blob's team are actually capable of rare bouts of competence whenever they stop being the Sleeping World's Cosmic Playthings. In several other episodes they actually come close to getting the stone, only losing due to a contrived twist of fate rather than the heroes' own efforts.
  • Born Unlucky: The Urpneys to elaborate levels. Even when able to be competent, their horrible luck comes into play, usually leading to as handy a defeat as when they screw up. And of course being lucky to have Zordrak and Urpgor as their bosses...
  • The Chew Toy: The whole damn population.
  • Comic Trio: Sgt. Blob, Frizz and Nug. Blob leads incompetently, Frizz is a powerless Only Sane Man and dippy Nug (though similarly cowardly) usually just blindly follows.
  • Diminishing Villain Threat: In the pilot episode, the Urpneys were bumblers, but acted out their mission and were at least something of a mortal threat to the heroes. Following this, they are perpetual laughing stocks who are completely no match for the heroes and struggle to even spread nightmares. This reached such a low point that it actually seemed to dial back a little, and by the closing points of the series they revert to being marginally imposing at times.
  • Dirty Coward: While they try to get out of their job either way, the Urpneys have nothing against putting the heroes in constant peril if it will spare them from Zordrak's wrath.
  • Friendly Enemy: Not being very motivated villains, the Urpneys make some passive replies to Spildit's kindness towards them. Subverted with nearly every other hero, who wouldn't trust an Urpney as far as they can throw them.
  • Goldfish Poop Gang: Sgt Blob's squad.
  • Harmless Villain: Zordrak was usually inactive, sending his incompetent Urpneys to do his bidding. Especially prominant in early seasons where their plans rarely exceeded trying to give the Land Of Dreams scary dreams.
    • Not-So-Harmless Villain: Starting from "A Day Out", Zordrak expands his plans for the Dreamstone; to take it to the Nightmare Planet and corrupt it's powers into his own so he can be "Lord of the Universe". Suddenly, there's much higher stakes whenever he and the Urpneys near stealing the stone, especially the odd occasion the Urpneys actually managed to pull something off.
    • The penultimate episode, "The Spidermobile" conveys Blob and his men as Invincible Villains inside Urpgor's new Spider Tank, only failing due to a well timed blunder by Zordrak and Urpgor.
  • Laughably Evil: The Urpneys provide the overwhelming majority of laughs in the series.
  • Minion with an F in Evil: The Urpneys are portrayed as meek bumblers, usually only victimizing the Land Of Dreams out of fear of Zordrak's wrath. Only Blob and Urpgor are evidently conniving and ambitious, though even they are often ineffectual.
  • Ornamental Weapon: Similar to Rufus, the Urpneys wear swords on their belts in the first season that are never used. Season Two onward they just cut the formalities and take them off.
  • Pragmatic Villainy: While they are willing to torment the Land Of Dreams if it means preserving their own skin, most of the Urpneys' efforts to steal the stone are non violent and rarely do they go out of their way to cause collateral damage or other unnessessary harm. In the final episode they kidnap a bunch of civilians as ransom, though dump them all (mostly) safely after supposedly collecting the stone. Only punctuated by the heroes' far more personal attitude to things.
  • Serious Business: Sending nightmares, or at least ruining good dreams. For Zordrak and the Argorribles at least. Most of the Urpneys couldn't care less, but given the wrath Zordrak inflicts for not getting to sending them, they still know better to comply.
  • Team Rocket Wins: On rare occasions, the Urpneys actually succeeded in sending nightmares to the Land Of Dreams (even if the heroes usually got some form of revenge before the episode was over). It is implied that Argorribles actually get past the Dreamstone's barrier on a frequent basis, but in very few numbers.
  • Trapped in Villainy: Most of the Urpneys are impersonal dim wits who only follow Zordrak's orders because of his tendency to turn Mooks into stone or feed them to his carnivorous pets should they annoy him. Granted it's not so much they have a conscience as much as they'd just prefer not to be sent out on dangerous missions with ridiculous gadgets in tow to steal from angry Noops and Wuts.
    • They change to Punch Clock Villains in later episodes, even sabotaging one of Zordrak's schemes so he won't relieve them off their duties. Frizz and Nug would still rather not be dragged into missions however.
  • Then Let Me Be Evil/Kick the Dog: There are odd times the Urpneys lose their Pragmatic Villainy and are willing to get their own back on the heroes. They almost drowned Rufus and Amberley for a joke in "Electric Eggs" for example.
  • Villain by Default: Next to everyone in the show knows Urpneys serve Zordrak and thus are no good.
  • Villain Protagonist: The majority of episodes give the Urpneys the larger Sympathetic P.O.V. over the heroes, with all but a couple opening and closing from their perspective.
  • Villainous Underdog: The Urpneys are less intelligent, powerful, and especially less lucky than the heroes by miles. Only Zordrak beholds formidable power, but is thoroughly inactive, and even otherwise usually proves no match for the heroes.
  • Who's Laughing Now?: The Urpneys, while usually considered laughing stocks, get the odd moment they genuinely menace and intimidate the heroes. "The Dream Beam Invasion" and "The Spidermobile" are key examples. Between themselves, Frizz and Nug frequently get some Laser-Guided Karma payback on Blob and Urpgor, and even Zordrak by the end of the series.

