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Characters in the Dragonlance setting of Dungeons & Dragons.
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Heroes of the Lance

    Caramon Majere
Race: Human
Class: Fighter
Alignment: Lawful Good

Raistlin's twin brother and self-appointed protector. Caramon is strong yet a little slow (but not stupid) in contrast to his brilliant but frail twin. Caramon is loyal to a fault to his brother and frequently puts himself in harm's way to protect Raistlin; 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.
  • Bash Brothers: With Raistlin, at least until the latter abandons him.
  • Big Brother Instinct: His central motivation is looking after his brother Raistlin.
  • 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.
  • Brains Evil, Brawn Good: The Good Brawn to Raistlin's (eventually) Evil Brains.
  • 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.
  • 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.
  • Took a Level in Badass: In the Legends trilogy where his training as a gladiator transformed him from a strong drunkard to a peak-human warrior. He also proves himself to be more than Dumb Muscle by leading an army in a successful campaign against the dwarven kingdom of Thorbardin, one of the few realms relatively untouched by the Cataclysm.
  • 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
Race: Human
Class: Wizard
Alignment: Lawful Good

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

  • 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 the 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.
  • Magic Staff: Like many other mages in the Dragonlance setting, this is his weapon of choice.
  • 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 light source.
  • Robe and Wizard Hat: His perpetually endangered hat has become somewhat of a symbol of his.
  • 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.

    Flint Fireforge
Race: Hill dwarf
Class: Fighter
Alignment: Neutral Good

A gruff hill dwarf who exiled himself from his village due to familial conflicts. He is a renowned metal worker, fearsome fighter, and cranky old man who serves as a father figure to the Companions.

  • Annoying Patient: When Caramon accidentally upends their boat during a canoe trip, Flint falls into the water and suffers a very bad chill. The chill inflicts him with lumbago and he's confined to bed for several weeks. Flint takes advantage of this by bossing Caramon around until he recovers.
  • 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. He later develops a similar relationship with Laurana. When Solostaran accuses Laurana of being a whore for chasing after Tanis, Flint is so enraged that Sturm has to hold him back from attacking the elf king.
  • 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.
  • True Craftsman: He's an expert blacksmith, so much that Solostaran, the Speaker of the Suns (king of the Qualinesti elves) invites Flint to visit his kingdom. This is a very rare honor, as the elves rarely allow any other races into their lands.
  • 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.

    Gilthanas Kanan
Race: Qualinesti Elf
Class: Noble/Wizard/Fighter
Alignment: Chaotic Good

The handsome and brave middle child of the Qualinesti Royal Family who holds a hatred and distrust for his bastard cousin, Tanis. As the second son of the Speaker, he was brought up to become a diplomat and spokesman for his people, also becoming a skilled fighter and magic-user. He falls in love with the mysterious Silvara.

  • Accidental Pervert: He accidentally stumbles upon Silvara bathing and tries to Ignore the Fanservice and leave, but fails as he gets too entranced by the sight of her naked back and she eventually catches him. She's very perturbed by it at first, but he manages to calm her down and the incident raises the Unresolved Sexual Tension to the point where they both confess their feelings and the scene ends with a Sexy Discretion Shot.
    "Reaching out, she shyly put one hand around his neck and drew him near. And then, as he kissed her, he felt her other hand-the hand that had been clasping the blanket around her body-move up to caress his face. Silvara's blanket slipped unnoticed into the stream and was borne away by the silver water."
  • Battle Couple: Fights alongside his lover Silvara, especially during their adventure in Sanction.
  • Big Brother Instinct: Very protective 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 Love Interest Silvara is actually a silver dragon which caused him great turmoil and he eventually broke things off between them. He came to regret it, but she had all but disappeared by then.
  • 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.
  • Noble Bigot: As an elf-lord, he starts off being very prejudiced and snobbish despite being a good person, but he eventually grows past this attitude.
  • Offscreen Moment of Awesome: His and Silvara's adventure in Sanction to find out what happened to the metallic dragon eggs is never written and we only hear their tale about it.
  • Relationship Revolving Door: With Silvara. At first he's smitten by her and she's reluctant to enter a relationship with him due to her being a silver dragon. When he finds out, their relationship crumbles and he breaks up with her after the War of the Lance ends and she disappears to go Walking the Earth. He comes to regret this decision, and The Odyssey of Gilthanas describes his time trying to track her down, and by the time he finds her she's too heartbroken to want to see him again. Eventually they made up, though.
  • Spare to the Throne: He's the second son, and he tells Silvara that they can get married because he's not going to inherit the throne.
  • Supporting Leader: He rallies the metallic dragons and becomes the commander of Kalaman, but remains in the background for most of the story.
  • Unequal Pairing: Despite him being against Laurana being with Tanis for this very reason, he ironically ends up falling in love with Silvara, a wild Kagonesi elf maiden. Even more ironic, she's actually a silver dragon meaning he's actually on the other end of this trope and he feels very insecure in being with someone is much older than him and that will long outlive him.
  • Unicorn: His most common outfit is a blue tunic with a unicorn emblem on the chest.

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

A barbarian princess. As the daughter of the Que-Shu's chieftain she is treated like a goddess by all her people except her love, Riverwind, who refuses to worship her. Goldmoon and her lover fled her own tribe's accusations of blasphemy with the Blue Crystal Staff, seeking clerics to explain the lost gods to her.

  • The Chief's Daughter: Partially subverted in the sense that she doesn't end up with a white man.
  • 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.
  • The Heart
  • 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. Nonetheless, she continues traveling with the rest of the group, so she's still around and helping out.
  • Pretty in Mink: She wears a fur-trimmed cape and dress.
  • Stellar Name: Her name is Goldmoon, after all.
  • 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.
  • World's Most Beautiful Woman: Treated in-universe as comparable to Laurana, a fabled beauty among elves. While Laurana is described as possessing an ethereal beauty, Goldmoon's is described as more earthly.

    Lauralanthalasa Kanan / Laurana
Race: Qualinesti elf
Class: Noble/Fighter
Alignment: Neutral Good

The beautiful and spoilt youngest child of the Qualinesti Royal Family who falls in love with Tanis Half-Elven. Laurana is forced to mature very quickly, being forced to leave behind her childishness as she takes on increasing responsibility and grows into a highly capable, courageous leader.

  • 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.
  • Damsel in Distress: Defied in that she ends up refusing Tanis's help in rescuing her and instead breaks free on her own.
  • Damsel out of Distress: When brought before the Council of Highlords as a prisoner, she not only breaks free on her own, but disarms and beats up her Arch-Enemy Kitiara and sets off an Enemy Civil War while doing so.
  • 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.
  • 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.
  • Four-Temperament Ensemble: The sanguine among the four royal children of Qualinost, alongside Gilthanas (phlegmatic), Porthios (Choleric), and Tanis (Melancholic).
  • 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.
  • Head-Turning Beauty: 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: She’s 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."
  • 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: She displayed remarkable leadership ability and became known as "the Golden General" as she led the Whitestone Forces to many victories in the War of the Lance.
  • Single-Target Sexuality: Laurana never shows any signs of being attracted to any person other than Tanis Half-Elven.
  • Slut-Shaming: Subjected to this in Dragons of Winter Night. Her father implies she's been whoring around with Tanis and his human companions, she confronts him, and then her older brother Porthios outright accuses her of it. She's so infuriated 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 they’ve 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.

    Raistlin Majere
Race: Human
Class: Wizard
Alignment: True Neutral

A frail mage of the Red Robes and Caramon's arrogant, self-serving and cold-hearted twin brother. Raistlin grew up sickly, constantly being bullied and forever feeling like he was in his brother's shadow. In an attempt to teach him compassion, the Heads of the Tower in Wayreth Forest cursed Raistlin's sight to see the inevitable decay in all things, but it only increased his bitterness.

