The Knights of Justice
Arthur King is the quarterback of the New York Knights in present time and gets to be the king of Camelot in medieval times. Kind, heroic, generous, inspiring, and trusting, he is well-liked by his team in either role. He wields a sword (Excalibur, of course) and his shield emblem is a dragon.
- Authority Equals Asskicking: Duh, really. Arthur's the most capable knight, wields the legendary magic sword and his personal shield emblem's a dragon.
- Badass Cape: Several knights have capes as part of their armor, but Arthur's is largest, stands out due to its contrasting red color, and he wears it whether in armor or court clothes.
- Catchphrase: "Excalibur, BE MY STRENGTH!" is Arthur's call whenever he brings Excalibur into play.
- Dragon Rider: Arthur's dragon is utilized as mount at least half its appearances.
- Gold-Colored Superiority: Both Arthur and his steed Valor are decked out in gold-colored armor. Even his dragon has golden scales.
- Heroes Want Redheads: Firstly on account of the true King Arthur, since he's the one who married her, but Arthur King certainly isn't complaining above having to pretend to be Guinevere's husband.
- King Arthur: He replaces the real one until he can free him.
- Only the Chosen May Wield: Downplayed compared to the legend and most adaptations. Excalibur's specialness only comes up in two episodes, and the one most focussed on it, "The Quitter", has Wally wield it in his mission to retrieve it for Arthur.
- Punny Name: He's the only one of the team to get a last name and it just so happens to be "King". Arthur King, King Arthur, same difference.
- The Quarterback: Arthur's role as part of the New York Knights.
- Synchronization: Implied to have a weak form of this with Guinevere in "The Challenge", despite not being her true husband. It's never brought up again either.
- Two Guys and a Girl: Between him, Lance, and Guinevere. Arthur qualifies for Best Friend (with a light case of Hair-Contrast Duo) with Lance. The two have a strong sense of loyalty and camaraderie between them that few friendships in the show can rival. Guinevere is Arthur's wife (or rather, the wife of the real Arthur whom he replaces), while she and Lance also have a hard to define but strong relation going between them.
Better known as Lance, rarely mentioned last name Bellows, he is Arthur's closest friend. He's studying medicine, which comes in handy in medieval times too. He wields a lance, his shield emblem is a lion, and he handles a cart that shoots more lances.
- Distressed Dude: He and Trunk get abducted in the second episode to tell Morgana who these new knights are. They are rescued by Arthur later that episode along with Guinevere. And for Lance it doesn't stop there, because twice he ends up missing in the depths of what seems to be a watery grave, triggering a Heroic BSoD in respectively Breeze and Arthur that sees the Warlords running for their dear lives.
- The Heart: Not so much in keeping the team together, but he's unambiguously the goodiest good guy that ever gooded the good goodly. Aside from how his peril triggered the aforementioned Heroic B.S.O.D.s, both times his eventual rescue comes at the hands of the Lady of the Table herself, an entity who represents all the value Camelot stands for and who barely ever shows herself to anyone. Merlin even calls Lance blessed among men for the favor he's deemed worthy of.
- Implied Love Interest: Lance gets some sort of close with the Lady of the Table in "What the Key Unlocked". Between that and "The Warlord Knight", he's at minimum her favorite.
- Two Guys and a Girl: Between him, Arthur, and Guinevere. Lance qualifies for Best Friend (with a light case of Hair-Contrast Duo) with Arthur. The two have a strong sense of loyalty and camaraderie between them that few friendships in the show can rival. Guinevere is Arthur's wife (or rather, the wife of the real Arthur whom this Arthur replaces), but she and Lance also have a hard to define relation going between them. It's not romantic, but at times closer than what either of them has with Arthur. It was Guinevere who noticed Lance's strange behavior in "The Warlord Knight" when Arthur was certain everything was fine, while Guinevere's safety gets more of a (emotional) response from Lance than from Arthur in "The Challenge" and "Enter Morgana".
Breeze is one of the technically-minded Knights and back home the older brother to a sister. The pike is his go-to weapon and his shield emblem is an Egyptian sphinx.
- The Engineer: Breeze's got an engineering scholar ship, which he puts to use in "The High Ground" to make small planes for the Knights.
- Face Your Fears: He's got two. The primary one is acrophobia, which is jointly introduced and conquered in "The High Ground". That is, Breeze remains vulnerable to it, but he doesn't let it stop him anymore. The secondary one is claustrophobia, brought up in "The Island", though it doesn't affect him as much. Wally does point out he's pushing it with two phobias.
- Only Known by Their Nickname: "Breeze" is implied to be a nickname in the SNES booklet and earned for always keeping his cool.
- Rhymes on a Dime: It's limited to the first season, but Breeze does this.
- Worthy Opponent: Breeze is something of the designated opponent of the Purple Horde. He is the one who taught the other Knights judo to stand a chance against their new enemy in "A Matter of Honor" and gets a personal battle in "The High Ground". During it, Chang orders his men to stand back to claim the honor of defeating Breeze, whose combat skills are deemed impressive. When Breeze manages to outwit, outrun, and escape, Chang again prevents his men from further (ranged) combat, accepting that Breeze has won this round. The two also greet each other from afar as Breeze makes his getaway as a sign of mutual respect.
One of the Knights the rest of the team relies on for defense. His weapon are bricks and his shield emblem is a bat. Additionally, Brick has his own cart that's a mobile tower.
- Barrier Warrior: Goes hand in hand with Improbable Weapon User. Brick's signature weapon are bricks. They're far more useful than they sound, because what it comes down to is that he summons a wall at will, whether to stop an incoming attack or to push an enemy away. In rare cases, he goes so far as to imprison an enemy on the spot. Smashing the wall down on them also happens, but is rare.
- Best Friend: He and Wally are inseparable.
- Catchphrase: When summoning his bricks to form a wall, Brick tends to shout "Give me a wall, y'all!" during season 1. It becomes an Abandoned Catchphrase in season 2.
- Meaningful Name: His name is Brick and his signature weapon are bricks. Doubly so, it matches his buddy's name, Wally, perfectly. Whether as football players of Knights, they take care of the team's defense.
A crossbow-wielding Knight with a huge crossbow as cart to boot. Although a fine warrior, his lack of patience and bullheadedness do make him vulnerable to trouble. His shield emblem is an eagle.
- The Charmer: Darren makes mention of having "a couple of hundred ladies" waiting for him in "Camelot Park", while in "The Unbeliever" his immediate assumption of Elaine's request for them not to ride out is that they "had a date or something". Gallop is the team's other Charmer and between Darren and he there's a bit of Red Oni, Blue Oni going, most shown in "Winter Campaign", but also present in "The Unbeliever".
- Jerkass: The Knights's "bad boy", so to say. He's decent to friendly to his team, but others, like people of lower standing or women? In his defense, he does learn his lessons... slowly, anyway.
- Leeroy Jenkins: Darren is the one who will rush into battle without proper plan or ignoring the one there is either because he doesn't believe it necessary or just because. Made fun of by Trunk in "Darren's Key" when Darren messing up the plan was, for a change, not his fault.
- Love Interest: Portrayed as Elaine's in "The Unbeliever", though it's barely detectable in "Winter Campaign".
- Same Character, but Different: His toy's blurb describes him as "intelligent and organized", which has nothing to do with his cartoon self's portrayal. That particular part of his toy bio also isn't in his section in the SNES booklet.
The fastest of the Knights and all-around pleasant company. He wields the mace in combat and has Cerberus as his shield emblem.
- Catchphrase: Gallop has a tendency to say "Baboom!" as shown in "Opening Kick-Off", "The Unbeliever", and "Quest for Courage". It becomes an Abandoned Catchphrase thereafter.
- The Charmer: Gallop brings up his ladies' man ways in "Opening Kick-Off" and "Even Knights... have to Eat". Darren is the team's other Charmer and between he and Gallop there's a bit of Red Oni, Blue Oni going, most shown in "Winter Campaign", but also present in "The Unbeliever".
- Horseback Heroism: According to the SNES booklet, Gallop is the best of the Knights when it comes to horse riding. An implication that follows from it is that "Gallop" is a nickname, making him Only Known by Their Nickname.
- Love Interest: Starting season 2, he becomes attached to Katherine, a woman who lives outside of the castle walls. Just to see her, he occasionally sneaks past the Warlords' siege line.
Lug was the football team's equipment manager, and as such is the one most reluctant to join the others in playing knight. Fortunately for him, he's still appreciated in a supporting role as handler of the equipment cart. His weapon is a football and his shield emblem is an octopus.
- Acrofatic: Likely the fattest character on the show. He's no less of a Knight for it.
- Butt-Monkey: Most obvious in "Opening Kick-Off", "What the Key Unlocked", and "The Dark Side", which has the others, in the first case, blame him for crashing the bus while taking a road they pressured him into taking despite him saying it was dangerous, in the second case, play a pain-involving prank on him, and, in the third case, be very willing to believe he'd purposely harm them and sabotage their equipment. Overall, the others seem to think that they think of him as an equal when in fact they don't.
- A Day in the Limelight: Lug is one of the Knights who didn't make it into the regular rotation before the franchise ended, but he did get a focus episode with "Assault on Castle Morgana".
- The Ghost: Lug's octopus is one of the two shield emblems not to show up in the show (or any other medium, for that matter). There might be some This Looks Like a Job for Aquaman to blame for it, because the octopus is the only aquatic combatant/weapon in the regular cast, but both Lug's limelight episode and "What the Key Unlocked", when he also came along, involved quite a bit of water and still the octopus wasn't summoned.
- Improbable Weapon User: It's a football. Lug's the only one who has such an odd choice for a weapon, especially considering Lug isn't even a football player himself. Like much regarding Lug, it didn't get to feature in the show or other canon before the franchise was cancelled, so how he was supposed to handle it is unknown.
- Lovable Coward: Lug doesn't like being a Knight and having to risk his life at all and he's not shy about saying so. The team spirit might sometimes get to him, but usually he prefers to stay on the sideline. However, his heart is in the right place and he's not going to stand by when someone needs help, no matter what danger he has to throw himself into.
