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; 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.
- Badass Normal: Not a mage like his brother or a half-elf like Tanis, but he is one of the most powerful members of the party.
- 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: As the largest and strongest of the Heroes of the Lance he plays this role among them, often performing great feats of strength.
- 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.
- Character Development: He becomes an independent man who manages to stand up to his brother and whose love redeems Raistlin.
- Cool Helmet: In several pieces of official art he wears a gold-colored winged helmet.
- Despair Event Horizon: He crosses this before Legends trilogy when Railstlin disowns him. He gets better after Istar
- Drowning My Sorrows: Starts out doing this in the Legends trilogy, but he gets better. Accompanied by bad breath and a Beard of Sorrow
- Dumb Is Good: A self admittedly slow man. Subverted later.
- Dumb Muscle: Subverted. Caramon thinks he's this, but that's only because he keeps comparing himself to Raistlin. Caramon needs to ponder all the aspects of a problem before he can come to a conclusion, but he's not a fool.
- 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 canon love interests, Miranda and Tika, were redheads.
- Heroic Build: He is tall and very well built in Chronicles, and even more impressive after his gladiatorial training in Legends.
- Hidden Depths: He is shown from time to time not be so stupid, only in comparison to his brother, and briefly becomes a good leader of men. His love for his brother later redeems Raistlin... along with the knowledge of Raistlin's total failure.
- Love Makes You Dumb: In this case brotherly, not romantic, love. Later averted.
- Luckily, My Shield Will Protect Me
- Meaningful Name: His name is meant to sound like "caring man".
- Mighty Glacier -> Lightning Bruiser: In Chronicles he is extremely strong yet somewhat slow (both physically and mentally). Post his gladiatorial training in Legends he is as strong as before - if not stronger - and his agility is mentioned almost as much as his strength.
- 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."
- Sarcasm-Blind: Painfully gullible and literal. Which is ironic, given how sarcastic his twin brother is.
- 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
- Took a Level in Badass: In Chronicles trilogy where his training as a gladiator transformed him from the strong drunkard he has to become a peak-human warrior.
- Twin Telepathy: Shares moments of this with Raistlin.
- Walking Armory: Downplayed. He is described as such in the text word for word, yet all the weapons he carries are his sword and shield, as well as a shortbow and a dagger.
Fizban the Fabulous
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.
- Big Good: He's secretly an avatar of Paladine, the leader of the Goodly gods.
- Bunny-Ears Lawyer: An eccentric old man capable of spectacular magic.
- Captain Ersatz: Of Gandalf, though far nuttier.
- The Chessmaster: He used Batman Gambit to inspire heroes of the Lance to save the world from Takhisis, and it worked.
- Cloudcuckoolander: Usually used as Plucky Comic Relief throughout the series.
- Disney Death: In Pax Tharkas, he falls down a deep pit, flubbing a Feather Fall spell so that instead of letting him gently float down, he instead summons a mass of feathers that seem to smother him. Turns out he's Faking the Dead.
- Eccentric Mentor: He's a near-senile old coot, but for all his crazy ramblings, he often provides just the right advice.
- God in Human Form: He's actually Paladine, the primary god of good.
- Grumpy Old Man: He complains all the time, usually about how things have changed for the worse since his day.
- Magic Misfire: He almost never casts a spell right, assuming he can remember how to cast it at all.
- Obfuscating Stupidity: His entire personality is feigned so nobody takes him seriously. The inability to use magic correctly, the crazy ramblings, the random acts of stupidity, all of it is purely a disguise.
- O.O.C. Is Serious Business: The few times Fizban appears both clear headed and deadly serious give everyone chills with how much of a change this is.
- Playing with Fire: His most iconic spell, the Fireball. He has a tendency to at least suggest using it at the slightest excuse, such as merely to provide a lightsource.
- Robe and Wizard Hat: His perpetually endangered hat has become somewhat of a symbol of his.
- Simple Staff: Like many other mages in the Dragonlance setting, this is his weapon of choice.
- Squishy Wizard: Or so he wants you to believe...
- The Storyteller: One of the clues that he's more than he seems is that he manages to whip up all sorts of useful lore by couching it in the terms of stories that he remembers, but which nobody else has heard of.
- Trickster Mentor: The entire senile wizard is purely an act so he can subtly guide the Heroes of the Lance to victory over Takhisis without them realising God Was My Co Pilot.
- Wizard Beard: White and long.
- Wizard Classic: Deliberately invoked in his appearance and outfit. In-Universe even; Paladine deliberately styled this avatar on "stereotypical wizard" so that people would pay less attention to him.
- An Axe to Grind: Like most dwarfs in the setting, he is very close to his battle axe.
- Badass Grandpa: Of the grumpy variation.
- Cool Old Guy: A 200 year old badass.
- Dropped a Bridge on Him: He dies of a sudden heart attack! Not entirely unexpected, between the foreshadowing of the skeletal warriors letting him die of old age in the dream induced by Cyan Bloodbane, the complaint of chest pains, and the fact that he's over 200 years old and still trying to keep up with his more youthful companions.
- Fantastic Racism: He hates mountain dwarves because they shut his people, the hill dwarfs, out of Thorbardin following the Cataclysm. It's later subverted in Dragons Of The Dwarven Depths when Flint learns that the mountain dwarves aren't exactly living in luxury. He also learns from Arman Kharas why the mountain dwarves decided to seal Thorbardin-they lost a lot of their food stores in the destruction of the Cataclysm, and they were afraid everyone would starve to death if they let the hill dwarves in. This takes a lot of the edge off Flint's hatred of his mountain cousins.
- Flint also has a very bad opinion on Kenders and gully dwarfs — the former because, really, everyone dislikes kender, and the latter because of a Noodle Incident in which he was held prisoner by a clan of gully dwarves for a time in between the start of the first trilogy and the referenced "last meeting". note
- Feeling Their Age: Flint Fireforge is the oldest of the Heroes of the Lance, and spends the entire trilogy complaining about advancing age. Taken to its logical extreme when he has a heart attack and dies during the action.
- Four-Philosophy Ensemble: He plays the role of Pessimist with Sturm (Optimist/idealist), Tanis (conflicted), and Raistlin (Realist).
- Grumpy Old Man: A very snarky one, but justifiably so; he's several centuries old, approaching old age even amongst dwarves, and traveling with some rather extremely out-there companions. That he likes to snark and complain kind of fits.
- Heterosexual Life-Partners: With Tanis and Tass (though he will never admit to the latter).
- Impoverished Patrician: The Fireforge clan were aristocracy among the Neidar before they lost their fortunes in the Cataclysm.
- Only Sane Man: At least in his own eyes, and he has a point.
- Our Dwarves Are All the Same: The only part of the stereotype that he doesn't fit is that, as a hill dwarf, he's never lived underground.
- Parental Substitute: Originally was this to Tanis. When Tanis grew up and became his business partner, their dynamics changed into more of a Heterosexual Life-Partners kind of relationship.
- Spared by the Adaptation: While Flint dies in the Weis and Hickman novels, the game materials remind playing groups that the heroes' fates may be different in their home games. The materials even offer suggestions on what might happen if the characters survive, such as Flint trying to mend the divisions between the hill and mountain dwarves after the War of the Lance.
- Team Dad: Maybe even the team granddad would be more accurate, given his age, but still, he tries to look after the youngsters.
- Vitriolic Best Buds: Has a one-sided variant going with Tass; the kender absolutely infuriates Flint, but at the same time, Flint is very protective of him and Tass absolutely adores him in return. In the end, they ultimately end up sharing the same afterlife, with each considering it their personal Heaven, even though they continue to bicker for the rest of eternity.
- Big Brother Instinct: Towards Laurana.
- Bow and Sword, in Accord: Gilthanas is skilled with both his sword and his bow, although he generally favors the latter in battle.
- Dragon Rider: Rides a silver dragon with whom he is in love.
- Fantastic Racism: Like his brother Porthios, he blames humans for the Cataclysm and is opposed to the half-human Tanis dating Laurana. He later abandons his bigotry, especially after he himself has an Interspecies Romance. Even when he first appears, he's still better than Porthios. When an elven raid frees the Heroes along with several other human prisoners, Gilthanas wants to give all the humans shelter in Qualinesti but Porthios won't have it.
- Four-Temperament Ensemble: Among the four royal children of Qualinost - the Phlegmatic (though he has some melancholic shades) to Laurana's Sanguine, Porthius's Choleric and Tanis's Melancholic.
- Interspecies Romance: His bride Silvara is actually a silver dragon.
- Love at First Sight: With Silvara who is actually a silver dragon in Kagonesti elf form.
- Magic Knight: He's trained in both combat and magic, which is reflected in his mix of classes.
- My Sister Is Off-Limits!: Initially tries to oppose Laurana and Tanis's relationship.
- Supporting Leader: He rallies the metallic dragons and becomes the commander of Kalaman, but remains in the background for most of the story.
- Unicorn: His most common outfit is a blue tunic with a unicorn emblem on the chest.
- The Chick: Also alternates as The Heart.
- The Chief's Daughter: Partially subverted in the sense that she doesn't end up with a white man.
- Dark-Skinned Blond: Despite her appearance being very Native American in coloration, she has brilliant golden hair.
- Hair of Gold, Heart of Gold: The woman with the brilliant blonde locks is also the woman who restores the faiths of the Good Gods to the world and a personal cleric of the Goddess of Healing.
- Impoverished Patrician: Goldmoon was royalty among the Que-Shu, but they were nearly wiped out by the Red Dragonarmy.
- Magical Native American: An in-universe example. Complete with Braids, Beads and Buckskins and a Fur Bikini.
- Noble Savage: A spiritually enlighted one.
- Nubile Savage: Judging by fan art...
- Out of Focus: Her character arc is more or less completed in the first book, after which she has less importance to the storyline.
- Pretty in Mink: She wears a fur-trimmed cape and dress.
- Stellar Name: Her name is Goldmoon, after all.
- Unexplained Recovery: Though it should be noted that it's done by the goddess of healing, so it's not.
- White Magician Girl: She's the first true cleric to dwell in Krynn for a long, long time, and she's devoted to the goddess of healing first and foremost.
Lauralanthalasa Kanan (Laurana)
- Action Girl: Proves to be one as soon as she joins the party, and her fighting abilities only skyrocket as the trilogy progresses. Culminates when she becomes the Golden General. Doesn't get much more Action Girly than that. Not bad for a pretty blonde princess, wouldn't you say?
- Betty and Veronica: The Betty to Kitiara's Veronica and Tanis's Archie. Appropriately blonde and chaste.
- Bow and Sword, in Accord: She's a skilled fighter with both bow and sword.
- Brainless Beauty: Subverted. When she first appears Laurana comes across as simply an airhead princess Tanis has outgrown; but she proves that she is a lot braver, smarter, and tougher than everyone thinks (and this is even before she Took a Level in Badass).
- The Call Knows Where You Live: In the modules, Laurana is kidnapped by Toede and taken to Pax Tharkas, and escapes along with the rest of the heroes and the refugees.
- Can't Hold Her Liquor: By her own admission she has a weak head for wine.
- Character Development: from Spoiled Brat via Rebellious Princess to Lady of War.
- Combat Pragmatist: She frequently uses surprise or tricks to defeat otherwise more powerful opponents.
- Determinator: She successfully controls a dragon orb, something that should be impossible for all but the most powerful of wizards, through sheer willpower.
- Distress Ball: When she falls into Kitiara's Obvious Trap.
- Distressed Damsel: Defied in that she ends up refusing Tanis's help in rescuing her and instead breaks free on her own.
- Dragon Rider: She rode a gold dragon into battle during the Vingaard Campaign.
- Fallen Princess: After running away from home to chase after Tanis she becomes a pariah amongst her people.
- Four-Star Badass: She goes from a powerful adventurer to a military leader who wins one of the most successful military campaigns in the history of the world.
- Frontline General: As the Golden General she led her troops directly from the front.
- Hair of Gold, Heart of Gold: Naive almost to the point of ditziness at first but she grows out of it.
- Hello, Nurse!: Pretty much everyone who meets Laurana is absolutely dazzled by her beauty.
- Hidden Depths: Nobody at the start of the series had any idea she was as brave and capable as she proved to be after joining the Companions.
- Highly Conspicuous Uniform: While serving as the Golden General she wore a helm with a long red streamer so as to make it easier for her troops to see her.
- Horrible Judge of Character: She thought Gilthanas would support her marrying Tanis Half-Elven, did not trust Silvara, and believed she could trust Kitiara.
- Jeanne d'Archétype: While still in her adolescence and without any prior military training, Laurana raised an army and led it to repeated victories over the Dragonarmies, liberating most of Solamnia in the process.
- Lady and Knight: Her relationship with Marshall Medan eventually becomes this with herself as the benevolent Bright Lady and him as the noble White Knight.
- Lady of War: Shes a deadly and stylish fighter with sword, bow, and lance.
- Love Makes You Dumb: Her massive blonde moment in Dragons of Spring Dawning is caused by her love for Tanis.
- Magnetic Hero: She inspires thousands to join the Whitestone Army.
- Not Bad: Receives this kind of compliment from Kitiara when Kitiara tells Tanis that Laurana "wasn't a bad general."
- Rapunzel Hair: Her hair is long enough to touch her wrists when her arms are at her sides.
- Rebellious Princess: She has a major independent streak as shown by her running away from home (twice) and becoming a Lady of War against all the traditions and expectations of her people.
- Red Baron: "The Golden General".
- Slut-Shaming: Subjected to this in Dragons of Winter Night when her father basically implies she's been whoring around with Tanis and his human companions. She's so taken aback that she actually faints when he says this.
- Spoiled Sweet: She was certainly spoiled while growing up, but even then she was still very friendly and generous to everyone she met and did not display any of the racism and classism that were so prevalent amongst so many of the other Krynnish elves.
- The Strategist: Proves to be a military genius when she leads the Whitestone Army to repeated victories over the much more numerous Dragonarmy forces.
- Took a Level in Badass: Flaky princess to world saving hero and brilliant military commander.
- Victorious Childhood Friend: Tanis ultimately rejects Kitiara and chooses her, to the point they become Happily Married.
- Warrior Princess: From single-handedly killing a powerful Evil Sorcerer, to mastering an Ancient Artifact on sheer willpower, to leading one of the most successful military campaigns in Krynnish history, to destroying a Dragon Overlord, Laurana was a Princess of the Qualinesti and a total badass as both a warrior and a commander.
- World's Most Beautiful Woman: Even amongst the Elves, Laurana is considered an incredible beauty, and multiple characters describe her as the most beautiful woman theyve ever seen. To drive the point home: when Laurana first appears in Dragons of Autumn Twilight, even Raistlin - the guy whose vision has been altered by magic to show everything around him aging and decaying - sees and acknowledges her beauty.