  • Adaptational Badass: Very minor example but the third edition remakes of the modules boost up his level to match the rest of the party. The original first edition modules were all over the place with the party's starting levels, with Raistlin starting out at only level 3 with single-digit hit points. He was also consistently a level or two lower than the recommended levels of each module he appeared in. The third edition module starts everyone in the party at 5th level, and generally assumes they all level up at the same time.
  • Agent Scully: Before the gods' return, Raistlin often exposed phony clerics for the frauds they were. The people he showed the truth to often didn't appreciate it.
  • 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 Total Planetary Extinction in the alternate timeline where he killed all of the deities.
  • The Archmage: The most powerful Wizard to ever walk upon Krynn; he manages to defeat Fistandantilus. In another timeline he managed to kill all three pantheons of gods.
  • Bash Brothers: With Caramon, at least until he abandons the latter.
  • Because You Were Nice to Me: He makes a point of repaying his debts to people who've done right by him.
  • Berserk Button: Thinking that his plans might be derailed can really set him off. What really makes him mad is the idea that Caramon might be better at the one thing he feels is truly his own, namely magic. He brutally slaughters a magical construct of Caramon during the Test of High Sorcery that not only has Caramon's brawn but magical powers on par with Raistlin's.
  • 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.
  • Brains Evil, Brawn Good: The (eventually) Evil Brains to Caramon's Good Brawn.
  • 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.
  • Chronic Backstabbing Disorder: Raistlin is the king of this trope.
    • He betrays his brother, as well as Tanis, Goldmoon, and Riverwind when he saves himself with the dragon orb when they are trapped in the Maelstrom.
    • He betrays the conclave of wizards by switching from Red robes to Black without consulting them.
    • He betrays Ariakas by aiding Tanis in assassinating him.
    • He betrays Takhisis by allowing Berem to seal her away in the abyss by impaling himself on the stone column.
    • He betrays Fistandantilus when he was under his apprenticeship in Istar by turning the tables on him, and using the bloodstone to consume his soul.
    • He betrays Tasslehoff by making him break the magical time traveling device as the fiery mountain is about to fall on Istar, sending him to the Abyss.
    • He betrays Caramon again by promising the Dewar his head in exchange for their help in taking over Pax Tharkas.
    • He betrays Crysania when she has outlived her usefulness to him.
    • He betrays himself when, on the cusp of victory, he is dissuaded by a vision of a dying Bupu, which was symbolic of the last dying shreds of his humanity and empathy. When the vision dissolves, revealing Crysania, he has Caramon take her back through the Portal and stays behind to thwart the Queen.
    • Fortunately, dying cures him of his disorder. He spends the remainder of his appearances (and there are a lot of them) acting for the greater good. Or some odd definition of it. Apparently, he's just waiting for Caramon to die so they can go to the next life together, but he shows up an awful lot.
      • "I didn't do it for you mages, I didn't do it for this conclave - I had one debt left and it is paid".: The debt is to magic itself.
  • The Complainer Is Always Wrong: Inverted, see under Genre Savvy.
  • Deadpan Snarker: A merciless one. So much so, he is actually a Snark Knight.
  • Debt Detester: He starts out as amoral and goes into full-blown evil, but Raistlin makes a point of always paying his debts to those who do right by him.
  • Deceptive Disciple: After having gained power and knowledge from the ghost of the undead evil archwizard Fistandantilus, Raistlin became the next Master of Past and Present. He then traveled into the past to usurp all of Fistandantilus' powers by going back to a time when the man was still mortal and posing as one of Fistandantilus' own apprentices. When Fistandantilus tried to suck out Raistlin's lifeforce and take over the young man's body to extend his own life (as he used to do with his apprentices), Raistlin killed Fistandantilus instead and took his place in history.
  • Don't You Dare Pity Me!: He hates being pitied or having people feel sorry for him.
  • 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 Lord Soth, a Death Knight whose power is said to rival that of any member of the Conclave and who terrifies Dalamar, Raistlin's protege and successor, bows before Raistlin as a true master of the magical arts.
      Lord Soth: I can kill with a single word. I can hurl a ball of fire into the midst of my enemies. I rule a squadron of skeletal warriors, who can destroy by touch alone. I can raise a wall of ice to protect those I serve. The invisible is discernible to my eyes. Ordinary magic spells crumble in my presence... But I bow in the presence of a master.
  • 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 (along with knowledge of his would-be destruction of the world) 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 Face–Heel Turn, he becomes perhaps the greatest example of this in the setting.
  • Evil Sounds Raspy: See under Vader Breath.
  • 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.
  • Fake Wizardry: Several times. In Dragons of Autumn Twilight he tricks Lord Toede into leaving the party's gear alone with some arcane muttering and flash powder. He even pulls a similar trick on Fistandantilus.
  • Four-Philosophy Ensemble: With Strum (Optimist/idealist), Tanis (conflicted), and Flint (Pessimist).
  • Gameplay and Story Integration: Reason why he is so sickly and weak? Because his player in the original campaign that inspired the books and the modules rolled a whooping 3 on Constitution.
  • 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.
  • Godhood Seeker: 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 for his strength and popularity.
  • Heel–Face 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.
  • Hidden Depths: Raistlin has a very soft spot for the downtrodden and weak, specifically those who are weak or disparaged out of no fault of their own. This is explained as stemming from the bullying he faced as a sickly child.
  • Hidden Weapons: He carries the magical Dagger of Magius, which he keeps up his sleeve. He designed a special wristband that allows him to get it in hand with a flick of his wrist.
  • Icy Blue Eyes: Before he gets his Hellish Pupils.
  • Ignored Epiphany: He states he knows how evil he's become and is disgusted with himself. However, he still keeps being evil. Subverted, after he saw what his actions in the future would lead to.
  • Incurable Cough of Death: A side-effect of his perpetual weakness, caused by the shattering of his health in the Tower.
  • 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.
  • Intelligence Equals Isolation: In the same vein as Insufferable Genius. Even as a child, he was too different to make friends.
  • I Was Quite a Looker: The Soulforge notes that as a teenager Raistlin was indeed striking looking in a frail, delicate sort of way. Later his shattered health and magically altered appearance shocks most people who meet him but he still isn't traditionally ugly.
  • 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 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.
  • 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...
  • 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.
  • Magicians Are Wizards: Although a powerful mage, he's also quite skilled at sleight-of-hand and stage magic tricks, and demonstrates this multiple times.
  • Manipulative Bastard: Despite his atrocious personality, he's very good at gulling people into doing what he wants.
  • Meaningful Name: His name is meant to sound like "wasting", in reference to his deteriorating health.
  • 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. In particular, he is insistent on repaying the debts that he owes, and he regrets not being able to help Sturm before the latter's death.
  • Nothing Up My Sleeve: He keeps a hidden knife in a sheath there, as there are occasions when a concealed weapon comes in handy.
  • One-Man Army: He singlehandedly saves his former companions at the end of the War of the Lance. Later, he becomes so powerful that he is able to destroy all of the Gods and all life on Krynn.
  • Paint It Black: Illustrating his Face–Heel 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.
  • Pride: Raistlin's own is his as he is driven by his desire to prove himself greater than any mage who has ever lived to the point of self-destruction.
  • Pyrrhic Victory: 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.
  • Pragmatic Villainy: Raistlin didn't commit evil for fun, all he did had a purpose.
  • 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 the chief goddess of evil.
  • Tall, Dark, and Snarky: Fits this like a glove.
  • Token Evil Teammate: In Chronicles.
  • Too Clever by Half: In the original timeline, he successfully kills the gods and becomes the single deity of Krynn. Unfortunately, the world becomes a ruined, dying wasteland, since he can't sustain it or create new life. He's condemned to rule over a dead, lifeless husk, and is powerless to change it. He manages to avert this when Caramon shows him what his ambition and hunger for power will lead to.
  • Tragic Hero: He is called more of a tragic hero than an outright villain in the Annotated Legends.
  • Troubling Unchildlike Behavior: As early as six years old, he talks about wanting to make people like Otik bow down before him. This deeply disturbs the wizard Antimodes, who nonetheless pays for his magical education.
  • 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 Un-Favorite: 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.
  • Victor Gains Loser's Powers: Dragons Of The Hourglass Mage reveals that Fistandantilus tried a Grand Theft Me on Raistlin after he helped Tanis kill Ariakas but before he confronted Caramon and Berem. Raistlin not only won the fight, he absorbed all of Fistandantilus's magical knowledge and power. He immediately demonstrates it to Caramon when he massacres the Dark Queen's forces by the score.
  • 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.
    • In The Soulforge, a young Raistlin contemplates abandoning magic for a girl he had a crush on, so Raistlin may have been concerned that he would lose his resolve if he slept with Crysania (he did, after all, planned on using her as a human shield when they entered the Abyss, and likely did not want to grow attached to her).
  • 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 latter. 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 Crysania and Caramon in the Legends trilogy.

    Riverwind the Plainsman
Race: Human
Class: Barbarian/Ranger
Alignment: Neutral Good

The Grandson of the Wanderer of the Que-Shu tribe. Riverwind was a shepherd who fell in love with the chieftain's daughter, Goldmoon, but refused to pay her homage as a goddess. He fled with Goldmoon and the Blue Crystal Staff. He is a strong warrior, a man of faith and a stoic companion.

  • Badass Native: The Plainsfolk are patterned after some First Nations peoples. Riverwind is an expert outdoorsman and a skilled swordsman and archer.
  • 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.
  • The Big Guy: A downplayed example. He's even taller than Caramon and while the books don't emphasize his strength as much as Caramon's, the game stats give him the second-highest strength in the party.
  • 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.
  • Peerless Love Interest: Riverwind loves Goldmoon more than anything, but he feels distant from her at first because she's technically his chieftain and isn't sure he's worthy of her. Goldmoon manages to break this down, though.
  • Proud Warrior Race Guy: Slightly played with, seeing how he was always an outsider to his tribe.
  • Self-Made Man: The Plainsfolk don't really put much stock in wealth, but Riverwind becomes this socially. While he was a lowly shepherd before the War of the Lance, after the war he's respected as one of the overall leaders of the Plainsfolk.
  • Spared by the Adaptation: A meta example. When writing Chronicles, it originally followed along with a tabletop campaign being played by the authors and was written according to the events occuring as they played. When they arrived at Xak Tsaroth in their campaign, Riverwind failed a climb check and fell down a well to his death. This event prompted the authors to start deviating from the events of their campaign, starting with sparing Riverwind his anticlimactic death.
  • Super Not-Drowning Skills: Riverwind is one of the best swimmers among the Que-Shu. The novel Riverwind The Plainsman describes his initial journey to Xak Tsaroth and his finding the Blue Crystal Staff. He's forced to fight an ophidian (an attempt at creating a new type of draconian) named Thouriss, and wins by grappling Thouriss into a nearby stream. Thouriss can't swim and soon drowns, but Riverwind escapes the draconians by swimming into an abandoned well.
  • Tall, Dark, and Handsome: It's commented upon that he is a very handsome figure, and certainly quite imposing with his height. If Kitiara meets him in the game modules, she'll invite him to a romantic rendezvous.
  • 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.
  • Wrestler in All of Us: During his first visit to Xak Tsaroth when he finds the Blue Crystal Staff, he's forced to fight Thouriss, an attempt at creating a new type of draconian. Thouriss is so strong he breaks Riverwind's sword in their duel. Fortunately, Riverwind is an excellent wrestler. He grapples Thouriss into a nearby stream and swims to safety while Thouriss drowns.
  • Wrong Side of the Tracks: While the Plainsfolk aren't really stratified by wealth, this trope still applies in that Riverwind was a lowly shepherd whose family was dishonored for wanting to worship the true gods rather than their ancestors. Goldmoon's dad Arrowthorn was so opposed to Riverwind marrying Goldmoon that he forced Riverwind to go on what he thought would be an impossible quest as part of his courtship.
  • 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.

    D'argent / Silvara / Arlena Plata
Race: Silver Dragon / Kagonesti Elf (as Silvara) / Human (as Arlena Plata)
Class: Very Old Silver Dragon
Alignment: Lawful Good

A beautiful and mysterious elf renowned for her great healing skills. Gilthanas falls in love with and she, reluctantly, finds herself reciprocating.