Zordrak

Ruthless ruler of Viltheed who will stop at nothing to steal the Dreamstone and disperse nightmares to the Sleeping World. Has a noticeably unpredictable temper, which is often lashed out on his minions.

  • Advertised Extra: Partially due to being...
  • The Artifact: Zordrak's appearances became more and more superfluous as the show began to revolve more around the antics of Urpgor and Blob's squad, to the point he fulfils almost no role in the show outside his intimidation acting as a driving force for the Urpney's schemes.
  • Bad Boss: Zordrak has three primary punishments for his minions. 1: Turning them into stone. 2: As before, then throwing them into the watery pit filled with Extreme Omnivore crocodile/wasp/crab/things known as Frazznats. 3: Throwing them to the aforementioned carnivorous horrors while still alive. We actually see him do method three in the pilot, though of course there's a Gory Discretion Shot. Even when he doesn't kill them, Zordrak is not a kind master to labor under.
  • Big Bad
  • Card-Carrying Villain: Refers to himself as "evil" on multiple occasions. Hell his entire ambition is revolved around taking away the pleasant images in people's dreams and replacing them with dark and scary ones.
  • Characterization Marches On: Zordrak seemed more calculating and invested in the Urpneys' schemes in Season One, taking genuine interest in Urpgor's inventions and even giving passive compliments to them. After the failure of "Megattack", Zordrak seemed to lose patience with Urpgor, reduced to a bored, irritable despot who can rarely even be bothered to remember the names of his devices.
  • The Comically Serious: Though rather intimidating, his role in the show largely consists of banter with his minions, a lot of which is pretty funny.
  • Determinator: He really wants the Dreamstone.
    • Determined Defeatist: He also seems well aware that his incompetent minions will likely never get it for him. Still wants it.
  • The Dreaded: His very name brings fear into allies and foes alike.
  • Dream Weaver: He used to be one of these alongside the Dreammaker, and could arguably be still classified as one, though now he focuses on creating nightmares (his "Argorribles" are basically living nightmares).
  • Flanderization: His Bad Boss facets became the entirety of role Season Two onwards, to the point he spent most of his screentime abusing the Urpneys than doing anything effectively villainous anymore. His temper and voice patterns also took over his personality.
  • Hair-Trigger Temper: Zordrak can switch between reserved and stoic to earth shattering rage at the blink of an eye. Granted neither are particularly welcoming to his minions.
  • Hate Sink: After his involvement as Big Bad dwindled, he seems to exist as little more than the one legitimately evil fraction in Viltheed. The Urpneys' sympathetic blundering is usually interspersed with scenes of the heroes spouting the potential horrors should Zordrak actually get the stone.
  • Karma Houdini: Zordrak is about the one genuinely villainous member of Viltheed, and is guilty of mass murder of his troops and at least one hero. Since he spends most of the series dormant in his lair however, he rarely receives punishment, his Mooks taking the brunt of the heroes' wrath the large majority of the time.
  • Knight of Cerebus: In Season One, and to a lesser degree, Season Four. Though not without his own comical moments, is a far more sinister and intimidating villain than his minions by miles, usually the odd occasion he has active involvement in a plan is indication things are going to get a bit more serious.
  • Large Ham: Gary Martin's gravelly bellows help a whole lot.
  • Mandatory Line: Usually stuck giving the odd unimpressed commentary towards the Urpneys' bumbling for most of Season Two onwards.
  • Not So Above It All: Though evidently more competent and dignified than his minions, Zordrak himself has suffered the odd buffoonish defeat. His downfalls in "The Spidermobile" and "Argorrible Attack" are just plain humiliating.
  • One-Winged Angel: It's eventually revealed that Zordrak as we see him in the series is basically a case of somebody doing this and then staying that way. He was originally part of the Council of Dreammakers as a fairly normal looking, human sized being; when they ousted him for his evil ways, he first assumed his dragon-like form, then grew into the giant monstrosity he presently is.
  • Orcus on His Throne: Zordrak rarely comes off his throne, usually leaving his minions to do the dirty work for him. In later seasons, he loses involvement in tactizing as well, having little role except driving Urpgor and the other Urpneys into making new schemes to steal the stone.
  • Out of Focus: From about mid Season Two, Zordrak has little role outside the occasional rant at the Urpneys to hurry up stealing the stone.
  • The Pirates Who Don't Do Anything: From Season Two onward. Since Zordrak usually leaves the schemes entirely in the Urpneys' hands (both in plotting and in action), his role as Big Bad mostly consists of chewing out his minions and sitting on his throne bored.
  • Pragmatic Villainy: While Zordrak seemed to exterminate mooks at whim in early episodes, when Urpgor later encourages him to do the same to Blob, he declines, coming to find the method as ineffective and "a waste of a perfectly servicable Urpney". Not that he won't frequently find other less lethal ways to punish his mooks however.
    • In "The Return" he doesn't bat an eyelid to Spildit playing around in Viltheed either, focused completely on his lair being rebuilt. When the Noops cause trouble as a rescue party however, he instantly sends in the troops.
  • Satellite Character: While he at least faced the heroes odd times in the first season, he remains dormant in Viltheed for the rest of the series, his interaction limited to Urpgor and Blob.
  • Sorcerous Overlord: He rarely shows it, but Zordrak is a very powerful wizard in his own right, capable of creating horrors like his Argorribles and the Neemod and possibly even his Frazznats, or turning creatures to stone.
  • Suddenly Shouting: His trademark speech pattern, especially in later episodes.
  • Surrounded by Idiots
  • Villain Ball: Zordrak's Army of Urpneys measures thousands if not Tens of Thousands. He uses them en-masse in only a handful of episodes, and goes himself even less. For the rest of the entire series he just uses Blob, Frizz and Nug (and Urpgor at a stretch). Never deviating to use more or try different ones despite their consistent failure.
  • Villainous Breakdown: Prone to tantrums when the Urpneys screw up. Most evidently in "Zarag" after his sister costs him the stone twice over and in "Argorrible Attack" after the Wuts' Deadly Dodging drives him into a rage.
  • Vile Villain, Saccharine Show: Zordrak is a pretty creepy villain, even when not compared to a highly cutesy Noops.