- All of the Other Reindeer: He was picked on a lot in his childhood and never played with the other children due to this, and his frailness.
- Anti-Hero: Of the Nominal Hero variety. He partakes in heroic events, but he's only doing so for pure pragmatism (after all, he doesn't want to live in a world conquered by Takhisis any more than they do), and all the while, he's keeping an eye out for ways to further his own plans.
- Anti-Villain: Noble Demon with shades of Woobie, Destroyer of Worlds. He's deeply honorable with his promises, and his life really was crappy, but he's still a villain.
- Apocalypse How: He causes a Class 6 one in the alternate timeline where he killed all of the deities.
- The Archmage: The most powerful Wizard to ever walk upon Krynn.
- Blessed with Suck: His eyes not only look freaky, they cause him to see everything wither and decay, which is strongly implied to have caused his eventual changes. They do give him an advantage in seeing through magical illusions, though this is hardly a common enough occurrence to warrant their sanity-crushing default effects.
- Blood from the Mouth: Among other physical problems Raistlin's test left him prone to fits of coughing, often with blood.
- Brought Down to Normal: The gods take away his magic for a while after he is rescued by Paladine from Takhisis. They let him have it back so he can help them find Krynn in the Fifth Age.
- Byronic Hero: Later becomes a Villain Protagonist.
- Carry a Big Stick: He is never seen without his iconic weapon; the Staff of Magius, a powerful magic artifact he was given at the end of his Test.
- Celibate Hero: Since Raistlin sees things decaying, he has little interest in women, as seeing a person turn into a withered corpse as you watch tends to ruin one's libido. He is implied to be a bit fascinated by Laurana for a little while (due to the fact that her elven lineage means she will age very slowly, and thus Raistlin can see her beauty). Even before his eyes were cursed, though, he was far more interested in magic than love.
- The Chessmaster: He's brilliant at coming up with schemes and plans, allowing him to manipulate others even though his social skills absolutely suck. He manages to become the supreme god, and destroy all others... which ended very badly.
- The Complainer Is Always Wrong: Inverted, see under Genre Savvy.
- Deadpan Snarker: a merciless one. So much so, he is actually a Snark Knight.
- Draco in Leather Pants: Dragonlance Legends deconstructs this In-Universe.
- The Dreaded: During the Chaos War, Raistlin had disappeared from the world for decades. But the mere thought of incurring his wrath can empty a hall of assassins and thieves in seconds.
- Even Evil Has Loved Ones: He genuinely enjoys the time he spends with the rest of Tanis's party when they form a traveling show, and a part of him regrets leaving it. When Caramon, Tika and Tasslehoff are cornered by Dragonarmy soldiers beneath the Temple of Neraka, he also remembers the earlier years he spent with them. This motivates him to heal Tas when the latter is dying from a poison needle trap. And after he fully embraces the dark side and becomes a Black Robe wizard, Raistlin still shows affection for Bupu, and his love for Caramon is what ultimately redeems him.
- In Dragons Of The Hourglass Mage, Raistlin is very upset when he learns about Sturm's death, much to his own surprise. Later, when Flint dies at Godshome, Raistlin is there invisibly to say goodbye and to make Flint's death less painful.
- Evil Sorcerer: Following a FaceHeel Turn, he becomes perhaps the greatest example of this in the setting.
- Face Framed in Shadow: Courtesy of his hooded robes, often. Invoked in that he does so deliberately, to hide his freaky-looking eyes and skin.
- Four-Philosophy Ensemble: With Storm (Optimist/idealist), Tanis (conflicted), and Flint (Pessimist).
- Genre Savvy: Especially clear earlier in the Chronicles books, where all the other heroes tend to dismiss Raistlin's warnings as "children's stories" only for him to swiftly be proved right and save all their asses.
- The Gift: He is naturally very talented at magic.
- A God Am I: In the Dragonlance Legends trilogy. He grows out of it.
- Gone Horribly Wrong: His cursed eyes were supposed to teach him greater compassion for the people around him by making him see how short their lives were. Instead, it just further alienated him from them, since constantly having "everybody around you is practically dead already" into your face isn't exactly conducive to caring much about them. It's implied this was a significant push towards his ultimate goals.
- Also, his victory in an alternate future. He would have become a supreme god and managed to kill all other gods... but battles would have destroyed the world and he would have become too evil to create a new one, as he wanted. And as he would have become too powerful to die, he'd be all alone in the void. Fortunately, his brother shows him this, which averts it.
- Green-Eyed Monster: Raistlin is extremely jealous of his brother.
- HeelFace Turn: After he dies, he later manages to come back to the world of the living during the Chaos War for a short while, and he admits he was being a fool when he was trying to kill all of the gods. He also helps the gods find the world that was stolen by Takhisis in the War of Souls trilogy.
- Hellish Pupils: Hourglass-shaped.
- Heroes Want Redheads: His "type" changes along side his journey from Anti-Hero to Anti-Villain. In Soul Forge, he falls in love with his brother's crush du jour - the redheaded Miranda. By the time we get to the Legends trilogy, he is into Eerie Paleskinned Brunette Crysania.
- Icy Blue Eyes: Before he gets his Hellish Pupils.
- Incurable Cough of Death: A side-effect of his perpetual weakness, caused by the shattering of his health in the Tower.
- Ill Boy: He suffers from something that is similar to Tuberculosis, but it is not contagious. It is eventually revealed that Fistandantilus leeching his lifeforce is what is causing him to be sick.
- Insufferable Genius: There's no question that he's a brilliant man, in magic and in other fields, but his attitude of superiority infuriates and alienates others.
- Jerkass: He has a lot of sympathetic traits, but ultimately he's just an asshole, who enjoys tormenting and harassing others out of Freudian excuses and for his own personal satisfaction.
- Jerk with a Heart of Jerk: Every time he seems to have some redeeming moment, he ends up subverting it soon after. But after his redemption he becomes...
- Jerk with a Heart of Gold: In the end.
- Locked into Strangeness: The Test of the Towers, which allowed him to become a full-fledged Red Robed Wizard, left him with metallic golden skin and with cursed eyes sporting hourglass-shaped pupils.
- Love Redeems: Zig-Zagged. He feigns it for Crysania, but he's still evil. Ultimately, his love for first his brother and then his nephew brings him back to the side of light.
- Manipulative Bastard: Despite his atrocious personality, he's very good at gulling people into doing what he wants.
- Necromancer: He's not officially specialized as such by D&D terms, but he's quite adept at it after taking the Black Robes.
- Noble Demon: He's an evil man in a lot of ways, but it's mostly due to Ambition Is Evil, and he upholds very stringent principles about what he will and will not do.
- Nothing Up My Sleeve: He keeps a hidden knife in a sheathe there, as there are occasions when a concealed weapon comes in handy.
- Paint It Black: Illustrating his FaceHeel Turn.
- Pet the Dog: His interaction with Bupu and the other gully dwarves. Also later with Palin and his brother Caramon from time to time, which eventually sticks.
- Picked Last: This happened during his childhood. He eventually just stopped trying to play with the other children.
- Pyrrhic Villainy: The result of his efforts in Legends: in the timeline where he won, he ended up killing everything, leaving him trapped alone for eternity in a world that will never know the touch of life again. In the main timeline, he has to make a Heroic Sacrifice and trap himself in the Abyss, where Takhisis will torture him for all eternity... but Paladine saved him.
- Redemption Equals Death: How Legends ends; he has to be trapped in the Abyss for an eternity of torture to make amends for his plans to unleash the chief God of Evil on the world. Paladine saves him from it.
- Rule of Cool: This is the main reason behind his hourglass eyes. The first artist who painted him gave him hourglass eyes just because they looked cool. It was up to Margaret Weis to come up with a reason for them. This led to the creation of the Test of High Sorcery as an explanation for how Raistlin got his eyes, and for the idea of Wizards needing to take a test.
- Sibling Yin-Yang: Actually Polar Opposite Twins. He is smart, ruthless and snarky, his twin is a gullible Dumb Muscle kind of guy.
- Squishy Wizard: Exemplified in an act of Gameplay and Story Integration — he's very vulnerable to disease, has low stamina and can't take a lot of punishment. In the mechanics, he's given a sub-par Constitution skill, which supports this.
- Sociopathic Hero: Back when he still was a hero.
- The Starscream: A particularly ambitious example: he tries (and succeeds, in one version of events) to overthrow and replace the major goddess of evil.
- Tall, Dark, and Snarky: Fits this like a glove.
- Tragic Hero: He is called more of a tragic hero than an outright villain in the Annotated Legends.
- True Neutral By the in-universe definition. Later turns Neutral Evil. And then again, after his Redemption Equals Death.
- Twin Telepathy: Shares moments of this with Caramon.
- The Unfavorite: Zigzagged; his mother agreed with the midwife that he wouldn't survive and he should be put out of his misery at birth, but his elder half-sister refused to let him die and helped him survive, and his twin brother doted on him. Meanwhile, all the other children thought he was a freak and even the rest of the band considers him more Caramon's tagalong than a true friend.
- Vader Breath: His whispery voice, raspy breathing, and Incurable Cough of Death.
- Virginity Makes You Stupid: Inverted when compared to Caramon. Also, while the varying authorship of the novels makes 'canon' fuzzy, it's strongly implied in one of the books that he did have sex once (with one of Caramon's girlfriends) and found the experience boring.
- Virgin Power: In the Annotated Legends it is said that Raistlin must resist sleeping with Crysania to "preserve his power". Given the way magic works in the setting, it is unlikely that Raistlin would have actually lost his powers if he had slept with Crysania, and there is some doubt over whether he was a virgin or not. So the meaning of that statement is a little ambiguous.
- Who's Laughing Now?: A lot of his behavior can be traced back to how he was bullied as a kid. Early in Dragons of Autumn Twilight he rants to Tanis that one day the world will be his and he will show them all etc. etc. Tanis notes that he's used to it, apparently Raistlin does this a lot.
- Worthy Opponent: Was this to Takhisis.
- Woobie, Destroyer of Worlds: A unique variant in that he's a Woobie and a Destroyer of Worlds separately, rather than the former feeding the later. The constant bullying and lack of favor he was shown throughout his life, combined with how absolutely physically wrecked he was by his Test and the horrifying curse he was afflicted with earns him Woobie points. However, he's a Destroyer of Worlds not out of vengeance for what he went through, but simply because he's arrogant and power-hungry to the extreme.
- You Have Outlived Your Usefulness: To Crysiana in Legends.
Riverwind the Plainsman
- Better to Die than Be Killed: By the time of the side novel Spirit of the Wind, Riverwind is getting on in years and has contracted what is strongly implied to be cancer in his stomach. When a group of kender come seeking help for their people, Riverwind offers his help, preferring the opportunity to die in battle rather than in bed.
- Bodyguard Crush: He used to be Goldmoon's guardian, but they fell in love and eventually got married.
- Bow and Sword, in Accord: Due to his ranger class, he fights equally well with a sword or a bow, so he carries both weapons at once.
- Defrosting Ice King: When Riverwind first meets the other companions, he doesn't trust them and outright disdains the non- and part-human members of the group. He later warms up to most of them and abandons his prejudices, although he always remains The Stoic.
- Fantastic Racism: Is originally very suspicious of non-humans.
- Happily Married: To Goldmoon. Eventually.
- Noble Savage: Like Goldmoon, he's clearly based on this archetype. His physique even calls to mind Native Americans.
- Not So Stoic: A few times, but most notably after Goldmoon's supposed death when the heroes are trying to escape, he goes completely berserk and tears the draconians apart with his bare hands.
- Out of Focus: The same as Goldmoon above; once the gods are found, his actual importance in the plot becomes diminished.
- Proud Warrior Race Guy: Slightly played with, seeing how he was always an outsider to his tribe.
- Tall, Dark, and Handsome: It's commented upon that he is a very handsome figure, and certainly quite imposing with his height.
- The Stoic: Unless provoked into one of his berserker rages, he usually doesn't show much emotion at all.
- Unstoppable Rage: Mostly when Goldmoon is in danger. He is a barbarian, after all.
- You Are in Command Now: When many of the companions leave the refugees they freed from Pax Tharkas to try and find the gates of Thorbardin, Tanis puts Riverwind in charge of the refugees' safety. Riverwind is less than thrilled with this, but he takes the responsibility seriously and gets the refugees to Thorbardin.
- Ancestral Weapon: The Brightblade, which has been passed down through the Brightblade family for generations; he actually had to seek out his father's tomb to reclaim it, due to his Impoverished Patrician status. In an variation of this trope, he also wears his father's platemail armor.
- BFS: Brightblade, his fathers sword. For some reason, the novels describe it as a two-handed sword while most artwork depicts it as a one-handed weapon.
- Badass Mustache: He takes a great deal of pride in it. Typical of a Knight of Solomnia.
- Belligerent Sexual Tension: With Kitiara in Darkness & Lightnote . It culminated in a sexual encounter before she abandoned him, during which he unknowingly impregnated her with his bastard son, Steel Brightblade.
- Cool Helmet: Wears an intimidating horned helm into battle.
- Cool Sword: The Brightblade, his family's Ancestral Weapon. It is said that the sword will never break if the owner doesn't break first.
- Deadpan Snarker: Mostly towards Raistlin.
- Four-Philosophy Ensemble: The Optimist/idealist, with Tanis (conflicted), Raistlin (realist), and Flint (Pessimist).
- Heroic Sacrifice: Stands alone against Kitiara and her dragons, buying Laurana enough time to use the dragon orb. Unfortunately, he doesn't live to see it through.
- Honor Before Reason: His main driving force in life.
- Hurting Hero: He has had a lot of crap in his life.
- Impaled with Extreme Prejudice: Kitiara kills him by piercing his chest with her spear.
- Impoverished Patrician: Deprived of family and lands, but he still wears the armor and weapons of a knight, and he'll be damned before he gives up the traditions associated with it.
- Knight in Shining Armor: His embodiment of the Knights' ideals is a major catalyst for the renewal of the Knights of Solamnia near the end of the War of the Lance.
- Knight In Sour Armor: Actually meeting the knights and becoming a squire robbed him of any of the illusions he had about their nobility. He still strives to be the best knight possible.
- Lady and Knight: Acts this way toward Goldmoon when they first meet, and later extends the courtesy to Alhana Starbreeze.
- The Lady's Favor: Alhana Starbreeze's Starjewel.
- The Lancer: In the knighthood's ranks; he's not the big leader, but he is an assertive, take-charge individual who manages to goad the knighthood to do what's right. When Tanis is critically injured in Xak Tsaroth, he also makes Sturm the temporary leader.
- Lawful Good: By the in-universe definition. Mostly managing to avoid being Lawful Stupid.
- Love at First Sight: With Alhana Starbreeze.
- Luckily, My Shield Will Protect Me: He frequently makes use of a shield.