  • Amazonian Beauty: Her illustrations show she has a slender but toned body, and Gilthanas lusts after her figure more than once.
  • Arch-Enemy: With the dragon overlord Gellidus the White, the two became bitter enemies due to her leading the resistance against him in Southern Ergoth.
  • Battle Couple: Fight together with her Love Interest Gilthanas letting him be her Dragon Rider. When they rekindle their relationship, Gilthanas even decides to live in the cold Eastwatch castle to fight Gellidus alongside her.
  • Birds of a Feather: With Gilthanas, both rebel against their people's way in order to do what they think is right.
  • Continuity Nod: She makes an unnamed appearance in The Legend of Huma as the silver dragon ridden by Avondale.
  • Florence Nightingale Effect: She and Gilthanas start falling in love when she first helps him heal.
  • Heartbroken Badass: After being rejected by Gilthanas she disappears to wander the world aimlessly while helping those in need, trying her best to forget about him.
  • Heroic Lineage: She's the sister of Heart / Gwynyth, the silver dragon who was the lover of Huma Dragonbane. Ironically Silvara herself ends up falling in love with a man.
  • Holding Out for a Hero: During her secret life amongst the elves, she's constantly on the watch for those with the courage to stand up to the dragonarmies and promptly does her best to assist the party when she finds they have a broken dragonlance and the dragon orb.
  • Icy Blue Eyes: She has striking blue eyes that Laurana and Gilthanas mention often when interacting with her. Which is a hint at her actually being a silver dragon.
  • Interspecies Romance: With Gilthanas, as she's actually a silver dragon in Kagonesti Elf form, which causes a lot of angst between them and eventually leads to Love Cannot Overcome and they break up.
  • Knight in Shining Armor: She's a champion of good and makes her life mission to protect the weak and helpless. As Arlena Plata she even gets a shining set of armor.
  • Loophole Abuse: Fearing Queen Takhisis to return to the world and feeling helpless since she and the rest of the Metallic dragons are still bound by their oath to keep from revealing themselves to the people of Krynn, she assumes the identity of an elf-maid and lives amongst the elves in order to assist them in secret and learn about the world, but is frustrated at how little she can do, until she meets the party.
  • Married to the Job: As Arlena Plata, she's utterly dedicated to her job, which is her way to deal with the pain of Gilthanas rejection.
  • The Medic: She's a gifted healer and meets the party when the Qualimori elves assign her to help heal a wounded Gilthanas.
  • Meaningful Name: All of her names and aliases are related to silver.
  • Mr. Exposition: Tells a lot of stories to the party concerning dragons.
  • Mysterious Waif: She looks very exotic and has an unusual willingness to assist the party. She's later revealed to be a silver dragon, and agrees to assist the party, teaching Theros Ironfeld, how to forge dragonlances and contacting the other Metallic Dragons.
  • Mystical White Hair: Her long silver hair is a hint at her draconic nature.
  • Nubile Savage: She dresses herself in a red Kagonesti tribal garb adorned with tribal feathers in her hair and face paint. It's a rather Stripperrific outfit that bares her midriff and legs.
  • Oblivious Guilt Slinging: She's obviously extremely nervous when guiding the party away from the Qualinesti elves. It makes Laurana suspect she's a spy, but it's actually her angsting over whether or not to reveal she's a dragon to them.
  • Offscreen Moment of Awesome: Her and Gilthanas's adventure in Sanction to find out what happened to the metallic dragon eggs and convinces them to be Neutral No Longer is not written in Dragons of Spring Dawning, we only hear their tale about it. It was later written in a Gamebook called Lords of Doom.
  • Really 700 Years Old: She has been around since around the end of the Third Dragon Wars.
  • Red Herring: Laurana spends much time suspecting Silvara is a spy due to her unusual willingness to help them, and while it is later revealed she had ulterior motives and is keeping secrets, she has the party's best interests at heart.
  • The Reveal: She's not actually an elf, but a Voluntary Shapeshifting silver dragon who tried to help men in elf form in secret since as a silver dragon she was still bound by the metallic dragon's Oath of Neutrality.
  • Sexy Silhouette: The illustration for the chapter where Gilthanas catches her bathing has her nude silhouette in a pond.
  • Shameless Fanservice Girl: When Gilthanas happens upon her bathing in a small waterfall she doesn't hesitate to climb out of the water and reach for her knife, putting safety above modesty. Although after he pacifies her she does grow uncomfortable with his staring and does cover herself with a Modesty Cloth.
  • Silk Hiding Steel: She acts like a demure maiden but is actually a very old silver dragon that is extremely powerful, being able to cast powerful magic even in her elven form, such as easily putting the party into a Forced Sleep with a spell and is extremely ruthless to her enemies when she actually needs to fight.
  • Sleeps in the Nude: The first time we see her as Arlena Plata she's waking up in her room in Castle Eastwatch in the buff, before throwing on a robe.
  • So Beautiful, It's a Curse: She's actually unable of not ending up being a Head-Turning Beauty in every form she takes, no matter the species she's polymorphing in, which she actually finds frustrating since she doesn't want to attract attention. Her form as Arlena Plate was the closest she got to a plain woman, after years of practicing and she's still considered far above average.
  • To Be Lawful or Good: Most of her inner conflict comes from this. She's a Lawful Good silver dragon who is bound by an oath to remain neutral during the War of the Lance, but is anguished to not be able to help people against Takhisis's armies so she finds a Loophole Abuse to be able to help and is eventually convinced to betray her oath by Fizban and rest of the party.
  • Unkempt Beauty: Upon seeing her Laurana concludes that she's a Head-Turning Beauty despite the layers of grime and filth she's usually covered in.
  • Voluntary Shapeshifting: As an old silver dragon she's quite capable of polymorphing and spends the majority of her screentime in her elven form.
  • Walking the Earth: After the War of the Lance and having been spurned by Gilthanas, she roamed the world without aim, seeking to help people whenever she could. She eventually takes the persona of a human Solamnic Knight of The Rose called Arlena Plata in Eastwatch, assisting the queen in fighting the White Dragon Overlord Gellidus.

    Sturm Brightblade
Race: Human
Class: Fighter
Alignment: Lawful Good

A squire and son of a Knight of Solamnia who bears the sword Brightblade, which is said never to break unless its owner breaks first. Honorable to a fault, he desires to repair the disgraceful reputation the Knighthood has suffered since the Cataclysm. However, his devotion to following the Solamnic Code and the rules of the Measure in his dedication to becoming a knight often causes conflict with his companions.

  • 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 a variation of this trope, he also wears his father's plate mail 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. Tasslehoff needs both hands to move it, and even then he can only drag it along.
  • 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.
  • Demonic Possession: Inverted when Sturm puts on the helmet of the mountain dwarf Prince Grallen, which the heroes find in Skullcap. The Prince's soul is trapped inside his magic helmet, and he temporarily takes control of Sturm's body. He's not actually evil, just desperate to rest in Thorbardin. His helmet magically opens Thorbardin's doors for the heroes and the refugees, after which he gives Sturm back control of his body. Sturm is somewhat shaken by it, but he's eventually glad to have helped the Prince find his resting place.
  • 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.
  • 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. Even Raistlin came to respect him for this.
  • Lady and Knight: Acts this way toward Goldmoon when they first meet, and later extends the courtesy to Alhana Starbreeze. He also develops a platonic bond with Laurana that has overtones of this.
  • 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
Race: Half-elf
Class: Fighter/Ranger
Alignment: Neutral Good

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

  • 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).
  • Betty and Veronica: The Archie to Laurana's Betty and Kitiara's Veronica, being in the middle of their Love Triangle.
  • Bow and Sword in Accord: He's equally skilled at melee or at range, representing his multi-classing.
  • Child by Rape: His father was a human bandit who abducted his mother for several months. She claimed he had raped her in order to protect herself and her child from her xenophobic elven brethren when she was rescued, though the truth was a bit murkier.
  • Cool Sword: Wyrmslayer, a sword which once belonged Kith-Kanan.
  • Dating Catwoman: With Kitiara, a Dragon Highlord 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-Breed Angst: He is a half-elf and spends much of the earlier books being torn between his human and elven sides, including taking both a human and an elven lover. His case is made worse by the fact that he is the product of rape and suffered a great deal of abuse at the hands of the elves that raised him.
  • 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 is the product of a human warrior raping his elven mother, 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.
  • Horrible Judge of Character: Tanis has a tendency to judge people. He also has a tendency to be completely wrong about them. Sometimes this has tragic consequences, sometimes because he thinks worse of his friends than they really deserve, sometimes because he cuts the wrong people a lot more slack than they deserve.
  • 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.
  • 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.

    Tasslehoff Burrfoot
Race: Kender
Class: Rogue
Alignment: Neutral Good

Often called "Tas", Tasslehoff is a jolly, merry kender thief with a love for good humor and mischief.

  • Berserk Button: Like many kender, Tasslehoff gets extremely indignant at being referred to as a "thief."
  • 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...
  • Clingy MacGuffin: His dagger "Rabbitslayer", which he finds in the ruins of Xak Tsaroth, will always return to him whenever it's lost or stolen. Originally, the game materials said the only way the owner could lose it was if they voluntarily gave it to someone else. In Dragons of the Dwarven Depths, he gives Rabbitslayer to Tika to help her defend herself on the way back to the refugee camp, but is later shown wielding it in Thorbardin. Some fans suggested that Tas simply found another dagger and called it Rabbitslayer. The authors retconned it so that Rabbitslayer would always return to Tas even if he willingly gave it away, and confirmed that it as the dagger Tas used in Thorbardin.
  • 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 Friend No One Likes: The companions love Tasslehoff and would kill, or die, for him, but that doesn't mean they always want him around.
    "...I offered to go and find Bupu. I hadn’t been to Xak Tsaroth since Goldmoon killed the black dragon and it was just a short hop from where we were and Tanis said it would be fine with him. He seemed quite pleased to see me off, actually."
  • Gameplay and Story Segregation: His alignment was Neutral in the original modules, since the AD&D rules required thieves to usually only be neutral to evil in alignment. Tas's actual behavior in the novels is much more like a Good-aligned character. The updated 3E modules correct this by changing his alignment to Neutral Good.
  • The Heart: Especially in Legends. Tasslehoff's perpetual innocence and optimism keep 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.
  • Kleptomaniac Hero: Like any self-respecting kender, Tas can and will grab anything and everything that takes his interest. These can range from rare valuables to worthless junk.
  • 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.
  • Master of Unlocking: Like most kender, Tasslehoff is a natural at picking locks.
  • 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.
  • Nice Guy: Of all the Companions, he's probably the most compassionate and easygoing. He's certainly the most tolerant and accepting of them, being one of the few characters in the books who doesn't really have any prejudices and is naturally friendly towards everyone he meets.
  • 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.
  • The Sneaky Guy: This is one of Tas's main roles in the party, and he's always happy to do it.
  • Spanner in the Works: Kender in general tend to have this effect, but Tas is an especially notable example.
  • Sticky Fingers: Kender have this as a general racial trait. They take things that catch their interest and often forget all about them until they check their pockets later. Tas is no exception, with a Running Gag of other characters catching him "handling" something and forcing him to give it back.
  • Straight Man: He goes from the Comic Relief in the Chroncles trilogy to this in the Legends trilogy, owing to Caramon's reduction to a drunken sot out of grief and loneliness. This caused Tas to, in his own way, man up to try and keep Caramon out of trouble. Started dropping out of this role around midway through the Legends trilogy once Caramon got his act together.
  • 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.

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

Tika was abandoned as a child by her conman father but adopted by Otik Sandath, owner of the Inn of the Last Home, where she now works as a barmaid. She is a brave, fierce, and kind woman who has harboured a crush on Caramon since she was a teenager.

  • 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.
  • Buxom Beauty Standard: She has a busty figure and is a major Dude Magnet.
  • 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 herself (though considering she's companions with women like Goldmoon and Laurana, it's pretty justified).

Servants of the Dark Queen

    Kitiara uth Matar, aka The Blue Lady
Race: Human
Class: Fighter
Alignment: Neutral Evil

A mysterious female warrior who rides a blue dragon and serves in the armies of Takhisis in the War of the Lance. Not only is she Tanis' former lover, it turns out that she is really Caramon and 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.