- Only Known by Their Nickname: According to the SNES booklet, Arthur called him "big lug" one day and the latter half stuck as his nickname. His official name is never given in any canon.
A particularly good-natured Knight who loves to eat. His designated weapon is a mace and his shield emblem a panther.
- Acrofatic: He's the third fattest character in the show and like the other two not to be underestimated.
- Big Eater: Combines with Big Fun. Phil is the one who will be the first to suggest a celebration that includes a big buffet. Part of his affection for Orin and Kate is a case of Through His Stomach, as Kate's cooking impressed him.
- Genius Ditz: Implied to go into genius mode when food is involved in "Enter Morgana". Phil can immediately tell the omelette he receives doesn't contain the six eggs he ordered, but only five.
- The Hyena: Phil has a (rarely shown) habit of interrupting his lines with a chuckle, regardless if there's anything to laugh about, such as in "Even Knights... Have to Eat" and "A Matter of Honor". He does not, however, laugh when the situation is serious.
Also known as Tony, like Tone short for Antonio. He's of Italian descent and has the accent to prove it. Tone is one of the team's hardhitters, but more than that relied on for his technical know-how. He has a hammer and chisel as weapons/tools of choice, though the hammer is used far more often, and his shield emblem is a serpent.
- The Blacksmith: He's the primary man the Knights turn to when they need something made, be it a hangglider, a mobile scuba shed, gatling catapults, or an entire warship just to serve as a distraction.
- Implied Love Interest: Implied to have potential with Mary after they resolved their differences. However, as Mary disappeared to the background as quickly as she emerged from it, nothing followed up on the last-minute mood.
The team's powerhouse and Knight most in tune with his shield emblem, a ram. Although most often seen wielding an axe, his designated weapon is a poleclub, and even more than that he relies on his battle ram.
- Ambiguously Jewish: His voice, biting sense of humor, and face design point in this direction.
- The Big Guy: The powerhouse of the team. Wally and Brick are close if not equal, but their skills are put to use for defense while Trunk is pure offense.
- Deadpan Snarker: For all his supposed not-smartness, one can count on Trunk to summarize the unfortunate conditions of whatever situation the Knights stumble into with devastating precision. At least, in the early episodes.
- Defeat Means Friendship: Trunk uniquely got a bonding moment with his shield emblem. It appeared to him for the first time when he and the others needed a way out of the canyon, but rather than immediately make use of it, Trunk (good-naturedly) told the creature that if it were to be his shield emblem, it better be tough. This prompted a short sparring match that Trunk lost, much to his delight.
- Only Known By His Nickname: According to the SNES booklet, "Trunk" is a nickname earned because he is as smart as a tree stump.
One of the Knights the rest of the team relies on for defense. His weapon are two daggers and his shield emblem is a falcon.
- Best Friend: He and Brick are inseparable.
- Dual Wielding: He wields two daggers, and rather often too.
- Early Installment Character-Design Difference: In season 1, Wally's eyes are the same color as his skin. In season 2, his eyes are a grey that matches the undertone of his skin. Also, in the SNES game, his sprite uses a strong green to accentuate his armor, which isn't present in any other incarnation nor matches his art in the game booklet. It's possible this color scheme represents a preliminary design.
- Lightning Bruiser: While not as obvious in the cartoon, the SNES booklet makes note of Wally's noteworthy speed and agility. Combined with his strength, needed to provide backup to the others, it makes him this.
- Meaningful Name: His name is Wally, nicknamed "The Wall", and his buddy's name is Brick. Whether as football players of Knights, they take care of the team's defense.
- Race Lift: In the comics, Wally is "white". His design is the same as the cartoon's, so it's obvious he's not white, but he's got the same skintone as the bulk of his teammates. Best guess is that the colorist looked at Breeze and assumed that was all.
A boy from the Bronx and one of the smartest members of the team. He wields a spear and his shield emblem is a hydra.
- Asian and Nerdy: There are other smart Knights, but Zeke is the only one who has "NERD" stamped all over him, capitals not optional. He also engages in Sesquipedalian Loquaciousness once or twice, but mostly speaks average person talk, if with elements of Spock Speak.
- Badass Bookworm: By virtue of being both a nerd and football player/knight, but particularly proven in "The Challenge", in which he is the one to solo ride into the siege line to deliver Arthur's challenge and has the gal to threaten Viper with one-on-one retribution would he dare win against Arthur.
- The Blacksmith: Not "the" blacksmith; that's Tone. But as per "Viper's Phantom" and "Tone's Triumph", Zeke is relied on when Tone cannot be for whatever reason.
- A Day in the Limelight: More like two hours in the limelight, but that counts when there's nothing else. Zeke neither entered regular rotation nor had his own episode, but he did get two extended focus scenes in "The Challenge" and "Viper's Phantom".
- The Ghost: Zeke's hydra is one of the two shield emblems not to show up in the show (or any other medium, for that matter). Less likely than Lug's octopus but still possible is that there's some This Looks Like a Job for Aquaman to blame for it, because the hydra may also be an aquatic combatant/weapon.
- Omnidisciplinary Scientist: Biology and physics in general and he's also one of the team's engineers.
The Court of Camelot
- Cool and Unusual Punishment: He never follows up on it, though not necessarily for lack of trying, but Merlin has a thing for turning people into toads. He threatened Morgana with it in "The Challenge", the squires in "The Surrender", and his own nose when he was sick in "A Matter of Honor".
- Crystal Ball: Merlin holds his in the first shot of the intro animation, but it only shows up in a few episodes, namely "The Surrender" and "The Way Back".
- Depending on the Writer: Does Merlin actually think highly of Queen Guinevere as per "Opening Kick-Off" or does he have no regard for anything she has to say as per "The Unbeliever"? Does Merlin think the Knights have a moral obligation to help out even if only one person is in danger as per "Quest for Courage" and "The Warlord Knight" or does he think their lives are more important as per "To Save a Squire"? And what of the extent of his powers? "The Challenge" holds that Merlin can't harm the Warlords because they "are from his own book of magic", yet the very same episode has the Warlords terrified of the emblem beasts specifically because they "have Merlin's magic in them" and no other episode remotely supports the notion there's a reason Merlin doesn't join the battle. Similarly, Merlin is said to be prevented from helping the Knights against the Purple Horde due to illness in "A Matter of Honor", yet does nothing either in all-but-one of the remaining episodes in which he isn't sick.
- Familiar: Merlin has a black and white falcon which serves as his scout. It only appears in "Even Knights... Have to Eat" and is mentioned in "The Warlord Knight".
- Lunacy: Nilrem's powers are strongest during a full moon, so it follows the same is true for Merlin.
- The Man Behind the Man: Perhaps not to the true King Arthur, but he has shades of this towards Arthur King. In the SNES game, Blaise even utters the odd notion that Arthur is "the king [Merlin] uses".
- Meaningful Rename: According to the SNES game, Merlin used to go by the name of Myrddin when he was still Blaise's student. Nowadays, the name serves as a Trust Password to let Blaise know whoever knows it can be trusted and deserves his help.
- Nice Job Breaking It, Hero!: There really isn't anything positive that came out of Nilrem's creation.
- Pragmatic Hero: Likely unintended by the writers, but unnervingly so. Merlin's devotion lies completely with Camelot and everyone around him is a pawn to that. Firstly, there's the fact he plucked the football team from the future to save Camelot with no regards for their opinion or what this would mean for them. Secondly, there's his at times creepy use of Guinevere as bait to get Arthur King to take the role of King Arthur, never so much as considering to tell her that this Arthur is not her Arthur. And then there's the whole situation with Nilrem to protect Camelot, which begs to differ how far the old Merlin was willing to go if the new Merlin is capable of doing that to another.
- Wizard Classic: Overlaps with Court Mage, which he is of Camelot. Merlin's outfit consists of a long robe and a circlet with a gem in the middle that can be used to focus magic as seen in "The Dark Side". His pajamas, seen in "Darren's Key", also give him a nice classic wizard look.
The spirit that inhabits the bedrock on which Camelot stands and who protects the Round Table as well as its Knights.
- Adaptation Name Change: The Lady of the Table is the Lady of the Lake from classical Athurian legend, if nothing else proven by her water theme. The SNES booklet claims the Lady of the Table and the Lady of the Lake are separate characters, but the game presents only one character.
- Angelic Beauty: Mixed with a Valkyries-ish look, but stronger on the angelic part. And yeah, she's considered very beautiful.
- Decomposite Character: Another way of looking at the SNES booklet's claim that the Lady of the Table and the Lady of the Lake are separate characters.
- The High Queen: More of a goddess than a queen, actually. All to whom she appears know the honor given to them, not counting those of evil intent who can't even look at her.
- Implied Love Interest: The Lady of the Table makes an impression on Lance in "What the Key Unlocked". Between that and "The Warlord Knight", he's at minimum her favorite.
- Light Is Good: The Lady of the Table always appears in or as bright light and she represents the good Camelot is meant to uphold.
- Woman in White: She's dressed mostly in white and greenish off-white, and the rest adds up to Gold and White Are Divine. The exact nature of the Lady is not mentioned, but she's definitely supernatural, like a protector spirit, a personification of good, or a goddess.
The queen of Camelot and wife of the real King Arthur. She is aware something about her husband and the Knights has changed and mentions it on occasion, but she is kept in the dark about the switcheroo.
- Chromatic Arrangement: Between her, Elaine, and Mary, she's the green one.
- Damsel in Distress: The very first thing she does in the show is getting abducted and it never gets any better. Unlike her ladies-in-waiting, she also doesn't get any knight-for-a-day episode.
- Defiant Captive: When abducted in "Opening Kick-Off", Guinevere shows not a shred of fear amongst the Warlords, going so far as to threaten Viper with Arthur's wrath. When news arrives that the Knights have escaped, she ignores her own predicament to voice her happiness. In the comic adaptation, she and Morgana have a small conversation before Guinevere is sent to the dungeons. During it she too threatens the sorceress with the exact phrasing sounding like Guinevere intends to deliver retribution personally. Then Guinevere gets freed by Arthur and deflates into a Neutral Female for the rest of the series.