Urpgor

Psychotic Mad Scientist and loyal right hand minion to Zordrak (at least when the time fits). Creates the many inventions the Urpneys use to attack the Land Of Dreams and steal the Dreamstone.

  • Breakout Character: In the first season, Urpgor's role was somewhat minor and more as a Satellite Character for the Urpneys. Later on he gains a more active role and is often as much a Villain Protagonist as Blob, Frizz and Nug (naturally this also begins his ascension as The Chew Toy).
  • Character Development: Season Two onwards, he is developed more sympathetically, being more opportunistic and insecure, and the pressure and abuse he gets from Zordrak spotlighted more. A lot of which is due to Blob's bumbling, making his hatred of him more justified.
  • Characterization Marches On: In early episodes, Urpgor was more decrepit and even more manic (like a traditional Igor), he also seemed to be more on the winning end of his war with Blob's team, his implied favoritism from Zordrak seeming to be true. From the very start of the second season however, Urpgor starts gaining more Sympathetic P.O.V., from which his personality becomes more lucid and cynical and he is revealed to be even more of a Butt Monkey to his master than the others.
  • The Chew Toy
  • Cloud Cuckoo Lander: To extremes.
  • Co-Dragons: Of the rivalistic sort alongside Sgt Blob to Zordrak.
    • Co Dragon-in-Chief: Urpgor is also responsible for devising and inventing every new plot to steal the Dreamstone. Though Zordrak makes sure he fears him, it is clear the key reason he doesn't dispose of him is because he is needed for nearly every scheme.
  • Comedic Sociopath: Enjoys torturing Blob and his men, actually thrives on the idea Zordrak will do to them what he did to their predecesor.
  • The Dog Bites Back: Usually takes Zordrak's abuse relentlessly. When he outright attempts to dispose of him however, Urpgor wastes no time putting his new plan out of action, forcing Zordrak to keep him around. He destroyed both of Zordrak's attempts to obtain the Nightmare Stone and sabotaged his scheme using a solidified argorrible.
  • Eyes Always Shut: In the first season, he has a near perpetual squint. This disappears after he is given a more expressive redesign in Season Two.
  • Gadgeteer Genius: As buffoonish as he is, most of his inventions are very intricate and work exactly as are intended. It often more their mishandling by him or Blob's team that is their downfall.
  • Genre Savvy: Urpgor knows Blob's team are incompetent handling his inventions and will most likely fail at their mission, something he tries vigorously to convince Zordrak.
  • Giggling Villain
  • Glory Hound
  • The Igor: Obviously, with a name like that.
  • Ineffectual Sympathetic Villain
  • Insufferable Genius
  • Iron Butt Monkey
  • Karma Houdini: Frequently got away with tormenting Blob, Frizz and Nug in Season One, and was implied to be favoured by Zordrak.
    • Karma Houdini Warranty: Until Season Two, where this is revealed to be a delusion, with Urpgor constantly belittled and pressured by Zordrak and usually Blob's incompetence only exacerbating it. Frizz and Nug also start getting more moments of revenge.
  • Large Ham
  • Lets See You Do Better: In later episodes Urpgor sometimes has involvement in missions to steal the stone. "Urpgor's Great Adventure" in particular revolves around him trying to do the job himself after getting tired of Blob's incompetence, with the expected results.
  • Mad Scientist
  • Middle Management Mook: Seems to be given a higher position than most of Zordrak's mooks. As a result he sees himself as superior to the other Urpneys, constantly giving orders or abusing them. All the while he is usually just as incompetant and spends the majority of spare time from making gadgets acting as Zordrak's favorite punching bag.
  • Mistreatment-Induced Betrayal: Most of his more effective double crosses on Zordrak were after threatening to fire him.
  • Psycho Supporter: To Zordrak, when not trying to usurp his throne for himself anyway.
  • Reliable Traitor: Zordrak seems aware of Urpgor's two faced ways, though given he creates the large majority of the Urpney's weaponery, transportation, and even most of the plans in later episodes, he's rather indespensible. Naturally when Zordrak finds an alternate force to send nightmares, he often kicks Urpgor out on the spot.
  • Satellite Character: Urpgor usually remained in Viltheed, and even in most exceptions rarely faced the heroes directly, as such his interaction was limited to Zordrak and the Urpneys.
  • Sitcom Arch-Nemesis: To Blob. Also to Zarag to a lesser degree.
  • Slimeball
  • Small Name, Big Ego: Equally bumbling as the rest of the Urpneys, but highly narcissistic, being "the flower of Urpney inteligence" and all.
  • Smug Snake
  • The Starscream
  • Verbal Tic: Often lets out a big slobbery rasp after finishing a sentence.
  • Villain Protagonist