- Master Swordsman: The best swordsman of the heroes in pure skill, though not as good as his father.
- Number Two: To Tanis, being his closest confidant, and usually the one taking charge when Tanis is incapable of such.
- Series Continuity Error: Some passages in the Chronicles describe the Brightblade as a two-handed sword. Other passages, and several illustrations, show Sturm carrying a shield. In the original modules, the Brightblade was a two-handed sword. In the 3rd edition modules, the Brightblade is a bastard sword that can be wielded one-handed with a shield, or two-handed for greater damage.
- Spared by the Adaptation: While Sturm dies in the Weis and Hickman novels, the game materials remind playing groups that the heroes' fates may be different in their home games. The materials even offer suggestions on what might happen if the characters survive, such as Sturm returning to Solamnia to find a bandit lord controlling his former family holdings after the War of the Lance.
- Teeth-Clenched Teamwork: He really doesn't get along with Raistlin and works with the mage mostly out of respect for Caramon.
- You Are in Command Now: Tanis tells Sturm this during the party's escape from Xak Tsaroth. Later, he is given command of the Knights of the Crown garrison at the High Clerist's Tower, despite barely having been formally inducted himself.
- Younger Than He Looks: He is 30 years old, but noted to look about 10 years older.
Tanthalas Half-Elven (Tanis)
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.
- Amazon Chaser: His attraction to Kitiara is in large part due to her skills as a fighter. Part of what helps Laurana win his heart is when she proves she can kick ass just as much as Kitiara.
- Anguished Declaration of Love: To Laurana in the temple. Also an Interrupted Declaration of Love by Kitiara (his Veronica, no less).
- Archer Archetype: In D&D literature, he's practically an analogue to Legolas.
- Betty and Veronica: The Archie to Laurana's Betty and Kitiara's Veronica.
- Bow and Sword, in Accord: He's equally skilled at melee or at range, representing his multi-classing.
- Child by Rape: His father assaulted his mother after catching her by surprise when she was in the wilderness.
- Cool Sword: Wyrmslayer, a sword which once belonged Kith-Kanan.
- Dating Catwoman: With Kitiara in Flotsam.
- Dropped a Bridge on Him: Stabbed in the back by a nameless mook in Dragons of Summer Flame.
- Expy: When Margaret Weis told Tracy Hickman that she was having trouble getting Tanis's characterization, Hickman responded, "Simple. He's Captain James T. Kirk of the Federation Starship Enterprise."
- Four-Philosophy Ensemble: The conflicted with Sturm (Optimist/idealist), Raistlin (Realist), and Flint (Pessimist).
- Four-Temperament Ensemble: The Melancholic among the four royal children of Qualinost, alongside Giltanas (phlegmatic) , Porthius (Choleric) and Laurana (Sanguine).
- Half-Human Hybrid: Thus the name.
- The Hero: He's the closest thing to a singular protagonist in the original trilogy, and he keeps getting this role in subsequent stories.
- Heroic Bastard: He may be a Child by Rape, but he's still a noble and generous soul... even if his efforts at acting on it can suffer at times.
- Heroic Self-Deprecation: Has a tendency to put down his efforts and his skills, despite all he accomplishes.
- Jerk with a Heart of Gold: There's no denying that Tanis is a genuine hero, but... damn, he can be a douchebag at times.
- The Leader: A classic case of Type II.
- Red Is Heroic: Has believably red hair, and is a hero.
- What Does He See in Her?: The reaction of many people both in the books and in real life to Tanis's infatuation with Kitiara, especially after she repeatedly shows herself to be a backstabbing sociopath.
- Your Cheating Heart: Tanis is already engaged to Laurana when he starts sleeping with Kitiara.
- Beware the 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. When Aran and Brian are killed by Feal-Thas's wolves in Dragons Of The Highlord Skies, Tas goes berserk. He starts screaming about how he'll rename his dagger "Wolfslayer", and how he'll kill every wolf on Krynn.
- Break the Cutie: He was inconsolable after Flint's death. Then there's everything that Raistlin did to him in the Legends trilogy...
- Cloudcuckoolander: Like all kender, he has a very alien mentality, more like a cute little child who never grew out of the Sticky Fingers phase.
- The Conscience: To Caramon in Time of the Twins. Sometimes doubles as his Morality Pet too.
- The Heart: Especially in Legends. Tasslehoff's perpetual innocence and optimism keeps the party going and focused on doing what's right.
- Heterosexual Life-Partners: With Flint And afterlife, for that matter.
- Keet: A very adorable one. He never gets upset, tired, depressed or really seems to stop going.
- Loveable Rogue: He was literally designed to be this by the authors, with his childish reasons for picking locks and pockets, or creeping around, making him fill the "thief" slot in the party whilst still being a thoroughly Good individual.
- Make Wrong What Once Went Right: Responsible directly or indirectly for most of the negative cosmos-altering events.
- Motor Mouth: Give him an opening and he will blather away at a mile a minute about nothing at all. It's standard procedure for the party to physically gag him when he looks to be starting.
- Pals with Jesus: Or, well, Pals With Paladine.
- Plucky Comic Relief: His courage and other personality traits are all meant to add an element of levity to the novels.
- 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.
- Straight Man: He goes from the Comic Relief in the Chroncles trilogy to this in the Legends trilogy. It has to do with Caramon's reduction to a drunken sot out of grief and loneliness, causing Tas to, in his own way, man up to try and keep Caramon out of trouble. Starts dropping out of this role around midway into the Legends trilogy.
- 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: Has a one-sided version of this with Flint; the dwarf loudly protests how much he hates Tass, given the latter's blathering, eternal optimism, and incessant filching of his things, but the dwarf would still do anything to protect him, and Tass sincerely adores Flint. Flint's death is one of the few times that Tass cries, and ultimately they end up sharing the same nook of the afterlife together as their mutual heaven.
- Abhorrent Admirer: Towards Caramon when she was a teenager. Things became more mutual when Caramon returned to Solace in the beginning of Chronicles and finds out that She Is All Grown Up.
- Action Girl: Being a barmaid does not stop her from kicking ass, with one infamous moment where she kills a draconian warrior by staving its skull in with a hot skillet.
- Damsel out of Distress: Becomes this around the second novel, as she becomes increasingly independent.
- D-Cup Distress: Downplayed in that she's usually pretty indifferent about it, but when she first encounters the impossibly elegant, and more modestly endowed, Laurana, she feels a bit self-conscious about how much cleavage she's showing.
- Dude Magnet: Men are very fond of her.
- '80s Hair: Thanks to artist Larry Elmore.
- Fanservice with a Smile: Her infamous low cut blouse from her time as a waitress in the Inn.
- Fiery Redhead: Sassy as sassy can be.
- Frying Pan of Doom: In her most iconic scene, she kills a draconian with one blow using a hot skillet.
- Green-Eyed Redhead: Your standard female variety.
- Happily Married: At the end of the first trilogy, with Caramon. The sequel trilogy, Legends: Time of the Twins, averts this, but it becomes this again at the end as an Earn Your Happy Ending scenario.
- Mars Needs Women: When the companions are strapped for cash and Raistlin starts a brief career as a stage magician, the others use various other talents to give him time to rest between sets. Tika dances, and even draconians like her performances the best.
- Ms. Fanservice: Tika was noted to be very busty and the author allegedly attributed her appearance to the artists wanting to draw "a babe".
- Plucky Girl: She's very courageous, especially given the worst she faced growing up was rowdy drunks.
- Shield Bash: She's more dangerous with her shield than her sword, at least at first; she bashes a draconian's skull in with it.
- Stripperiffic: Her armor in the cover art, at least, tends to be shown this way.
- Unkempt Beauty: According to Caramon. She rarely feels this way though.
Kitiara uth Matar, aka The Blue Lady
A mysterious female warrior who rides a blue dragon and serves in the armies of Takhisis in the War of the Lance. It turns out that she is really Caramon & Raistlin's older half-sister, who abandoned the group during their time of separate adventuring and signed up with the forces of darkness for wealth and power. Ultimately, she takes the title of Highlord of the Dragonarmies after Ariakas's death, only to perish during the battle of Palanthas at the end of Legends.
- Always Someone Better: Kitiara hates Laurana for being Kit's rival. Laurana also proves to be a better general than Kit, repeatedly outsmarting Kit on the battlefield.
- Betty and Veronica: The Veronica in the Tanis/Laurana/Kitiara triangle. Complete with appropriate hair color and a dark sex-appeal.
- Beauty Is Never Tarnished: According to Tanis, she not only falls into this category, but also becomes sexier after killing.
- The Chessmaster: She's quite intelligent, though she's not as good at it as her little brother (which ends up biting her hard after she underestimates him).
- Chronic Backstabbing Disorder: Possibly due the combination of her ambition and her not being very wise, as noted below, she continually forms alliances and then betrays her allies.
- Dark Action Girl: She's a very skilled fighter, but her avarice and bloodlust leads to her willingly signing up with the forces of evil.
- Ditzy Genius: In game terms she has a canon Intelligence score of 13 and Wisdom score of 7 (the human average for both is 10). In other words she's very cunning but not very wise and prone to impulsive decisions. This ultimately leads to her downfall.
- The Dragon: She's one of the "lesser" Dragonlords, below Ariakas on the authority scale, but still very important.
- Dragon Rider: With her blue dragon mount, Khellendros, aka Skie.
- FaceHeel Turn: In the backstory; she used to be one of the original band of adventurers, but eventually decided that Evil Pays Better and joined Takhisis' dragon-armies.
- Gender-Neutral Writing: Employed briefly to help disguise her identity.
- Green-Eyed Monster: Kitiara is extremely jealous of her romantic rival Laurana, especially after learning that Laurana is more beautiful than she... ironically, this is despite the fact she refuses Tanis's own offers to have a committed relationship together.
- The Heavy: To Ariakas in the original trilogy, she progresses to Dragon-in-Chief in the sequel.
- Hell-Bent for Leather: She wears sexualised leather armor, at least in the cover art.
- The Lad-ette: Deeply enjoys drinking, fighting and random sex - far more than most male characters in the series. This isn't portrayed as a fetish, though, but as more evidence as to her villainous nature.
- Like Father, Like Daughter: Kit's father Gregor Uth Matar was a mighty warrior, a treacherous backstabber and a Casanova. Kit took much more after him than the mother she shared with Caramon and Raistlin.
- Masculine Girl, Feminine Boy: While Tanis isn't feminine per se, he is far more romantic, sensitive and into commitment than Kit.
- Pragmatic Villainy: Kit makes a point of minimizing the collateral damage that results from her invasions. She doesn't do this out of compassion, but so that her conquered territories can provide more money for her next campaign. At least one sourcebook also mentions that she's one of the only Highlords who actually tries to govern her conquests sustainably.
- Psycho Ex-Girlfriend: To Tanis, though she's less psycho than "Power-hungry Ex Girlfriend".
- Raised as the Opposite Gender: Her father Gregor pretty much raised her as a son, and according to Raistlin and Flint, her mother never taught her "proper graces".
- The Starscream: She's got no loyalty to anyone but herself, and is always looking to grab more power. She ultimately takes command of the Dragonarmies for herself once Ariakas is killed.
- Surprise Pregnancy: It's eventually revealed she unwittingly became pregnant as a result of a one-night stand with Sturm covered in Darkness & Light, resulting in the birth of their son, Steel Brightblade.
- The Vamp: While using her sexual guile is not her number one method, she pulls this off on Tanis (in Flotsam) and even Dalamar.
- Villainesses Want Heroes: Hooked up with both Sturm (which led to her son, Steel) and Tanis.
- Villainous Valor: She may be evil, but she was the only mortal who ever had the courage to spend a whole night in Dargaard Keep, chatting with the death knight, skeleton warriors and banshees haunting the place. Even more impressive, Takhisis demanded one of her dragonlords do this to secure Lord Soth's aide, but only Kitiara had the courage to try.
- Wild Card: Rarely bothered with the concept of loyalty.
Emperor Duulket Ariakas
- Authority Equals Asskicking: Justified, as he murdered his way up the hierarchy.
- Bad Boss: Very, very bad! So bad even his own dragons fear him.
- Big Bad / The Dragon: Which he is in Chronicles really depends on whether you take the mortal or divine perspective.
- The Emperor: Serves as the original ruler of the Dragonarmies of Takhisis, second only to the Dark Queen herself.
- Even Bad Men Love Their Mamas: Ariakas' mother is the one individual he genuinely cares about.
- Evil Counterpart: Raistlin thinks to himself about how Ariakas reminds him of a "Dark-Souled" version of Caramon.
- Evil Overlord: He rules over Takhisis's forces, making him basically the Big Bad to her Greater-Scope Villain
- Evil Sorcerer: A highly malevolent and very skilled wizard.
- Joker Immunity: In the original modules, the PCs can encounter him when they travel to Sanction to free the good dragons from the Oath. The text specifically says that the PCs should not be able to attack him and win at that point. If Ariakas is somehow killed, the Dragonarmies will resurrect him later in the adventure. Ariakas's immunity is revoked when the PCs encounter him in Neraka, where he can be killed.
- Large and in Charge: He's the leader of the Dragon Highlords and he towers over the average person.
- Magic Knight: A rare (for Dragonlance) aversion of Squishy Wizard. He kills at least one man with his bare hands.
- Never My Fault: In the Chronicles, he beats Kitiara for losing multiple battles against Laurana. Dragons Of The Highlord Skies reveals that Kit initially suggested attacking the Knights to finish them off while they were divided, but Ariakas vetoed the plan. His rejection gave the Knights time to solve their divisions, appoint Laurana as their general and begin counterattacking.
- Rape, Pillage, and Burn: The red dragons he commands love to do this, and Ariakas has to let them so they don't turn on him. Unfortunately, it hurts him in the long run, as the wastelands he rules over don't generate a lot of money for his campaigns.
- Retcon: The early modules depicted him as a cleric rather than a wizard.
- Self-Made Orphan: Slew his own father as revenge for the murder of his mother.
- Sorcerous Overlord: Uses his powerful wizard's skills to enforce his position.
- The Strategist: As he emphasizes in his introduction, it was his strategy that allowed the Dragon Highlords to conquer as much land as they did, before the Dragonlance was remade.
- Tin Tyrant: Dresses up in heavy armor, due to his skills as a fighter, but is still a powerful magic user.
- Too Clever by Half: He brilliantly crushed the first few countries the Dragonarmies attacked during the War of the Lance. As time went on, he became concerned about overreaching and losing what he'd already gained. When Kitiara wants to finish off the Knights of Solamnia while the Dragonarmies have the upper hand, he overrules her because he's concerned she'll spread her forces too thin. This buys time for the Heroes of the Lance to find the dragonlances, rally the Knighthood and begin counterattacking.