- The High Queen: Especially emphasized in "Opening Kick-Off" by means of Merlin's speech. How much the show cares for it depends on the episode. In "The Unbeliever", she fulfills the trope but all of the male characters, Merlin included, dismiss her concerns until at the end only Arthur admits he should've listened. This leads to "The Warlord Knight" and "The Challenge", in which she shines in her role. Then in "The Surrender", she's naive at best and has to be guided by children. Her role in "Everett and Tyronne Alone" pulls her back to the trope, though still more naive than she used to be.
- Significant Green-Eyed Redhead: Overlaps with Redhead In Green. It doesn't get much more significant than queen.
- Synchronization: Implied to have a weak form of this with Arthur in "The Challenge", despite him not being her true husband. It's never brought up again either.
- Two Guys and a Girl: Between her, Arthur, and Lance. Arthur is her husband (or rather, he replaces her real husband), but she and Lance, Arthur's best friend, also have a hard to define relation going between them. It's not romantic, but at times closer than what either of them has with Arthur. It was Guinevere who noticed Lance's strange behavior in "The Warlord Knight" when Arthur was certain everything was fine, while Guinevere's safety gets more of a (emotional) response from Lance than from Arthur in "The Challenge" and "Enter Morgana".
Queen Guinevere's lady-in-waiting and niece to Count Ainsworth.
- Action Girl: Elaine would've been a full Neutral Female if not for "Winter Campaign", the second-to-last episode. In it, she volunteers to join the Knights on their mission because it is to save her uncle and because she's the only one who can open the magical entrance into the castle. She can hold her own as much as may be expected from a civilian, which is enough to save day if with a few hiccups along the way.
- Chromatic Arrangement: Between her, Mary, and Guinevere, she's the red one.
- Eek, a Mouse!!: Lady Elaine will go one-on-one with a Warlord if need be but keep mice away from her.
- Love Interest: There's clear mutual interest between her and Darren in "The Unbeliever", but doesn't seem to be present in "Winter Campaign", unless Darren's attitude towards Elaine and women in general is supposed to be Belligerent Sexual Tension. In fact, if Gallop wasn't established as Katherine's boyfriend, one would take "Winter Campaign" as a switch for Elaine from being Darren's love interest to being Gallop's love interest.
- Psychic Dreams for Everyone: Elaine has had at least one in "The Unbeliever", warning of the trap the Knights are to walk into. Of course, they don't believe her dream is an actual insight into the future until the trap springs. Whether her other, "not so unpleasant dreams" about Darren have any predicting value goes unspoken, though her chances look good.
Queen Guinevere's other lady-in-waiting and Everett's aunt as well as mentor.
- Action Girl: In "To Save a Squire", though not her first appearance definitely her introduction episode, she shows both combative and tactical skills, which includes defeating Tone in battle for the right to come along on a rescue mission for Everett. At the end of the episode, Tone even makes her proper armor in case the Knights ever need her help again. Mary reverts to a Neutral Female thereafter, being able of barely any form of self-defense or independent thought.
- Chromatic Arrangement: Between her, Elaine, and Guinevere, she's the blue one.
- Head Swap: Mary has her own head design, but her body/clothes is/are Elaine's, just colored differently.
- Implied Love Interest: Implied to have potential with Tone after they resolved their differences. However, as Mary disappeared to the background as quickly as she emerged from it, nothing followed up on the last-minute mood.
- Knows the Ropes: When Mary joined to Knights to the Swamp of Zagar, Merlin gave her a Rope of Strength in case anyone needed to be pulled from the mud. She did just that, but also used it for combat purposes by halting the arm of the Boulder Basher.
- One Steve Limit: Semi-subverted. Lady Mary shares a first name with Mary Black, Baron Black's daughter, but the two do not show up in the same medium. Mary Black is exclusive to the SNES game and Lady Mary is exclusive to the cartoon, even though the latter's limelight episode, "To Save a Squire", was nearly one-on-one incorporated into the game.
- Remember the New Guy?: Guinevere and Elaine were introduced concurrently in the show's first five minutes, but Mary didn't show up until the eight episode, suddenly being there playing chess with Elaine. She isn't even named until the next episode.
- You Gotta Have Blue Hair: She's got blue hair and is the only human character to have an unnatural hair color.
One of the two squires that assist the Knights of Justice and the nephew of Lady Mary.
- Best Friend: With Tyronne. Narratively, he's the "main" friend and Tyronne the company.
- Distressed Dude: He's the titular squire in "To Save a Squire". The episode and the SNES game portion that adaapts the scenario have him hit with a potion that causes either everlasting pain or death. The Knights have to travel to the Swamp of Zagar to save him from this fate.
- Kid-Appeal Character: He is the show's main kid-appeal character, getting far more episodes, scenes, and opportunities to prove his worth than Tyronne.
One of the two squires that assist the Knights of Justice.
- Acrofatic: He's fat and capable, especially showcased in "The Unbeliever", where he saves the Round Tabel from being burned down by attacking the man from Welton with a broom.
- Best Friend: With Everett. Tyronne's got a sprinkling of Fat Best Friend, mixing Type A and Type B depending on the situation.
- Hero-Worshipper: He greatly admires Sir Lug. Lug is less than thrilled about it because he doesn't like being a knight in the first place, but he's protective of Tyronne all the same.
- Kid-Appeal Character: He is a kid-appeal character, but a secondary one. Like, more the best friend of the true kid-appeal character, Everett. Compared to him, Tyronne gets far less episodes, scenes, and opportunities to prove his worth.
Other than the above, Camelot is (sometimes) inhabited by soldiers and a variety of other people.
- Death by Origin Story: Nothing emotional as the trope usually goes, but the cartoon heavily implies that, while the Knights of Justice are merely imprisoned, every other soldier has been murdered, thus leaving all of Camelot's defenses to Merlin and whoever of the replacement Knights are left on guard duty. No soldiers are ever seen in a single episode; all there is to hint at the (once-)existence of them is the opening scene of the show, which presents an abandoned battle field littered with helmets. These are the same ones the soldiers, who do show up in the comic adapatation, wear.
- Depending on the Writer: Or Depending on the Artist. Sometimes, Camelot is depicted as home to many, such as in "A Knight's Quest", "Assault on Castle Morgana", and "Enter Morgana". Other times, and that can be in the same episode, Camelot is home to exactly sixteen people, eighteen if you count the Lady of the Table and Nilrem.
- Redshirt Army: Camelot's soldiers. They appear to have been massacred in the cartoon and in the comics are dropped from the plot as soon as Merlin steps in.
- The Voiceless: True for the cartoon, but averted in the comics, where two knights do get lines.
The king of a neighboring country whom the true King Arthur asked for help before his imprisonment.
- Historical Domain Character: King Clovis is based on King Clovis I, the first king to rule all the Franks and a contemporary of the presumed historical Arthur.
- Last Episode, New Character: It's the fourth-to-last episode, but it's in the trope's spirit. The possibility of another army to fight for good greatly expands the story potential and presumably was done to expand the toy potential too.
- Redhead In Green: He's a redhead and wears green armor. Curiously, it's the same for Count Ainsworth, the other Last Episode, New Character to support the Knights.
- Royals Who Actually Do Something: Played with. Firstly, it looked like Clovis was doing something by coming to Camelot's aid. Then it turned out to be only an illusion. But Merlin and the true King Arthur did send him the request for assistance expecting him to do so and it's not clarified exactly why he never did.
- What Happened to the Mouse?: So, Clovis and his army didn't come to help the Knights of Justice. It was all an illusion created by Morgana to take over Camelot. Then what about the real Clovis, the messenger, and the letter? Assuming Morgana's illusion doesn't work through the perceiver's mind to create an image (which Merlin should be able to pick up on), the letter is real. How did Morgana get by it? Did she intercept it before it ever arrived and does Clovis not even know of Camelot's predicament or did Morgana have him and his army killed before they could join forces with Camelot and is it the Knights who dont know of Clovis's land's predicament? And what of the messenger; was he real like the man from Welton was in "The Unbeliever" or was he an illusion as well?
Chryslynn is Rickus's daughter. Both are magic users and good friends of Merlin.
- Distressed Dude: Rickus gets taken prisoner by the sea serpent and then used as a hostage to force Chryslynn into bringing him Arthur and Excalibur. Chryslynn also has some Damsel in Distress going as a result, but she's got more agency than her father.
- Home Sweet Home: It's unclear where the duo was living before the sea serpent got to them or, for that matter, what they were doing with their lives, but at the end of the episode they decide to go live in a nearby village that has attracted the wrath of the Warlords. As magic users, Chryslynn and Rickus can make the place invisible (and intangible) whenever there's need for it.
- Invisibility: Although Chryslynn (and Rickus) are between lines said to have a range of magical abilities, only invisibility is used. At the end of "Quest for Courage", the two choose to stay in the village so that they can make it invisible whenever the Warlords come back to make good on their promise of revenge.
- Love Redeems: Despite coming to Camelot to trick Arthur into a trap so his life will be exchanged for Rickus's, Chryslynn falls for him very, very fast. It's not the only reason she warns him of the trap awaiting (she's also impressed by the Knights' nobility) and it's not the primary reason why she comes to his aid against the sea serpent (her father had quite a few strong words about how he's ashamed of her) but her infatuation plays a big part still. For the record, Guinevere does not appear in the episode.
- MayDecember Romance: There's a lowkey but impossible to deny thing set up between Chryslynn(±23) and Will (±9). It comes from Chryslynn's admiration for Arthur, which in part is her having a crush, being moved to admiration for Will and Tone telling Will that he "sure impressed Chryslynn".
- Missing Mom: Chryslynn's mother/Rickus's wife is not so much as mentioned.
- Old Friend: Rickus and to a lesser extent Chryslynn are this to Merlin.
- Pink Means Feminine: Chryslynn has a pink horse. No explanation for why the horse is pink. Incidentally, the horse is a Palette Swap of Morgana's horse.
- Significant Green-Eyed Redhead: Chryslynn fits the description.