  • '80s Hair: She has a dark, curly spoofy hair in her illustrations.
  • Always Someone Better: Kitiara hates Laurana for being Kit's rival and for being more beautiful than Kit. Laurana also proves to be a better general than Kit, repeatedly outsmarting Kit on the battlefield, defeats Kit when they engage in hand to hand combat in Neraka, and wins Tanis over Kit.
  • Arch-Enemy: With Laurana both being bitter rivals both in the battlefield and in their love lives.
  • Beauty Is Never Tarnished: According to Tanis, she not only falls into this category, but also becomes sexier after killing.
  • Betty and Veronica: The Veronica in the Tanis/Laurana/Kitiara triangle. Complete with appropriate hair color and a dark sex-appeal.
  • Big Bad Ensemble: With Rastilin and Takhisis in Legends. Out of the three, she is the most imminent and visible threat to the majority of people and her actions cause the most direct destruction.
  • Big Bad Wannabe: In both Chronicles and Legends she has her own plans and ambitions but Takhisis is an actual Big Bad of the setting as a whole and first Ariakas and then her brother pose a bigger threat if they're allowed to succeed. In fact, her actions in Chronicles, Legends and Lost Chronicles are all defined by trying to carve herself a position of power on the side of evil.
  • Char Clone: Clearly coincidental but she does check a lot of boxes - a cool mask, nickname referencing her color of choice, being a sibling of not one but two of the heroes, having a bitter rivalry, both on the battlefield and in love, with a person basically thursted into fighting her. She even takes over as the Big Bad in Legends.
  • 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 to 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.
  • Determinator: She incredibly fights her way through the enchantments of the Tower of Palanthas by sheer willpower. Notably, the Tower is protected by an aura of fear so powerful that it's caused the city blocks around it to become abandoned and even Kender (a race with a natural immunity to fear) flee from it. Not even dragons dare to approach the Tower. But Kitiara manages to make it through the haunted grove protecting the Tower (with some help from Lord Soth) by sheer force of will.
  • Ditzy Genius: In game terms she has a canon Intelligence score of 13 and a Wisdom score of 7 (the human average for both is 10). In other words, she's more cunning than the average person, but not very wise and prone to impulsive decisions. This ultimately leads to her downfall.
  • Disappeared Dad: Her father, a Solamnic Knight, abandoned her family when she was seven years old. She set out into the world to find him and never managed to do so, but become a mercenary and adventurer on her journey.
  • The Dragon: She's one of the "lesser" Dragonlords, below Ariakas on the authority scale, but still very important.
  • Dragon Ascendant: After end of the Chronicles she takes over the remains of Ariakas' Dragonarmies and by the time of Legends she is seen as the biggest threat on Ansalon by most of its people.
  • Dragon Rider: With her blue dragon mount, Khellendros, aka Skie.
  • Evil Former Friend: She's Caramon and Raistlin's half-sister, Tanis' ex, and in general friend and member of the original adventering group, causing no small amount of conflict when they end up on opposing sides.
  • Face–Heel 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's dragon-armies.
  • 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 Ascendant in the sequel.
  • Hell-Bent for Leather: She wears sexualized leather armor, at least in the cover art.
  • Hero Killer: She kills Sturm Brightblade with a spear in Dragons of Winter Night.
  • Informed Attribute: In Dragons of Dwarven Depths Grag off-hand mentions she is known for her utter hatred of Draconians. Not only is this not supported by anything we see but outright contradicted by her respectful and friendly interactions with Slith and Grag himself in Dragons of Highlord Skies.
  • 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 Parent, Like Child: 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".
  • Really Gets Around: She's known to have many lovers and is said to be very proficient at the act.
  • Smug Smiler: She often shows a malicious slanted grin to the point it's almost her default facial expression.
  • 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 Tease: She's very flirtatious and can be very sexually suggestive whenever she talks. She even teases her half-brother Caramon when she needs to Undress the unconscious Raistlin in The Soulforge, teasing Cameron about having seen him naked (since he and Raistlin are twins).
  • The Vamp: While using her sexual guile is not her number one method, she pulls this off on Tanis (in Flotsam) and even Dalamar.
  • Villain Protagonist: She is the POV character of most of Dragons of Highlord Skies, the second book of the Lost Chronicles trilogy, telling how she escaped from Ariakas' wrath and how she met Lord Soth and earned his respect.
  • 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
Race: Human
Class: Wizard/Fighter
Alignment: Lawful Evil

A warrior and evil magic user who leads the Dragonarmies as the self-proclaimed Emperor of Ansalon during the War of the Lance during which he conquers the majority of the continent. A physically huge and imposing man who commands respect and rules through fear.

  • The Ace: Treated as such in-universe. He's a brilliant strategist, a favorite of Takhisis, a powerful warrior, and a magic-user so powerful that even Raistlin won't dare openly confront him.
  • 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: He's an evil version of what the Majere twins would be like if they were fused into one person, having Raistlin's intellect and sorcerous power and Caramon's physical strength, Hot-Blooded emotions and fighting skill. Raistlin even lampshades it, thinking 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.
  • Fatal Flaw: His pride and wrath.
  • Genius Bruiser: He's got the brains to be a master strategist and a powerful mage. He's also got towering physical strength, and might well be the single greatest warrior among the Dragonarmies.
  • Hair-Trigger Temper: His main weakness is his emotional instability and letting his anger get the better of him most of the time.
  • 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.
  • Screw the Rules, I Have Connections!: The usual rules for High Sorcery preclude wizards wearing heavy armor and swinging large swords. Ariakas gets his arcane magic from Takhisis instead of Nuitari, and they give zero fucks about the moon gods' rules.
  • Self-Made Orphan: Slew his own father as revenge for the murder of his mother.
  • The Social Darwinist: He thinks that might makes right, and that the strongest will always survive. He actually encourages backstabbing and manipulation among the Highlords and their lieutenants, both to ensure that the best leaders make it to the top...and to keep any of them from threatening his power.
  • 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.
  • Super-Strength: He kills a hapless naked soldier that was in bed with Kitiara with a single punch.
  • 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.
  • Would Hit a Girl: He has no qualms hurting Kitiara and Iolanthe during his outbursts of anger.
  • 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.

    Cyan Bloodbane / K'Rshinthintl 
Race: Green Dragon

An enormous green dragon whose lack of courage is mistaken for weakness amongst other dragon. However, dragons who tried to take advantage of this weakness often found their ire gently redirected towards the green dragon's other enemies or making choices that led to their doom. Cyan prefers to use his cunning mind and subtlety to corrupt and influence those around him, holding no loyalty to anyone or anything but himself.

  • Absolute Xenophobe: He hates Elves. And Solamnic Knights. And humans. And other dragons. The list goes on. The only being he doesn't hate seems to be Takhisis and even her he seems to hold in only as high regard as he needs to live.
  • Archetypal Character: As a sadistic being reveling in the corruption of Silvanesti Kingdom and driving its monarch mad was so influential that it may be a reason why all Green Dragons, not just in Dragonlance but all of Dungeons & Dragons are seen as reveling in causing such kind of downfall of whole kingdoms.
  • Beast of Battle: power of the Dragon Orb forced him to serve as such to Raistilin.
  • Cool Versus Awesome: In Dragons of the Hourglass Mage he, an Ancient Green Dragon, shows up to battle Lord Soth, a Death Knight.
  • The Corrupter: To Lorac and later to the whole Elven nation of Silvanesti. As noted, he may be the reason why this trope became associated with Green Dragons in general.
  • Dirty Coward: As Raistilin notes, he does not pick a fight if he thinks he may be in any actual danger, and once he realizes he isn't the dominant force in a fight, he retreats.
  • Disney Villain Death: In War of Souls he is shot with Silvanesti arrows and falls from the sky, but is only presumed dead.
  • Dracolich: Rumors are he came back from the dead as one.
  • Evil Is Petty: His reasons to despise Elves and Solamnics are extremely petty when compared to what lengths he goes to ruin the lives of the former and how fanatical he is about killing the latter.
  • Evil Versus Evil: He picked a fight with Lord Soth once. In Dragons of the Spring Dawning, it is noted Takhisis had to lock him up after he murdered her favorite red dragon in a spat over a deer.
  • Fantastic Racism: He hates Elves and Solamnic Knights. Or rather, he hates them more than everything else.
  • Genius Bruiser: He is a skilled magic user, genius manipulator, and also one of the oldest and largest dragons this side of Dragon Overlords.
  • Let's You and Him Fight: Raistlin dropped him on Lord Soth once, knowing Cyan hates Solamnics so much he will attack him on sight.
  • Magic Knight: He is extremely dangerous in combat and also skilled in magic.
  • Never Foundthe Body:
  • Nice Job Fixing It, Villain: His attack on Lord Soth ended up saving all of the wizards at the Tower of Wayreth. He was unaware why Soth was there but the narration notes he wouldn't care anyway.
  • Summon Bigger Fish: Raistilin's plan to stop Lord Soth in Dragons of the Hourglass Mage was to drop Cyan in his path. Soth was a Solamnic and that for Cyan was a good enough reason to attack.
  • "The Reason You Suck" Speech: Before being forced into dragonsleep, he apparently gave Takhisis one, for agreeing to Huma's terms.
  • Unskilled, but Strong: While he has strong magic and a cunning, strategic mind, in battle he uses them to test his foes before coming to blows. Once he goes into physical combat he just prefers to overwhelm them with his superior strength.
  • Voluntary Shapeshifting: During the Age of Mortals he assumes a form of a mage to work his way into the plan to make Silvanesti destroy themselves.

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

A short, cowardly, overweight hobgoblin born into the ruling family of a small hobgoblin tribe. In his early life he possessed enough cunning to have all his rival successors assassinated to become tribe leader. Humbled after several long, painful (and often lethal) lessons, Toede finds his footing as a skilled manipulator and leader of Flotsam.

  • 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.
  • 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.
  • Matricide: His mother wisely believed the hobgoblins would just be cannon-fodder for the Dragonarmies and so refused to pledge her tribe's support. Seeing opportunity for recognition in battle, Toede murdered her to assume the mantle of tribal leader and pledge their loyalty to the armies of darkness.
  • 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's hellmaidens is impressed!
  • Starter Villain: He's literally the first "boss monster" the Heroes of the Lance face in the original trilogy.
  • Universally Beloved Leader: 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.
  • Villain Protagonist: In Lord Toede.

Race: Dark Silvanesti elf
Class: Fighter/Wizard/Winternorn
Alignment: Chaotic Evil

An elven wizard from Silvanesti who was falsely accused of a crime of passion and banished from his homeland, Feal-Thas moved to the Icewall region. He continued his magical studies, building his power even as he also built his hatred towards his fellow elves. He betrayed his homeland by giving the Dragonarmies intelligence about the Silvanesti's defenses, in return for which Ariakas made him the White Dragon Highlord.

  • An Ice Person: His winternorn powers allow him to alter damage-dealing spells like fireballs and lightning bolts to do cold damage instead of their normal element. He also despises the forests of Silvanesti, now preferring the frigid polar region of Icewall.
  • The Archmage: According to Gilthanas, Feal-Thas is one of the most powerful wizards in Ansalon.
  • Berserk Button: His hatred of other elves is such that if any of them injure him in the game modules, he becomes enraged and focuses all his attention on them.
  • Combat Clairvoyance: This is one of his powers as a winternorn. He uses it to mess with Kitiara when she visits him in Dragons Of The Highlord Skies.
  • Hero Killer: His wolves kill Aran Tallbow and Brian Donner, and nearly the rest of the party, before Laurana kills him.
  • Hoist by His Own Petard: When he confronts Laurana in Dragons Of The Highlord Skies, he's mentally dominated her and then tortures her with images of Tanis. That gives her the courage to fight off his spell and fight back.
  • Les Collaborateurs: He's so enraged at being Mis-blamed and banished from Silvanesti that he eagerly gives the Dragonarmies all the intelligence he can about Silvanesti's defenses.
  • Magic Knight: He's a skilled warrior and uses his sword as much as his spells. He was originally a member of the Black Robes, but he basically abandoned them. These are flagrant violations of the usual rules of wizardry, but Feal-Thas doesn't care one bit.
  • Off with His Head!: Laurana chops his head off with the Icereaver, a battle axe made of specially enchanted ice.
  • Savage Wolves: He's the head of a pack of vicious winter wolves that attack the party when they try to sneak into Icewall Castle.
  • Wrongly Accused: The original modules said that he was actually guilty of the crime he was banished for and that he had a Never My Fault attitude. Dragons Of The Highlord Skies retcons this to confirm that he really was innocent of the crime. The text adds that if Feal-Thas had never been accused and banished, he probably would have fought in defense of Silvanesti.
  • Voluntary Shapeshifting: He can magically turn into a vicious giant wolf.