- You Have Outlived Your Usefulness: As he is dying he calls on Takhisis to save him - but she refuses because she's decided on Kitiara as her new favorite in the mortal world.
- Break the Haughty: Toede is humiliated, eaten, crushed by an insane Juggernaut, mocked publicly and privately, and forcibly read kender poetry. It takes three deaths before he's able to admit he was wrong.
- Butt-Monkey: This tends to happen when two devils start betting on you.
- Captain Ersatz: Likely unintentional but Toede—at least as he appears in Lord Toede—is strikingly similar to Edmund Blackadder complete with a Baldrick expy in Groag the Bumbling Sidekick.
- Depending on the Writer: Toede gains about 50 IQ points between Dragons of Autumn Twilight and Lord Toede.
- Dirty Coward: As you'd expect of a goblin, he's a cringing coward.
- Dumbass No More: During the War of the Lance, Toede is an incompetent boob whether he's managing the Dragonarmies after Verminaard's death or ruling the town of Flotsam. By the War of Souls, he takes over Flotsam again and actually does a very good job of running the place. He also begins researching arcane magic and is very good at that too.
- Evil Cannot Comprehend Good: Two demons challenge Toede to live nobly as part of a bet to see if a being can be noble without being good. After his first few attempts at doing good (or at least not screwing over his allies) leave him unsatisfied, he muses, "Apparently there's more to this nobility thing than just acting in a self-destructive manner."
- Evil Overlord: Technically, but nobody takes him seriously. Until his spinoff novel.
- 100% Adoration Rating: After the War of Souls, Toede takes control of the town of Flotsam. The locals love him because he provides the safety and stability they've been lacking for years. Toede establishes an efficient civil service, works with the thieves' guild to keep the streets safe, rebuilds Flotsam's defenses and begins reclaiming farmland outside the town.
- Immortal Life Is Cheap: He can be killed, but will keep coming back no matter what. He gets killed multiple times in the novel Lord Toede.
- MacGyvering: Manages to defeat a draconian using only a mirror, pepper, and lamp oil.
- Meaningful Name: "Toady".
- Modern Major General: Kitiara visits Verminaard's military operations in Dragons Of The Highlord Skies. Toede has taken over, and it's predictably become a gong show.
- Our Goblins Are Different: Specifically, he's a hobgoblin, a bigger and tougher variant that, in later editions of D&D, evolved into a Proud Warrior Race Guy strain, in contrast to the malignantly evil and cowardly goblins and the savage hordes of the orcs.
- Pragmatic Villainy: Toede eventually learns the benefits of being a Villain with Good Publicity.
- Small Name, Big Ego: He commissioned a thirty-seven-volume biography of his life in which he claimed to be "the love child of Queen Takhisis, after her Dark Majesty fell head over heels in love with Toede's father, a hobgoblin of enormous good looks and manly prowess, traits that he would pass on to his son," and that he was named after Takhisis's "uncle", "Toede Highgod".
- Smug Snake: A particularly brainless example in the original Dragonlance books. Astonishingly, by the end of the spinoff novel Lord Toede he's evolved into a Magnificent Bastard, thanks to a long, involuntary lesson on the pitfalls of being Stupid Evil. Even one of Takhisis' hellmaidens is impressed!
- Stupid Evil: In his first appearance.
- Starter Villain: He's literally the first "boss monster" the Heroes of the Lance face in the original trilogy.
- Villain Protagonist / Unsympathetic Comedy Protagonist: In Lord Toede.
A legendary evil wizard from before the Cataclysm.
- The Archmage: Prior to the Cataclysm, he was considered one of the most powerful wizards on all of Krynn, even being capable of operating in the middle of Ishtar despite its anti-wizard pogroms.
- Enemy to All Living Things: In the Kingpriest trilogy,he's shown to have a constant aura of darkness around him. Another character notices that the air becomes colder when he is nearby, plants wither, and animals die.
- Evil Sorcerer: He was a master of the Black Robes, a cold-blooded and ruthless sorcerer who routinely stole the bodies of would-be apprentices to preserve his own life, amongst other atrocities.
- Grand Theft Me: How he survived all those centuries; anyone who looked like a promising student would get taken over by him.
- Manipulative Bastard: He was adept at playing others to his advantage.
- Out-Gambitted: By Raistlin, who managed to undo his body-jacking spell and instead consume Fistandantilus' magical knowledge for himself.
- Shrouded in Myth: Very few people even know he existed, and those who do know that fact don't remember much about him, since he lived so long ago and was so secretive when he was alive.
- Walking Wasteland: Some side effect of his experiments in Black Magic left him with a malevolent aura that withered plants and killed small animals.
Lord Ariakan Ariakas
- 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.
- And I Must Scream: A small case of this at the end of Amber and Ashes, when she's locked away in a magical room, where not even the Gods themselves could hear the screams of the person trapped inside. She escapes, though...
- The Atoner
- Dark Action Girl: Can more or less kick anyone in Krynn's ass. Both because she's a god and Takhasis is possessing her.
- Dark Messiah: Preaches the One God's religion to the world.
- The Dragon: In War of Souls.
- God in Human Form: Is a lost child of Paladine and his wife.
- Sleep-Mode Size: In the third book of the Dark Disciple Trilogy', Amber & Blood, she turns into a child with no memories of what happened to her before, save that Goldmoon was her "mother".
- Jeanne d'Archétype: More or less plays this trope straight while she's working for the One God.
- Waif Prophet
- Well-Intentioned Extremist: Thinks the One God is awesome.
A Dragon Highlord and a devout worshipper of Takhisis, he is one of the first major foes that the Heroes of the Lance must overcome in order to thwart Takhisis' plots to conquer Krynn with her armies.
- Authority Equals Asskicking: He takes on Sturm, Tanis, Caramon, and Raistlin at once and wins until Goldmoon enters the fight.
- Bad Boss
- Card-Carrying Villain: Is pretty obvious about the whole "serving a god of darkness" business.
- Carry a Big Stick: His mace, Nightbringer.
- Cool Hat: The iconic Dragon Highlord masks start with him.
- Disc-One Final Boss: Defeating him is the first victory for the good guys in the War of the Lance, even though it was largely by accident.
- Evil Overlord: One of the most overt examples thereof.
- Evil Sounds Deep: His deep, rumbling voice is commented upon in the novels.
- Famous Ancestor: Is Huma's great-great-great-great and so on, nephew. Which is really just a display of how massively petty Takhasis is.
- The Extremist Was Right: In his fear of the return of the good old gods.
- Large and in Charge: He towers over the average man.
- Magic Knight: Is a cleric despite being one of the biggest asskickers in the setting.
- Oh, Crap!: When you are shouting about how you're going to murder children, don't do it in front of an old dragon who thinks the human children are her dragonlings due to senility.
- Religion of Evil: He's a priest in one.
- Tin Tyrant
- Warrior Monk
- Would Hurt a Child: And it is his undoing.
- Badass Moustache: Aran is a Solamnic Knight, so this comes with the territory.
- Bow and Sword, in Accord: Aran is a skilled swordsman, but he's also known for being one of the best archers in the Solamnic Knights.
- Fiery Redhead: He has a boisterious, outgoing nature in keeping with his red hair and moustaches.
- Foregone Conclusion: Aran is mentioned as dying in Dragons Of Winter Night. When he appears in Dragons Of The Highlord Skies, it's obvious that he won't live out the book.
- Functional Addict: He keeps a hip flask that he regularly uses, although it's never shown to hinder his performance.
- Meaningful Name: Shockingly, a guy named Tallbow happens to be an excellent archer.
- Nice to the Waiter: Aran comes from a noble family, but unlike Derek he treats lower-class people just as well as his fellow aristocrats.
- Screw the Rules, I'm Doing What's Right!: He has this attitude towards the Measure, even saying to "piss" on it at one point when it seems to be hindering the cause of good.
- Spared by the Adaptation: Aran dies at Icewall Castle in the Weis and Hickman novels, but he can survive in the modules and continue as part of Laurana's party to Southern Ergoth and Sancrist, and even fight at the High Clerist Tower.
- We Used to Be Friends: Aran used to be good friends with Derek, but they become increasingly distant over the course of the quest for the dragon orb.
- Break the Haughty
- Defrosting Ice Queen: After falling for Sturm.
- Fantastic Racism: Has some serious issues with non-elves until she starts defrosting.
- The Lady's Favor: The starjewel she gives to Sturm.
- Love at First Sight: With Sturm, not that it goes anywhere.
- Politically Active Princess
- Star-Crossed Lovers: Very briefly becomes this with Sturm. He's a Solamnic Knight, she's an elven noblewoman with an initial prejudice against non-elves. It ends before it can go anywhere when Sturm makes his Heroic Sacrifice.
- World's Most Beautiful Woman: Alongside Laurana.
- The Big Guy: Arman Kharas is described as being very big for a dwarf, with a physique that even Caramon would respect.
- The Chosen Wannabe: Arman is sure that he is Kharas reborn and determined to find the Hammer of his namesake to become High King of the dwarves. He actually isn't.
- Dead Guy Junior: Arman takes on the name of the legendary dwarven hero Kharas in reference to what he believes is his ultimate destiny.
- I Have Many Names: Arman's real name is actually "Pike Kytil", although he dislikes admitting it. He took on the name of Arman Kharas as part of what he considers his destiny.
- Meaningful Name: "Arman Kharas" means "lesser Kharas" in dwarven. Arman chose the name in honor of the dwarven hero he intends to live up to. Once Arman finds the Hammer, he plans to ditch the "Arman" part of his name.
- Royals Who Actually Do Something: Arman is the prince of the Hylar clan, and believes he is destined to find the Hammer of Kharas and heal the divisions among the dwarves of Thorbardin.
- The Unchosen One: Arman is convinced that he is Kharas reborn, chosen to find the Hammer of Kharas, become High King of Thorbardin and reunited the dwarves. Reorx, god of the dwarves, actually chose Flint to find the Hammer.
- The Wise Prince: Subverted. Most of the other mountain dwarves consider Arman crazy or a fool for thinking he's Kharas reborn and don't take his claims seriously. Even his D&D ability scores subvert this by giving him a very low Wisdom score and only average Intelligence/
- The Brute: He is very quick to resort to physical violence to solve any problems.
- Cursed with Awesome: He rather likes being a Death Knight, the only thing that sucks for him is that he is stuck on an island... at first.
- The Dragon: He becomes Chemosh's Dragon after he is freed from Zeboim's control.
- Undeath Always Ends: He ends up being killed by Chemosh.
Beldinas Lightbringer, Kingpriest of Istar
The ruler of the theocratic empire of Istar, and the man directly responsible for the world-ruining Cataclysm. Although the mightiest cleric to ever walk the surface of Krynn, his drive to do good spiralled into an obsessive paranoid fear of evil, leading to him corrupting the empire into a place of such self-righteous wickedness and blasphemy that the gods united to crush the city under a massive meteor.
- Balance Between Good and Evil: The sheer amount of damage he did in upsetting this was why the gods ultimately agreed unanimously to the Cataclysm; as bad as it was for mortals, the damage to the fabric of reality his actions were doing would have been worse. Weirdly, the novels and even the game sourcebooks usually describe the upset in terms of he was making Good too strong with his atrocities against evil, but a more believable explanation is that he was twisting the definitions of both so badly that the balance was becoming meaningless.
- Brainwashed and Crazy: Somewhat. It's shown that evil artifact Crown Miceram has affected his mind.
- The Caligula: Somewhat subverted in that no one realized he was nuts until it was too late...
- Fallen Hero: He definitely was a hero of Light. Unfortunately, he went way too far.
- Heel Realization/My God, What Have I Done?: In his trilogy, it's shown that he did realize that his actions were wrong, and what will await him and the world, when Paladine with other gods come to punish,and begs forgiveness, but he's denied.
- Holier Than Thou: Sincerely believed that he was the holiest man in the world, and that thusly he deserved to be elevated to the rank of a deity. You know you have problems when you're saying the Gods of Good aren't as good as you are.
- Jumping Off the Slippery Slope: Went from "promoting Good and opposing evil" to "leading a holy war against monstrous races, Black Magic-users and clerics of any God of Evil" to "using Telepathy magic to root out impure thoughts and burn, torture or mutilate those guilty, in between plotting a genocidal war".
- Knight Templar: As you can tell, the man hated evil to the point of committing worse atrocities than some actual clerics of the Gods of Evil.
- Lawful Stupid: Enough so to become a direct threat to existence. The Cataclysm was caused by his dedication to upholding Good, even if it meant doing things that were clearly evil. Like using thought-police, burning people at the stake, slavery, genocide...
- Light Is Not Good: Supposedly the holiest man in all the world, but he ultimately became a murderous theocratic emperor in the name of his patron god and culminated in the near-destruction of the world.
- Nice Job Breaking It, Hero!: His quest to enact the greatest good possible eventually led to the Cataclysm. Though as the other tropes listed for him indicate, he's only a hero in the most arguable sense.
- The Archmage: A variant in that Beldinas was one of the most powerful wielders of divine magic Krynn had ever seen. He could heal people even as a child, he resurrected Cathan Mar Severin by all but demanding that Paladine do it, and he was able to continue drawing power from Paladine and healing people even after other clerics like Quarath had lost their powers. Notably, he even came very close to seizing Paladine's divine power for himself.
- Unwitting Pawn: Turns out that everything he did was puppetmastered by Fistandantilus.
- Well-Intentioned Extremist: He only wanted to eliminate evil from the world. In the course of doing that, however, he basically became more evil than anyone ever had.
Berem Everman, the Green Gemstone Man
- Blessed with Suck: He can't be killed at all... too bad it's because he's ultimately paving the way for Takhisis to re-enter the world, and he's lost everyone and everything he ever cared about by surviving the Cataclysm which killed them all.
- Immortality: His nickname comes from the green gem embedded in his chest, which makes him incapable of aging or dying and heals him from any wound.
- Nice Job Breaking It, Hero!: Not exactly hero, as he was a common man, but it's his greed for gems from evil gods' temple (admittedly, they lived during the Cataclysm and after that, which were years of a great hunger and starvation) that led to Takhisis' partial return to the world and the steady growth of her evil influence, ultimately leading to the War of the Lance.
- My Greatest Failure: He unwittingly killed his beloved sister and stole green gems, which led to the return of divine evil in the world.
- Non-Action Guy: Until the end.
- Unstoppable Rage: When he hears his sister calling in Neraka.
- Who Wants to Live Forever?: He's not at all happy about his immortality... in fact, in the Chronicles, he's more than willing to replace the stone to seal the gate to the Abyss, killing himself in the process.
- Badass Moustache: Brian is a Solamnic Knight, so this comes with the territory.
- Foregone Conclusion: Brian is mentioned as dying in Dragons Of Winter Night. When he appears in Dragons Of The Highlord Skies, it's obvious that he won't live out the book.