The lord of Castle Ainsworth and the uncle of Lady Elaine.
- Cool Old Guy: He's old and not the best of warriors anymore, but you still better not get on his bad side.
- Last Episode, New Character: It's the second-to-last episode, but it's in the trope's spirit. The update that Camelot has more troops than just the Knights of Justice greatly expands the story potential and presumably was done to expand the toy potential too.
- Redhead In Green: He's a redhead and wears green armor. Curiously, it's the same for King Clovis, the other Last Episode, New Character to support the Knights.
The lord of Castle Tintagel and owner of the Book of Eld.
- Canon Foreigner: Erek is exclusive to the SNES adaptation of the franchise.
- Missing Secret: Erek's story is that he was kicked out of Tintagel Castle by Warlord Spike. However, he does not return to the castle once Spike is taken care of and remains in his cave. This is probably intentional, as it means he remains accessible for another look in the book, which is needed for a puzzle much later in the game.
- You ALL Look Familiar: Despite being an individual-type NPC, Erek does not have his own sprite or portrait. He uses the regular cloaked sprite and his portrait is shared with a random blacksmith that stole his book.
A woman from one of the villages surrounding Camelot. She's got a younger brother named Lucas and she is romantically involved with Gallop.
- Action Girl: Though a Damsel in Distress at introduction, Katherine quickly picks herself up to at least stay calm and prevent the knights from walking into a trap. She's a little too late, but that was still a risky thing to do (her father forbade her lest they make Chang angry). Later on, she picks up self-defense and becomes pretty good at it.
- Damsel in Distress: Much like season 1 starts with bad things for Guinevere, season 2 starts with bad things for Katherine. "Bad things" being a euphemism for threatened gang rape. Fortunately, evil but honorable Chang happens to be nearby and saves her, only now he considers her his property. After he also breaks her father's wrist, Katherine has Lucas fetch Gallop to save her.
- Does Not Like Shoes: Katherine is the only character who doesn't wear shoes. Hers is type Farmer's Daughter, although whether or not her family actually consists of farmers is unknown.
- Chromatic Arrangement: She adds yellow to the women from season 1.
- Love Interest: Gallop's her beau. On occasion, he sneaks past the siege line simply to spend some time with her.
- Wild Hair: Her hair style (or lack thereof) is in sharp contrast with the ladies, or anyone in Camelot for that matter.
A farmer couple living on the outer border of the village Crownhorn. They are loyaly to Camelot and good friends to Sir Phil.
- Adapted Out: The couple doesn't appear in the SNES game, even though King Kazak and Crownhorn do. However, there's a portrait of Orin in the game's code and a character only named "Woman", the sole inhabitant of Crownhorn in the game, has a small visual and functional resemblance to Kate.
- Damsel in Distress: In order to ensure control of all of Crownhorn for when the Knights are expected to arrive in search of a Key of Truth, the Warlords travel to the farms for a good bout of intimidation lest the locals think they should provide aid to the Knights. In Orin's case, the Warlords think he acts suspicious and abduct Kate to Crownhorn's center with the message he can come trade her for a Knight.
- Distressed Dude: And doing exactly that to get Kate back got the Warlords even more suspicious and so they took Orin prisoner too.
- Good Counterpart: Narratively, Orin and the man from Welton from the third episode are "good civilian" vs "evil civilian", emphasized both by the episodes' closeness and Arthur's remark that he's "been fooled before".
- Graceful Loser: When the Knights meet Orin, he is in the process of being viciously beaten up by three gnomes, among which their king, Kazak. The Knights come to Orin's aid, but before they can "teach them some manners", Orin begs not to hurt them as he was trespassing in their territory.
- Happily Married: A picture perfect example.
- Supreme Chef: One reason the couple got on Phil's good side was Kate's excellent cooking.
An orphan boy who lives in one of the villages under Camelot's protection.
- Heartwarming Orphan: He became an orphan when his parents were murdered by Warlords some time before the events of the episode. When the Knights come across his village while escaping the Warlords, Will promptly decides to help them, even leading a team of other children (who also seem to be orphans) into battle with him. It inspires the Knights to fight back. Later, Will tries to convince the village they should fight back when next the Warlords come, which falls on reluctant ears for fear of further retaliation. But Will understands: they have loved ones to worry about. Eventually, the villagers lets the Knights fight alone until Blackwing moves in to kill Will for his earlier actions. Then the man who may or may not be Will's caretaker comes to his defense and the rest of the village follows suit.
- Kid-Appeal Character: Will is a child who's placed on level with the Knights of Justice in terms of battle-readiness, courage, and tactical sensibility. No one will shut up about how great Will is either, and him being directly threatened is what finally rouses his village into standing up against the Warlords.
- MayDecember Romance: There's a lowkey but impossible to deny thing set up between Will (±9) and Chryslynn(±23). It comes from Chryslynn's admiration for Arthur, which in part is her having a crush, being moved to admiration for Will and Tone telling Will that he "sure impressed Chryslynn".
- Vocal Dissonance: Will is voiced by an adult man whose voice is pitched to sound more childlike. Pitched badly, that is, with a robotic quality to it.
The source of most suffering in and around Camelot. Morgana is a magician with ambitions to conquer all and for that purpose has built herself a castle and an army.
- Adaptation Personality Change: The comic adaptation of the starter two-parter gives the cast more stereotypical characterizations. Morgana gets hit hardest by this, going from a pragmatic and reliable leader to, well, the opposite. She specifically instructs Viper to sacrifice the Warlords in order to lure the Knights into a trap. Then, when they've all been fragmented, she also doesn't lift a finger to save Viper. Somehow, she didn't see her defeat coming.
- Big Bad: Only a handful of the entities the Knights battle are neither her servants nor her allies. As well, although always advertised as the Warlords' highest authority, the cartoon engaged in a bit of The Man Behind the Man with the opening intro, which makes Lord Viper seem more important, and with the episodes up to "The Challenge", before which Morgana's role seemed more advisor-y.
- Cool Chair: Morgana's throne is built into the wall. It is decorated on top with a dragon whose wings spread out to shape the windows framing the throne. It is easily much cooler than the default throne Arthur has.
- Crystal Ball: Morgana has a large red crystal in her throne room. It's called a viewing rock, which she uses to spy on her enemies.
- Dark Action Girl: With overlap of Royals Who Actually Do Something, which is not surprising given the action-oriented nature of the franchise, but does stand out due to Morgana being a woman in a franchise aimed at boys. Where the other woman have limelight episodes at best, Morgana consistently is not only a good for magic and strategy but also sabotage, distraction, and hostage-taking.
- Early Installment Character-Design Difference: In season 1 and all accompanying media, Morgana has deep black hair. The exception is "Even Knights... Have to Eat", where in the glow of her viewing rock her hair is a shade of brown. It appears this look is the basis for her permanent brown hair in season 2.
- For the Evulz: While the cartoon and SNES versions of Morgana want to rule all, the comic version does what she does because good disgusts her. Or at least that's what Merlin says. The desire to rule becomes Viper's only.
- God Save Us from the Queen!: Basically everyone who is not one of Morgana's servants feels this way about her.
- The Heart: One stark contrast between Morgana and her troops is how much she thinks in terms of alliances while Viper and the Warlords are very "us and us alone", so to say. It wavers in season 1, with "The Warlord Knight" presenting Viper as more level-headed and "Darren's Key" being more like the following season. In season 2, the divide becomes more clear. In "The Quitter", Morgana is willing to trust Wally while the Warlords are against it, and in "Tone's Triumph", Morgana is the only one convinced by her plan to brainwash Tone into working for them. The whole deal with the Purple Horde also is solely on her, with the Warlords twice trying to make a deal and twice letting their aggression ruin the negotiations, after which Morgana got personally involved and succeeded.
- Joker Immunity: On full display in "Quest for the Book" and in the comics, but revoked in the SNES game. It's in effect because Morgana is the series's most important villain because she's the driving force behind every obstacle the Knights have to deal with and is the sole last-minute-save or resurrection guarantee for her servants. In "Quest for the Book", she seems destroyed by the Knights, only for Merlin to telepathically inform them that no one can destroy Morgana, only weaken here. This is notably odd because what "weakened" her was getting hit by her own magic that she was firing aroud with the intent to kill the Knights. In the comics, all of the Warlords get destroyed and Viper is implied to have perished as well. However, the Knights don't go after Morgana despite openly worrying about what she'll do next. And while the SNES game intended to leave Morgana in the same situation, the ending was altered so that instead of summoning a dragon she became a dragon and thus would be killed. This seems to have been done because the franchise was going to be ended anyway when the game was in its final stages, so Morgana's survival was no longer necessary.
- Lady of Black Magic: Morgana's one main purpose to her army is her skill at black magic, especially the part where she creates and recreates the Warlords. When she joins in combat, going Military Mage, she uses her magic in more direct, offensive manners.
- The Maker: She not only created the Warlords, but is also adapt at creating dragons and other manners of beasts. She's made at least four large independent creatures, twice brought stone to life, and was responsible for a swarm of bat-like creatures but it's not clear if they were real or illusions. In the SNES game, she was supposed to create a large dragon as end boss, but this was changed to her turning into one so she could be defeated by the player instead of escape. In the comics, she has a watchdog whose origins are unknown but may also be one of her creations.
- The Man Behind the Monsters: The Woman Behind the Monsters, that is.
- Master of Illusion: Essentially the younger sibling to Morgana's ability to create; It is the second most used type of magic she wields. In "The Unbeliever", she created the illusion of a dragon. In "Assault on Castle Morgana", an illusion prevented the Knights from seeing they had, in fact, destroyed a door blocking the exit. In "A Matter of Honor, the swarm of bat-like creatures she created might be real or they might be illusions. In "What the Key Unlocked", she projected another woman's image to draw Lance into a trap. And in "Enter Morgana", Morgana went big with an illusion of her own troops locked in combat with King Clovis's troops to draw away the Knights and an illusion of Arthur to get entrance into Camelot. She also has a thing for projecting her own image into the sky to speak with someone, which she's done in "The Unbeliever", "A Matter of Honor", "What the Key Unlocked", and "Enter Morgana".
