Everything About Fiction You Never Wanted to Know.

Characters from Dragonlance include:

Heroes of the Lance

Caramon Majere

Race: Human
Class: Fighter
Alignment: Lawful Good

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

  • Big Brother Instinct
  • Big Eater: Caramon eats a lot in the "Chronicles" series, and is miserable if he's deprived of regular (and very large) meals. Despite this, he never gets fat, presumably due to his active lifestyle. In the "Legends" series after Raistlin abandons him, he becomes so depressed that he ceases to be active and takes up drinking heavily. That, combined with his big eating, soon turns him into a tub of lard.
  • The Big Guy
  • The Caretaker: It's repeatedly shown that he needs Raistlin more than Raistlin needs him, and that his whole identity is wrapped up in being his brother's protector. In Legends, his Character Development revolves around finding his own worth as an individual, and letting go of his twin.
  • Drowning My Sorrows: Starts out doing this in the Legends trilogy, but he gets better.
  • Dumb Is Good
  • Dumb Muscle
  • Happily Married
  • Heroes Want Redheads
  • Love Makes You Dumb: In this case brotherly, not romantic, love.
  • Meaningful Name: His name is meant to sound like "caring man".
  • The Southpaw

Fizban the Fabulous

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

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

Flint Fireforge

Race: Hill dwarf
Class: Fighter
Alignment: Neutral Good


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


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

Lauralanthalasa-Kanan (Laurana)

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

Raistlin Majere

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

Riverwind the Plainsman

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

Sturm Brightblade

Race: Human
Class: Fighter
Alignment: Lawful Good

Tanthalas Half-Elven (Tanis)

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

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

Tasslehoff Burrfoot

Race: Kender
Class: Rogue
Alignment: Neutral Good

Tika Waylan

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

Servants of the Dark Queen

The Blue Lady ( Kitiara Uth Matar)

Race: Human
Class: Fighter
Alignment: Neutral Evil

Emperor Duulket Ariakas

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

Fewmaster Toede

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


Race: Human
Class: Wizard
Alignment: Neutral Evil

Lord Ariakan Ariakas

Race: Human
Class: Fighter
Alignment: Lawful Evil

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


Race: Human
Class: Cleric
Alignment: Lawful Evil


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

Other Characters

Alhana Starbreeze

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

Ausric Krell

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

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

Beldinas Lightbringer, Kingpriest of Istar

Race: Human
Class: Cleric
Alignment: Lawful Good

Berem Everman, the Green Gemstone Man

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


Race: Gully Dwarf
Class: Cleric
Alignment: Neutral Good


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

Dalamar the Dark

Race: Silvanesti elf
Class: Wizard
Alignment: Neutral Evil


Race: Human
Class: Cleric
Alignment: Lawful Good

Gilthas Pathfinder, Speaker of the Sun and the Stars

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

Hederick the Theocrat

Race: Human
Class: Heathen cleric
Alignment: Lawful Neutral

Kerianseray, the Lioness

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

Lord Derek Crownguard

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

Lord Gunthar Uth Wistan

Race: Human
Class: Fighter
Alignment: Lawful Good

Lord Soth

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

Nightshade Pricklypear

Race: Kender
Class: Mystic
Alignment: Lawful Good

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

Palin Majere

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

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


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

Rhys Mason

Race: Human
Class: Monk

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

Steel Brightblade

Race: Human
Class: Fighter
Alignment: Lawful Evil

Usha Majere

Race: Human
Class: Thief
Alignment: True Neutral

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

The Gods

Good Deities

Branchala, the Song of Life

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

Habbakuk, the Fisher King

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

Kiri-Jolith, the Sword of Justice

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

Majere, the Mantis of the Rose

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

Mishakal, the Healing Hand

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

Paladine, the Platinum Dragon

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

Solinari, the Mighty Hand

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

Neutal Deities

Chislev, the Beast

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

Gilean, the Book aka Astinus the Scribe of Palanthas

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

Lunitari, the Veiled Maiden

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

Reorx, the Forge

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

Shinare, Winged Victory

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

Sirrion, the Flowing Flame

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

Zivilyn, the World Tree

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

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

Evil Deities

Chemosh, the Lord of Bones

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

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

Hiddukel, the Prince of Lies

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

Morgion, the Black Wind

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

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

Nuitari, the Devouring Dark

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

Sargonnas, the Red Condor

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

Takhisis, the Queen of Darkness

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

Zeboim, the Sea Witch

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



High God

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




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

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

Primal Sorcerers

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


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


Civilized Humans




  • Cultural Posturing
  • Elfeminate
  • Elves Versus Dwarves
  • Enslaved Elves: The green dragon Cyan Bloodbane tries to enslave the Silvanesti, but the Companions drive him off. But then the Silvanesti and Qualinesti basically enslave their own kin, the Kagonesti.
  • Evil Counterpart Race: The Mahkwahb are the evil counterparts to the Dargonesti sea elves.
  • Expy: Most of the elf cultures are based on one of the common Dungeons & Dragons subraces: Qualinesti are based on high elves, Silvanesti on gray elves, Kagonesti on wood elves, and Dargonesti and Dimernesti on aquatic elves.
  • Fragile Speedster
  • Hidden Elf Village: All of the elf races are reclusive to some degree, but the Silvanesti are the worst.
  • Noble Savage: The Kagonesti.
  • Our Elves Are Better: Though good-aligned on paper, most elves act more neutral due to their snobbish outlook toward other races. Qualinesti and Silvanesti share the "high elf" archetype (exaggerated with the Silvanesti) while Kagonesti are "wood elves"; "dark elves" do not exist as a race (no drow on Krynn), but instead as a social status (evil outcasts).
  • Perma-Shave: Out of all elves, only the oldest Silvanesti are known to grow wispy facial hair.
  • Proud Scholar Race Guy: The Silvanesti.
  • Voluntary Shapeshifting: Dargonesti and Dimernesti can shapeshift into dolphins and sea otters, respectively.


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


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

Gully Dwarves



  • Expy: Of D&D's halflings.
  • Fragile Speedster
  • Hobbits: They were designed to fill the same niche as D&D's halflings, but bear little resemblance to Tolkien's hobbits apart from size. Incidentally, halflings in D&D were later redesigned to be more like kender.


Nomadic Humans



Red Dragons

Blue Dragons

Green Dragons

Black Dragons

White Dragons