- Guile Hero: When Brian learns that Sturm is pretending to be a Solamnic Knight, he knows that Derek will use that to prevent Sturm from ever being officially made a Knight. Brian then appoints Sturm as his squire, which expunges any of Sturm's past violations of the Measure. Derek is furious at Brian, but is powerless to do anything.
- Ideal Hero: He is one of the Knights who actually strives to live up to its principles, and recognizes that same dedication in Sturm.
- Love at First Sight: He immediately falls in love with Lilith Hallmark, one of the librarians at the Library of Khrystann in Tarsis.
- Small Role, Big Impact: Brian is killed in Dragons Of The Highlord Skies, but his making Sturm his squire allows Sturm to later become a full-fledged Knight and turn the tide at the High Clerist's Tower.
- Spared by the Adaptation: Brian dies at Icewall Castle in the Weis and Hickman novels, but he can survive in the 3rd Edition modules and continue as part of Laurana's party to Southern Ergoth and Sancrist, and even fight at the High Clerist Tower.
- We Used to Be Friends: Brian becomes increasingly distant from Derek during the quest for the dragon orb. He finally burns his bridges with Derek when he appoints Sturm as his squire.
A gully dwarf medicine woman from the lost city of Xak Tsaroth, she becomes instrumental to helping the Heroes of the Lance succeed in the original trilogy.
- Abhorrent Admirer: Of Raistlin, as a result of a Charm Person spell he subjects her to.
- Morality Pet: Again, to Raistlin. Because of his own memories as an underdog in his childhood, Raistlin has far more sympathy for the shunned and mocked Gully Dwarves than any other human, which in turn manifests in him trying to be caring to her. One of the most poignant moments in the Legends finale is Raistlin trying to protect Bupu from the approaching death by giving her back the emerald she gave him in their first meeting, only to see her die as she touches it. It's implied this is a major influence in his Heroic Sacrifice.
- Plucky Girl: She never lets the dangers of the world around her get in her way to help out Raistlin.
- 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.
A noble's daughter turned priestess of Paladine, she kicks off the Legends trilogy by approaching Caramon for help in meeting Raistlin; having received visions of Raistlin's plans to challenge Takhisis, she believes she can sway him from these goals, only to end up enamored with him and falling under his spell.
- Aloof Dark-Haired Girl: She has jet-black hair and a typical noblewoman's arrogance, leading her to look down on those around her.
- Ambition Is Evil: The only bad thing about her. But it's enough.
- Blue Blood: Daughter of a Noble house.
- Break the Haughty: Her being sent back through time and learning about the tarnished history of the gods and Istar, among other things, breaks her of her arrogance. After that she becomes much nicer.
- Defrosting Ice Queen: She does grow out of her arrogance and learn not to be such a stuck-up snob as the trilogy goes on.
- Eerie Pale-Skinned Brunette: Caramon successfully passes her off as a "witch."
- I Can Change My Beloved: Deconstructed. Raistlin ultimately treats her as nothing more than a tool and abandons her in the Abyss when he's done with her.
- Incorruptible Pure Pureness: Deconstructed. Cryania's purity only serves to isolate her from other people and leaves her as something of a poor judge of character.
- Love Martyr: For Raistlin. It nearly nearly destroys her.
- Not So Different: To Raistlin. Both of them are powerful magic users who let their power go to their heads and convince them they are better than everyone else.
- Pride: Crysania VASTLY overestimates her abilities of persuasion, especially when it comes to Raistlin. She also stands up to people she might be better off avoiding.
- Raven Hair, Ivory Skin: Her description talks quite fondly about her pale skin and dark black tresses.
- Unwitting Pawn: Subverted. She knows exactly what Raistlin is planning, but doesn't believe him because she thinks she can change him. She's wrong.
Dalamar the Dark
- Affably Evil: Although a self-proclaimed Evil Sorcerer, he's a pretty easy-going guy to get along with.
- Bastard Understudy: Technically, as he was spying on Raistlin and had hopes of taking over the Tower in turn.
- Chronic Backstabbing Disorder: Whenever he works for another evil figure, he generally plans to betray them for some reason or other.
- Crossover: According to the "Wizards Three" articles that used to run in Dragon magazine, he's acquainted with Elminster of the Forgotten Realms and Mordenkainen of Greyhawk and used to meet them for dinner parties in the home of Ed Greenwood. This is apparently canon, at least in Forgotten Realms.
- Deceptive Disciple: He serves Raistlin loyally, but is secretly spying on him for the heads of the other Towers.
- Even Evil Has Standards: He preferred not to read or keep any Fistandantilus or Raistin's books on how to become a god.
- Every Scar Has a Story: The scars branded upon him by Raistlin when he found out that Dalamar was a spy.
- The Lancer: To Tanis by the end of Legends.
- Mage Tower: Lives in one. A very creepy one.
- Necessarily Evil: It's shown in Dalamar the Dark that most of his motivation to become a Black Robe came from the fact that White and Red magic failed to save Silvanesti.
- Necromancer: He's quite adept at using necromantic spells, as Black Robes tend to be.
- The Starscream: To Raistlin. He's partly there because of his promise to the other Heads of the Towers, but he does want to take control of Raistlin's Tower for himself after Raistlin has been overthrown.
- Tall, Dark, and Handsome: He's a Silvanesti elf with dark hair, so naturally he's tall, lean and very good looking. His dry wit and propensity for sarcasm makes him Tall, Dark, and Snarky as well.
- Villain Protagonist: He's a self-proclaimed Evil Sorcerer, but generally winds up one of the "good guys" in any novel where he's a major character - which accounts for a lot of the Betrayal Tropes listed above.
- Badass Preacher: As the game materials say, Elistan is a man of peace but he'll do what he must for his cause.
- Cold-Blooded Torture: He endured torture at the hands of Verminaard, who tried to forcibly convert him to the worship of Takhisis.
- Defector from Decadence: Started out as a member of the Seeker cult, but with good intentions.
- Easy Evangelism: Goldmoon converted him to the worship of Paladine with one simple parable. He had been searching desperately for something to believe in up to that point, though.
- Good Shepherd: He was the first priest of Paladine after the Cataclysm, meaning he went on to become the founder for the reborn Paladine church.
- Informed Ability: We're told he's a great speaker who was able to move a skeptical Crysania to tears and an eager conversion by the end of their first meeting. We're never actually shown any of this rhetorical skill.
- Older Than They Look: As a result of a wasting disease (cured by Goldmoon).
- Parental Substitute: Acts as something of a father figure to Laurana, who also helps him with looking after the refugees. A jealous Tanis mistakenly thinks that Laurana is in love with him.
- Playing with Fire: When Laurana's party is surrounded by draconians in Tarsis, Flint and Sturm try to fight them off but are badly outnumbered. Elistan evens the odds by destroying most of the draconians with a fiery blast.
- The Power of the Sun: Elistan channels this along with fellow cleric Raggart Knug to destroy Feal-Thas's castle during the journey to Icewall Glacier.
- Reasonable Authority Figure
- Saintly Church
- Silver Fox: Is described as this, and is one reason why Tanis mistakenly thinks Laurana is in love with him.
Gilthas Pathfinder, Speaker of the Sun and the Stars
- Non-Action Guy: Tanis and Laurana's son has no shortage of courage, but a sword wielder he isn't.
- Obfuscating Stupidity: Not so much stupidity as such but he maintained an image of being indolent, sickly and weak-willed to (successfully) fool his enemies.
- Savvy Guy, Energetic Girl: The savvy one to Kerianseray.
- Uneven Hybrid: 1/4 human, 3/4 Qualinesti Elven.
- The Wise Prince
Hederick the Theocrat
- Corrupt Bureaucrat: He's not really evil in that he lacks malice; all he cares about is staying in power.
- Cult: He's the leader of the Seekers, a cult that claims to have unlocked the lost secrets of divine magic.
- Fantastic Racism: Towards everyone but "civilized" humans, including elves, dwarves, and Plainsfolk. He repeatedly derides Riverwind as a "dumb savage" even though he contributes nothing at all to the refugees' escape efforts and Riverwind does all the work in getting them to safety.
- Foil: To Elistan; the former is a genuine cleric who worships one of the real deities of the world, whilst Hederick has no faith in any higher power and his cult is a sham created to amass money and power.
- Miles Gloriosus: He hides during the uprising against Verminaard, then takes credit for it.
- The Millstone: He is an active liability for the refugees after the Heroes free them from Pax Tharkas. From hoarding food to undercutting Riverwind's leadership of the refugee column, Hederick contributes nothing and nearly causes disaster more than once.
- Scam Religion: He created the Seeker cult just to gain political power and money.
Kerianseray, the Lioness
- And I Must Scream: The dragon orb and Cyan Bloodbane trap him in a living nightmare that projects his worst horrors onto the Silvanesti forests. Lorac knows that he's dreaming, but is unable to wake up.
- Break the Haughty: One of the worst examples in the entire series, except maybe for Lord Soth.
- Death by Despair: Lorac is traumatized by the horrors of the Nightmare and broken by the shame of what he's done. This is his fate both in the Chronicles novels and in the modules.
- Died in Your Arms Tonight: This is Lorac's fate in the Chronicles novels, dying in Alhana's arms. It can also happen in some of the ways to free him from the Nightmare in the modules.
- Evil Is Not a Toy: Lorac is convinced that he can use the dragon orb to defeat the Dragonarmies invading Silvanesti. Unfortunately, he didn't realize that the dragon orbs are powered by the spirits of evil chromatic dragons imprisoned in them, and that they are extremely dangerous to use. Lorac drove away the Dragonarmies, all right...but he condemned himself and most of the Silvanesti to a Fate Worse than Death.
- Fantastic Racism: Personifies the Silvanesti attitudes of bigotry and superiority towards other elves and races.
- Fate Worse than Death: To put it mildly. Even when Lorac is free from the Nightmare, he's so broken that death is almost preferable.
- My God, What Have I Done?: In the Chronicles trilogy, Lorac actually survives for a while after the Heroes of the Lance free him from the Nightmare. He is crushed with remorse for his foolishness, and soon dies in Alhana's arms.
- The Power of Love: In the modules, Lorac's bond with Alhana can be used to break him free of the dragon orb's hold and end the Nightmare of Silvanesti.
- Your Mind Makes It Real: The dragon orb makes Lorac's nightmares real and projects them into Silvanesti. To make matters worse, Cyan Bloodbane entered the Nightmare and flooded Lorac's mind with new horrors, making things even worse.
Lord Derek Crownguard
- Adaptational Heroism: In the original 1st edition modules, Derek is a playable hero and his jerkishness is downplayed to his merely being The Rival to Sturm. In the 3rd edition modules, Derek is replaced as a playable hero by Brian Donner. Instead, Derek is an NPC to be played by the DM, who is advised to play Derek as the prime example of how not to act in the fight against evil.
- Ambition Is Evil: He wanted to become Grand Master. Unfortunately, because of his flaws, he becomes quite mean.
- Brainwashed and Crazy: The dragon orb in Icewall Castle subtly manipulates him, amplifying his worst traits to the point where he becomes a fanatic and eventually goes crazy.
- Broken Pedestal: In the updated version of the modules playable with either the SAGA card game or traditional D&D, Derek and his fellow Knight Aran Tallbow are NPCs who can accompany the party to Icewall Glacier. During the battle in Icewall, the DM is advised to have Derek screw up somehow so Aran loses faith in him as a commander. From then on, Aran will take the players' side in any disputes between them and Derek.
- Freudian Excuse: It's implied in Dragons Of The Highlord Skies that Derek took the death of his younger brother Edwin Crownguard earlier in the war very hard. This is the start of his obsession with becoming Grand Master of the Knights and winning the war. Combine that with his innate Glory Hound and Knight Templar tendencies and his Mind Rape by the dragon orb of Icewall (see below) and it's no wonder he turned out the way he did.
- Glory Hound: He's constantly trying to promote himself and earn greater fame and glory.
- Good Is Not Nice: Though the definition of good in his case is definitely arguable.
- Holier Than Thou: He's pretty typical for Solamnic Knights in the time the story is set. Namely, a self-righteous, smug asshole who thinks himself purer than everyone else because of his knighthood.
- Honor Before Reason: So very much.
- Knight Templar: He will do what the Code says, even when it's clearly not the right thing to do.
- Lawful Stupid: Shows why the Solamnic Knights have this sort of reputation, adhering to the letter of the law above and beyond the reality of it. As just one example, he directs Aran and Brian to march into Tarsis openly wearing their Knightly emblems despite knowing full well that the Tarsians despise the Knights. He also forbids them from making an offering to Zeboim when a sailor offers them the chance, despite non-evil sailors doing it all the time to avoid her wrath.
- The Rival: While primarily Sturm's rival, he is also Gunthar's rival for the position of Grand Master.
- Sanity Slippage: He gets gradually more and more insane, culminating in him vastly underestimating the draconians and riding into battle with his forces. The entire army is killed, and Derek survives until he is brought back to the other knights, where his mind has finally snapped and he dies. Dragons Of The Highlord Skies implies that the dragon orb of Icewall Castle subtly Mind Raped him into this.
- Smug Snake
- Sympathy for the Devil: Even if Derek is always a self-righteous prig, one can't help but feel sorry for him with how deeply his little brother Edwin's death affected him and how the dragon orb of Icewall twisted this into his going insane.
Lord Gunthar Uth Wistan
- Badass Mustache: Like all Solamnians, he sports a very large and impressive mustache, and as one of the few good Knights in the original Chronicles, it shows what a badass he is.
- Big Good: In Chronicles, if you take the mortal perspective.
- Character Tics: Gunthar is noted to always stroke his mustache before he rides into battle.
- Cool Old Guy
- Guile Hero: A political one, against Derek Crownguard.
- Honor Before Reason: Though he is good at making use of loopholes.
- Knight in Shining Armor
- Lawful Good: Unlike most of the Knights of Solamnia, and like Sturm, he manages to mostly avoid being Lawful Stupid, though he has many more boundaries as acting Grand Master than Sturm has.
- Only Sane Man: Amongst the leadership of the Knights of Solamnia. Once he becomes Grand Master, he begins to try and rework the Measure.
- Parental Substitute: Briefly acts as one for Sturm.
- Reasonable Authority Figure: One of Gunthar's most significant achievements as Grand Master besides winning the War of the Lance is his revising the Measure. After the war ends, Gunthar appoints a panel of scholars and Knights to update the Measure to make it more flexible and capable of responding to modern challenges, while more closely adhering to the spirit of the Knighthood's principles.