- Platonic Life-Partners: She and Viper get along very well and there's not a hint of romance between them.
- The Strategist: Morgana's other main purpose is her ability to think, both longterm and shortterm. She's adapt at Xanatos Speed Chess too and has reworked failed plans into new ones in "To Save a Squire", probably "The Surrender", "Tyronne and Everett Alone", and "The Cure".
Morgana's general and the only human soldier she employs. His weapon of choice is a serrated sword, but he can also summon a snake-whip as backup. The Boulder Basher is his cart.
- Adaptation Species Change: There are two ambiguous cases for Viper, one in the comics and one in the SNES game. For the comics, it starts with the toyline. Toy!Viper is explicitly a human, but so is Toy!Slasher. The whole idea of stone soldiers appears a later invention. Viper is identified as a Warlord in his toy bio, which is a term that in the cartoon is exclusive to the stone soldiers, of which Viper could've been one but he was separated out to stay a human in the story, where he's only ever referred to as Lord. As for the comic adaptation, either the writer(s) got confused or the script they received was an earlier one than the show's starter two-parter worked with. Because some lines imply he's human, while others imply he's not. For instance, he's described as being created by Morgana and Arthur seems to mean him when talking about fighting a "being spawned of animated rock". Yet he looks human and Morgana talks to him about the "stone men" in a way that precludes him from being one. The SNES game, meanwhile, offers a boss fight in which Viper's two forms are giant snake and a lamia. Whether this means he's not a human or that Morgana magic'ed him around like she herself took a dragon's form is unclear.
- Black Knight: Viper's toy blurb notes that he used to be loyal to Arthur, but became power-hungry and joined Morgana's team. How much of this is true for the cartoon and other media is debatable, since Viper's origins are never brought up there. An argument against is the villains' general dialogue regarding Wally's supposed betrayal in "The Quitter". An argument for is that Viper's whip is summoned from his armor, a trait otherwise seen only in the Knights of Justice. Add to that that there are twelve Knights, which in that line of thought puts Viper as the thirteenth, and there's that match. As the trope goes, Viper also is never shown out of his armor.
- Cool Horse: A Hellish Horse, with a demon tail and big fangs.
- The Dragon: To Morgana. It causes problems when Chang of the Purple Horde gets a similar position, which Viper does not like at all.
- The Faceless: As stated above, Viper never is out of his armor. That includes his helmet. This is, of course, notwithstanding that the helmet of his toy can be removed.
- Hidden Depths: He plays the lute, according to "Viper's Phantom".
- Interservice Rivalry: Viper dislikes Chang almost as much as he does Arthur and while not as intensely, the sentiment is met. Viper is not pleased with either the risk of Chang taking his place or does not like having a peer authorized to command the Warlords to begin with, while Viper's dishonorable and ill-mannered ways strike a nerve with Chang. Has elements of Sitcom Archnemesis when either Morgana's command or a shared enemy prevents them from being at each other's throats.
- The Man Behind the Monsters: He's the only human soldier in Morgana's army (or at least before the arrival of the Purple Horde) and the one in command of the Warlords.
- Platonic Life-Partners: He and Morgana get along very well and there's not a hint of romance between them.
- Serrated Blade of Pain: Viper's main weapon in battle is one of these. In the comic and in his lamia form in the SNES game, he Dual Wields two.
- Snake People: In the SNES video game, Viper is not present in human form, but only as a snake and as a lamia.
- Whip It Good: Like the Knights of Justice, Viper has a summonable weapon. His is a snake that functions as a whip. He doesn't use it very often, favoring his sword.
One of the three Warlords who seem to hold a slightly higher rank. In battle, he either uses his wings or a staff.
- Adapted Out: Despite his prominence in all other media, Blackwing does not appear in the SNES game. He is mentioned in the "To Save a Squire" segment based on the cartoon, in which he is the one to drop the Tears of Gortis on Everett, but that's all. Curiously, in an interview published in Nintendo Power, Blackwing is named as the boss battle the developers are most proud of, so logically he was cut out shortly before release. A lot was cut and it might be Blackwing's part was tied up in other content that could not be finished, therefore necessitating his omission.
- Bird People: Would qualify as a Our Bird People Are Different, because he is not a birdman so much as a Warlord with a bird theme.
- Dirty Coward: Zigzagged. Blackwing's flight gives him options the other Warlords don't have. Oftentimes, this means that when things go bad, he'll be the first to (try to) make a retreat. Sometimes, however, his mobility means he's the only one who can attack at all and he will. Earliest shown in "A Knight's Quest", when Blackwing tries to fly off only for the other Warlords to hold onto his legs and one another's because they want a chance to escape too. It answers how much weight Blackwing can take to the air: three other Warlords, sorta, four, no.
- Flight: Blackwing's ability to take to the sky grants him a status somewhere between third-in-command and errand boy. On one hand, he's usually with Morgana and Viper when they're doing their grand scheming and derives authority from that. On the other hand, this is because he is the best choice to relay commands and updates between Castle Morgana and wherever the action is, as well as the best choice to fetch or drop off whatever needs to be.
- Green-Eyed Monster: The Knights build themselves planes in "The High Ground". Blackwing... Blackwing doesn't take it well. At all. Though that means it's averted with Slasher, whom he doesn't seem to care can fly too.
- Razor Wings: Blackwing has a staff and sometimes handles a sword, but most often he'll use his wings.
A strength-based Warlord who wields an axe. He also manages an axe-based cart with a blade nastily positioned at the front at about ankle-height.
- Adapted Out: Axe is the only Warlord not to appear in or even be mentioned in the SNES game. And it's not for an abundance of bosses because some of the Keys of Truth just lie in a chamber to be picked up by their respective Knight. As such, his absence might've been forced due to time constraints and not be intentional.
- An Axe to Grind: What do you expect with a name like "Axe"?
- BFS: It's hard to say if it's intentional, but at times the art depicts Axe's axe as positively huge. And he still wields it with one hand!
- The Chew Toy: Humiliating defeats are par for the course for the Warlords, but Axe just gets it a little worse. His almost-crying-like voice adds to the sense of misfortune.
- "Open!" Says Me: Axe is the designated door-opener among the Warlords, which doesn't always involve him being successful but does always involve violence. Other than for combat, his cart is used to pull drawbridges down, as per "The Dark Side" and "Winter Campaign", and he himself was first to get through or to try bash in a door in respectively "The Unbeliever" and "The Surrender".
A strength-based Warlord who wields a club.
- Bad with the Bone: Overlaps with Carry a Big Stick. His weapon is a club made out of a huge bone. In the comic adaptation it is drawn as a Stock Femur Bone.
- Dem Bones: Would qualify as a Our Skeletons Are Different, because he is not a skeleton so much as a Warlord with a skeleton theme.
- Early Installment Character-Design Difference: In season 1, Bash is drawn with yellow eyes and a yellow nose, somewhat vibing a jack-o'-lantern look. In season 2, they are colored in dark greys.
- Most Writers Are Human: Bash has a unique appearance among the Warlords in that his head is skull-shaped instead of helmet-shaped. A consequence of this is that the animators were prone to give him humanlike facial expression that he shouldn't have any more than the others. On occasion, such as in "Camelot Park" and "Quest for the Book", he's been given a separate lower jaw. Other times, he's animated as blinking, such as in "Tyronne and Everett Alone". And one egregious case even saw him drawn with human eyes in his sockets in "Assault on Castle Morgana".
A Warlord who's an expert knife thrower, but is just as likely to use his daggers to create blinding flashes of light.
- Adapted Out: He's not present in the comics at all. Not in the story and not in the cover art.
- Blinded by the Light: Blinder is the only Warlord who has something akin to a magical ability in that he can bring his daggers together and create a flash of light to disorientate the enemy.
- Dual Wielding: His signature weapons are two daggers.
- Knife Nut: See Dual Wielding. He both throws them and uses them for close combat, though in the latter case may opt for a regular sword instead.
- Remember the New Guy?: Blinder is the only warlord not to show up in the starter two-parter (nor is featured in the intro sequence). It's not until the third episode that he's suddenly there for one shot a little in the back, and then gets proper screentime in the fourth episode.
- The Voiceless: He's the only Warlord never to utter a word.
A strength-based Warlord who wields a hammer and one of the three Warlords who seem to hold a slightly higher rank.
- The Brute: Never explicitly so and more obviously in season 2 than season 1, but Hammer's the big one among the Warlords. Funnily enough, The Worf Effect is one of the things that establishes this. In "A Matter of Honor", Hung's defeat of Hammer is what makes the Warlords decide it's better to run. And in "The Quitter", it's Wally's defeat of Hammer that serves as his self-imposed redemption after failing to protect Arthur, even though Blinder and Blackwing were equally involved in the attack and all got a hit in.
- Drop the Hammer: Hammer's choice of weapon varies between one hammer or two hammers.
A wolf-inspired warlord who uses claw gloves as his main weaponry. He regularly brings his battle ram into play, which is modeled after a lying wolf and capable of shooting projectiles from the mouth part.
- Early Installment Character-Design Difference: With the exception of the very first episode and one shot in "The Warlord Knight", season 1 has Lucan wear claw gloves that cover his entire underarms. This is an error and his supposed weapon are claw arm guards. In the comics and starting season 2, they're drawn properly. At the same time, season 2 introduces a change in that Lucan's entire "snout" becomes medium brown instead of only his "nose". He previously only sported this particular look in the intro animation.
- Our Werewolves Are Different: Lucan, who is not a werewolf so much as a Warlord with a wolf theme.
- Wolverine Claws: Lucan's main weapon. As per "A Knight's Quest", he can also shoot the claws if ranged combat is needed.
A Warlord specialized in fighting with his cape. He's also one of two possible owners of the arrow cart.
- Adaptation Species Change: The difference between Slasher's toy and his media self offers a glimpse into the franchise's development. Because Toy!Slasher is not made of stone, but is a human like Viper. The premise of stone soldiers therefore must've come after the toys' (initial) development. In going from human to stone being, Toy!Slasher's helmet became media!Slasher's head, while the helmet-to-shield function of the toy was translated to a shoulder armor-to-shield ability. His colors were also switched around, going from purple armor and a grey cape to grey armor and a purple cape.