Sergeant Blob

Gung ho but dillusional military leader of the Urpneys (promoted after the previous leader was fed to the Frazznats).

Corporal Frizz

Neurotic member of Blob's "elite squad". Constantly moaning or suffering breakdowns from the abuse of missions.

Corporal Nug

Other member of Blob's squad. Somewhat more upbeat than Frizz, but even more brainless.

Captain Crigg

The original leader of the Urpneys.

    Other 

Zarag

Zordrak's narcissistic sister. Both hate each other and compete for the Dreamstone.

  • Beware the Silly Ones: Despite her vain and buffoonish mannerisms, the Dream Maker and even Zordrak warn that she is deceptively devious. Especially evident in her final appearance.
  • Cain and Abel: Zordrak in fact banished Zarag into a bottle prison over a disagreement. This would supposedly have been indefinite if Nug hadn't obliviously released her some 500 years later. Her first action after being freed was to steal the Dreamstone and gloat relentlessly at him.
  • Eviler Than Thou: Backstabbed her brother and the Urpneys several times (albeit after his own extreme penalty on her). Also poses as a slightly more challenging threat for the heroes.
  • Hair-Trigger Temper: Like her brother, she is very tantrum prone. Expect a lot of screeching and furniture throwing.
  • Laughably Evil
  • Narcissist
  • No Indoor Voice: When infuriated, only Urpgor can challenge her in shrillness.
  • Sitcom Arch-Nemesis: Following a disastrous tenure serving her, Zarag and Urpgor both very mutually and very vocally hate each other. Led to a Teeth Clenched Villain Team-Up in "The Substitute.
  • Slapstick Knows No Gender: Her defeat in "Zarag Rules", getting flattened by the Urpneys crash-landing vehicle.
  • Smug Snake
  • Team Rocket Wins: Helped Zordrak send nightmares across the Land of Dreams in "The Substitute". She was less lucky snagging the Dreamstone however.
  • Villainous Crush: Heavily implied to have one on the Dream Maker in her first appearance.

Urpgor's Auntie

A relative of Urpgor's. Even more deranged and sadistic as himself. Resides on the planet Tempus Fugit.

  • Bad Boss: To her small alien associate. He is revealed to secretly loathe her.
  • Comedic Sociopath: Adores setting booby traps around her lair.
  • The Dreaded: The Urpneys are terrified of her.
  • Evil Aunt
  • Faux Affably Evil: She has a very polite and welcoming front. In most cases it's to set up for some torturous booby trap or to steal from said victim.
  • Laughably Evil
  • Manipulative Bitch: Sweet talks Blob into entrusting her with the Dreamstone in "Auntie Again", secretly stealing it for herself.