Race: Human
Class: Wizard
Alignment: Neutral Evil

A legendary evil wizard who lived before the Cataclysm. At the height of his power, he knew all lore, languages and customs on Krynn. He became a bogeyman, used by parents to scare their children, however, his powers were all very much real.

  • 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.
  • Our Liches Are Different: The Twins trilogy takes pains to describe his withered flesh and creaking bones, and by that point he's lived far beyond a human's normal lifespan by draining the life forces of his apprentices. In Dragons Of The Hourglass Mage, he's nothing more than a spirit and is repeatedly described as a skeletal monstrosity.
  • Out-Gambitted: By Raistlin, who managed to undo his body-jacking spell and instead consume Fistandantilus's magical knowledge for himself.
  • Rage Against the Heavens: He was originally a Red Robe wizard, but the neutral god Gilean refused to extend his lifespan beyond the normal human length. Enraged, he rejected Lunitari and Gilean and turned to follow Nuitari and Takhisis.
  • 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.
  • Time Master: Bears the title "Master of Past and Present", but he also appears to have means of seeing into, manipulating, and communicating with the future, as he seems to have been in contact with Par-Salian, the Head of the Conclave some two hundred years after Fistandantilus' death.
  • Walking Wasteland: Some side effect of his experiments in Black Magic left him with a malevolent aura that withered plants and killed small animals.
  • You Will Be Assimilated: Fistandantilus used his magical bloodstone to drain his students of their life force and extend his own. He later tries this on Raistlin in the dungeons beneath Neraka, but then Raistlin assimilates him, more specifically his magical knowledge and power.

    Lord Ariakan Ariakas
Race: Human
Class: Fighter
Alignment: Lawful Evil

Son of Emperor Duulket Ariakas and an aspect of the sea goddess Zeboim. He is a peerless swordsman who studied the Knights of Solamnia and used them as a basis to found the Knights of Takhisis. A brilliant commander and strategist who nearly conquered all of Ansalon.

  • 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.

Race: Human
Class: Cleric
Alignment: Lawful Evil, later True Neutral

An amnesiac orphan girl adopted by Goldmoon who is drawn away by Takhisis, posing as the "One God", and manipulated into leading the Knights of Neraka in conquering much of Ansalon.

  • 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...
  • 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.
  • 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.
  • Well-Intentioned Extremist: Thinks the One God is awesome.

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

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's 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.
  • Bastard Bastard: His mother died during childbirth and Verminaard's father, Lord Daeghrefn, was painfully aware that his "son" looked nothing like him and was a mirror image of the neighbouring Lord Laca Dragonbane. Daeghrefn's mistreatment of his wife's bastard child was the first step on Verminaard's path of darkness.
  • Bond Villain Stupidity: Verminaard manipulated Flamestrike, a Giant Red Dragon mother grieving for the loss of her children during the War Against The Gods, into guarding his prisoners' children because in her senility and grief she came to regard and love the human children as if they were her own, and would willingly watch over them at all times. When he had the Heroes of The Lance, the escaping prisoners and their children cornered and dead to rights, the dark lord somehow believed it was a bright idea to shout on the top of his lungs "I will destroy the children!" within earshot of said Red Dragon who has come to love said children. Cue Flamestrike bursting out of her lair in motherly-rage to protect her beloved "children", turning the tide of the battle in the Heroes of the Lance's favor.
  • Card-Carrying Villain: Is pretty obvious about the whole "serving a god of darkness" business.
  • Carry a Big Stick: His mace, Nightbringer.
  • Death by Adaptation: A bit complicated example as the novels and modules were coming at the same time and the former kill him off way earlier than the latter, then skip later parts of his storyline. Once Lost Chronicles rolled up to fill these gaps, they had two Draconians pull out a Dead Person Impersonation on 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.
  • Greater-Scope Villain: He's Kansaldi Fire-Eyes's superior in Dragonlance: Shadow of the Dragon Queen and left her in charge while going south to handle his own plans. Depending on the time period, he might actually be dead by that point.
  • 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.
  • Spared by the Adaptation: Original modules let him live a bit longer than the novels. Some later remakes, like 15th Anniversarry edition, let him survive even beyond that and play role in the final battle of the Chronicles. this was later explained as two Draconians were impersonating him.

    Kansaldi Fire-Eyes 

A fanatical Cleric of Takhisis leading the the Red Dragon Army’s offensive in Solamnia during their attempt to take Kalaman.

  • Ascended Extra: She was a one shot villain from one of the old one shots. Shadow of the Dragon Queen promotes her to the Big Bad of the campaign.
  • Big Bad: She's effectively the main antagonist of Shadow of the Dragon Queen, as the attack on Kalaman she's leading serves as the main conflict.
  • The Dragon: As a Dragon Highmaster, she's Highlord Verminaard's chief general. However, as her boss is busy fighting the Heroes of the Lance, she's left in charge of the attack on Solamnia during Shadow of the Dragon Queen. May count as Dragon Ascendant, as depending on the timeline, Verminaard might be dead and thus Kansaldi might be the de facto leader of the Red Dragon Army without realizing it.
  • Took a Level in Badass: Her appearance in a one shot had her as just an officer in the Red Dragon Army. Cue ''Shadow of the Dragon Queen' where she's risen to the rank of Dragon Highmaster and becoming a cleric of Takhisis.

    Red Ruin 

The Red Dragon Army's ace dragonnel rider and leader of its airborne forces during the events of Shadow of the Dragon Queen.

Other Characters

    Aran Tallbow 
Race: Human
Class: Noble/Fighter
Alignment: Lawful Good

An easygoing Knight of the Crown from a long lineage of Knights who is considered one of the best archers in all of Solamnia.

  • 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.

    Alhana Starbreeze
Race: Silvanesti Elf
Class: Noble/Fighter
Alignment: Lawful Good

The sole daughter and heir of the Silvanesti Royal Family. She led a sheltered life, being tutored on how to become a good leader of the Silvanesti elves, and behaves cold, aloof and imperious towards outsiders.

  • Altar Diplomacy: She ends up in a chilly and political marriage with Porthios Kanan. However, they eventually grow to love each other.
  • 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.
  • 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.

    Arman Kharas 
Race: Hylar Mountain Dwarf
Class: Noble/Fighter
Alignment: Lawful Good

The son of Glade Hornfel Kytil, who was the first King of Thorbardin since the Cataclysm. Arman is a polite, loyal and honest dwarf who views himself as a hero destined to unite all the dwarven clans together. His beliefs have lost him many allies who declared him mad.

  • 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 reunite 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.

    Ausric Krell 
Race: Death Knight (formerly human)
Class: Fighter
Alignment: Lawful Evil

Ausric Krell the Betrayer is a sneaky man with little honor, brains, or nobility. He was the Knight of Takhisis most favored by Lord Ariakan Ariakas. His betrayal of Ariakan angered the sea goddess Zeboim and she took revenge by killing Krell and cursing him to return as a Death Knight.

  • 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
Race: Human
Class: Cleric
Alignment: Lawful Good

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 spiraled 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.
  • Final Solution: Beldinas wanted to rid the world of evil, and that included any race he deemed as 'evil,' mostly ones not directly made by the Gods of Good. Had he won, he would indeed have committed mass genocide on them all.
  • 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.
  • Selective Obliviousness: The gods sent him numerous signs that he was in the wrong and needed to stop, but he ignored the obvious warning signs due to being so convinced he was right. As such, they were left with no choice but to stop him by force with the Cataclysm.
  • 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.
  • Villainous Legacy: The entire Cataclysm and everything resulting directly from it is ultimately his fault due to his mad quest to purge the world of evil and become a god.
  • Villain World: ''There is Another Shore You Know, Upon the Other Side" details what he would've turned the world into had he won. The gods were depowered and put into a Fate Worse than Death, everything he deemed evil (including entire species) destroyed, and even the moons transformed into an all-seeing eye. It puts why the gods decided a Colony Drop was preferable to him winning.
  • 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 
Race: Human
Class: Barbarian/Ranger
Alignment: True Neutral

A shy farmhand who discovered the Foundation Stone that Takhisis forced into Neraka to make her a gateway to the mortal world. He took an emerald gemstone from the temple to pay for the needs of his family. Overcome by the evil of the emerald, Berem accidently killed his twin sister and the gem fused into his chest, cursing him with immortality.

  • 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's 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.

    Brian Donner 
Race: Human
Class: Noble/Fighter
Alignment: Lawful Good

A Knight of the Sword who exuded subtle strength. Although his family was of noble lineage, they currently hold no lands, his father hiring himself out as a tutor to feed them.

  • 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.

    Bupu Bulp 
Race: Gully Dwarf
Class: Cleric
Alignment: Neutral Good

A gully dwarf medicine woman from the lost city of Xak Tsaroth. She is a well-respected shaman amongst her people and legendary for being able to count past the number two and inventing the term "a whole bunch." 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.

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

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.
  • Blind Seer: The torture Crysania endured in the Abyss blinded her. She soon after become the High Priestess of the church of Paladine.
  • 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."
  • Gameplay and Story Segregation: An unusual example. Crysania's D&D stats give her an Intelligence of 13 and a Wisdom of 12 (in which a normal human would have around 10 in both.) In and of themselves these fit her personality in the novels well enough, as reasonably smart but far from all knowing, but under standard D&D rules, which use Wisdom as the basis for divine magic she'd make a mediocre cleric.
  • 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.
  • 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. After being subjected to brutal torture in the Abyss while trying to protect him, he abandons her once his goal is in sight.

    Dalamar the Dark
Race: Silvanesti Elf
Class: Wizard
Alignment: Neutral Evil

Dalamar Argent, also known as Dalamar the Dark, is a Wizard of the Black Robes who calls upon the black moon Nuitari for his power. Once considered a true Silvanesti Elf, he was branded as a Dark Elf for his pursuit of forbidden magic. Dalamar was apprentice to the infamous Raistlin Majere and, for a brief time, became Highmage of the Conclave of Wizards.

  • Affably Evil: Although a self-proclaimed Evil Sorcerer, he's a pretty easy-going guy to get along with.
  • The Archmage: Dalamar became one of the second most powerful practitioners of Wild Sorcery, and after the return of the Gods he became the Head of the Black Robes.
  • 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. Dalamar was even preparing to make a Last Stand against his master to prevent Raistlin from achieving godhood.
  • 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.
  • Wound That Will Not Heal: Raistlin inflicted one of these on his apprentice, Dalamar, in retribution for the latter spying on him for the Towers of High Sorcery.

Race: Human
Class: Cleric
Alignment: Lawful Good

A Highseeker Priest who runs the Seeker faith as fairly as he can, trying to stop the flow of atrocities that has started to plague his faithful.

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

The son of Tanis Half-Elven and Laurana Kanan who is leader of the combined elven people, known as the Speaker of the Sun and Stars. When he was young he was sickly, frail and impatient but he grows into a strong and serious man who allows rumours of his weakness to continue so his enemies will underestimate him.