- Flight: Type Cape Wings. Slasher becomes capable of flight in season 2 with no explanation given. It could be he is retroactively supposed to have always been able to fly, but in "The Unbeliever" and "Darren's Key" the Warlords didn't know about the principles of hang gliding. It can be reasoned that the Knights' tech is what inspired Slasher's upgrade.
- Improbable Weapon User: Type Clothing Combat with a dash of Combat Hand Fan. Slasher's weapon is his cape, from which hang multiple sharp tips. The way he handles it more or less is as if he had a giant, flexible combat fan attached to his back. In combination with his ability to fly, Razor Wings also comes into play.
- Rings of Death: Starting with "The Cure", Slasher uses shuriken. Whether an animation error or on purpose, they're the same ones Po uses. When Slasher again wields them in "Tone's Triumph", they're a design of his own. The difference between the two is that Slasher's are grey, smooth, and have a hole in the middle, while Po's are yellow, serrated, and full.
One of the three Warlords who seem to hold a slightly higher rank. Spike's weapon of choice is a voulge and he's also one of two possible owners of the arrow cart.
- Adapted Out: He's not present in the comics, unless you count the cover for the first issue where his silhouette is discernible among the veritable pile of Warlord silhouettes.
- Big Creepy-Crawlies: Spike's design appears to take cues from beetles, mainly the antlers and the shield on his back.
- Blade on a Stick: He carries around a double-bladed voulge.
- Spikes of Villainy: Several villains in the show qualify, but none comes close to what Spike's got on his head. And yeah, he does get stuck thanks to it one time, in "The Unbeliever".
A comic-exclusive warlord who appears in charge of prisoner management.
- An Axe to Grind: He carries around an axe. Or maybe it's more of a double-bladed hatchet.
- Canon Foreigner: Type Expy. The warden fills the spot of Lucan and Blackwing in the corresponding scene of the cartoon's two-parter. At this point in the comics, both are shattered to itty-bitty pieces, hence the need for another enemy to make saving Guinevere, Lance, and Trunk interesting. (Why that other enemy couldn't be Spike or Blinder, who don't appear in the comics, is another question to be asked.)
- In the Hood: The warden's head resembles an executioner's hood.
- No Name Given: He exists for three panels, which in order involve him being insulted, attacked from behind, and ko'ed. Enough time to drop a queen, but not a name.
The rest of Morgana's army is made up of standard issue Warlords.
- Dressing as the Enemy: In "Quest for the Book", Tone replicates these Warlords' armor so that four of the Knights of Justice can dress up as them and attack the Purple Horde to provoke an Enemy Civil War.
- Mooks: Eight Warlords + a Viper isn't much of an army, so these guys add the volume. And just as easily, they are nowhere to be found if their numbers would get in the way of the Knights' eventual victory or imbalance the Warlords compared to the Purple Horde.
- No Name Given: Of course they don't have individual names, but there's also no overarching name to separate them from the named Warlords.
- The Voiceless: True for the cartoon and SNES game, but averted in the comics, where several of them do get lines.
A man from Welton who infiltrated Camelot to lure the Knights into a trap and to burn the Round Table.
- Evil Counterpart: Narratively, he and Orin from the fourth episode are "evil civilian" vs "good civilian", emphasized both by the episodes' closeness and Arthur's remark that he's "been fooled before".
- Evil Redhead: He's evil; in fact, by far the most ambitious civilian among Morgana's loyalists, and a redhead.
- Creepy Shadowed Undereyes: Played with. He has subtle bags under his eyes; one of less than a handful to have them in the show. At first it seems they're the result of exhaustion, but once the man is revealed as a spy, they become a sign of his evil.
- The Mole: The man presents himself as a victim from a dragon attacking his village and burning everything down, who barely survived crossing the siege line to inform the Knights of the presence of a Key of Truth in Welton. He is believed and given stay in the castle while the Knights ride out. The first doubts about his trustworthiness arise in Guinevere when the man goes missing, though it isn't until he tries to set the Round Table on fire that he's fully recognized as a traitor and chased back to Castle Morgana.
- No Name Given: "The man from Welton" is all the designation he gets.
- Sole Survivor: The implication of "The Unbeliever" is that the Warlords massacred the entirety of Welton and burned it down to set a trap for the Knights. Provided the man actually is from Welton (and he could be, as he doesn't seem to have been in Morgana's service for long), it follows he is the sole survivor.
Merlin's evil split-off into a new person. He's usually locked away, but for a short time was set free by Morgana.
- And I Must Scream: Upon his creation, Nilrem was locked up in a magical cube of either ice or glass and hidden behind one of the walls of Merlin's workshop. Because Merlin and Nilrem share the same lifetime, Nilrem was supposed to stay there until their deaths. And to top it off, because Merlin remained conscious when the same fate was unleashed on him, that means Nilrem remained conscious too.
- Evil Twin: Nilrem is a copy of Merlin containing all of his evil, as Merlin thought doing that would make him a better person. Once Morgana freed him and jointly they condemned Merlin to Nilrem's fate so Nilrem could take Merlin's place. Aside from some odd behavior, among which calling Arthur "Your Majesty", no one picked up on the switcheroo until it was too late. Though that was certainly made easier by Merlin never ever telling anyone about Nilrem.
- Lunacy: Nilrem's powers are strongest during a full moon.
- Sdrawkcabname: His name is "Nilrem", which is "Merlin" in reverse.
The entity that inhabits the Talisman/Crystal of Blood. It can alter its appearance for purposes of deception.
- Bloody Horror: Invoked in name only. "Talisman/Crystal of Blood" sounds ominous, but there's nothing about its appearance, use, or purpose that justifies the latter part of the title. Unless its preposterous amount of Spikes of Villainy is supposed to make its handler bleed, which at least isn't the case for Viper.
- Green Rocks: The Talisman/Crystal of Blood has at least two functions. One is the spirit and its illusion-based trickery itself. The other is its use as a Crystal Ball in that it allows its holder, in effect Viper, to appear as an image to Morgana regardless where either of them is at that time. And as a bonus, it's literally a green rock.
- Master of Illusion: Depending how you look at it, either the spirit is or the one who commands the spirit is. Viper had the spirit take the form of Guinevere to bait Lance and Trunk into a trap set by Morgana. He did consider riches and power (however that was supposed to appear in form), but Guinevere seemed a more effective image.
One of Morgana's pets that may or may not be her work. It guards the semisecret cave entrance into her castle.
- Bat Out of Hell: It's a huge bat and seemingly the only XXL one around. The other bats are regular-sized. Whether Morgana made him bigger or something else is the cause of its size is not given.
- Clip Its Wings: Metaphorically. Arhtur defeats the bat by climbing atop it and holding its wings until it crashes into the floor.
- What Measure Is a Non-Human?: Averted. The bat is the only monster-type creature the Knights don't kill because it isn't right. Every other such being, they either kill, it gets away, or they have a specific reason to let it live.
One of Morgana's pets that may or may not be her work. It guards some of the hallways of her castle.
- Carry a Big Stick: The horned bug broke off a stalactite to serve as club. It was less sturdy than it had hoped.
- Fed to the Beast: Implied to be the fate of whoever the horned bug kills. It's part of a Death Trap where one hallway leads into multiples, which may or may not go anywhere. Either way, as anyone who wanders in would need time to decide how to proceed, the bug gets time to strike. Those who try to escape back from where they came find their path blocked off by a gate descending from the ceiling.
- Mix-and-Match Critters: Moreso than any other whatchamacallit in the show. The creature combines traits of toads, sheep, beetles, and monkeys; rather well too.
- Pet Monstrosity: A lot of Morgana's monsters are hinted to be this, but the horned bug is the only one clearly established as such. When Slasher and Spike hear its roar, they excitedly hurry to the creature to see if there's anything left of the "visitors".
Morgana's dragon form, probably, although not designed to be so.
- Breath Weapon: The dragon breathes something that could be water or ice. The traditional fire breath, which another dragon in the game has, may have been avoided by the developers because it would have been hard to see against the dragon's red scales filling up the entire background.
- Composite Character: It has all the looks of it that the dragon was meant to be summoned by Morgana and not actually be her. Unused dialogue in the game's code contains the line, "You have been lucky enough to defeat my dragon, but I'll be back, and I'll have my revenge!", which only makes sense to be about the big dragon. The line also sentimentally matches Morgana's vow of revenge in the comics, the other "short-term" medium of the franchise. It's not even necessarily true that Morgana changes into the dragon in the game's final form. She just does something magical and there's the dragon. Defeating it does count as restoring peace to Camelot, so the implication is certainly there.
One of Morgana's dragons.
- Breath Weapon: As tradition goes, the red dragon beathes fire.
- Dies Wide Open: The red dragon has the, for the show, unique honor of dying that way.
- Our Dragons Are Different: The red dragon is wyrm-like, lacking legs, but possessing arms and wings. It's also relatively humanoid in regards to the shape of its torso and the presence of hair.
One of Morgana's dragons. If it's a dragon, anyway.
One of Morgana's dragons. It can create barriers and regenerate itself when harmed, except when fire is involved.
- Dragons Prefer Princesses: Subverted. The sea serpent doesn't take Chryslynn prisoner, but Rickus, so that she may get Arthur and Excalibur in exchange for her father's life.
- Fire/Water Juxtaposition: Played like this against Arthur's dragon, a creature of fire. Fire also happens to be the only thing that can kill the (original) sea serpent.
- Hydra Problem: Cut a part off any part, and the missing part will grow back while the cut-off part will reform into a new sea serpent, if smaller than the original. It is implied the secondary serpents have the same skill, but Arthur wisely stopped trying.
- Everyone Calls Him "Barkeep": The sea serpent is only called that, even though neither part of the name seems a proper description.
- No Body Left Behind: The creature explodes into magic particles after being set on fire.
- Reptiles Are Abhorrent: Played straight and subverted. The sea serpent is abhorrent, but its slayer is another dragon.