- Stroke The Mustache
The most notorious Death Knight in all of Krynn, and perhaps the first of his kind to darken that world, Lord Soth was once a noble Solamnic Knight of the Rose who ruled justly from his home of Dargaard Keep in the time of the Kingpriest. One day, he and his loyal warriors rescued a band of elven priestesses from ogre bandits, and Soth fell in love with the youngest and most beautiful of them. The two of them gave in to their desires, and Soth, consumed by lust, arranged for his seneschal to murder his former wife. His former spouse's death aroused suspicions, and Soth was jailed; when his lover's fellow priestesses came forth and revealed his indiscretions with the now-pregnant priestess, Soth's honor was forever soiled. His lover and loyal men freed him from his prison before he could be executed and returned him to his home, where he was beseiged. Eventually, with the aid of his wife's prayers, he was contacted by Paladine and forewarned of the coming Cataclysm, and offered the chance to redeem his honor by thwarting the Kingpriest's blasphemy. Unfortunately for the world, the same priestesses intercepted him and convinced him to turn from his quest by making claims of his wife's infidelity. For this, the world burned, a conflagration in which he let his wife and newborn son die, and Soth became a Death Knight. He refused to fight in Takhisis' War of the Lance until Kitiara impressed him by accepting his challenge to spend the night in his haunted castle; eventually, he became infatuated with her, and during her reign as Highlord, he ultimately manipulated her into a war against Palanthas that ended with her death, because he hoped to make her into his undead bride. The story diverges there, with the games stating that he eventually became a temporary Darklord in Ravenloft but the novels insisting it never happened, until ultimately he was destroyed by Takhisis.
- Black Knight: As befits a Death Knight. He's even literally a black knight; his armor has been rendered near-black from being burned, most notably tarnishing the rose heraldry so that he sports black rose blooms on it. Hence his nickname "Knight of the Black Rose".
- Classic Villain: In the final issue of Dragon (the official D & D magazine), he was named as one of the greatest villains of all time (sixth greatest, in fact), and he is widely considered by fans to be the archetypal Death Knight.
- Continuity Snarl:
- Over whether or not he actually was trapped in Ravenloft, due to the authors of Dragonlance hating his having been taken and triggering an Armed with Canon war between Dragonlance and Ravenloft authors. It should be noted that the game itself tends to side with "he was, and he was returned to Krynn barely seconds after he left when the Dark Powers got bored with him".
- Also, his relationship with his first wife and when he actually became a Death Knight have been subjected to retcons, with at least one story claiming he'd actually become a lich-like undead being without realising it before his fateful encounter with the three priestesses on his quest to stop the Kingpriest.
- Death Equals Redemption: He later rejects Takhisis when Mina comes to recruit him for her, and, becoming mortal, dies, wishing to meet his elven lover and son in the afterlife.
- Darth Vader Clone: While he doesn't check every box, he checks enough of them. Former hero? Check. Magic Knight? Check. Wears dark armor, complete with cape and helmet? Check. Terrifying voice? Check. The Dragon instead of a primary villain? Check.
- Enemy to All Living Things: Via his powers as a Death Knight.
- Fallen Hero: Big time. He could have stopped the Cataclysm that ultimately devastated Krynn, killing millions, if he hadn't decided that abandoning his quest to accuse his wife of cheating on him was more important.
- I Love the Dead: Inverted; he's an undead man who fell in Mad Love with a living human woman.
- Lawful Evil: In-Universe; he may be a murderous, self-obsessed monster, but he still upholds a strictly military bearing and even upholds some standards of the Solamnic Knight's Oath and Measure. Admittedly, this is more as a mockery towards his human life.
- Nightmare Face: One illustration from the original Chronicles modules shows what he looks like under his armor-namely, a visibly charred skeleton with a few strands of hair hanging underneath his helmet.
- Our Liches Are Different: He's a Death Knight, which is essentially a Magic Knight version of a lich.
- The Paladin: As a Knight of the Rose, he was the equivalent of this in Krynn. But that was before his fall into his present status, as a twisted undead Black Knight.
- The Punishment: Becoming a Death Knight seems like this, given it's granted him immortality and incredible power; he's virtually indestructible, a Magic Knight capable of destroying vastly greater numbers of foes, and he projects an aura of fear so intense that he terrifies Kender.
- Remarried to the Mistress: Was seeing his second wife Isolde on the side while still married to Korrine, his first, and she was even pregnant with his bastard child at the time Korrine died.
- Too Dumb to Live: Almost literally; he turned from his quest because he believed the slander of three elven priestesses — the same ones who revealed his infidelity and murder in the first place. There was literally no reason he should have trusted them.
- The Undead: As a Death Knight.
- Undeath Always Ends: Eventually, Soth is made mortal and then slain by Takhisis when she tries and fails to recruit him to her cause again.
- Unholy Matrimony: His motivations in Legends come to center increasingly around his very creepy crush on Kitiara.
- Was Once a Man: Like all Death Knights, he was once an honest and noble mortal, a Solamnic Knight of the Rose who earned his damnation through arrogance and shortsightedness.
- I See Dead People: Since a young age, he's had the innate ability to see and speak to ghosts and spirits, which is why he grew up to be a Nightstalker.
- 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.
The son of Caramon and Tika, Palin was the only one of his father's children to inherit his grandmother and uncle's propensity for magical powers. Though his father initially tried to fight it, eventually, he gave in and accepted Palin's destiny to become a mighty wizard. When the Fifth Age dawned and the old ways of magic were lost, Palin led the way in rediscovering magic from the time before the gods of the moons founded the arts of High Sorcery.
- 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. Which Raistlin approved.
- 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.
- Arranged Marriage: To reunite Qualinesti and Silvanesti. Later becomes Perfectly Arranged Marriage.
- Break the Haughty: Originally as smug and superior as any Silvanesti, Porthios learns the hard way just how nasty his fellow elves can be.
- Category Traitor: Much of Porthios's growth comes long after the War of the Lance. He marries Alhana Starbreeze to unite their kingdoms and improve the elves' hopes of survival. Many Qualinesti nobles consider Porthios a traitor and plot to overthrow him. He is eventually forced to flee and form La Résistance with various Qualinesti, Silvanesti and Kagonesti dissidents.
- The Dutiful Son: Out of Solostaran's three children, Porthios is the one who helps their father look after their people. He is very unhappy at Laurana running away to join Tanis and the other Heroes.
- The Exile
- Good Scars, Evil Scars: He is horribly burned by a dragon's fire and is forced to wear a mask to cover his scarred face.
- The Faceless
- Fantastic Racism
- Four-Temperament Ensemble: The Choleric among the four royal children of Qualinost, alongside Giltanas (phlegmatic) , Laurana (Sanguine) and Tanis (Melancholic).
- Good Is Not Nice
- Parental Favoritism: His father's favorite.
- 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.
Bastard son of Sturm Brightblade and Kitiara uth Matar, conceived without the knowledge of his father, who never knew who he was growing up.
- Ancestral Weapon: The Brightblade.
- Anti-Villain: He's a Knight of Takhisis, but one of the main protagonists of Dragons of Summer Flame and ultimately a heroic character.
- Black Knight: He was a Knight of Takhisis, making him one of these.
- Cool Sword: The Brightblade, which is his father's family sword.
- Heroic Bastard: Illegitimate, and, as noted above, a member of an order of Black Knights, but ultimately a heroic character.
- Who Names Their Kid "Dude"?: Who would call their kid "Steel"? A ruthless mercenary who not only believes in the supremacy of the sword, but lives in a world where steel coins have replaced gold coins as the most valuable currency.
- Supernatural Gold Eyes: Mostly subverted in that they turn out to be less of an indication of supernatural origin than people initially suppose.
Branchala, the Song of Life
- God of Good
- Hot God: God of Beauty.
- Love God
- Magic Music: What else would you expect of the God of Music and Poetry? He can perform divine miracles with his voice or musical instruments.
- The Muse: God of Inspiration.
Habbakuk, the Fisher King
- The Beastmaster: God of Animals.
- God of Good: He's aligned with the gods of good.
- Heroic Willpower: Is also the god of persistence.
- Making a Splash: Is the God of Water.
- The Phoenix: His symbol is a blue phoenix.
Kiri-Jolith, the Sword of Justice
- Animal Motifs: A bison. It's his celestial symbol and he sometimes appears as a bison-headed minotaur.
- 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.
- God of Good: He's aligned with the gods of good.
- Knight in Shining Armor: Patron deity of the Knights of Solamnia.
- 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.
- War God: A rare heroic version.
- Worthy Opponent: How he sees Sargonnas, his Evil Counterpart. It seems to be mutual.
Majere, the Mantis of the Rose
- Animal Motifs: Praying Mantises and Spiders.
- All Monks Know Kung-Fu: Monks of his order train in martial arts.
- God of Good: He's aligned with the gods of good.
- The Good Chancellor: To Paladine.
- Jerkass Gods: After all of his worshipers at a monastery save one, Rhys, are murdered, he shows up in person and refuses to offer Rhys any aid in getting justice, instead advising him to continue living the same life he had before.
- The Smart Guy: Has the knowledge domain.
Mishakal, the Healing Hand
- God Couple: With Paladine.
- God of Good: She's aligned with the gods of good.
- Happily Married: By all accounts, definetely to Paladine.
- Healing Hands: Goddess of Healing.
- Lady of War: Has become one after the War of Souls trilogy.
- The Medic: The goddess of them.
- Top God: Leader of the Gods of Good post War of Souls.
Paladine, the Platinum Dragon. Former leader of gods of good.
- Big Good: He was a good counterpart to Takhisis. Until he allows himself to be depowered as a price for doing this to Takhisis.
- Bunny-Ears Lawyer: As Fizban. He also appears as an obese monk in the Kingpriest Trilogy.
- Crystal Dragon Jesus: Justified, as he's more like the Highgod than any of the other Good deities.
- Dragons Are Divine: Is known as the Platinum Dragon. However, he rarely appears in this form.
- Expy: For Bahamut, the god of good dragons from other D&D settings.
- Divine Right of Kings: Gives authority to good rulers.
- God Couple: With Mishakal.
- A God I Am Not: He gives up his godhood to maintain the Balance Between Good and Evil after Takhisis is killed.
- God of Good: He's aligned with the gods of good, and is actually their leader for much of the series.
- Happily Married: By all accounts, definitely to Mishakal.
- Obfuscating Stupidity: As Fizban.
- The Good King: God of Rulership.
- The Paladin: If the name wasn't an indication.
- Top God: Leader of the Gods of Good.
- Reasonable Authority Figure: God of Rulership.
Solinari, the Mighty Hand
- An Ice Person: His aspect in Dragons of the Hourglass Mage carries a chalice of ice.
- The Archmage: A God of Magic.
- God of Good: He's aligned with the gods of good.
- Unwitting Pawn: To Takhisis in Dragons of the Hourglass Mage.
Chislev, the Beast
- Cute Monster Girl: Her aspects are described as having animal-like traits.
Gilean, the Book
- Animal Motifs: An owl.
- God in Human Form: As Astinus.
- The Smart Guy: God of Knowledge.
- Truly Single Parent: His daughter Lunitari sprung fully-formed from him.
- The Watcher: He observes the world and records what happens for the sake of posterity, but never interferes if he can help it.
- Top God: Head of the Gods of Balance.
Lunitari, the Veiled Maiden
- The Archmage: A Goddess of Magic.
- Fiery Redhead: How she usually appears.
- Master of Illusion: One of the areas of magic that she specializes in is Illusion.
- Unwitting Pawn: To Takhisis in Dragons of the Hourglass Mage.
Reorx, the Forge
- Alternate Character Interpretation: In-Universe. Dwarves and Gnomes have very different views of him, each in their own image.
- Dishing Out Dirt: God of Earth.
- The Gambling Addict: Gets some heroes into trouble by this when he's Dougan Redhammer.
- The Maker: Forged the world from Chaos. The sparks became the stars (which are unborn souls).
Shinare, Winged Victory
- Animal Motifs: A Gryphon.
- God Couple: With Sirrion (who supposedly crafted her out of precious metals).
- Honest Corporate Executive: She urges her clerics to be this, in contrast to her Evil Counterpart Hiddukel.
- Knight in Shining Armor: Becomes a patron of the Knights of Solamnia following Paladine's loss of godhood.
Sirrion, the Flowing Flame
Zivilyn, the World Tree
- 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.
- Time Master: Is the god of time.
- Time Travel: Gets involved in this sometimes.
- Seers: God of Prophecy.
Chemosh, the Lord of Bones
- Animal Motifs: Goats, well, Goat skulls.
- Animate Dead: One of his abilities.
- 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.
- Divine Date: In a relationship with Mina in the Dark Disciple Trilogy. It doesn't last.
- Eerie Pale-Skinned Brunette: His aspect in the Dark Disciple Trilogy.
- 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.
- God of Evil: He's aligned with the gods of evil.
- The Grim Reaper: God of Death.
- 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.
- The Judge: Judges the souls of the dead.
- Love Makes You Dumb: Falling in love with Mina proves to be his undoing.
- Necromancer: Pretty much the default set of powers for his Clerical followers.
- Sloth: God of Sloth.
- The Starscream: After Takhisis' death he strives to become the Top God.
- Straw Nihilist: He encourages this viewpoint.
- Sympathy for the Devil: He seems to cause this in the Dark Disciple Trilogy.
- The Undead: What he has dominion over.
- Whatevermancy: His followers are granted the power of necromancy.
- Wicked Cultured: Sometimes appears as this.
Hiddukel, the Prince of Lies
- Corrupt Corporate Executive: One of his aspects is basically the fantasy version of one.
- Deal with the Devil: His favored method of corrupting mortals.
- Dirty Coward: He is a coward at heart.
- Evil Counterpart: To Shinare.
- Expy: Of the archdevil Mephistopheles from Dungeons & Dragons (one of Hiddukel's alternate names is M'Fisto), though the latter is Lawful Evil.
- God of Evil: He's aligned with the gods of evil.
- Greed: God of Greed.
- King of Thieves: God of thieves and criminals.
- Man Behind the Man: Takes this role in the Taladas Trilogy.
- Satan: He is not the head evil deity, but his motif of corrupting mortals through Faustian Pacts and he can manifest as the stereotypical appearance of Satan (red guy with horns and a tail) as one of his Aspects.
Morgion, the Black Wind
- Animal Motifs: Goats and rats.
- 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, goddess of life and healing.
- 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.
- God of Evil: He's aligned with the gods of evil.
- 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: He's the god of poison. You have to expect he'd be good at it.
- Omnicidal Maniac: Possibly, one of his lines in a book is "I am Morgion...I am the end of all things."
- Plaguemaster: God of Disease.
- Poisonous Person: God of Poisons.
- Worthy Opponent: How he sees Mishakal.
Nuitari, the Devouring Dark
- Affably Evil: He can act this way when he wants to.
- Ambition Is Evil: While he is now one of the gods of magic, before he became one he used to represent Ambition.
- Black Magic: He specializes in it, as do his followers.