  • Like Parent, Like Spouse: Gilthas' mother, Laurana, is a heroic, beautiful blonde elfwoman with remarkable skill as a military commander, and Gilthas eventually marries Kerianseray, a heroic, beautiful blonde elfwoman with remarkable skill as a military commander.
  • 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.
  • Puppet King: The Qualinesti of the Senate cast out his uncle Porthios and aim to make Gilthas into this. However, Gilthas winds up working with Kerianseray's rebels to take much more control of his lands.
  • Savvy Guy, Energetic Girl: The savvy one to Kerianseray.
  • Uneven Hybrid: He's a quarter human and three quarters Qualinesti Elven.

    Hederick the Theocrat
Race: Human
Class: Heathen cleric
Alignment: Lawful Neutral

A member of the Highseeker Council who styled himself as "The Chosen One" and began the Inquistion against sinners in the town of Solace.

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

An elf handmaiden who is a spy for Kagonesti rebels who helps Gilthas Pathfinder reclaim control of his lands after his senators try to turn him into a puppet king.

    Lorac Caladon 
Race: Silvanesti Elf
Class: Noble/Wizard
Alignment: Lawful Good

Patriarch of the Silvanesti Royal Family and Speaker of the Stars. He was married to Iranialathlethsala and together they had one child, Alhana Starbreeze, whom they doted upon.

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

A Knight of the Rose who was vain, power-hungry, dour and brooding. He was unafraid of giving out his opinion and was confident that good would always triumph over evil.

  • 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.
  • 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.
  • 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
Race: Human
Class: Fighter
Alignment: Lawful Good

A Knight of the Rose and Grand Master for the Knights of Solamnia. A skilled swordsman and a man of honor, wisdom, faith, and courage with a keen eye and an excellent judge of character.

  • 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.
  • Guile Hero: A political one, against Derek Crownguard.
  • Honor Before Reason: Though he is good at making use of loopholes.
  • invoked 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.
  • Outliving One's Offspring: Gunthar had three sons. One died during the attack on the High Clerist's Tower during the War of the Lance, another is killed during the Chaos War, and it is unknown when his last son was killed, but it was prior to Gunthar's own death.
  • 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.

    Lord Soth
Race: Undead Human (Solamnic), Death Knight
Class: Death Knight or Fighter or Fallen Paladin/Blackguard, depending on edition
Alignment: Lawful Evil (formerly Lawful Good)

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's 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.

  • Beyond Redemption: His lover stayed by his side after he lost his honor and begged gods to give him a chance to atone for his crimes. In a fit of petty jealousy, Soth threw it in her face and left her and their son to die in the fire. In her dying breath, she cursed him to become an undead monster, no longer believing there is a chance for him. If we take Knight of the Black Rose as canon then his actions in Legends (which a) prove over the centuries he learned absolutely nothing and b) almost caused the death of the gods and all life on Krynn) may have caused even the gods or Universe itself to see him this way, dooming him to the hands of Dark Powers.
  • Black Knight: As befits the 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".
  • 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.
  • The Dreaded:
    • To almost every character that he encounters. Averted with Raistlin, whom Soth greatly respects and refuses to attack (to Kitiara's fury).
    • Promotional material for Shadow of the Dragon Queen highlighted this aspect of him and going out of their way to present him as a deadly, unstoppable force.
    • To note, Soth is one of the only beings in existence that Count Strahd von Zarovich has ever shown fear of when he ended up dumped in Ravenloft and proved dangerous and unstoppable enough that Strahd just gave him what he was after and sent him on his way.
  • Enemy to All Living Things: Via his powers as a Death Knight.
  • Evil Overlooker: The Shadow of the Dragon Queen cover has him looming in the background, looking over everything.
  • 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.
  • Fatal Flaw: Jealousy. He abandoned a quest to save the world and find redemption for his past crimes, dooming countless lives to die and himself to undeath, because of a suspicion his lover is cheating on him. Then in Legends once he realizes Dalamar may be more to Kitiara than just another temporary thirst, he manipulates them both to jump at each other's throats. If it wasn't for Caramon and Tass' time travel, this action would have lead to Dalamar dying before he can stop Raistlin's ascension, meaning Soth's jealousy almost doomed the whole world.
  • Horrifying the Horror:
    • Soth and his singing banshees manage to give Big Bad Ariakas the creeps in their introduction.
    • Soth managed to scare Count Strahd von Zarovich enough that the count simply gave him what he wanted so he'd leave him alone.
  • 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. However, while he normally opens with Power Word: Kill, he'll still give his opponents a fair chance to fight back if they survive it.
  • Last-Second Chance: The gods effectively offered him the chance to be the last chance for Krynn to avoid the Cataclysm by stopping the Kingpriest after sending numerous warnings and heroes before hand. He abandoned the quest, dooming the world.
  • Magic Knight: His magical power is said to be matched only by wizards of the Conclave. Even without his magic, he is one of the most skilled fighters on Ansalon.
  • 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.
  • One-Hit Kill: His most dangerous ability is his Power Word. He can simply point at a living creature, say "die" and they will fall over dead unless they have some kind of magical protection against it. It's usually his opening move.
  • 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.
  • Stalker with a Crush: He is obsessed with Laurana in Dragons of Spring Dawning and after he fails at claiming her soul he then develops an obsession for Kitiara.
  • 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.
  • Trope Codifier: While he wasn't the first, he is widely considered to be the quintessential death knight and one of the greatest Dungeons & Dragons villains, going so far as his likeness being used in 5th Edition to represent death knights as a whole.
  • 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.

    Nightshade Pricklypear 
Race: Kender
Class: Mystic
Alignment: Lawful Good

A serious kender who can commune with the dead and is somehwat fearful of the living.

  • 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.

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

The youngest son of Caramon Majere and Tika Waylan, 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 (though Dalamar believes Palin has the potential to come close), 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.
  • Cincinnatus: He was once the greatest sorcerer in the world and the Gods promised to restore to him his magical abilities (which are implied to have the potential to rival his uncle's own prodigious power), but he refuses and opts instead to live a quiet life as an innkeeper. Dalamar can only shake his head at the idea that anybody, nevermind the nephew of Dalamar's own infamously ambitious master, would walk away from that much power.
  • Finger-Snap Lighter: One of his spells he developed as a Sorcerer has him snap his fingers to cast it.
  • Happily Married: They had some rough spots, but Palin and Usha managed to work through them in the end.
  • 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, even resembling him somewhat. 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.

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

The handsome and haughty eldest child of the Qualinesti Royal Family. Porthios is considered proud and arrogant even amongst his fellow elves, trained from birth to take on the mantle of the as the next Speaker of the Sun.

  • Arranged Marriage: To Alhanna Starbreeze to reunite Qualinesti and Silvanesti. Later becomes a Perfectly Arranged Marriage when begin to genuinely fall in love.
  • 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.
  • 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. He is so deformed that he can be mistaken for a red-skinned Goblin.
  • Four-Temperament Ensemble: The Choleric among the four royal children of Qualinost, alongside Giltanas (phlegmatic) , Laurana (Sanguine) and Tanis (Melancholic).
  • Parental Favoritism: His father's favorite.

    Rhys Mason 
Race: Human
Class: Monk

A disciplined and skiller warrior monk in the Order of Majere, adept at unarmed combat and a expert with his Emmide Staff. He pursues his brother Lleu Mason, an agent of Chemosh, who poisoned the entire Monastic Order of Majere and would have killed Rhys if his dog Atta hadn't saved him.

  • Barefisted Monk: He has training to be one, but most of the time he prefers using his 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.

    Steel Brightblade 
Race: Human
Class: Fighter
Alignment: Lawful Evil

Bastard son of Sturm Brightblade and Kitiara Uth Matar, conceived without the knowledge of his father, who never knew who he was growing up. He joins the Knights of Takhisis at Arkiakan's invitation and is tormented by the internal conflict of good and evil within him.

    Usha Majere 
Race: Human
Class: Thief
Alignment: True Neutral

A woman ageless beauty who is defined by conflicts and contradictions. Usha was an orphan adopted by the mysterious Irda race, among which she grew up considering herself the ugliest of creatures. She comes to believe that she might be the daughter of Raistlin Majere and an Irda woman, a delusion that complicates matters when she falls in love with Raistlin's nephew, Palin Majere.

  • Happily Married: Seems like they had some rough spots, but eventually Palin and Usha settle into this.
  • Kissing Cousins: Subverted. It's initially teased she's the daughter of Raistlin and an Irda woman. She falls in love with Raistlin's nephew Palin even before finding out they're not actually related.
  • Naïve Newcomer: To the world of Krynn, she's been raised in isolation by the Irda, and to begin with she has no concept of money, trade, employment, or the myriad dangers found in big cities like Palanthas. It nearly gets her into trouble on numerous occasions.
  • Supernatural Gold Eyes: Mostly subverted in that they turn out to be less of an indication of supernatural origin than people initially suppose.
  • World's Most Beautiful Woman: Played with. She herself, raised by Irda, considers herself the ugliest, plainest looking thing alive, which keeps her immensely humble. Which is good because virtually anyone who sees her or meets her falls helplessly in love with her virtually on the spot thanks to her incredible beauty.

The Gods

Good Deities

    Branchala, the Song of Life 
God of music, harmony, poetry, and beauty
Alignment: Chaotic Good

He is the divine representative of inspiration. Also called the Bard King, they are a patron to bards, performers and minstrels. He is revered highly by elves and kender.

  • 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.

    Habbakuk, the Fisher King 

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

Twin brother of Kiri-Jolith, brother of Solinari and son of Paladine and Mishakal. He is the divine power of persistence. He is the lord of beasts, and patron of hunters, rangers, druids, sailors, and the natural cycle of life and death. He opposes undeath and aberrations of magic. The Solamnic Knights of the Crown revere him as their patron god, representing the virtue of loyalty.

    Kiri-Jolith, the Sword of Justice 
God of war, courage, honor, and solidarity
Alignment: Lawful Good

Twin brother of Habbakuk, brother of Solinari and son of Paladine and Mishakal. He is the divine representation of honor, war, glory, justice and courage. He is revered by the Solamnic Knights of the Sword as their patron god. He is allied with Shinare.

  • 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.
  • 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.

    Majere, the Mantis of the Rose 
God of discipline, meditation, thought, and industry
Alignment: Lawful Good

Majere was called from the Beyond to serve as Paladine's chief advisor. He is the divine representation of discipline, seeking to improve the soul through hard work, practice, and austerity. He works more as a mentor than a saviour, teaching mortals to look within themselves for enlightenment. He is allied with Shinare.

  • Animal Motifs: Praying Mantises and Spiders.
  • All Monks Know Kung-Fu: Monks of his order train in martial arts.
  • 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.

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

The consort of Paladine and mother of Habbakuk, Kiri-Jolith and Solinari. She is the divine representation of healing and restoration, both in the body and spirits of mortals. She also acts as the goddess of light and love as well.

  • Happily Married: By all accounts, definitely to Paladine.
  • Healer God: Mishakal is a gentle goddess of healing and compassion.
  • Top God: Leader of the Gods of Good post War of Souls.

    Paladine, the Platinum Dragon 
God of good dragons, kingship, guardianship, and redemption
Alignment: Lawful Good

The leader of the Gods of Good. He is the brother of Takhisis and Gilean. He chose the goddess Mishakal as his consort and fathered Habbakuk, Kiri-Jolith and Solinari. He is the divine representation of majesty, redemption and righteousness. He sponsors the soul's aspirations to rise to greater heights and improve itself by following the examples of others. He grants divine right to kings and rulers. He respects the Gods of Neutrality and opposes all Gods of Evil.