- Sea Monster: Okay, so it's called a sea serpent and it could very well have water powers. It's, however, not inhabiting the sea, but rather a pool inside a cave. Though that could technically be a temporary condition for the purpose of entrapping Arthur. For that matter, it's also not quite a serpent, what with its limbs and all.
- "Well Done, Son!" Guy: Upon capturing Arthur, the sea serpent proclaims how proud Morgana will be of it.
Morgana's reptilian watchdog that can become bigger at will. It may or may not be her creation.
- Canon Foreigner: The watchdog is a comic-exclusive character.
- Everyone Calls Him "Barkeep": The creature is only referred to as "watchdog". Which still beats most of Morgana's non-Warlord servants as they tend to get no name at all.
- Reptiles Are Abhorrent: Despite its name, the watchdog is not a mammal, but rather a reptile.
- Sizeshifter: Either that or Shapeshifting; the art is not particularly clear. When Morgana orders her watchdog into battle, it changes shape in a way that suggests it becomes bigger, but it doesn't show in comparison to the other characters. It also becomes more bulbous and gains a larger head in a way that makes its appearance frog-like.
The Purple Horde
The leader of the Purple Horde. He's a skilled warrior who wields a katana and very keen on honor.
- Cool Horse: Because what would a leader be without one? It could be a unicorn, but the horn could also be part of the helmet.
- Code of Honour: Honor matters to the whole of the Purple Horde, but none carries it as high as Chang. Overlaps with Honor Before Reason, because it's the most surefire way for him to get defeated too. In "A Matter of Honor", the combined forces of the Warlords and the Purple Horde has led to several Knights being taken prisoner. Arthur shows up to challenge Chang for the freedom of his friends. Chang ignores the Warlords begging him not to and, of course, loses. And in "The Higher Ground", the Purple Horde could've defeated Breeze if Chang hadn't insisted to an honorable one-on-one, leaving Breeze open to threaten his man with his shield emblem.
- The Dragon: Sort of. He's in service of Morgana, but still too much of an outsider to be a true Dragon. Viper, however, certainly seems wary Chang will usurp his position.
- Interservice Rivalry: Chang and Viper do not go along. For a warrior of honor and etiquette, Viper is an agitating presence, while Viper senses a threat to his position in Chang. Has elements of Sitcom Archnemesis when either Morgana's command or a shared enemy prevents them from being at each other's throats.
- Katanas Are Just Better: He wields a golden katana in battle.
- Monochromatic Eyes: Most of the Purple Horde have monochromatic eyes, but that could be an effect of the masks they wear. Not so for Chang, who does not wear a mask and has no discernible pupils still.
The Purple Horde's horn blower and something of an enforcer when the situation calls for one. His main weapon is a pair of nunchaku, but he can claw at an opponent too.
- Acrofatic: He's the fattest of the Purple Horde and no less capable because of it. Specifically, his design evokes a sumo wrestler, though he's never depicted as actually being one.
- Blow That Horn: Awan carries the Purple Horde's warhorn and uses it to draw their attention to approaching enemies.
- Dual Wielding: His claws, for one, but he can also handle two nunchaku at once.
- Fighting with Chucks: His main weapon are nunchaku.
- Wolverine Claws: Awan has claws attached to his arm guards and to his boots. They aren't as long as Lucan's or, for that matter, ever used on the show.
The bow-wielder and apparent confidant of Chang.
- The Faceless: Hung never removes the mask covering the upper half of his face.
- Great Bow: Hung's bow is about as tall as he is.
- The Stoic: As demonstrated in "A Matter of Honor", where he calmly shot Hammer in the forehead and then remained calm as the Warlord walked on, rightly confident it would be only a matter of milliseconds, and in "The Cure", where as the least sick warrior he tended to Chang in what little ways he could even though it was clear they were all going to die anyway.
The closest to the popular image of a ninja among the Purple Horde. He's the driver of one of the War Wagons; the one with the giant shuriken.
- Epic Flail: He handles a kusarigama when close combat comes a-calling.
- The Faceless: He's second only to Rim, because at least the general shape of his head is visible. But yeah, he too never takes off his mask.
- Femme Fatalons: A male example. Po has red, pointy nails on the end of his gloves.
- Fuuma Shuriken: Justified in that its the ammo of his War Wagon. He never throws them himself.
- Rings of Death: For ranged combat, Po uses shuriken. Whether an animation error or something with meaning, Slasher uses the same shuriken as Po does in "The Cure", but he gets his own design in "Tone's Triumph". The difference between the two is that Po's are yellow, serrated, and full, while Slasher's are grey, smooth, and have a hole in the middle.
One of two Purple Horde members with specific explosive expertise. He's got a knack for bombs, though for close combat he wields one long and one short sword simultaneously. He's the driver of one of the War Wagons; the one with the rotor blades.
- Dual Wielding: He's got one long and one short sword for situations of close combat. Combined with his general demeanor and the method of destruction his War Wagon employs, there's the implication of Knife Nut.
- The Faceless: Of the cast, Rim is the most noteworthy example. He always wears a black slate in front of his face so there's not even a hint what his head looks like.
- Throw Down the Bomblet: Rim's other signature weaponry are bombs. Bombs with spikes, so they'll if the target surface is soft enough. He's implied to be the Mad Bomber kind of bomb-thrower, based on his Unflinching Walk and creepy laugh when ordered into combat in "A Matter of Honor".
- The Voiceless: One of the two members of the Purple Horde not to get any lines at all.
One of two Purple Horde members with specific explosive expertise. He specializes in hand cannons, of which two are mounted on his shouldes and one on his arm. He's the driver of one of the War Wagons; the one with the bird beak cannon.
- Blinded by the Light: Ti Bens's War Wagon can double for this, as happened in "The High Ground". Rather than aiming at anything, it was used to send fireworks into the sky to help the Purple Horde and Warlords see during their night attack.
- The Faceless: Ti Ben never removes the mask covering the upper half of his face.
- Jet Pack: Or Jump Jet Pack. Ti Ben has rocket boots. He only uses them once in "A Matter of Honor" when a short jump is all that's necessary. How long they can keep him airborne is never stated.
- Shoulder Cannon: There's two attached to his back, for which he has to go turtle to aim forwards. There's also an Arm Cannon on his left arm, but he uses it less.
- The Voiceless: One of the two members of the Purple Horde not to get any lines at all.
Creatures of the Land
A giant who follows his own rules only and is appropriately feared by all. But his own rules are still rules; he is not without reason or moral. He and the Worm are mortal enemies.
- Adaptational Villainy: Results into Death by Adaptation. Grimlap went from defying expectations of being the vile sort to straight up being the vile sort in the SNES game. There, he's a miniboss with not a shred of personality to be defeated. Though in fairness, this might be another consequence of the game ending up rushed.
- Arboreal Abode: Grimlap lives in a live tree. Or rather, his front door is in the tree, but it leads to tunnels under the tree. That is where Grimlap truly lives.
- Arch-Enemy: Grimlap considers the Worm his Animal Nemesis. Getting on his good side is all the more easier for the Knights once they've killed the creature.
- Carry a Big Stick: His weapon of choice is a giant club, possibly type Bad with the Bone.
- Hidden Depths: Grimlap is presented as and initially acts the part of a monstrous being that needs to be beaten. It is only when the Knights mention they've killed the Worm that Grimlap's true self shows when he repays a favor with a favor: Arthur's Key of Truth that had ended up in his possession. This leads to a What the Hell, Hero? moment when Grimlap points out that just because Arthur is a king, that still doesn't give him the right to enter uninvited and make any demands on another's stuff. Things the Knights didn't realize they'd been doing because they never thought of Grimlap as a person.
- LoinCloth: Aside from his boots, this is all he wears.
- Our Giants Are Bigger: Grimlap is somewhere between twice to thrice as tall as a human, stronger than ten men, and Merlin worries not even Excalibur could bring him down.
- Sleepyhead: Both episodes to feature Grimlap have him be asleep when trespassers arrive and go back to sleep when he's dealt with them. It might not be all he does, but it's all he's shown doing.
The king of the gnomes of England (and possibly beyond), who lives near the human settlement of Crownhorn. In the SNES game, he has an unnamed son.
- Beneath the Earth: The gnomes predominantly live underground in tunnels. They have a few exists that they protect viciously.
- Character Witness: Overlaps with Graceful Loser. When Orin entered their territory, Kazak and two other gnomes attacked him. Then the Knights of Justice showed up and helped the farmer. Orin, in turn, begged them not to hurt the gnomes because he was the one at fault first. The Knights then let them go. Later, Orin, his wife, and Sir Phil became captives of the Warlords, who outnumbered the Knights about 10-to-1. It was then Kazak and his troops showed up to help the Knights defeat the Warlords. Why? For one, because they helped Orin first. For two, because they let the gnomes go unharmed thereafter.
- Pintsized Powerhouse: All gnomes are small, but very agile and they pack a punch. In Kazak's case, it co-exists with Long-Lived.
- Staff of Authority: He's got a simple one that he also uses to beat or choke people with if they ask for it.
Also known as the Gnome Prince, he's the son of King Kazak.
- Distressed Dude: He's been captured by the Warlords. In order to get on the gnomes' good side, Arhtur and the Knights have to free him.
- Head Swap: An unusual version. Compare Everett's portrait and the prince's and it's clear the prince's is Everett's, only turned a little and with a new nose and ears to give him a gnome-like appearance.
- No Name Given: Despite being a significant character, he's not given a name.
The ruler of Fear Island and a cranky one at that. Aside from being an extremely powerful magic user, he's also ugly enough that one look at him will turn you to dust. This is all the more easier to him because he has two faces: one on the normal spot and one on his back.
- Antimagic: One of the Beast's greatest abilities is nullifying others' magic. This includes people's, like Merlin's, and objects', like Excalibur's.
- Deadly Gaze: One look at the creature and its ugliness will turn you to dust. He's very proud of it. And of course, he gets Hoist by His Own Petard when he accidentally sees his reflection in Excalibur.