- Evil Counterpart: To Solinari and Lunitari.
- Evil vs. Evil: He's broken ranks with Takhisis more often than not due to his respect for the Balance.
- Evil Wizard: God of Evil Magic.
- God of Evil: He's nominally aligned with the gods of evil, though tends to associate more with the other two gods of magic than with the rest of his family.
- Pride: God of Pride.
- Token Evil Teammate: Not part of a Five-Man Band, but he is close to Solinari and Lunitari, the god and goddess of Good and Neutral magic respectively.
- Unwitting Pawn: To Takhisis in Dragons of the Hourglass Mage.
Sargonnas, the Red Condor
- Affably Evil: At times.
- Animal Motifs: Condors. He has also been known to appear as a bull or a buffalo for the benefit of his minotaur followers.
- Even Evil Has Standards: He's repeatedly shown as being far more sane and stable, or at least less prone to self-destructive Chronic Backstabbing Disorder, than Takhisis.
- Evil Counterpart: To Kiri-Jolith.
- God of Evil: He used to be the "consort" of Takhisis, and now that she is dead, he's the most powerful evil deity.
- Number of the Beast: In the Dragonlance Adventures accessory, he (or at least his avatar) had 666 hitpoints.
- Pet the Dog: He definitely loves his minotaur race, just as they love him.
- Proud Warrior Race Guy: The god the the proud warrior race worships.
- Revenge Before Reason: God of Vengeance.
- Top God: After the death of Takhisis he becomes the most powerful evil god.
- Unstoppable Rage: God of Wrath.
- War God: A god of war.
- Worthy Opponent: How he sees Kiri-Jolith, his Good Counterpart.
Takhisis, the Queen of Darkness. Leader of evil gods.
- Alas, Poor Villain: Her alternate universe counterpart in "There is Another Shore You Know, Upon the Other Side" was forced to travel around for performances where she was heavily abused after being Brought Down to Normal.
- 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 an 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.
- Big Bad: The major one of the setting until her schemes become despised even by other gods of evil, and then she's depowered and killed.
- The Chessmaster: She always plots to conquer the world. In Soul War, she nearly succeeds.
- Chronic Backstabbing Disorder: She will screw over anyone either as part of her labyrinthine goals, vindictiveness at a perceived failure, or just out of a sheer love of screwing people over. It's bad enough that in one story, a Black Dragon abandons worshipping Takhisis because it has come to the realization that she is a selfish, untrustworthy sociopath who thinks It's All About Me. And Black Dragons are generally considered some of the nastiest and most spiteful Chromatics themselves!
- Dragons Are Divine: Her main aspect is a 5-headed dragon, although comparisons with the mainstream D&D goddess Tiamat has led to this form being phased out.
- Evil Counterpart: To Paladine.
- Evil Matriarch: After mothering the second generation of Chromatic dragons, Takhisis brutally killed two of them solely to make a point to the others.
- Expy: Of Tiamat, the dragon-goddess of other Dungeons & Dragons settings.
- Faux Affably Evil: She definetely can be polite, but only when it serves her.
- Fatal Flaw: Her maliciousness and treachery, which ultimately alienates all of her fellow gods and mortal worshippers — even her husband, Sargonnas, ultimately decides he wants nothing to do with her.
- 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.
- A God Am I: Inverted, and then she is killed.
- God of Evil: Was the most powerful one.
- God Save Us from the Queen!: Even to other evil gods.
- Lust: Beyond her aspect of the Temptress, who uses her seductive nature to entice people into her worship and who patrons those seeking power and intrigue to better provide for their own lusts, she herself is controlled by her lust for power, and control.
- Sealed Evil in a Can: After Huma defeated her and make her swear to return to Abyss
- Take Over the World: Her ultimate goal.
- The Vamp: In her aspect as the Temptress. Downplayed as she rarely uses this aspect.
- Top God: Leader of the Gods of Darkness. Until her death at the end of the War of Souls.
Zeboim, the Sea Witch
- All Girls Want Bad Boys: Had a thing for Ariakas.
- Disproportionate Retribution: Attempted this by punishing Ausric Krell for killing her son with Death Knighthood. It didn't exactly work out.
- Clingy Jealous Girl: A non-romantic example in that Zeboim is extremely touchy about mortals who sail her waters without honoring her. In Dragons Of The Highlord Skies, we learn that sailors frequently throw small offerings overboard when they're out on the waters to avoid incurring her wrath. A sailor offers Derek Crownguard, Aran Tallbow and Brian Donner the opportunity to do so. Brian and Aran are inclined to do it, but Derek threatens to prosecute them for blasphemy if they do. It's implied that this is what got Brian and Aran killed at the end of the novel, and one of the reasons Derek later went crazy.
- Evil Counterpart: To Habbakuk and Chislev, the other nature-gods.
- Kill It with Water: She is fond of drowning those who displease her.
- Laser-Guided Karma: In "There is Another Shore You Know, Upon the Other Side", she is given an intensely cruel punishment of being chained behind ships and dragged behind them as they sail, leaving her perpetually drowning but with enough divine essence to keep her from ever dying.
- Mama Bear: She might be evil but she loves her son, as Ariakan's betrayer Ausric Krell had the misfortune to discover.
- Making a Splash: Goddess of the Sea.
- Prongs of Poseidon: As befitting a sea goddess.
- Villainous Glutton: Goddess of Gluttony.
- Apocalypse How: Class Z.
- Balance Between Good and Evil: It's said that if the balance shifts too far he will return.
- Big Bad: Dragons of Summer Flame.
- Greater-Scope Villain
- The End of the World as We Know It: His ultimate goal.
- Exactly What It Says on the Tin
- Fate Worse than Death: Most Omnicidal Maniacs just want to end the world - Chaos wants to make it so that the world never existed at all.
- No Indoor Voice: Everything his aspect says is in a booming voice.
- Omnicidal Maniac
- Order Versus Chaos: Three guesses what side he's on, the first two don't count.
- Person of Mass Destruction
- Playing with Fire: His aspect has hair and a beard made of fire. He also burns the island of the Irda to ashes.
- Reality Warper: All gods are this to some degree, but his very presence warps the world.
- Retcon: He was initially supposed to be the original creator god, then he became a Satan-analogue, and finally became the embodiment of entropy and destruction.
- Sealed Evil in a Can: His aspect in the Graygem of Gargath.
- Divine Delegation: He's technically the ultimate power of the Dragonlance multiverse, but he never does any work, instead expecting the lesser deities to run everything for him.
- 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 Versus Chaos: Embodies Order.
- Top God: Of the God of Gods version.
- Truly Single Parent: He created Paladine, Gilean, and Takhisis by himself and considers them his children.
- Functional Magic: Of the Theurgy variety (but they prepare it in a Vancian way).
- White Magic: Clerical magic focuses predominantly on healing, defense and bolstering its recipients, leaving offensive spells mostly in the hands of wizards.
MysticsMysticism 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.
- Soul Power: The sphere of Spiritualism.
- Wizarding School: There is the Citadel of Light founded by Goldmoon.
Primal SorcerersThe 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.
- Background Magic Field: From which they draw their magic from (well, and their own souls too).
- Blow You Away: Aeromancers.
- Dishing Out Dirt: Geomancers.
- Full-Contact Magic: In the SAGA system RPG anyone could learn Primal Sorcery as long as they had a high enough reason score. So, a character who is not a Squishy Wizard could learn a School of Sorcery.
- Functional Magic: Of the Force Magic variety.
- Green Lantern Ring: Primal Sorcery in the SAGA system was a system that had Sorcerers make up spells on the fly. This could result in the player finding all sorts of ways to do something with what schools of Sorcery they had.
- An Ice Person: Cryomancers.
- Magic Knight: For the same reasons given for Full-Contact Magic above.
- Making a Splash: Hydromancers.
- Master of Illusion: Spectramancers can go this route.
- Not That Kind of Mage: A Sorcerer is not to be mistaken for a Wizard.
- Playing with Fire: Pyromacers.
- Razor Wind: Aeromancers.
- Shock and Awe: Electromancers.
- Summon Magic: Summoning is a School of Sorcery.
- Whatevermancy: Aeromancy, Cryomancy, Electromancy, Geomancy, Pyromancy, Hydromancy, Spectramancy are all Schools of Primal Sorcery.
- Wizarding School: There was the Academy Of Sorcery, but it was destroyed shortly before the War of Souls, but there are likely still minor Sorcery schools scattered across Ansalon.
- 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.
- 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.
- Black Cloak: The Black Robes actually use this as their uniform, hence the name.
- 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, using Abjuration and Divination magic, Red represents Neutral, using Evocation and Illusion magic, and Black represents Evil, using Necromancy and Enchantment magic.
- Fictionary: The language of magic is based off of the Indonesian language'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.
- Magical Gesture: As is standard practice for wizards in D&D, most spells require somatic components to be successfully cast.
- Magical Incantation: As is standard practice for wizards in D&D, most spells require verbal components to be successfully cast.
- Magical Society: The Towers of High Sorcery, which form the unifying and governing body of all wizards as a whole.
- 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.
- Fantastic Racism: They are often prejudiced toward non-humans.
- Humans Are Average: As per Dungeons & Dragons standard.
- Humans Are Flawed: It's a recurring theme in the novels that humans are particularly likely to succumb to corruption or just their own darker impulses.
- Humans Are White: Averted; most of the northern ethnic groups have dark skin. Most of the main characters of the novels are white, though.
- Proud Merchant Race Guy: The Ergothian sailors.
- Proud Warrior Race Guy: Many of the Solamnic people.
A species of Super Soldiers engineered by Takhisis in the War of the Lance, they are essentially Krynn's version of orcs, despite being a race of highly regimented and disciplined Draconic Humanoids. The original draconians were mutated from the unhatched offspring of metallic dragons, resulting in what were supposed to be innately evil reptilians; ironically, after the War of the Lance, experiments would be conducted on chromatic dragon eggs that would lead to breeds of innately good draconian.
- Acid Pool: Kapak and venom draconians dissolve into these.
- Action Bomb: Aurak, bozak, and flame draconians all explode (after an Unstoppable Rage in the aurak's case).
- Bizarre Sexual Dimorphism: A variation; female draconians don't look that different, but their abilities are different to the males of their strain.
- Deadly Gas: Vapor draconians turn into a cloud of this.
- The Dog Bites Back: As recounted in the novels, it was the consistent ill-treatment of the draconians by Takhisis and her worshippers that led to the draconians breaking away from Takhisis entirely. Indeed, draconians from Teyr fought alongside the Steel Legion to stop Takhisis from manifesting on Krynn at the end of the first half of the Age of Mortals.
- Draconic Humanoid: Only a small number of them can still fly, but they are all visibly like dragons twisted into a human-like form.
- Dude, Where's My Respect?: Draconians suffered immense Fantastic Racism from their human creators and commanders from the start, resulting their being treated as not only dim-witted Cannon Fodder like goblins, but outright expendable. Even after the War of the Lance and the founding of the theoretically honorable Dark Knights of Takhisis, it was still official policy to treat draconians as brainless fodder — for example, in "The Doom Brigade", Kang's forces of highly skilled, veteran combat engineers are told that the Dark Knights plan on reassigning them to latrine digging duties for the rest of their days, purely on basis of their race.
- Elite Mook: The bozaks are a step up from baaz and often lead them, while auraks are considered the most powerful metallic draconians, being the most magically proficient and possessing arguably the deadliest Last Breath Bullet.
- 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.
- Henchmen Race: They were created from the corruption of metallic dragon eggs.
- Last Breath Bullet: The different types of draconians all have unique - and potentially catastrophic - abilities that activate upon death.
- Literally Shattered Lives: Frost draconians freeze solid and then explode in a shower of razor-sharp icicles.
- Lizard Folk: Dragon-folk, really, though only a few strains have wings.
- Mooks: Baaz draconians serve as this to the draconians as a whole, as they are the weakest, dumbest, and the most easily produced; a single brass dragon's egg will produce up to twenty baaz if subjected to the ritual.
- One-Gender Race: Invoked at first, and even the draconians believe they're an Always Male species, until they learn that there are females, it's just that Takhisis hid them away to keep the draconians under her thumb.
- Poisonous Person: Male kapak draconians have glands that secrete venomous saliva.
- Proud Warrior Race Guy: In contrast to the orcs, whose narrative role they fill, they are highly disciplined and soldierly rather than rampaging hordes. Even with their tendency to be usually evil, they tend to look down on most other races in the dragonarmies, since they usually are chaotic thugs. This trait is why they ultimately reject Takhisis as a general race, since while they don't mind fighting, they do object to being treated as expendable slaves and Cannon Fodder, which Takhisis encouraged.
- Shock and Awe: Lightning draconians explode in a blast of electrical energy that arcs from victim to victim as per a chain lightning spell.
- Spontaneous Draconian Combustion: Auraks burst into flames during their Unstoppable Rage.
- Taken for Granite: Baaz turn to stone. While the statue will crumble after a couple of minutes, that is an eternity to wait in a battle if your sword is lodged in one's chest.
- This Was His True Form: A bizarre inversion, in which a murdered sivak will temporarily take the form of the being that killed it, potentially leading to some Laser-Guided Karma, but is generally the most Useless Useful Last Breath Bullet among draconians.
- Voluntary Shapeshifting: Sivaks can shapeshift into their victims, but only once - once they revert, they have to kill again in order to shapeshift again.
- Unstoppable Rage: Auraks enter one of these upon death, bursting into flames and attacking everything (even allies) wildly before eventually exploding.
- Winged Humanoid: All draconians but auraks have wings, though only sivak, lightning, and flame draconians 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.
Formerly humans who labored for Reorx during the Time of Myth, Reorx cursed their ancestors for being dissatisfactory, turning them into the first gnomes; some of these gnomes were then exposed to the Graygem of Chaos, becoming the first dwarves. At least, that's the story humans tell; dwarves claim they were the ultimate creation of Reorx and other species came about by trial and error. They are divided into four seperate species, which subdivide into assorted clans; Mountain Dwarves live in high mountains and spend most of their life underground mining, whilst Hill Dwarves live in lower hills and are predominantly surface-bound in their lives, whilst Dark Dwarves live exclusively underground and Gully Dwarves are the unwanted bastardization of the race spawned of dwarf/gnome interbreeding.
- 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 vs. 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 legendary war stemming from 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 duergar and derro, respectively, from mainstream Dungeons & Dragons.
- Interspecies Romance: It doesn't happen often, and is almost exclusively seen with a hill dwarf, but Krynnish dwarves do fall in love with humans, and can even produce hybrid children.
- Mighty Glacier: Dwarves as a general rule are slow-moving, but incredibly tough.
- Non-Human Humanoid Hybrid: Gully dwarves are believed to be the result of disastrous crossbreeding occurring between gnomes and dwarves.