    Solinari, the Mighty Hand 
God of good magic, abjuration, and divination
Alignment: Lawful Good

The son of Paladine and Mishakal and brother to Habbakuk and Kiri-Jolith. He is the divine representation of vigilance. As the God of Good Magic he is the sponsor to the Order of the White Robes. Solinari is a patient god, slow to act, but once he makes a decision he moves towards it boldly and fearlessly. He works with Lunitari and Nuitari to further the cause of magic.

Neutral Deities

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

Nature incarnate and the divine representation of instinct. She is the patron of many druids and rangers. She is revered by the animals and plants of Krynn. Her mood changes with the seasons and her fury is directed at those who abuse the wild. She is the lover of Zivilyn and allied with Habbakuk. She opposes Zeboim, Shinare and Morgion.

    Gilean, the Book 
God of knowledge, balance, watchfulness, and freedom. Leader of neutral gods.
Alignment: True Neutral

The brother of Paladine and Takhisis and father of Lunitari. He is the divine representation of balance. Gilean keeps records of everything that happens in his mighty book and studies humans - his favored creation - to watch the progress they make in the mortal world.

  • God in Human Form: Astinus, the master historian of the Great Library of Palanthas, is oft speculated both in-universe and out to be Gilean in human form. He simply appeared one day after the library was constructed with no word of his own past, has been around for hundreds of years despite seemingly being an ordinary human, and spends every hour chronicling the history of Krynn seemingly without rest.
  • 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.

    Lunitari, the Veiled Maiden 
Goddess of neutral magic, illusion, and transmutation
Alignment: Lawful Neutral

The daughter of Gilean. As the Goddess of Neutral Magic she is the sponsor of the Order of the Red Robes. She is known to be a trickster, creating illusions to confuse people to amuse and entertain herself. She works with Solinari and Nuitari to further the cause of magic.

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

Reorx is the supreme god of dwarves and gnomes, with the kender viewing him as a grandfather-like figure. He is the divine representation of creation. He is the patron god of smiths and craftsmen. Under the High God's direction, Reorx forged the world, stars and souls of mortals into existence from the essence of Chaos. He is allied with Sinare to spur dwarven economies. He hates and fears Chaos, referring to him as the "Father of All and of Nothing."

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

Shinare was called from the Beyond to serve Gilean, being crafted from wonderous metals by Sirrion. She is the divine representation of interaction and governs over all negotiations, contracts, enterprise and partnerships. She is Sirrion's mate, however, their relationship is volatile and problematic. She is allied with Reorx, Kiri-Jolith and Majere.

    Sirrion, the Flowing Flame 
God of fire, creativity, passion, and renewal
Alignment: Chaotic Neutral

Sirrion was called from the Beyond by Gilean to provide fire for Reorx's worldforge and place the spark of divinity within all life. He is divine representation of the fire of the soul. He is revered by artists, alchemists and lovers. He gave form to his mate, Shinare, from wonderous metals and whilst they are close their relationship is much like a fiery debate.

    Zivilyn, the World Tree 
God of wisdom, foresight, prophecy, and enlightenment
Alignment: True Neutral

Zivilyn was called from the Beyond to act as Gilean's chief advisor, give insight to Chislev's instincts, and to bear witness to the world and share his divine experience with mortals. Many believe that the World Tree is Zivlyn's physical manifestation on Krynn. He is Chislev's lover and whilst he opposes Takhisis, Sargonnas and Kiri-Jolith, he calls no other god his enemy.

  • 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.
  • Time Master: He's the god of time.

Evil Deities

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

Chemosh was brought from the Beyond to serve Takhisis. He is the divine representation of fatalism. Chemosh hates life, thinking it is a gift wasted on mortals. He festers within the hearts of mortals, trying to get them to give up the shell of mortality and move on to the next stage in the soul's journey before it's proper time. Otherwise, he tempts mortals with the promise of immortality, when in reality it will only make them his undead slaves. He opposes Chislev, Sirrion and all the Gods of Good but considers Mishakal his nemesis.

  • Animal Motifs: Goats; well, goat skulls.
  • 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.
  • 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.
  • Love Makes You Dumb: Falling in love with Mina proves to be his undoing.
  • The Starscream: After Takhisis's death he strives to become the Top God.
  • Sympathy for the Devil: He seems to cause this in the Dark Disciple Trilogy.

    Hiddukel, the Prince of Lies 
God of greed, lies, thieves, and secrets
Alignment: Chaotic Evil

Hiddukel is a dealmaker who trades in riches and souls. He captures the souls of mortal who desire or despair over making profit at the misfortune of others and offers deals with dying men who will accept anything in desperation. He is also said to control all of the ill-gotten wealth in the world. He is the patron of evil businessmen, thieves and hobgoblins. He is revered by Red Dragons due to their common avaricious nature. He opposes Shinare, Majere and Branchala. He also opposes Reorx but is too cowardly to anger him.

  • Corrupt Corporate Executive: One of his aspects is basically the fantasy version of one.
  • Expy: Of the archdevil Mephistopheles from Dungeons & Dragons (one of Hiddukel's alternate names is M'Fisto), though the latter is invoked Lawful Evil.
  • God of Evil: He's aligned with the gods of evil.
  • Satan: He is not the head evil deity, but there is 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 
God of disease, famine, poison, vermin, suffering, and madness
Alignment: Neutral Evil

Morgion is the God of Decay in all its forms, including plague, pestilence, rust, and madness. He wishes to see all things wither away into decadence, and for mortals to suffer as much as possible before moving on to the next stage of their soul's journey. He isolates himself from the other Gods of Evil, plotting alone in his Bronze Tower on the edge of the Abyss, and he stands in opposition to all the Gods of Good, especially Mishakal.

  • 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."

    Nuitari, the Devouring Dark 
God of evil magic, arcane secrets, necromancy, and enchantment
Alignment: Lawful Evil

The son of Takhsis and Sargonnas and the twin brother of Zeboim. He is the divine representation of ambition. He detests his mother who stole magic from him in the past to grant to her followers, the Knights of the Thorn. As the God of Evil Magic he is the sponsor of the Black Robed Wizards of High Sorcery. He works with Solinari and Lunitari to further the cause of magic. He is occasionally in conflict with Chemosh since they both have some domain over necromancy.

  • Affably Evil: He can act this way when he wants to. Nuitari provided young Raistlin counsel when he was in need of it as a child and never raises his voice or engages in anger.
  • 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. Nuitari provides magic to the Black Robes even when his own mother is plotting against him and is the patron of sorcerers who use it for their own selfish ambitions. This in contrast to his siblings who encourage it to help others.
  • Evil Versus Evil: He's broken ranks with Takhisis more often than not due to his respect for the Balance.
  • Evil Sorcerer: He's the 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: Is God of Pride in the game's write up for him. Notably an Informed Attribute as he is significantly more level headed than his mother and mostly treated as a Reasonable Authority Figure compared to the rest of the Gods of Evil.
  • 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.

    Sargonnas, the Red Condor 
God of vengeance, war, conquest, and rage
Alignment: Lawful Evil

Sargonnas was summoned from the Beyond by Takhisis to be her consort. The two have had a rocky relationship through the eons, which has transferred to their children, Zeboim and Nuitari. Sargonnas is revered by minotaurs as the divine representation of power gained through brute strength and held with honor. Sargonnas hates and opposes all the Gods of Good but has a grudging respect for Kiri-Jolith.

  • 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. They're both gods of war, but Kiri-Jolith is the god of honorable combat, and Sargonnas is more the god of just combat.
  • God of Evil: He used to be the "consort" of Takhisis, and now that she is dead, he's the most powerful evil deity.
  • Noble Demon: Although he's evil through and through, he dislikes dishonesty in general and almost always keeps his word. He also tolerates - albeit with clenched teeth - the minotaur that turned to Good and worship Kiri-Jolith.
  • 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 that the proud warrior race worships.
  • Top God: After the death of Takhisis, he becomes the most powerful evil god.
  • Unstoppable Rage: He has such rage that he is literally the god of it.
  • War God: War is part of his portfolio.
  • Worthy Opponent: How he sees Kiri-Jolith, his Good Counterpart.

    Takhisis, the Queen of Darkness
Goddess of evil dragons, domination, hatred, intrigue, and night
Alignment: Lawful Evil

Matriarch of the Gods of Evil. The younger sister of Paladine and Gilean, she chose Sargonnas as her consort and is the mother of Zeboim and Nuitari. Takhisis is the most ambitious of the Gods, frequently schemeing to upset the balance and take over the world for herself. After being driven back by Huma Dragonbane in the Third Dragon War and sealed from the physical world, she bides her time in the Abyss, seeking new ways to return.

  • 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.
  • Alternate Self: Of Tiamat, the evil dragon-goddess of other Dungeons & Dragons settings.
  • 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.
  • The Corruptor: She turned first dragons into chromatics by seducing them with power and playing upon their fears.
  • 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 have led to this form being phased out.
  • Evil Counterpart: To Paladine, as a draconic Top God.
  • Evil Matriarch: After mothering the second generation of Chromatic dragons, Takhisis brutally killed two of them solely to make a point to the others.
  • Faux Affably Evil: She definitely can be polite, but only when it serves her. For example, she praises Raistlin for his tenacity, and then she threatens him with eternal torment if he doesn't surrender.
  • 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.
  • God of Evil: Was the most powerful one.
  • 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.
  • The Power of Lust: As a temptress, she works through the lust of others among other methods of worship.
  • Sealed Evil in a Can: After Huma defeated her and made 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.
  • Worthy Opponent: As much as she hates and fears Raistlin, she does seem to respect him.

    Zeboim, the Sea Witch 
Goddess of oceans, storms, jealousy, and spite
Alignment: Chaotic Evil

The daughter of Takhisis and Sargonnas, twin sister of Nuitari, and mother of Lord Ariakan Ariakas. Her moods change with the movement of storms, being calm one moment and in a violent rage the next. She detests Habbakuk, feeling that she alone should have sole domain over the seas.

  • All Girls Want Bad Boys: She 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.
  • Villainous Rescue: She was the primary opponent of Chemosh's designs on Takhisis' vacant throne in the Dark Disciple trilogy, with more story prominence than any of the good or neutral gods, and the only god to sponsor a mortal champion to actually get anything done.


God of disorder and destruction
Alignment: Chaotic Evil

The physical manifestation of the void from which the High God created the universe. He is the divine representation of chaos. Chaos' cycle of destruction was slowed when Reorx struck his hammer to the Anvil of Time and created the world of Krynn. Reorx trapped him into the Greygem, which travelled throughout Krynn, allowing Chaos to cause much havoc and many changes.

    High God 
God of law, order, and creation
Alignment: Lawful Neutral

The High God brought the other gods from the Beyond and created the universe. He is the divine representation of order. Once he finished directing Reorx and Sirrion in creating Krynn, he withdrew from the world, placing the plan of creation in the Tobril, which lies in the care of Gilean. The High God has no clerics, nor can any divine spellcasters gain power from him. He has only ever interfered in the affairs of the world once during the All-Saints War.