- Evil Sorcerer: He's evil and established as the most powerful magic user to appear in the show. However, he's not the active sort. He's content spending his days alone and not bothering anyone that doesn't trespass on Fear Island first. The only reason the Knights had to bother with him is that one of the Keys of Truth had ended up in his possession and he refused to give it back (and relished the thought of getting to kill Arthur when the Knights came for the key).
- Everyone Calls Him "Barkeep": He's only ever referred to as the Beast.
- The Hermit: He lives alone in his castle at the center of Fear Island, which is otherwise inhabited only by wildlife.
- More Teeth than the Osmond Family: Plenty and plenty of teeth, even aside from the double points he gets from having two mouths. They're on semi-permanent display because the Beast rarely has a more closed expression than a Cheshire Cat Grin.
- Shout-Out: The Beast is partially inspired by the Beast from Disney's Beauty and the Beast, which was released 1-2 years prior to the episode. Name, looks, isolated reign - the only difference is that the Beast is a villain and the other Beast a hero.
- Teleportation: As a means to control Fear Island, the Beast is a master of teleportation magic. He keeps tabs on any visitors by means of warps, sends attacks to them by means of warps, and manipulates their movement by means of warps.
The Black Family are nobility that have most of the say in the Town of the Dead. The Family consists of Baron William Black, his daughter Mary, and his sons Richard and No Name Given.
- Barred from the Afterlife: All who reside in the Town of the Dead, Plain of the Dead, or the Dark Forest are dead yet still bound to the mortal world. For some, this means they can actually be revived if a living person comes fetch them. For others, this means getting their hands on a simple Flower o'Innocent will let them pass on. For the Black Family, things are more difficult because William's father John got the whole family cursed pretty heavily. Exactly how he did that is not said, but he appears to overall have been a bad person.
- Fantastic Racism: Baron Black openly doesn't like the living.
- The Heart: Mary, who is the only one who'll help out the Knights of Justice without prejudice or payment.
- Missing Mom: Three children and not a mom in sight or word.
- Missing Secret: Don't get your hopes up there is a way to help the Blacks pass on. This late in the game, there's a lot of things that got rushed and dropped.
- No Name Given: One of the baron's sons is not named.
- One Steve Limit: Semi-subverted. Mary Black shares a first name with Lady Mary, Guinevere's lady-in-waiting, but the two do not show up in the same medium. Mary Black is exclusive to the SNES game and Lady Mary is exclusive to the cartoon, even though the latter's limelight episode, "To Save a Squire", was nearly one-on-one incorporated into the game.
- The Undead: The Black Family are revenants or something similar to that. Specifically, their souls are trapped in their bodies that can receive neither physical nor magical harm. The only way to free them from this state, which they want, would be for one of them to be given the form of another being and receive a mortal wound.
- You ALL Look Familiar: All of the family members (and most of the townfolk) share the same cloaked sprite and have the same part-rotten, part-hidden portrait.
A powerful magician who lives in the eastern section of the Swamp of Zagar. He is Merlin's former mentor.
- Hermit Guru: He's been Merlin's mentor in the past (and still is fond of him) and he's a hermit now and likely was in the past too.
- Power of Trust: Blaise doesn't like company all that much and at best dislikes royals and courtiers. But that hostility evaporates for people who know Merlin, best proven by knowing Merlin's old name of Myrddin. To them, Blaise is on his best behavior.
- Sdrawkcab Speech: His one spell demonstrated in the game is this. It goes "Gnorts ylf. Rehtona a fo seye. Sdrib otni uoy nrut, sdnammoc esialb."note
- Shout-Out: Aside from being based on the character of Arthurian Legends, Blaise also takes cues from Yoda of Star Wars fame. He is a (former) mentor, lives the hermit life in a swamp, and is a Strange-Syntax Speaker.
- Third-Person Person: Blaise uses both "I" and "Blaise" to refer to himself, depending which one he favors at a given moment.
- You ALL Look Familiar: His own portrait, but the same cloaked sprite as so, so, sooooo many in the game.
An alchemist who lives in the northern section of the Swamp of Zagar.
- Adaptational Job Change: The Druas of Arthurian Legends was a cruel lord who killed anyone who walked upon his Hill of Wretches until his demise at the hands of Sir Agravaine. The dwarf in his employ then "tricked" (Agravaine damn well knew what would happen) him into blowing a horn that would summon Druas's brother, Sorneham, to avenge him. In the game, Druas is a neutral alchemist who lives in a swamp.
- Elemental Embodiment: An implied connection. Druas is a swamp-dwelling alchemist and keeps the Water Elemental Key.
- The Hermit: He lives alone in the Swamp of Zagar.
- Philosopher's Stone: No mention specifically of the Philosopher's Stone, but Druas does request Pitch Blend in order to finish his formula to turn lead into gold.
The Doorkeeper guards and manages the door from the Town of the Dead to the Plain of the Dead, the final area before a soul passes on.
- The Ferry Man: Bit of a lazy version as he doesn't bring anyone anywhere; he just grants them passage. For this, he needs to be paid the two gold coins laid on the eyes of the soul's former body.
- Skull for a Head: His head is a skull. He could be a case of Dem Bones, but the rest of his body isn't shown in the portrait while his sprite is used by other, non-skeleton characters.
- You ALL Look Familiar: He has the same cloaked sprite everyone in the Dark Forest uses (and some outside of that area too), though he does at least get a unique portrait.
A quintet of low-level scum that got the honor of being the first to get soundly beaten by the Purple Horde. (Truthfully, just Chang.)
- Bald of Evil: One of the highwaymen is bald.
- Evil Redhead: The leader of the crew is a redhead.
- The Highwayman: The version that's very much not gentleman-like.
- Rape Is a Special Kind of Evil: Attempted Rape, anyway. They intended this for Katherine (or at least, that's the implication, given the intimidating flirting and the fact she had nothing on her to steal), but were stopped by the arrival of the Purple Horde. After having served their narrative purpose by being beaten up, they understandably never appeared again.
- Spikes of Villainy: The smallest member accessorizes with a spiked collar around his neck.
- Weapon of Choice: The leader utilizes a spiked club, the small one wields a machete, the bald one handles a regular sword, the black haired one has a knife, and it's unknown what the fifth guy brings along.
A rare magical creature which was saved by the Knights of Justice, Lug in particular.
- King of Beasts: Unicorns are said to be able to communicate with and command all animals. Morgana intended for this ability to be used in getting her the Keys of Truth. After being freed by the Knights, the unicorn promised to tell the animals help them find the keys.
- Talking Animal: It communicates by means of telepathy.
- Unicorns Are Sacred: According to Merlin, unicorns are an integral part of the magic world and their capture or endangerment messes up the entire magical order. Indeed, everything in his workshop was busy exploding, floating, or falling down on its own simply because Morgana had gotten one unicorn in her possession.
A humongous worm-like creature that lives in the same dwellings as Grimlap does. The two of them are mortal enemies.
- Adapted Out: Grimlap appears in the SNES game as a forgettable miniboss. The Worm makes no appearance.
- Animal Nemesis: The Worm is considered Grimlap's enemy. Whether the creature is sapient at all to answer the sentiment is unclear, given how quickly the Knights dealt with it.
- Big Creepy-Crawlies: A potential overlap with Our Dragons Are Different. The Worm, despite its name, is not quite a worm, not even counting its size. Given that in medieval times, worms, snakes, and dragons had mythological overlap, the Worm's design and role may be supposed to evoke this.
People of the 20th Century
Tone's parents, who are worried sick ever since their son's disappearance.
- Do You Trust Me?: Tone can only stay one hour before the time portal closes and would leave his friends trapped in the past forever without Darren's and Arthur's Keys of Truth. His father, understandably, doesn't want him to go after finally knowing he's at least not dead. So, Tone asks if he trusts him, which his father answers he does. He lets Tone's leave after that.
- Happily Married: Tone's parents are this by the looks of it.
- The Power of Love: Tone's mother went into a coma from a traffic accident. Tone learned of this through a dream generated by his love for her. In his dream, he learned that his mother's only been able to mumble "Tony" in her more reachable moments, which leads the doctor to conclude her son could help her wake up. A panic-stricken Tone tries to enter the room, but wakes up beforehand. Fortunately, circumstances are so he can actually return to the 1990s, which he does. He calls for his mother, holds her hand, and cries over it; as hypothesized, it wakes up his mother.
- Unnamed Parent: Obviously this far into this entry, neither parent gets a name.
The football team the New York Knights played against last before they were spirited away. The Vipers lost.
- Color Motif: The New York Knights' football uniforms are red and gold, the same colors as King Arthur's armor. The Rhode Island Vipers wear uniforms in black and green, the same colors as Lord Viper's armor.
- Named by the Adaptation: The team isn't named in the episode, but it is in the comic book adaptation. In their case, it's a matter of the script mentioning their name, but that name not making it into the episode while the comic book did find a way to work it in.
- The Psycho Rangers: The closest the show got to it, at least.
- Snakes Are Sinister: Or in this case: symbolic snakes play a lot rougher than can be considered good sportsmanship.
A woman who manages a football toss stand in Camelot Park in the 1950s.
- Consummate Professional: Arthur tells the carny that the fate of the world depends on her giving him the keys, but she's not having any of it. She tells him that she doesn't care who he is, not even if he'd be the real King Arthur; she runs a business and if he wants the keys, he has to pay and then win the game. Her demeanor does soften when Arthur unthinkingly hands her a coin which value is well beyond the charge (and then wins the game).
- Creepy Shadowed Undereyes: She has obvious bags under her eyes; one of less than a handful to have them in the show. In her case, it's not to communicate evil or unhingedness, since she fits neither, but to mark her as a challenge to overcome anyway.
- Hidden Depths: First, there's her thematic match with Grimlap, who also appears in "Camelot Park", in that they're the only two characters who explictly don't care who Arthur is - the rules and etiquette go for him as much as for anyone and he can either live up to them or step away from his goal. Second, there's the carny's ability to recognize a genuine coin from 582 made from silver, which requires specialized knowledge not generally expected from anyone not a professor or treasure seeker.