- 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 who are barely smarter than animals.
- Proud Warrior Race Guy: Dwarves have long traditions of warfare and courage on the battlefield, and they don't intend to let anyone forget it. Zigzagged in that there's plenty of dwarven non-warriors too, especially amongst the hill dwarves, and they also get respect.
- Stout Strength: They may be short and stocky, but they're powerful.
- Cultural Posturing: Elves do a lot of this. Ironically, despite being created by the Gods of Good, they really haven't achieved much, if anything, to actually deserve it. In fact, given the Kingpriest was secretly being goaded on/supported by elven bigots who saw him as a useful tool to wipe out all the races they deemed unworthy (including both Obviously Evil ones like ogres, but also "ugly" ones like minotaurs and dwarves), one could say the elves don't deserve any accolades at all.
- Elfeminate: As is typical for D&D elves, they're fairly androgynous, and it's specifically noted that Tanis is capable of passing as human almost exclusively because he can grow facial hair, which purebloods can't.
- Elves vs. Dwarves: Downplayed; the two species may not see eye to eye very often on the whole, but they usually ignore each other. Both groups tend to be more concerned with fighting internal wars between branches of their own species.
- 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, though in the past even the regular Dargonesti (or at least a very large faction of them) were drawn to evil under their lunatic Queen Uriona.
- 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: It's typical for D&D elves; they're quick and agile, but they cannot take a lot of punishment.
- 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 have this as their hat, forsaking the elaborate cities built by the Qualinesti and Silvanesti to instead live a tribal lifestyle, focused on hunting and gathering for what they need in the dep forests.
- 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). Dargonesti ("civilised" city dwelling sea elves) look down on both land elves (even the Silvanesti!) and other sea elves, the nomadic Diminersti.
- Perma-Shave: Out of all elves, only the oldest Silvanesti are known to grow wispy facial hair.
- Proud Scholar Race Guy: The Silvanesti have this as their hat, being particularly focused on preserving lore.
- 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.
- Elite Mook: Hobgoblins serve this role, being taller and stronger than normal goblins, as well as the most skilled, disciplined and well-armed of all goblinoids.
- Giant Mook: Bugbears are this to other goblinoids, being the biggest and the strongest of them all.
- Half-Human Hybrid: Half-Goblins replace half-orcs on Krynn. They tend to be extremely self-assured, confident, driven, and yet with a natural knack for seeing both sides of the picture. Rather than lament about not fitting in with either race, half-goblins tend to focus on bridging the two sides of their ancestry, creating a unified culture to which they can happily belong.
- Mooks: Goblins are essentially this to any evil faction in the setting.
- 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. Unlike most settings, they're not usually portrayed as irredeemably evil; in fact, they're usually being commanded by someone else. Moreover, goblinoids on Krynn are known to be able to crossbreed with humans.
Formerly humans who labored for Reorx during the Time of Myth, Reorx cursed their ancestors for being dissatisfactory, turning them into the first gnomes and giving them them both a compulsion to pursue technology and the inability to use it properly. They are the ancestors of dwarves and kender, as both races mutated from gnomes exposed to the Graygem of Chaos.
- Bungling Inventor: Their racial hat in a nutshell. Gnomes love technology and pursue it incessantly. They just never manage to make it work right.
- Depending on the Writer: Exactly how their Bungling Inventor hat is portrayed does vary from author to author in the novels. The Hickmans originally portrayed them as over-complexity-addicted failure-admiring fools, which is how the tabletop game tends to portray them. Other authors are different; for example, Paul B. Thompson and Tonya R. Carter portrayed their tinker gnomes in Darkness & Light as being perfectly capable inventors, just with a bad tendency towards monomaniacal focus and a lack of thinking about the world around them.
- Fantasy Gun Control: It's explicitly stated that Krynn has no guns because the only source of such technology is the gnomes. Who, even if they were willing, would make something that would probably be too big, heavy and overcomplicated to use, assuming it didn't just blow up the first time you pulled the trigger.
- In fact, it's subtly implied that Krynn's medieval stasis remains unchallenged mostly because people take a look at gnomes and decide "screw science; sorcery is saner, safer and more reliable" and leave them to it. The sad thing is, they're not exactly wrong.
- Gadgeteer Genius: For a loose definition of "genius". A lot of tinker gnome things can actually work... it's just they usually don't work at what they're supposed to do. Like an attempt to create liquid fertilizer that instead created Invisibility potion, for example.
- Gone Horribly Wrong/Gone Horribly Right: While a lot of gnome stuff just breaks down or fails when used, sometimes it goes disastrously wrong, leading to death and mutilation. Other times, it technically succeeds, but causes just as much death and destruction.
- Mad Scientist: If a tinker gnome isn't a mad engineer, s/he's probably this.
- Motor Mouth: Gnomes have the ability to "talk and listen at the same time". As a result, their usual habit is to rapidly spit forth a diatribe, including elaborate amounts of information and incorporating answers to asked questions into a single ongoing run-on stream of dialogue
- 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 scientist" trait in modern fantasy.
- Phrase Catcher: The tinker gnome homeland of Mount Nevermind is actually a case of this; the gnomes never named it, except as a Motor Mouthed spiel detailing every physical attribute about it. Eventually, after hearing humans always say "Never Mind" whenever somebody brought up the topic of the gnome homeland's name, they took to calling it Mount Nevermind themselves.
- Rube Goldberg Device: The general standard tinker gnomes build their science too; overcomplicated rubbish that uses far too many moving parts to achieve the desired effect.
- Science-Related Memetic Disorder: As stated above, tinker gnomes are literally cursed by a god to be both fixated on "doing science" and almost completely incapable of doing it properly.
- 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.
- Unwitting Instigator of Doom: It was gnomes who brought the Graygem of Chaos from the moon back to Krynn with plans for using it to power some invention or other. This makes them ultimately responsible for everything that the Graygem did.
The scorned and despised branch of the dwarven family tree, gully dwarves survive by living where nobody else wants to, eating things nobody else would touch and collecting the things nobody else would give a second thought to. Infesting gullies, backwashes, ruins, garbage heaps and similar places, gully dwarves may be the humblest race in the world, but they're survivors.
- Fantastic Racism: Everyone but the kender looks down on them.
- Joke Character: Pretty much the main reason to play a gully dwarf character.
- Non-Human Humanoid Hybrid: As mentioned above, they're generally believed to be dwarf/gnome crossbreeds, at least in their history.
The original form of the Ogres, back when the world was young. Though most of them fell into corruption and degenerated in all areas, a small handful kept onto their purity and survived.
- The Atoner: For the actions of their ogre ancestors.
- Enlightened Mystic Race: The modern survivors, at least, have realised the flaws in their character that led to their degeneration.
- Evil Counterpart Race: Both the nzunta and the "fallen" ogres.
- Green-Skinned Space Babe: They look like tall blue humans.
- Hidden Elf Village: Irda villages are so well-hidden and isolationistic that there's actually debates amongst the authors/players whether or not they still exist.
- Inhumanly Beautiful Race: Even more so than elves.
- Voluntary Shapeshifting: Part of what allows them to survive without their survival going noticed is their ability to turn into different forms.
- Witch Species: They have natural magic abilities.
The Krynnish equivalent of halflings. Like the dwarves, they descended from gnomes who were exposed to the energies of the Graygem of Chaos.
- Beauty Equals Goodness: Well, "Cuteness Equals Goodness", but the same principle applies. The fact that kender are so childlike and cute is pointed out as part of their fundamental goodness and why they are an important part of the world around them.
- Berserk Button: Don't call a kender a thief. It's one of the few things that makes them mad.
- Curious as a Monkey: So curious that they examine the contents of other people's pockets
- Cute Critters Act Childlike: They're small people, and tend to be playful, curious, and lacking in self-preservation. The novels and gamebooks are adamant that this is supposed to be perceived as endearing.
- Chaotic Stupid: This is how they're perceived In-Universe; a near-total lack of fear, combined with intense curiosity, a short attention span, and a low tolerance for boredom, means kenders are very prone to doing dangerous things just because they can or because it amused them. There's a reason there's a Krynnish saying that amounts to "the most terrifying sound in the world is a Kender saying 'oops'."
- Fearless Fool: The entire race is almost incapable of feeling fear, due to their childlike innocence and playful mirth.
- At least until Malystryx burned Kenderhome to cinders. A lot of the survivors became "Afflicted", which made them morose, nervous and paranoid. It's not entirely clear whether being Afflicted is purely psychological or partly magical.
- Fragile Speedster: They are small, childlike, dexterous rogues, so naturally they can't take a lot of punishment.
- Gameplay and Story Integration:
- Kender were literally created by the Hickmans asking themselves "okay, halflings in D&D 1e are all thieves; why is that? And if that's the case, how can they still be a good race and so hang out with heroic adventurers?" The result was the kender as they are now; a race of fearless, sticky-fingered eternal children who don't mean to be thieves, but who still act like thieves out of their incessant curiosity.
- In a reversal of the usual use of this trope, fans of the Dungeons & Dragons have been known to create house rules to reflect their propensity to pull random crap out of their pockets and pouches, Also, literally their only rule difference to normal halflings relates to their unique abilities, such as taunting and fear resistance.
- 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.
- Hypocrite: As mentioned above, kender hate thievery and thieves, but are incapable of keeping out of peoples' homes and pockets. They protest that they always intend to return the things they steal, but that doesn't change the fact that they steal them in the first place.
- Interspecies Romance: Would you believe they can have children with humans? Because it's true.
- Sticky Fingers: This is pretty much their most defining trait, to the point the "typical kender greeting" from other races is to curse at the kender and protectively grab their pockets or pouches.
- Unpopular Popular Character: In-Universe, kender are despised as a race of annoying little pests, as you'd kind of expect people to react to a Motor Mouthed tall-tale-telling race of kleptomaniacs. In Real Life, the novelists and game-writers adore them, and readily use them as fits to fill the Plucky Comic Relief and The Heart roles.
- Likewise, in the D&D/Dragonlance gaming community, kender have a small niche of fans who utterly adore them, and a larger group who absolutely hate them; as irritating as kender characters may or may not be in the novels, at the gaming table, a kender in the hands of an immature player is a recipe for disaster. They're tailor-made to appeal to The Loonie, and The Roleplayer can be just as bad because the race's fluff actually encourages Chaotic Stupid behavior.
- Berserk Button: Minotaurs really hate being compared to cows. Kender who mock them as such often prove Too Dumb to Live.
- Born Under the Sail: The Minotaurs are known for being the most accomplished sailors and advanced shipbuilders on Ansalon, to the point that most minotaurs end up serving aboard a sailing vessel at some point in their lives.
- A Load of Bull: Hulking humanoid body, two-toed feet and bovine heads & tails make up the minotaur's physical appearance. Unlike most D&D versions, though, they're a very Roman-inspired species, being civilised (if aggressive and combative) city-dwellers on their own continent, with a love of gladiatorial combat and famous as some of the greatest sailors in the world.
- My Species Doth Protest Too Much: Sympathetic individuals such as Kaz, one of Huma's companions, do exist.
- Proud Warrior Race Guy: Even more than dwarves.
- Slave Mooks: Used a such in the Third Dragon War, when their homelands were under military occupation by the ogres.
- Fantasy Counterpart Culture: Heavily influenced by Native American practices.
- Noble Savage: They're built to varying classes of this archetype.
- Proud Warrior Race Guy: Most of them, especially the Plainsmen of Abanasinia, the nomads of Khur, and the Nordmaarian Horselords.
In the Age of Myth, the gods of evil created the beautiful Irda, but when the Irda's evil caused the race to embrace corruption, the gods of good punished them, destroying their empire and stripping them of their beauty and magical power, leaving behind only twisted and ugly giants in their place.
- And Man Grew Proud: They used to have a vast empire that conquered most of Ansalon. It fell apart when their human slaves revolted and Paladine cursed them so that their physical forms would reflect the wickedness in their souls.
- The Brute: Ogres are big on brute force and dull cunning as the way to get ahead in the world, although they rarely act as subservient as some examples of this trope.
- Dumb Muscle: Not as dumb as in many other D&D settings, but they're savage and brutish creatures with immense strength.
- Evil Counterpart Race: To the irda. They are the fallen descendants of the original irda, after all.
- Our Ogres Are Hungrier: They're a lot smarter than many common
- Smash Mook: More cunning than normal, they may be, but still, Krynnish ogres ultimately amount to big, strong, tough humanoids who lay into whoever's in front of them with the biggest weapon to hand.
- Greed: All dragons love to hoard things, but Red Dragons are greedy treasure-hunters even by draconic standards.
- Jack-of-All-Stats: As a whole, they have the best combination of physical strength, magic and cunning.
- Playing with Fire: Like all D&D Red Dragons, they possess a potent fiery Breath Weapon, and are often fond of fiery attack spells as well.
- Red Oni: When compared to Blue Dragons, who are patient, thoughtful, level-headed and rational.
- Even Evil Has Standards: It's a recurring element of the stories that Blue Dragons tend to find themselves drawing strict lines against things they find morally reprehensible.
- Blue Oni: When compared to Red Dragons, who are impulsive, emotion-driven, vengeful, aggressive and violent.
- Noble Demon: While the other evil dragons have some (less) evil individuals only the Blues as a species display widespread admirable traits like loyalty, love or grief over fallen comrades.
- Shock and Awe: Their breath ability is lightning. It's shown in Emperor of Ansalon that this ability can melt steel, something which not even the mightiest red dragons' breath can accomplish.
- The Chessmaster: Krynnish Green Dragons actually set the mold for Green Dragons in D&D being highly cunning manipulators. One infamous Green Dragon essentially became The Man Behind the Man to an entire elven civilization, running it into the ground just because it amused him.
- The Lost Woods: They prefer to make their homes in deep, wild forests.
- Poisonous Person: Their Breath Weapon is a cloud of toxic gas, although it changed to corrosive gas in 3rd edition.
- Squishy Wizard: They prefer to use magic and run away when it's depleted.
- Acid Attack: Their Breath Weapon is a gout of highly vitrolic liquid.
- The Aloner: Black Dragons usually don't tolerate company very well, even by draconic standards.
- Hollywood Acid: Their acidic Breath Weapon can rapidly corrode whatever it touches.
- Swamps Are Evil: Their domain of choice.
- Dumb Muscle: White Dragons are known for being amongst the dullest and most bestial of their kind, with many choosing to live lives little different to unintelligent beasts.
- An Ice Person: They're denizens of arctic climates with a frigid blast serving as their Breath Weapon. They're the only dragons that cannot breathe fire too.
- Overly Narrow Superlative: They're actually the weakest dragons, but that still makes them stronger than just about anything else.
- The Unfavorite: Other Chromatic Dragons look down on them, mocking them for their weakness and scorning them for their stupidity. Metallic Dragons don't think much better of them.