  • 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.
  • Top God: Of the God of Gods version - he created the universe and the eldest of the other Gods.
  • Truly Single Parent: He created Paladine, Gilean, and Takhisis by himself and considers them his children.


Mortals whose ability to cast magic comes from their faith in and devotion to a single deity. In return for their service, the clerics are granted divine power that comes from the gods themselves. Clerical magic became unavailable to mortals following the Cataclysm in a period known as the Time of Darkness, until Goldmoon rediscovered the power of the gods and brought divine magic back to the world. Clerical magic would disappear again following the Chaos War, when Takhisis stole the world which led to many clerics learning to draw upon the power of Mysticism instead. Following the War of Souls, the gods came back to the world and clerical magic returned.
  • 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.

Mysticism is often called the "Power of the Heart", but it can really be called the ambient energy of all life. Mysticism was discovered after the Chaos War by Goldmoon. Mysticism, unlike Primal Sorcery, was nearly unheard of, as it had possibly never been used before the Fifth Age. Mysticism draws upon the energy in all living things. The discovery of Mysticism was a great boon, as Mystical magic could heal and cure disease, something that had been lost after the gods left at the end of the Chaos War. Mysticism was introduced in the Dragonlance SAGA game system, and could only affect living or once-living matter. So, there could be Mystics who could, heal, manipulate plants and animals, or create undead creatures, but they could not create a fireball.
  • Background Magic Field: Mystics draw their magic from the power of all life (and can even use it to make unlife in the form of undead if they are trained in Necromancy).
  • Bad Powers, Bad People: The Citadel of Light refuses to teach the sphere of Necromancy, which deals with corporeal undead. They do teach the sphere of Spiritualism, which deals with incorporeal undead, and even that is considered a little borderline.
  • Functional Magic: Of the Force Magic variety(It is drawn from all living things and their own soul).
  • Imagination-Based Superpower: 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.
  • 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.
  • Wizarding School: There is the Citadel of Light founded by Goldmoon.

    Primal Sorcerers 
The magic called Primal Sorcery is actually one of the oldest forms of magic that as always been around on Krynn. Primal Sorcery was the magic that was used before the Three Moon Gods took their places in the sky. The practice of Primal Sorcery fell out of use because the Moon Gods believed it to be dangerous after three sorcerers accidentally caused magical storms that devastated Ansalon when they defeated an army of Dragons during the Second Dragonwar. The moon gods taught the three sorcerers High Sorcery. Primal Sorcery was re-discovered after the Chaos War when all of the gods left. Primal Sorcery was introduced in the Dragonlance SAGA Fifth Age game system. Primal Sorcerers in the SAGA system could only manipulate non-living matter, so they could create fireballs, tidal waves, or tornadoes, but they could not heal anyone or create undead creatures.
  • Background Magic Field: From which they draw their magic from (well, and their own souls too).
  • 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.
  • Imagination-Based Superpower: 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.
  • 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.
  • Whatevermancy: Aeromancy, Cryomancy, Electromancy, Geomancy, Pyromancy, Hydromancy, and 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.

The Wizards of High Sorcery arose during the Age of Dreams and became the most ancient, venerated, and fearsome of all the magical orders on Krynn. They draw their power from the three moons and the Gods attributed to them - Solinari, Lunitari, and Nuitari - which is the basis for their three orders, the White Robes, Red Robes, and Black Robes. The Wizards seek to further and strengthen magic and magical knowledge while at the same time create a foundation of order and brotherhood among all mages.
  • Asskicking Leads to Leadership: 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. When all three moons are in alignment, a sesquiennial event known as the Night of the Eye for the eye-like appearance they makenote , the magic of all three orders is strengthened drastically.
  • 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.


    Civilized Humans 
One of the many races found on the world of Krynn.

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, female sivak, and flame draconians all explode (after an Unstoppable Rage in the aurak's case).
    • In the tabletop game, some Baaz and Kapak can also explode upon death.
  • 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.
  • Fantastic Medicinal Bodily Product: Female kapak can secrete a special saliva that heals wounds.
  • 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.
  • Level Drain: If killed, some sivak apply this effect on their killer.
  • 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.
  • Mage Species: Bozaks and sivaks both have minor magical abilities, while auraks are skilled sorcerers by nature.
  • 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 Human 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: Male sivak can shapeshift into their victims, but only once - once they revert, they have to kill again in order to shapeshift again.
    • Female sivak can alter their own color and appearance in minor ways, which is surprisingly useful for blending in the environment.
  • 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.


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 separate 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 Versus Dwarves: Though elves and dwarves don't like each other very much, dwarves actually are more prone to fighting each other instead — the Mountain and Hill Dwarves hate each other over the 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.

One of the many races found on the world of Krynn. The Elven Nation itself is broken into two pieces: Qualinesti and Silvanesti. There are many kinds of elves found on Krynn besides these two though, such as the Kagonesti, Dargonesti, and the Wild Elves of South and North Ergoth.
  • Break the Haughty: They're as a rule arrogant and disdainful of the "lesser" races... But oh boy do they end up paying for it, with conquest, enslavement, and genocide at the hands of their many powerful enemies, and since their attitude has left them with few allies...
  • 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 Versus 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. Later on, the Silvanesti end up enslaved successfully at the hands of the Minotaurs.
  • 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.
  • Hero with an F in Good: Elves were created by the gods of Good specifically to represent and defend it in the Balance Between Good and Evil; you'd be hard-pressed to find any of them living up to this, barring a few mavericks like Laurana. In fact, their numerous fuck-ups due in large part to their Can't Argue with Elves attitude, Cultural Posturing, and even outright Fantastic Racism are usually far more notable, and have had terrible and long-ranging consequences for Krynn. The Silvanesti and (to a slightly lesser degree) Qualinesti are especially guilty of this.
  • 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 deep forests.
  • Our Elves Are Different: 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: The Silvanesti have this as their hat, being particularly focused on preserving lore.
  • Screw You, Elves!: Balancing out their terrible track record at actually upholding virtue (the very reason for their creation by the gods) and their snooty, elitist attitude, the setting seems to take a perverse joy at dishing out karmic payback to them, especially as the timeline advances.
  • Voluntary Shapeshifting: Dargonesti and Dimernesti can shapeshift into dolphins and sea otters, respectively.

One of the Greygem races, surfacing on Krynn during the Age of Dreams when the Greygem wandered the lands. Goblins are typically flat-faced, bandy-legged, and pungent. They can live up to one hundred years old, though most die violent deaths early in life.
  • 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 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.
  • Cloudcuckoolander: They come across as this to other races. Gnomes whose inventions work too well end up viewed as this by their kin, to the point they're called "mad gnomes".
  • 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.
    • Conversely, the proliferation of firearms through the Dungeons & Dragons multiverse has in the past been at least partially attributed to Krynnish gnomes.
  • For Science!: The main reason tinker gnomes do what they do. Failed inventions means that there's a chance for revision and improvement, while succeeding with an invention means you've reached a dead end with it. In the Legends series, Tasslehoff meets a gnome who's miserable because anything he creates always works. The gnome explains to Tas that there's no possibility of further researching or improving his work.
  • 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.
  • Proud Industrious Race: Subverted. They believe themselves to be the trope, but are actually an Unjustifiably Proud Bungling Inventor Race.
  • 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.

    Gully Dwarves 
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.

The original form of the Ogres, back when the world was young. A tyrannical, beautiful, blue-skinned race who ruled over humans in the Age of Dreams. 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.
  • 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 are actually debates amongst the authors/players about whether or not they still exist.
  • Mage Species: A tyrannical race with natural magic abilities.
  • Inhumanly Beautiful Race: Even more so than elves.
  • Space Elves: Of the "Enlightened Mystic Race" variety. The modern survivors, at least, have realised the flaws in their character that led to their degeneration.
  • Voluntary Shapeshifting: Part of what allows them to survive without their survival going noticed is their ability to turn into different forms.

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.
    • Don't threaten to steal their collections either. One kender spread a rumor that the Knights of Takhisis would do this. When the Knights attacked Kenderhome, the kender fought so fiercely they earned the Knights' respect.
  • 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'".
  • Collector of the Strange: Kender customarily carry several pouches with souvenirs from their travels. These items can range from the mundane to the magical.
  • 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.
  • 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.
    • 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.

Minotaurs are a race which is half-human and half-bull. They live predominantly on the isles of Mithas and Kothas on the northeastern shores of the Blood Sea of Istar. They are intensely proud creatures, living to be about 150 years old, growing to be 7 feet tall, and with horns of up to 24 inches long. Only champions who fight and win in the Great Circus can be leaders in Minotaur society, believing that might makes right. The goal of their race is simple: destroy all other races on Krynn. They are exceptionally bigoted and view all non-minotaur races as lesser beings.
  • Always Chaotic Evil: A variant - minotaur are always lawful. The vast majority are Lawful Evil and serve Sargonnas, but a sect of them has broken away, and become Lawful Good worshippers of Kiri-Jolith.
  • 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.
  • My Species Doth Protest Too Much: Sympathetic individuals such as Kaz, one of Huma's companions, do exist.
  • Our Minotaurs Are Different: 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.
  • 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.

    Nomadic Humans 
Often thought of as being primitive barbarians and savages. Nomadic humans live simple lives, surviving off the land and existing in harmony with nature. These nomads can be found living in the mountains, forests, plains, tundra, and deserts of Krynn. They distrust anyone that isn't like them, especially "civilized" humans, however, they'll allow individuals to prove themselves worthy.

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.


Chromatic Dragons

    Red Dragons 

The largest of the chromatic dragons, they are notoriously avaricious and obsessive hoarders. They attack foes with magic first, saving their fiery breath as a last resort since using it will destroy their chosen victim's treasure. Red dragons can shapeshift, making them a difficult foe. They make their lairs high up in the mountains.

  • 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, Blue Oni: The Red Oni when compared to blue dragons, who are patient, thoughtful, level-headed, and rational while red dragons are impulsive, emotion-driven, vengeful, aggressive, and violent.

    Blue Dragons 
Blue dragons prefer dry and desert-like environments. They work easily as a group, cooperating to form an effective fighting force. They are the easiest dragons to take into large battles because of this talent. Blue dragons use spells and their powerful lightning breath to destroy their enemies.
  • 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.
  • 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.
  • Red Oni, Blue Oni: The Blue Oni when compared to red dragons, who are impulsive, emotion-driven, vengeful, aggressive, and violent while blue dragons are patient, thoughtful, level-headed, and rational.
  • Shock and Awe: Their Breath Weapon 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.

    Green Dragons 
Green dragons live in the forests of Krynn, and they prefer to use their cunning and magical skills over physical combat against foes. Green dragons covet their treasure, and hoard away as much as they can find. When a green dragon runs out of spells, it will use its deadly chlorine gas breath on its foes.
  • 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.
  • Enchanted Forest: 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.

    Black Dragons 
Black dragons prefer the solitude of swamps for their lairs. They can breathe underwater for long periods of time and are fiercely independent to the point of being uncontrollable by their masters. Black dragons use darkness to blind their enemies, attacking with their deadly acid breath and spells.

    White Dragons 
White dragons generally live near Icewall Glacier, or anywhere the climate is cold and inhospitable. White dragons breathe out a cone of frost and are generally considered the smallest and most slow-witted members of the chromatic dragons.
  • 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.
  • 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.